PiepMGI
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User Since
Dec 14 2013, 12:22 AM (200 w, 5 d)

Recent Activity

Thu, Sep 28

PiepMGI added a comment to T81398: Vehicle lights doesn't working during the day - 1.40.

Too much behaviors kill the behavior.

Thu, Sep 28, 10:25 AM · Arma 3
PiepMGI added a comment to T126694: Friends can't see the game I host or even join via steam - IP behind NAT .

@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.

Thu, Sep 28, 10:23 AM · Arma 3

Tue, Sep 26

PiepMGI added a comment to T126807: Balance of Object, House penetration is very off to standard ammo configs and altered ammo configs.

+1
Huge topic.
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!

Tue, Sep 26, 3:42 AM · Arma 3

Aug 13 2017

PiepMGI added a comment to T124818: Arsenal incompatibility.

Let's razazel decide what he can do for that also.

Aug 13 2017, 11:24 PM · Arma 3

Jul 26 2017

PiepMGI added a comment to T126279: Add optional drawEllipse degree argument to control how many degrees to draw.

+1

Jul 26 2017, 8:05 AM · Arma 3
PiepMGI added a comment to T126275: Rahim ammo incompatible with Rahim rifle bug in 1.72.

And Zafir had this problem in 2015 also. Red fish memory?

Jul 26 2017, 8:03 AM · Arma 3

Jun 2 2017

PiepMGI added a comment to T66204: disableCollisionWith has no effect.

Ok, some complementary info after test:

Jun 2 2017, 8:11 AM · Arma 3

Jun 1 2017

PiepMGI added a comment to T66204: disableCollisionWith has no effect.

This command has a strange behaviour, repeatable, if used in nested loop:

Jun 1 2017, 11:37 PM · Arma 3
PiepMGI added a comment to T124732: "Full thrust" control action.

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.

Jun 1 2017, 8:11 AM · Arma 3
PiepMGI added a comment to T124818: Arsenal incompatibility.

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).

Jun 1 2017, 8:03 AM · Arma 3
PiepMGI added a comment to T124818: Arsenal incompatibility.

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.

Jun 1 2017, 7:51 AM · Arma 3

May 30 2017

PiepMGI added a comment to T124954: Tigris/cheetah won't shoot on infantry.

Yep! Could you add 64 in aiAmmoUsageFlags please?

May 30 2017, 11:58 PM · Arma 3
PiepMGI added a comment to T125224: distance bug.

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 30 2017, 11:28 PM · Arma 3

May 26 2017

PiepMGI created T125085: playableUnits are just playing units in some cases..
May 26 2017, 8:05 PM · Arma 3

May 23 2017

PiepMGI added a comment to T78569: "this setVariable ["BIS_enableRandomization", false];" not working for civilians.

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 23 2017, 9:53 AM · Arma 3
PiepMGI created T124940: Weird behavior with dead driver (all full crew AI vehicles).
May 23 2017, 8:20 AM · Arma 3

May 20 2017

PiepMGI edited the description of T124898: Commands: magazinesDetailVest isEqualTo magazinesDetailUniform isEqualTo magazinesDetailBackpack.
May 20 2017, 3:18 AM · Arma 3
PiepMGI created T124898: Commands: magazinesDetailVest isEqualTo magazinesDetailUniform isEqualTo magazinesDetailBackpack.
May 20 2017, 3:17 AM · Arma 3

May 3 2017

PiepMGI added a comment to T124680: setunitpos "UP" causes units to get stuck in lowering/raising weapon loop (vanilla repro mission inside).

+1
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:

May 3 2017, 4:45 AM · Arma 3

Apr 29 2017

PiepMGI added a comment to T124257: createSimpleObjectLocal.

@harmdhast
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?

Apr 29 2017, 2:49 AM · Arma 3
PiepMGI added a comment to T65560: when AI gets killed by mine they automatically detect you..

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 29 2017, 2:39 AM · Arma 3

Apr 27 2017

PiepMGI added a comment to T124257: createSimpleObjectLocal.

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 27 2017, 8:35 PM · Arma 3

Apr 25 2017

PiepMGI added a comment to T124470: UCAV Sentinel laser designator doesn't follow TGP.

And no more range data...

Apr 25 2017, 1:10 AM · Arma 3

Apr 24 2017

PiepMGI added a comment to T83496: AI seeing and shooting through vegetation and smoke..

