this is an engine (tidesystem) problem that we're trying to solve. We use "engine" water (sea) and currently boats float only when there is low tide - low water level.
more information about this issue can be found here on FT in this ticket: https://feedback.bistudio.com/T146448
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Feb 15 2025
reflex sight/collimators don't have an alternative view above the sights
@Geez please help. server steel crashes. need help. pls
Ah I didnt think to try out for AI, thank you very much
Feb 14 2025
The problem are the non team-players that wants to get the ultra-ghillie-sniper-grenade-rocket-launcher-kit straight from the beginning... just to get killed five seconds later. This behaviour drains resources like there is no tomorrow and causes massive resource problems. People should earn their stuff and that's what the conflict mode is for. If you know how to rank up fast you will get what you want.
It was ignored for player used weapons, not for AI.
Hello Krozj.
This has been tested internally but we were unable to reproduce the issue.
This is the minimal mod to cause the crash. Do we need to supply more dumps?
We would really like to retain the dyeing functionality.
Thank you, so far we are unable to reproduce this issue
Without the Steam ID/link to Steam profile we cannot provide any further service unfortunately.
2.20 also adds config entry for map controls
useRealViewport = 1 to enable it by default, then you don't need to use script command
Fixed in https://feedback.bistudio.com/T189016
due to backwards compatibility you need to run a command, or add a config entry to enable it.
Fixed in https://feedback.bistudio.com/T189016
due to backwards compatibility you need to run a command, or add a config entry to enable it.
Fixed in https://feedback.bistudio.com/T189016
due to backwards compatibility you need to run a command, or add a config entry to enable it.
This is how lifetime works, this loot didn't come with the event so it will not be removed as a part of it.
Can you guys please fix this as it breaks single player PvE.
Okey.
Due to backwards compatibility, we need to mess around a bit.
Per @dedmen request here is a PBO where once this issue works the suppressor (on MX rifle) should reduce the recoil o 25% of its original value when not prone, or if prone to 5%. Other fields like the hit coef dont appear to work, so if it gets fixed then with this suppressor they should do 10x more damage (Picked an extreme value to test with). I imagine typicalSpeed value also doesnt work, unsure how to test on my end.
Give items iD numbers and tracking numbers 🥴
Feb 13 2025
respond and clarify the situation(pls), coz this is huge
Did he leave cash in your underwear?
Yeah should have been easy, so why has not been fixed in a month of telling them
Also, I would like to say that actually any edit to class SurvivorMale_Base: SurvivorBase and class SurvivorFemale_Base: SurvivorBase that affects the model path in the custom config will cause this effect especially if there are more than 2 such edits
Can be closed, as it can be fixed by enabling AutoHierarchy on the RplComponent (since 1.3.0.76).
ctrlMapSetPosition, ADDS the position of the controls group, to the position of the map.
I hope this is a temporary issue with .52 or .55 updates, as I haven't noticed this before in 1.3.
Workaround:
You can create a new group and add new AIs to it
I believe there is none unless we use EachFrame/Draw3D and call it a day. Smooth transition wouldn't be a concern to consider IMO, from what I can see firing an EH upon cameraView has changed is good enough to detect Visual/Pilot LOD change etc.
However and just thouht of, "BeforeCameraViewChanged" might be an addition to suppress the viewmode update etc I guess. Not really sure how it would have a usecase, so just sayin'.
Here is another video that shows the lack of blood effect in animals, in general the problem with all AIs, well, and damage reduction just on normal animals it is not noticeable but when a custom animal has a lot of health reduction on there is
This is true that it might feel disconnected, when the input is faster than it's needed to be, since there is no way to force a speed limit on a mouse.
it's an easy fix.
I assume they process loot mapgrouppos when they redo the navmesh before pushing the files to QA then Live. Unless the mapgroupproto is broken.. I haven't personally looked at the shared files.
In T188318#2754101, @dedmen wrote:Won't fix. I have no idea where to look.