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- User Since
- Oct 1 2013, 3:25 PM (585 w, 2 d)
May 10 2016
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
Yeah we can still wish =)
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.
@KK - Yeah that'd do the same thing.
@Benargee - It's just a request for an array variant of the already existing addItemToXXX commands.
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
Filtering through soldiers and crates and extracting the weapons is a wonky work around. It would be great if filtering could be more direct.
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
Confirmed. This error occurs when "delete" or "delete with explosion" are selected. No error occurs when using "preserve".
@ 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...
Sorry for the inconvenience. I found http://community.bistudio.com/wiki/canAddItemToBackpack
Or could we atleast get a removeMagazineFromXXX series of commands?
Thankyou.
Totally kind of ruins the mission I'm making, knowing that one magazine from an assault rifle will make the vehicle explode.
Ahh yes sorry.
You wouldn't know that by the way vehicles explode here lol.
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).
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.
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...
Nothing? Not even acknowledged that this is broken?
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.
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.
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.
Oh okay. Sorry for the un-needed ticket. This is a known issue with every update?
So no one will even acknowledge this? LOL
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.
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.
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.
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.
Agree'd.
yeah. Ahh well.
Hope this gets fixed soon. Having to kill players at mission start doesn't give a very great 1st impression to newcomers...
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.
This especially noticeable if using a custom POV.
Is this ever going to be resolved?