- User Since
- May 21 2013, 2:23 PM (371 w, 3 d)
Thu, Jun 25
Jul 13 2019
Jul 11 2019
Jun 25 2019
Given that this happens in vanilla arma buildings too... might be something that can be fixed more widely. Assuming BI cooperates...
Same issue with the M113, and to a lesser extent the Fuchs. Vanilla vehicles do show a similar behaviour, but the difference is that they have a tighter turn radius which makes it more controllable. Note that boats seem to handle very differently to amphibious vehicles.
Sep 12 2018
Can confirm that this doesn't happen when slotting a Virtual Spectator slot from the lobby. @Wulf
Aug 22 2018
point number 3 has been resolved (either 1.82 or 1.84, i don't remember). The rest I don't know, probably fixed by now /shrug
Jul 18 2018
Authored by reyhard, fixed by reyhard 👌 😄
Jun 8 2018
May 23 2018
Another example: https://streamable.com/afwpn
May 17 2018
Apr 24 2018
Still seems to happen post 1.82, although I've had at least one mission where the markers did NOT disappear for me, but they DID for another player.
Apr 13 2018
Does it hit the ground or just detonate early?
Mar 9 2018
I'm assuming it's fixed on an internal build, but otherwise this is clearly missing sounds. Compare vs the CUP SPG-9, which should also be a BI-made asset if i'm not wrong. https://youtu.be/KoYQwqZ9KhM
Feb 5 2018
Thanks, I hope you manage to isolate it. For us it seems to be pretty consistent - at least on the dedicated server. Haven't tried while self-hosting. Will try testing it from a spectator slot during our sessions and see what happens in that case.
Jan 29 2018
Markers disappear at around 2:30. The freeze after I die is because of me alt tabbing and switching TeamSpeak channels.
Jan 27 2018
Yup, those ones. Will create a video tomorrow hopefully and put it up. Sorry about the late reply, didn't see this.
Jan 10 2018
Jan 9 2018
Oct 25 2017
Allegedly fixed on dev branch today
Sep 28 2017
BTW more resources:
So...looks like they've been doing *something* with it:
Sep 26 2017
Well, it seems this is intended:
Sep 25 2017
Sep 14 2017
Fixed for ghosthawk on dev (v1.77), not sure about the rest
Fixed: Ghosthawk crew spawned in the wrong order in Eden Editor
Fixed as of 1.76
Sep 13 2017
Potentially fixed with 1.76.142942. I can't repro with the F3 template anymore, although I'm testing a different system now, with the latest Win 10 feature update (Version 10.0.15063). Waiting for more people to confirm.
Still an issue with 1.76, seemed to have been caused by the Chinese localisation support hotfix.
Sep 9 2017
Another thing i didn't add - Nikko removed all init code from the placed curator modules, i.e. no units were added to zeus. Still crashed.
Discussed with @Dwarden over PM
Jul 17 2017
I have a duplicate ticket: https://feedback.bistudio.com/T123850
Jul 13 2017
Jul 12 2017
Yeah i think you're right, if i turn off datalink from the emitter then the symbol goes away after a few seconds (although it should go away instantly, as it does when the radar is turned off).
Yes, can confirm, have observed this behaviour too.
Jul 11 2017
Jul 1 2017
Wipeout does not have active radar anymore, only "passive" radar, i.e. can detect other radars active in the area. It has a visual and IR sensor, and its weapons use IR lock. The target object must be hot (i.e. have its engines on) for successful lock. they've improved locking behaviour in 1.72, btw.
Still seems to be an issue with 1.72 hotfix, both local MP and DS. Can't change slots.
May 2 2017
I thought Oukej said it would only be 8km? To be clear, I don't mind it being 10, it's just a mismatch between the display and the observed detection range. Can't actually lock so it's not that big a deal.
May 1 2017
Come to think of it, could be related to the Shikra, since I had a crash with it last week too...
Apr 22 2017
- Mk21 seems to follow ground vehicles too (in fact, all 3 track ground vehicles)
- Mk21 seems to not turn its radar on even when forced
Apr 12 2017
Fixed on latest performance branch as of the time of writing!
Thanks @Dwarden and co. !
Apr 10 2017
So apparently, if i make all the units unplayable, and create a new playable Red Army unit, it works fine. But the moment I make the pre-placed units playable, it can't load into the slotting screen and crashes with the same error.
Removing other side slots except OPFOR causes crash as soon as i press "play now" in editor.
Okay, so even removing *all* F3 components didn't help in the original mission, however trying a clean mission works (i.e. allows me to slot).
e.g. of clean mission:
I removed the 3 main F3 components - init.sqf , description.ext, briefing.sqf. Still crashes the same way, but doesn't complain about the header in the same way.
As you pointed out Dwarden, the description header thing may be a possible cause. The base template also suffers from the same issue. (switching to any role that's not civilian/zeus).
Mar 28 2017
Mar 20 2017
Mar 19 2017
Mar 18 2017
Well, deleting existing arma profiles seemed to help one person. so I present a troubleshooting method in order:
Mar 6 2017
Hmm i agree, the lock should break if the thermal signature is covered.
Feb 9 2017
Strider can´t have NATO camo because it´s AAF vehicle
Feb 8 2017
Well this is still an issue.
@razazel happened to a lot of us in last night's session. Mission was ended using a call to the F3 Mission ending component, f_fnc_mpEnd, from a trigger. There was a player controlled Kajman hovering nearby, some people were in F3 spectator.