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Laxemann
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User Since
Mar 5 2013, 6:54 PM (612 w, 5 d)

Recent Activity

Oct 30 2024

Laxemann added a comment to T185982: Problems with gunfire and explosions inside buildings.

Not a bug, it's an engine limitation at the moment.

Oct 30 2024, 10:53 AM · Arma Reforger

Jul 27 2021

Laxemann created T159924: Flashlight lights don't get hidden along with their owner when using hideObject.
Jul 27 2021, 9:35 PM · Arma 3

May 24 2021

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

Any news on this?`We noticed it yesterday again, meaning a good chunk of our vehicles won't have their tracks moving :o

May 24 2021, 8:51 AM · Restricted Project, Arma 3

Sep 1 2020

Laxemann added a comment to T136179: Sound: No new sounds are created when the maximum number of "voices" is reached.

@dedmen

  1. When asking to remove the limit, do you mean the hardcoded limit of 4?
  2. It might be worth checking if cfgSoundCategories still applies to stuff that uses the "new" soundSet/soundShaders stuff. This kinda sounds like a pre-sound update config entry and SoundSet/SoundShader tech usually overrides everything.
Sep 1 2020, 3:32 PM · Restricted Project, Arma 3

Jul 11 2020

Laxemann added a comment to T152553: [Feature Request] New scripting command: isReloading.

Attaching myself to this, could be _very_ useful

Jul 11 2020, 7:06 PM · Restricted Project, Arma 3

Jun 19 2020

Laxemann added a comment to T136180: Feature Request: CustomSoundControllers for units and environment.

@dedmen
Sorry for the terribly late response, I simply forgot to reply!
Yes, the environmental one would be "global" for all envSounds but run locally on the player's machine only.

Jun 19 2020, 11:45 AM · Restricted Project, Arma 3

Jun 7 2020

Laxemann added a comment to T136180: Feature Request: CustomSoundControllers for units and environment.

@dedmen
Boy oh Boy, I didn't expect to see anything to this - thanks for acknowledging it! So let me hype you with my hype. :)
.

Jun 7 2020, 4:18 PM · Restricted Project, Arma 3

Feb 20 2020

Laxemann added a comment to T133265: Buildings destroyed by Edit Terrain Object module don't appear properly for players in multiplayer on dedicated servers.

Still not fixed, unfortunately. :(

Feb 20 2020, 6:35 PM · Restricted Project, Arma 3

Oct 3 2019

Laxemann added a comment to T127335: currentVisionMode returning night vision mode incorrectly for autonomous vehicles.

@Wulf , additionally, it will always return 0 when not in the UAV's turret controls.

Oct 3 2019, 4:59 PM · Arma 3

Jul 24 2019

Laxemann updated the task description for T80081: Character keeps walking for a bit when lowering the weapon while walking.
Jul 24 2019, 11:35 AM · Arma 3

Jul 23 2019

Laxemann updated the task description for T80081: Character keeps walking for a bit when lowering the weapon while walking.
Jul 23 2019, 11:22 PM · Arma 3
Laxemann added a comment to T80081: Character keeps walking for a bit when lowering the weapon while walking.

@razazel I'd like to bring this issue up again because it's been bugging me and many others countless of times.
Updated with example video: https://youtu.be/ZJjPRtd7dFg

Jul 23 2019, 11:22 PM · Arma 3

Jan 12 2019

Laxemann created T136180: Feature Request: CustomSoundControllers for units and environment.
Jan 12 2019, 4:39 PM · Restricted Project, Arma 3
Laxemann created T136179: Sound: No new sounds are created when the maximum number of "voices" is reached.
Jan 12 2019, 4:35 PM · Restricted Project, Arma 3

Jan 9 2019

Laxemann added a comment to T84155: IPv6 Support.

@fire-39_1 this has nothing to do with port forwarding or a static IP, but people switching (or being forced to switch) to the new IPV6 Protocol which ArmA doesn't support. :-)

Jan 9 2019, 1:23 AM · Arma 3

Jan 8 2019

Laxemann updated subscribers of T84155: IPv6 Support.

@Bohemia Any chance of this becoming a thing? A growing userbase can't host private servers anymore.

Jan 8 2019, 1:36 PM · Arma 3

May 10 2016

Laxemann edited Steps To Reproduce on T84917: Sounds played via say3d are incredible quiet when being inside vehicles, even open ones.
May 10 2016, 12:21 PM · Restricted Project, Arma 3
Laxemann added a comment to T81480: Can't bind the middle mouse button together with another button to adjust your stance.

