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May 10 2016

PiepMGI added a comment to T81771: Add last played server(s) ident in MP list to access easily further..

Koala. This is not really handy. Most of time, I'm looking for good pings, then green access, mods,... I try several servers before success in login for many reasons. I can't remember the good server when i quit and it's too late to mark it with a star. I could write a note for each attempt, but it will be far simpler to have an option when you quit: "you have played on server XXXX, do you want to register this IP address?" Something like that.
As KK said, profileNameSpace is probably worthy for that. The aim is to access easily to the last played server(s).

May 10 2016, 10:41 AM · Arma 3
PiepMGI set Category to category:featurerequest on T81771: Add last played server(s) ident in MP list to access easily further..
May 10 2016, 10:41 AM · Arma 3
PiepMGI added a comment to T81749: 'vehicle player' returns player object when player is in vehicle.

vehicle player == player is worthy to know if the player is inside a vehicle or not, even if it seems there is no difference between them!
Try : 0 = [] spawn {while {true} do {hintSilent format ["%1 %2 %3", player, vehicle player, vehicle player == player]; sleep 0.5}}. The only thing which changes is true/false for out/in vehicle.

The fact is an empty vehicle returns an object until it has a crew.
Then it returns the driver or more exactly the gunner if not driver if not commander.

Btw, One other point: Empty vehicles can change side!
If your bluefor units jump into an empty ifrit, ifrit stays civilian until your first man is inside. Then it becomes of one of your side (OK, it's the driver's one in fact). Make the units dismount, the Ifrit returns to civilian side (normal).

Now, order the same thing to your blues, but jumping into a Hunter.
First difference: the vehicle changes side (from civilian to yours) as soon as you order it. (no delay!)
Hunter will return the name of driver only when he's climbing aboard (no change).
Then, if you order all your units to dismount the hunter, this vehicle will continue to belong to your side!!! Emptied Hunter is no more civilian!
You can test it when you want with a simple
0 = [] spawn {while {true} do {hint format ["side: %1",side cursorTarget]; sleep 0.5}};
In the short video below, I display some units data:
name/type of civilian units are in white.
When a unit is friendly, name/type is in green.
Furthermore, if unit belongs to my (player) side, i add data such as ammo, fuel, status are displayed.
Ready? Pay attention for empty Hunter. ;-)
https://www.youtube.com/watch?v=Ch5fiiN-v6k

May 10 2016, 10:40 AM · Arma 3
PiepMGI added a comment to T81702: ARMA 3 not allowing my mods.

Launcher is boring.
I had an icon linked to Arma3.exe and no need to start the launcher (except see below). Since few days, icon is directed to launcher! Why this totalitarianism?
I had to re-create a shortcut.
The fact is launcher & Steam subscription list are linked. If you update your own mods with Arma3 tools, and have them in your Steam subscription, these mods will not be updated until you launch the launcher. That's the only thing, it serves me:

  • I update my addon scripts, pbo them with Arma3 tools,
  • use Arma3 tools publisher,
  • open launcher to upload my own addon (syncing in fact),
  • close launcher,
  • start Arma without this mess.
May 10 2016, 10:39 AM · Arma 3
PiepMGI added a comment to T81673: "150Rnd_762x51_Box" (legacy class for "150Rnd_762x54_Box") can not be loaded into Zafir.

In 1.42 (+ DLC Marskmen), you need to:

  • in arsenal, just remove then add zafir magazines and save your equipment,
  • in virtual ammo boxes, it's a little bit tricky, you need to remove Zafir and mags, add zafir, working mags are highlighted in left windows, double click to add magazines, quit, reload, enter VAS , save your equipment.
May 10 2016, 10:38 AM · Arma 3
PiepMGI added a comment to T81540: Fatigue is ruining some aspects of gameplay (add disable fatigue button).

Everyone thinks what he wants about fatigue. But there is no reason to let aside all players who dislike fatigue like me. Do something, difficulty setting, menu...
If scriptwriters want to disable the "disabling fatigue" option, it's up to them.

To simp1y@hotmail.co.uk and other guardians of realism. Arma has proven it's a game, with its own rules, its own "planet". I do dislike karts in Arma3. I think they are weird and I have to accept them everywhere: MP, arsenal or VA suits... just because they are promoted as a DLC! I don't read any complaint about that.
So, let fatigue be an option and watch for other BI choice!

May 10 2016, 10:34 AM · Arma 3
PiepMGI added a comment to T81490: Virtual Garage - be able to set spawn location.

I'm spawning an UAV, then use it. When i re-open the garage, new vehicle (like off_road or else) spawns at the location of UAV (on ground).
I placed an helipad invisible and declare this position in virtual garage (BIS_fnc_garage_center or any other variable) It seems this position moves with the previous created car. Any idea to have a static garage?

May 10 2016, 10:32 AM · Arma 3
PiepMGI added a comment to T81390: No "cursorTarget" for the brave (if SP autoreport disabled). [video].

Hi F2K Sel,
It's permanent for me. I removed all addons, CBA included.
So, I guess i'm close to Vanilia config with a 1.40 Arma III version + DLC Helo.
I don't have Karts neither Zeus.

