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- User Since
- Mar 7 2013, 1:17 AM (614 w, 2 d)
Mar 6 2017
Sorry remove my incorrect statement.
May 10 2016
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.
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.
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.
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.
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.
I think I know what your after but can't you do that with the spawn module anyway?
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.
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.
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.
confirmed this is also happening in object init boxes
Just noticed this also applies to modules.
All the nets I tried do show damage when destroyed.
maybe a simple demo of the issue.
Your right I was looking at the nets in structures.
As it happens even using eventhandlers they're not detecting any hits or damage.
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];
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.
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.
Confirmed It isn't crashing to desktop any more thanks.
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'
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.
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.
Thanks I never tried virtual garage before, it seems very buggy though.
I thought it had been that way for a while but either way it stops you adding actions or detecting them easily.
Isn't that because the weapon has in effect been stored and no longer primary?
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.
Apers mine is still silent
Thanks Koala, that explains another command.
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.
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.
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.
Would be good and save many hours.
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.
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.
Yes unfortunately I only tested in virtual World not the real World.
Still broken.
This seems to be fixed in today's build.
Controls are working and I didn't see any flipping out.
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;
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.
That's really bad, I also have a post about static gunners attached to vehicles which also cause similar issues.
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.
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};
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.
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.
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.
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.
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.
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.
is it the same as this report?
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.
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.
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.
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.
Same here a few riffle shots will bring them down. I did mention it yesterday in the forum thread but there was no response.
Odd it's working here
Not to mention if you're enemy to Civilian you can't open ammo boxes.
Confirmed still crashing
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.
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.
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.
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.
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.
It's been happening since day one I'm afraid.
I've also seen that, also sometimes they sink into the ground and then spring back up into the air.
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.
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.
It's been broken for me for a week or two at least, I get various errors.
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.
Not working for me in current Dev build.
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 }
Your problem is your using the wrong command createvehicle, you should be using createunit.
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.
Yet another Attchto bug seems to be fixed in 1.19.123962.
The delay no longer prevents the two objects from attaching.
It does appear to be fixed 1.19.123962 in SP, I don't have access to MP so can't check.
I agree it took me a while to find especially as I'd used setdamage 0 as well just after it had spawned.
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.
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.