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- Jul 8 2015, 2:41 AM (491 w, 6 d)
Mon, Nov 25
- place unit, exec player forceAddUniform 'U_B_CombatUniform_mcam'
- exec [player, "BI"] call BIS_fnc_setUnitInsignia;
- exec player forceAddUniform 'U_B_CombatUniform_mcam_vest'
- exec [player] call BIS_fnc_getUnitInsignia;
result - insignia class name was return although no picture on clan selection
Fri, Nov 22
With lastest dev update insignia will not be lost after take off and putting on again for same uniform object.
But if unit put on new(other class name) uniform BIS_fnc_setUnitInsignia will return false and no imagine will show
This change seems affect to issue T161323, can't reproduce on the latest dev update
Tue, Nov 19
Fri, Nov 15
Thu, Nov 14
Nov 5 2024
Best reproduction example is:
- spawn class B_Plane_Fighter_01_F in Eden any world in fly with AI pilot
- start mission and move your camera avay jet from a ~2km
- then move closer to jet and listen that no any sound played (even super close to jet)
- wait ~20 sec and sound will appear instantly
Indeed, the siren on police boats has a place. How nice that it is very easy to implement, we need next actions:
- in CfgVehicles → Boat_Civil_01_base_F → Sounds add this code see Pastebin
- in CfgVehicles → Boat_Civil_01_base_F → UserActions add this code see Pastebin
Look at the result - https://youtu.be/Z3Sr42D0J1g, same as @madpat3 requested via video
Oct 28 2024
Oct 25 2024
Oct 23 2024
Now I think the miss of variables is not a bug but just must not be publichet over net is ok
However, you can make sure that the function does not work by the following parts of the function that do not work:
- A land animal will not be lost if it falls into water
- The animal will not make a sound
- the animal will not react to danger as it would in a single player game
and more…
Oct 21 2024
Same for infantry any explosives T82957
Oct 11 2024
last line of comment noted it
Oct 8 2024
Sep 27 2024
Seems was forgotten to rename files after copy & paste for male01rus and male03rus
now | need rename to |
veh_infantry_s_1 - Copy | veh_infantry_p_1 |
veh_infantry_s_2 - Copy | veh_infantry_p_2 |
veh_infantry_s_3 - Copy | veh_infantry_p_3 |
Sep 26 2024
I can confirm! Eden attribute works fine on dedicated server in current dev branch
Sep 20 2024
If so I want to represent you solution from this comment https://feedback.bistudio.com/T159347#2635883
Can not confirm, just got it in lastest dev build 152211 on dedicated server
Sep 18 2024
Sep 14 2024
Looks like localization side issue @falagor
Sep 13 2024
Sep 10 2024
Light on this object always be allowed to enable, by default animation and lights state is off
Use this code to enable lights
_this animateSource ["Lights_Hide",0]; _this switchLight 'ON'
Sep 6 2024
This error fixed in dev see T182822
Sep 5 2024
I think setPhysicsCollisionFlag would be a great solution to issue № 9
Sep 4 2024
MBT_02_Engine_EXT_Burst_Sound(Shader)Set and MBT_02_Engine_INT_Burst_Sound(Shader)Set also do not exist, however the sound files is existing in data
Plus not added to soundSets(Ext)Int={}; of MBT_02_base_F and MBT_02_railgun_base_F classes
Sep 2 2024
Plus one error MBT_02_Servo02_Int_SoundSet missed in soundSetsInt={}; of MBT_02_base_F and MBT_02_railgun_base_F classes
Aug 12 2024
Aug 11 2024
I would also like to note that all other weapon sounds can be heard by other players: switching range on iron sight, switching fire selector. It seems that only the sounds of the bipod cannot be heard
Aug 5 2024
For some reason there is a delay for the sound. When jet enters in the target's hearing range, only after a few seconds (more than 20 I think) sounds from its engines appear, usually during this time jet leaves and we received such sound behavior.
Make sure of this we can by attaching jet to the approaching of the target's hearing range and waiting until the target start hear engines, then continue the approach to the target; in this case, all sounds will work
see https://www.youtube.com/watch?v=LfF4gJQz6m0
Neophron, Xi'An, Buzzard, Blackfish do not have such problems seems because they use the old way of sounds in the configuration. The new ones are soundSets and have the above noted problems
Reading the configuration you can find out that the Jet should be audible starting from 5000 km from rear and front
This is not happening even close, watch the video: the sound you will hear comes from the player at the airport (all external sounds are off so you will only hear the jet sounds)
https://youtu.be/e-Hcm_X-PKU
the first sound responce in video at 00:34 time code
Aug 4 2024
A video with vanilla example of a weapon whose sound set has the correct value will be very useful I think → https://youtu.be/G6Ttod9sGPs
Watch the video, this is the class LMG65mmBody_tail_SoundSet, its vanilla value is frequencyRandomizer=1; and this is correct, there is no glitches in the echo sound. Let's change the value to 0, and then glitches appears, same glitches as for sound set classes where in the table column from ticket description «has frequencyRandomizer param ?» has "no"
Same we can do with e.g. Rifle_Tail_Base_SoundSet, then most rifles will have same glithes
Here is a version of the prove video without shot sounds so you can hear only echoes (tails) sounds
https://youtu.be/UeHAksqCHzM
Aug 2 2024
Are there any situations coded to prevent these sounds from playing?