It's already a thing, the feature itself sure won't be abolished but the different stance directions now have unique keys - And you cannot use your middle mouse button in combination with another button.

May 10 2016, 10:32 AM · Arma 3
Laxemann set Category to category:controls on T81480: Can't bind the middle mouse button together with another button to adjust your stance.
May 10 2016, 10:32 AM · Arma 3
Laxemann added a comment to T81382: Please grant access to the "audiomaps" via script commands.

Dayum, you're right.
I searched for "Soundmap", haha.
This can be closed then. :)

May 10 2016, 10:29 AM · Arma 3
Laxemann set Category to category:scripting on T81382: Please grant access to the "audiomaps" via script commands.
May 10 2016, 10:29 AM · Arma 3
Laxemann added a comment to T80583: Nonsence: weapon with the sound suppressor has a more damage effect, than weapon without sound suppressor! (1 video).

Give up guys, some people are resistant to learn and akowledge facts.

May 10 2016, 9:58 AM · Arma 3
Laxemann added a comment to T80583: Nonsence: weapon with the sound suppressor has a more damage effect, than weapon without sound suppressor! (1 video).

Dude, play another game if you want "balanced gunplay".
God, I hate this.

And yes, effecitvely, using a sound suppressor will always be the best choice.
If you want to think about using suppressors or not, join a community that aims to play in a realistic way and takes into account that issuing silencers simply costs money.

May 10 2016, 9:58 AM · Arma 3
Laxemann edited Steps To Reproduce on T80339: When using the "WeaponOnBack" action while being in optics mode, the player raises it's weapon again.
May 10 2016, 9:50 AM · Arma 3
Laxemann added a comment to T80081: Character keeps walking for a bit when lowering the weapon while walking.

A serious question (not wanting to provoke):
What makes it hard to fix this?
Is the animation itself flawed and would require new mocaping?

May 10 2016, 9:42 AM · Arma 3
Laxemann edited Steps To Reproduce on T80081: Character keeps walking for a bit when lowering the weapon while walking.
May 10 2016, 9:42 AM · Arma 3
Laxemann added a comment to T79732: Please add the possibility of specifically detecting trees.

So, I checked it and it's been around 0.002 secs for ~30m or so.
Thanks for pointing that out, mate, I'll see if this fits my needs. :)

May 10 2016, 9:31 AM · Arma 3
Laxemann added a comment to T79732: Please add the possibility of specifically detecting trees.

Hm, I by far am no master to sqf, but this looks performance heavy.
I'm aiming for a solution that will be called for each shot.
Do you think this is a practicable way?
(Can't test it right now)

May 10 2016, 9:31 AM · Arma 3
Laxemann edited Steps To Reproduce on T79732: Please add the possibility of specifically detecting trees.
May 10 2016, 9:31 AM · Arma 3
Laxemann edited Steps To Reproduce on T79627: Please add the possibility to exchange the Taru's modules ingame.
May 10 2016, 9:28 AM · Arma 3
Laxemann added a comment to T79508: Please add an engine operation for moving objects along a path / in a specific direction.

Hm, I've never been into vectors (shame on me and nothing I couldn't learn, right right) but it seems as if this is pretty much the same as using a setPos loop - just with more options. Which is exactly what I'm trying to avoid.

A short explanation:
I'm working on a mod that simulates reverb created by firing a gun moving through the environment, based on terrain. In order to get the reverbs (using a #particlesource as a dummyobject) to move I'm using a setPos loop that uses a 0.2s sleep between each step to save performance.
But oh well, using so many setPos loops really has a noticable impact on the framerate.
I've already written a leightweight script that deletes old dummyobjects in case there are more than fifty floating around, but it still gets laggy sometimes.

Sorry, got longer than I thought - and please correct me if I'm wrong!
Thanks for your efforts anyway, really appreciating it.

May 10 2016, 9:24 AM · Arma 3
Laxemann edited Steps To Reproduce on T79508: Please add an engine operation for moving objects along a path / in a specific direction.
May 10 2016, 9:24 AM · Arma 3
Laxemann added a comment to T79222: [FFV] No weapon inertia when firing from vehicles.

Fixed and can be closed.

May 10 2016, 9:13 AM · Arma 3
Laxemann edited Steps To Reproduce on T79222: [FFV] No weapon inertia when firing from vehicles.
May 10 2016, 9:13 AM · Arma 3
Laxemann added a comment to T79216: [FFV] Utilize Stance Adjust to Enhance Firing Position.

