User Details
- User Since
- Mar 9 2013, 6:25 PM (422 w, 5 d)
Jan 29 2021
only bohemia can do that
when you click "edit task" on the right panel you get a message "you do not have permissions etc"
Dec 22 2020
Good news
I was lucky to find an old game save (just before I started dealing with the Harcourt and rescue captive quests) and I was able to complete the following quest tasks with the following method: as soon as Keystone gives you a mission go straight there, do nothing else
- rescue the captive (this one worked before as well)
- give wallet to garagist (this one was blocked before, nothing happened after executing 'give item' action)
- steal top secret files from Harcourt (this one worked before as well)
- give top secret files to Keystone (this one worked before as well)
- get rebreather from Losi gendarme base (this was blocked before when I bought the rebreather from the black market)
- dive down and gather the Intel (this time it worked perfectly when executing action)
Dec 21 2020
same problem, only BIS DLC used (Contact DLC not used), no mods:
please set 'priority' to 'urgent' as this is a 'quest breaking' issue and the the second broken quest that made me stop playing the campaign
there is another way to make infinite money
change priority from 'normal' to 'immediate' as this is a 'game breaking' issue (campaign cannot end)
also upload your save file (eg C:\Users\<windows user>\Documents\Arma 3 - Other Profiles\<player name>\Saved\a3\Missions_F_Oldman\Campaign\Missions\Oldman.Tanoa\save.Arma3Save)
duplicate of https://feedback.bistudio.com/T150549
change state from 'new' to to 'duplicated'
duplicate of https://feedback.bistudio.com/T150549
change state from 'new' to to 'duplicated'
duplicate of https://feedback.bistudio.com/T150485
you should upload your game save and add a comment on that task
there is a similar type of issue with another quest 'Recover photos from planed crashed at the bottom of the sea': https://feedback.bistudio.com/T152023
encountered same problem
if you have a rifle, a possible workaround is to go to 'sit on your ass' stance and then you can move out of the building
you can create your own dashboard and create panels in you dashboard (check mine https://feedback.bistudio.com/dashboard/view/123/)
and these panels can be created from saved queries and in those saved queries you can filter by 'created by <username>' so you can keep track of all your reported issues
duplicate of https://feedback.bistudio.com/T150627
change state to 'duplicated'
duplicate of https://feedback.bistudio.com/T150594
change status to 'duplicate'
Dec 20 2020
Same problem
Started playing Old Man on December 11th
Dec 9 2016
Nov 12 2016
May 10 2016
Please let me know what info you need (I see status was changed to "need more info").
this issue is resolved no crash this time
In MP. I haven't tried in SP.
The status of this ticket is incorrect because I already provided more informations
I don't see how to do that (please give an example).
Do you mean I should use variables instead of #define? If yes then I will still have to use 2 files colors.ext (with #define, used in dialogs) and color.sqf (with variables used in sqf scripts).
Also my point was to use #define for all variables that are static.
I was thinking about something like I am already using:
- I define functions in some files
- I include all these files in the init.sqf (with #include)
- Before the inclusion of function files, I include all definition files (eg the ones containing #define blabla or even other #include)
This way I don't care where the definition file is located since it is included in the init.sqf and all file paths are visible at this level.
So I am asking whether this can be achieved with CfgFunctions.
One example is that I have a list of colors as #define in a file ([root]\colors.ext and I want to use this in [root]\functions\fn_myfunc.sqf and also other scripts that i don't want to place in same folder as fn_myfunc.sqf but sth like [root]\mygreatscript\toto.sqf. At the moment I'm forced to cpy the colors.ext file in [root]\mygreatscript\ and [root]\functions\.
I am using kbTell in my mission because it allows me to use some audio files from the game (so I don't need add more to the mission).
I am using these radio messages when a player teamhits a friendly player.
