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Iceman77
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Oct 1 2013, 3:25 PM (585 w, 2 d)

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May 10 2016

Iceman77 added a comment to T80147: Gear from units that die up in military cargo posts will simply disappear . . ..

Reproduction example will be up shortly. I've to set it up.

Edit: Ofcourse I can't repro it at this time. Even though it happened several times yesterday LOL. Okay.. gonna keep fraps handy atleast.

Edit2:
Okay so I'm once again testing and it randomly happens. I had actually noticed another issue, opened fraps and recorded that issue. Then on the next run, the topic's issue re-appeared. There is nothing special about these dead AI other than they came from a sites module and were killed with setDamage (purely for atmosphere). And other than the fact they are on THAT portion of the cargo post. But as I said, it never happens under the part with a roof. Only the "stairs" half.

2 issues recorded.
Inventory Auto Closing- https://www.youtube.com/watch?v=JaKthYTSKnU&feature=youtu.be
items disappearing- https://www.youtube.com/watch?v=GptShU9Ajzc&feature=youtu.be

May 10 2016, 9:44 AM · Arma 3
Iceman77 edited Steps To Reproduce on T80147: Gear from units that die up in military cargo posts will simply disappear . . ..
May 10 2016, 9:44 AM · Arma 3
Iceman77 edited Steps To Reproduce on T79972: Why not 'Weapons (Magazines)' aswell??.
May 10 2016, 9:38 AM · Arma 3
Iceman77 edited Steps To Reproduce on T79851: FOV Slider.
May 10 2016, 9:35 AM · Arma 3
Iceman77 edited Steps To Reproduce on T79810: Namespaces should support public parameter with setVariable command.
May 10 2016, 9:33 AM · Arma 3
Iceman77 added a comment to T79787: [ REQUEST ] command addItemToXXXX array.

Yeah we can still wish =)

May 10 2016, 9:33 AM · Arma 3
Iceman77 added a comment to T79787: [ REQUEST ] command addItemToXXXX array.

Hi. It's your decision to close it. I don't see why though. IMO it's a valid request and just because there's another way to do something doesn't mean that there shouldn't be an simpler array variant of the command.

I mean, we didn't "need" any of the addItemToXXX commands to begin with... could have just used other ways to do the same thing, akin to your example above. Which we were already doing until the commands came along.

My 2C. Cheers.

May 10 2016, 9:33 AM · Arma 3
Iceman77 added a comment to T79787: [ REQUEST ] command addItemToXXXX array.

@KK - Yeah that'd do the same thing.

@Benargee - It's just a request for an array variant of the already existing addItemToXXX commands.

May 10 2016, 9:33 AM · Arma 3
Iceman77 edited Steps To Reproduce on T79787: [ REQUEST ] command addItemToXXXX array.
May 10 2016, 9:33 AM · Arma 3
Iceman77 edited Steps To Reproduce on T79764: Please add an additional parameter to support module(s) that allows us to define time delay before next use.
May 10 2016, 9:32 AM · Arma 3
Iceman77 edited Steps To Reproduce on T79727: Data paramater for lbSetData command should accept object, number, and array etc.
May 10 2016, 9:31 AM · Arma 3
Iceman77 added a comment to T79687: The respawn camp ( backpack ie; "B_Respawn_TentDome_F" ) deployment message is repeating once for every playable unit.

To make it clear: ONE player sees multiple messages popup. Depending on nearby playable count. Why does the player need to see 50 messages when he deploys a camp? And the messages aren't even pointing to the unit in question. Only the one who deployed the tent.

