- User Since
- Apr 19 2020, 7:57 AM (60 w, 4 d)
Tue, Jun 8
Very Annoying indeed
This would be awesome to have!
Fri, Jun 4
Wed, Jun 2
Tue, Jun 1
Sun, May 30
Probably the easiest and most feasible way to implement this feature. Thank you kju-PvPscene and lets hope a brave dev can claim this soon.
This would greatly benefit so many scenarios where the mission maker might require Ai units to revert back to their NON COMBAT behaviors faster or slower than the hardcoded default 5 minutes.
Sat, May 29
Thu, May 27
Tue, May 25
Wed, May 19
This still happens as of May 2021. Clearly a problem of the Ai's FSM routines that don't delay the orders enough. Units who where just given the order to dismount should wait until their state is no longer COMBAT for being given the mount order again.
May 10 2021
Confirmed I also still have this issue in Hosted Multiplayer. Usually the mission host is fine but one of the players complains about this issue on every session. Seems to happen to 1 or 2 players for every 10 players on the server.
Apr 28 2021
Mar 15 2021
Well done! Thank you!
You are lucky it only fires twice. Just check how many times the HandleDamage EH fires on a single bullet.
Mar 10 2021
Happens on Agents too.
Feb 26 2021
I was part of this :) Thank you R3vo!
Jan 28 2021
This issue frustrated me so much that I just gave up on custom UIs for Arma 3. I hope this gets fixed and the GUI editor improved to usable leveles.
Nov 9 2020
Is this fixable?
Oct 30 2020
This is present in the latest RC as "Suppressed" entity Event Handler.
Oct 8 2020
Thank you Leopard for voicing some of us content creator's needs and requests here and on the Discord Channel. If this gets implemented the new features/gameplay improvements we could bring to Arma 3 are indeed many! And while there are a number of scripted solutions for this, none is both precise and/or performance friendly enough for large scale multiplayer.
+1 for this and +1 for Leopard.
Sep 2 2020
Very detailed and in depth post SuicideKing! There should be indeed a way for the engine to unload no longer used textures to free up memory usage or another method to handle DLC assets without CTDs or performance degradation... Also, 4K textures are the norm now.
This would be optimal, currently we are using performance heavy script just to achieve this... Great suggestion and I hope it gets implemented.
Jul 31 2020
Wow, that is great news @dedmen ! This will enable pretty cool scripts and mods to work better ;)
Jul 27 2020
Jul 23 2020
You forgot about how https://community.bistudio.com/wiki/setLightIntensity overwrites the value of setLightBrightness when clearly they are both different things.
Jul 20 2020
By things you mean the vehicle being tracked by the missile? Or the object that the missile is going towards? Because the bad things here are two: That the missile looses track a of target just because you lowered your viewdistance and the fact that if you shoot your rocket towards an object if you reduce your viewdistance the missile just goes randomly anywhere instead of the original direction of said object. If the missile looses an object it just needs to continue going straight towards the last known position of said object or the direction it was fired at and not any random direction or perhaps position [0,0,0].
Jul 19 2020
Thank you KK! This is very useful!
May 16 2020
Reason for some cases of Ai shooting at players they are not supposed to see through buildings?
May 12 2020
Thank you BIS_fnc_KK ! Nice fix
May 3 2020
Yeah a volume setting would do the job well! Hope it gets released soon! Also don't forget a command to find who has VOLUME 0 easily.
May 1 2020
I just can't imagine how many misses this issue has caused!
Apr 20 2020
Another issue, when you create missions on the EDEN editor the game by default now adds a n OLD MAN dependency to the mission just as if you had a mod installed but you never really added anything OLD MAN related to your mission, just place a bunch of regular Ai units and the dependency will still happen.
Apr 19 2020
I have found a solution. Instead of editing the enemy unit's loadout using the "edit loadout" option, I scripted the customizations to the loadout via the unit's init. For whatever reason, this works and allows all my players to loot everything off the body. It seems that the "edit loadout" option is broken in regards to the player's ability to loot their stuff.
Had the same issue just yesterday, pretty game breaking... kills the immersion for players...
Had the same issue (v 1.98).
- Hosted Game (Playing on LAN)
- Coop mission with 6 players
- No mods other than CBA
- Only one player had the issue. (non host)