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F2kSel
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User Since
Mar 7 2013, 1:17 AM (615 w, 3 d)

Recent Activity

Mar 6 2017

F2kSel added a comment to T122639: FlyInHeightASL broken..

Sorry remove my incorrect statement.

Mar 6 2017, 12:58 AM · Arma 3

May 10 2016

F2kSel added a comment to T86289: Rotation Widget Resetting Itself.

I think he means if you rotate the object lets say 0.8 when you release the mouse it jumps back to 0.0.

If you move it 2 degrees it stays at 2 degrees.

This has nothing to do with moving the object from point a to b.

May 10 2016, 1:02 PM · Arma 3
F2kSel added a comment to T86289: Rotation Widget Resetting Itself.

I do see it snap back but I've noticed something else.

By default Toggle Rotation Grid is set at 15 degrees but when rotating an object it rotates at 0.1 degree increments.
If you choose an option then it rotates at the selected value the minimum being 1 degree.

Shouldn't there be a 0.1 degree option?
The only way to get back to small increments is to restart the editor.

May 10 2016, 1:02 PM · Arma 3
F2kSel added a comment to T86278: Funk Trigger not Work.

Can't say I've ever had an issue with how it was before, It just seems more faffing about.

Maybe just pressing 0-0-1 ect should just directly run the radio, pressing ‘select all’ action would open the menu if you wish to do it that way.

May 10 2016, 1:02 PM · Arma 3
F2kSel added a comment to T86278: Funk Trigger not Work.

Confirmed, It seems none of the radio trigger functions are working.

Until it's fixed you can still use them by pressing backspace first.
Once the menus are open the Radio triggers work again.

May 10 2016, 1:02 PM · Arma 3
F2kSel added a comment to T86202: Grouping a unit to another unit/side and then ungrouping results in unit keeping the new side.

Usually you keep it grouped to Civ with the Civ set to zero probability.

I agree it's not a massive issue but the problem is that purple and read are very close colour wise and if you group by accident then ungroup you may not notice the issue if there are several units in a cluster.

That's what happened last night an hour after I'd accidentally done it I'm trying to work out why West aren't attacking East.

May 10 2016, 12:59 PM · Arma 3
F2kSel edited Steps To Reproduce on T86202: Grouping a unit to another unit/side and then ungrouping results in unit keeping the new side.
May 10 2016, 12:59 PM · Arma 3
F2kSel added a comment to T86192: [Feature Request] Condition of presence, wasted potential.

I think I know what your after but can't you do that with the spawn module anyway?

May 10 2016, 12:59 PM · Arma 3
F2kSel set Category to category:edeneditor on T86164: When Unit select blue location dot can change position when moving veiw.
May 10 2016, 12:58 PM · Arma 3
F2kSel set Category to category:gamephysics on T86102: Complete lack of physics for objects in water compared to A2/OA.
May 10 2016, 12:57 PM · Arma 3
F2kSel added a comment to T86082: Game logic and waypints issue.

Confirmed but I believe it was intended, it was mentioned early in the Eden beta.

Which is odd as they have included logical OR and AND which seems a little pointless as they don't seem to do anything without a waypoint on act box.

Not sure if that is what OP is trying to do but I used to do it when I had multiple triggers that needed checking.

May 10 2016, 12:56 PM · Arma 3
F2kSel set Category to category:swimminganddiving on T86059: Unable to shoot and kill units in water.
May 10 2016, 12:56 PM · Arma 3
F2kSel set Category to category:swimminganddiving on T86035: Swiming or Diving under water, display is stuttering.
May 10 2016, 12:55 PM · Arma 3
F2kSel added a comment to T85965: Adjustable trigger evaluation period.

I think you can add code for that in the condition although it's not 100% time correct and probably not helping with performance

Trigger repeatable

cond
this and round (time %1) == 1
or
cond
this and round (time %2) == 2

ect 1,2 = seconds approx.

no fractions

I agree though it would be nice just to have an adjustable box that was more precise.
Many people confuse repeatable trigger thinking it repeats on it's own.

