is the marker created with dir 0?
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Aug 5 2024
Aug 4 2024
Issue resolved.
Uninstal One-drive, Verify files, Re-install One Drive, Open One drive, Verify files again(number of files will have increased) Try play.
In T164449#2647575, @TRAGER wrote:Here is a version of the prove video without shot sounds so you can hear only echoes (tails) sounds
= https://youtu.be/UeHAksqCHzM =
A video with vanilla example of a weapon whose sound set has the correct value will be very useful I think → https://youtu.be/G6Ttod9sGPs
Watch the video, this is the class LMG65mmBody_tail_SoundSet, its vanilla value is frequencyRandomizer=1; and this is correct, there is no glitches in the echo sound. Let's change the value to 0, and then glitches appears, same glitches as for sound set classes where in the table column from ticket description «has frequencyRandomizer param ?» has "no"
Same we can do with e.g. Rifle_Tail_Base_SoundSet, then most rifles will have same glithes
Here is a version of the prove video without shot sounds so you can hear only echoes (tails) sounds
https://youtu.be/UeHAksqCHzM
1, 2 yes
3 no
Aug 3 2024
if shell is scripted maybe. The shell sound starts playing about 5 seconds before it hits the ground, the time is calculated via speed and distance, so if shell is scripted it might not play the effect
Aug 2 2024
At distance orientation is still not interpolated based on angular velocity which causes jumping/stuttering in orientation
Are there any situations coded to prevent these sounds from playing?
I noticed while playing KOTH that artillery shells will play these sounds not on every incoming
No repro found, so want to ask about restrictions, maybe sound source limits...
Aug 1 2024
rev 152072
Ok, a compromise, both drawRectangle and drawElipse will be defaulted to follow map but will have optional bool not to follow, since the most common usage is to mark area so it doesnt make sense it will not rotate with map. drawIcon will not be changed, because most common use to mark something with icon you want to stay vertical like tactical ping for example. This could be changed with adding ctrlMapDir to angle
[B Alpha 1-1,B Alpha 1-1:2,B Alpha 1-1:1 (dedmen),B Alpha 1-1:1 (dedmen),true]
After some test, it seemed to be a memory access who's in cause.
Behaves as expected. Classes inherit from it, so if you hide their parent, subclasses inherit that scope too.
That is just how configs work.
Need RPT log file.
https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
Please follow: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
In T165080#2646086, @BIS_fnc_KK wrote:In T165080#2425929, @SaMatra wrote:I think its better to bite the bullet and fix this, make drawRectangle/drawEllipse/drawIcon treat angle as world angle rather than UI angle, same as markers currently do.
As much as I want to do this it can break things quite badly. Besides the workarund is rather trivial, it is to add ctrlMapDir _map + yourangle
Jul 31 2024
In T165080#2425929, @SaMatra wrote:I think its better to bite the bullet and fix this, make drawRectangle/drawEllipse/drawIcon treat angle as world angle rather than UI angle, same as markers currently do.
The ping should be fixed in Revision: 152064
this has been fixed already, please double check before making new tickets
apparently this was fixed on 12th of July so it should have been in the dev after that, this ticket is dated 30th of July. The debriefing was also fixed awhile ago.
yes I can hardly hear it, but the controller value is 0 so it is some sound engine problem which Im not sure I can fix
I created a .cpp file with the example needed work to make the sounds of impacts the surface correct:
Ref T180426
- move in ambulance
- enable siren
- move out
- move in again
- turn off siren
- listen carefully, set your audio volume to max, you will hear quiet siren
Maybe something went wrong with current dev build, I'll retest on new one
boolean is now true when medic
Revision: 152061
Revision: 152061
Jul 30 2024
HangleHeal should be attached to the injured and will only be triggered where healer is LOCAL. So adding it in init field of the unit is ok
not sure what the video shows, I tested it just now on onternal no issues
- Preparing the environment for Debugger Extensions Gallery repositories ****** ExtensionRepository : Implicit UseExperimentalFeatureForNugetShare : true AllowNugetExeUpdate : true NonInteractiveNuget : true AllowNugetMSCredentialProviderInstall : true AllowParallelInitializationOfLocalRepositories : true
13:45:51 Error in expression <riptPath + "%1.sqf",_class];
_fncFile = format ["scriptname '%1_%2'; _fnc_script>
13:45:51 Error position: <format ["scriptname '%1_%2'; _fnc_script>
13:45:51 Error 1 elements provided, 2 expected
13:45:51 File A3\functions_f_curator\Curator\fn_initCuratorAttribute.sqf..., line 37
Fixed: Siren could be heard twice when entering an ambulance while the siren is playing
still can be heard twice on dev but sound volume is much lower, see video https://youtu.be/aE-eLPtQo5I
\RscDisplayDebriefing error known and fixed on current dev
I suspect this is solved, by fixes for other bugs that caused memory corruption
Jul 29 2024
1st Method
still relevant?
Jul 28 2024
S.O.G.: Prairie Fire is a part of the Creator DLC program and is not developed by Bohemia Interactive, that's why it has to be installed and enabled separately, https://arma3.com/dlc/creator#FAQ .
The way BI coded this for the AI is actually not that bad, but the use of the actual suppressor-attached gun sound that does not seem to depend on supersonic or subsonic ammo for the human players is pretty poor.
This request is half right and half wrong. Suppressors have only a few downsides, but they're notable due to the trade-offs that entail. They cause more overheating & jams, and they obviously add mass & extended length inertia to the gun's handling, but that's about it. They conversely act as muzzle brakes, flash hiders, and obviously lower the sound, in addition to some other benefits that aren't relevant to the game. They have very little effect on muzzle velocity.
Jul 27 2024
Yes, I see what's going on now, Thank you Veteran29
A user at BIS forums also mentioned this to me, and it fixed the map issue. But what's strange is, why did I have to load Prairie Fire in the DLC menu of the launcher to gain access to the assets, Maps, Object...ect? I've never had to do this with DLC's I've bought in the past - they just installed automatically as default DLCs. Either way, it's working now. Thank you.
Contact DLC is a spin off expansion and is not designed to be loaded when you're not playing its singleplayer campaign. It's the one doing UI changes to map interface.
Where did these options go? I used it all the time in game play. I would love to also be able to add it on the main game screen much like a mini map
https://www.pyramid-of-wisdom.com/arma3_statistics.jpg