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Alwarren
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User Since
Mar 7 2013, 9:34 PM (301 w, 21 h)

Recent Activity

Oct 15 2018

Alwarren created T133142: Compass doesn't work for driver.
Oct 15 2018, 12:30 AM · Arma 3

Aug 22 2018

Alwarren added a comment to T126516: synchronizedObjects only works with "intelligent" objects.

Also, if this is intended behavior (which I don't really understand the reason for) then Eden should reject the synchronization, and not create one that will deliver a completely useless result.

Aug 22 2018, 4:57 PM · Arma 3

May 11 2018

Alwarren added a comment to T126313: Convoy vehicles return to their point of origin when convoy is attacked..

Well AI gets stuck because they have trouble turning around on the road. I have, however, seen the same problem multiple times in missions. Every time a convoy gets attacked, they try to get back to their point of origin. That behavior is pretty consistent.

May 11 2018, 10:13 PM · Arma 3

May 4 2018

Alwarren added a comment to T126313: Convoy vehicles return to their point of origin when convoy is attacked..


Test mission for this problem

May 4 2018, 3:56 PM · Arma 3

Mar 25 2018

Alwarren created T127995: AI Truck refuses to move unless group leader is in a specific seat.
Mar 25 2018, 12:06 AM · Arma 3

Feb 17 2018

Alwarren created T127729: Omission in fn_kbTellLocal.sqf makes it unusable for user missions.
Feb 17 2018, 1:48 AM · Arma 3

Oct 23 2017

Alwarren created T126982: Detected by Trigger causes RPT spam of a single line "Activation".
Oct 23 2017, 6:46 PM · Arma 3

Sep 8 2017

Alwarren created T126660: Suprression only partially affects turret gunners.
Sep 8 2017, 8:42 PM · Arma 3

Aug 20 2017

Alwarren created T126517: Sometimes, players cannot slot in on lobby screen.
Aug 20 2017, 1:51 PM · Arma 3
Alwarren created T126516: synchronizedObjects only works with "intelligent" objects.
Aug 20 2017, 1:42 PM · Arma 3

Jul 28 2017

Alwarren created T126313: Convoy vehicles return to their point of origin when convoy is attacked..
Jul 28 2017, 9:11 PM · Arma 3

Jun 23 2017

Alwarren added a comment to T125821: Allow enabling/disabling of pylons based on animation sources.

Extra: Animations have a "lockCargo" feature:

Jun 23 2017, 1:23 PM · Arma 3
Alwarren created T125821: Allow enabling/disabling of pylons based on animation sources.
Jun 23 2017, 1:16 PM · Arma 3

May 8 2017

Alwarren updated the task description for T124730: Slot screen shows vehicle position instead of unit type.
May 8 2017, 1:22 AM · Arma 3
Alwarren created T124730: Slot screen shows vehicle position instead of unit type.
May 8 2017, 1:21 AM · Arma 3

Apr 16 2017

Alwarren created T124389: In the Lobby, units are misnamed (vehicle position instead of class name).
Apr 16 2017, 9:23 PM · Arma 3

Mar 31 2017

Alwarren created T124154: muzzlePos and muzzleEnd for vehicle weapons are apparently ignored.
Mar 31 2017, 11:31 PM · Arma 3

Feb 24 2017

Alwarren created T123511: modelSpecial cannot be animated.
Feb 24 2017, 5:33 PM · Arma 3

Nov 12 2016

Alwarren created T121253: Allow PNG as images for workshop upload.
Nov 12 2016, 4:46 PM · Arma 3

Oct 3 2016

Alwarren created T120480: Weapon paint selection like Virtual Garage.
Oct 3 2016, 7:15 PM · Arma 3

Aug 21 2016

Alwarren created T120021: Implement weapon collusion.
Aug 21 2016, 1:48 PM · Arma 3

Jun 23 2016

Alwarren added a comment to T118174: AI Vehicles do not move when the team leader is driving a wheeled vehicle.

Extra info: It apparently works with the Prowler and the MB 4WD, but not e.g. with the armed offroad or the Marshall APC.