May 10 2016, 12:53 PM · Arma 3
F2kSel added a comment to T85917: AI does not go to waypoints from high command.

I spent the last 5 hrs thinking it was just me, I see the units and can select the group and setwaypoint but it does nothing, the are no Nato type icons above the units and map shows nothing either.

I even tried downloading a map that was set for HC in case I'd missed something in setup but had the same result.

Even tried 2D map in case it was Eden issue, the only difference was that 2D map gave an error message.

HC is totally broken for me right now.

May 10 2016, 12:52 PM · Arma 3
F2kSel set Category to category:visualenvironment on T85900: Asian Men have lost their heads.
May 10 2016, 12:51 PM · Arma 3
F2kSel added a comment to T85887: Functions are not formatted in function viewer.

confirmed this is also happening in object init boxes

May 10 2016, 12:51 PM · Arma 3
F2kSel set Category to category:explosives on T85844: Can't throw multiple grenades quickly.
May 10 2016, 12:49 PM · Arma 3
F2kSel set Category to category:editor on T85823: Incorrect information given in pushback help F1.
May 10 2016, 12:49 PM · Arma 3
F2kSel added a comment to T85772: Pressing F1 for help and Auto complete don't work in GameLogic init box.

Just noticed this also applies to modules.

May 10 2016, 12:47 PM · Arma 3
F2kSel set Category to category:edeneditor on T85772: Pressing F1 for help and Auto complete don't work in GameLogic init box.
May 10 2016, 12:47 PM · Arma 3
F2kSel added a comment to T85457: Helo DLC Cargo net objects are indestructable.

All the nets I tried do show damage when destroyed.

maybe a simple demo of the issue.

May 10 2016, 12:38 PM · Arma 3
F2kSel added a comment to T85457: Helo DLC Cargo net objects are indestructable.

Your right I was looking at the nets in structures.
As it happens even using eventhandlers they're not detecting any hits or damage.

May 10 2016, 12:38 PM · Arma 3
F2kSel added a comment to T85378: Obsolete/not working commands in Communication Menu.

Yes I noticed the same, there are three functions that look as if they were planned but never introduced.

wpSupport,wpRelax,wpPatrol functions only contain the following code so they can't do anything.

private ["_group","_pos","_target","_wp"];
_group = [_this,0,grpnull,[grpnull]] call bis_fnc_param;
_pos = [_this,1,[],[[]],3] call bis_fnc_param;
_target = [_this,2,objnull,[objnull]] call bis_fnc_param;
_wp = [_group,currentwaypoint _group];

May 10 2016, 12:36 PM · Arma 3
F2kSel added a comment to T85376: Make units playable in the editor with a single keypress.

There is no right Attributes option in the menu when you select multiple units and right click.

You fist have to have entities menu open right click then select attributes then click MP that's not one click option as OP requested.

For vehicles that does not work and you have to go vehicle by vehicle then unit by unit as there is no MP option in vehicle only menu.

I could be missing something obvious but I haven't seen anything.

May 10 2016, 12:36 PM · Arma 3
F2kSel added a comment to T85376: Make units playable in the editor with a single keypress.

I'm not a fan of how it works in Eden when doing it for vehicles, you have to go through each crew member one by one as well.

Previously you open the vehicle menu then select the roles that were playable with one more click, now you have to click each unit and then select mp.

May 10 2016, 12:36 PM · Arma 3
F2kSel added a comment to T85371: Wrong createunit command causing memory error.

Confirmed It isn't crashing to desktop any more thanks.

May 10 2016, 12:36 PM · Arma 3
F2kSel set Category to category:scripting on T85371: Wrong createunit command causing memory error.
May 10 2016, 12:36 PM · Arma 3
F2kSel added a comment to T85299: Error in functions\fn_moduleHvtobjectivesInstance.sqf.