As you can see in attached files, a very basic mission: player Blufor, officer Opfor.
No cursortarget until i kill the Opfor. Then i get O_officer_F & nearby a WeaponHolderSimulated (for officer's armament)
The RPT file is tiny since I removed CBA but I didn't found an explanation.

SO, I don't understand why I have no cursortarget data on ENEMIES only.
No problem with other units or empty vehicle.
I'm rather sure it's a "knowAbout" question, but nothing in relation with sight distance. I can be as close as possible, I don't see Opfor (enemy).
If enemy fires at me, I catch a "knowAbout" then cursortarget, after a little time.

Checked through Steam. 1 file corrupted & reacquired. No more result. Problem remains with all files OK.

Thank you for your help.

May 10 2016, 10:29 AM · Arma 3
PiepMGI added a comment to T81390: No "cursorTarget" for the brave (if SP autoreport disabled). [video].

Yes! I browsed all settings and finally found this is linked with Autoreport enabled or not. In MP, autoreport is hardcoded as enabled.
In SP, disabling autoreport makes your cursortarget inconsistent for enemies but OK with dead bodies (as they become "civilian").

So, the question could be: is it possible to unlink cursortarget proprieties from autoreport setting? Autoreport is thought as a report for group. So, what if player is alone? He can't report to himself?

May 10 2016, 10:29 AM · Arma 3
PiepMGI edited Steps To Reproduce on T81390: No "cursorTarget" for the brave (if SP autoreport disabled). [video].
May 10 2016, 10:29 AM · Arma 3
PiepMGI added a comment to T81372: Infantry damage values have been changed to yield unreasonable results.

see also damage for cars: http://feedback.arma3.com/view.php?id=22711

May 10 2016, 10:28 AM · Arma 3
PiepMGI added a comment to T81351: no "someammo" or "magazines" for WY 55 - Hellcat.

Never be corrected I suppose. For Arma 4, please think about standard, mandatory, unique way to implement classes and configs.

May 10 2016, 10:28 AM · Arma 3
PiepMGI added a comment to T81351: no "someammo" or "magazines" for WY 55 - Hellcat.

Isn't it possible to pass this ticket to WY-55 designer? Magazines are probably stored in a specific function regardless of a whatever standardization (if any in Arma configVehicles).

May 10 2016, 10:28 AM · Arma 3
PiepMGI edited Steps To Reproduce on T81351: no "someammo" or "magazines" for WY 55 - Hellcat.
May 10 2016, 10:28 AM · Arma 3
PiepMGI edited Steps To Reproduce on T81240: Careless behavior not so "careless" for AIs.
May 10 2016, 10:24 AM · Arma 3
PiepMGI added a comment to T81230: Running with binoculars is too fast.

@galzohar. I wrote about fatigue, so i answer you. Disabling "fatigue" is not a solution. You loose a "more realistic" effect just because parameters are weird. And, yes, I wrote on other threads for that.

As far as binoculars are concerned, I just think the exact contrary of you: it's a great idea to enable running faster with binocular in one hand than with a weapon in both hands.

There are almost so much opinions about what is "realistic" or not than players.

May 10 2016, 10:24 AM · Arma 3
PiepMGI added a comment to T81230: Running with binoculars is too fast.

I agree 100% with Killzone Kid. There is no need to change something for this possibility. Everyone will find realism at different levels of allowance.

By the way, even if discussed in some other posts, I don't like fatigue, not worthy for Arma's map and terribly boring when you play in wasteland server like (generally disabled), or some SP mission exploring the world. Furthermore, even showcases were written without taking into account this (future) "improvement" and this leads to weird situations when you play them now. If some hints could help to reduce this handicap, it's welcome!

May 10 2016, 10:24 AM · Arma 3
PiepMGI edited Steps To Reproduce on T81111: Hand grenades throwing.
May 10 2016, 10:20 AM · Arma 3
PiepMGI added a comment to T81104: NVIDIA GTX 970 drivers constantly crashing while playing.

Generally NVIDIA answers to these kind of questions. There is no problem with PhysX.

May 10 2016, 10:20 AM · Arma 3
PiepMGI added a comment to T81104: NVIDIA GTX 970 drivers constantly crashing while playing.

nextgeneration be quiet! I removed this post few minutes after i wrote it. I don't allow you to judge me for that. I keep downvoted for your present attitude now!

May 10 2016, 10:20 AM · Arma 3
PiepMGI added a comment to T81104: NVIDIA GTX 970 drivers constantly crashing while playing.

347.88 works fine.

May 10 2016, 10:20 AM · Arma 3
PiepMGI added a comment to T81069: Car damage doesn't match hitpoints and then effective damage. Fire geometry?.

Firing at a whatever car (from hatchback to HEMTT) with common BlueFor guns will lead to damage = 0 until the car is destroyed (damage = 1). No progressiveness except for minimum 7.62 cal (Zaphir) on a hatchback. This case is slightly responsive for damage count.
The results for damage status (between 0 and 1) are something like this:

  • quads react (means !=0) for 6.5 cal (good news), but not hatchbacks! (shifting from 0 to 1 when exploding);

_ offroads keep damage at 0 with a 7.62. but are quickly destroyed. Hatchbacks take progressive damage (until about 0.2 then shift to 1) but seem to be more difficult to explode than offroads!