Camp (Dome Text) (Iceman77)
Camp (Dome Text) (Iceman77)
Camp (Dome Text) (Iceman77)
Camp (Dome Text) (Iceman77)
Camp (Dome Text) (Iceman77)
Camp (Dome Text) (Iceman77)
Camp (Dome Text) (Iceman77)
Camp (Dome Text) (Iceman77)
Camp (Dome Text) (Iceman77)

Even if it did show the unit it added the respawn for, that would still be an annoyance. But it doesn't even do that... Why do I need to see other's mesages to begin with?? I only need to see one message. /sigh

May 10 2016, 9:30 AM · Arma 3
Iceman77 edited Steps To Reproduce on T79687: The respawn camp ( backpack ie; "B_Respawn_TentDome_F" ) deployment message is repeating once for every playable unit.
May 10 2016, 9:30 AM · Arma 3
Iceman77 edited Steps To Reproduce on T79685: BIS_fnc_addRespawnPosition ignores (or overrides) second optional parameter ??.
May 10 2016, 9:30 AM · Arma 3
Iceman77 edited Steps To Reproduce on T79664: [ REQUEST ] Grasscutters should remove trees.
May 10 2016, 9:29 AM · Arma 3
Iceman77 edited Steps To Reproduce on T79638: [ REQUEST ] respawnTemplate "MenuGroups".
May 10 2016, 9:28 AM · Arma 3
Iceman77 added a comment to T79491: [ REQUEST ] - Weapons should have a default side in the cfg . . ..

Filtering through soldiers and crates and extracting the weapons is a wonky work around. It would be great if filtering could be more direct.

May 10 2016, 9:23 AM · Arma 3
Iceman77 edited Steps To Reproduce on T79491: [ REQUEST ] - Weapons should have a default side in the cfg . . ..
May 10 2016, 9:23 AM · Arma 3
Iceman77 added a comment to T79108: Missing scripting command to change progress bar color (like "<b><i>ctrlSetBarColor</i></b>").

This would be great imo. Shouldn't have to create colored layers and such things just to make a progress bar change colors.

+1 Upvoted

May 10 2016, 9:09 AM · Arma 3
Iceman77 added a comment to T78919: Error message respawnmodule when using respawnposition or side marker.

Confirmed. This error occurs when "delete" or "delete with explosion" are selected. No error occurs when using "preserve".

May 10 2016, 9:04 AM · Arma 3
Iceman77 edited Steps To Reproduce on T75262: isLightsOn command for vehicles.
May 10 2016, 7:32 AM · Arma 3
Iceman77 added a comment to T75000: Various weapons have the same exact display name..

@ tryteyker - Exactly. I populate a LB for example with all weapons very simply via config reference. There's same names everywhere. Even the pictures are the exact same. I could care less about what the player does with the weapon afterwords or what attachments he decides to use. A weapon in the cfg with a designated set of attachments should have differing display names...

May 10 2016, 7:25 AM · Arma 3
Iceman77 edited Steps To Reproduce on T75000: Various weapons have the same exact display name..
May 10 2016, 7:25 AM · Arma 3
Iceman77 edited Steps To Reproduce on T74962: canDrag = 1 does not work with activeText (type 11) as suggested by the config viewer.
May 10 2016, 7:24 AM · Arma 3
Iceman77 added a comment to T74952: [Feature Request] hasSpace command for containers.

Sorry for the inconvenience. I found http://community.bistudio.com/wiki/canAddItemToBackpack

May 10 2016, 7:23 AM · Arma 3
Iceman77 edited Steps To Reproduce on T74952: [Feature Request] hasSpace command for containers.
May 10 2016, 7:23 AM · Arma 3
Iceman77 edited Steps To Reproduce on T74950: [Feature Request] BIS_FNC_itemType should return the 'supposed' side of the item aswell.
May 10 2016, 7:23 AM · Arma 3
Iceman77 added a comment to T74940: removeItemFromXXX doesn't work with magazines but addItemToXXX does....

Or could we atleast get a removeMagazineFromXXX series of commands?

May 10 2016, 7:23 AM · Arma 3
Iceman77 edited Steps To Reproduce on T74940: removeItemFromXXX doesn't work with magazines but addItemToXXX does....
May 10 2016, 7:23 AM · Arma 3
Iceman77 added a comment to T74933: BIS_FNC_itemType doesn't support goggles (eyewear).

Thankyou.

May 10 2016, 7:23 AM · Arma 3
Iceman77 edited Steps To Reproduce on T74933: BIS_FNC_itemType doesn't support goggles (eyewear).
May 10 2016, 7:23 AM · Arma 3
Iceman77 added a comment to T74619: One Katiba magazine blows up strider.

