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Zectbumo
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User Since
Jan 3 2015, 10:11 AM (245 w, 4 d)

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Aug 27 2018

Zectbumo added a comment to T65252: Analogue throttle only using half its range.

If you verified that the slider -1 is the only thing mapped to collective raise (analogue) and the slider +1 is the only thing mapped to collective raise (analogue) then try looking in options > controls > controller and disable anything not Logitech, if any. If that still doesn't work then select the logitech and click the Customize button and then Unmap and try again.

Aug 27 2018, 4:42 AM · Arma 3
Zectbumo added a comment to T65252: Analogue throttle only using half its range.

Yes, this has been solved. If you are getting 50% throttle then you need to unmap your other analog device. Only map the logitech otherwise it will split the input with the another analog stick (50% + 50% = 100%).

Aug 27 2018, 2:10 AM · Arma 3

Feb 8 2018

Zectbumo added a comment to T127674: Switching to dead team leader causes game to become stuck and unresponsive.

I agree. Thank you. I have updated my profile settings.

Feb 8 2018, 7:02 PM · Arma 3
Zectbumo edited Steps To Reproduce on T127674: Switching to dead team leader causes game to become stuck and unresponsive.
Feb 8 2018, 5:56 AM · Arma 3
Zectbumo added a comment to T127674: Switching to dead team leader causes game to become stuck and unresponsive.

You might use a different word for that key.
Backtick is the key to the left of the 1 key on the top row. It should be the default key bound to "Select all units" found under Options > Controls > Command > Select all units. Please use the standard Preset "Arma 3 Apex" (Options > Controls > Presets > Arma 3 Apex)

Feb 8 2018, 5:56 AM · Arma 3

Feb 7 2018

Zectbumo added a comment to T127674: Switching to dead team leader causes game to become stuck and unresponsive.

It sounds that you might be missing the step 3 "and make playable" part. If you have a second unit marked as playable then in single player mode you have the option to Team Switch on the single player death screen. For step 3 you should: create a unit and edit attributes and check box "Playable". This is important in order to get the "Team Switch" on the single player death screen.

Feb 7 2018, 4:18 AM · Arma 3

Feb 6 2018

Zectbumo added a comment to T75595: WeaponHolderSimulated is parented by thingX, Thing.

@commy2 it would be useful if you could please share with us why you think this is intentional.

Feb 6 2018, 12:53 AM · Arma 3

Feb 5 2018

Zectbumo created T127674: Switching to dead team leader causes game to become stuck and unresponsive.
Feb 5 2018, 2:29 PM · Arma 3

Feb 1 2018

Zectbumo created T127655: Land_FloodLight_F missing Reflectors.
Feb 1 2018, 9:21 AM · Arma 3

Jan 30 2018

Zectbumo added a comment to T79136: unmanned mortar.

While you can't get an autonomous Mk6 mortar you can get something similar if you follow these steps:

Jan 30 2018, 10:41 PM · Arma 3
Zectbumo added a comment to T85143: UAV cannot get out of "follow unit" mode.

It seems that shift+click on the UAV terminal map unlocks the Follow command. This has been fixed. Please close task.

Jan 30 2018, 9:36 PM · Arma 3
Zectbumo added a comment to T124065: UAV Darter AV Camera using driver view not gunner view.

This seems to be working properly. Please close task.

Jan 30 2018, 9:29 PM · Arma 3
Zectbumo added a comment to T119782: Uav sound bug.

Duplicate T77965

Jan 30 2018, 9:27 PM · Arma 3
Zectbumo added a comment to T72392: Need the ability to connect back to your UAV which is in the Air.

Can we close this task please so it doesn't show up in the search. Thanks.

Jan 30 2018, 9:25 PM · Arma 3
Zectbumo added a comment to T79617: Disassembling UAV Quadrocopters while its engine is on makes the sound "stuck".