The problem is the following script will display the "cease fire" message in the language of the target for both target and shooter (so if shooter is polish and the target is french then polish shooter will see message in french and will not understand what he's doing):
MYTARGET kbAddtopic ["SENTENCES", "bikb\sentences.bikb"];
MYTARGET kbTell
[
MYSHOOTER, "SENTENCES", ["CEASE_FIRE_1", "CEASE_FIRE_2", "CEASE_FIRE_3", "CEASE_FIRE_4"] select floor random 4, [ "MESSAGE", {}, format ["%1! %2", name MYSHOOTER, localize "STR_A3_CEASE_FIRE"], [] ], if (group MYTARGET == group MYSHOOTER) then {"GROUP"} else {"SIDE"}
];
I am using kbTell in my mission because it allows me to use some audio files from the game (so I don't need add more to the mission).
I am using these radio messages when a player teamhits a friendly player.
The problem is the following script will display the "cease fire" message in the language of the target for both target and shooter (so if shooter is polish and the target is french then polish shooter will see message in french and will not understand what he's doing):
MYTARGET kbAddtopic ["SENTENCES", "bikb\sentences.bikb"];
MYTARGET kbTell
[
MYSHOOTER, "SENTENCES", ["CEASE_FIRE_1", "CEASE_FIRE_2", "CEASE_FIRE_3", "CEASE_FIRE_4"] select floor random 4, [ "MESSAGE", {}, format ["%1! %2", name MYSHOOTER, localize "STR_A3_CEASE_FIRE"], [] ], if (group MYTARGET == group MYSHOOTER) then {"GROUP"} else {"SIDE"}
];
the issue is not solved in 1.42, the pictures are still black in arsenal
It also happens with vehicle icons (configfile >> "CfgVehicles" >> _type >> "picture"). I attached screenshot. before the patch these icons were white.
I confirm the issue, however it only happens if you use mortar optics and not artillery computer. After shooting the 4 mags with the mortar optics I got killed.
Just retested today and issue is still there in v1.44
I tried what you suggest Kid but it didn't work. I was on dedicated server with another player. I went in driver seat of Scorcher. He went in gunner seat. I executed the command on my computer and on his computer without any effect (I don't remember executing on server side but I don't think that would have worked either). The only way it works is when both turret and vehicle are local, so it will never work when the locality of turret and vehicle is different.
I just checked and the issue is still there (b_mortar_f and o_mbt_02_arty_f).
Same problem with Strider and the laser designator in commander seat.
Even if shadows have huge impact, server admins still should have control over them (forced value or free for all) and players notified of server's settings.
As another suggestion difficulty settings & mission settings should be combined in one view for more easy access to information and control:
- in server list
- in game lobby under parameters button (or 2 buttons: generic, aka difficulty, settings and mission settings)
- in game briefing under log sectio.
Difficulty settings should be editable by game admin in the same way mission settings are.
Server admins should have the last word over mission settings made available by mission makers. Players should be explicitly informed when difficulty and mission settings are different from the default values (modified by game admin) by highlighting modified values in red and default values in green.
Many times the game/server admin chooses the wrong difficulty profile and only notices it at mission start (eg: 3rd view and weapon crosshair enabled) because the individual difficulty settings are not visible to anyone and not editable in game lobby after mission is selected.
Another suggestion is easy creation/modification of profiles for difficulty and mission settings in the game lobby by logged in admin
Some players can't see the HUD at the top of the screen because they increased the "interface size". I didn't find any way so far to check whether the "interface size" is over "normal" and alert the player.
I also didn't find a way to make sure the HUD stays at the top of the screen (not beyond the top limit) and at same time adapt its size to the bigger "interface size" value (as it is the case for ArmA standard menus).
i added repro_mission.zip with the mission folder and the output I have in log file and the empty dump file that is generated when I shoot the OPFOR officer.
this issue is fixed (by the way I get an "Access Denied" page when I try to set the issue to "fixed" myself).
Thanks for answer.
But I forgot to mention that I also want to disable the default action bound to that key combo. So if a player wants to autolock a target he will see a hint with a message instead of the target lock square/diamond.
Wouldn't it be easier/more performant to make KeyDown event handler detect the key combo like inputAction does?