Two problems:

  • iron bushes;
  • AI looking at targets through vegetation/smoke.
Apr 24 2017, 7:29 PM · Arma 3
PiepMGI added a comment to T75844: Tank Crew is suicidal.

You can use two commands:
allowCrewInImmobile
canUnloadInCombat

Apr 24 2017, 7:19 PM · Arma 3
PiepMGI added a comment to T120308: AI can see through some bushes on Tanoa (check video).

Yep, extremely boring and immersion killing.

Apr 24 2017, 6:05 AM · Arma 3

Apr 21 2017

PiepMGI added a comment to T79016: Vehicle Damage Model Improvement Considerations.

+1
That makes a lot of sense! .. and a long road from:

Apr 21 2017, 8:46 PM · Arma 3

Apr 20 2017

PiepMGI added a comment to T124456: (vehicle player == "Steerable_Parachute_F") returns generic error.

As you should read in BIKI, vehicle player returns an object, not a string.
Next time, read the BIKI. For a remaining question, do not hesitate to ask on BI forum.

Apr 20 2017, 3:29 AM · Arma 3

Apr 11 2017

PiepMGI added a comment to T124275: [RESOLVED] Simple object change visual type of an object! [RESOLVED].

This problem seems more general with some objects which have some weird subclasses.
for example, same problem with prowler armed / non-armed. The non-armed one is armed (in game) if defined as simple object (editor).

Apr 11 2017, 12:37 AM · Arma 3

Apr 10 2017

PiepMGI added a comment to T124257: createSimpleObjectLocal.

What for?

Apr 10 2017, 9:28 PM · Arma 3

Apr 8 2017

PiepMGI added a comment to T124082: Campaign mission "Beyond Recognition" : Blackfoot doesn't crash.

It's directly linked with the 1.68 general problem of hit effects inconsistency.
Before 1.68, there were some logical links between calibers / armor / effects / HUD display (for hit points). The only damage global command was inconsistent as you obtained 0 for some cars almost totally destroyed by 7.62 (example).

Apr 8 2017, 9:25 PM · Arma 3

Apr 7 2017

PiepMGI added a comment to T124172: Debug Console "Local Exec" incorrectly uses remoteExec, triggers BattlEye.

This remoteExec seems weird but it's probably the unique mean to avoid a security breach as far as you can can open the debug console locally (even if not enabled).

Apr 7 2017, 1:54 AM · Arma 3

Apr 4 2017

PiepMGI added a comment to T117967: [APEX] Independent faction missing capabilities with APEX for sandbox gamemodes.

Corrected slightly my script to avoid some duplications. For those who would like a workaround (MP compatible), waiting for BI changing their mind...

  • you can pick up any uniform on corpse;
  • you can pick up uniform on ground;
  • for uniform in crate, you need to drop the uniform on ground, close/reopen inventory for grabbing it on ground. Just because, too many cases of uniforms containing some items, then inside a crate.
Apr 4 2017, 3:55 AM · Arma 3

Apr 3 2017

PiepMGI added a comment to T124183: Ifrit turret is invulnerable to 5.56-7.62 weapons.

It's a deeper problem than it appears!

Apr 3 2017, 7:47 AM · Arma 3

Mar 31 2017

PiepMGI added a comment to T71741: Wind Turbines Silent?.

They don't make electric power neither! You can endless add realism against FPS.
Destroying a wind generator should let the nearest town in the dark.

Mar 31 2017, 8:02 PM · Arma 3

Mar 26 2017

PiepMGI added a comment to T117967: [APEX] Independent faction missing capabilities with APEX for sandbox gamemodes.

place it in initPlayerLocal.sqf (or make it local for each playable units)

Mar 26 2017, 4:39 AM · Arma 3
PiepMGI added a comment to T117967: [APEX] Independent faction missing capabilities with APEX for sandbox gamemodes.

Typical problem where BI made some hard coded choices for the engine despite the wishes of the script writers. See how much it's difficult to switch on/off lights on a car regardless of the behavior of the crew...
IMHO, the too preemptive engine makes things easier for official scenarios (I hope!) and doesn't care with custom ones.
I pleaded for allowing the wear of civilian uniforms and the short answer was: use forceAddUniform... Yeah, while in game, it's so easy!!

Mar 26 2017, 12:09 AM · Arma 3

Mar 25 2017

PiepMGI added a comment to T124000: Certain options not working properly .