Still present in 1.80. Also, if you redeploy the Darter the engine is still on and then if you try to turn off and on the engine then you can't change the throttle on it anymore. Engine will always run.

Jan 30 2018, 9:03 PM · Arma 3
Zectbumo added a comment to T81176: Allow two players per UAV like in attack helicopters.

This used to work in an old version of Arma and stopped working around around version 1.60. You can see that there is a script command that would return your vehicle role on the UAV either as "GUNNER" or "DRIVER" as the doc says https://community.bistudio.com/wiki/UAVControl
but now UAVControl returns "" as the vehicle role.

Jan 30 2018, 8:48 PM · Arma 3
Zectbumo updated subscribers of T81144: UAV accessability in multiplayer..

@DomasGim wrote:
"but when i swich to gunner view, it goes wherever it wants"
It sounds like you need to Open UAV Terminal and select your UAV and uncheck "Autonomous". This will stop it from going "wherever it wants"

Jan 30 2018, 8:13 PM · Arma 3
Zectbumo added a comment to T80940: Accessing UAV gunner seat from a vehicle gunner seat, makes the AI controll the vehicle.

I think this issue has been fixed. It appears that now taking control of the UAV causes the gunner to Turn Out in the Marshall and I see no issue

Jan 30 2018, 8:06 PM · Arma 3
Zectbumo created T127637: Mouse set at wrong position causes annoying map movement at into.
Jan 30 2018, 9:37 AM · Arma 3
Zectbumo added a comment to T127631: Huron leaps into air and crashes while is engine off.

Could it be you don't have a throttle control?
Here is the video https://youtu.be/2tIE2ZQyzXs

Jan 30 2018, 1:41 AM · Arma 3

Jan 28 2018

Zectbumo created T127631: Huron leaps into air and crashes while is engine off.
Jan 28 2018, 10:49 PM · Arma 3
Zectbumo added a comment to T80708: attachTo causes AI to skip all waypoints without moving.

This issue seems to have been fixed and can be closed. Tested in version 1.80

Jan 28 2018, 7:09 PM · Arma 3
Zectbumo added a comment to T121119: Respawn on Position of Death not working when Select Respawn Location is active.

This is still an issue in version 1.80

Jan 28 2018, 6:58 PM · Arma 3
Zectbumo edited Steps To Reproduce on T121117: Respawn for all sides is not showing when selecting a respawn point.
Jan 28 2018, 6:54 PM · Arma 3
Zectbumo added a comment to T121117: Respawn for all sides is not showing when selecting a respawn point.

This issue is still a problem in version 1.80. markers named "respawn" and "respawn_1" still do not work. The issue has changed slightly so I will update the description.

Jan 28 2018, 6:53 PM · Arma 3
Zectbumo added a comment to T120163: Eden scrollbar up/down arrow buttons don't work.

Verified arrows on scrollbar do not work when clicked on. Version 1.80

Jan 28 2018, 6:39 PM · Arma 3
Zectbumo added a comment to T81089: Can't detach cables after being commanded to Lift.

This issue has been fixed and can be closed. Verified in version 1.80.

Jan 28 2018, 6:37 PM · Arma 3
Zectbumo added a comment to T81044: Intro is selected by default in streamlined layout even though not editing intro.

This has been fixed and can be closed. Verified in version 1.80.

Jan 28 2018, 6:27 PM · Arma 3
Zectbumo added a comment to T81090: Multiple cables attached to same vehicle.

This seems to have been fixed. Please close. Verified in version 1.80.

Jan 28 2018, 6:23 PM · Arma 3
Zectbumo added a comment to T85154: "Form Line" is said when I select Form File.

Verified it is still an issue in version 1.80

Jan 28 2018, 5:59 PM · Arma 3
Zectbumo added a comment to T84955: 1.54RC Game Crash Report.

This has been fixed and can be closed (verified in version 1.80)

Jan 28 2018, 5:56 PM · Arma 3
Zectbumo added a comment to T84945: Missing large buoy from Eden Editor props list.

