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KercKasha
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User Details

User Since
Mar 9 2013, 8:15 AM (579 w, 6 d)

Recent Activity

Thu, Apr 11

KercKasha added a comment to T175562: Add weapon animation sources for aiming and optics mode.

I thought it was in the original post but after re-reading it I seemed to have missed it.

Thu, Apr 11, 10:28 AM · Arma 3

Wed, Mar 27

KercKasha created T180184: Allow for 'View Gunner' LOD to be used on weapons/attachments when aiming.
Wed, Mar 27, 10:41 AM · Arma 3

Sep 18 2023

KercKasha updated the task description for T175562: Add weapon animation sources for aiming and optics mode.
Sep 18 2023, 8:58 AM · Arma 3
KercKasha created T175562: Add weapon animation sources for aiming and optics mode.
Sep 18 2023, 8:55 AM · Arma 3

Sep 8 2023

KercKasha added a comment to T169970: [Feature Request] Muzzle attachments to effect submunitionConeAngle.

No the way it works is:

class sgun_HunterShotgun_01_sawedoff_F: sgun_HunterShotgun_01_sawedoff_base_F
{
    submunitionConeCoef = -0.5;
};
Sep 8 2023, 2:07 PM · Arma 3

Jun 27 2023

KercKasha added a comment to T170290: [RPT Spam] Duplicate magazine XXX detected (id 2:10045858) in slots player and medium.

Unfortunately no luck.

Jun 27 2023, 7:03 AM · Arma 3
KercKasha added a comment to T170290: [RPT Spam] Duplicate magazine XXX detected (id 2:10045858) in slots player and medium.

Sorry missed the notification on this one - will give it a shot and report back

Jun 27 2023, 6:17 AM · Arma 3

Jun 13 2023

KercKasha added a comment to T170290: [RPT Spam] Duplicate magazine XXX detected (id 2:10045858) in slots player and medium.

To explain what we're doing and why the error is happening:

Jun 13 2023, 1:24 PM · Arma 3

Feb 23 2023

KercKasha created T170613: 'Unload Incapacitated' Action does not fire GetOut Eventhandlers created on the vehicle.
Feb 23 2023, 12:01 PM · Arma 3

Sep 26 2022

KercKasha created T167797: SetDamage applies physX force from above model center.
Sep 26 2022, 10:42 AM · Arma 3

May 24 2022

KercKasha created T165310: OpticSwitch eventhandler doesn't fire when aiming is blocked by an animation.
May 24 2022, 9:07 AM · Arma 3

Jan 27 2022

KercKasha updated the task description for T150837: config based AnimationSources using source = 'wheel' do not work for remote vehicles in multiplayer (breaks UVAnimations).
Jan 27 2022, 7:38 AM · Restricted Project, Arma 3
KercKasha added a comment to T150837: config based AnimationSources using source = 'wheel' do not work for remote vehicles in multiplayer (breaks UVAnimations).

I did some further investigating into this issue and i've confirmed the real issue is the 'wheel' animation source is whats broken and nothing to do with UVAnimations. Similarly I've found a better vanilla vehicle with the issue.

Jan 27 2022, 7:33 AM · Restricted Project, Arma 3

Oct 16 2020

KercKasha edited Steps To Reproduce on T154359: assignedTarget only updates when the unit has attacked the target.
Oct 16 2020, 11:56 AM · Restricted Project, Arma 3
KercKasha edited Steps To Reproduce on T154359: assignedTarget only updates when the unit has attacked the target.
Oct 16 2020, 11:55 AM · Restricted Project, Arma 3
KercKasha created T154359: assignedTarget only updates when the unit has attacked the target.
Oct 16 2020, 11:54 AM · Restricted Project, Arma 3
KercKasha added a comment to T152567: getAttackTarget seems to always return objNull.

Did more investigation into it, it's not working as expected in 1.98 aswell - it just appeared to work. In v1.98 assignedTarget only works when the gunner has vision on the target(ie. if the gunner is in a tank turret, it will only update assignedTarget when the turret has turned to face the target) otherwise it remains objNull. Don't think it's weirdness is related to 2.00 so either it got broke earlier or it's always been this way

Oct 16 2020, 9:25 AM · Arma 3
KercKasha added a comment to T152567: getAttackTarget seems to always return objNull.

with the release of 2.00 assignedTarget seems completely broken

It has not been touched

Oct 16 2020, 7:36 AM · Arma 3

Oct 15 2020

KercKasha added a comment to T152567: getAttackTarget seems to always return objNull.

with the release of 2.00 assignedTarget seems completely broken and getAttackTarget only seems reliable when the AI is actively engaging.
CommandTarget etc will work with assignedTarget but if an AI leader is assigning targets, it never displays them. The previous release has no such issue

Oct 15 2020, 3:06 PM · Arma 3

Jun 10 2020

KercKasha added a comment to T150837: config based AnimationSources using source = 'wheel' do not work for remote vehicles in multiplayer (breaks UVAnimations).

