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HorribleGoat
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User Since
Jul 30 2014, 5:09 AM (280 w, 4 d)

Recent Activity

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