Is inputAction working reliably inside the KeyDown EH code? I will have to test it (maybe it will work like 50% of the time).
I finally fixed this problem by doing the following:
description.ext
respawnTemplates[] = {};
init.sqf
player addEventHandler
[
"Respawn",
{
_new_unit = _this select 0; _dead_body = _this select 1; if (not (_dead_body getVariable ["zcm_isrevived", false])) then { [_new_unit, nil, nil, 10] spawn BIS_FNC_RESPAWNMENUPOSITION; };
}
];
With the above I can call [player, nil, nil, 10] spawn BIS_FNC_RESPAWNMENUPOSITION and it will work as expected.
I haven't experienced errors reported by caliban although I am using side type of target (_respid = [playerSide, player call ZCM_F_POS, localize "STR_ZCM_ITEM_MHQ"] call MBIS_FNC_ADDRESPAWNPOSITION;).
So from my point of view this ticket can be closed.
The flickering is indeed fixed (this wasn't really the issue but it looked more like the cause).
The fact that player doesn't respawn on the location he chose is not fixed. This was the issue I wanted to report but maybe I chose bad ticket title.
If anyone is editing the code of the respawn menu ([player] spawn BIS_FNC_RESPAWNMENUPOSITION) please share your fix before BIS solves this.
I should maybe mention that I am using respawn markers (respawn_west_xxx, respawn_east_xx) with script added positions, maybe this is causing the trouble.
I removed the "respawn_west/east_xxx" markers and tried calling BIS_FNC8ADDRESPAWNPOSITION with both objects and position arrays. The result is the same I respawn on the position where I died.
respawn = "BASE";
respawnDelay = 10;
respawnDialog = 0;
Tried with and without respawnTemplates[] = {"Base"};
Maybe the problem comes from the fact I'm calling "[player] spawn BIS_FNC_RESPAWNMENUPOSITION" from script and haven't defined any respawn templates (respawnTemplates[] = {"MenuPosition"}). It seems that [player] spawn BIS_FNC_RESPAWNMENUPOSITION must be also called at player respawn. Adding [player] spawn BIS_FNC_RESPAWNMENUPOSITION to onPlayerRespawn.sqf file seems to fix the issue (I respawn where I select).
Thanks TakeHomeTheCup, I switched PiP Quality to Ultra in Video settings and I immediately have a good quality (no distance fog) but when drone turret is at 1000m from target the PiP view starts to have more distance fog than the drone turret. It looks like there is still a difference between the viewdistance of drone turret and the viewdistance of PiP camera (at least around 1000m).
So can these 2 viewdistances be made the same for drone turret and PiP view?
I added file with last version of my modifications to the bis_fnc_arsenal function (search for FIX keyword). Each original modified section is left in comments to quickly spot the differences.
I added 2 screenshots to illustrate point 7)
I added 2 fixes in the second attached file:
- I excluded "throw" and "put" magazines from the magazine list (these were added in my previous fix)
- the green color was not removed from throw/put/misc mags when switching between uniform/vest/backpack (it only worked for rifle mag list)
Calling ["Open", [objNull, _soldier]] call BIS_FNC_ARSENAL; (where soldier is AI) didn't work for me. Then I noticed that the indexes were wrong:
BIS_fnc_arsenal_cargo = [_this,1,objnull,[objnull]] call bis_fnc_param;
BIS_fnc_arsenal_center = [_this,2,player,[player]] call bis_fnc_param;
instead of
BIS_fnc_arsenal_cargo = [_this,0,objnull,[objnull]] call bis_fnc_param;
BIS_fnc_arsenal_center = [_this,1,player,[player]] call bis_fnc_param;
Anything new about this issue? Is there an easy way to make the group persistent?
That's what I did, I added a game logic, but it makes some problems sometimes (the game logic becomes leader, etc). So I would prefer completely remove the game logic (and scripts that fix the game logic issues) and have only to set a variable that contains the list of persistent groups BIS_persistentGroupList = [grp1, grp2].
this issue was fixed some time ago it can be closed