Jun 23 2016, 11:54 AM · Arma 3

Jun 17 2016

Alwarren created T118174: AI Vehicles do not move when the team leader is driving a wheeled vehicle.
Jun 17 2016, 10:16 PM · Arma 3

Jun 3 2016

Alwarren added a comment to T117199: SInce 1.60, Side Respawn template in Eden does not call spectator.

Might or might not be related to T116959

Jun 3 2016, 9:57 PM · Arma 3
Alwarren created T117199: SInce 1.60, Side Respawn template in Eden does not call spectator.
Jun 3 2016, 9:42 PM · Arma 3
Alwarren created T117197: Publishing a mission to Workshop from Eden randomly resets the input fields.
Jun 3 2016, 9:05 PM · Arma 3

May 27 2016

Alwarren added a comment to T116809: Animation freezes when limping into swimming state.

Update: Apparently the freezing effect goes away if the diver is healed, but if the diver is already swimming and gets injured enough, then he is frozen again. It looks like it is trying to use an animation that isn't there. I guess limping shouldn't be done underwater.

May 27 2016, 4:32 PM · Arma 3
Alwarren created T116809: Animation freezes when limping into swimming state.
May 27 2016, 4:27 PM · Arma 3

May 10 2016

Alwarren set Category to category:edeneditor on T86262: [Feature Request] Add Map Grid coordinates to the bottom line.
May 10 2016, 1:01 PM · Arma 3
Alwarren added a comment to T86212: AI vehicles stucked at waypoints on dedicated server.

I had this as well, although it was random and the next time we played the same mission it didn't happen. Units would get stuck at a waypoint for a couple of minutes (two or so) before continuing on. This was on a dedicated server as well.

May 10 2016, 1:00 PM · Arma 3
Alwarren set Category to category:modding on T86151: Arma 3 Sample "character template" has outdated hitpoints.
May 10 2016, 12:58 PM · Arma 3
Alwarren set Category to category:edeneditor on T86087: Eden's "Object Equipment Storage" does not allow for goggles.
May 10 2016, 12:56 PM · Arma 3
Alwarren edited Steps To Reproduce on T85910: Special backpacks might replace Arsenal-provided backpacks.
May 10 2016, 12:51 PM · Arma 3
Alwarren set Category to category:edeneditor on T85888: Editing the loadout of some units removes parts that are scope=1.
May 10 2016, 12:51 PM · Arma 3
Alwarren set Category to category:featurerequest on T85884: [Eden Editor] Add an option to Edens Arsenal to show all items/magazines.
May 10 2016, 12:51 PM · Arma 3
Alwarren added a comment to T85392: Buldozer fails to connet to O2 unless a certain window is activated.

Extra info: No error/crashes reported, it just sits there waiting.

May 10 2016, 12:36 PM · Arma 3
Alwarren edited Steps To Reproduce on T85392: Buldozer fails to connet to O2 unless a certain window is activated.
May 10 2016, 12:36 PM · Arma 3
Alwarren added a comment to T85184: If you crash land a chopper, you are suddenly enemy.

Agreed, this bug is ridiculously annoying.

May 10 2016, 12:29 PM · Arma 3
Alwarren set Category to category:gameplay on T85031: Pressing ALT while firing completely negates recoil.
May 10 2016, 12:24 PM · Arma 3
Alwarren edited Steps To Reproduce on T84870: Reason for disconnect (missing addon) not displayed in game UI.
May 10 2016, 12:19 PM · Arma 3
Alwarren set Category to category:edeneditor on T84206: Configured init statements of class is only executed for players..
May 10 2016, 12:00 PM · Arma 3
Alwarren set Category to category:edeneditor on T84203: Syncronization lines cannot be deleted on Map view if they are completely inside a trigger.
May 10 2016, 12:00 PM · Arma 3
Alwarren set Category to category:edeneditor on T84169: [Feature Request] Add finer control over crew positions when moving soldiers into a vehicle.
May 10 2016, 11:59 AM · Arma 3
Alwarren set Category to category:designsandbox on T84166: Map list in "New Scenario" dialog cuts off bottom map name if map list needs scrolling.
May 10 2016, 11:59 AM · Arma 3
Alwarren added a comment to T84147: Syncing a trigger to an object inside the trigger's area does not work on Map view.

