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Superxpdude
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User Since
Aug 26 2013, 6:44 AM (555 w, 1 d)

Recent Activity

Aug 9 2021

Superxpdude created T160173: "__has_include" PreProcessor command errors out when placed after an #else in description.ext.
Aug 9 2021, 9:57 PM · Arma 3

Mar 16 2017

Superxpdude created T123758: BIS_fnc_taskCreate does not assign tasks to dedicated curator units..
Mar 16 2017, 5:27 PM · Arma 3

Jan 13 2017

Superxpdude created T122838: Exporting Arsenal inventory to CfgRespawnInventory issues..
Jan 13 2017, 5:46 PM · Arma 3

Jun 15 2016

Superxpdude created T117911: 3D Editor: Deleting a vehicle that has another vehicle inside of it (vehicle-in-vehicle transporting) crashes the game..
Jun 15 2016, 4:55 AM · Arma 3
Superxpdude created T117910: Unloading Prowler (Armed) from V-44 causes immediate destruction of V-44..
Jun 15 2016, 4:51 AM · Arma 3

May 10 2016

Superxpdude edited Steps To Reproduce on T81663: Vehicle respawn module "Forced Respawn" doesn't work..
May 10 2016, 10:37 AM · Arma 3
Superxpdude edited Steps To Reproduce on T78018: "Zeus has Ascended" re-appears on respawn.
May 10 2016, 8:40 AM · Arma 3
Superxpdude edited Steps To Reproduce on T76669: Allow rebinding of Spectator Camera controls.
May 10 2016, 8:05 AM · Arma 3
Superxpdude added a comment to T74815: Landing with the WY-55 will make the MROT to be destroyed.

It seems that nearby infantry units end up touching the main rotor of the WY-55 when they're near it, and they seem to move it around a bit.
I tested this by doing the following:

  • Create a WY-55, name it heli
  • Create a trigger, condition 'isTouchingGround heli', activation 'hint "Touching Ground"', deactivation 'hint "Not touching ground"'
  • Walk around the helicopter and see what the hints tell you.
May 10 2016, 7:20 AM · Arma 3
Superxpdude added a comment to T74815: Landing with the WY-55 will make the MROT to be destroyed.

This is still present in the 1.08 main branch update.

May 10 2016, 7:20 AM · Arma 3
Superxpdude added a comment to T74696: The mid rotor of the hellcat destroys when units enter ride on back.

I've noticed this happening as well, and it's pretty game-breaking when it does happen.

May 10 2016, 7:17 AM · Arma 3
Superxpdude added a comment to T74377: MISSING DOORS AND FLIR FROM DEV BUILD AH-9 AND MH-9.

There is a way to remove the back seats though. Just put 'this animate ["AddBackseats",0]' in the init field of the helicopter.

May 10 2016, 7:10 AM · Arma 3
Superxpdude added a comment to T74377: MISSING DOORS AND FLIR FROM DEV BUILD AH-9 AND MH-9.

You can use the animation AddBackseats to remove the rear seats, then lock those spots so units don't sit in them.

May 10 2016, 7:10 AM · Arma 3
Superxpdude added a comment to T74377: MISSING DOORS AND FLIR FROM DEV BUILD AH-9 AND MH-9.

The doors and FLIR camera were neat options to be able to have on the MH-9. It seems odd to remove them unless they were causing something else to break.

May 10 2016, 7:10 AM · Arma 3
Superxpdude edited Steps To Reproduce on T74206: Sector Module UI displays coloured squares instead of faction flags.
May 10 2016, 7:06 AM · Arma 3
Superxpdude added a comment to T73602: Respawn Module Linked With Vehicle Has No Name On Respawn Menu.

I've noticed this happening as well. Something similar also happens if the vehicle is manned, it displays the respawn position as "AI: *Name of AI here*" instead of whatever's been defined as the name in the respawn module.

May 10 2016, 6:46 AM · Arma 3
Superxpdude added a comment to T73602: Respawn Module Linked With Vehicle Has No Name On Respawn Menu.

Just checked today's dev build. It appears to be fixed, and now lists "Hunter" or "Strider" instead of "AI: No Unit".

May 10 2016, 6:46 AM · Arma 3
Superxpdude added a comment to T72504: magazinesAmmoFull command does not work as expected for all vehicles.

From some testing I've done regarding this command, it only appears to work on the "first" turret of the vehicle (Turret [0]). On vehicles with multiple "turrets" (tanks, APCs, helicopters), the command will only return magazines from the primary turret. None of the magazines from any additional turrets (commander's weapons, pilot's weapons) will be returned through this command.

May 10 2016, 6:14 AM · Arma 3
Superxpdude added a comment to T71943: Respawn module don't work with autonomus vehicles.

Checked this today on the latest dev build. It's still an issue with the vehicle respawn module.

May 10 2016, 5:59 AM · Arma 3
Superxpdude added a comment to T71943: Respawn module don't work with autonomus vehicles.

They're likely related, as the most likely thing that's happening with the respawn module is that it's respawning an empty UAV/UGV instead of a manned one. Can likely be fixed by using the createVehicleCrew command on the UAV/UGV when it's spawned, but I haven't tested that yet.

May 10 2016, 5:59 AM · Arma 3
Superxpdude added a comment to T71766: Crash to desktop for all players in server upon starting mission, JIP works fine.

I've noticed this happening as well. Quite annoying when trying to play a mission with a bunch of people.

May 10 2016, 5:54 AM · Arma 3
Superxpdude edited Steps To Reproduce on T71686: UAV Terminal unable to disconnect from destroyed MQ4A Greyhawk.
May 10 2016, 5:52 AM · Arma 3