User Details
- User Since
- Mar 5 2013, 6:25 PM (599 w, 4 d)
Feb 8 2019
Feb 5 2019
Feb 2 2019
This has been fixed.
Jan 29 2019
This seems to no longer be the case.
Jan 28 2019
This is still an issue. Really annoying... And thunder always plays no matter what.
Jan 27 2019
Repro mission
Updated this because I've noticed that it's based on the world north instead of group heading, making it confusing as all hell.
Feb 11 2018
Feb 9 2018
Feb 6 2018
Feb 5 2018
Feb 4 2018
Yea, dev branch is broken right now.
Confirmed. Very annoying.
Jan 29 2018
Jan 19 2018
5 years later, the lack of this still makes me weep :'(
This is intentional.
I'd like a separate option for flying in Eden.
Right now the editor just assumes I want the engine on when I put a helicopter in the air. Sometimes I want a helicopter in the air without its engine on.
And it doesn't set it to "flying" until a certain height.
Jan 14 2018
This still happens.
Dec 2 2017
Mar 24 2017
Mar 21 2017
The AI seems to have trouble with cargo in general. Like, the Huron is better at it, but I find it often circling the Cargo a few times then crash full speed into a tree.
Sure.
It's when it's given another waypoint. It'll rotate to face it, then slide backwards like in the video.
The mission in the video has 2 waypoints. A "Lift Cargo" on the car, and then a "Drop Cargo" where the helicopter spawned.
Mar 20 2017
I think this can be closed?
Mar 17 2017
This needs to be reopened, it is NOT a str problem. All getPos commands, except getPosVisual are extremely imprecise, and have a resolution of 10+cm (anywhere).
Mar 15 2017
Mar 14 2017
Jun 23 2016
Still killing immersion 3 years later...
Jun 17 2016
This seems to be working fine in the current build (Tested on APEX preview, 1.62.136802).
It'd be nice if this was given priority. It makes me want to go back to the 2D editor every time I work with Eden.
May 10 2016
That's by design.
Special none does not change group formation, it simply makes units not spawn in the formation on mission start. You'll have to command them to stop.
Confirmed.
How much RAM do you have?
Like I said, the game produces no crash dump, it simply closes.
EDIT: I haven't encountered this problem today.
Binoculars don't speed up movement, they slow it down. Being unarmed is fastest, equipping binoculars makes it slower.
What they should do is http://feedback.arma3.com/view.php?id=21070
You can't eject. For some reason, BIS thinks it's realistic that pilots can't eject. Always been like this in ARMA 3.
@TakeHomeTheCup: Don't even get me started on 1 unit.
If you have millions of lines everywhere, you're doing it wrong.
And it's just as easy distinguishing the leader in a two man group. You always put the leader in front.
Seriously, I think you're the only one who's ever had an issue with this.
Eh? The leader is the unit who has all the lines pointed at him.
Have you verified that you haven't just turned down the music volume in options?
My computer is dead, so I have no way of verifying this atm.
This seems to have been fixed.
Tested on 1.41.129399 Dev.
Bullets penetrate just fine...
@micovery: "Sets how much ammunition (compared to a full state defined by the vehicle type) the vehicle has.".
It sets how many percents of the 'full' state of the vehicle.
setVehicleAmmo 0.5 sets the amount of ammo to 50% of the full state as defined by the vehicle type.
This is not a forum.
Don't think dead units should be able to perform actions. But moveOut should work.
I was thinking the same. Wish there were more variants for BLUFOR as well.
BLUFOR has 2, OPFOR has 8.
Same. I own the DLC Bundle.
The only way right now is to script yourself in (Or spawn as player in the editor).
In chopper init field:
Pilot: player moveInDriver this;
Co-pilot: player moveInTurret [this, [0]];
Loadmaster: player moveInTurret [this, [1]];
Cargo: player moveInCargo this;
Duplicate of http://feedback.arma3.com/view.php?id=21029
Benargee: Yes.
Related to http://feedback.arma3.com/view.php?id=21103
You can already do that. ALT-drag to change elevation.
Duplicate of http://feedback.arma3.com/view.php?id=21029
Still happening. Might have to fly a little rough.
I already checked the damage in the debug console. it's 0.0.
Yes, I have. And it's 0% damaged when it's shaking.
This is due to a bug that was supposedly fixed a long time ago, but as it turns out, it's still very much present: http://feedback.arma3.com/view.php?id=17602
As a temporary workaround, you can enable the debug console (Granted you're admin), and execute the following in the debug console, which will automatically remove empty groups each half minute (only execute it once):
- spawn
{
while { true } do { { if (count units _x < 1) then { deleteGroup _x; }; } forEach allGroups; sleep 30; };
};
Duplicate of http://feedback.arma3.com/view.php?id=11960
@DarkSideSixOfficial: I have no problem handling the new FDM, thank you very much.
Besides, it has nothing to do with simulation. No matter how you fly, your cargo won't suddenly receive the gravity of the sun.
I am. All options enabled.
Make sure you've installed Microsoft .NET Framework 4.0 or later.
Also, post the error in the event viewer:
- Run the launcher.
- When it crashes, close it.
- Open the start menu and in the text box at the bottom type "eventvwr.msc" (without the quotes) and press enter.
- Expand the "Windows Logs" item (Folder with blue computer screen).
- Select "Application".
- Then post all the error / information items in the list that seem to have to do with the launcher app. Usually the top few items.