Other engine sources Ive tried is door and Reload, I'm pretty sure it's just wheel that's having the issue but I'm not 100% what sources are supported in the config

Jun 10 2020, 11:46 AM · Restricted Project, Arma 3

Jun 9 2020

KercKasha added a comment to T150837: config based AnimationSources using source = 'wheel' do not work for remote vehicles in multiplayer (breaks UVAnimations).

That's what I did, I used the user animSource instead of 'wheel'.
I tried both setting the user animation from where the vehicle was local and remote and both worked.

Jun 9 2020, 9:00 PM · Restricted Project, Arma 3
KercKasha added a comment to T150837: config based AnimationSources using source = 'wheel' do not work for remote vehicles in multiplayer (breaks UVAnimations).

I just tried it with a user animationSource and the UV animation (and the physical wheels) works fine

Jun 9 2020, 2:41 PM · Restricted Project, Arma 3
KercKasha added a comment to T150837: config based AnimationSources using source = 'wheel' do not work for remote vehicles in multiplayer (breaks UVAnimations).

Will confirm that for you, but I'm pretty positive the issue lies with config defined animationsources using 'wheel' as the animationSourcePhase wasn't changing on the remote vehicle

Jun 9 2020, 2:28 PM · Restricted Project, Arma 3

Jun 8 2020

KercKasha added a comment to T150837: config based AnimationSources using source = 'wheel' do not work for remote vehicles in multiplayer (breaks UVAnimations).

The chain i'm referring to is the one on the Kart's engine, connected to the back right-hand wheel

Jun 8 2020, 3:11 PM · Restricted Project, Arma 3

May 29 2020

KercKasha updated the task description for T151270: [Feature Request] Eventhandler (switchOptics).
May 29 2020, 2:26 PM · Arma 3, Restricted Project
KercKasha updated the task description for T151270: [Feature Request] Eventhandler (switchOptics).
May 29 2020, 2:17 PM · Arma 3, Restricted Project
KercKasha triaged T151270: [Feature Request] Eventhandler (switchOptics) as Wishlist priority.
May 29 2020, 2:12 PM · Arma 3, Restricted Project

May 10 2020

KercKasha added a comment to T150837: config based AnimationSources using source = 'wheel' do not work for remote vehicles in multiplayer (breaks UVAnimations).

Here's a video where you can see the issue in a modded vehicle (the vehicle is remote) https://www.youtube.com/watch?v=2gHNuJICGa0

May 10 2020, 10:59 AM · Restricted Project, Arma 3
KercKasha created T150837: config based AnimationSources using source = 'wheel' do not work for remote vehicles in multiplayer (breaks UVAnimations).
May 10 2020, 10:00 AM · Restricted Project, Arma 3

May 10 2016

KercKasha added a comment to T83221: On screen config errors for vanilla content (vanishing vanilla config entries) and breaking loadingScreen by such errors..

I too can say I was having this issue and it was resolved using the maxmem parameter

May 10 2016, 11:31 AM · Arma 3
KercKasha added a comment to T80970: Handledisconnect still kills unit if player is in a group with another player.

This continues to be an issue in 1.50

May 10 2016, 10:16 AM · Arma 3
KercKasha added a comment to T80970: Handledisconnect still kills unit if player is in a group with another player.

Sorry for not replying sooner, i can confirm this issue exists in 1.40 stable still.

Haven't tested in dev 1.41 will try that soon

May 10 2016, 10:16 AM · Arma 3
KercKasha edited Steps To Reproduce on T80970: Handledisconnect still kills unit if player is in a group with another player.
May 10 2016, 10:16 AM · Arma 3
KercKasha added a comment to T67300: Reloading weapon / placing explosive / switching firemode is audible far away from source.

Does this when a medic is using their medkit on someone too

May 10 2016, 3:14 AM · Arma 3
KercKasha edited Steps To Reproduce on T64902: Addweaponcargo array breaks ironsight range adjustment on numbers greater than 1.
May 10 2016, 1:40 AM · Arma 3
KercKasha edited Steps To Reproduce on T62621: OnKilled.sqf turns off sound in both single player and multiplayer.
May 10 2016, 12:08 AM · Arma 3