Yes exactly.
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Jan 29 2024
Terminating FSM would mean removing it from scheduler on the next simulation so it would just stop running at unknown part of its execution. Is that what you are after? Isn't it better to have controlled FSM exit rather than "eject"?
Hey there!
The integration of an exposed weapon or some form of weaponry into the HMETT holds the promise of augmenting its capabilities for a more versatile and impactful role in military and tactical operations. Nevertheless, careful consideration and adherence to ethical guidelines are paramount to ensure responsible and lawful deployment.
https://en.wikipedia.org/wiki/Heavy_Expanded_Mobility_Tactical_Truck rails
You can always set an FSM variable that would direct your FSM to the exit state.
Jan 28 2024
AFAIK forgetTarget is only temporary - aka when the enemy is still within view/distance/can be noticed again, the enemy will become known again
Revision: 151327 setHitxxx commands extended
Hi. Found this exactly same problem when set "map factor" bar setting left.
In vehicle you open and close map many times, all 3D sounds get silence and not reset back.
After this problem, if you set "map factor" bar right, 3D sounds volume work opposite when open and close map.
I tried with the two EHs but this code did not prevent the tigris from shooting my pawnee:
Jan 27 2024
Revision: 151324
In T178591#2559564, @dedmen wrote:Newtarget is not feasible.
Target is already detected before its known. NewTarget triggers, while nearTargets still returns empty list.
Then when unit becomes known, it appears in nearTargets, but NewTarget wouldn't trigger, because the target has already been in the list, it was just updated. And for that we already have KnowsAboutChanged.
Looks like a won't do.
This is being added in 2.16 for deleteVehicle. Makes sense to add it for other types too.
Jan 26 2024
Newtarget is not feasible.
Target is already detected before its known. NewTarget triggers, while nearTargets still returns empty list.
Then when unit becomes known, it appears in nearTargets, but NewTarget wouldn't trigger, because the target has already been in the list, it was just updated. And for that we already have KnowsAboutChanged.
Looks like a won't do.
We'll try to research and provide some documentation on the timeouts of different WP types.
ENDLOAD cheat code. Does the same as the internal key combo
Next week dev branch
The LG shells for some reason work as Guided shell i.e. fly to the screen centre
- Guided shell must work this way
- LG not
I'm sure Arma 3 LG artillery should work like this: LG shell fired and fly like general (ordinary) HE shell but on target approach projectile must seek for a laser and correct his fly to the target
As like it do vanilla LOAL bombs (e.g. GBU-12)
Jan 25 2024
@dedmen Thank you for checking!
That message isn't easy to expand.
Also this is not problematic. It means it ran past our pre-allocated storage. The array will just expand dynamically and work fine. It just means we allocate twice.
Unless it spams that message, its not actually a problem that needs solving.
Jan 24 2024
next week dev branch, and 2.16
That is because view distance is based on the center of the object. And the beams center is in its center, so far away.
Though max beam length is 1000m, so it really should be 500m.
Jan 23 2024
In T178591#2558121, @dedmen wrote:You're writing about new command. But all I see is new eventhandler?
You're writing about new command. But all I see is new eventhandler?
No repro on latest internal build.
No repro on latest profiling branch.
No repro on 2.14 stable.
Jan 22 2024
Here is another video of the issue, completely destroying FPS and stuttering when shooting near these large rocks, this time in Gabreta.
https://youtu.be/4lgHVz2HGQM?t=272
Here is another video of the issue, completely destroying FPS and stuttering when shooting near these large rocks, this time in Gabreta.
https://feedback.bistudio.com/T177742 because Magazine is also a WeaponSlotItem
Arma 3 fix will be in 2.16 update.
DayZ Team has been informed. Thank you!
thanks
Jan 21 2024
Happy to report that dedmen Utils.dll fix did indeed work, the Arma 3 Launcher on Steam Deck recognized the location of the mods. Bravo!
Revision: 151304
Revision: 151304
not sure, need to investigate, all I can say this is not a bug it is working as intended now
Jan 20 2024
@BIS_fnc_KK so basically in other words the audio of the video play cannot be influenced?
Jan 19 2024
looks like it doesnt fire if vehicle is not local
its a video stream - video +audio, it is not handled separately
Sure, no worries. I'll have a go over the weekend and report back.
@BIS_fnc_KK as written it happens for both -noPause used or not used
just -window and -noPause (removing either or both still plays the audio)
Are you running exe with -nopause option?
151303 include crew
Have the exact same problem(on windows).
Don't have Arma3 so I tried this DLL on DayZ on Linux in the hopes it would be the same, but doesn't seem like it. Just get an empty error window for a second, logs complain about a missing method. If you upload another DLL for DayZ I can test that.
Test script snippet to reproduce the issue with visible values
t = 0; st = 0; z = 0;
scopeCurator is coming. If set to zero will disable in zeus
We would have some trouble testing this. Maybe you can help test it for us?
in Arma 3\Launcher there is a Utils.dll
Replace it with this one.
That will use the fallback instead of trying to create links inside !Workshop. That should fix the mod corrupted and mod loading issue