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May 10 2016

PiepMGI edited Steps To Reproduce on T84962: BIS_fnc_spawnGroup returns error while randomizing units.
May 10 2016, 12:22 PM · Arma 3
PiepMGI edited Steps To Reproduce on T84822: "support" module, from Gameplay modes, empty all vehicles crates regardless of options.
May 10 2016, 12:18 PM · Arma 3
PiepMGI edited Steps To Reproduce on T84639: Alive or not? That's the question! (MP respawn revive template).
May 10 2016, 12:12 PM · Arma 3
PiepMGI added a comment to T84609: [Feature Request] Individual Stamina for each soldier.

To be more constructive:

  • Stamina, fatigue should be set in difficulty level;
  • game timing is not "real-life" timing as you should end a mission, within hours instead of days. With "real-life" tempo, you kill gaming without adding in immersion. Crossing Altis can't take several hours without any boring;
  • AI mus have the same difficulties as players, in a normal use (say veteran), more difficulties in beginner, less in elite.

And furthermore, stamina/fatigue should imped on AI skill. There are so many things to do here! Immersion is broken by AI shooting through walls, vegetations, and ability to fire a magical dead shot after being badly hurt! How many times AI, who are shot at legs, start to walk, face you, (prone or not) and kill you in one shot?

May 10 2016, 12:11 PM · Arma 3
PiepMGI added a comment to T84609: [Feature Request] Individual Stamina for each soldier.

good luck!

May 10 2016, 12:11 PM · Arma 3
PiepMGI added a comment to T84602: Russian CSAT.

I used to play RHS now, as a standard

May 10 2016, 12:11 PM · Arma 3
PiepMGI edited Steps To Reproduce on T84595: Bis_fnc_Arsenal adds an "attachedObject" to the player at each opening. (cumulative).
May 10 2016, 12:11 PM · Arma 3
PiepMGI added a comment to T84595: Bis_fnc_Arsenal adds an "attachedObject" to the player at each opening. (cumulative).

Anything to do with that ?

May 10 2016, 12:11 PM · Arma 3
PiepMGI edited Steps To Reproduce on T84576: New command: CursorTargetDistance.
May 10 2016, 12:11 PM · Arma 3
PiepMGI edited Steps To Reproduce on T84575: Objects (small?) doesn't detect some surfaces on map buildings..
May 10 2016, 12:11 PM · Arma 3
PiepMGI set Category to category:featurerequest on T84457: Enable multiple layers in editor (same mission).
May 10 2016, 12:07 PM · Arma 3
PiepMGI added a comment to T84302: What happened to "special" (flying, in formation, in cargo, none).

I wouldn't like to open a new ticket and see this one classed as "duplicated" but one sure thing:
In 2D classic editor (not eden), when you create a group and choose "none" instead of "in formation", the units regroup themselves in V standard formation!
It's weird.
Place civilians, spread on map, group them, each with "none" in special field.
They will regroup at preview!

May 10 2016, 12:03 PM · Arma 3
PiepMGI added a comment to T84208: Editor placed vehicle continues to be detected as enemy after all crew disembarks.

The problem is what behavior you intend to give at this command.
As written now, you can catch nearest enemies even if distant for several kilometers if your side has a knowAbout on it.
So, there are 2 ways thinking about this command should work:

  • this command must return the nearest existing enemies, for scripted scenarii. Then , you should consider allUnits with a non-friend side, excluding all emptied (civilian) vehicles;
  • If you'd rather want a more immersive information (player oriented), it's OK for the delay, but some distances should be taken into account. It's abnormal to have a return on an emptied vehicle at more than one kilometer and no info on infantry in vicinity.
May 10 2016, 12:00 PM · Arma 3
PiepMGI edited Additional Information on T84188: Allow more possibilities for grabbing items, optics..
May 10 2016, 11:59 AM · Arma 3
PiepMGI added a comment to T84175: Feature Request: Integrate BIS Arsenal and way of editing Ammo crate / Vehicle cargo items.

Agree!
Right click on unit/object (vehicle, infantry, crate, any weaponHolder in fact);
Allow arsenal (adapted to the holder if possible).
Arsenal could have minor change in its display (keep Eden view instead of zooming on face of the unit);
Adapt also for loading turrets of vehicles!
Permit saving for loadout by type of vehicle.

For Christmas please ;-)

May 10 2016, 11:59 AM · Arma 3
PiepMGI added a comment to T84117: Placed AI will always Rotate at Start of ingame test.

Thanks for this improvement. Eden editor will be much more convenient for initiating direction but also stance and other behaviors.
In 2D editor, you need to script something like: this setunitPos "down" in init field of a unit and if you preview, you can see the animation of a unit prone.

SO BI, please consider the stance or other init params should be done prior to start the game (to be sure there is no latency and weird awarenesses for enemies).