Great :)

May 10 2016, 11:58 AM · Arma 3
Alwarren edited Steps To Reproduce on T84147: Syncing a trigger to an object inside the trigger's area does not work on Map view.
May 10 2016, 11:58 AM · Arma 3
Alwarren set Category to category:edeneditor on T84132: [Feature Request] Add editing possibility for volumetric fog.
May 10 2016, 11:58 AM · Arma 3
Alwarren added a comment to T84121: Feature Request: Make it possible to temporary switch to a clear day without clouds or fog.

But whats stopping you from making some notes of the settings or taking a
screenshot, it's really easy compared to many other things that need to be done
to create a good mission.

You would have to do this every time you test. In the lifestream, someone said that if Arma had an external editor and you have to wait until the game starts up, he wouldn't have gone into making missions. This is a similar case. Every time you test, you need to reset all the parameters, since AI behaviour and player perception changes dramatically depending on weather.

May 10 2016, 11:57 AM · Arma 3
Alwarren added a comment to T84121: Feature Request: Make it possible to temporary switch to a clear day without clouds or fog.

Why don't you take a screenshot of the weather settings (it is only one
settings page), clear all weather settings, modify the mission, look at the
screenshot and recover the weather settings? I think, it is not that hard :)

Why don't you use a text editor to edit your missions? I think, it is not that hard :)

May 10 2016, 11:57 AM · Arma 3
Alwarren added a comment to T84083: [Feature Request] Set attributes for multiple entities at once.

Just tried it, that works for me. Select all units, then right click on one and chose "Attributes"

May 10 2016, 11:56 AM · Arma 3
Alwarren edited Steps To Reproduce on T84081: Map markers not visible/placeable in 3D view.
May 10 2016, 11:56 AM · Arma 3
Alwarren edited Steps To Reproduce on T84078: Placement/Completion Radius not displayed in 3D view.
May 10 2016, 11:56 AM · Arma 3
Alwarren added a comment to T84076: Eden Editor - Possibility to edit missions with friends/multiple users.

This command exists: https://community.bistudio.com/wiki/is3DENMultiplayer

I think that is something different, namely to find out whether you are editing a single- or multiplayer-mission. See the small icon next to the "addons" icon on the bottom right of your screen.

May 10 2016, 11:56 AM · Arma 3
Alwarren set Category to category:featurerequest on T83411: Add a new event handler "OnBehaviorChanged".
May 10 2016, 11:37 AM · Arma 3
Alwarren edited Additional Information on T83264: Backpack should not be accessible like any of the other inventory slots.
May 10 2016, 11:32 AM · Arma 3
Alwarren added a comment to T83213: Special characters like the ones under "Men (Story)" lose their appearance when made the player.

I see.

But Miller certainly has its own head model, and from what I could see the Arma 2 characters arent't very different from the Arma 3 characters, config-wise.

I haven't ever tried if a setIdentity on a predefined character from Arma 2 worked; it might be that there the selection of identity was "final".

But you will know better than me :)

May 10 2016, 11:29 AM · Arma 3
Alwarren edited Steps To Reproduce on T83213: Special characters like the ones under "Men (Story)" lose their appearance when made the player.
May 10 2016, 11:29 AM · Arma 3
Alwarren added a comment to T83080: (feature request) allow the usage of weapon memory points for alternate sight.

*sigh* Do you even know what I am talking about?

I *am* a modder. I did, among other things, the CUP Weapon pack. In that pack, we have a number of eastern weapons like AK's, Bizon, Saiga12k and others that all use Dovetail side mounts. Dovtail mounts are made in such a way that you can still peek underneath them to see the weapon's original iron sights. These optics do not have a backup sight, since the original weapon's iron sight fills that purpose.