Already described in other posts. You need to scroll at right bar then you can choose what you want. List becomes operative.

Mar 25 2017, 5:24 AM · Arma 3

Mar 24 2017

PiepMGI created T124020: Little backward incompatibility for triggers.
Mar 24 2017, 11:20 PM · Arma 3

Mar 23 2017

PiepMGI added a comment to T123863: AI do not receive user addAction commands.

I was testing your steps, Vanilla context, just your scenario, when i realized two weird things in editor:

  • formerly i named a unit u2. As I placed a countdown trigger for your addAction, no condition at all,... this didn't fire. Back in the editor, there was nothing named u2 anymore (and no u2 in left column entity of course) BUT i couldn't name the unit u2 again because this variable was already existing.. somewhere! First time I see that!
Mar 23 2017, 7:02 PM · Arma 3

Mar 22 2017

PiepMGI added a comment to T123863: AI do not receive user addAction commands.

I don't have this problem with addAction on AI or object, from Eden at least. Tested on a half-year old mission, addAction in unit init field or written in initServer.sqf.

Mar 22 2017, 4:21 PM · Arma 3

Mar 21 2017

PiepMGI added a comment to T123935: DynamicSimulation: Infantry cannot be killed outside activation range..

The problem is: is it serious to be able to see non simulated units???? I used the BI simulation manager module and it's far more convenient for at least these reasons:

  • it's reversible, units appear/ disappear along with distances of players;
  • you can't see what is sim disabled;
  • units are easily excluded of this feature by adding a variable name (so the module considers them as permanent)
  • you can decide if air AI assets are excluded or not.
Mar 21 2017, 5:58 PM · Arma 3

Mar 14 2017

PiepMGI added a comment to T123733: Cargo becomes un-detachable on dedicated servers if setSlingLoad is called from multiple machines.

I don't know why BIKI doesn't mention AL EG for this command.

Mar 14 2017, 7:50 PM · Arma 3
PiepMGI added a comment to T123703: 0xc000007b.

This could be useful to say how did you solve it. Make this forum a chance for other people who encounter the same problem as yours.

Mar 14 2017, 7:30 PM · Arma 3

Mar 13 2017

PiepMGI added a comment to T123714: 3DEN sorts units in groups alphabetically by class type.

Yes, there is a missing feature to choose the place of a unit inside a group. (and two missing commands for setter getter this place by script). If you are changing the role description, the only way (I found) is to edit the mission.sqm (not binarized) then you'll find your units, for example in a group of 8, classed item0 to item7. You can change their place , changing their class number. If your leader is item4, just make it item0 and change item0 to item4. You can sort as you want but be sure to keep item0... to item7 for your group. A simple error in a mission.sqm and the launch will fail. Not difficult but at your own risk.
PS: No need to move all lines of an item, just change the numbers in class names.

Mar 13 2017, 6:52 PM · Arma 3

Mar 8 2017

PiepMGI added a comment to T122970: Arma 3 Launcher redownloading workshop mods over and over again.

Perhaps, BI could ask something to Steam... I can't imagine there is no clever link between BI and Steam teams... as far as Steam seems mandatory to run Arma....

Mar 8 2017, 4:51 AM · Arma 3
PiepMGI added a comment to T123498: Plane won't start rolling even at full throttle when analog throttle is used.

Yep, agreed 100% I wrote about that on Jet DLC project.... Not sure to be heard. It's absolutely boring to get half throttle pad. The workaround binding both increase/decrease sides of the stick for power doesn't work.

Mar 8 2017, 4:47 AM · Arma 3
PiepMGI added a comment to T120705: When damage is applied to HitPoints via script, dependent Hitpoints do not update accordingly.

There is also a remaining damage problem along with used caliber and vehicle type. Go directly to 2min10 of this video: https://www.youtube.com/watch?v=kd6ui-dRCto (One of my firsts, sorry).

Mar 8 2017, 4:30 AM · Arma 3
PiepMGI added a comment to T123646: When Gunner, Action Menu shows typeOf CursorTarget at buildings and vehicles.

This problem is similar to the action menu for commanding an AI to grab a weapon or jump into a vehicle. You're not supposed to know every vehicle or weaponholder/crate places but AI does.

Mar 8 2017, 4:15 AM · Arma 3
PiepMGI added a comment to T123627: Ai with waypoint "Seek and destroy", after too short time stop your searches and idle..

