Varanon
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User Since
Mar 5 2013, 11:26 PM (246 w, 1 d)

Recent Activity

Oct 16 2017

Varanon created T126936: RIght doorgun on Ghost Hawk has insane dispersion.
Oct 16 2017, 9:53 PM · Arma 3

Jul 16 2017

Varanon created T126207: Environmental sound audible after loading a mission in Eden.
Jul 16 2017, 11:32 AM · Arma 3

Feb 23 2017

Varanon created T123498: Plane won't start rolling even at full throttle when analog throttle is used.
Feb 23 2017, 11:01 AM · Arma 3

Feb 8 2017

Varanon created T123260: Eden needs textureSources to be exactly the same as getObjectTextures.
Feb 8 2017, 9:20 PM · Arma 3

Sep 23 2016

Varanon created T120351: Infantry TrackIR view not limited .
Sep 23 2016, 3:11 PM · Arma 3

Aug 11 2016

Varanon created T119882: Updating workshop missions with similar names.
Aug 11 2016, 4:48 PM · Arma 3

Aug 8 2016

Varanon added a comment to T68134: [MP] Unable to access personal inventory as passenger of vehicle remote to the player.

Note: This bug also affects accessing character inventories and ammo boxes (which technically are vehicles, anyway)

Aug 8 2016, 1:04 PM · Arma 3

Jun 26 2016

Varanon created T118791: BIS_fnc_locations no longer works.
Jun 26 2016, 2:45 PM · Arma 3

Jun 14 2016

Varanon created T117844: Type 115 .50 cal element does not allow you to use a bipod.
Jun 14 2016, 1:45 PM · Arma 3

Jun 10 2016

Varanon created T117597: Convoy with new driving AI.
Jun 10 2016, 9:18 PM · Arma 3

May 10 2016

Varanon added a comment to T91424: Fuzzy graphics when first loading into the game.

I think the fuzzy effect indicates that you are injured. You need to eat enough so your health starts regenerating.

The actual bug is not the fuzzyness, but the fact that you can clear it by going into the graphics settings

May 10 2016, 6:06 PM · DayZ
Varanon added a comment to T89287: Blood regeneration.

Have the same problem. A blood transfusion returns some blood (and hence color), but apart from that, no regeneration even after eating half a day

May 10 2016, 4:52 PM · DayZ
Varanon edited Steps To Reproduce on T86349: Moving an object along the Z axis underwater via the drag handles (i.e. the blue arrow).
May 10 2016, 1:04 PM · Arma 3
Varanon added a comment to T86035: Swiming or Diving under water, display is stuttering.

Same issue here, looks like every second frame is rendered a bit offset to the previous one, resulting in a really nauseating jittering

May 10 2016, 12:55 PM · Arma 3
Varanon set Category to category:engine on T85184: If you crash land a chopper, you are suddenly enemy.
May 10 2016, 12:29 PM · Arma 3
Varanon set Category to category:featurerequest on T85004: Implement a command to get 3d positions along an existing rope.
May 10 2016, 12:23 PM · Arma 3
Varanon added a comment to T84206: Configured init statements of class is only executed for players..

Still valid. Init event handler is not called for non-player units

May 10 2016, 12:00 PM · Arma 3
Varanon set Category to category:edeneditor on T84149: Feature Request: Auto save feature.
May 10 2016, 11:58 AM · Arma 3
Varanon added a comment to T84121: Feature Request: Make it possible to temporary switch to a clear day without clouds or fog.

I think, as long as we have to edit the loadout of every single unit with the Initialisation box

By all means, that is of course a much more important functionality, and as far as I understood it, it will be in.

If you ever worked with the Neverwinter Nights toolset, it had a similar problem: when the fog and ambient lighting were enabled, you couldn't see much since things you placed beyond the fog range were simply invisible, and maybe the whole area was too dark. You could switch both fog and ambient lighting off with icons in the toolbar, for a much clearer view.

With a possibility to switch off the current weather and daytime in favor of a clear visibility condition.

Compare those two shots:
http://images.akamai.steamusercontent.com/ugc/616222083852222353/91F9C23D7339E9A9FFFFA290688A37CDB5173B99/
http://images.akamai.steamusercontent.com/ugc/616222083852222536/B6652200F99DC8BA3CC9340FAE585EF4C42793E7/

Spot the difference. Assuming you are doing a mission with the lighting conditions of the first shot, you will be thankful for a switch to something where you can actually see something at all.

Every time you test you need to establish the final weather conditions for your mission, since the AI is heavily influenced by the weather and daytime. Now assume you would have to make those changes every time you want to test and edit.

The new editors main focus is usability, and this very easy to implement feature would make it more usable.

Maybe it IS opinions, but I see a great potential in such a functionality.

May 10 2016, 11:57 AM · Arma 3
Varanon added a comment to T84121: Feature Request: Make it possible to temporary switch to a clear day without clouds or fog.

Whoa, there's some proposals... so instead of implementing a functionality that takes less lines of code than the "creative proposals" you have for solving the issue, you expect people to "change the weather settings a couple of times in between to check" or "make screenshots" ?

Just because you don't see a direct use for this kind of functionality doesn't mean it's not necessary. I for example like to give some thoughts to the weather settings and daytime I use for my missions, so I spent quite some time tuning it.

Again, this is functionality that can be implemented with very little code, will immediately benefit everyone and does not require users to fiddle around with nonsense like screenshots.

Sometimes, I don't get you guys.

May 10 2016, 11:57 AM · Arma 3
Varanon set Category to category:edeneditor on T84121: Feature Request: Make it possible to temporary switch to a clear day without clouds or fog.
May 10 2016, 11:57 AM · Arma 3
Varanon added a comment to T84104: Virtual Arsenal to configure units and vehicles..

It was mentioned in the chat during the stream that this is going to come in

May 10 2016, 11:57 AM · Arma 3
Varanon set Category to category:edeneditor on T84088: Feature Request: Make it possible to drag entities directly to specific seats in vehicles.
May 10 2016, 11:57 AM · Arma 3
Varanon added a comment to T84087: AI will start moving in editor.

I had similar issues when AI in the editor suddenly started talking

May 10 2016, 11:56 AM · Arma 3
Varanon edited Steps To Reproduce on T84080: Creating a new mission if an other mission was already loaded does not correctly reset weather.
May 10 2016, 11:56 AM · Arma 3
Varanon added a comment to T84077: Importing a mission including Game Logic with Waypoints crashes the game.

Done

May 10 2016, 11:56 AM · Arma 3
Varanon edited Additional Information on T84077: Importing a mission including Game Logic with Waypoints crashes the game.
May 10 2016, 11:56 AM · Arma 3
Varanon set Category to category:tools on T83765: tank_f skeleton from sample does not make sense.
May 10 2016, 11:47 AM · Arma 3
Varanon added a comment to T82418: paramsArray not available at preInit time on dedicated servers.

For the record latest Dev build exhibits the exact same problem. Note again, must be dedicated server

May 10 2016, 11:02 AM · Arma 3
Varanon added a comment to T82418: paramsArray not available at preInit time on dedicated servers.

Please see attached example:

A dedicated server outputs:
"Starting test"
"paramsArray has scalar entries and value any"
"paramsArray is of type "

while a self-hosted server outputs:
"Starting test"
"paramsArray has 4 entries and value [1,25,0,1]"
"paramsArray is of type ARRAY"

To reproduce: Start a dedicated server with the supplied mission, launch it by slotting in and clicking ok, and then examine the server's RPT file

May 10 2016, 11:02 AM · Arma 3
Varanon set Category to category:dedicatedserver on T82418: paramsArray not available at preInit time on dedicated servers.
May 10 2016, 11:02 AM · Arma 3
Varanon added a comment to T82355: Copilot in planes is able to freelook even if he took control.

Actually found a way to make it work, by NOT using the predefined CopilotTurret. While this is still a bug of sorts, this means that this ticket can now be closed.

May 10 2016, 11:00 AM · Arma 3
Varanon added a comment to T82355: Copilot in planes is able to freelook even if he took control.

@Koala
Yes, the problem appears with non-official content, but the problem itself is in the engine, not the content. The Plane_Base_f base class DOES define the copilot turret, hence I am assuming that it was put there specifically for custom made content to make use of it (since, as you said yourself, there is no copiloted plane in Arma 3's vanilla content)

I am the author of the mod in question (CUP). I've ported the C-130 from Arma 2 to Arma 3 and it exhibits the problem. I also saw it in other Arma 2 ports like the one I quoted on the original bug.

I understand that the developers can't do anything about the problem in the mod, but I was hoping that this issue could be addressed on the engine side, since I _suspect_ (without having knowledge of the engine, of course) that the problem is rather minor and most likely easily fixed.

May 10 2016, 11:00 AM · Arma 3
Varanon edited Additional Information on T82355: Copilot in planes is able to freelook even if he took control.
May 10 2016, 11:00 AM · Arma 3
Varanon added a comment to T82275: Copilot in planes is able to freelook even if he took control.

Uhm, not wanting to sound rude, but can't you at least leave the issue as open and unresolved ?

May 10 2016, 10:57 AM · Arma 3
Varanon edited Steps To Reproduce on T82275: Copilot in planes is able to freelook even if he took control.
May 10 2016, 10:57 AM · Arma 3
Varanon added a comment to T82233: Freelook broken while swimming.

Confirmed it's still a problem in 1.52

May 10 2016, 10:56 AM · Arma 3
Varanon added a comment to T80651: Sometimes, animations keep playing on clients even though they stopped on another client.

The problem seems to be random. I'll try to see if there is a pattern, but up to now I haven't seen one.

May 10 2016, 10:00 AM · Arma 3
Varanon edited Steps To Reproduce on T80651: Sometimes, animations keep playing on clients even though they stopped on another client.
May 10 2016, 10:00 AM · Arma 3
Varanon added a comment to T80651: Sometimes, animations keep playing on clients even though they stopped on another client.

Might be related to #0020746

May 10 2016, 10:00 AM · Arma 3
Varanon added a comment to T80650: Disembarking from a rubber boat or armed assault boat will sometimes kill you.

Yes, it also happened on the Speedboat Minigun

May 10 2016, 10:00 AM · Arma 3
Varanon edited Steps To Reproduce on T80650: Disembarking from a rubber boat or armed assault boat will sometimes kill you.
May 10 2016, 10:00 AM · Arma 3
Varanon edited Steps To Reproduce on T79866: Allow on-the-fly change of maximum fuel capacity for vehicles.
May 10 2016, 9:35 AM · Arma 3
Varanon edited Steps To Reproduce on T79625: sample chopper Rotorlib .xml file doesn't work..
May 10 2016, 9:28 AM · Arma 3
Varanon edited Steps To Reproduce on T79571: Sample helicopter model.cfg lists wrong model name.
May 10 2016, 9:26 AM · Arma 3
Varanon edited Steps To Reproduce on T79093: IK (hand on wheels) does not work when driver uses driverInAction.
May 10 2016, 9:09 AM · Arma 3
Varanon edited Steps To Reproduce on T78951: Clutter should not be drawn distance based, but based on a screen space metric.
May 10 2016, 9:05 AM · Arma 3
Varanon added a comment to T78864: Can not resume a mission if it's a Workshop subscribed mission in single player.

Confirmed, works now. Thanks!

May 10 2016, 9:03 AM · Arma 3
Varanon edited Steps To Reproduce on T78864: Can not resume a mission if it's a Workshop subscribed mission in single player.
May 10 2016, 9:02 AM · Arma 3
Varanon added a comment to T78815: Sample tank in tools distribution config error.

This has been fixed in the latest Tools beta

May 10 2016, 9:01 AM · Arma 3
Varanon edited Steps To Reproduce on T78815: Sample tank in tools distribution config error.
May 10 2016, 9:01 AM · Arma 3
Varanon added a comment to T78736: Cannot get out of static weapons after taking control of an UAV in multiplayer.

This bug should have a severity of critical, because it basically makes every mission with UAVs unplayable if it also involves a vehicle or a static weapon.

May 10 2016, 8:59 AM · Arma 3
Varanon added a comment to T77962: Binarize crashes when binarizing a model.

If necessary, I can provide the addon files that produced the problem

May 10 2016, 8:39 AM · Arma 3
Varanon added a comment to T77962: Binarize crashes when binarizing a model.

I was able to find out that the problem apparently was caused by a duplicate shadow volume 2. Seems that Binarize has problems with certain or too many shadow volumes.

May 10 2016, 8:39 AM · Arma 3
Varanon edited Steps To Reproduce on T77962: Binarize crashes when binarizing a model.
May 10 2016, 8:39 AM · Arma 3
Varanon edited Steps To Reproduce on T77544: Add "safe" fire mode to weapons.
May 10 2016, 8:28 AM · Arma 3
Varanon edited Steps To Reproduce on T76701: Bring back the Inventory in MP briefing screens.
May 10 2016, 8:06 AM · Arma 3
Varanon added a comment to T76699: AI Pathfinding Issues [PRIMARY REPORT].

I've reported two bugs (#15730, #9184) that also tie in to this bug, so I suggest setting them to be related

May 10 2016, 8:06 AM · Arma 3
Varanon added a comment to T76268: When entering Splendid camera, BIS_fnc_UnitPlay is interrupted.

This is likely caused by the way UnitPlay is implemented. See Ticket #15919.

Basically, UnitPlay uses a hidden control that provides the timing. This means that any new dialog (like splendid camera) will kill it.

May 10 2016, 7:56 AM · Arma 3
Varanon added a comment to T76160: Crashes while trying to create server with Steam Workshop missions.

Same problem here.

Interesting sidenote: Start local server with no missions subscribed, then open the workshop, subscribe a mission, and you will see them pop up.

Restart the game in this state, and again crash

May 10 2016, 7:53 AM · Arma 3
Varanon added a comment to T75774: Allow "freezing" of Zeus mode (through setAccTime or disabling simulation for all Zeus placed objects).

Whatever

May 10 2016, 7:44 AM · Arma 3
Varanon added a comment to T75774: Allow "freezing" of Zeus mode (through setAccTime or disabling simulation for all Zeus placed objects).

Not necessary anymore

May 10 2016, 7:44 AM · Arma 3
Varanon edited Steps To Reproduce on T75774: Allow "freezing" of Zeus mode (through setAccTime or disabling simulation for all Zeus placed objects).
May 10 2016, 7:44 AM · Arma 3
Varanon added a comment to T75774: Allow "freezing" of Zeus mode (through setAccTime or disabling simulation for all Zeus placed objects).

Yes, I mean that, mixed up the two. See, I changed the ticket to prevent any further heart attacks to you.

And I am well aware that the command does not work in multiplayer. You might want to re-read the ticket, because I said "or disabling simulation". Zeus works in single player too, by the way.

But never mind, I found a way around this anyway, so this ticket has become moot.

May 10 2016, 7:44 AM · Arma 3
Varanon added a comment to T75593: Removing all magazines of one type and re-adding the same magazine will generate one too many.

Note: This bug report is still valid

May 10 2016, 7:40 AM · Arma 3
Varanon edited Steps To Reproduce on T75593: Removing all magazines of one type and re-adding the same magazine will generate one too many.
May 10 2016, 7:40 AM · Arma 3
Varanon edited Steps To Reproduce on T74875: In CfgChainOfCommand, Section's name is "Fireteam";.
May 10 2016, 7:22 AM · Arma 3
Varanon edited Steps To Reproduce on T74278: BIS_fnc_unitPlay does not work on dedicated servers.
May 10 2016, 7:08 AM · Arma 3
Varanon edited Steps To Reproduce on T74089: AI helicopter will always climb to lose speed before landing.
May 10 2016, 6:58 AM · Arma 3
Varanon added a comment to T73796: Make "DayZ" items inventory items.
You should be more explicit in the feature requests, and give examples

It's the Arma 3 feedback tracker, so excuse me if I assume that people would know that it's related to Arma3 and now DayZ.

I'm sorry, the title alone says it all. I can not understand what I should make more explicit.

And honestly, what's with the downvoting ? Would one of you downvoters be so kind an actually say WHY you vote it down ?

May 10 2016, 6:51 AM · Arma 3
Varanon added a comment to T73796: Make "DayZ" items inventory items.

Sigh....

KevsnoTrev, micovery

Did you actually bother to read what I wrote ?

micovery: The dev build now contains "DayZ" items, i.e. items taken from DayZ that are basically placeable objects. This feature request has absolutely NOTHING to do with DayZ, that's why I put the "DayZ" items in quotes, basically because the items have been announced as items taken from DayZ.

KevsnoTrev: Yes, I know that they are in the SITREP states that they are in the dev branch, and they are in the dev branch, just as CfgVehicle classes, i.e. static objects that can be placed. The feature request asks for them to be available as CfgWeapon classes so they can be used as items in your inventory.

And honestly, I don't know why the heck people vote these features down ?

May 10 2016, 6:51 AM · Arma 3
Varanon added a comment to T73796: Make "DayZ" items inventory items.

They aren't, it's only vehicle classes that can be placed in the world, not items that you can have in your inventory

May 10 2016, 6:51 AM · Arma 3
Varanon edited Steps To Reproduce on T73796: Make "DayZ" items inventory items.
May 10 2016, 6:51 AM · Arma 3
Varanon edited Steps To Reproduce on T73711: Site modules: Make generated soldiers use static weapons.
May 10 2016, 6:49 AM · Arma 3
Varanon edited Steps To Reproduce on T73649: Add a script command browser to the game, similar to the function and config browsers.
May 10 2016, 6:47 AM · Arma 3
Varanon added a comment to T73626: Bring the GPS back to the map screen.

Koala, you misunderstand the point of this feature request.

I'm quite happy that it is possible to remove any trace of the "magic player position indicator" on the map (see my other bugs #15266 and the now closed #5568, reported by myself).

The point is: In Arma 2, you could actually see the GPS (the device) on the map screen (along with radio, watch, and compass). It would not show the map, but it would show the coordinates.

In Arma 3, the GPS is not visible. To actually know your coordinates, you have to switch back to main view, open the GPS with CTRL+M, read the coordinates, and then switch back to map and determine your position.

What I would like to see is the GPS, showing the coordinates (not your exact position) to be visible on the map screen.

May 10 2016, 6:46 AM · Arma 3
Varanon added a comment to T73626: Bring the GPS back to the map screen.

This is somewhat related to bug #8485, but this report really just calls for the basic GPS, not additional tools.

May 10 2016, 6:46 AM · Arma 3
Varanon edited Steps To Reproduce on T73626: Bring the GPS back to the map screen.
May 10 2016, 6:46 AM · Arma 3
Varanon edited Steps To Reproduce on T73625: Center on player button still works to some extend, even if all map aids are turned off.
May 10 2016, 6:46 AM · Arma 3
Varanon added a comment to T72705: Game crashes to desktop after two or three "preview" runs on multiplayer missions on Altis only.

It's fixed

May 10 2016, 6:19 AM · Arma 3
Varanon added a comment to T72705: Game crashes to desktop after two or three "preview" runs on multiplayer missions on Altis only.

Just a heads up, this has NOT been fixed yet

May 10 2016, 6:19 AM · Arma 3
Varanon added a comment to T72705: Game crashes to desktop after two or three "preview" runs on multiplayer missions on Altis only.

I *think* this was related to the paraglide crash that was fixed in Build 10747. The mission I was testing with previously started with paragliding. I could no longer reproduce the problem with another mission (no paragliding), so I would say the issue IS actually fixed.

May 10 2016, 6:19 AM · Arma 3
Varanon added a comment to T72705: Game crashes to desktop after two or three "preview" runs on multiplayer missions on Altis only.

Note: Definitely fixed

May 10 2016, 6:19 AM · Arma 3
Varanon edited Steps To Reproduce on T72705: Game crashes to desktop after two or three "preview" runs on multiplayer missions on Altis only.
May 10 2016, 6:19 AM · Arma 3
Varanon edited Steps To Reproduce on T71222: Suggestion: Make it possible to restrict access to certain slots of the UV.
May 10 2016, 5:39 AM · Arma 3
Varanon edited Steps To Reproduce on T71221: Suggestion: Can not take AV turret control from within AV terminal.
May 10 2016, 5:39 AM · Arma 3
Varanon added a comment to T71203: Quadrotor UAV can open doors.