Using the stance adjustment keys seems to be a great solution for such things as you could "switch" between the states and change the animations accordingly.
Great and reasonable idea!

May 10 2016, 9:13 AM · Arma 3
Laxemann added a comment to T78857: Alamut Missiles Disappear in Inventory!.

http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2764194&viewfull=1#post2764194

"

KNOWN ISSUES

    AI may be unable to finish reloading its gun
    Picking up magazines from the ground may cause them to disappear completely

"

May 10 2016, 9:02 AM · Arma 3
Laxemann edited Steps To Reproduce on T78787: Add initial sight offset when using optics.
May 10 2016, 9:00 AM · Arma 3
Laxemann added a comment to T78751: Turn signals/Turn signal indicators for ground vehicles..

Upvoted.
Not thinking about Altis Life or any other random game mode, this still would be a nice, immersive feature.

May 10 2016, 8:59 AM · Arma 3
Laxemann added a comment to T78287: Increase walking speed with rifle down.

I think it's fine, people just tend to not realize how fast/slow they move since they're not in the game. In many situations the characters are still too fast compared to what a regular soldier with combat loadout could do.

May 10 2016, 8:48 AM · Arma 3
Laxemann edited Steps To Reproduce on T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.
May 10 2016, 8:43 AM · Arma 3
Laxemann added a comment to T78085: Fatique is unrealistic.

The new fatigue system is great and makes you more depending on vehicles - as in real life.

May 10 2016, 8:42 AM · Arma 3
Laxemann added a comment to T77903: M320 recoil is barely higher than the MX.

Nope, the muzzlebreak softens the recoil extremely, however the thing itself is damn heavy which is why he thr guy in your video has to lean back and is also not struggling to handle the (not very immense) recoil.

https://www.youtube.com/watch?v=RzUAQoyvrOw

Look at this, it would be very heavy if it wasn't for the muzzlebreak of course.

May 10 2016, 8:38 AM · Arma 3
Laxemann edited Steps To Reproduce on T77848: When having too many mods with own mod.cpp running, ArmA freezes at server-creation.
May 10 2016, 8:36 AM · Arma 3
Laxemann added a comment to T77580: lineIntersects / lineIntersectsWith commands seem to be totally broken/unreliable.

Ah, I see. I used ATLtoASL in order to convert the positions and it seems to work just well, however the positions seem to be 6m above my head. But well, it works, so thanks for the heads up, mate.

May 10 2016, 8:29 AM · Arma 3
Laxemann edited Steps To Reproduce on T77580: lineIntersects / lineIntersectsWith commands seem to be totally broken/unreliable.
May 10 2016, 8:29 AM · Arma 3
Laxemann added a comment to T77573: strange error in arma file.

Are you playing with blastcore? If yes, the error most likely comes from it.

May 10 2016, 8:29 AM · Arma 3
Laxemann added a comment to T77572: _PLEASE_ remove the black screen overlay when diving deeper and find a better solution.

Even inside an SDV?

May 10 2016, 8:29 AM · Arma 3
Laxemann edited Steps To Reproduce on T77572: _PLEASE_ remove the black screen overlay when diving deeper and find a better solution.
May 10 2016, 8:29 AM · Arma 3
Laxemann edited Steps To Reproduce on T77365: Weapon sounds are always centered, no matter if you turn your head.
May 10 2016, 8:25 AM · Arma 3
Laxemann edited Steps To Reproduce on T77329: [doArtilleryFire] Particle effects not shown when executed only on Server.
May 10 2016, 8:24 AM · Arma 3
Laxemann added a comment to T77272: UnitPlay Randomly Causes Subject Unit to Bounce/Shudder.

Works fine for me usually, but it stutters horribly in MP.
Any chance to make the feature fully MP-compatible?
Flying in players with a pre-recorded path would solve a lot of designing issues.

May 10 2016, 8:23 AM · Arma 3
Laxemann added a comment to T76533: Ability to remove single items from crates without the need to clear all items and reload them all again..

This is important.

May 10 2016, 8:02 AM · Arma 3
Laxemann added a comment to T76296: BIS_fnc_randomPosTrigger for markers is broken.

+1

May 10 2016, 7:56 AM · Arma 3
Laxemann edited Steps To Reproduce on T76288: [SPOILER] Air Superiority: What is the AA firing at? (Logical error).
May 10 2016, 7:56 AM · Arma 3
Laxemann added a comment to T76140: The Fast-Forward-Button in Planes, is not working!.