Totally kind of ruins the mission I'm making, knowing that one magazine from an assault rifle will make the vehicle explode.

May 10 2016, 7:16 AM · Arma 3
Iceman77 added a comment to T74619: One Katiba magazine blows up strider.

Ahh yes sorry.

May 10 2016, 7:16 AM · Arma 3
Iceman77 added a comment to T74619: One Katiba magazine blows up strider.

You wouldn't know that by the way vehicles explode here lol.

May 10 2016, 7:16 AM · Arma 3
Iceman77 added a comment to T74619: One Katiba magazine blows up strider.

yeah already did that a few minutes ago! Before this topic, I had no need to go do any research as I really don't care for the miliatry jargan or technical aspects of the weapons and or vehicles in this game. I just like to code and blow things up in game (pun not intended).

May 10 2016, 7:16 AM · Arma 3
Iceman77 edited Steps To Reproduce on T74619: One Katiba magazine blows up strider.
May 10 2016, 7:16 AM · Arma 3
Iceman77 added a comment to T74553: Vehicle Respawn Module not ignoring collision correctly.

Also related to http://feedback.arma3.com/view.php?id=16186 (created ~7hrs prior)

The reason is that the old vehicle (wreck) is being deleted at the same time the new vehicle is created. So the newly created vehicle has to be repositioned so it will not collide.

May 10 2016, 7:14 AM · Arma 3
Iceman77 edited Steps To Reproduce on T74545: Vehicle respawn module still broken if vehicle is destroyed at the initial starting position .
May 10 2016, 7:14 AM · Arma 3
Iceman77 added a comment to T74267: setGroupIconsVisible renders all icons the same color on dedicated server.

Well I don't "rely on this". But we need to be able to use this broken feature. Why should I have to write code to do something that's already here...

May 10 2016, 7:08 AM · Arma 3
Iceman77 added a comment to T74267: setGroupIconsVisible renders all icons the same color on dedicated server.

Nothing? Not even acknowledged that this is broken?

May 10 2016, 7:08 AM · Arma 3
Iceman77 added a comment to T74267: setGroupIconsVisible renders all icons the same color on dedicated server.

Okay so it's not just the FIA and AAF markers. All of the markers are rendered the same color for all sides on a dedicated server. Making this great feature pointless outside of SP or MP hosted.

May 10 2016, 7:08 AM · Arma 3
Iceman77 edited Steps To Reproduce on T74267: setGroupIconsVisible renders all icons the same color on dedicated server.
May 10 2016, 7:08 AM · Arma 3
Iceman77 added a comment to T74246: addItemToUniform,addItemToVest,addItemToBackpack: empty Magazines.

LOL. These weren't tested before they were released with stable?... I find it hard to believe no one noticed this in dev-build prior to stable 1.04 release. Oh well.

May 10 2016, 7:07 AM · Arma 3
Iceman77 added a comment to T74147: Tracked vehicles get stuck on field stone walls.

Not only that, but the tracks get damaged far too easily. There needs to be a middle ground here, since AI can't drive worth a crap. Either fix the AI so they don't run into every stone wall they see, or please fix how the tracks get damaged. Or how about taking 90% of the little stone walls out? They are everywhere.

I'm all for realism, but it gets tiring to watch the AI ruin vehicles that I've no control over.

May 10 2016, 7:05 AM · Arma 3
Iceman77 added a comment to T74104: Errors (vanilla - new patch 1.04.111.668) - bare map one infantry unit preview.

Oh okay. Sorry for the un-needed ticket. This is a known issue with every update?

May 10 2016, 6:59 AM · Arma 3
Iceman77 edited Steps To Reproduce on T74104: Errors (vanilla - new patch 1.04.111.668) - bare map one infantry unit preview.
May 10 2016, 6:58 AM · Arma 3
Iceman77 edited Steps To Reproduce on T73997: Missions not getting updated in the editor.
May 10 2016, 6:56 AM · Arma 3
Iceman77 added a comment to T73997: Missions not getting updated in the editor.

So no one will even acknowledge this? LOL

May 10 2016, 6:56 AM · Arma 3
Iceman77 added a comment to T73997: Missions not getting updated in the editor.