Take a .50 HMG and fire at Hunter or whatever military car IFRIT STRIDER HEMTT! There is no damage status else than 0 until you explode it.

May 10 2016, 10:19 AM · Arma 3
PiepMGI added a comment to T81069: Car damage doesn't match hitpoints and then effective damage. Fire geometry?.

Deep silence about this post.

May 10 2016, 10:19 AM · Arma 3
PiepMGI added a comment to T81069: Car damage doesn't match hitpoints and then effective damage. Fire geometry?.

In fact, as far as cars are concerned, all works as if fire geometry is insensitive to primary weapons/ HMG projectiles.

May 10 2016, 10:19 AM · Arma 3
PiepMGI edited Steps To Reproduce on T81069: Car damage doesn't match hitpoints and then effective damage. Fire geometry?.
May 10 2016, 10:19 AM · Arma 3
PiepMGI added a comment to T81008: Required action/animation to throw on the ground the current useless weapon..

Voted up. By the way add also the possibility to designate (cursortarget) the weapon on ground, then order an AI unit of your group to take this weapon. (You are not forced to drop an empty weapon!) At this time, this order lists all available weapons in an unknown huge radius, without any logic of distance, and jam action menu (6).

May 10 2016, 10:17 AM · Arma 3
PiepMGI added a comment to T80969: VehicleVarName && setVehicleVarName does not work as intended.

In BIKI documentation:
"So if you want to refer to the actual object by its vehicleVarName, an extra step needed to assign the object to a variable of the same name.
_offroad setVehicleVarName "MyFerrari"; MyFerrari = _offroad;"

Sure thing, When you have an "identified" vehicle (_offroad), you can rename it, then delete it. You don't need to rename it for that.
Same for TEST123 = cursortarget; then later, delete TEST123 works!

OK, it's not a bug, but to be consistent, this function should be improved in order to be more useful and less confusing.

Place a unit with empty name. use setVehicleVarName to give it a name ("TEST123").
Neither:
_string = "TEST123"; _object = call compile _string; deleteVehicle _object;
nor:
deleteVehicle (missionNamespace getVariable ["TEST123",objNull]);
work...

Please make this function able to delete (or else) the "refering" vehicle.
It's not hard to add
missionNamespace setVariable ["TEST123",this];
It's just impossible to guess it for common guys who intend to script.

or create a setVehicleObjectName...

or, at least, add this mission miraculous variable in BIKI.

May 10 2016, 10:16 AM · Arma 3
PiepMGI added a comment to T80899: All Doors in the game indestructible! Please make them destructable..

Each object on map should be destructible, each tree, bush burnable.
I'd rather like that instead of plenty of animals, garbage, if a choice for FPS.

Let each author add what objects/agents he wants. This should be the normal usage, now, with a powerful 3D editor.
In Arma IV perhaps?

May 10 2016, 10:14 AM · Arma 3
PiepMGI added a comment to T80899: All Doors in the game indestructible! Please make them destructable..

No, because indestructible trees

May 10 2016, 10:14 AM · Arma 3
PiepMGI added a comment to T80899: All Doors in the game indestructible! Please make them destructable..

The subject impacts the map design. Just hope the next one, Tanoa, will take that into account.

May 10 2016, 10:14 AM · Arma 3
PiepMGI added a comment to T80899: All Doors in the game indestructible! Please make them destructable..

Hi mickeymen,
In fact, there are several kinds of buildings (and objects also). Depending on who created them i guess, some are indestructible with no animated door (just like scenery boxes), some are indestructible but doors can be animated, some are destructible and doors can be animated. And editor allows you to place all these buildings in your own scenario, directly or by the mean of a function in the initfield of an invisible helipad! Without mention all classes of them.

One of the major problem of Arma is the lack of standardization. Recently, i had to cope with that in DLC helicopter. There are just 2 kinds of helos, Taru and Huron. Each have pods for cargo. These pods are "land" object for Taru (like any other cars, tanks!), but simple object for Huron. Difficult to script referring to "kind of" classes. Scripts are weighty just to sort "cases" for all of these wild designs.

May 10 2016, 10:14 AM · Arma 3
PiepMGI added a comment to T80899: All Doors in the game indestructible! Please make them destructable..

I'm interested in this topic. In despair, I've done a script enabling a "door sudden opening" when blowing a charge (claymore...) on it. See MGI_TG_V2 addon or video. I could write this for shells or heavy calibers fire!

And by the way, far more difficult, i suggest for future, to make possible hole in walls by charge or shell blasts, in order to let units penetrate into a building.

May 10 2016, 10:14 AM · Arma 3
PiepMGI added a comment to T80889: AI vehicle crew gunners are too quick/too good at aiming.

Agree with you Bouben. Don't stack mods on mods. FPS fall guaranteed.

