- User Since
- Dec 14 2013, 12:22 AM (397 w, 6 d)
Jun 15 2021
Yes, it's the contrary!
It's easy to notice that keyboard action (up/down nose, any binding) has not the same efficiency than joystick.
Perhaps the rolling actions garble the demonstration, on the video, for a same displacement climb/dive of the simulated stick (display: I know it's just a proof that player is actuating the command), the joystick is far more efficient (climb dive rate)
And I can add that's also true for the poor efficiency of the mouse (again for pitch/roll).... At the point I bound a key for immediate "pitch up full simulated stick", avoiding crash in recovery maneuver.
Jun 2 2021
Just for info, this issue concerns also triggers. (preset BLUFOR present and HQ entity in area >> HQ is in thisList).
May 18 2021
Well... I know setUnitLoadout is AG EG but you should avoid running (allPlayers #0) setUnitLoadout (getUnitLoadout allPlayers #0). I'm not sure it's fine from server due to sync.
Could you test something more "classic" like:
private _loadout = getUnitLoadout bob;
bob setUnitLoadOut _loadout;
(bob is the variable name of the player in editor you want to play).
Sorry not very helpful.
May 17 2021
At least, surrender the booty (the FAK) when failed.
Did you test SimulationEnabled (_unit) ? Dynamic or not, the result is OK.
Assigned to None (as many things). So, super Dev None is on it. Without None, I can't imagine what feedback could be!
That's because the save system (general Arma) doesn't save all display/ ui event handlers (and perhaps some other ones but for sure the display/ui ones). If the author didn't take that into account, you can't do anything. Personally, if my scenarios/addons work with key bindings, I add an EH "loaded" (post-init) for re-running these forgottent EHs.
@HashCode How? What is your problem and reproducible test? I'm on it for a script right now, and I don't notice problem.
Apr 28 2021
Unsolved issue... and probably will never be. And undocumented on BIKI.
Apr 17 2021
Mar 29 2021
Mar 14 2021
Feb 27 2021
Stil in 2.02
Nov 16 2020
Confirmed in arma vanilla.
I placed a Mora at Stratis: [2594.48,5482.89,-0.0391083] (copied from 3den)
Then shot with B_soldier_AT_F player (missile on visual target). The destroyed mora flies high into the air.
Sep 10 2020
So, could you just focus on the request for new command? There no mean to return a rope segments. Nothing to repro. It's just non-existing.
Sep 8 2020
It's first of all, a feature request for a new command. There is no command or function returning the segments (objects) of a rope.
Sep 6 2020
Jul 21 2020
This issue was assigned to Japapatramtara ... whom last post dates on May 10th 2016.
Jun 30 2020
Confirmed. The door animations of this plane are not available for script. If you get in while an AI is driver, the doors are not closed and you fly with open doors.
If you want to make the door closed, you need to moveInAny , so the "get in" code is not run.
Jun 5 2020
Apr 30 2020
Dec 21 2019
Nov 11 2019
Assigned to none. This "guy" is the greatest worker at BI. Not very efficient, but so busy. Permanent employee of the month.
Apr 27 2019
The solution is known. Instead of a "server only" module trying to execute some weird EG (effect global) commands, it could be far more efficient to run a script locally, at least for destruction which is not supposed to evolve during game. the module must be global.
See the workaround here for destroyed building.
Assigned to "none" during 2 years, when you provided the solution is just .... ridiculous!
Apr 26 2019
Apr 11 2019
Apart: You should definitely say what is your mission game, give a link or upload a scenario.... This way, people will not treat you as kid and perhaps will focus on the best parts of description:
Apr 7 2019
Confirmed. Needs some "refresh" to make it work.
Apr 5 2019
No news about that?
Mar 15 2019
Sure! boring in excess!
Feb 22 2019
Not assigned means no hope.
Feb 19 2019
It's a deeper bug. see my last post in this topic:
Nov 26 2018
It's a pity, this issue remains not assigned after all this time!
Not fixed, this can occur sometimes.
Nov 25 2018
Nov 14 2018
This bug disappeared months ago, then reappear... I didn't change anything on my PC. Launching Arma and 3den for existing scenario (any working scenario), Arma crashes when alt tabbing to other windows apps.
This seems to occur (especially?) using sublime text 2 (Poseidon sqf editor). But I can't affirm if this is related to binarization of mission.sqm, or any sqf modification, or if it's unrelated at all to script editing. Seems to me, just ALT TABbing crashes from time to time and more surely when modifying something in 3den without any delay.
Nov 5 2018
The number you've dialed is out of service.
Perhaps some basic problem to be solved before... units falling into unconsciousness while playing an animation such healing (self or other unit), seems to be forced to continue/redo this animation after the unconscious state...
Oct 15 2018
Some news. The consequences of the unconscious state of the marksman, described above, could be a facet of a deeper issue:
Sep 7 2018
Sep 3 2018
Probably an initialization sequence where 0 == 0
Jun 26 2018
To reproduce that (2 minutes in vanilla Arma, launching included!), you just need to set unconsious **the marksman** (unit 4) in the squad of 8 (vanilla infantry blue weapon squad).
Don't ask me why this specific unit... probably a sub-leader (team leader) but this impacts the whole group!
Jun 18 2018
May 13 2018
May 11 2018
BI, could you:
- add a check for the kind of unit (so its behavior). Something avoiding the undefined variable as intended in the script (engine).
- or, make "civilianPresence..." type of unit non-spawnable or non-simulated. This unit is too "similar" to normal unit (scope 2) for its behavior.