This is fixed in the current beta, it turns out quotes have been replaced by the single '

old

format["EndGameLogs\%1_(%2)_(%3)_(%4-%5-%6).txt"

new

format['EndGameLogs\%1_(%2)_(%3)_(%4-%5-%6).txt'

May 10 2016, 12:33 PM · Arma 3
F2kSel added a comment to T85299: Error in functions\fn_moduleHvtobjectivesInstance.sqf.

Confirmed started for me with the same update and was working fine over the weekend.

The line 304 is this

format["EndGameLogs\%1_(%2)_(%3)_(%4-%5-%6).txt", [] call BIS_fnc_getNetMode, _parameters select 0, profileName, missionStart select 3, missionStart select 4, missionStart select 5] diag_exportMessageDetails [];

but it's missing a ; between missionStart select 5] "should be here" diag_exportMessageDetails [];

At least that's what it looks like to me.

May 10 2016, 12:33 PM · Arma 3
F2kSel added a comment to T85200: B_G_Offroad_01_repair_F sometimes has no driver door.

Only tried it once and got the following issues.

[
_veh,
["guerilla_03",1]
["HideBackpacks",0,"HideBumper2",0,"HideConstruction",0,"Proxy",0,"Destruct",0]
] call BIS_fnc_initVehicle;

missing , after ["guerilla_03",1]

If there was a unit in cargo it crashed the code so I removed that.

And the gunner spawns on foot not in the gunner position.

I know it's work in progress so I'm not too bothered, I can at least spawn with the doors now.

May 10 2016, 12:29 PM · Arma 3
F2kSel added a comment to T85200: B_G_Offroad_01_repair_F sometimes has no driver door.

Thanks I never tried virtual garage before, it seems very buggy though.

May 10 2016, 12:29 PM · Arma 3
F2kSel set Category to category:visualvehicles on T85200: B_G_Offroad_01_repair_F sometimes has no driver door.
May 10 2016, 12:29 PM · Arma 3
F2kSel set Category to category:edeneditor on T85190: OK or CLOSE button doesn not always work in waypoints.
May 10 2016, 12:29 PM · Arma 3
F2kSel added a comment to T85166: cursortarget on animals return NULL since 1.54.

I thought it had been that way for a while but either way it stops you adding actions or detecting them easily.

May 10 2016, 12:28 PM · Arma 3
F2kSel added a comment to T84825: Script command AMMO returns 0 when player in vehicle.

Isn't that because the weapon has in effect been stored and no longer primary?

May 10 2016, 12:18 PM · Arma 3
F2kSel added a comment to T84638: When launching Arma 3(vanilla) it causes video display resolution to dump to 640 x 480.

Mine has also started to go funny when launching.
I didn't check the resolution but the effect is like zooming into a picture where one pixel is 1000% larger than it should be.

Usually quitting and relaunching fixes it but it can also take a couple of retries.

This started in the last few weeks, no addons.

May 10 2016, 12:12 PM · Arma 3
F2kSel edited Steps To Reproduce on T84435: Explosives no longer make a sound.
May 10 2016, 12:07 PM · Arma 3
F2kSel added a comment to T84409: No grenade explositon sound.

Apers mine is still silent

May 10 2016, 12:06 PM · Arma 3
F2kSel added a comment to T84253: Eden Editor - reset of X and Y-axis (rotation) if you drag an object to a new position.

Thanks Koala, that explains another command.

May 10 2016, 12:01 PM · Arma 3
F2kSel added a comment to T84253: Eden Editor - reset of X and Y-axis (rotation) if you drag an object to a new position.

This is still an issue, in most cases you need to move the object at least in one direction after rotation so all is reset.

May 10 2016, 12:01 PM · Arma 3
F2kSel set Category to category:edeneditor on T84210: Moving a Backpack in 3D Eden after playing issue.
May 10 2016, 12:00 PM · Arma 3
F2kSel added a comment to T84208: Editor placed vehicle continues to be detected as enemy after all crew disembarks.

I believe the reason for the delay is that it should be seen as a viable target while the group alive and could get back in.

One reason the second may not be seen as a threat is that the vehicle wasn't added to the group.

group tank addVehicle Tank;

This may now produce same results as first script all though you don't really say which is your preferred result.