Agreed. Not so much differences with a "Move" waypoint. The AI should patrol in range of the completion radius (for example, if not set to zero or minimum depending on type of units.).

Mar 8 2017, 4:11 AM · Arma 3
PiepMGI added a comment to T123658: rc branch 1.68 DisabledAI = 1;.

It seems the same in 1.66, and for all disconnections. I use "onPlayerDiconnected" EH for deleting the abandoned AI.

Mar 8 2017, 4:07 AM · Arma 3

Mar 6 2017

PiepMGI added a comment to T123355: Eventhandlers are compiled before every execution.

Thank you. This topic is very interesting. I have some heavier codes than this one. It was just to understand how are working parameters code inside the EH.

Mar 6 2017, 12:21 AM · Arma 3

Mar 3 2017

PiepMGI added a comment to T123355: Eventhandlers are compiled before every execution.

Please could you precise how do you pass arguments in such EH as handleDamage, hit or teamSwitch?
for example, I had workable :
player addEventHandler ["HandleDamage",{

_unit = _this select 0;
if (vehicle _unit isKindOf "plane") then {_dam = 0} else {_dam = _this select 2};
_dam

}];
so, i can't find a solution like:
fn_plane = {

_unit = _this select 0;
if (vehicle _unit isKindOf "plane") then {_dam = 0} else {_dam = _this select 2};
_dam

};
player addEventHandler ["HandleDamage", _this call fn_plane];
or
player addEventHandler ["HandleDamage", {_this call fn_plane}];
or anything else.
I miss something but what?
Thanks

Mar 3 2017, 7:59 PM · Arma 3

Jan 26 2017

PiepMGI added a comment to T61125: Steering/ helicopter roll using a controller/joystick is weaker than with keyboard.

Soft for helo and hard roll for all Unsung jets! Iknow, it's a mod... but popular. I asked for 2 possible settings if possible...

Jan 26 2017, 6:17 AM · Arma 3

Jan 17 2017

PiepMGI edited the description of T122914: Please do something for findNearestEnemy and knowsAbout commands.
Jan 17 2017, 8:40 PM · Arma 3
PiepMGI edited the description of T122914: Please do something for findNearestEnemy and knowsAbout commands.
Jan 17 2017, 8:39 PM · Arma 3
PiepMGI created T122914: Please do something for findNearestEnemy and knowsAbout commands.
Jan 17 2017, 8:34 PM · Arma 3
PiepMGI added a comment to T122801: [feature request] enhanced arsenal.

No problem. Thanks for your attention. I really appreciate the time you took for answer.

Jan 17 2017, 3:03 AM · Arma 3

Jan 13 2017

PiepMGI added a comment to T122801: [feature request] enhanced arsenal.

What I tried:
place a hunter (vanilla editor), select virtual equipment storage, verify there is a list of items with infinite amount;
in init field:

Jan 13 2017, 7:54 PM · Arma 3
PiepMGI added a comment to T122801: [feature request] enhanced arsenal.
Jan 13 2017, 7:44 PM · Arma 3
PiepMGI added a comment to T122801: [feature request] enhanced arsenal.

Dev solution is "object" oriented. I mean you must place crates in editor then choose virtual equipment storage.
pro: you can define any virtual "arsenal" you want,
cons: all crates are different, because it's not The full arsenal but simply the predetermined loaded equipment, set to infinite amount.
Example: a quad will return by default an infinite amount of FirstAidKit... you have to make all the rest of arsenal, even if selecting several crates at a time;
and furthermore, what motivated my request, you still have to script any spawned arsenal with tough functions to limit them.
It's so frustrating to see a limited arsenal (or something close) but to be unable to pick that for a script.
There is no easy way to script a "vanilla" limited arsenal without digging in cfgClasses, not saying the need to take into account some popular mods.

Jan 13 2017, 7:40 PM · Arma 3

Jan 12 2017

PiepMGI added a comment to T122801: [feature request] enhanced arsenal.

Oh! thank you for this point, I understand you can filter what you need in crates with the "virtual" tab.

Jan 12 2017, 7:50 PM · Arma 3

Jan 11 2017

PiepMGI created T122801: [feature request] enhanced arsenal.
Jan 11 2017, 7:31 PM · Arma 3

Dec 10 2016

PiepMGI added a comment to T73846: AI controlled vehicles with collision lights are unable to use headlights/main lights.