May 10 2016, 10:13 AM · Arma 3
PiepMGI edited Steps To Reproduce on T80850: Reveal enemy unit process work weird for a player out of group.
May 10 2016, 10:12 AM · Arma 3
PiepMGI edited Steps To Reproduce on T80846: ARMA suffers from a lack of standadization in the different classes or categories.
May 10 2016, 10:12 AM · Arma 3
PiepMGI added a comment to T80844: Unit rating flaw.

I tried this with my add-on (MGI_TG_V2) displaying data such as actual sides, rating, health, tactical icons...
What i can say is:

  • if you truly pass below -2000, you're enemy side; -40 pts comes with KIA report of one of your unit if you're leader;
  • when on enemy side, you don't belong to a group anymore. So, no more -40pts;
  • if you continue to kill ex-friendly units, your rating continues to decrease;
  • if you kill your enemies-for-ever ("ex"-enemies) , your rating increases and you can even rejoin your ex-group (remaining guys but situation isn't clearly updated til report).
May 10 2016, 10:12 AM · Arma 3
PiepMGI added a comment to T80844: Unit rating flaw.

Yes i understood. My remarks remain valid!

May 10 2016, 10:12 AM · Arma 3
PiepMGI added a comment to T80844: Unit rating flaw.

Rating must reflect personal action. Shooting at friendly units must be sanctioned. What is more questionable is the fact to destroy own force empty vehicle (i.e. to avoid an enemy usage or allow it respawn in our base). All armies were lead to destroy their own armament in due occasion.

May 10 2016, 10:12 AM · Arma 3
PiepMGI added a comment to T80795: Mission EH "Draw3D" continues to execute after client left the game and is in the lobby!!!.

Sure! I had the same issue for addon: http://steamcommunity.com/sharedfiles/filedetails/?id=324784118
I took care to remove each MEH draw3D but I noticed FPS fall after each respawn.
The only solution I found in despair is :
RemoveAllMissionEventHandlers "draw3D". This works!.. but no documentation to say what could be the consequences in MP servers.

May 10 2016, 10:10 AM · Arma 3
PiepMGI added a comment to T80758: Camera shake after 1.38 update.

Playing in MP, this bug often occurs, after Halo jump, grenade explosion, vehicle passing nearby. It seems linked with cameraShake effects affecting the player. No need to be wounded (still occur with damage 0 & hitpoints damages 0).

May 10 2016, 10:09 AM · Arma 3
PiepMGI added a comment to T80678: Loading profiles with rifle in Arsenal prevents sidearms from being heard in MP.

First of all host and clients need to have the same mods and the same version of mods.

May 10 2016, 10:01 AM · Arma 3
PiepMGI added a comment to T80578: Vehicles sinking in ground.

didn't see that anymore since 1.40

May 10 2016, 9:57 AM · Arma 3
PiepMGI added a comment to T80578: Vehicles sinking in ground.

No need to be in dev branch. Last ARMA3 version is impacted. No problem in SP so far. In MP, just try to play on servers like wasteland. Plenty of vehicles are stuck into the ground.

May 10 2016, 9:57 AM · Arma 3
PiepMGI added a comment to T80537: setMagazineTurretAmmo does not work depending on turret and vehicle localities.

It was already the case for setAmmo (for a vehicle).

May 10 2016, 9:56 AM · Arma 3
PiepMGI added a comment to T80347: "damage" command broken for vehicles with wheels.

Still a problem. There is no relation between hitpoint damages and getdamage function. Not only for car but any kind of vehicle, men included

May 10 2016, 9:50 AM · Arma 3
PiepMGI added a comment to T80242: Add "Rearm" Event Handler or make it possible to disable Rearm action.

I don't like ACE3. This addon is far too much possessive. It disables too much native Arma commands, like "put" "take" and so on.

May 10 2016, 9:47 AM · Arma 3
PiepMGI added a comment to T80242: Add "Rearm" Event Handler or make it possible to disable Rearm action.

Or the way to detect an action:
if (player performingAction "rearm") then {...}; or EH performingAction to avoid loop (limited but sensible list, not a keyDown/up check, already existing).

May 10 2016, 9:47 AM · Arma 3
PiepMGI added a comment to T79988: Unability to hold breath without looking throught sights, make ir laser shooting impossible..

Tsark said: " I play this game license since OFP looking for a realistic gameplay and thus i think that i have more of a right to be heard than these people."

Dude, you just ruined all your credibility. You're not owner of Arma.
You can argue, tell your opinion but never judge you're above other people.

The force of your arguments should be sufficient. If not, move on to other issues.

May 10 2016, 9:39 AM · Arma 3
PiepMGI added a comment to T79988: Unability to hold breath without looking throught sights, make ir laser shooting impossible..

One ignored ticket: You can't retain your breath when you're free diving. Fortunately, its seems you have a scuba bottle but unfortunately, something else than air inside (CO2 i guess):
http://feedback.arma3.com/view.php?id=20945

May 10 2016, 9:39 AM · Arma 3
PiepMGI added a comment to T79908: Migrate RotorLib settings to Difficulties class in .Arma3Profile.

Sure, but before aeronautical considerations, i didn't find any mean to force simple difficulty as "map" (to decide if player can see units on map (extended map info) or not, and when (conditions).
Difficulties are too much hard coded.