Now, the problem is, a Dragunov is very different from an AK-74 or a Bizon. Putting a memory point in the memory LOD of the optic is out of question, it will never align properly with the iron sights of the weapon. Therefore, it would be nice if modders could specify that the original 'eye' point of the weapon's memory LOD could be used instead, making such sights usable AND accurate.

I hope that makes my point clear

May 10 2016, 11:25 AM · Arma 3
Alwarren added a comment to T83080: (feature request) allow the usage of weapon memory points for alternate sight.

Of course you can, but by that argumentation, you don't need backup sight. I don't want to have to remove the PSO-1 from an AK all the time I go into close quarter, it's neither realistic nor practical.

And I am referring to mod weapons because there are no Dovetail mounts in the base game, last time I checked.

May 10 2016, 11:25 AM · Arma 3
Alwarren edited Additional Information on T83080: (feature request) allow the usage of weapon memory points for alternate sight.
May 10 2016, 11:25 AM · Arma 3
Alwarren edited Steps To Reproduce on T82965: Some labels for equipment in Arsenal are missing.
May 10 2016, 11:21 AM · Arma 3
Alwarren edited Steps To Reproduce on T82963: AI Skills on dedicated server differ significantly from AI Skills on hosted game.
May 10 2016, 11:21 AM · Arma 3
Alwarren set Category to category:launcher on T82778: [Feature request] Make it possible to tie parameters to a mod preset.
May 10 2016, 11:15 AM · Arma 3
Alwarren added a comment to T82739: ObjectBuilder buldozer.

I am getting a similar situation. I start Buldozer, it pops up the viewer window but the "Searching External Viewer" window stays. If I don't do anything, it will eventually fail.

However, when I press Alt-Tab once then press LWin-Tab to bring up the list of windows, I see a "Viewer Search" window pop up from time to time in the list. When I click that while it is visible, the viewer connects and shows the correct model.

This is under Windows 10.

Edit: Per request, moved this to a separate ticket http://feedback.arma3.com/view.php?id=27026

May 10 2016, 11:14 AM · Arma 3
Alwarren added a comment to T82427: "Publish to Steam Workshop" does not display all mission.

Spreadsheet with all missions FHQ has done. Red lines are missions that appear in only one workshop (the wrong one)

https://docs.google.com/spreadsheets/d/1HY-AqdyHOutBlvF6Klc4CobTo64knOb1iMU4NznMq-w/edit?usp=sharing

May 10 2016, 11:03 AM · Arma 3
Alwarren edited Steps To Reproduce on T82427: "Publish to Steam Workshop" does not display all mission.
May 10 2016, 11:03 AM · Arma 3
Alwarren added a comment to T82418: paramsArray not available at preInit time on dedicated servers.

On stable branch 1.44 I get "any".

May 10 2016, 11:02 AM · Arma 3
Alwarren edited Steps To Reproduce on T81857: BIS_fnc_paramWeather function will fail to set overcast on admin machine in Multiplayer.
May 10 2016, 10:44 AM · Arma 3
Alwarren set Category to category:inventory on T81353: Weapons accessed as container on the ground should contain the magazine(s).
May 10 2016, 10:28 AM · Arma 3
Alwarren added a comment to T81293: Unable to reload weapon and it makes ammunition disappear.

I had this happen to me during multiplayer a few times, weapon would reload a new magazine, magazine icon would be visible in the inventory UI, but the magazine had no ammo left in it. Reloading again would cause the next magazine to be empty too, until no more ammo is left.

No idea under which circumstances this happened. I have no way of reliably reproducing it.

May 10 2016, 10:26 AM · Arma 3
Alwarren added a comment to T81076: selectionFireAnim is not working for weapons anymore!.

Extra info: Attaching a muzzle attachment like a silencer and removing it again will cause the right muzzle flash to pop up.

May 10 2016, 10:19 AM · Arma 3
Alwarren added a comment to T80384: O2Script.exe removes #Mass# taggs from PhysX LOD.