May 10 2016, 12:00 PM · Arma 3
F2kSel set Category to category:edeneditor on T84151: Waypoint selection line.
May 10 2016, 11:58 AM · Arma 3
F2kSel added a comment to T84146: some objects fall through desks.

I've also noticed that two thirds of an item placed on a desk appear embedded into it, even if you place the item above the desk they fall into it with just a small amount showing through.

Weapons like a rifle seem fine thought.

May 10 2016, 11:58 AM · Arma 3
F2kSel set Category to category:edeneditor on T84108: Grouping is not ALT.
May 10 2016, 11:57 AM · Arma 3
F2kSel added a comment to T84107: Grouping Objects in Eden Editor.

Would be good and save many hours.

May 10 2016, 11:57 AM · Arma 3
F2kSel added a comment to T84100: No classname information shown in the "Edit Object" interface.

Also notice this, the config viewer is a work around but lets try for less mouse clicks.

While on the subject of classes and menus I think marker classnames should also be visible in marker menu.

May 10 2016, 11:57 AM · Arma 3
F2kSel added a comment to T83008: AI ordered to turn tank RIGHT turning it LEFT [video].

Also made a post about the same thing, http://feedback.arma3.com/view.php?id=24639

Keep pressing the buttons and see if you can make a video of it flipping.

May 10 2016, 11:23 AM · Arma 3
F2kSel added a comment to T83006: Commanding Tracked vehicles broken.

Yes unfortunately I only tested in virtual World not the real World.

Still broken.

May 10 2016, 11:23 AM · Arma 3
F2kSel added a comment to T83006: Commanding Tracked vehicles broken.

This seems to be fixed in today's build.

Controls are working and I didn't see any flipping out.

May 10 2016, 11:23 AM · Arma 3
F2kSel edited Steps To Reproduce on T83006: Commanding Tracked vehicles broken.
May 10 2016, 11:23 AM · Arma 3
F2kSel added a comment to T82856: BIS_fnc_spawnCrew ignores waypoints.

Although the code is correct, it seems it's assigning the waypoints before the crew have been initialized.

Solution is a small delay just after the BIS_fnc_spawnCrew;

_crew = [_vehicle, _group, false, "", "B_crew_F"] call BIS_fnc_spawnCrew;
sleep 0.2;

May 10 2016, 11:18 AM · Arma 3
F2kSel added a comment to T82231: Ai Driving reverse.

In what way is driving back still an issue, I just tried it in VR and it is much better than it was 6 months ago.

Yes there is still the occasional issue, it did stop at one point and wouldn't move in any direction until I took over driving for a second.
Also a certain combination of directions does launch the tank onto two wheels now and then.

I'd be more happy if they could get the AI to drive from point A to point B without destroying itself.

May 10 2016, 10:56 AM · Arma 3
F2kSel added a comment to T81699: Gunners attached to building are jerky.

That's really bad, I also have a post about static gunners attached to vehicles which also cause similar issues.

http://feedback.arma3.com/view.php?id=22579

May 10 2016, 10:39 AM · Arma 3
F2kSel added a comment to T81407: Arma 3 DLC Bundle Owner cannot access Marksmen content.

I think that's how the previous stuff was released. They should think of adding a note to that effect in the game to save the confusion.

I did get to use the Laser Designator though.

selectplayer objectname

When I lazed the target the plane fired it's missile but instead of hitting my target it hit me and I lost the ability to do anything I was locked in the Designator.

May 10 2016, 10:29 AM · Arma 3
F2kSel added a comment to T81405: AI Units will not target nor fire on an enemy when in "MIDDLE" stance during certain conditions..

I tried your test mission and can confirm the issue.

I dug a little deeper and noticed that if you delay the setbehaviour command for a fraction of a second the problem doesn't happen.

this will delay all the commands but it works just as well if you only delay setbehaviour

null=this spawn {sleep 0.01;_this setUnitPos "middle";_this setBehaviour "safe";_This allowFleeing 0};

May 10 2016, 10:29 AM · Arma 3
F2kSel added a comment to T81390: No "cursorTarget" for the brave (if SP autoreport disabled). [video].

