User Details
- User Since
- Jul 8 2015, 2:41 AM (460 w, 3 d)
Today
Thu, May 2
Can confirm fix for Katiba and SPAR-16, thank you!
Vote up for fix silenced Mk200 see comment above
Tue, Apr 30
Sun, Apr 28
Sat, Apr 27
For some reason only Katiba's tail sound volumeFactor and frequencyRandomizer values are set different than all others tails
Fri, Apr 26
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
Wed, Apr 24
Ok authors can easy add this thing by scripting WeaponDeployed EH
also distance change ignores too https://youtu.be/MaslgfvHtwc
Fri, Apr 19
Sat, Apr 13
Thu, Apr 11
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
Wed, Apr 10
Tue, Apr 9
Mar 31 2024
Mk200 machine gun (silenced)
Same issue of config's Sound Shader duplication, Mk200_silencerTailInterior_SoundShader value must be removed from class Mk200_silencerTail_SoundSet
Leads to the same sound problems as in the video above
Video compare buggy/fixed https://youtu.be/6lMOGQ8U5Jg
Mar 25 2024
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Feb 11 2024
related T149294
Feb 3 2024
Jan 26 2024
The LG shells for some reason work as Guided shell i.e. fly to the screen centre
- Guided shell must work this way
- LG not
I'm sure Arma 3 LG artillery should work like this: LG shell fired and fly like general (ordinary) HE shell but on target approach projectile must seek for a laser and correct his fly to the target
As like it do vanilla LOAL bombs (e.g. GBU-12) I think it's incorrect config for CfgAmmo → Sh_82mm_AMOS_LG
Jan 24 2024
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Dec 29 2023
Dec 27 2023
Maybe this bug was reproted and fixed see T175731
Try dev branch
Dec 16 2023
Dec 14 2023
dev rev. 151218
after fix (this issue appeared in the new dev branch update) I cannot return state of building from 'Destroyed' back to 'Undamaged' until editor restart
Dec 5 2023
Dec 4 2023
Dec 3 2023
oh I just duplicated the same bug ticket T177639
Dec 2 2023
Can be applied in engine as workaround?
Dead bodies in ragdoll (incl. when unloading bodies from vehicles) will turn off it's collisions with ground vehicles (may be CarX, TankX etc.) until isAwake is equal to false?
Nov 24 2023
Maybe @falagor can help with this
Nov 18 2023
Speed of sound simulation is a good tweak for long-hearable range sounds
Will be great if the speed of sound will be used when scripting issues from this ticket get fixed
Can be added this param to disable speed of sound for playSound3D?
createSoundSource too?
Nov 17 2023
Nov 12 2023
Undamaged model inside ruins has been fixed in game engine rev. 151158, no need to remoteExec setDamage and setHitPointDamage see https://feedback.bistudio.com/T176730
Nov 11 2023
Nov 10 2023
Do you think this is why I can’t repro?
@BIS_fnc_KK did you try to reJoin on server? Seems JIP can't get this bug, only who was in 'before mission start' stage or smth. Check this YT video https://youtu.be/zXYsIWcPdYM
First time missions start (from briefing to gameplay)
ESC → Abort → Continue (re-join or join-in-progress)
no bug then
Reproed with new DEV rev. 151133
There is a .pbo version of repro mission, drop it into MPMissions, launch dedicated server and 1 client on DEV branch, start game. Cannot see any changes or fixes here
Nov 9 2023
I tested this mission on the prof branch 151142 (with 1. fix)
there is repro mission to showcase the 2.
- green house's logic exec: if (isServer) then {[nearestBuilding position this] findIf {_x setDamage [1,false]}}; (server execution, before mission start, terrain building - not Eden Editor) BUG!
- red house's logic exec: if (isServer) then {this spawn {waitUntil { time > 0 };[nearestBuilding position _this] findIf {_x setDamage [1,false]}}}; (same but after mission start) no bug!
- blue house's logic exec: [nearestBuilding position this] findIf {_x setDamage [1,false]} (global execution, before mission start, terrain building not Eden Editor) BUG!
- turn 180 deg!
- green, red houses have same code exec (depend color) but this is a Eden Editor placed objects, seems no bug if it's not a terrain object
Nov 3 2023
When player eject he fly in seat a 350m, in that time he can manually eject from seat to parachute:
Ejection_Seat_Base_F → UserActions → Ejection_Seat_Eject statement = "[this] spawn BIS_fnc_ejectionSeatRelease";
Using that action(function) will insta kill pilot due collision hit Pilot ↔ Ejection Seat
But if destroy building complete using cursorObject setDamage 1; the sound will be full
Nov 2 2023
T171471 but w/o 2. problem note
Oct 31 2023
I think this will help
Have made a repro mission showing the problems of these scripts, download this mission and run it on a dedicated server
follow the steps in the Video to get these problems
Oct 28 2023
Oct 25 2023
Oct 23 2023
Oct 9 2023
These problems also occur in other Jets DLC scripts
Changes reasons is same:
- Function work in local space, in MP say3D command will plays only for pilot and not for other players
- Need to write parameters in say3D script parameters, see wiki page - if params not written they will drop to default and sound will be not as designed (means pitch and max Distance parameters)
- new param for say3d 'simulateSpeedOfSound' also will be good tweak
Sep 29 2023
Sep 28 2023
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Sep 11 2023
Aug 28 2023
I was able to reproduce this on stable build 62 as well
Aug 25 2023
Cannot repro if character moving when throwing grenade
Aug 20 2023
Aug 19 2023
Aug 18 2023
When paradropping vehicle tries to braking with AI-driver, player or empty
Although brakesDisabled (vehicle player) returns true
I tried to solve that for towing, twice actually and failed both times.
Is this problem known when there was an attempt to fix it?