This has been fixed and can be closed (verified in version 1.80).

Jan 28 2018, 5:55 PM · Arma 3
Zectbumo edited Steps To Reproduce on T127628: Overview.paa not found in pbo on dedicated Linux server.
Jan 28 2018, 8:03 AM · Arma 3
Zectbumo created T127628: Overview.paa not found in pbo on dedicated Linux server.
Jan 28 2018, 7:43 AM · Arma 3
Zectbumo updated the task description for T127627: Quadbike continues to move while getoff animation is playing.
Jan 28 2018, 7:29 AM
Zectbumo created T127627: Quadbike continues to move while getoff animation is playing.
Jan 28 2018, 7:24 AM

Jan 27 2018

Zectbumo added a comment to T65252: Analogue throttle only using half its range.

This issue has been solved. The solution is to map both the + and - directions of the axis in order to achieve full range. This task can be closed.

Jan 27 2018, 11:14 AM · Arma 3
Zectbumo added a comment to T119742: [solved] Joystick (Saitek X56 Stick) Helicopter Cyclic Controls don't allow full range of motion vs. Keyboard.

I confirmed that the joystick inputs are averaged. I added a third joystick input to the mapping and the rudders are now cut down to thirds for each joystick. In order to get 100% I have to push all three joysticks at the same time.

Jan 27 2018, 11:11 AM · Arma 3
Zectbumo added a comment to T82012: Fixed wing: analogue throttle doesn't go to 100% since update w. Marksman.

This doesn't seem to be a problem in version 1.80. It works on my Saitek X55. Also, there are now controller options that can multiply the input if needed. I think this issue can be closed.

Jan 27 2018, 10:19 AM · Arma 3
Zectbumo added a comment to T119742: [solved] Joystick (Saitek X56 Stick) Helicopter Cyclic Controls don't allow full range of motion vs. Keyboard.

Thank you g-man. This has been a problem for me for years and your solution works. I was noticing this issue the most on airplanes while taxing on the runway at low speeds. You can actually see the rudder flaps not move as far as the keyboard. I had the rudder bound to my pedals and joystick rotation. I removed the joystick rotation mapping and now I have full rudder control with my pedals. I wonder if the joystick mappings are averaging out the multiple analog inputs. When I combined the rudder and the twisting of the joystick I would get the full rudder.
Steps to reproduce:

  • In controls map joystick twist and pedals to the rudder left/right
  • Open editor and create plane vehicle
  • Play Single Player
  • Go in 3rd person view so you can see the rudders
  • Press keyboard rudders and note full flap movement
  • Twist joystick and see half movement of rudders
  • Push pedals and see half movement of rudders
  • Twist joystick and push pedals at same time and see full movement of rudders
Jan 27 2018, 10:08 AM · Arma 3

Jan 26 2018

Zectbumo added a comment to T127599: When I scroll in entities list it also moves the camera.

I'll try to be more specific in my future bug reports. Try this and if you still don't see it then I'll make a video:

Jan 26 2018, 5:39 PM · Arma 3

Jan 25 2018

Zectbumo added a comment to T127600: Scrolling gets stuck in Attributes pane.

Sorry about not being specific. Try these steps and if you still can't reproduce then I will make a video for you

  • Open Editor in Tanoa
  • Double click ground and place Rifleman
  • double click that Rifleman so attributes window pops up
  • hover mouse over the unit's "Init" multiline input text box
  • try scrolling with mouse wheel
Jan 25 2018, 7:59 PM · Arma 3

Jan 24 2018

Zectbumo created T127600: Scrolling gets stuck in Attributes pane.
Jan 24 2018, 4:26 PM · Arma 3
Zectbumo updated the task description for T127599: When I scroll in entities list it also moves the camera.
Jan 24 2018, 4:20 PM · Arma 3
Zectbumo created T127599: When I scroll in entities list it also moves the camera.
Jan 24 2018, 4:20 PM · Arma 3
Zectbumo edited Additional Information on T127595: Export to multiplayer saves file all in lowercase.
Jan 24 2018, 2:44 AM · Arma 3
Zectbumo created T127595: Export to multiplayer saves file all in lowercase.
Jan 24 2018, 2:44 AM · Arma 3

Mar 2 2017

Zectbumo added a comment to T71554: You can control quadbikes while you mount/dismount them.

Steps to reproduce:

  1. Get on quadbike (engine off)
  2. Select get out action
  3. Immediately hold forward (while get out animation is playing)
Mar 2 2017, 9:35 AM · Arma 3
Zectbumo added a comment to T65150: Quadbike engine starts by itself.

This other bug T71554 sounds like what you might be talking about and is always reproducible. I have a feeling that you are accidentally triggering that bug 1 out of 15 times.

Mar 2 2017, 9:27 AM · Arma 3
Zectbumo added a comment to T83342: Advanced Flight Model Exploit.

This should not just be on a wishlist. Please reconsider and increase the severity of this bug. I have been killed many times with this problematic bug. Anyone who uses Advanced flight mode knows of these problems when flying with anyone else that is using basic mode. What tends to happen is after landing and the engine is off and blades spinning down then the helicopter changes from basic to advanced because either I got in the pilot seat or got out then the helicopter will float into the air 10m and since it is spinning down in comes back down crashing. I have waited for many releases and nothing has been done about this. It happens all the time to me. Please fix this as I am terrified to fly along with a basic pilot/copilot.

Mar 2 2017, 7:19 AM · Arma 3

Feb 20 2017

Zectbumo added a comment to T123238: 3FPS Issue "Call for Help" - Dump-gathering ticket.

I have talked to many people about this bug and have encountered it many times myself. I narrowed it down to something more specific than what was mentioned in this bug report. I play on a Wastelands Altis server and I connect without mods. What I noticed is this bug happens after an hour (like you know) but with the addition that when you are in a vehicle and someone else is driving and you are looking at your map while he drives several kilometers. You hear your vehicle driving in the distance like if your audio is not traveling with you anymore. You stay looking at your map the whole time until you get to the destination. Then you close the map and you do something, look down your scope, or binoculars or switch to 3rd person. I haven't figured that out yet. But when others experience the FPS bug I always ask "Where you looking at your map the whole time we were traveling?" and I generally hear back - "Yes".

Feb 20 2017, 2:26 AM · Arma 3

Dec 18 2016

Zectbumo added a comment to T58803: PIP screens flicker, most likely caused by SLI / Crossfire..

This is still a problem in 1.66 and in
Launcher version: 1.5.139755
Game version: 1.67.139743
Branch: development

Dec 18 2016, 8:37 AM · Arma 3
Zectbumo added a comment to T86284: SLI causes PiP to flicker.

duplicate of T58803

Dec 18 2016, 8:31 AM · Arma 3

Nov 17 2016

Zectbumo created T121376: Watches out of sync in multiplayer.
Nov 17 2016, 9:17 AM · Arma 3

Nov 14 2016

Zectbumo added a comment to T121119: Respawn on Position of Death not working when Select Respawn Location is active.

Reproduced in Arma V1.66rc

Nov 14 2016, 12:13 PM · Arma 3
Zectbumo updated the task description for T121119: Respawn on Position of Death not working when Select Respawn Location is active.
Nov 14 2016, 12:13 PM · Arma 3
Zectbumo added a comment to T121117: Respawn for all sides is not showing when selecting a respawn point.

Reproduced in Arma V1.66rc

Nov 14 2016, 12:10 PM · Arma 3
Zectbumo added a comment to T121116: Spectate does not work with select respawn position active.

Reproduced in Arma V1.66rc

Nov 14 2016, 12:09 PM · Arma 3

Nov 9 2016

Zectbumo created T121119: Respawn on Position of Death not working when Select Respawn Location is active.
Nov 9 2016, 11:37 AM · Arma 3
Zectbumo changed Category from category:edeneditor to category:multiplayer on T121116: Spectate does not work with select respawn position active.
Nov 9 2016, 11:03 AM · Arma 3
Zectbumo created T121117: Respawn for all sides is not showing when selecting a respawn point.
Nov 9 2016, 10:55 AM · Arma 3
Zectbumo created T121116: Spectate does not work with select respawn position active.
Nov 9 2016, 10:23 AM · Arma 3

Oct 19 2016

Zectbumo added a comment to T120606: "Lost" call BIS_fnc_endMissionServer reports a Win.

That's great. Well at least the documentation in the function should be updated.

Oct 19 2016, 12:13 AM · Arma 3

Oct 18 2016

Zectbumo created T120606: "Lost" call BIS_fnc_endMissionServer reports a Win.
Oct 18 2016, 3:24 AM · Arma 3

Sep 2 2016

Zectbumo created T120163: Eden scrollbar up/down arrow buttons don't work.
Sep 2 2016, 12:06 PM · Arma 3

Sep 1 2016

Zectbumo added a comment to T60186: You should be able to move while changing weapons.
Sep 1 2016, 10:23 PM · Arma 3

Jul 2 2016

Zectbumo added a comment to T86121: "Guard" Waypoint and "Guarded by" Trigger do not interact in 3D Editor.

2D missions that work correctly using the Guarded By trigger and Guard waypoint combo will stop working once you import into the 3D editor.

Jul 2 2016, 12:48 PM · Arma 3

May 10 2016

Zectbumo edited Steps To Reproduce on T85154: "Form Line" is said when I select Form File.
May 10 2016, 12:28 PM · Arma 3
Zectbumo set Category to category:gamecrash on T84955: 1.54RC Game Crash Report.
May 10 2016, 12:22 PM · Arma 3
Zectbumo added a comment to T84945: Missing large buoy from Eden Editor props list.

Dev Version 1.55.133399

May 10 2016, 12:21 PM · Arma 3
Zectbumo edited Steps To Reproduce on T84945: Missing large buoy from Eden Editor props list.
May 10 2016, 12:21 PM · Arma 3
Zectbumo edited Steps To Reproduce on T84944: Unit spawning at marker should face direction of marker.
May 10 2016, 12:21 PM · Arma 3
Zectbumo edited Steps To Reproduce on T81094: Sling loading attaches immediately when commanded.
May 10 2016, 10:20 AM · Arma 3
Zectbumo edited Steps To Reproduce on T81090: Multiple cables attached to same vehicle.
May 10 2016, 10:19 AM · Arma 3
Zectbumo edited Steps To Reproduce on T81089: Can't detach cables after being commanded to Lift.
May 10 2016, 10:19 AM · Arma 3
Zectbumo edited Steps To Reproduce on T81088: Get in Ride in Back and Get in as Passenger are reversed.
May 10 2016, 10:19 AM · Arma 3
Zectbumo added a comment to T81063: Steam In-game Overlay are locking in keyboard controls.

I have something similar happen. If I alt-tab out and then back into the game then the first time I hit shift the overlay pops up and I lose control of the game until I shift+tab to remove the steam overlay.

May 10 2016, 10:19 AM · Arma 3
Zectbumo edited Steps To Reproduce on T81044: Intro is selected by default in streamlined layout even though not editing intro.
May 10 2016, 10:18 AM · Arma 3
Zectbumo added a comment to T80708: attachTo causes AI to skip all waypoints without moving.

The mission.sqm file is very simple and shows the bug but I will write for you the script file instead of using an .sqm file if you prefer me to do so. Let me know.

May 10 2016, 10:02 AM · Arma 3
Zectbumo edited Steps To Reproduce on T80708: attachTo causes AI to skip all waypoints without moving.
May 10 2016, 10:02 AM · Arma 3
Zectbumo added a comment to T80145: Boat Maneuverability Is poor..