Sorry I'm not getting this, mine returns all vehicles and units even when I'm the only BLUFOR. There are certain objects that don't return anything but vehicles and units are working correctly for me.

Maybe you should post your mission file, I've had the odd corrupt one in the past.
Also check and verify the game through Steam, I also had to re-install a few weeks back due to an AI issue even though the files verified correctly.

May 10 2016, 10:29 AM · Arma 3
F2kSel added a comment to T81390: No "cursorTarget" for the brave (if SP autoreport disabled). [video].

I thought I'd just check and it seems to be related to difficulty settings.

On Expert there was no cursortarget data on enemies (at least in A2/OA) I didn't have time to load A3.

Oddly though when you aim at the vehicle it does register and after that it's fine, even though I was standing just a couple of meters away.

May 10 2016, 10:29 AM · Arma 3
F2kSel added a comment to T81276: artillery fire mission won't stop.

it is possible but it's a pain.

you need multiple waypoints,delete waypoints and change of group and combatmode

it is possible to use a synched switch trigger but it some times needs issuing more than once.

May 10 2016, 10:25 AM · Arma 3
F2kSel added a comment to T81141: please add random patrols to the site modules..

I thought the same until I tried it in VR map, it seems they spawn a patrol at a good distance from the placement of the module, it can be 200-300 meters away.

In a built up area you may not see them.

May 10 2016, 10:21 AM · Arma 3
F2kSel added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

I was just looking at this again today and nothing has changed.
Even if you do put them in careless mode using waypoint they then can't run, if you force them to move using domove and careless they just stop when they see an enemy.

Also if you split your group and they are separated by several thousands of meters as soon as one unit sees the enemy all the units in the group respond and start to go slow and crawl.

May 10 2016, 10:18 AM · Arma 3
F2kSel added a comment to T80969: VehicleVarName && setVehicleVarName does not work as intended.

It does work but it is a little confusing.

this setvehiclevarname "TEST123";set the visible name only.
missionNamespace setVariable ["TEST123",this];
changes the physical name

They do not need to be the same either and you may not need both but it makes sense to keep them the same.

May 10 2016, 10:16 AM · Arma 3
F2kSel added a comment to T80953: (Duplicate + Related) If a soldier uses any static weapons, he has no death-animation.

is it the same as this report?

http://feedback.arma3.com/view.php?id=17013

May 10 2016, 10:15 AM · Arma 3
F2kSel edited Steps To Reproduce on T80937: Static Weapons animations broken when attached to objects.
May 10 2016, 10:15 AM · Arma 3
F2kSel added a comment to T80926: several Problems with leaveVehicle,addVehicle,assignAsCargo,orderGetIn,allowGetIn,unassignVehicle etc....

Came across this today, units eject but the chopper stops and won't follow waypoints.

Only when I use both unassignvehicle and a setpos on the ejecting units will the chopper move on to the next waypoint.

May 10 2016, 10:15 AM · Arma 3
F2kSel added a comment to T80919: Unable to 'team switch' while dead.

It's still broken, I did go back and check stable version and that is fine.

Problem happened again when switched back to current Dev build.

This is killing SP testing right now.

May 10 2016, 10:14 AM · Arma 3
F2kSel added a comment to T80472: Jumping tanks.

Also noticed jumping tank even in VR World with no objects to hit, seems to be a certain combination of commands but extremely hard to reproduce on demand.

May 10 2016, 9:54 AM · Arma 3
F2kSel added a comment to T79730: Please make script HELP window bigger [PICTURE].

All the init/on/act boxes are also much harder to use now they are smaller in A3, it splits the lines of code making it harder to follow.

There is generally so much wasted space in the editor menus it's criminal.

May 10 2016, 9:31 AM · Arma 3
F2kSel added a comment to T79634: CH-67 Huron - Mi-290 Taru are too fragile.

Same here a few riffle shots will bring them down. I did mention it yesterday in the forum thread but there was no response.