May 10 2016, 11:57 AM · Arma 3
PiepMGI added a comment to T84113: BIS_fnc_ambientAnim and BIS_fnc_ambientAnimCombat create persistent logic.

True for BIS_fnc_ambientAnim as well. changed title

May 10 2016, 11:57 AM · Arma 3
PiepMGI edited Steps To Reproduce on T84113: BIS_fnc_ambientAnim and BIS_fnc_ambientAnimCombat create persistent logic.
May 10 2016, 11:57 AM · Arma 3
PiepMGI added a comment to T84076: Eden Editor - Possibility to edit missions with friends/multiple users.

... and further more, in game, spawning objects on one side, coming along resources, then you're in warcraft-like game.

May 10 2016, 11:56 AM · Arma 3
PiepMGI added a comment to T84010: Tracked Vehicles too fast, especially AI: request reducing speed.

Adapt vehicle speed to combat mode

May 10 2016, 11:54 AM · Arma 3
PiepMGI added a comment to T83999: to solve dozens of your creapy MP syncronisation Problems.

Chimera, what's your walkaround? I hope it's not your fake unit.

Thanks to KK, there is a way to make things clear for a simple problem: always have a human leader (player), even if leader slot isn't chosen:

for "_i" from 0 to count allPlayers -1 do {
_player = allPlayers select _i;

if (!isPlayer leader _player) then {
    {
        if (isPlayer _x && {!isServer or (isServer && count allPlayers <2)}) exitWith {
            [group _x, _x] remoteExec ["selectLeader", groupOwner (group _x)];
        };
    _x doFollow (leader group _x);
    } forEach units _player;
};

};

The combination of selectLeader, groupOwner and remoteExec works fine: units obeys to the new leader.

And yes, a selectLeaderGlobal could be great, but please change your title and don't add your solution. Describe the problem, the aim and the way to reproduce what you say.

+1 cause there is something to do with leaders in MP.

May 10 2016, 11:54 AM · Arma 3
PiepMGI added a comment to T83999: to solve dozens of your creapy MP syncronisation Problems.

To come back to "remoteExec", I understand (reading BI doc), that selectLeader must be declared in a CfgRemoteExec class in config.cpp or description.ext ??
A little bit heavy or i missed something.

May 10 2016, 11:54 AM · Arma 3
PiepMGI added a comment to T83999: to solve dozens of your creapy MP syncronisation Problems.

Well, this new command seems very powerful. Interesting for signed addon. On the other hand, the cfgRemoteExec class could be a little bit difficult to manage in regard of global/local configs.

May 10 2016, 11:54 AM · Arma 3
PiepMGI added a comment to T83999: to solve dozens of your creapy MP syncronisation Problems.

I don't understand the interest but i would;
Do you have some examples for "dozens of problems"?
What difference between your solution and a hidden unit or a logic?

I'm trying to improve my knowledge for MP scripting in the jungle of functions, arguments, effects localities but I can't figure what improvement your method could afford. Please, explain for other dozens of sripters like me.

May 10 2016, 11:54 AM · Arma 3
PiepMGI added a comment to T83812: Action menu for AI (press 6) is almost completely useless..

and loutralep, do you agree with the list of all weapons on ground to order your AI subordinate to grab one without knowing where they are? (see my post above). Where is the "strength" here, to send a unit anywhere, with no idea of distance, dangerousness and time to be done? Seriously!

May 10 2016, 11:49 AM · Arma 3
PiepMGI added a comment to T83812: Action menu for AI (press 6) is almost completely useless..

I don't know if there are some statistic data for issue status at BI, but how many tickets marked as "resolved" simply because duplicated with another old "new" issue.

May 10 2016, 11:49 AM · Arma 3
PiepMGI added a comment to T83812: Action menu for AI (press 6) is almost completely useless..

By the way:
If you generate weapons and items, randomly in some houses, leader can select a unit 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?

Please BI, do something or explain.

May 10 2016, 11:49 AM · Arma 3
PiepMGI added a comment to T83805: Steam interface fails and Launcher crashes when off line.

This issue was probably linked to a bad config/version of Steam, frequently updated. I just tested off line mode again, and i can't reproduce the former issue. Please consider as closed.

May 10 2016, 11:49 AM · Arma 3
PiepMGI added a comment to T83805: Steam interface fails and Launcher crashes when off line.

Happens when Steam session fails in off line mods for some reason. Since 1.50, Steam session seams more stable (able to launch off line even if this soft is still trying to connect).
But crash still occurs 100% time, when clicking on launcher icon directly, without Steam opening. Added launcher logs.

May 10 2016, 11:49 AM · Arma 3
PiepMGI set Category to category:launcher on T83805: Steam interface fails and Launcher crashes when off line.
May 10 2016, 11:49 AM · Arma 3
PiepMGI added a comment to T83756: Please add a new waypoint order called "JOIN NEAREST".

Problem is: who joins who.

May 10 2016, 11:47 AM · Arma 3
PiepMGI added a comment to T83745: I am always wounded when firing from a mortar..