I noticed while playing KOTH that artillery shells will play these sounds not on every incoming
No repro found, so want to ask about restrictions, maybe sound source limits...
Jul 31 2024
I created a .cpp file with the example needed work to make the sounds of impacts the surface correct:
- move in ambulance
- enable siren
- move out
- move in again
- turn off siren
- listen carefully, set your audio volume to max, you will hear quiet siren
Maybe something went wrong with current dev build, I'll retest on new one
Jul 30 2024
Fixed: Siren could be heard twice when entering an ambulance while the siren is playing
still can be heard twice on dev but sound volume is much lower, see video https://youtu.be/aE-eLPtQo5I
We can use compass (and clock) while turret control, which like binoculars one-hand needed. Seems strange unable to use the binoculars I suppose.
When we have binoculars in our hand and go sit in the turret, the bino will remain in our hand and can be used
\RscDisplayDebriefing error known and fixed on current dev
Jul 26 2024
Jul 25 2024
pastebin example to make it work https://pastebin.com/kDxdaSHP
Jul 15 2024
This issue was fixed in dev branch for a while, you better download it and retest module work in mp for confirmation
Jul 13 2024
Jul 12 2024
Jul 9 2024
Or
info from comment above can help to find a solution in engine? Maybe problem in soundSetsInt[]={}; and soundSetsExt[]={};? Why 'auto-detect' ext or int will give bug, but 'handwritten' ext or int in volume (CfgSoundShaders) not…
Any way we now have a full way to fix issue ヽ(ヅ)ノ
Forgot about comment above, here is 100% solution
of 2. issue with save all designed things:
- siren sound sets (CfgVehicles) needs move from soundSetsInt[]={}; and soundSetsExt[]={}; to the soundSets[]={};
- for each siren sound shader (CfgSoundShaders), in volume parameter, to the value need add a camPos, for interior one: (1-camPos), for exterior camPos
Check this .cpp file with done of example work to fix issue https://pastebin.com/navpYGWb
Jul 8 2024
Jul 7 2024
Jul 6 2024
seems related T178412
Jul 4 2024
Jun 28 2024
Jun 27 2024
Jun 24 2024
Jun 20 2024
Jun 16 2024
Jun 14 2024
As it turned out, this was done by design see https://discord.com/channels/105462288051380224/108187245529268224/1251158707107139694
Can confirm in current dev, as script repro use steps
- enable revive system see steps to reproduce ↑↑
- start scenario as MP
- exec player setDamage 0.3
- use first aid kit or exec player addItemToVest "FirstAidKit";player action ["HealSoldierSelf", player];
- exec getDammage player
- result → 0, expected 0.25
- try again 1-5 steps in SP, result will 0.25
Jun 8 2024
Jun 7 2024
May 31 2024
May 28 2024
May 23 2024
This fuction do some setHitPointDamage commands, can execution forceHitPointsDamageSync in module code be useful for MP work safety, maybe worth to add?
May 18 2024
The tweak described in this ticket was done in the latest dev update
Can be closed, works good, thanks
Fixed: Any surface impact for grenades was using the ground impact sound
Lastest dev branch update fixed impact sounds for walls and objects but not for surfaces where players can move
See this picture, this is full metal object, after rev. 151825 the green part of object will sucsess play metal impact sound, but red part still will use the ground impact sound
May 17 2024
May 6 2024
T179616 same on stable during official conflict
May 4 2024
May 2 2024
Can confirm fix for Katiba and SPAR-16, thank you!
Vote up for fix silenced Mk200 see comment above
Apr 30 2024
Apr 28 2024
Apr 27 2024
soundShadersLimit | will play for player the 2 loudest sounds providing splendid sound immersion in good performance |
customCategory="limit2"; | will hard drop any 2nd sound sample, which is extremely strange, because in a firefight, as a rule, there are more than these two assault rifles :) |
Apr 26 2024
I can agree with 8-10 players in a section moaning together on wounded, this is performance and sound garbage ok
But the sound from the bipod of which there are 1-2pcs. per section IMO will only improve poor sound accompaniment from player to players. I suggest that the bipod sounds should not be local and make this the default in the vanilla Arma 3
Apr 24 2024
Ok authors can easy add this thing by scripting WeaponDeployed EH
also distance change ignores too https://youtu.be/MaslgfvHtwc
Apr 19 2024
Apr 13 2024
Apr 11 2024
can send two note:
If this sounds must triggers when player swiming so it won't work, on unit swim only water sounds appers
- class SoundBreathSwimming