In T180246#2597877, @dedmen wrote:createSoundSource already takes array.
Can we just add a "localOnly" parameter to it? should be fine right?
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May 1 2024
May 1 2024
Apr 30 2024
Apr 30 2024
FIxed in Dev build 151757.
dedmen changed the status of T180246: [Feature Request] command - createSoundSourceLocal from New to Feedback.
Sure, but they already do that with proper cheats bypassing SQF and creating own shot messages. Is it really *that* much worse than creating shots with createVehicle and createVehicleLocal? You can already do a lot of mess with {createVehicleLocal ["HelicopterExploBig", getPos player, [], 0, ""]} forEach allPlayers and its not even logged in createvehicle.log. (Censor this if needed)
dedmen added a comment to T172179: [Feature Request] Add a parameter in CfgPatches to skip to load if an addon from requiredAddons is missing.
Ref https://feedback.bistudio.com/T180805
Chains of skippable addons are not supported
dedmen changed the status of T180805: Circular dependency error when an addon using skipWhenMissingDependencies requires another addon using skipWhenMissingDependencies from New to Acknowledged.
It is what I mentioned here
https://feedback.bistudio.com/T172179#2447268
This seems it would just make it easier for cheaters to post bullets impersonating other players.
dedmen closed T180717: [Request] add option for user to enter a password with connectToServer as Resolved.
Won't do.
dedmen changed the status of T180711: 0xC0000005- STATUS_ACCESS_VIOLATION from New to Need More Info.
Please follow https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
Same crash, fixed in todays profiling branch update
dedmen merged task T180819: Game crash king of the hill into T180809: C4G King of the hill crashing.
Apr 29 2024
Apr 29 2024
UI to texture rendering failed. The rendertarget didn't exist. I don't know how that happened I never saw that before. I added a safety check, won't happen again after tomorrows profiling branch
Apr 28 2024
Apr 28 2024
mrzorn added a comment to T180208: [Feature Request] New Startup Parameter - "-keys=path/to/folder".
Thats fair and i can understand the reasoning. still would be cool.
mrzorn added a comment to T180796: PP Effects - Film Grain - Black Pixels when sharpness = 0.0 (only on AMD GPU's?).
I've been trying to find a 2. person with an AMD GPU to confirm it but they are hard to find lol
mrzorn updated the task description for T180796: PP Effects - Film Grain - Black Pixels when sharpness = 0.0 (only on AMD GPU's?).
kju-PvPscene added a comment to T180208: [Feature Request] New Startup Parameter - "-keys=path/to/folder".
not disagreeing. would be handy.
t the same time with very limited dev resources, its a matter of priority, complexity and benefits
mrzorn edited Additional Information on T180796: PP Effects - Film Grain - Black Pixels when sharpness = 0.0 (only on AMD GPU's?).
mrzorn edited Additional Information on T180796: PP Effects - Film Grain - Black Pixels when sharpness = 0.0 (only on AMD GPU's?).
mrzorn edited Steps To Reproduce on T180796: PP Effects - Film Grain - Black Pixels when sharpness = 0.0 (only on AMD GPU's?).
mrzorn edited Steps To Reproduce on T180796: PP Effects - Film Grain - Black Pixels when sharpness = 0.0 (only on AMD GPU's?).
mrzorn added a comment to T180208: [Feature Request] New Startup Parameter - "-keys=path/to/folder".
I mean yea, if i would be an advanced windows user, and would i know how to do that, then yea.
• flexair added a comment to T178351: ShKH-77 DANA loader position has nonfunctional smoke launcher.
• flexair added a comment to T178351: ShKH-77 DANA loader position has nonfunctional smoke launcher.
Apr 27 2024
Apr 27 2024
TRAGER added a comment to T178138: Mk20 tail sound problem firing Katiba & Mk20 assault rifles at the same time.
soundShadersLimit | will play for player the 2 loudest sounds providing splendid sound immersion in good performance |
customCategory="limit2"; | will hard drop any 2nd sound sample, which is extremely strange, because in a firefight, as a rule, there are more than these two assault rifles :) |
johnb43 added a comment to T74244: Grenade/Smoke/Chemlight bugs with clear/add cargo to uniform/vest/backpack.
Bug 1 seems to have been fixed, as I can't reproduce it.
However, bug 2 still persists unfortunately. It happens only if the player doesn't have the throwable class that's added with the command.
kju-PvPscene added a comment to T180208: [Feature Request] New Startup Parameter - "-keys=path/to/folder".
cant you just symlink/junction all folders but keys into a second "server folder" - would leave only to duplicate the exe and a few dlls in the root dir
Apr 26 2024
Apr 26 2024
Is it not possible to customize dustEffect for specific surfaces in the same way DustEffects are, to achieve the desired snow surface effect? Similar to the different particle system when flying over water?
Sort of I guess, problem is two-fold:
I'm almost completely mathematically illiterate :D
mrzorn added a comment to T180208: [Feature Request] New Startup Parameter - "-keys=path/to/folder".
please? 😬
I can agree with 8-10 players in a section moaning together on wounded, this is performance and sound garbage ok
But the sound from the bipod of which there are 1-2pcs. per section IMO will only improve poor sound accompaniment from player to players. I suggest that the bipod sounds should not be local and make this the default in the vanilla Arma 3
TRAGER renamed T165776: Throwables impact sound does not work as should due missing soundHit param into most CfgSurfaces classes from Hand Grenade Impact Sounds - not all triggering to Throwables impact sound does not work as should due missing soundHit param into most CfgSurfaces classes.
dedmen added a comment to T180440: [Bug] inRangeOfArtillery SQF command does not support pylon based weapons/magazines.