Yes. Cleaning up pbos in all directories was the first thing I did. Also, I can delete said mission pbo, go into the game and preview it without saving and it works fine. As soon as I save the mission, it reverts back to when it stopped updating. It's really weird to say the least, as I've on numerous occasions got rid of ALL pbos on my computer... to no avail.

May 10 2016, 6:56 AM · Arma 3
Iceman77 edited Steps To Reproduce on T73956: Please add an option (module) that makes medikits and toolkits universal to other unit types..
May 10 2016, 6:55 AM · Arma 3
Iceman77 added a comment to T73895: Using MP editor on stratis, sometimes mission doesn't get updated upon save.

This has became a real pain in my ass. Is there any other tickets like this? I've searched and searched and found no similar tickets or even topics. While in the MP editor, I use saving=0 in the .ext. Lord knows I would never... ever... need to go back to a fucking saved "preview".

I'm not sure if that's what's conflicting, but other times it's been just fine and missions save with updated changes.

May 10 2016, 6:54 AM · Arma 3
Iceman77 edited Steps To Reproduce on T73895: Using MP editor on stratis, sometimes mission doesn't get updated upon save.
May 10 2016, 6:54 AM · Arma 3
Iceman77 added a comment to T73697: [REQUEST] Please give us a command that auto-forces GPS to open without using createDialog.

Yeah tried cutRsc it doesn't work. http://forums.bistudio.com/showthread.php?115374-Force-open-GPS-or-simulate-ctrl-M Unless you'd like to shoot me an example. For now I just made my own display / resource for a custom gps. But I Would like to use the vanilla one.

May 10 2016, 6:49 AM · Arma 3
Iceman77 edited Steps To Reproduce on T73697: [REQUEST] Please give us a command that auto-forces GPS to open without using createDialog.
May 10 2016, 6:49 AM · Arma 3
Iceman77 added a comment to T73657: addUniform is NOT Global.

So use BIS_fnc_MP to broadcast addUniform? It'd be nice for this to be global. That way, I can stop listening to how it's a bug instead of a minor inconvenience.

May 10 2016, 6:48 AM · Arma 3
Iceman77 edited Steps To Reproduce on T73589: Show / Hide modules don't activate upon trigger conditions.
May 10 2016, 6:45 AM · Arma 3
Iceman77 edited Steps To Reproduce on T73575: 'Standard' Shadows causes cross hatched texture to appear on close / mid range objects.
May 10 2016, 6:45 AM · Arma 3
Iceman77 added a comment to T73520: Remove the hardware-based graphics limiter.

Agree'd.

May 10 2016, 6:44 AM · Arma 3
Iceman77 added a comment to T73494: I sound like I'm having an asthma attack after running 20 feet.

yeah. Ahh well.

May 10 2016, 6:43 AM · Arma 3
Iceman77 added a comment to T72944: respawnOnStart = 1.

Hope this gets fixed soon. Having to kill players at mission start doesn't give a very great 1st impression to newcomers...

May 10 2016, 6:25 AM · Arma 3
Iceman77 added a comment to T72003: (Altis) Pier @ Kavala has some issues..

Still an issue. Trying to make a 2man AI group patrol a dock is impossible.

I did notice that if the very first waypoint is placed on dock, the ai will path to it just fine. However, after they are on the dock's surface, any additional waypoints become broken. They will path to the one waypoint at the end of the dock (or wherever it was placed onto the dock), stop and turn circles when they start heading to the new waypoint. Even using a doMove will not work..

Maybe add some invisible roads under or on the dock? Not sure if they'd path better.

This is a real killer for SP mission making. Where trying to get maximum immersion.

May 10 2016, 6:01 AM · Arma 3
Iceman77 added a comment to T71826: Turning your head makes the clouds move and change. And odd rotational effect at the edge of screen..

This especially noticeable if using a custom POV.

May 10 2016, 5:56 AM · Arma 3
Iceman77 added a comment to T63879: setUnconscious may be buggy.

Is this ever going to be resolved?

May 10 2016, 1:03 AM · Arma 3