Extra note: The test.bio2s will overwrite the file (in hindsight, not a good idea for a testcase; the script is taken straight out of my Blender plugin), so you might want to keep a backup :)

May 10 2016, 9:51 AM · Arma 3
Alwarren edited Steps To Reproduce on T80384: O2Script.exe removes #Mass# taggs from PhysX LOD.
May 10 2016, 9:51 AM · Arma 3
Alwarren added a comment to T80264: medic glitches out when colliding with other player during animation (CoOp I&A).

I noticed this bug many times, especially when using revive scripts. The affected medic will run around endlessly repeating the "healing beep" sounds, and will be unable to use any doors, enter vehicles, or heal anyone. With an addon that allows opening doors by keypress I can open doors, but the stuff is gone from the action menu.

REALLY needs a fix ASAP

May 10 2016, 9:48 AM · Arma 3
Alwarren added a comment to T79710: Taru Loadmaster in Helicopter DLC looks into the stumb of his neck.

Interesting, when I read that post initially, that message wasn't there.

May 10 2016, 9:30 AM · Arma 3
Alwarren edited Steps To Reproduce on T79710: Taru Loadmaster in Helicopter DLC looks into the stumb of his neck.
May 10 2016, 9:30 AM · Arma 3
Alwarren edited Steps To Reproduce on T79432: Add a script command to compute a point on a rope.
May 10 2016, 9:21 AM · Arma 3
Alwarren edited Steps To Reproduce on T79331: count scripting command behaves wrong for config classes.
May 10 2016, 9:17 AM · Arma 3
Alwarren added a comment to T78864: Can not resume a mission if it's a Workshop subscribed mission in single player.

Same problem

May 10 2016, 9:03 AM · Arma 3
Alwarren added a comment to T78785: Game crashes when different terrain is attempted to get loaded with AiA SA/TP.

added more crash files. Tried it with both stable and the diag exe, crash logs attached as Arma 2 Terrain crashes.7z

May 10 2016, 9:00 AM · Arma 3
Alwarren edited Steps To Reproduce on T78611: Ai should equip compatible silencer when ordered into Stealth mode (repost of 0007043).
May 10 2016, 8:56 AM · Arma 3
Alwarren added a comment to T78611: Ai should equip compatible silencer when ordered into Stealth mode (repost of 0007043).

Re-Post of http://feedback.arma3.com/view.php?id=7043

May 10 2016, 8:56 AM · Arma 3
Alwarren edited Steps To Reproduce on T78428: Add a script command to O2script.exe to recalculate normals.
May 10 2016, 8:51 AM · Arma 3
Alwarren added a comment to T77976: Weapon and grenade switch controls should first bring up the weapon-HUD to show the current selection before changing it.

This needs to change. As it is now, you can only determine what your firemode WAS; not what it currently IS. You have to scroll through all the fire modes to get back to the one you may have wanted.

The alternative ("check the fire lever") doesn't work if:

  • it is dark
  • the lever is non-functgional
  • the lever is not visible (as is the case with most bullpup weapons)
  • The UGL is selected. Some weapons flip up the GL sight when the UGL is selected, but that requires an actual flip-up sight (as opposed to the quadrant sight most of the default weapons use).

In other words, there is no way to find out what your weapon's fire mode is at any given moment, other than going Heisnberg on it.

Things get even worse with grenades. Because of this ticket http://feedback.arma3.com/view.php?id=9957 cycling through all your grenades might not be an option AT ALL. Let's look at the squad leader:
Frag grenade -> IR Grenade -> Smoke Shell (White) -> Smoke Shell (Green) -> Smoke Shell (Blue) -> Smoke Shell (Orange) -> Chemlight (green)

That's 7 different grenades, and you have to make sure you don't accidentally throw one of them.

Bottom line, there HAS to be a way to check your current fire mode/grenade selection. Since the display fades out, there MUST be a way to get it back to look at it. All arguments about the HUD not being available in real life are void, there are possibilities in real life that you don't have in the game (like, feeling the lever, knowing what grenade you have in your hand, or knowing if your hand is on the normal or the UGL trigger). As it is now, it is only possible to find out vital data through a prolonged process that can cost you your virtual life, and that is IMO an unacceptable situation.