Prefer this command: sunorMoon

Dec 10 2016, 5:34 AM · Arma 3

Aug 2 2016

PiepMGI added a comment to T80668: setObjectTextureGlobal causing "Cannot load texture" errors when used with valid mission files.

Ah OK, finally I found this topic. Sorry for asking this question recently on BI forum. Problem known since January 2015 ?

Aug 2 2016, 6:07 AM · Arma 3

Aug 1 2016

PiepMGI added a comment to T117117: Vehicles Exploding On Mission Start Or Refusing To Move.

Yes, It's a vanilla bug! Place helicopter of plane units on Tanoa Map (airport) Make the enableSimulation false with Eden attributes. Add a trigger BLUFOR present (or else) firing at player with on act:
{_x enableSimulationGlobal true} forEach ((allMissionObjects "") select {_x inArea thisTrigger}) or vehicles or what you want to target the units.
If trigger is not firing (civil player instead of BLUFOR), the units are effectively enableSimulation false;
If trigger is firing, these (disabled sim) units explode.

Aug 1 2016, 3:41 AM · Arma 3

Jul 25 2016

PiepMGI added a comment to T82375: After the upgrade 1.44 player sees a lot of ambient rabbits..

Problem is: when something is created, it's too late. BI will never go back for that lame duck idea. Just because it's harder to tell a developer he's wrong than forget one or two posts. All animals should be inserted in the existing module or in a environment tab on Eden , but... it' far above BI consideration.

Jul 25 2016, 5:09 PM · Arma 3

Jul 15 2016

PiepMGI added a comment to T76533: Ability to remove single items from crates without the need to clear all items and reload them all again..

If you have some time...

Jul 15 2016, 4:09 AM · Arma 3

Jul 9 2016

PiepMGI added a comment to T71076: Night Sky is too boring.

How do you figured stars being the same size through binoculars versus the naked eye?

Jul 9 2016, 8:56 PM · Arma 3

May 31 2016

PiepMGI renamed T86408: bug: custom key binding for 3den editor from "Add custom key binding for 3den editor" to "bug: custom key binding for 3den editor".
May 31 2016, 8:17 PM · Arma 3
PiepMGI added a comment to T86408: bug: custom key binding for 3den editor.

Thanks for the effort!
But:

  • whatever new keys don't work for 3den camera
  • New keys binding can work for camera (from console), but as arrows (very interesting for left handed) are hardcoded for the setting menu Focus, aperture, brightness... you can't use them without changing these settings. Too bad!
May 31 2016, 8:14 PM · Arma 3
PiepMGI added a comment to T86407: nearestBuilding command doesn't return editor (2D 3D) placed building.

Just an info: New Unsung version doesn't return "house" for most of the huts. Barracks are OK, but Viet Huts are no more "house". (no more cursorTarget as well). Why such difference between Unsung A and B with a same map and same objects?

May 31 2016, 7:50 PM · Arma 3

May 10 2016

PiepMGI edited Steps To Reproduce on T86408: bug: custom key binding for 3den editor.
May 10 2016, 1:05 PM · Arma 3
PiepMGI edited Steps To Reproduce on T86407: nearestBuilding command doesn't return editor (2D 3D) placed building.
May 10 2016, 1:05 PM · Arma 3
PiepMGI added a comment to T86361: unit special field: "none" shoud be different than "in formation".

So it's a weird design, imao.
A logical way is to have to order "regroup" after mission start, not "stop".

For example, place cars in your group, "none" as special, let the mission start.
Cars are moving as they can before you join.
If "none" units could stay where they are in editor, you could manage better orders.

May 10 2016, 1:04 PM · Arma 3
PiepMGI edited Steps To Reproduce on T86361: unit special field: "none" shoud be different than "in formation".
May 10 2016, 1:04 PM · Arma 3
PiepMGI added a comment to T86245: FPS drops while shooting.

Exact! FPS drop drastically when firing a machine gun. I thought it was a mod question but not. Same in Arma vanilla.

May 10 2016, 1:01 PM · Arma 3
PiepMGI added a comment to T86210: nearestObject returns itself if same classType is used.

In such case, nearestObjects does the job! and have a look at nearEntities as well (faster).

May 10 2016, 1:00 PM · Arma 3
PiepMGI edited Steps To Reproduce on T85866: Pop-up targets need script adjustment.
May 10 2016, 12:50 PM · Arma 3
PiepMGI added a comment to T85777: Renegade stays in his group.