May 10 2016, 9:28 AM · Arma 3
F2kSel edited Steps To Reproduce on T79553: Displayer Marker types in editor.
May 10 2016, 9:25 AM · Arma 3
F2kSel edited Steps To Reproduce on T79130: Waypoint OR not working.
May 10 2016, 9:10 AM · Arma 3
F2kSel added a comment to T79052: doMove command not working on Dev.

Odd it's working here

May 10 2016, 9:08 AM · Arma 3
F2kSel edited Steps To Reproduce on T79027: dotarget AI are responding extremely slowly.
May 10 2016, 9:07 AM · Arma 3
F2kSel added a comment to T78394: AI side relations are messed up - civilians hostile to blufor when indfor is hostile to everyone/friend to opfor.

Not to mention if you're enemy to Civilian you can't open ammo boxes.

May 10 2016, 8:50 AM · Arma 3
F2kSel added a comment to T78272: UAV Terminal caused game crash.

Confirmed still crashing

May 10 2016, 8:47 AM · Arma 3
F2kSel edited Steps To Reproduce on T78238: Scorcher commnad turret drawn in wrong position at certain distance.
May 10 2016, 8:46 AM · Arma 3
F2kSel added a comment to T78152: gunner can also drive.

If you join after the other units are in they only move to the next waypoint then you have to start issuing orders.

If your already in you still have to issue commands.

You can have use the waypoint to setpos you out of the vehicle for 0.3 of a second and then pop you back in that gives AI commander enough time to issue the next order.

It's not really any sort of fix.

May 10 2016, 8:44 AM · Arma 3
F2kSel added a comment to T78152: gunner can also drive.

The difference between A2/OA and A3 is that you have to press the direction keys to take command if your not in the drivers group.

In A3 you are forced to take command as the vehicle will just stop at the next waypoint.

I just checked in A2/OA and there is a difference.

There can be quite a delay when the player moves into the gunner seat but eventually it does follow the waypoints in A2/OA

oukej says "Waypoints should not be ignored as long as the player does not give any directional move orders."

But waypoints are being ignored so it's clearly a bug.

May 10 2016, 8:44 AM · Arma 3
F2kSel added a comment to T78152: gunner can also drive.

This is still an issue.

As soon a a unit not grouped to the driver enters the gunner seat the driver will stop at the first waypoint and then wait for orders.

The player could be a civilian but he still is given command as soon as he's placed in the gunner position.

In A2/OA you have to take command by pressing a direction key at least and also be part of the drivers group.

How can the gunner be expected to command a vehicle while trying to take out enemy units and looking backwards.

Mission supplied.

May 10 2016, 8:44 AM · Arma 3
F2kSel added a comment to T78152: gunner can also drive.

There should at least be a command have the driver to return to the previous Waypoints as once you take over your stuck being in command.

There is also a difference between a preplaced crewed vehicle and one that you are placed in.

If your placed in the vehicle you have to issue orders all the time even the driver had waypoints to follow before getting in.
This also happens if there is a commander in as well.

Basically if your moved into a vehicle with AI you will be commander.

May 10 2016, 8:44 AM · Arma 3
F2kSel added a comment to T78152: gunner can also drive.

Confirmed, even if the driver is in another group and has waypoints to drive to when player gets in as gunner the player has to guide the vehicle.
Waypoints are ignored and driver won't move without gunner commanding him.

This wasn't the behaviour in A2, as long as you were not in the same group you could just be a gunner while AI driver drove you around.

May 10 2016, 8:44 AM · Arma 3
F2kSel added a comment to T78033: Ai walking through floor.

It's been happening since day one I'm afraid.

May 10 2016, 8:40 AM · Arma 3
F2kSel added a comment to T77993: Absence detonation of explosive objects! (3 video).

I've also seen that, also sometimes they sink into the ground and then spring back up into the air.

May 10 2016, 8:40 AM · Arma 3
F2kSel added a comment to T77845: Glitching into everything because of the rotation point..