Fast forward = nose tilt
Increase thrust = speed up

There's no such thing as an afterburner in the stock game.
Also, some people here might want to watch their language and how they behave towards others a bit. It might be tempting to use the internet to unleash one's inner child, but please, _please_ don't.

May 10 2016, 7:52 AM · Arma 3
Laxemann added a comment to T76077: Trailer & Vehicle Towing.

Still hoping! :)

May 10 2016, 7:51 AM · Arma 3
Laxemann edited Steps To Reproduce on T75612: MP: addItem is triggered everytime someone JIPs if written in the init box of a unit.
May 10 2016, 7:40 AM · Arma 3
Laxemann edited Steps To Reproduce on T75122: addWeaponCargoGlobal/ addMagazineCargoGlobal doesn't work with randomized parameters.
May 10 2016, 7:28 AM · Arma 3
Laxemann added a comment to T74278: BIS_fnc_unitPlay does not work on dedicated servers.

I wonder, is it possible to stop the stuttering of the vehicles when using unitplay in MP?

May 10 2016, 7:08 AM · Arma 3
Laxemann edited Steps To Reproduce on T73465: Unit's heads are not moving properly with the rest of the body while the weapon is raised.
May 10 2016, 6:42 AM · Arma 3
Laxemann added a comment to T73199: Can't use vehicle weapon optics when mission starts with player as gunner.

Still occuring.

May 10 2016, 6:31 AM · Arma 3
Laxemann edited Steps To Reproduce on T71777: Weapons with a silencer attached cause too much light.
May 10 2016, 5:55 AM · Arma 3
Laxemann added a comment to T70699: Fired Event Handler Global Issue.

Any news on this? This bug renders every kind of projectile tracking for grenades useless...

May 10 2016, 5:22 AM · Arma 3
Laxemann added a comment to T70699: Fired Event Handler Global Issue.

Shit, this explains a lot!!!!

May 10 2016, 5:22 AM · Arma 3
Laxemann added a comment to T67953: before spawn gear choice.

^ this

oh, all them casuals

May 10 2016, 3:37 AM · Arma 3
Laxemann added a comment to T67898: Implement VBS2's crowd formation.

@stonestriker,

here, have a look at around 5:45
http://www.youtube.com/watch?v=a8EExGmf5OA#t=5m45s

The crowd formation sometimes crashes my VBS2.0 tho, so it may still be buggy in the original form meaning more work for the devs...

May 10 2016, 3:35 AM · Arma 3
Laxemann edited Steps To Reproduce on T67898: Implement VBS2's crowd formation.
May 10 2016, 3:35 AM · Arma 3
Laxemann added a comment to T67498: Increase the Ifrit's top speed from 137 kph to ~150kph + Increase it's gasoline consumption.

Yes, no doubt, but the real vehicle is faster, no matter what you think.

May 10 2016, 3:22 AM · Arma 3
Laxemann added a comment to T67498: Increase the Ifrit's top speed from 137 kph to ~150kph + Increase it's gasoline consumption.

http://www.foxnews.com/leisure/slideshow/2013/03/20/russian-federal-security-service-punisher/#slide=4

e.g.

May 10 2016, 3:22 AM · Arma 3
Laxemann edited Steps To Reproduce on T67498: Increase the Ifrit's top speed from 137 kph to ~150kph + Increase it's gasoline consumption.
May 10 2016, 3:22 AM · Arma 3
Laxemann added a comment to T67486: View zoomed outside of a scope.

duplicate of 0002510

May 10 2016, 3:22 AM · Arma 3
Laxemann added a comment to T67445: Helicopter pilot and copilot seats too loud, hampers voice chat or VON.

Helicopters are loud, deal with it.

May 10 2016, 3:19 AM · Arma 3
Laxemann edited Steps To Reproduce on T67358: Implement different types of reloading.
May 10 2016, 3:16 AM · Arma 3
Laxemann edited Steps To Reproduce on T66213: [Editor] Dropdown menu for texture selection.
May 10 2016, 2:32 AM · Arma 3
Laxemann added a comment to T66195: Add Things to Building interiors. No bare bones ghost towns. Needs more immersion.

It'd be nice to have.
However, more furniture means less performance, so there should be a module to add it.

May 10 2016, 2:31 AM · Arma 3
Laxemann added a comment to T66191: A bluey / purply hue!.