Bah, the best thing to avoid duplication could come from BI who let "new" for more than one year or declare "solved" or duplicated" some topics which aren't (see inputAction "adjust").
To be more constructive, the mortar problem is probably linked to the wound a unit catches each time you attach/detach an object to him. It seems a collision occurs with object. It is also the case if a player "bumps" an attached object on another unit. Make this experiment: attach a fuel canister or something in editor to a unit/player. Reach his position and "touch" the attached object. You're wounded. Make the unit/player prone with attached object, detach it. This time, this unit is wounded.

May 10 2016, 11:47 AM · Arma 3
PiepMGI added a comment to T83667: Add some of the BIS_fncs as scripting commands.

Bis_fnc_LoadInventory and Bis_fnc_saveInventory. In fact, all functions allowing to manage inventories instead of each weapons, magazines and items.

May 10 2016, 11:44 AM · Arma 3
PiepMGI added a comment to T83667: Add some of the BIS_fncs as scripting commands.

Interesting! https://community.bistudio.com/wiki/lineIntersectsSurfaces
I will spend my next weeks to try how to obtain the same distance as in range finder with this magnificent tool! At least, this command needs to be mixed with distance one in a consistent manner with LOD's.

So my request for "simpler" global command "cursorTargetDistance" stays up to date, on my opinion.

May 10 2016, 11:44 AM · Arma 3
PiepMGI added a comment to T83667: Add some of the BIS_fncs as scripting commands.

... and the possibility to get the "rangeFinder" distance with anything! (Sorry I don't know the function) but there is no simple way to catch distance between player's eyes and ANY object/ground, like in rangeFinder or laserDesignator. Big thanks the day this command will be issued.

May 10 2016, 11:44 AM · Arma 3
PiepMGI added a comment to T83509: The launcher can not change the list of mods and addons.

Launcher doesn't "think".

May 10 2016, 11:40 AM · Arma 3
PiepMGI added a comment to T83507: Automated detection of Headless Client.

see hasInterface (real player) combined with isDedicated for dedicated server or not.

May 10 2016, 11:39 AM · Arma 3
PiepMGI added a comment to T83506: isPlayer don't work correctly on dedicated server, when client rejoining on briefing.

Probably because public variables (and EH) are broadcasted prior to init vehicle player.
Player is not null but remote.
And probably waitUntil {player == player} will wait for the player to be local.
See also waitUntil {local player};

May 10 2016, 11:39 AM · Arma 3
PiepMGI added a comment to T83504: Shifting view (to gunner) ruins pp effects like dynamic blur..

none interested?

May 10 2016, 11:39 AM · Arma 3
PiepMGI edited Steps To Reproduce on T83504: Shifting view (to gunner) ruins pp effects like dynamic blur..
May 10 2016, 11:39 AM · Arma 3
PiepMGI added a comment to T83496: AI seeing and shooting through vegetation and smoke..

Further more, It seems you can't fire through some bushes and little trees. Have a thermal vision, fire at enemy behind a bush. Sometimes, you can see impacts on some bushes like on a wall, and there is no chance to kill someone with a standard caliber, without hitting a discovered part of the body.

May 10 2016, 11:39 AM · Arma 3
PiepMGI added a comment to T83494: Opfor CSAT unform to much armor.

I vote up because i don't think balancing bodies / uniforms along with sides is a good consistent solution.
Armor bodies should be the same for all AIs, until you want to demonstrate a human side superiority...
Then, uniforms armor could be reliable with their usage. It's totally weird to have a wet suit (CSAT) much more armored than any BLUFOR suit.
Many addons (not always under BI responsibility) reproduce these weird fittings. And furthermore, some scripters, as I am, didn't figure they can't mix Blufor bodies with CSAT uniforms, or OPFOR bodies with BLUFOR uniforms without unexpected consequences.

thegodfather issued a real problem in a bad manner but I can't imagine there is no consistent solution rather this poor patch-up job, unworthy with outstanding BI developments.

May 10 2016, 11:39 AM · Arma 3
PiepMGI added a comment to T83393: new enemies don't shoot when setfriend shifts relationship from friend to enemy (resistance).

Thank you

May 10 2016, 11:36 AM · Arma 3
PiepMGI edited Steps To Reproduce on T83393: new enemies don't shoot when setfriend shifts relationship from friend to enemy (resistance).
May 10 2016, 11:36 AM · Arma 3
PiepMGI added a comment to T83285: Building door opens in a wrong direction.

+1

May 10 2016, 11:33 AM · Arma 3
PiepMGI added a comment to T83276: Units are moving irregularly (basic preview SP mission) ..