May 10 2016, 9:36 AM · Arma 3
PiepMGI added a comment to T79859: Some buildings cannot be damaged using <i>setDamage</i> - damage models needed.

This problem is the same for Military offices (as in Stratis airfield). There's a choice to be done between plenty of realistic models and a quota of models for scenery. And the problem is... FPS.

May 10 2016, 9:35 AM · Arma 3
PiepMGI added a comment to T79801: Unexpected behavior of += array in configs.

As exemple with throw:
class CfgWeapons
{

    class GrenadeLauncher;
    class Throw : GrenadeLauncher {
        muzzles[] += {"MGI_LacrymoMuzzle"};
            
        class ThrowMuzzle: GrenadeLauncher {};
        class HandGrenadeMuzzle: ThrowMuzzle {
            magazines[] = {"HandGrenade"};
        };
        class MGI_LacrymoMuzzle : ThrowMuzzle {
            magazines[] = {"MGI_Lacrymo_mag"};
        };... then you need to repeat all grenade classes with their magazines (like handGrenadeMuzzle above)!

btw, i never found the way to add a magazine for the GL_3GL_F launcher. It works for UGL_F (EGLM) but no way for the GL_3GL_F (commonly used in plenty of addons). Seems to need rewriting all guns just for that!

May 10 2016, 9:33 AM · Arma 3
PiepMGI added a comment to T79542: assign/unassignItem doesnt work with Binocular, Rangefinder or Laserdesignator.

As far as binocular, rangeFinder & laserDesignator are weird weapon/item the linkItem function neither works with them.
Is it so difficult to correct these "items"?

May 10 2016, 9:25 AM · Arma 3
PiepMGI added a comment to T79438: Vehicle side desyncs between client and server!.

This happens even on a SP mission in a local machine. Easy to test via editor. This "campaigns" for a better setSide function, enabling to change side of an empty vehicle (car, tank, air...).

May 10 2016, 9:21 AM · Arma 3
PiepMGI added a comment to T79438: Vehicle side desyncs between client and server!.

Problem is wider than it appears. For instance, rating is impacted and becomes weird. As an emptied vehicle remains on last disembarked unit's side:

  • player could shift quickly on enemyside while killing this emptied vehicle,
  • enemy AI units continues to fire at emptied vehicle, merely than firing at disembarked units!
May 10 2016, 9:21 AM · Arma 3
PiepMGI edited Steps To Reproduce on T79306: Error reported in .rpt file when selection a unit of your group.
May 10 2016, 9:16 AM · Arma 3
PiepMGI added a comment to T79303: free diving unit emits scuba diver breath.

That's exactly what i'd like to mention.
I agree with you, there is a difference between scuba or free diving sounds.
But i disagree when you write "without any scuba gear, you only hear water motion".
If your player moves or stays quiet into water, there is always the same bubbles sounds at a breath frequency, non-correlated with arms movement. If you free dive a little bit, you'll notice you never have permanent, regular bubbles sounds like these.
But as you said, it's very minor hint. You can close it.
Sorry for my poor English and my pathetic try to make a joke comparing Arma' free diving to scuba diving with a CO2 tank.

May 10 2016, 9:16 AM · Arma 3
PiepMGI added a comment to T79303: free diving unit emits scuba diver breath.

Nothing important. It seems I'm the only one who think this weird. So free apnea divers will continue to emit breathes under water!

May 10 2016, 9:16 AM · Arma 3
PiepMGI edited Steps To Reproduce on T79303: free diving unit emits scuba diver breath.
May 10 2016, 9:16 AM · Arma 3
PiepMGI added a comment to T79302: M4 Scorcher artillery (virtual or not) hits the target with a strong delay compared with ETA..

Hi everyone,
I've done complementary tests using Altis _ Almyra flat desert. Place an M4 Scorcher at grid 230172 (between the 2 lakes). Shoot at small hill (033 2300m). ETA is about 25sec and all seems OK if you are in M4 (artillery computer, gunner view). Impact at ETA. Now, play a spotter close to artillery. Aim the same target (roughly same az/D). Order a M4 fire: ETA in support sub-menu title remains 25sec, but impact occurs after 51sec! (You receive also the "splash" at 46sec). I don't understand how ARMA engine can manage two separate explosions: at ETA for M4, and 20sec later for all outside units!
All sounds great for mortar & MLRS. Strange ETA calculation for M4 because ETA decreases above 1400M range. It seems parabolic trajectory is not correctly computerized, leading to a wrong ETA. The function getArtilleryETA returns the same wrong ETA.

May 10 2016, 9:16 AM · Arma 3
PiepMGI edited Steps To Reproduce on T79302: M4 Scorcher artillery (virtual or not) hits the target with a strong delay compared with ETA..
May 10 2016, 9:16 AM · Arma 3
PiepMGI added a comment to T79206: (Optional) Visual fatigue & health gauge....

