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May 20 2019

Xendance added a comment to T139559: Enabling NVG disables personal light -For other player(s)!.

I have the same issue. The personal proximity light keeps getting enabled while in NVG view and I in turn keep toggling NVGs in order to disable the light. This should be a high priority fix imo.

May 20 2019, 2:03 PM · DayZ

May 10 2016

Xendance added a comment to T78543: Init event doesn't fire after createVehicle.

I was just confused whether the init was supposed to be a global event handler that gets fired every time a vehicle is created. If it's not, just ignore this issue then.

May 10 2016, 8:54 AM · Arma 3
Xendance added a comment to T78543: Init event doesn't fire after createVehicle.

Well I suppose that is part of the problem :D
Examples would be nice.

May 10 2016, 8:54 AM · Arma 3
Xendance edited Steps To Reproduce on T78543: Init event doesn't fire after createVehicle.
May 10 2016, 8:54 AM · Arma 3
Xendance edited Steps To Reproduce on T77598: HEMTT trucks invisible at distances greater than 2 km (or so) if objects setting is normal or less.
May 10 2016, 8:30 AM · Arma 3
Xendance edited Steps To Reproduce on T76517: Object view distance drastically affects performance even though map has no objects.
May 10 2016, 8:02 AM · Arma 3
Xendance added a comment to T75723: #Include crashes game and/or preprocessor fails to resolve file paths properly.

I would argue that crashing the game isn't necessary when the preprocessor fails to find the file.

But anyway, I added log and crash dump files. I'll try the workaround.

May 10 2016, 7:43 AM · Arma 3
Xendance edited Steps To Reproduce on T75723: #Include crashes game and/or preprocessor fails to resolve file paths properly.
May 10 2016, 7:43 AM · Arma 3
Xendance added a comment to T75723: #Include crashes game and/or preprocessor fails to resolve file paths properly.

Added a sample mission to demonstrate the crash. Mission consists of a simple radio trigger that executes a script in path "A\AScript.sqf", and that script includes "..\B\BScript.sqf".

May 10 2016, 7:43 AM · Arma 3
Xendance added a comment to T75159: New HDAO introduces black halos around characters when against a wall or structure.

This is the whole point of ambient occlusion.
The point is to produce that black halo (shadows) when the occluder is close enough to a surface. That is the actual goal.
The pictures show really good screen space ambient occlusion, it doesn't look bad.

Here is a screenshot of the ages old Crysis 1 that did SSAO instead of HDAO.
http://upload.wikimedia.org/wikipedia/commons/8/8b/Screen_space_ambient_occlusion.jpg

You can clearly see that the tank casts a shadow on the ground. That is made by SSAO/HDAO.

May 10 2016, 7:29 AM · Arma 3
Xendance added a comment to T74660: setDispersionFactor and getDispersionFactor.

I don't think this is a good idea.
For AI it would be just another variable in the overall formula of difficulty, which would make making balanced missions even more harder.

Also I think weapon dispersion is in the core of gameplay of ArmA 3, I don't want it to vary from mission to mission and from server to server. It's better if people know what to expect and that the dispersion is a constant set by BIS designers.

TL;DR: I don't think it's a good idea.

Edit: Improved wording

May 10 2016, 7:16 AM · Arma 3
Xendance added a comment to T74660: setDispersionFactor and getDispersionFactor.

Because it would be a redundant command. There already is the accuracy modifier for AI, why would you need a second one?

May 10 2016, 7:16 AM · Arma 3
Xendance added a comment to T74660: setDispersionFactor and getDispersionFactor.

That still doesn't explain why we should have a function that controls dispersion of weapons.
I think the consensus among the community is that dispersion should only be affected by the weapon in your hand. So I think that leaves affecting players out of the question, which leaves us with the matter of how this affects AI.
And as this only affects accuracy, it would basically do the same as decreasing accuracy and other aiming parameters in the AI skill array.

Wouldn't it be better if the dispersion was just a constant variable in the weapon class?

May 10 2016, 7:16 AM · Arma 3
Xendance added a comment to T74390: Need a nearHumanTargets and a nearAnimalTargets command.

You can filter the returned target list by yourself. See BIS_fnc_getEnemyTargets for reference.

May 10 2016, 7:10 AM · Arma 3
Xendance edited Steps To Reproduce on T73529: AI squad rotating around squad leader on "wait" waypoint.
May 10 2016, 6:44 AM · Arma 3
Xendance added a comment to T73529: AI squad rotating around squad leader on "wait" waypoint.

Just a note: I don't think this should be intended behaviour. In real life each member of the squad formation has his/her own assigned sector to watch. This in turn means that the AI squad leader shouldn't rotate around, but instead should watch the forward direction.

May 10 2016, 6:44 AM · Arma 3
Xendance edited Steps To Reproduce on T72126: Zamak truck doesn't have space for two squads even though visually there are empty seats.
May 10 2016, 6:04 AM · Arma 3
Xendance added a comment to T70917: Holosight misaligned on multiple weapons.

More pics:

http://i.imgur.com/79qj7fY.png
http://i.imgur.com/1z3Mno9.png
http://i.imgur.com/K08eaKi.png
http://i.imgur.com/A6c9XX6.png

May 10 2016, 5:29 AM · Arma 3
Xendance added a comment to T67991: There is no way to address parent directory with #include.

Are there any plans to improve this?

May 10 2016, 3:38 AM · Arma 3
Xendance added a comment to T67941: Invalid #include should not crash the game.

Well, my issue is 50% about not being able to go one level and 50% game crashing. I just posted the link as a heads up in case anyone else finds this issue.

May 10 2016, 3:36 AM · Arma 3
Xendance added a comment to T67941: Invalid #include should not crash the game.

Possible duplicate here http://feedback.arma3.com/view.php?id=17364

May 10 2016, 3:36 AM · Arma 3
Xendance added a comment to T66734: setShadowDistance command does nothing.

I would prefer if this command allowed to change the distance beyond 200 meters too.

May 10 2016, 2:53 AM · Arma 3
Xendance edited Steps To Reproduce on T66376: Walking sound displaces to left sound channel when walking and/or using combat pace compared to jogging..
May 10 2016, 2:39 AM · Arma 3
Xendance added a comment to T65366: Creative X-Fi + crystalizer on = infantry weapon sound artifacts.

Don't use crystalizer, you're distorting the game sounds with it. It's not the fault of the game that your audio card messes up the sounds.

May 10 2016, 1:57 AM · Arma 3
Xendance added a comment to T63764: Allow dialogs to be used as a Render to Texture (picture in picture) source..

Add rendering of the GPS map with RTT to the list too.

May 10 2016, 12:56 AM · Arma 3

May 9 2016

Xendance added a comment to T61372: No sounds of mortar in flight.

I was an arty spotter in the finnish defense forces and the sound made by falling mortar shells was barely audible. But then again, I was always 1km away from the target.

May 9 2016, 11:04 PM · Arma 3