OK, problem comes from Steam interface.
Even if your parameters are set to "allow download during gameplay" unchecked (disabled), this interface is trying to download something after launching (and playing) a MP subscribed mission. Then, mission is downloaded, but Steam interface is now and definitely, tilting X time per second to "in queue" and "starting".
If you leave the MP mission, this inteface continues this false download.
You can stop, restart PC, windowns then Arma,... this interface still remembers the fact it's trying to download something.
This is a "workshop content", network at idle, disk also, 0 bytes/0 bytes but Arma is totally impacted as the game pauses on/off each seconds (video)

The only solution seems to be: quit Arma, launcher, then avoid anything to download thru Steam!

So, did you change something in Steam interface?
Is there a way to re-install steam without losing or reinstalling Arma?
It takes 15 hours for me when I reload Arma (without addon)!

May 10 2016, 11:32 AM · Arma 3
PiepMGI added a comment to T83276: Units are moving irregularly (basic preview SP mission) ..

Thanks, Steam beta resolved this bug. Please consider as closed.

May 10 2016, 11:32 AM · Arma 3
PiepMGI edited Steps To Reproduce on T83276: Units are moving irregularly (basic preview SP mission) ..
May 10 2016, 11:32 AM · Arma 3
PiepMGI added a comment to T83261: Strange artillery changes in 1.48 -- manual trajectory calculation -- the mk6 scope doesn't work.

Confirmed! There is no way to hit a building without artillery computer. I tried my own calculation based on standard ballistic without air friction, I obtain the same results as in the MK6 scope (1st person). So, it's not a math bug. Did you change something else? Why computer is so accurate but scope not?? Initial velocity of shell?

May 10 2016, 11:32 AM · Arma 3
PiepMGI added a comment to T83261: Strange artillery changes in 1.48 -- manual trajectory calculation -- the mk6 scope doesn't work.

See also this old problem:
http://feedback.arma3.com/view.php?id=20944

May 10 2016, 11:32 AM · Arma 3
PiepMGI set Category to category:featurerequest on T83227: Better wrecks after crash.
May 10 2016, 11:31 AM · Arma 3
PiepMGI added a comment to T83219: Update: 1.48 fps dropping to 1-5 fps at times un playable.

Please consider also:
http://feedback.arma3.com/view.php?id=24909
May be a problem linked with how the versions 1.48 et dev are installing files.
Or Steam interface.

May 10 2016, 11:30 AM · Arma 3
PiepMGI added a comment to T83219: Update: 1.48 fps dropping to 1-5 fps at times un playable.

Yes, several EPOCH servers become unplayable. The most impacted mod for my own experience. When playing EPOCH, I'm just in ARMA vanilia + EPOCH, nothing else, no advanced parameter in launcher. NVidia GTX 970. cpu i5-3470 @3.2GHz

May 10 2016, 11:29 AM · Arma 3
PiepMGI added a comment to T83218: bis_fnc_guiEffectTiles gives me an error since 1.48..

Did you change something in bis_fnc_guiEffectTiles ?

And please, how to correct this config entry which worked before 1.48?:

class GPSMap
{
idd = 133;// -1 no difference
duration = 100000;

    fadein = 0;
    fadeout = 0;
    name="mapping_GPS";
    onLoad = "uiNamespace setVariable ['gps_map', _this select 0]";
    controls[]=
		{
		HUD_GPS_frame,
		Minimap_GPS
		};

controlsBackground[] = {"HUD_GPS_frame","Minimap_GPS" };

		class HUD_GPS_frame: RscText
	     {
		idc = 13000;
		text = "";
		x = "uiNamespace getVariable 'GPS_x'";
		y = "uiNamespace getVariable 'GPS_y'";
		w = "uiNamespace getVariable 'GPS_w'";
		h = "uiNamespace getVariable 'GPS_h'";
		shadow = 0;
		colorBackground[] = {0.3,0.3,0.3,"uiNamespace getVariable 'GPS_bckgrnd'"};
		colorText[] = {0, 0, 0, 0 };
		};

		class Minimap_GPS: RscMiniMap
		{
		idc=13301;
		type=101;
		style=48;
		text= "#(argb,8,8,3)color(0.2,0.2,0.2,0)";
		x = "uiNamespace getVariable 'GPS_x'";
		y = "uiNamespace getVariable 'GPS_y'";
		w = "uiNamespace getVariable 'GPS_w'";
		h = "uiNamespace getVariable 'GPS_h'";
		colorBackground[]={0.8,0.8,0.5,0.2};
		colorText[]={1,1,1,0.5};
		font="PuristaMedium";
		sizeEx=0.03;

		maxSatelliteAlpha="uiNamespace getVariable 'GPS_alfa'";
		shadow=0;
                ...... etc

Thank you very much

May 10 2016, 11:29 AM · Arma 3
PiepMGI added a comment to T83218: bis_fnc_guiEffectTiles gives me an error since 1.48..

Resolved:
change class Minimap_GPS: RscMiniMap
for class Minimap_GPS: RscMapControl

Why now? what change?