Try my add-on http://steamcommunity.com/sharedfiles/filedetails/?id=324784118 and i'll take into account all positive comments.
I can split it into parts for your health purpose.
You should be aware, as all (alive) objects cars, planes,... units have a global damage and uncorrelated hitpoints damages. That's the reason why a show body parts and give the global damage by a colored text.
remaining blood is a odd function leading to nowhere without pertinent script.
oxygen works under water (if altitude < -2m), fatigue works (too much in my opinion). I show it by a blinking dot (near heart of my body picture) and a heart beat accelerating sound.
Thanks if you take time and comment.

May 10 2016, 9:13 AM · Arma 3
PiepMGI added a comment to T79155: Vegetation harder than steel..

https://www.youtube.com/watch?v=tHqn2-d3iEg

May 10 2016, 9:11 AM · Arma 3
PiepMGI added a comment to T79155: Vegetation harder than steel..

Vegetation is the best enemy friends! They hide, cover when you can't see anything when prone.

May 10 2016, 9:11 AM · Arma 3
PiepMGI added a comment to T79148: PIP has too low range and contrast.

PIP distance is linked with video setting. A PIP sets to very high or ultra is necessary to obtain something exploitable. But the price to pay is a loss of FPS.

May 10 2016, 9:11 AM · Arma 3
PiepMGI edited Steps To Reproduce on T79103: getResolution.
May 10 2016, 9:09 AM · Arma 3
PiepMGI added a comment to T78797: Game Saves Disappear.

Known issue, assumed "resolved": http://feedback.arma3.com/view.php?id=16634
Waiting for permanent solution,...

A poor d.i.y. solution is:
when you save at a main point of your game, alt tab, go to arma3\saved\missions\... find your current mission folder. find such files as autosave.Arma3save or save(nbr).Arma3save. Normally you have at least a very recent file. Choose the most recent file, copy to another path (desk or else) rename for continue.Arma3save.
when you want to resume your game, just add this file if it doesn't exist anymore, in the correct mission saved folder. When you click at your mission, the resume button is here.

May 10 2016, 9:00 AM · Arma 3
PiepMGI added a comment to T78714: [SUGESTION] Temporary fix for the killer doors....

Opening a door or a portal is boring! One chance of 2 to be on the wrong side and be pushed by the door. Real life can't be copied in many aspects. So, this solution is a smart one!

May 10 2016, 8:58 AM · Arma 3
PiepMGI added a comment to T78577: Please fix diving and swimming issues [list] (6 video).

Agree with Rabbit. Too many mails for this thread. How can I unsubscribe?

May 10 2016, 8:55 AM · Arma 3
PiepMGI added a comment to T78577: Please fix diving and swimming issues [list] (6 video).

By the way, make easier to kill a floating infantry unit from shore. It's almost impossible even shooting in head! Bullets should penetrate water + swimming body!

May 10 2016, 8:55 AM · Arma 3
PiepMGI added a comment to T78509: Players can't join game hosted by me.

OK, One thing is sure: This problem appears also (only?) when people changed their Internet subscription or web support/box.
For example: in France, 100% issue when I and other bros improved our Internet connection for 100 Mo optic fiber and/or changed for HD DTTV compatible link (wired or fiber).

So, in this case, it's not specific to Arma or Steam in general.
This issue is common for people who changed their web subscription and web support/box for a "magic" high speed, HD TV compatible, web link.

This impacts other games, stops the ability to host a game (except in DMZ!), and even, in local, limits the number of LAN gaming PC's (more than 2, Internet crashes for Numericable France).

Providers don't have any solution... They sell!

May 10 2016, 8:53 AM · Arma 3
PiepMGI edited Steps To Reproduce on T78433: Wind direction is wrong.
May 10 2016, 8:51 AM · Arma 3
PiepMGI added a comment to T78379: The list of actions that AI not able to do, but should do..

Hi everyone, could we have a point by Oukej or another developer? This could be great to be advised on what is going on or what is definitely abandoned.

By the way, What AI shouldn't be able:
If you generate weapons and items, randomly in some houses, the leader (player) can select a unit (AI) of his group and then in action menu (6) order this unit to take a weapon (or else) even if this unit has no idea of the position of the loot. Just follow the AI and be sure to kill the game.
Any idea to avoid this weird list?

But should be able to grab all possible mags in vicinity, corresponding to its current weapons! I mean if you order your AI fellow to grab a weapon, AI is not able to grab the mags nearby!

May 10 2016, 8:50 AM · Arma 3
PiepMGI added a comment to T78379: The list of actions that AI not able to do, but should do..

see also: http://feedback.arma3.com/view.php?id=22873

May 10 2016, 8:50 AM · Arma 3
PiepMGI added a comment to T78379: The list of actions that AI not able to do, but should do..

Not exactly,
I agree to enhance AI possibilities for using all weapons available, and why not, "choosing" the one that will have the better effect.
But, rules of engagement (combat mode), is another problem. A 2nd layer in Arma engine. It already exists "combat mode" "behavior" and "skill". Not sure you can easily do better. Mixing the 2 layers (abilities and comportment) is probably possible but it leads to an expert system if you want to browse all the cases (i.e. firing a bullet or a missile if civilian in vicinity).
What i said is, Arma's engine could be improved, as you suggested, with better technical possibilities for AI. Some functions like "findcover" could be also better implemented.
But it seems to me, very difficult to improve drastically this engine, avoiding a "Rube Goldberg machine".
Scripting for a contextual scenario is a good solution. And players don't have to do that.