Ceeeb, you're probably right but this could be corrected.

razazel. I added a video on youtube: https://www.youtube.com/watch?v=PmSHiGjYjRk
I don't understand the difficulty you have to reproduce: Edit a group, become a renegade (kill fellows or addrating -10000) check the group you're belonging to (and how the group leader knowsabout you).

The weird side is the consequences of that:

  • you're in enemyside (enemy to all units) but in your group,
  • Your group knowsabout you at max (4), every time, everywhere!,
  • you know where the leader is, because you're keeping icons (not shown on video. I forgot to enable the game setting for icons).

A [player] join grpnull, or something like that, seems to me a good idea.

May 10 2016, 12:47 PM · Arma 3
PiepMGI edited Steps To Reproduce on T85777: Renegade stays in his group.
May 10 2016, 12:47 PM · Arma 3
PiepMGI added a comment to T85664: Revive system reloads all remaining mags at full. Please let's keep the exact amount of rounds..

Sounds great! Thanks KK.

May 10 2016, 12:44 PM · Arma 3
PiepMGI added a comment to T85664: Revive system reloads all remaining mags at full. Please let's keep the exact amount of rounds..

Any way to avoid magazines ammo counts overwritten with the revive system?

May 10 2016, 12:44 PM · Arma 3
PiepMGI added a comment to T85664: Revive system reloads all remaining mags at full. Please let's keep the exact amount of rounds..

Please see also: http://feedback.arma3.com/view.php?id=26273

May 10 2016, 12:44 PM · Arma 3
PiepMGI edited Steps To Reproduce on T85664: Revive system reloads all remaining mags at full. Please let's keep the exact amount of rounds..
May 10 2016, 12:44 PM · Arma 3
PiepMGI added a comment to T85576: Broken behavior with scripted synchronized supports.

Ok, gents, I found a solution:
Glancing at FSM's artillery module, I catch the idea to refresh this variable: BIS_SUPP_refreshMainWindow;

Just added a line in my script and it works fine:

player spawn {
_unit = _this;
while {true} do {
sleep 2;

  waituntil {sleep 2; (backpack _unit == "B_AssaultPack_Kerry")};
    if !( request in synchronizedObjects arty) then {

     arty synchronizeObjectsAdd [request];

     call BIS_SUPP_refreshMainWindow; 
     hint "support added";
    };

   waituntil {sleep 2; (backpack _unit != "B_AssaultPack_Kerry")};
   request synchronizeObjectsRemove [arty];
    hint "support removed";
    };

}

Could you just make this possibility persistent in your FSM module?
Thanks

May 10 2016, 12:41 PM · Arma 3
PiepMGI added a comment to T85576: Broken behavior with scripted synchronized supports.

Hi, any news about this issue?

May 10 2016, 12:41 PM · Arma 3
PiepMGI edited Steps To Reproduce on T85576: Broken behavior with scripted synchronized supports.
May 10 2016, 12:41 PM · Arma 3
PiepMGI added a comment to T85495: The stamina should be tweaked in my opinion..

Knocking your head on the wall of realism is not a solution. OK, in real life I'm unable to run with my after-school snack. Not too serious cause I don't go to school any more!
As for every disappointing gameplays, cheaters and even adult scripters find solutions to bypass these points. It takes few time to have your own addon and no more problem with fatigue/stamina, even if some servers kick you (not so much).

The problem is: how BI can satisfy most of players, avoiding such bastard solutions?
What about home made (but great mods) with plenty of magical equipments (extra-huge backpacks, light weight machine guns with Uranium bullets, light but super-efficient armored vests...?

The answers are:
1 - a charter for "compatible" or "BI consistent" addons which complies to the vanilla statements (equivalence in weight, armor, capacity, velocity, power)..
Scripters should declare to be compliant with this charter (something like signature for addons);

2 - Difficulty settings, BI in charge of that point...

May 10 2016, 12:39 PM · Arma 3
PiepMGI added a comment to T85469: New Scripting Command "createUnitIdle".

No advantage:

  • You can spawn units when you need it. It's better than hiding units at start;
  • Your "reanimation" script is very heavy!
May 10 2016, 12:38 PM · Arma 3
PiepMGI added a comment to T85385: Division by zero...

you should clean your launch parameters. Keep -noSplash and -skipintro if you want but erase all others. Be confident in Arma launcher to make anything goes well at start. I didn't say that few months ago, and i'm not sure for future versions, but launcher is fine yet.