May 10 2016, 11:29 AM · Arma 3
PiepMGI edited Steps To Reproduce on T83218: bis_fnc_guiEffectTiles gives me an error since 1.48..
May 10 2016, 11:29 AM · Arma 3
PiepMGI added a comment to T83216: No entry 'bin\config.bin.SmokeShellWhite'..

Not only by throwing smokeShell but simply logging on server like Epoch or Wasteland.

May 10 2016, 11:29 AM · Arma 3
PiepMGI added a comment to T83216: No entry 'bin\config.bin.SmokeShellWhite'..

Yes and no. EPOCH is mandatory when joining EPOCH servers. But no mod at all when playing on wasteland servers. That doesn't mean, there's no function triggered from server while JIP.

Beyond smokeshell, there are more and more unrecognized classes thru mods and/or servers, which didn't display such error before this version.
Perhaps I'm wrong but I guess several major mods are impacted with weird functionalities which worked before then fail or generate errors now. By chance, there is a "close all" button to continue starting JIP.

At a far lower lever, my personal addon is corrupted since 1.48. I didn't change anything and my addon turns weird while displaying a custom GPS. See: http://feedback.arma3.com/view.php?id=24851 . Why engine is now waiting for display instead of control (if error report makes sense)?

So, Adam, you can wait in a "need more info" attitude, or be proactive and ask in BI team, what changed between versions. Perhaps, YOU (BI) changed something in classes and generated such problems.

Lack of compatibility becomes your (our) major problem. We lost inputAction "adjust" http://feedback.arma3.com/view.php?id=23636, even if you're satisfied to mark it "resolved". It's not resolved at all!

I hope someone could be more explicit than I can, aiming the "smokeShellWhite" problem. But please, think "wider" about how things changed between versions. With little chance, some other class problems could be resolved, btw.
Thanks

May 10 2016, 11:29 AM · Arma 3
PiepMGI added a comment to T83068: D3D Error - DXGI_ERROR_DEVICE_REMOVED every 2 - 3 minutes of starting up the game..

Where is it resolved???
This is an heavy problem V1.48, windows 10. GTX970, no shadowPlay.

I just had this shit looking at the config viewer from editing a mission with one unit (player) placed. What heavy environment!

The minimum to write is why you consider as resolved!
BE CREDIBLE!

May 10 2016, 11:25 AM · Arma 3
PiepMGI set Category to category:featurerequest on T83059: Disable respawn for AI in player group.
May 10 2016, 11:24 AM · Arma 3
PiepMGI added a comment to T83058: Crashing with instruction at referenced memory could not be read and Arma 3 has quit in an unusual manner.

Crash at start when logged in MP invade & annex play:

Mods: Arma 3
Extensions:
Distribution: 0
Version 1.46.131175
Fault time: 2015/07/08 12:53:52
Fault address: 0160A22E 01:00AE922E C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3.exe
file: co60_AW_Invade_Annex_2_82D (__CUR_MP)
world: Altis
Prev. code bytes: 88 84 01 00 00 51 8B C4 53 FF 74 24 74 C6 00 08
Fault code bytes: 8B 01 FF 10 8B 5E 0C BD 01 00 00 00 85 C0 74 09

Registers:
EAX:02D51D48 EBX:00000000
ECX:00000000 EDX:3C0AABC4
ESI:3C0AABC0 EDI:3BD2AB00
CS:EIP:0023:0160A22E
SS:ESP:002B:02D51D40 EBP:00000000
DS:002B ES:002B FS:0053 GS:002B

Flags:00010202

note: Minidump has been generated into the file C:\Users\Utilisateur\AppData\Local\Arma 3\arma3_2015-07-08_12-51-04.mdmp

May 10 2016, 11:24 AM · Arma 3
PiepMGI set Category to category:featurerequest on T83032: Enable multiple respawn type (base + group).
May 10 2016, 11:24 AM · Arma 3
PiepMGI added a comment to T82994: DX11 error : buffer Map failed : DXGI_ERROR_DEVICE_REMOVED.

This is an heavy problem V1.48, windows 10. GTX970, no shadowPlay, no mods.

Playing on servers, it crashes from time to time, from several minutes to more than one hour of gaming.
But rignt now, I just had this shit looking at the config viewer from editing a mission with one unit (player) placed. What heavy environment!

May 10 2016, 11:22 AM · Arma 3
PiepMGI added a comment to T82994: DX11 error : buffer Map failed : DXGI_ERROR_DEVICE_REMOVED.

If you read me, I mentioned a crash without any shadowPlay. Don't say you fix everything with that!

May 10 2016, 11:22 AM · Arma 3
PiepMGI added a comment to T82983: LAUNCHER: error message at start for local addons.

OK, "solved". Thanks for this fast and efficient reply.

May 10 2016, 11:22 AM · Arma 3
PiepMGI edited Steps To Reproduce on T82983: LAUNCHER: error message at start for local addons.
May 10 2016, 11:22 AM · Arma 3
PiepMGI added a comment to T82879: D3D Error - DXGI_ERROR_DEVICE_REMOVED: Game is freezing at least every 30 minutes.