I agree with you for the content : i'd rather like a better engine than some comercial add-ons like "Karts". I'm not sure to understand this mix.

May 10 2016, 8:50 AM · Arma 3
PiepMGI added a comment to T78379: The list of actions that AI not able to do, but should do..

Please don't mix up Rules of Engagement and ability to fire something, somewhere, sometimes. Arma is a game with plenty of possible scenarios.
For example, sometimes friendly kills leads to mission lost, but usually your rating is downed. That depends on scripting.

The AI (or bot) skill is enhanced by FSM, but it's not "basic". First of all, it seems important to be able to use all possibilities of the weapons carried by unit. That implies if a rocket can destroy or pierce a covert place, this rocket must be fired if there is a threat to kill, regardless of what could be "colateral consequences", but with respect of present combat mode.
Conditions like "presence of friendly unit", "presence of civilian unit" or even "presence of captive unit" is another problem available for any weapon.
Conditions of firing according to environment is "just" ROE's and could be written in several books. FSM or scripts are made for that.

May 10 2016, 8:50 AM · Arma 3
PiepMGI added a comment to T78284: Various shadow artifacts exclusive to the NVIDIA GeForce GTX 750 ti.

So poor backward compatibility since 355.60 is a pity!
The last one 361.91 promises "an optimal experience for Arma3"...

May 10 2016, 8:48 AM · Arma 3
PiepMGI added a comment to T78284: Various shadow artifacts exclusive to the NVIDIA GeForce GTX 750 ti.

I used to save all my drivers in a folder. http://www.geforce.com/drivers manual search is my friend. I downgraded my GTX 860M to 358.91 (nov 15) to play with RHS / Unsung mods without shadow problems.

May 10 2016, 8:48 AM · Arma 3
PiepMGI added a comment to T78237: USER_DEFINED markers are not unique, which results in duplication [VIDEO].

Good news! Becoming a developer seems to help ;-)

More seriously, there are some behaviors coming with the fact a player returns to lobby then plays back. It seems difficult to identify that for playing some script.
If I'm right, player becomes a JIP (if he wasn't) but neither initPlayerLocal nor onPlayerRespawn are run.
Is there a simple way to identify a player's come back? Thanks

May 10 2016, 8:46 AM · Arma 3
PiepMGI added a comment to T77849: MP bug - shooting through corners..

One thing to be tested in debug console:
0 = [] spawn {while {true} do {hintSilent format ["%1 ",lineIntersectsWith [eyePos player, ATLtoASL screenToWorld [0.5,0.5]]]; sleep 0.5}}
What is returned for these places & conditions?

May 10 2016, 8:36 AM · Arma 3
PiepMGI added a comment to T77594: Defense module error.

How such a ticket can remain "NEW" for more than one year? Amazing!

May 10 2016, 8:30 AM · Arma 3
PiepMGI added a comment to T77425: nearEntities command doesn not return type WeaponHolder..

Downvoted until demonstration that nearEntities will keep its good performance!

Actually, nearEntities doesn't return "objects" as flag pole, items, crates, fences... It returns man, agent, cars, tanks, "vehicles" intended as locomotion means.
NearObjects returns (almost) everything as each runway edge light! and all objects (edited or embedded in map).

Rather than making nearEntities heavier (slower), please consider a new function like nearLiveObjects allowing a sort in all workable objects (crates, weaponHolder, backpacks, men...) and no "boxes" like some Land_... on map just for scenery.

May 10 2016, 8:26 AM · Arma 3
PiepMGI added a comment to T77328: Make it easier to add custom grenades to mods without causing issues for other grenade adding mods.

This problem seems to be persistent. There is no way, and no smart documentation, about creating custom smoke grenades. BI, you should add a status "old" for posts overshooting one year without any answer!

May 10 2016, 8:24 AM · Arma 3
PiepMGI added a comment to T77325: AutoSpot=0 in difficulty settings has no effect in MP.

I'm afraid autospot means also autoreport linked with cursortarget :
http://feedback.arma3.com/view.php?id=23023 (see video)

A simple need as the possibility of avoiding automatic reports should not lead to such consequences. oukej, is there any smart solution for that?

May 10 2016, 8:24 AM · Restricted Project, Arma 3
PiepMGI edited Steps To Reproduce on T76991: Camaign episod 3 - game over - No more saving.
May 10 2016, 8:15 AM · Arma 3
PiepMGI added a comment to T76824: Name conflict on module respawn position..

still here v 1.52

May 10 2016, 8:10 AM · Arma 3
PiepMGI added a comment to T76166: PhysX simulation does not return automatically upon "detach".

Brand new subject. Is there any way to avoid a detached object floating in the air?
Still remaining in 1.52 version.
Attach a fuel canister or a battery (truck) to an object, then detach. It floats!
Then, even enableSimulation true on it doesn't work...

Shooting at objects works but it's not a good solution.

