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HorribleGoat
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User Details

User Since
Jul 30 2014, 5:09 AM (537 w, 4 d)

Recent Activity

Mon, Oct 21

HorribleGoat edited Additional Information on T185674: SOGPF - Burned ground decal draw order changed.
Mon, Oct 21, 11:26 PM · Arma 3 Creator DLC - S.O.G. Prairie Fire, Arma 3
HorribleGoat added a project to T185674: SOGPF - Burned ground decal draw order changed: Arma 3 Creator DLC - S.O.G. Prairie Fire.
Mon, Oct 21, 11:26 PM · Arma 3 Creator DLC - S.O.G. Prairie Fire, Arma 3
HorribleGoat created T185674: SOGPF - Burned ground decal draw order changed.
Mon, Oct 21, 11:24 PM · Arma 3 Creator DLC - S.O.G. Prairie Fire, Arma 3
HorribleGoat added a comment to T185327: SOGPF Hut susceptible to small arms fire since 2.18 update.

Not much. And I doubt we would have thought to test shooting the huts before it was mentioned by community member

Mon, Oct 21, 11:18 PM · Arma 3

Oct 16 2024

HorribleGoat added a comment to T185327: SOGPF Hut susceptible to small arms fire since 2.18 update.

Thank you! 🙏

Oct 16 2024, 3:06 AM · Arma 3

Oct 15 2024

HorribleGoat added a comment to T185327: SOGPF Hut susceptible to small arms fire since 2.18 update.

I can dismantle a building with 0.6 armor hit point with MG but not rifle and it is the same for me on 2.16 and 2.18

Oct 15 2024, 9:10 PM · Arma 3

Jul 21 2022

HorribleGoat added a comment to T166582: World Builder crash on large resolution mask import.

As a suggestion, import of large textures via tiled smaller resolution images could be less straining process.

Jul 21 2022, 10:31 PM · Arma Reforger Modding
HorribleGoat added a comment to T166582: World Builder crash on large resolution mask import.

heres few more attempts with as minimal world setup as i could make.

Jul 21 2022, 10:28 PM · Arma Reforger Modding

Jul 20 2022

HorribleGoat added a comment to T166582: World Builder crash on large resolution mask import.

Also could be related that I get this when I start painting mask

Jul 20 2022, 11:38 PM · Arma Reforger Modding

Jul 14 2022

HorribleGoat added a comment to T166582: World Builder crash on large resolution mask import.

Also logs and minidumps from profile folder

Jul 14 2022, 3:17 AM · Arma Reforger Modding
HorribleGoat created T166582: World Builder crash on large resolution mask import.
Jul 14 2022, 3:16 AM · Arma Reforger Modding

Nov 10 2021

HorribleGoat closed T160689: Khe Sanh, Hickory Hill- misplaced/poorly placed objects as Resolved.
Nov 10 2021, 8:43 PM · Arma 3 Creator DLC - S.O.G. Prairie Fire
HorribleGoat closed T160631: Tunnel supports and misc objects disappearing on Khe Sanh map as Resolved.
Nov 10 2021, 8:43 PM · Arma 3 Creator DLC - S.O.G. Prairie Fire

May 11 2021

HorribleGoat added a comment to T158456: Turrets don't function at all when upside down..

you would need separate turret that is modeled to look to be upside down

May 11 2021, 2:11 AM · Arma 3

Jan 31 2017

HorribleGoat created T123116: AI unit getin/out animations are choppy if entering a vehicle attached to man class .
Jan 31 2017, 7:11 PM · Arma 3

Jan 12 2017

HorribleGoat added a comment to T79689: magazineTurretAmmo and setMagazineTurretAmmo do not function as expected if there are multiple magazines of the same type.

Actually got it working! :

Jan 12 2017, 5:03 AM · Arma 3
HorribleGoat added a comment to T79689: magazineTurretAmmo and setMagazineTurretAmmo do not function as expected if there are multiple magazines of the same type.

Encountered this bug with a modded vehicle I'm building. Have 4 turrets with the same weapon and magazine and can not get their ammo count as the command reads only the one magazine.

Jan 12 2017, 3:45 AM · Arma 3

Jan 8 2017

HorribleGoat added a comment to T122729: MFD elements affected by haze/refracting shader effects.

@HorribleGoat, based on that screenshot you are using a mod or mods. Are you able to reproduce this issue without any mods loaded?

Jan 8 2017, 7:22 PM · Arma 3
HorribleGoat created T122729: MFD elements affected by haze/refracting shader effects.
Jan 8 2017, 7:41 AM · Arma 3

Oct 8 2016

HorribleGoat created T120523: Terrain Builder Right-Click Option "Select Contained Terrain Vertices" works only once.
Oct 8 2016, 6:48 PM · Arma 3

May 10 2016

HorribleGoat edited Steps To Reproduce on T79601: PhysX vehicles drive/fly through static objects attached to one another with attachTo command..
May 10 2016, 9:27 AM · Arma 3
HorribleGoat added a comment to T79110: Different fall animations too eager to trigger and trigger in inappropriate circumstances.

Excellent. I think also if a platform (ie. a lift) is rised too high characters start to fall on them. Might actually be a spot for another ticket, but I think it is at least related to same problem with height/geometry/collision system.

May 10 2016, 9:09 AM · Arma 3
HorribleGoat added a comment to T79110: Different fall animations too eager to trigger and trigger in inappropriate circumstances.

This is what we are struggling too with our mod and tall buildings. The freefall seems to trigger around 100-150 meters above ground level. I logged in to issue tracker on the matter but you had beat me to it

It can be circumvented but I wonder if such a check height script is efficient enough and truly necessary.

By testing character can walk up to any height on tilted surface, but spawning on a tall building or disembarking from vehicle, ie. a car/helicopter that is on a roof of a tall building sets you to fall.

May 10 2016, 9:09 AM · Arma 3
HorribleGoat added a comment to T78374: Terrain Builder object placement corruption.

deanosbeano, easting and northing is related to the UTM zone right? And Im using different UTM zone that my map is in the middle of. TB and Arma should be able to handle this as they are in my understanding made to use georeferenced data.

picture included

The cell size on the otherhand might do the trick, I'll try fiddle with that. Pixel size is just to speed up testing for now but I'll try to change that too if the problem is related to texture map resolution.

Thanks for your input!

May 10 2016, 8:50 AM · Arma 3
HorribleGoat added a comment to T78374: Terrain Builder object placement corruption.

TB the default coords are Zone 31N E500000 N442127.390 so are you sure about this? Could you link up where you found the 200000 / 0 coordinates in the wiki? I could not find this info?

As TB has functionality for different zones but if changing it is an issue it is something that would need fixing? right?

Oh and now that I remember I have encountered the same trouble with the default coordinates and UTM zone. I just recently changed the zone for the lols. So it should not be the issue.

May 10 2016, 8:50 AM · Arma 3
HorribleGoat edited Steps To Reproduce on T78374: Terrain Builder object placement corruption.
May 10 2016, 8:50 AM · Arma 3