If you read me, I mentioned a crash without any shadowPlay. Don't say you fix everything with that!

May 10 2016, 11:19 AM · Arma 3
PiepMGI added a comment to T82879: D3D Error - DXGI_ERROR_DEVICE_REMOVED: Game is freezing at least every 30 minutes.

This is an heavy problem V1.48, windows 10. GTX970, no shadowPlay, no mods.

Playing on servers, it crashes from time to time, from several minutes to more than one hour of gaming.
But right now, I just had this shit looking at the config viewer from editing a mission with one unit (player) placed!

May 10 2016, 11:19 AM · Arma 3
PiepMGI added a comment to T82375: After the upgrade 1.44 player sees a lot of ambient rabbits..

Ambient animals are also in MP servers, logged for cheating. I suggest Battleye kicks or bans rabbits and snakes...
Or snakes setfriend [rabbits,0]

May 10 2016, 11:00 AM · Arma 3
PiepMGI added a comment to T82375: After the upgrade 1.44 player sees a lot of ambient rabbits..

And induced problem is: rabbits, snakes (agents in general) + garbages + any objects are FPS killers. In a game where everyone looks for FPS, please parameter these ambient life/ objects as any other game display. Thanks

May 10 2016, 11:00 AM · Arma 3
PiepMGI added a comment to T82372: Give to the player the feeling of heavy equipment (the weight should some affect max-movement speed).

One other point (not relevant but a little bit in fact):
https://community.bistudio.com/wiki/getMass (see my comment).

May 10 2016, 11:00 AM · Arma 3
PiepMGI added a comment to T82372: Give to the player the feeling of heavy equipment (the weight should some affect max-movement speed).

"This is detail looks not good"
You're probably right for a combat simulator. I don't understand where is the difficulty to let decide players about the level of realism! Each time I underline the need to have a new param setting for fatigue/stamina, people pleads for more (or less) fatigue.
On my opinion, priority is not for more player's fatigue, but for AI's one. I don't understand how enemy AIs could run , be hard wounded and kill you in one shot. Their skills are awful. And they can see you and fire thru vegetation and walls corners, but not players. Did you remark any sway on AI's weapons?

May 10 2016, 11:00 AM · Arma 3
PiepMGI added a comment to T82372: Give to the player the feeling of heavy equipment (the weight should some affect max-movement speed).

But don't forget it's a game! Too much realism kills playability (no fun to cross a 15 km world with excessive fatigue). So, i recommend, as usual, to parameter this in difficulty setting. Downvoted until something in that way.

May 10 2016, 11:00 AM · Arma 3
PiepMGI added a comment to T82231: Ai Driving reverse.

Sure! Tanks with tracks and cars with wheels don't have the same logic for reverse (try right/left backward) and that's normal! But have an AI car stuck by a rock and you can wait for a loooong time before being freed. You just want to take driver's place!

May 10 2016, 10:56 AM · Arma 3
PiepMGI added a comment to T82231: Ai Driving reverse.

One more Resolved unresolved. It's so good for stats.That's the hard life of duplicated posts (sometime, developers don't read and consider things as duplicated).

Not only reverse gear is rotten, but when a vehicle hurts a rock, you can be sure the steering gear sway is always in the same direction, so you could spend hours waiting for a free way.

May 10 2016, 10:56 AM · Arma 3
PiepMGI added a comment to T82171: addon builder & publisher create multiple files, one of them is a "readable" .bin.

OK, I have no action on Steam client, only subscribe/unsubscribe, and descriptions.
Does that mean, the only way to delete this .bin definitely is to delete this mission, and upload a new one?

May 10 2016, 10:54 AM · Arma 3
PiepMGI edited Steps To Reproduce on T82171: addon builder & publisher create multiple files, one of them is a "readable" .bin.
May 10 2016, 10:54 AM · Arma 3
PiepMGI added a comment to T82154: AI regroups on 2 after teamswitch.

Regardless of MP:
Yes, the game logic is a little bit hard to understand due to player/playable units at start and after switch.

Place a group on map: 1 is player, all other playable.
As intended all units follows 1 without order.
switch & lead (with selectLeader)

  • If you switched for an even unit, all even units "next in line" will follow you, odd ones will wait for an order;
  • if you switch for an odd unit, odd "next in line" follow you.

For example, switching from 1 to 4 and taking lead, 6 & 8 will follow you,
switching from 1 to 3, 5 & 7 will follow you.

Try further! Start with 3 is player, all other playable
Take lead. All units will follow you without order. OK.
switch for an even guy, say 2 and take lead. All units will follow you but not "the former player + his even/odd next in line"!
If you were 3 (leader) and now you're 2 (leader), 3, 5 & 7 will not follow you.