May 10 2016, 7:53 AM · Arma 3
PiepMGI added a comment to T76145: Tank Crew Bugs [Multiplayer].

Yes experienced that recently during MP mission. Gunner weapon changes without selecting while commander fires (T100). All players in tank. No AI.

May 10 2016, 7:53 AM · Arma 3
PiepMGI added a comment to T75736: WY-55 Hellcat cockpit missing instruments.

WY-55 is uncompleted or poor coded model:
http://feedback.arma3.com/view.php?id=22984
but also
no door animated.

May 10 2016, 7:43 AM · Arma 3
PiepMGI added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

By the way, this free fall doesn't end when player reaches the ground. If you make player allowdamage false, for mission tests, secured chutes or else, you can't exit of this anim once in ground. The only way i have found is to enter in arsenal view.

May 10 2016, 7:39 AM · Arma 3
PiepMGI added a comment to T74145: setFace and Face commands malfunctioning.

setFace is a "argument global" "effect local" function. Perhaps, it should be the contrary AL EG .

May 10 2016, 7:05 AM · Arma 3
PiepMGI added a comment to T73846: AI controlled vehicles with collision lights are unable to use headlights/main lights.

Nothing new under the sun (sorry the moon)

May 10 2016, 6:52 AM · Arma 3
PiepMGI added a comment to T73571: Wind strength should affect insects.

Insects kill FPS anyway! And by the way, "strong" winds aren't so strong (ridiculously weak for people living in South Pacific)

May 10 2016, 6:45 AM · Arma 3
PiepMGI added a comment to T73314: Set flight heigh above sea level.

REmoved downvote but just one regret: using bad terms. Altitude is above sea level (QNH reference), height above ground (QFE). But Arma doesn't care with real terms... As wind direction, 180° wrong because blowing "to" direction and not "from" like in any weather forecast.

May 10 2016, 6:38 AM · Arma 3
PiepMGI added a comment to T73314: Set flight heigh above sea level.

You can drastically damper the terrain following and almost reach the aim with this little script (in init field of an helo):
0 = this spawn {

_h0 = getTerrainHeightASL (position _this);
while {alive _this} do {
  _h = getTerrainHeightASL (position _this);
  _this flyInHeight (400 + _h0 - _h);
  sleep 0.2;
};

};
Change 400 for the height above your start point you want. Helo will smoothly keep the altitude (height + terrain height on map cursor).
Tested in Takistan mountains. C130 is more difficult due to his flight model I guess.
sleep 0.5 is working also for helo.

I tried to add a height prediction with:
_h = getTerrainHeightASL (_this modelToWorldVisual [0,speed _this/0.72,0]);
without significant improvement.
I tried also something onEachFrame with:
["autopilot", "onEachFrame", { _h = getTerrainHeightASL (position vehicle player);
No more improvement. So I "Keep It Simple Stupid", waiting for a BI command.

May 10 2016, 6:38 AM · Arma 3
PiepMGI added a comment to T73314: Set flight heigh above sea level.

OK, in real life:
height is above sea level or terrain. Easy to avoid crash in arma, works like a radio altimeter;
Altitude is above sea level (for low profile, steady altitude allows collision with ground!);
Flight level is in hundreds of feet and every one at the same standard barometric reference (1013 mBar)to separate traffic. Not really needed in Arma

May 10 2016, 6:38 AM · Arma 3
PiepMGI added a comment to T73314: Set flight heigh above sea level.

No! I downvote because you want to break a useful terrain monitoring (flyInHeight) for a autopilot altitude keeping mode.
You need a flyInAltitude (above sea level). Let flyInHeight for height above terrain (or sea)

May 10 2016, 6:38 AM · Arma 3
PiepMGI added a comment to T72935: Missing of scripting commands for inventory.

addWhatEver functions could work with negative number (as far as the whatever object >0)
example : my_vehicle addBackpackCargo ["B_AssaultPack_blk",-1]; //to remove just one backpack.
Thanks

May 10 2016, 6:25 AM · Arma 3
PiepMGI added a comment to T72876: Respawn event never triggers on the server!.

MEH MPRespawn or EH Respawn are both returning the same object for _this select 0 & _this select 1 (bis_fnc_objectVar +same number).
(just hint format ["%1 %2", _this select 0, _this select1]; in the respawn code.

Furthermore, trying to add/remove action menu for the unit=player, I always failed to remove action from corpse. And I merely obtain action on corpse instead of unit after respawn.
In other words, if you want to remove Action on corpse, it's rather impossible, and if you want to add Action on the "new" unit, use corpse instead of unit (_this select 1 seems to work for new unit even if this is totally weird, but you obtain 2 actions on corpse).

Conclusion: There is a huge lack of example in BIKI. I'd like to put the challenge on you to explain clearly how to manage an action menu (addAction) with EH (orMEH) (MP)Respawn!
I'll save weeks of poor tests.

Any explanation welcome.

May 10 2016, 6:23 AM · Arma 3
PiepMGI added a comment to T71076: Night Sky is too boring.

Stars are/ should be the same size through binocular, due to "infinite" distance. No coef zoom. Moon & sun must be zoomed in.

May 10 2016, 5:35 AM · Arma 3