When trying to walk around ammo boxes you get pushed on top of them even if stacked 3 or 4 deep, if you walk backwards you can scale large boulders.

Well I guess we do have a climb function after all.

May 10 2016, 8:36 AM · Arma 3
F2kSel added a comment to T77584: Add support for scripted spotlights.

The game really lacks flexible lighting options, we don't even have the old search light any more.

It really needs some editions or scripting options so we can make our own.

May 10 2016, 8:29 AM · Arma 3
F2kSel added a comment to T77480: Support module broken for artillery (virtual and unit placed). Get the same error trying to call in mor.

It's been broken for me for a week or two at least, I get various errors.

May 10 2016, 8:27 AM · Arma 3
F2kSel added a comment to T77363: "setVectorDir" does not work properly with attached unit.

That's no so much a bug but a limit of the script and is mentioned in the Function.

I have found this to be quite useful.

http://forums.bistudio.com/showthread.php?160330-Scripting-Discussion-(dev-branch)&p=2679302&viewfull=1#post2679302

May 10 2016, 8:25 AM · Arma 3
F2kSel added a comment to T77363: "setVectorDir" does not work properly with attached unit.

Not working for me in current Dev build.

May 10 2016, 8:25 AM · Arma 3
F2kSel added a comment to T77222: "enableSimulation true" not working for sector modules..

I've no idea what your trying to do but this line has a syntax error

if ((_this select 1) == west) then {(_this select 0) enableSimulation false}; flag2 enableSimulation true}

There are too many brackets }

May 10 2016, 8:21 AM · Arma 3
F2kSel added a comment to T77203: domove, move, addwaypoint dont work for units spawned with createvehicle.

Your problem is your using the wrong command createvehicle, you should be using createunit.

https://community.bistudio.com/wiki/createUnit_array

May 10 2016, 8:21 AM · Arma 3
F2kSel added a comment to T76832: car stuck.

Is it there every time?

The only time I came across a vehicle that couldn't drive was because it had been spawned at [0,0,0] location which happened to be the sea.
The sea was damaging the engine but no damaged showed in the hud.

The vehicle was then being moved using setpos to the island, it had things like allowdamage false and setdamage 0; but it still couldn't move again.

The fix was to spawn it on land.

Some vehilces like tank were fine but that was probably because they are slightly stronger and take more damage.

May 10 2016, 8:10 AM · Arma 3
F2kSel added a comment to T76809: Attchto fails when delayed.

Yet another Attchto bug seems to be fixed in 1.19.123962.

The delay no longer prevents the two objects from attaching.

May 10 2016, 8:10 AM · Arma 3
F2kSel edited Steps To Reproduce on T76809: Attchto fails when delayed.
May 10 2016, 8:10 AM · Arma 3
F2kSel added a comment to T76808: Vehicle collides with invisible attached object.

It does appear to be fixed 1.19.123962 in SP, I don't have access to MP so can't check.

May 10 2016, 8:10 AM · Arma 3
F2kSel edited Steps To Reproduce on T76808: Vehicle collides with invisible attached object.
May 10 2016, 8:10 AM · Arma 3
F2kSel added a comment to T76660: Cars and trucks can't turn engine on if created over water.

I agree it took me a while to find especially as I'd used setdamage 0 as well just after it had spawned.

May 10 2016, 8:05 AM · Arma 3
F2kSel added a comment to T76660: Cars and trucks can't turn engine on if created over water.

I'm afraid you've flooded the engine.

Your spawning it under water, cars and trucks are a little weaker so damage easily.

Oddly setting the damage back to zero won't fix it.

Once water gets in the engine it's ruined.

Move the marker to somewhere nice and dry.

May 10 2016, 8:05 AM · Arma 3
F2kSel added a comment to T76543: Handledamage never stops reporting.

It does seem fixed over water but it's still happening when crashing on land.
It's more difficult to see and the chopper needs to destroyed before it happens.

May 10 2016, 8:03 AM · Arma 3
F2kSel edited Steps To Reproduce on T76543: Handledamage never stops reporting.
May 10 2016, 8:03 AM · Arma 3