Not reproducable.

May 10 2016, 2:31 AM · Arma 3
Laxemann edited Steps To Reproduce on T66188: Add opening sounds to doors and add the ability to open them silently, but slow.
May 10 2016, 2:31 AM · Arma 3
Laxemann edited Steps To Reproduce on T65926: Make JIP possible for missions which have respawn disabled/seagull or similiar.
May 10 2016, 2:19 AM · Arma 3
Laxemann added a comment to T65731: Add PhysX to infantry - the ability to trip over or slip in certain conditons.

Great! Very nice that it's already assigned. :)

May 10 2016, 2:11 AM · Arma 3
Laxemann added a comment to T65301: No kickback on RPG-42 Alamut.

http://en.wikipedia.org/wiki/Recoilless_gun

May 10 2016, 1:55 AM · Arma 3
Laxemann edited Steps To Reproduce on T65141: Add weapon attachment mount/dismount animations (which are already there).
May 10 2016, 1:49 AM · Arma 3
Laxemann added a comment to T65062: [Feature Request] "Pick Camo" as new unit parameter.

Nice Idea.

May 10 2016, 1:46 AM · Arma 3
Laxemann added a comment to T64964: close.

Oh God.

May 10 2016, 1:43 AM · Arma 3
Laxemann added a comment to T64904: Can't jump out from Little Bird helicopter unless the chopper fully lands.

AFAIK the eject option is disabled at the moment because there are no parachutes avaiable in the Alpha.

May 10 2016, 1:41 AM · Arma 3
Laxemann edited Steps To Reproduce on T64883: You cant crawl fast as a civillian.
May 10 2016, 1:40 AM · Arma 3
Laxemann edited Steps To Reproduce on T64871: Legs become never unusable after being hit (One can always walk/stand).
May 10 2016, 1:40 AM · Arma 3
Laxemann added a comment to T64786: IR Lasers look terrible/unusable after a few meters when Postprocess settings are higher than low..

I meant "thick" not "thin".

May 10 2016, 1:36 AM · Arma 3
Laxemann edited Steps To Reproduce on T64786: IR Lasers look terrible/unusable after a few meters when Postprocess settings are higher than low..
May 10 2016, 1:36 AM · Arma 3
Laxemann added a comment to T63943: [Request] Walkable Interior for Vehicles like Boats, Planes.

PLEASE!

May 10 2016, 1:05 AM · Arma 3
Laxemann added a comment to T62834: Muzzle flashes and the corresponding illumination of surroundings is highly unrealistic..

Wish this would be looked into :(

May 10 2016, 12:17 AM · Arma 3
Laxemann added a comment to T62428: Radio Chatter in Vehicles.

Please don't or make it optional if you do, since this is very disturbing when playing large scale coop missions.

May 10 2016, 12:00 AM · Arma 3

May 9 2016

Laxemann added a comment to T61872: New technique for rendering grass at far distance.

Great Idea!

May 9 2016, 11:30 PM · Arma 3
Laxemann added a comment to T60956: MK200 LMG reload animation bug.

COnfirmed

May 9 2016, 10:36 PM · Arma 3
Laxemann added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

^ fake

May 9 2016, 10:22 PM · Arma 3
Laxemann added a comment to T60819: Firing from vehicles.

@nikolas, you're a little late there, buddy, it's confirmed since quite a while :P

May 9 2016, 10:15 PM · Arma 3
Laxemann added a comment to T60819: Firing from vehicles.

BIS, if you really do this, you'd be my all-time heroes.

May 9 2016, 10:06 PM · Arma 3
Laxemann edited Steps To Reproduce on T59875: FLOATING ZONE - There is some kind of resistance at the edge of the floating zone when playing with it,.
May 9 2016, 7:17 PM · Arma 3
Laxemann added a comment to T59866: Unable to use the right mouse button to go into ironsight mode when Left CTRL is pressed.

Damn guys, thank you, I didn't check that.

May 9 2016, 7:16 PM · Arma 3
Laxemann edited Steps To Reproduce on T59866: Unable to use the right mouse button to go into ironsight mode when Left CTRL is pressed.
May 9 2016, 7:16 PM · Arma 3
Laxemann added a comment to T59817: Enemy gunshot sounds do nto fade with distance, enemy 50 meters away sounds same as enemy 200 meters away when firing at player.

Can confirm this

May 9 2016, 7:15 PM · Arma 3