A fact is the player's name stay with the player's unit. All switchable units keep their automated engine names.
Even (odd) units follow themselves automatically (without order). But if player switches team, he looses automatic leadership on his previous unit with his previous "even/odd next in line)".

If I guess true, everything goes as if player's unit (at start) keeps name and automated leadership on even/odd subordinates. Of course, as leader, you can order to the group.

May 10 2016, 10:53 AM · Arma 3
PiepMGI added a comment to T82143: AI won't go upstairs in some specific buildings.

Yes!
At Stratis Airport twr, for example. 19 positions! One unit is able to climb upstairs to control room (position 16), not two. If you order a second unit, it will be stuck at first floor.
Empty the tower and now, try to order a unit to reach the position 19 (on roof). There is a vertical ladder to climb. Unit will try to climb then fall then retry until wounded or dead.

It seems paths to some positions (intermediate) are sometimes broken.
If a unit is still in path or in position, the other units are stuck somewhere at the start of the paths.
Ladders are dangerous!

May 10 2016, 10:53 AM · Arma 3
PiepMGI added a comment to T82084: silencer increases the firing range,what advantage of weapon without a muffler?.

https://answers.yahoo.com/question/index?qid=20090617224540AALJWPL

May 10 2016, 10:51 AM · Arma 3
PiepMGI added a comment to T82067: drawIcon3d is broken [list of problems].

Hi KK's. I have done an addon MGI_TG_V2 on Steam, thanks for some of your fabulous blog. http://steamcommunity.com/sharedfiles/filedetails/?id=324784118

My Arma 3 config is ver 1.42 + helo + Marksmen and every HUD's, tags, mines, stance are off, of course, to avoid any redundancy or overlay with my displays.
I just kept extended map info, useful for my auto-zooming GPS.

I'm French and I probably don't understand all fine details, but be sure my addon displays all drawIcon3D I want (and there are numerous!) in several cutRsc contexts. (As said in you blog "onEachFrame" overload memory stacks when game is paused, i prefered MEH).

So i write here this comment, because you add a note in BIKI which leads me to some questions.
Is it a dev version problem? In this case, I hope the next stable version will be issued without this "bug". Sorry for my English and thanks again for all your blog works.

May 10 2016, 10:51 AM · Arma 3
PiepMGI added a comment to T82053: Arsenal won't allow loading of saved presets [MP].

Or simply try to load your saved configs in Arsenal when playing "end game" new MP mode. configs are greyed and you can't load them. You need to choose all weapons/equipments each time you play.

May 10 2016, 10:50 AM · Arma 3
PiepMGI added a comment to T82003: inputAction "Adjust" no more available since 1.42 [Non resolved].

ADAM, that's the problem when you close or mark as duplicate too fast, without reading and let a chance to understand. And this topic is so old!
We want our key "Adjust" back! That means striking "control". It was so useful for so many addons, not only for stance:
In other words, as already written, (my duplicated, resolved) issues will be solved when anybody could check:

0 = [] spawn {while {true} do {if (inputAction "adjust" > 0) then {hint "ok"}; sleep 0.1}}

Bring back as described here:https://community.bistudio.com/wiki/inputAction/actions/bindings, no matter all the reasons found by scripters. By the way, Right ctrl should work also. It was the case!

May 10 2016, 10:49 AM · Arma 3
PiepMGI edited Steps To Reproduce on T82003: inputAction "Adjust" no more available since 1.42 [Non resolved].
May 10 2016, 10:49 AM · Arma 3
PiepMGI added a comment to T81976: Publisher doesn't work.

OK Adam, it works if you change the default "path to temp folder" in addon builder.
It's no more exactly a temporary folder, as it's not deleted after app close.

May 10 2016, 10:48 AM · Arma 3
PiepMGI set Category to category:tools on T81976: Publisher doesn't work.
May 10 2016, 10:48 AM · Arma 3
PiepMGI added a comment to T81974: inputAction "Adjust" no more available since 1.42.

That's what is called backward compatibility. Fine for user addons!
I hope this will be corrected. It must not be difficult! It existed in previous version.

May 10 2016, 10:48 AM · Arma 3
PiepMGI edited Steps To Reproduce on T81974: inputAction "Adjust" no more available since 1.42.
May 10 2016, 10:48 AM · Arma 3
PiepMGI added a comment to T81958: ADJUST button.

Yes We just have to cross the fingers because Adam is fast at marking "resolved" if posts are "duplicated".
Are they? Posts, not really, solution perhaps!

Just hope, the problem will be taken in its WHOLE ASPECTS:

  • Adjust stance button for someones;
  • disabled inputAction for others.

And the only Adam's message here is not comforting so far!

May 10 2016, 10:47 AM · Arma 3
PiepMGI added a comment to T81958: ADJUST button.

Sorry but NOT resolved.
inputAction "Adjust" remains no more available, what new profile and standard preset controls you choose (arma3 or arma3 alternative)!
No addons, just test in debug console.