Found the error. It occurs when spawning:
Apr 7 2018
Mar 30 2018
I don't have so much space to play dev branch and current released version (1.80). But perhaps some player/dev can do that. Anyway, the problem is easy to reproduce in 1.80. For more info, I just used a weapon squad (BI standard group) and placed a radio trigger to kill or Set unconscious the 3 following AIs: grenadier, marksman, AT specialist.
If you test with set unconscious these 3 AIs, the problem is obvious, giving orders to remaining units.
If you test with setDamage then don't forget to add a respawn time (that works for playable AIs also), the problem occurring while the 3 AIs are in respawn-dead status and disappear as soon as they respawn.
Mar 20 2018
I seems to me there is no more problem since windows or nvidia last update (I can't say).
Mar 17 2018
Mar 9 2018
Nothing new under the sun...
Feb 12 2018
In my case, I disabled the in-game overlay of NVIDIA GEFORCE experience. No more crash since then. 100% crash before, just striking a CTRL or ALT key just after the pop-up overlay. (For Arma or Squad as well).
Feb 9 2018
That could be done with an extra button, save as... opening a list of units like in 3den, so you could choose blufor "engineer". and recover this loadout in your saved configs.
Thanks, btw you are also creating game logics each time you open Arsenal (didn't test recently). This could be fine to clean up that on arsenal closing (if not yet done).
Jan 21 2018
@Lex So, it's not a solution and not related to 0% CPU usage and/or GPU freeze + ALT key malfunction in Arma only.
It's an intended hard coded limitation.
Yrp! Same for me. It happens very often since 1.80 Vanilla. My left Alt key toggle also very often in altitude mode in 3den editor (I just have to strike ALT one more time to toggle in normal ALT behavior. Arma is the only one software to do this weird thing.
I also experience some heavier freeze with no possibility to ALT tab and work on task manager as in video. I can just shut down the PC and restart it!
Is it linked to French keyboard? I guess not. To video card? I'll see that with further NVIDIA drivers, but I guess not. So, What BI/Steam did with the keyboard interaction??? Why does these problems happen on Arma only?
Jan 20 2018
use setFuel 0 if you want to crash the helo.
Dec 18 2017
Arma III ver: 1.80 vanilla
Open editor, Tanoa map by default
add a player
add any vehicle (mine was HEMTT fuel but that doesn't matter)
in debug console:
Dec 16 2017
Sep 28 2017
Too much behaviors kill the behavior.
@MadogPL Tha's wrong. Game like Ghost Recon Wildlands had open NAT, and now strict NAT, on some providers, whatever the port you open.
The only solution I found is to make a DMZ which is strongly not recommended.
Sep 26 2017
You think about materials, but first of all, some vegetation are the best shield ever dreamed for units!
Note also, the global damage is totally weird and poorly related to hit parts. (you can fire at an offroad without increasing the damage value, destroying parts like engine, wheels or hull, then blow the car with a sudden full damage).
Check caliber/target/damage/hitpoints. it's nonsense!
Aug 13 2017
Let's razazel decide what he can do for that also.
Jul 26 2017
And Zafir had this problem in 2015 also. Red fish memory?
Jun 2 2017
Ok, some complementary info after test:
Jun 1 2017
This command has a strange behaviour, repeatable, if used in nested loop:
Furthermore, trust me, it's awful to have first half joystick throttle for brake and only second half for thrust. Never ever saw that in real jet fighter life.
Sorry, I take the opportunity of the nebulous title, to ask if you please, the backpack menu in arsenal could be implemented in order to put some extra weapons, scopes, any items in fact, even uniform and vest.. into backpack (as you can do, picking them in game).
backpack in backpack?? Is it a mod? I didn't see that. As far as you try to place a backpack in another one, you obtain a shift between them.
May 30 2017
Yep! Could you add 64 in aiAmmoUsageFlags please?
Not a bug, new intended behavior by BI devs. You need to strike a key (see your settings) and restrike to refresh. Why not? IMHO it was far better before but it seems it's a community choice... to not have choice?
May 26 2017
May 23 2017
Back again... or not solved. Place any civilian helo with this code (init field). start and restart the game, or just make the helo respawnable. That doesn't work.
_veh setVariable ["color",X]; where X is a correct value within the number of skins, doesn't work neither.
May 20 2017
May 3 2017
This is the main difficulty for scripting something consistent with Arma's engine.
Commands are not endless command. I mean. You are waiting for some evident result but many commands are struggling against the engine.
In a "perfect world", Arma's engine should work as is until a script runs a command acting on unit's behavior. At this time, this command should overrides the engines until another parameter or a cancel command.
The list of "disapppointing" commands is not exhaustive but consider:
Apr 29 2017
Good question! I can understand the need to have non-interactive object (even at BI ;-) ), but I don't have any example of a good scenario which need different behaviors for objects in regard of their locality. I miss something because plenty of yours seem very enthusiasts. But what?
I guess it's same if you place a charge, and even throw a grenade (less annoying due to the imminence of the explosion).
In fact, the event handler "fired" will trigger as soon as you "put" a charge/mine, "throw" something, not waiting for the explosion.
And you're probably also under the sun-lights for the knowledge of enemy units.
Apr 27 2017
I'm noob. Could you give me an example in which you'd like to create a simple object on some clients (so locally, with no simulation) but not on everyone? For me, it's more an issue (like when people don't have the same addon and you can't see their gun or uniform) but I'm missing something...
Apr 25 2017
And no more range data...
Apr 24 2017
- iron bushes;
- AI looking at targets through vegetation/smoke.
Yep, extremely boring and immersion killing.
Apr 21 2017
That makes a lot of sense! .. and a long road from: