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Wetzer (W. Etzer)
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User Since
Mar 9 2022, 4:03 PM (141 w, 1 d)

Recent Activity

Aug 30 2024

Wetzer edited Additional Information on T183906: Weather state set in "Weather Editor" Panel is not used in play mode.
Aug 30 2024, 6:31 AM · Arma Reforger Modding
Wetzer edited Additional Information on T183906: Weather state set in "Weather Editor" Panel is not used in play mode.
Aug 30 2024, 6:30 AM · Arma Reforger Modding

Aug 24 2024

Wetzer edited Additional Information on T183906: Weather state set in "Weather Editor" Panel is not used in play mode.
Aug 24 2024, 9:43 AM · Arma Reforger Modding

Aug 22 2024

Wetzer edited Additional Information on T183906: Weather state set in "Weather Editor" Panel is not used in play mode.
Aug 22 2024, 5:05 PM · Arma Reforger Modding
Wetzer created T183906: Weather state set in "Weather Editor" Panel is not used in play mode.
Aug 22 2024, 5:04 PM · Arma Reforger Modding

Aug 9 2024

Wetzer updated the task description for T183532: Feature Request: Add possibility to accept "tiff" files additional to "tif" in workbench.
Aug 9 2024, 3:20 PM · Arma Reforger Modding
Wetzer created T183532: Feature Request: Add possibility to accept "tiff" files additional to "tif" in workbench.
Aug 9 2024, 3:18 PM · Arma Reforger Modding

Oct 5 2023

Wetzer added a comment to T175895: There needs to be an efficient way to detect and remove fallen trees.

Or another idea: Fallen trees are treated (optional) as real objects with a health bar. Fallen trees can now be destroyed by explosives, zeus or other things (I see a chain saw mod incoming...).

Oct 5 2023, 8:29 AM · Arma 3

Oct 3 2023

Wetzer updated the task description for T175853: Zeus: Change Combat Mode after AI has contact to enemy doesn't work.
Oct 3 2023, 12:48 PM · Arma 3
Wetzer edited Steps To Reproduce on T175853: Zeus: Change Combat Mode after AI has contact to enemy doesn't work.
Oct 3 2023, 12:46 PM · Arma 3
Wetzer updated the task description for T175853: Zeus: Change Combat Mode after AI has contact to enemy doesn't work.
Oct 3 2023, 12:44 PM · Arma 3
Wetzer updated the task description for T175853: Zeus: Change Combat Mode after AI has contact to enemy doesn't work.
Oct 3 2023, 12:39 PM · Arma 3
Wetzer updated the task description for T175853: Zeus: Change Combat Mode after AI has contact to enemy doesn't work.
Oct 3 2023, 12:08 PM · Arma 3
Wetzer edited Steps To Reproduce on T175853: Zeus: Change Combat Mode after AI has contact to enemy doesn't work.
Oct 3 2023, 11:59 AM · Arma 3

Oct 2 2023

Wetzer edited Steps To Reproduce on T175853: Zeus: Change Combat Mode after AI has contact to enemy doesn't work.
Oct 2 2023, 7:34 PM · Arma 3
Wetzer created T175853: Zeus: Change Combat Mode after AI has contact to enemy doesn't work.
Oct 2 2023, 7:28 PM · Arma 3

Dec 2 2022

Wetzer added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

What you are suggesting is rewriting half the engine, it is not doable

Dec 2 2022, 10:42 AM · Arma 3

Dec 1 2022

Wetzer added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

What do you mean? The detection radius cannot be less than vehicle precision, because of the path planning, it will plan path in chunks of the size of vehicle precision so it cannot be less. If you you think the precision is too rough, make a mod and change it, since it is config value it cannot be changed on per vehicle basis.

Dec 1 2022, 9:34 PM · Arma 3
Wetzer added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

@BIS_fnc_KK
After some testing, I would appreciate the ability to influence the safety range. Maybe as an optional parameter to switch off safety distance.
As new, optional parameter it would not break the default setup and give the chance for existing missions to "react" to the new cirmustances with minimum effort.
An advantage of this would be, that the multplier can be introduced again for Non-PLaer AI groups

Dec 1 2022, 6:46 PM · Arma 3

Nov 27 2022

Wetzer added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

@mickeymen
I appreaciate your effort to find a solution. But to set the value for the completion radius to a value lower than a computated specific value for each type of vehicle would "override" this lower value by the "computated specific value". And here is the problem specially for that specific air vehicle:
The computated value is 10x higher as forseen by the value in the config. this means in numbers:
The minimum completion radius forseen for this air vehicle is 100m. This means, that all values between >0m and 1000m would be overriden by 1000m (the faulty computated minimum value for these air vehicle of 100m).
Caused by the bug it is 10x higher, so it is 1000m.
In other words: All values from 100m(this is after the introduced behavior of this ticket the minimum compl. rad for this vehicle) to 1000m are not reachable to set. And THAT is a problem. Not for me, but for some scripters and for all the missions out there, that maybe are abandon and have no support anymore to react to this.

Nov 27 2022, 1:00 PM · Arma 3

Nov 24 2022

Wetzer added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

@Tenshi
If you expand the older posts, you will find this post from jaj22:
"
Replicated this in the editor. It looks like when you give vehicles non-zero completion radius values, it caps them to a type-dependent minimum. However, this minimum seems to be 10x higher than the normal type completion radius for air vehicles. Tested cases:

Nov 24 2022, 4:53 PM · Arma 3

Nov 23 2022

Wetzer added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

@Tenshi
By way of explanation:
This ticket is not yet complete. In the performance build, this ticket was introduced with version v3. It turned out that this bugfix caused a new problem: The completion radius for at least one aircraft does not seem to work properly (for an explanation see comments by jaj22 and me here in the ticket).
In my opinion, this should be solved before this ticket is included in the stable version.

Nov 23 2022, 6:50 AM · Arma 3

Sep 24 2022

Wetzer added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Sep 24 2022, 5:37 PM · Arma 3
Wetzer added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

Hi,
I play "Dynamic Bulwarks Mission"
My server is 32bit Linux. Profiling branch.
https://github.com/Omnomios/DynamicBulwarks/tree/develop
In this mission, there is at the beginning of a round a airplane, that drops a box in the players zone. This is definitly broken since Profiling V5, but maybe earlier in V3. The Problem is I cannot say it with 100% because V3 and V4 has another bug that broke the mission entirly. So this is a little bit fuzzy.
Normal behavior is:

  • Airplane spawns
  • Airpane flys over player zone
  • Airplane drops/spawn a box on a parachute inside the player zone
  • Airplane exit playerzone and despawn
Sep 24 2022, 12:24 AM · Arma 3

Sep 21 2022

Wetzer added a comment to T127628: Overview.paa not found in pbo on dedicated Linux server.

Tested with Linux 32bit 2.10 Profiling V6.
Bug is present.

Sep 21 2022, 4:59 PM · Arma 3

Jul 14 2022

Wetzer added a comment to T166456: Land_WiredFence_01_xxx: Mesh wire with ocean/water in background are not rendered.

yes it is, most likely wont fix

Jul 14 2022, 8:39 AM · Arma 3

Jul 7 2022

Wetzer edited Steps To Reproduce on T166456: Land_WiredFence_01_xxx: Mesh wire with ocean/water in background are not rendered.
Jul 7 2022, 9:34 AM · Arma 3
Wetzer updated the task description for T166456: Land_WiredFence_01_xxx: Mesh wire with ocean/water in background are not rendered.
Jul 7 2022, 9:33 AM · Arma 3

Jul 6 2022

Wetzer created T166456: Land_WiredFence_01_xxx: Mesh wire with ocean/water in background are not rendered.
Jul 6 2022, 7:53 PM · Arma 3

Jun 8 2022

Wetzer updated the task description for T165733: Performance Branch: remote server: Error if civ faction wear clothes from other factions .
Jun 8 2022, 10:49 AM · Arma 3
Wetzer updated the task description for T165733: Performance Branch: remote server: Error if civ faction wear clothes from other factions .
Jun 8 2022, 10:36 AM · Arma 3

Jun 7 2022

Wetzer updated the task description for T165733: Performance Branch: remote server: Error if civ faction wear clothes from other factions .
Jun 7 2022, 4:13 PM · Arma 3
Wetzer edited Additional Information on T165733: Performance Branch: remote server: Error if civ faction wear clothes from other factions .
Jun 7 2022, 4:10 PM · Arma 3
Wetzer edited Additional Information on T165733: Performance Branch: remote server: Error if civ faction wear clothes from other factions .
Jun 7 2022, 4:09 PM · Arma 3
Wetzer renamed T165733: Performance Branch: remote server: Error if civ faction wear clothes from other factions from Profiling Branch: remote server: Error if civ faction wear clothes from other factions to Performance Branch: remote server: Error if civ faction wear clothes from other factions .
Jun 7 2022, 4:08 PM · Arma 3
Wetzer created T165733: Performance Branch: remote server: Error if civ faction wear clothes from other factions .
Jun 7 2022, 4:06 PM · Arma 3

May 30 2022

Wetzer added a comment to T165492: Conflict - able to dress in enemy uniforms.

I would suggest this function to be make optional and on per default for "normal" armies vs armies. But there are also other gamemodes and mods (hopefully), e.g. Lootshooter, Survival, etc.

May 30 2022, 9:50 PM · Arma Reforger

Mar 31 2022

Wetzer edited Steps To Reproduce on T164025: Right click to put things in the inventory looks like that it doesn't work anymore after random time.
Mar 31 2022, 8:59 PM · Arma 3
Wetzer renamed T164025: Right click to put things in the inventory looks like that it doesn't work anymore after random time from Right click to put thing in the inventory doesn't work anymore after random time to Right click to put things in the inventory looks like that it doesn't work anymore after random time.
Mar 31 2022, 8:51 PM · Arma 3
Wetzer created T164025: Right click to put things in the inventory looks like that it doesn't work anymore after random time.
Mar 31 2022, 8:13 PM · Arma 3

Mar 9 2022

Wetzer updated the task description for T163668: position is changing of items and stacks in inventory by removal from single items.
Mar 9 2022, 10:08 PM · Arma 3
Wetzer edited Steps To Reproduce on T163667: Last visible menu item in inventory is not selectable (after scroll wheel use).
Mar 9 2022, 10:08 PM · Arma 3
Wetzer created T163668: position is changing of items and stacks in inventory by removal from single items.
Mar 9 2022, 4:46 PM · Arma 3
Wetzer edited Additional Information on T163667: Last visible menu item in inventory is not selectable (after scroll wheel use).
Mar 9 2022, 4:29 PM · Arma 3
Wetzer edited Additional Information on T163667: Last visible menu item in inventory is not selectable (after scroll wheel use).
Mar 9 2022, 4:28 PM · Arma 3
Wetzer created T163667: Last visible menu item in inventory is not selectable (after scroll wheel use).
Mar 9 2022, 4:26 PM · Arma 3
Wetzer created T163666: weapon optic transfer from dead body's suit freeze Inventory.
Mar 9 2022, 4:16 PM · Arma 3