This issue can focus on turning circles while beaching can be found in issue #0006103

May 10 2016, 9:44 AM · Arma 3
Zectbumo added a comment to T79378: AIs walk hundreds of meters away after a "Get out" waypoint.

@Dscha I found that it really depends on the location and the map. Would you tell me the position of your player and the map you are using?

May 10 2016, 9:19 AM · Arma 3
Zectbumo added a comment to T79378: AIs walk hundreds of meters away after a "Get out" waypoint.

Another thing I found was that if you setCurrentWaypoint to the GETOUT waypoint on the leader while he is running off then he will stop running off and run back to the GETOUT waypoint correctly. Something I noticed different at the airport is that it seems the leader will run back to his spawn spot (waypoint 0) even though his currentWaypoint is set to completed but he acts like his currentWaypoint is 0. Like I said setting his currentWaypoint gets him back to working order.

May 10 2016, 9:19 AM · Arma 3
Zectbumo added a comment to T79378: AIs walk hundreds of meters away after a "Get out" waypoint.

I also had trouble reproducing the issue at the airport but I managed to reproduce it there too. I uploaded the mission file over as mission-airport. I found that I had to move the GETOUT waypoint over a road to get the bug to show up.

May 10 2016, 9:19 AM · Arma 3
Zectbumo added a comment to T79378: AIs walk hundreds of meters away after a "Get out" waypoint.

Workaround: Do not init units with moveInCargo. Have units GetIn as their first waypoint then GetOut will work correctly.

May 10 2016, 9:19 AM · Arma 3
Zectbumo added a comment to T77681: Placement Radius for objects not working.

possible duplicate of #0009341

May 10 2016, 8:32 AM · Arma 3
Zectbumo added a comment to T77681: Placement Radius for objects not working.

I'm running version 1.52 and I am also experiencing this issue when using 20m radius in some areas. I looked for a large open field with a large 100m radius to reproduce the issue and I think I found something the developers can use to narrow the issue down.
Place a unit on Altis at location X: 18830.0 and Y: 18183.0 on the map and set a placement radius of 100m.
You will see that the unit has a big field he can spawn in yet he will only spawn in 3-4 small areas near the outer perimeter and never in the center open field. The locations he will spawn in are:

  1. small area around the ruined building in the lower right of the spawn area,
  2. small area in field in lower and lower left close to outer perimeter spawn area.
  3. small area close to beach in upper outer perimeter of spawn area.

After restarting the mission many times you will see a dull pattern of 3-4 general small spawn areas. I hope this helps. If a developer needs anything I am available to assist in debugging this issue.

May 10 2016, 8:32 AM · Arma 3

May 9 2016

Zectbumo added a comment to T61369: Realistic Wounding System.
  • PLEASE READ *** I read some mentioning America's Army and one of the best parts of having blood loss is the psychological effect it adds in the game play. This actually makes the game more fun when, at a certain point, you KNOW you are going to die. How does this change the game? Well, imagine a frag going off near you while you are behind cover and you get severely hit but not dead just yet. At this point there is an indicator that you know you are going to die from blood loss and there is nothing you can do. With the final seconds of your life you know it's time to switch to full auto and run out guns blazing causing as much damage as you can before you pass out dead.

This causes a great realistic psychological "shock" effect scenario that usually doesn't happen when your character all of the sudden switches off and looks at the ground like a robot that shut down.

May 9 2016, 11:04 PM · Arma 3
Zectbumo added a comment to T60186: You should be able to move while changing weapons.

*PLEASE READ* Everything I read here has the solution backwards. We need to be thinking the other way around: The faster you move the longer it takes to reload/change weapons. Reloading/changing weapons should be fastest standing still and reloading/changing weapons should take longer if you are running. Maybe you can sacrifice movement speed but it should only be an unnoticeable 10% reduction.

May 9 2016, 9:33 PM · Arma 3