I have both yes.
You can already get position of a model selection/bone can't you?
So you can calculate the required offset
Should have worded it better but what NikkoJT said, attach from child object selection to parent object selection.
Indeed there is no MEH or Object EH to detect it, I've once tried to do similar with remoteExec ways IIRC, but isn't really a good way anyways
Apr 25 2024
Apr 25 2024
lost added a comment to T180717: [Request] add option for user to enter a password with connectToServer.
i did end up doing my own work around just thought i might be nice for others to have an option
yes, and/or using filepatching, and/or within the scenario folder itself
Using getArtilleryComputerSettings makes sense for players, but I'm not sure how it'd work for AI artillery since they don't use the UI (and there can be more than one of them on a machine). I'd prefer to have a solution that can also work for AI.
I think they want the ability to use the child object's selections as the reference point. The existing selection stuff is only for the parent.
Fixed in Dev build 151757.
Fixed in Dev build 151757.
kju-PvPscene added a comment to T180440: [Bug] inRangeOfArtillery SQF command does not support pylon based weapons/magazines.
@dedmen either Spearhead 1944 or RHS AFRF (Grad rocket artillery have it if that's easier as smaller) fine?
Should be fixed in Dev build 151757.
Very likely that its the same reason yeah. I didn't check the code
dedmen lowered the priority of T179183: Custom chat position does not change its placement in intro/outro from Normal to Low.
We updated the Mac version a few days ago, does it work now?
You mean storing the video in a mod, that every player has?
Won't do. Feel free to write your own, or look at what the firing drill code does.
dedmen added a comment to T179980: [Request] lockInventory alt syntax (or new command) to lock specific inventory slots.
Very unlikely. The inventory system is not maintainable and this would probably be very complex.
dedmen set Ref Ticket to AIII-56357 on T179981: Inventory not accessible for non-medical AL-6 Utility Drone Case objects.
???
attachTo can already attach to selection. And you can rotate it after attaching. Wiki even has example of that https://community.bistudio.com/wiki/attachTo
I don't get this? what is missing? As far as I can see its already all there
Air effects are included by class Air so base class for air vehicles.
"but when flying over that material"
Dust effects are for wheels, not flying. Rolling wheels only. Only when the vehicle has https://community.bistudio.com/wiki/isTouchingGround and moves, then dust is spawned at the wheels.
MissionEventhandlers make sense.
You can already see in your chat display bottom left, who is transmitting right?
dedmen set Ref Ticket to AIII-56356 on T180138: [Feature Request] Comprehensive getter for cameraEffect.
The access code is no longer needed, as the update was officially released.
The MacUpdate216RC is not working nno longer. Is there any new solutions?
dedmen added a comment to T180208: [Feature Request] New Startup Parameter - "-keys=path/to/folder".
Unlikely
looks like a random one-time crash. Nothing actionable.
createSoundSource already takes array.
Can we just add a "localOnly" parameter to it? should be fine right?
dedmen changed the status of T180256: [Feature Request] preProcessor Command: __FILE_Short__ from New to Feedback.
SaMatra added a comment to T176124: "HandleDamage" being called at shooter side for unrelated reasons.
Since source for roadkill damage changed from being a driver to an actual vehicle, damage from physx objects is still unit itself.
v = createVehicle ["Land_ToiletBox_F", player modelToWorld [0,10,0]]; pos = getPos v; onEachFrame {v setPos pos; v setVelocity [0,100,0]}; u = group player createUnit [typeOf player, v, [], 0, "CAN_COLLIDE"];
Here is a repro script to kill a unit with PhysX object.
v = createVehicle ["C_Hatchback_01_F", player modelToWorld [0,10,0]]; pos = getPos v; onEachFrame {v setPos pos; v setVelocity [0,100,0]}; u = group player createUnit [typeOf player, v, [], 0, "CAN_COLLIDE"];
Same repro with a vehicle instead of object properly attributes the vehicle as damage source
__FILE_NAME__ __FILE_SHORT__
getArtilleryComputerSettings sounds good place to put this.
The position is stored in global UI, "GetAtilleryTarget"
the settings command could also return a reference to the UI display? Like shownArtilleryComputer checks.
Its actually a dialog, the dialog that https://community.bistudio.com/wiki/dialog checks. That could've also just returned the dialog display (which can then be checked for null), but alas we have 20 years of tech debt.
dedmen added a comment to T180603: For all armor vehicles configured with default collision sounds for crash at Buildings, Armor, and Wood although data has these sounds.
This seems to have been done on purpose, back in 2018.
In T180323#2597801, @reyhard wrote:Those are not visible in game and that's why they are not defined. I guess I could try hiding those magazines better in Eden box editor if they are visible over there
They aren't visible in Eden, but these wrong icons are explicitly defined in the config. Maybe just remove these definitions so there are no pictures for them at all.
Those are not visible in game and that's why they are not defined. I guess I could try hiding those magazines better in Eden box editor if they are visible over there
There is a CommandChanged group EH, but that only works for commands, which is unfortunate when lots of things just aren't commands, see below.
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