May 10 2016, 12:36 PM · Arma 3
PiepMGI added a comment to T85384: HideObjectGlobal doesn't work anymore in preview or SP mission or JIP in MP.

G00golplexian, I named units/objects to hide, in editor, (in order to reveal them further with a script) but this is not the same solution as for bis_fnc_setTask issue, unfortunately.
Furthermore, hideObject is not a solution when you're trying to script a SP/COOP mission :)

If you have time, just in basic preview/SP, add a some_object hideObjectGlobal true with editor, car, helo or any vehicle. Jump into it and have a good time!

In MP, as i wrote, JIP is broken if JIP doesn't run the hideObjectGlobal. That means you have choice between:

  • firing hideObjectGlobal on server (i tried only hosted one) and JIP can see the "hidden" object;
  • firing hideObjectGlobal in init, for everyone, and JIP will reset the object status if this one has evolved via scripts. A revealed object will return hidden.
May 10 2016, 12:36 PM · Arma 3
PiepMGI edited Steps To Reproduce on T85384: HideObjectGlobal doesn't work anymore in preview or SP mission or JIP in MP.
May 10 2016, 12:36 PM · Arma 3
PiepMGI added a comment to T85378: Obsolete/not working commands in Communication Menu.

And please, remove all orders (in action menu 6) for an AI grabbing any weapons, in any direction and any distance. It's just weird! You don't know where weapons are but you order an AI to take it and AI knows where it is! Not worthy for Arma3.

May 10 2016, 12:36 PM · Arma 3
PiepMGI added a comment to T85375: 0x00000001 - UNABLE_TO_INIT_DXGI on EVERY startup.

In addition to my previous post, as i kept shadow lines errors (black lines or triangles) on some modded units (RHS, Unsung), I downgraded to 355.60 ! No error with this "old" version of NVIdia's drivers. All versions above induce weird shadows on these units at each shadow setting.
Not sure to understand how compatibility works NVidia? BI? or NVidia/BI?
The facts are here!

May 10 2016, 12:36 PM · Arma 3
PiepMGI added a comment to T85375: 0x00000001 - UNABLE_TO_INIT_DXGI on EVERY startup.

I finally downgraded to 355.98 to get a stable durable NVidia config on my laptop.
I guess a problem with last W10 update + last NVidia drivers. These configs don't manage the 2 graphic cards in a laptop and probably try to enable stereoscopic 3D.
No need to downgrade W10 but NVidia driver.
355.98 works with many mods like RHS CUP R3F and more.

NB: Just remaining bugs on mod such RHS: Black line or triangle comming from primary weapon or RHS unit depending on distance and terrain mask.

May 10 2016, 12:36 PM · Arma 3
PiepMGI added a comment to T85375: 0x00000001 - UNABLE_TO_INIT_DXGI on EVERY startup.

DXGI removed also. I downgraded to 358.91 NVidia driver and it seems better. I don't know who is playing the tightrope walker, NVidia or BI, but it's very hard to get a stable non-regressive game!

May 10 2016, 12:36 PM · Arma 3
PiepMGI added a comment to T85343: Transfer of Projectile Momentum Energy to Soft Target (Human).

totally agree with this ticket which should be as feature request. There are somethings to do here because AI's continue to fight, aim and keep their skill even if they are drastically wounded (say damage 0.7).

May 10 2016, 12:35 PM · Arma 3
PiepMGI added a comment to T85334: Map issues persist.

Ceeb, it's not the problem!
Problem is BI should have a far better quality process for backward (retro) compatibility. Don't say scripts are poorly written. One of the major value of Arma is the community work and the possibility of creation.

It's very damageable when some versions like 1.48 or 1.54 ruin all efforts of the best community writers.

I'm sure there is something to do for that: avoiding loss of functionalities (see feedback!) and now map objects.
btw: in vanilia arma - altis - no addon:
http://feedback.arma3.com/view.php?id=26874
http://feedback.arma3.com/view.php?id=26798

May 10 2016, 12:34 PM · Arma 3
PiepMGI added a comment to T85279: Support Module don't work since NEXUS update.

@Barbolani
JIP doesn't mean player coming from nowhere. Name all your playable units.
Spawned supports work in SP/MP as far as variables are defined.

May 10 2016, 12:33 PM · Arma 3