Anyone who downvoted this ticket should actually take the time to PLAY the game.

May 10 2016, 8:39 AM · Arma 3
Alwarren added a comment to T77033: AddonBuilder whitelist maximum length too short.

Just tried it, it's not happening anymore. This bug was for the old version of AddonBuilder with the traditional windows interface, I suppose things changed with the new one :)

May 10 2016, 8:16 AM · Arma 3
Alwarren edited Steps To Reproduce on T77033: AddonBuilder whitelist maximum length too short.
May 10 2016, 8:16 AM · Arma 3
Alwarren edited Steps To Reproduce on T76484: Allow for internally suppressed versions of weapons.
May 10 2016, 8:01 AM · Arma 3
Alwarren edited Steps To Reproduce on T76188: Game Logic OR waypoints DO NOT WORK.
May 10 2016, 7:54 AM · Arma 3
Alwarren added a comment to T76172: Waypoint naming for Game Logic waypoints is wrong.

Great :)

May 10 2016, 7:53 AM · Arma 3
Alwarren added a comment to T76172: Waypoint naming for Game Logic waypoints is wrong.

Confirmed to be working in the latest stable build. HOWEVER, the waypoints still do not work as expected, see this http://feedback.arma3.com/view.php?id=17829

May 10 2016, 7:53 AM · Arma 3
Alwarren added a comment to T76172: Waypoint naming for Game Logic waypoints is wrong.

Extra info: http://feedback.arma3.com/view.php?id=17829 may be related to this issue.

May 10 2016, 7:53 AM · Arma 3
Alwarren edited Steps To Reproduce on T76172: Waypoint naming for Game Logic waypoints is wrong.
May 10 2016, 7:53 AM · Arma 3
Alwarren added a comment to T76147: Game crash when trying to host MP game.

Confirmed, it seems to be workshop related. I unsubscribed and deleted all missions, then it works. I then subscribed to a mission but that mission only shows up in single player.

May 10 2016, 7:53 AM · Arma 3
Alwarren added a comment to T76131: AI vision not being affected by enviromental changes / obstacles / vegetation.

Had a mission were my AI reported technical 1.5 klicks away in spite of heavy fog. Enemy AI sports me at 700 meters range at low light condition, overcast 100% sky, heavy rain and almost 75% fog. I'll see if I can come up with a repro mission.

May 10 2016, 7:52 AM · Arma 3
Alwarren added a comment to T75698: Make it possible to animate magazine changes ON THE WEAPON with a skeleton/RTM anim.

Alternative proposal: Make the magazine part of the OFP2_ManSkeleton, just like launcher and weapon. That way, an animation could contain keyframes for the magazine as well.

May 10 2016, 7:42 AM · Arma 3
Alwarren edited Steps To Reproduce on T75698: Make it possible to animate magazine changes ON THE WEAPON with a skeleton/RTM anim.
May 10 2016, 7:42 AM · Arma 3
Alwarren added a comment to T75695: Zeus mode: Add possibility to run a script command.

Ah, cool :) Thanks a lot!

May 10 2016, 7:42 AM · Arma 3
Alwarren added a comment to T75695: Zeus mode: Add possibility to run a script command.

Not really. You can do it IF and only if you have the object handle of the chopper, i.e. you need it to have a name assigned. Besides, enabling the debug console will allow it for all players, which is hardly what you want, especially not on a public server.

Having the debug console in the Edit window of the unit is the only thing that makes sense.

May 10 2016, 7:42 AM · Arma 3
Alwarren edited Steps To Reproduce on T75695: Zeus mode: Add possibility to run a script command.
May 10 2016, 7:42 AM · Arma 3
Alwarren edited Steps To Reproduce on T75564: AddonBuilder ignores command line argument -INCLUDE.
May 10 2016, 7:39 AM · Arma 3