Not solved, bug is still present

May 10 2016, 5:38 AM · Arma 3
Varanon added a comment to T71203: Quadrotor UAV can open doors.

:D True

May 10 2016, 5:38 AM · Arma 3
Varanon edited Steps To Reproduce on T71203: Quadrotor UAV can open doors.
May 10 2016, 5:38 AM · Arma 3
Varanon edited Steps To Reproduce on T70014: Add maximum spread and burst length parameters to tracer module.
May 10 2016, 4:56 AM · Arma 3
Varanon edited Steps To Reproduce on T69290: Less robotic shooting of AI.
May 10 2016, 4:30 AM · Arma 3
Varanon added a comment to T68831: Combat Life Saver.

According to Wikipedia, a Combat Lifesaver is a non-medic soldier with moderate emergency medical training. If that holds for Arma, it might hint at a separate medic class

May 10 2016, 4:10 AM · Arma 3
Varanon edited Steps To Reproduce on T68720: Expanded firing drills.
May 10 2016, 4:05 AM · Arma 3
Varanon added a comment to T68504: Grouped AI is aware of kills even when they shouldn't notice.

First of all: You insisted on insulting me. Secondly, I did not call you a troll, you called me a troll.

On topic: Even if they are on different sides of the island, they know when the other has been killed. Nothing more, nothing less. This only works if they are in a group. If they are not in a group, they don't know. This is without having any means of communication (no radios).

To get back to the example with the perimeter guard, if the guard would have been in a group of it's own, it would not have alerted anyone to kill him.

The point is: Without changing any other circumstances, detection is only dependent on the grouping. If group, they know, if not grouped, they don't know.

The point you missed is that the only "scripting" involved is the dostop command, which is given ONLY to prevent the units from wandering around.

You said: "If they need to share target info you could use the 'reveal' command (probably more tedious than using doStop, but just saying". This is the reason why I think you did not understand the problem. This issue has nothing to do with scripting, it has nothing to do with the reveal command. There is a good chance that the remaining team member doesn't know about your position at all. But they do get alerted when any team member is killed, even though that should not be possible (being on the other side of the island without radio contact).

May 10 2016, 3:56 AM · Arma 3
Varanon added a comment to T68504: Grouped AI is aware of kills even when they shouldn't notice.

mepwaygame, with all due respect, but unless you start reading the post and understand what is going on, I suggest you cut back on the snappy remarks.

So instead of calling me an "annoying little troll", you should actually understand what I am saying. You agree with the ticket but you don't understand what it is about ?

May 10 2016, 3:56 AM · Arma 3
Varanon added a comment to T68504: Grouped AI is aware of kills even when they shouldn't notice.

"Here's a point for you: Groups stick together and share information by design. If somebody scripts them to behave differently, then they should have a good reason for asking Devs to change the way it works. "

Here's one for you: Individuals do NOT have extra sensory perception. The point is that if you have, for example, a perimeter guard that NO ONE sees and you kill him WITHOUT the others noticing it, they still know. This is clearly NOT what should happen.

And for your information since you don't seem to have gotten that: There was NO scripting involved that changed anything about their behavior.

May 10 2016, 3:56 AM · Arma 3
Varanon added a comment to T68504: Grouped AI is aware of kills even when they shouldn't notice.

"I'm wondering now why these AI need to be in the same group? If they need to share target info you could use the 'reveal' command (probably more tedious than using doStop, but just saying). "

Not the point.

The point is that they automatically know that their buddy is dead IF and ONLY IF they are in the same group. Even if they are on opposite sides of the island without any radios.

May 10 2016, 3:56 AM · Arma 3
Varanon added a comment to T68504: Grouped AI is aware of kills even when they shouldn't notice.

Funny thing is, a group of players actually has to confirm that one of their own is dead by looking at the body and right clicking.

May 10 2016, 3:56 AM · Arma 3
Varanon added a comment to T67546: AI drivers can not drive in a decent convoy.

Note: This is somewhat related to #6547

May 10 2016, 3:24 AM · Arma 3
Varanon edited Steps To Reproduce on T67546: AI drivers can not drive in a decent convoy.
May 10 2016, 3:24 AM · Arma 3