Should be fixed in next dev branch update.
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May 10 2016
The issue should be fixed in next dev. branch update (upcoming Monday) and in stable version 1.18 when it goes out.
Hi. The absence of interior lighting is intentional. The interiors of buildings in general are not supposed to be lit, given that most of the island has been abandoned.
Objects placed in the map are loaded and regarded differently than objects placed in editor or spawned via scripts.
It's an engine issue that is unfortunately too complex to be changed for release.
Hi, kju.
The 0-1 range in color and ambient shouldn't be an issue on it's own, because they get multiplied by intensity. Meaning color[] = {1,1,1}; & intensity = 1000; yields the same results as color[] = {1000,1000,1000}; & intensity = 1;
Reflectors don't necessarily need the intensity parameter if they have brightness instead (older tech).
Attenuation and it's parameters like hardLimitStart/hardLimitEnd are optional so their absence isn't necessarily a mistake. It just means default values will get used instead.
As far as I can tell, the old styled reflector configuration is present only in some baseclasses and exists for compatibility sake with pre-Arma3 content. Arma3 vehicles replace these configurations with their own settings in their "per-asset" baseclasses.
This should be fixed in current development branch version.
I can't reproduce the issue anymore, seems it's been fixed at some point.
Both lighthouses have the same flash pattern because they are actually the same object.
Thanks for spotting it. It should be fixed in the next update of the development build.
Scope of these objects is still the same, but the class names you mentioned are no longer valid. Those objects are now called Land_BellTower_01_V1_F and Land_Chapel_Small_V1_F.
@plutoto74: a bullet is simulated as a bullet and therefore deals damage on collision. Grenades are simulated as physX objects that are bouncing around. They don't deal damage on collision but on explosion (time trigger).
At this point, we can't damage building parts by physX collisions (which is eg. why you can't demolish part of a building by ramming it with a tank).
It's something we'd like to look into but I can't make any promises right now.
At this time we can't make windows destroyable by grenades.
It should be fixed in current Development Build.
The "house" labels have been removed from runway objects.
Seems we've fixed this at some point :)
May 9 2016
I've adjusted icons for some objects, mostly to get rid of the question mark icons from Zeus. Should be on dev branch today or tomorrow.
We've added 22 icons with various generic shapes. While still being reviewed by our QA, you should already see it in the Development Build since today's update. I hope it helps at least a bit :)
I assume you are using nearObjects["house",<radius>] (if not, please let me know how exactly are you trying to access the objects). There is no parent class used only by buildings, but you can use House_F to narrow down the amount of objects found. You will however still get some objects other than buildings, eg. powerlines.
Looking at your code, I've tried nearestObjects [player, ["House_F"] , 2500]; on Stratis. It will solve your problem with sea bed objects (and runway lights).
In regards to a major overhaul of the class structure: it is unlikely, but I'll see what I can do.
Hi. The sea bed objects are indeed inherited from class house which is correct in the sense that it gives them the set of attributes they need.
Is there anything specific that this prevents you from doing?
Seems I have fixed this two years ago, but forgot to adjust the ticket. Oups :) As for being able to hide inside... sadly there isn't quite enough space for our soldiers :(
The issue should be fixed now.