So, if you consider my ticket duplicated, you should do something for this function. All addons scripted with "adjust" inputaction doesn't work properly anymore!

May 10 2016, 10:47 AM · Arma 3
PiepMGI added a comment to T81817: Please leave the stance modifier in the controls (along with the new adjust method).

NO NO NO
The old imputAction "Adjust" is still not back! I don't care with stances!


I WANT TO BE ABLE TO USE CTRL + SCROLL MOUSE FOR WHAT I NEED/WANT.


The best, immediate way was the IMPUTACTION "ADJUST" WHICH DOESN'T WORK ANYMORE.

And it's not my fault, but Adam's choice, if these problems were mixed!
Adam systematically closed as duplicate my request for the inputAction "adjust" with the stance problem.

May 10 2016, 10:43 AM · Arma 3
PiepMGI added a comment to T81817: Please leave the stance modifier in the controls (along with the new adjust method).

I'm not sure ADAM understands the need of CTRL = imputAction "adjust" ...
This problem will remain until another dev is in charge of that.

May 10 2016, 10:43 AM · Arma 3
PiepMGI added a comment to T81817: Please leave the stance modifier in the controls (along with the new adjust method).

ADAM, that's the problem when you close or mark as duplicate too fast, without reading and let a chance to understand. And this topic is so old!
We want our key "Adjust" back! That means striking "control". It was so useful for so many addons, not only for stance:
In other words, as already written, (my duplicated, resolved) issues will be solved when anybody could check:

0 = [] spawn {while {true} do {if (inputAction "adjust" > 0) then {hint "ok"}; sleep 0.1}}

Bring back as described here:https://community.bistudio.com/wiki/inputAction/actions/bindings, no matter all the reasons found by scripters. Personally, i used ctrl + scroll to zoom in/zoom out my custom GPS, in my (MANW finalist) addon. Not related to stance. By the way, Right ctrl should work also. It was the case!

May 10 2016, 10:43 AM · Arma 3
PiepMGI added a comment to T81817: Please leave the stance modifier in the controls (along with the new adjust method).

scheduled for fix.... just mention the year!

May 10 2016, 10:43 AM · Arma 3
PiepMGI added a comment to T81817: Please leave the stance modifier in the controls (along with the new adjust method).

Yep, nothing new under the sun... There is no more "adjust" possible action coming with "ctrl" key. How many addons impacted, regardless of custom key-binding?

May 10 2016, 10:43 AM · Arma 3
PiepMGI added a comment to T81817: Please leave the stance modifier in the controls (along with the new adjust method).

Just cross the fingers, Adam will change his answer and take all aspects of this problem (inputAction "Adjust" & key bindings).

May 10 2016, 10:43 AM · Arma 3
PiepMGI added a comment to T81817: Please leave the stance modifier in the controls (along with the new adjust method).

inputAction "Adjust" remains no more available, what new profile and standard preset controls you choose (arma3 or arma3 alternative)!
No addons, just test in debug console.

You should do something for this function. All addons scripted with "adjust" inputaction doesn't work properly anymore!

Each time I open a ticket, Adam close it and report as "resolved" "duplicate of".
But it's not a personal problem for personal key binding. It's a function, based on ex-standard binding (until ver 1.40) who disappear with all consequences on scripts!
My addon was scrolling GPS scale by left Ctrl + mouse wheel up/down. Possible even in movement. What can I say to subscribers?

May 10 2016, 10:43 AM · Arma 3
PiepMGI edited Steps To Reproduce on T81787: Backpacks are forgotten when ammunition is set to zero (unit edit).
May 10 2016, 10:42 AM · Arma 3
PiepMGI added a comment to T81783: Emptied vehicles keep the player's side instead of civilian (video).

Adam.
Not at all!
The vehicle remains transfered to your faction if an AI belonging to yours gets into it and then out of it, ONLY IF the type of vehicle is from your side.

That's the reason why I place 2 classes with different sides

  • an empty IFRIT (assumed to belong OPFOR side);
  • an empty HUNTER (assumed to belong BLUFOR side);

Embark one of your unit (say bluefor) in empty Hunter. Hunter STAYS BLUE as you said;
embark the same bluefor unit in empty IFRIT, IFRIT passes Blue just for the time the blufor unit is inside. IFRIT passes Civilian as soon as there is no more people inside.

I took time to explain as far as my English allows me, that there is a difference between empty vehicle from your side and empty vehicle from all other sides when units leave them. I even added a video.
Your answer let me think you don't care and you don't want to waste time for this difference.
It's just something to take into account when you script. Some other people could find this useful or weird. For example, I had to manage this issue to avoid displaying 3D icons on emptied vehicle. It's a choice.

May 10 2016, 10:41 AM · Arma 3
PiepMGI edited Steps To Reproduce on T81783: Emptied vehicles keep the player's side instead of civilian (video).
May 10 2016, 10:41 AM · Arma 3