my computer is not looking for a folder with that name through win r. what could be the reason for this and how to solve it?
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Dec 23 2023
Dec 22 2023
Please upload the rpt as well. They can be found in %localappdata%\Arma 3 (type that in Windows Explorer address bar, or use Run)
More info here:
https://community.bistudio.com/wiki/Crash_Files
Revision: 151241 repairing static building now repairs hitpoints for JIP as well
we'll see
In T172490#2546510, @BIS_fnc_KK wrote:handledamage alters damage locally after all the networking is done but thats not all. static building damage isaccumulative dam = olddam + newdam, now say new damage is 0 because you handed it, see where Im going? setHit is actually implementable
handledamage alters damage locally after all the networking is done but thats not all. static building damage isaccumulative dam = olddam + newdam, now say new damage is 0 because you handed it, see where Im going? setHit is actually implementable
In T172490#2546504, @BIS_fnc_KK wrote:HandleDamage and static buildings is a won’t fix, but might fix setHitxxx instead
HandleDamage and static buildings is a won’t fix, but might fix setHitxxx instead
Likely the same as T175731. A fix for that is currently on dev and profiling. If you are on dev or profiling and are still seeing this, make sure to mention that.
Revision: 151240 Static buldings fix
Another huge advantage would be accessability. Some players have a hard time playing tanks in 1st person without stabilization due to becoming motion sick.
It would be very useful also for dynamic difficulty adjustment - ie old WW2 tanks have no turret stabilization and thus its very hard for non tank experts
Added parameter present in Dev build 151218, closing.
Fixed in Dev. build 151218.
Fixed in Dev build 151218.
Dec 21 2023
Closing as resolved.
Fixed in Dev build 151218.
Fixed in Dev build 151218.
Fixed in Dev build 151218.
Closing this as resolved.
Dec 20 2023
I have the same issue TOO.
Revision: 151237 save3DENPreferences command
Issues fixed in Dev build 151218.
Fixed in Dev build 151218.
Dec 19 2023
Revision: 151236
Revision: 151235 addWeaponTurret, addWeaponCargo, addWeaponCargoGlobal, addWeaponWithAttachmentsCargo, addWeaponWithAttachmentsCargoGlobal
Revision: 151234 addBackpackCargo, AddBackpackCargoGlobal
Tried on Dev Build 2.15.151218 and it works properly.
Thanks
Sure I'll give it a shot in the next few days. Never installed dev before I'll have to track it down.
Dec 18 2023
Revision: 151233 addMagazineCargo, addMagazineCargoGlobal, addMagazineAmmoCargo, addMagazineTurret, addMagazine, addMagazineGlobal, addMagazines
Could youtry this with the latest dev?
Dec 17 2023
Revision: 151232
connection is local so you can have multiple players connected to the same uav but only 2 can be pilot and gunner, the rest are good to receive video feed and take controls once freed
push.
In T171357#2544976, @BIS_fnc_KK wrote:how do you see this? there could be many players connected but the connection is processed locally so all you can do is check if a particular player is connected to uav where player is local
There is isUAVConnected that checks it and it works in multiplayer, remote units get true when somebody is connected, isn't there a link from UAV to whoever is connected to it? Thought it is technically possible to have several players connected through a bug, then this command won't tell the full picture. Is there any other list in the game that could help with this, apart from iterating through every unit? Add an event handler that fires when somebody connects and disconnects their terminal so such list can be tracked by script perhaps?
how do you see this? there could be many players connected but the connection is processed locally so all you can do is check if a particular player is connected to uav where player is local
We disabled BattleEye for one day and 2 out of 2 players online that day didn't encounter the 3 FPS bug that day.
In T171357#2481618, @BIS_fnc_KK wrote:
- is done in T171207
Ticket can be closed as resolved.
Dec 16 2023
This is not related to this ticket, so please next time create a ticket per issue even if it looks like the same issue, as it creates a bit of a mess on our end. Fixed in Revision: 151230
In T133265#2544378, @TRAGER wrote:dev rev. 151218
after fix (this issue appeared in the new dev branch update) I cannot return state of building from 'Destroyed' back to 'Undamaged' until editor restart
Dec 15 2023
The option is insignificant at first glance, but it makes shooting at long distances much more convenient.
It would be very cool if the SOG developers added it in an update.
^_^