Already implemented. Maybe close this ticket?
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Sep 6 2024
relates to T171544
relates to T171544
This is a great idea.
usually never is.
only luck I've ever had, is empty hands, eye zoom, and slow your mouse DPI and start line scanning.
If you can see it and there isn't an invisible collision barrier between you and the pickup point, you should be able to grab it.
This error fixed in dev see T182822
It says operating system: Windows 7 but this occurred on Xbox. Just to clarify.
Fair point. :) I also checked inventory and the jacket wasn't accessible there either.
In T184206#2662532, @johnpallett wrote:In this specific case I could aim at it (see screenshot) but not grab it, which was new to me. I've definitely see the behavior you describe where things end up on the roof, but usually I can aim at it and grab like you describe.
I'm hopeful that the resolution of this issue isn't "Game is working as intended, users should not hot swap next to any type of wall" :) Having said that, I'm not sure if there's another report of item collision checks that is already being worked on. If so I'm happy to link this to that as a dupe.
Sep 5 2024
>>! In T164915#2341665, @klamacz wrote:
All joysticks are unbound by default since 0.9.5.101
The lack of firemode switch character animations seem to be present on most weapons.
In 1.2.1.66 Experimental, the AI will drive over the mine and be destroyed, instead of going over the pass into Green Valley.
small tweaks to launcher params seem to have made this stable and stopped the issue.
In T184176#2662576, @dedmen wrote:Why should it not throw error?
getNumber reads either number, or string as SQF script. If its not SQF script it throws error. That is by design. I don't see a problem here?simple expressions depend on context. Animation simple expressions have different variables than sound or particle effects. And the values of these variables are different per object.
getNumber doesn't know what environment.
Having allDisplays return in correct order would work for me. What I meant by topmost was the rendering order and I thought this would be same as input focus. The reason I need the topmost display is so that I can add new controls to it via ctrlCreate so that those controls wont get hidden behind UI elements from other displays
The freeze dump, is currently inside "modParams" script command. It is looking if a mod's picture exists, and trying to find what PBO it is in.
A freeze dump is only a snapshot of a instant in time. That's why we always write two freeze dumps, so we can see atleast two points and judge where the freeze might be at.
I think setPhysicsCollisionFlag would be a great solution to issue № 9
2.20 152207
allDisplays can't do this because the displays returned are in random order
Why should it not throw error?
getNumber reads either number, or string as SQF script. If its not SQF script it throws error. That is by design. I don't see a problem here?
The engine is just not built to have water level change on the fly. Many things would break and not work correctly.
Adding the command itself, and pushing up the water level is easy. And then you have AI flying helicopters under water.
Agreed, the new environment can generate some highland lakes
In T85736#1129500, @commy2 wrote:Yeah, I noticed that too. Apparently it's a campaign / set of missions.
https://forums.bistudio.com/topic/186001-sp-campaign-delta-force-altis/raft wars
Installation:
Extract "DFA.pbo" to your "Steam\SteamApps\common\Arma 3\Campaigns" folder.The developer wrote that this is the way to install it, but I don't think you are supposed to throw any files inside the Campaigns folder (which doesn't even exist, you have to make one), similar to how you are not supposed to put files inside the Addons-folder.
ref: https://forums.bistudio.com/topic/168277-cba-community-base-addons-arma-3/page-31
In T176210#2516593, @Geez wrote:Hello Gramps.
Changes to save load parameter were mentioned in Experimental release 1.0.0.11 patch notes. - https://reforger.armaplatform.com/news/slice master/experimental-october-12-2023
New commands to use are -loadSessionSave to load the latest save and -loadSessionSave [fileName] which loads specific save.
Found a few related issues:
In this specific case I could aim at it (see screenshot) but not grab it, which was new to me. I've definitely see the behavior you describe where things end up on the roof, but usually I can aim at it and grab like you describe.
Yeah that's a completely different item