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User Since
Mar 21 2013, 8:11 AM (350 w, 4 d)

Recent Activity

May 24 2019

h- updated the task description for T139695: A bit of love for dealing with strings.
May 24 2019, 8:21 PM · Arma 3
h- created T139695: A bit of love for dealing with strings.
May 24 2019, 7:45 AM · Arma 3

Aug 23 2018

h- created T131703: Alternative syntax for toLower and toUpper.
Aug 23 2018, 7:59 PM · Arma 3

Feb 3 2018

h- added a comment to T127079: setParticleparams and/or setParticleClass broken.

This is still happening, should I assume that not going to be fixed at this stage?

Feb 3 2018, 8:08 AM · Arma 3

Dec 2 2017

h- created T127259: BIS_fnc_kbTell plays discussion via radio if radio forced off.
Dec 2 2017, 8:22 AM · Arma 3

Nov 6 2017

h- created T127079: setParticleparams and/or setParticleClass broken.
Nov 6 2017, 1:58 PM · Arma 3

Sep 8 2017

h- created T126655: Add a new eventhandler to check for object's hideObject state.
Sep 8 2017, 2:54 PM · Arma 3

Apr 26 2017

h- removed a watcher for Arma 3: h-.
Apr 26 2017, 10:21 AM

Feb 4 2017

h- added a comment to T123185: Group 'presence' attribute is either broken or illogical.

Oops, used 'condition' instead of 'probability', typo fixed..

Feb 4 2017, 4:45 PM · Arma 3
h- renamed T123185: Group 'presence' attribute is either broken or illogical from Group 'condition of presence' attribute is either broken or illogical to Group 'presence' attribute is either broken or illogical.
Feb 4 2017, 4:44 PM · Arma 3
h- created T123185: Group 'presence' attribute is either broken or illogical.
Feb 4 2017, 3:06 PM · Arma 3

Jan 27 2017

h- created T123063: Unify config expression logic.
Jan 27 2017, 9:41 PM · Arma 3
h- created T123062: Update ctrlSetFocus a bit.
Jan 27 2017, 9:41 PM · Arma 3
h- created T123061: Missing toolbox UI control scripting commands.
Jan 27 2017, 9:40 PM · Arma 3

May 24 2016

h- added a comment to T116740: Eden Attributes limit.

*facepalms*
Well, this does explain some things...

May 24 2016, 8:27 PM · Arma 3

May 22 2016

h- added a watcher for Arma 3: h-.
May 22 2016, 8:57 AM

May 11 2016

h- added a comment to T116412: Weather damage seems a tad overzealous..

If there's no way to shield yourself from this storm damage I don't really see what it would add to the gameplay regardless of how realistic it is, other than a major annoyance and frustration.

Especially when you don't seem to get any weather forecasts until you have launched your vehicle...

May 11 2016, 2:25 PM · Take On Mars
h- added a comment to T116412: Weather damage seems a tad overzealous..

Helps only to the camera lenses, the winds actually break parts off of the rover.

May 11 2016, 2:25 PM · Take On Mars
h- edited Steps To Reproduce on T116309: Dune Gullies task Photo Dark Dunes 06 almost impossible to complete.
May 11 2016, 2:23 PM · Take On Mars
h- added a comment to T116240: Problem completing mission ref. 4329 due to analyze tasks.

Doesn't seem to be fixed, the mission is for some reason possible to be assigned to a lander and a rover, and only rover can complete it properly as the photo task can fail if the lander doesn't land precisely to a correct position and the mentioned rock analyzis etc can't be completed with a lander..

In fact, when you select the mission from the map it launches a lander.

May 11 2016, 2:21 PM · Take On Mars
h- added a comment to T116231: Dual screen bug causing game to tab out to desktop.

Confirming, I have a TV as secondary monitor (using "Extend desktop to this monitor" setup in windows) and even though it's not switched on this happens.

May 11 2016, 2:21 PM · Take On Mars
h- added a comment to T116172: Command Center not Showing Up.

This happens to me as well, funnily enough I accidentally "alt-tabbed" out of the game (when you have two monitor setup and you move the mousepointer out from the primary monitor from the right edge the game "alt-tabs" itself. Perhaps worth of it's own ticket..) and activated the game again -> pressed 'go to lab' but nothing happened.

Alt-tabbed and went back in, that caused the camera to go black for a while, then suddenly the camera was moving in some corridor then suddenly froze, alt-tabbed and went back in again, camera was in black again but after a short while suddenly the lab appeared..

EDIT:
This doesn't stop me from playing, 'go to map' works just fine. Returning from Mars to the control rooom (F1) sometimes works but usually it brings up either an image like the one attached to this ticket, or otherwise similar but you see the corridor leading to the lab on the right edge of the image (from quite far away). Sometimes it's Mars scene with missing sky and ground, only some rock formations..

May 11 2016, 2:20 PM · Take On Mars

May 10 2016

h- edited Additional Information on T84960: Buildings "Land_Metal_Shed_F", "Land_i_Stone_Shed_V1_F" and "Land_Slum_House02_F" are bugged.
May 10 2016, 12:22 PM · Arma 3
h- added a comment to T84951: Radio trigger crashes the game.

Nice.

This bug was/is weird, just now realised it kinda protects you from it; if you had a 'empty' trigger which was later turned into a radio trigger via scripting there was no crash when pressing 0 (zero) and the radio call did not appear in the UI.

Dunno if related or a separate bug..

May 10 2016, 12:21 PM · Arma 3
h- edited Steps To Reproduce on T84951: Radio trigger crashes the game.
May 10 2016, 12:21 PM · Arma 3
h- added a comment to T84935: Building "Land_i_Shed_Ind_F" is bugged.

Seems to have been silently fixed in today's dev update

May 10 2016, 12:21 PM · Arma 3
h- edited Steps To Reproduce on T84935: Building "Land_i_Shed_Ind_F" is bugged.
May 10 2016, 12:21 PM · Arma 3
h- edited Steps To Reproduce on T84604: joinString with empty selector crashes the game.
May 10 2016, 12:11 PM · Arma 3
h- added a comment to T84238: Eden does not recognize description.ext music config.

After importing you have to save the mission, load it up again (as the eden verison, not import, obviously) and the description.ext stuff should work..

Actually when you import a mission and use any of the quicker previews (play from here, play as character) the desc..ext and init.sqf don't get run at all unless you do that above mentioned.

May 10 2016, 12:01 PM · Arma 3
h- added a comment to T84221: Placing satchel charge within 11-12 meters from enemy will cause the enemy to get magic knowledge about you...

Did additional testing with this last night and it appears there's some code in the AI routines that deserves a special place in byte-Hell making the AI immediately telepathically aware of satchel setter because can't find anything in the configs that could be to blame..

Oddly the 'FiredNear' eventhandler gets triggered for the enemy when setting explosives near them. So the AI code considers a 'Put' weapon being fired nearby as a weapon being fired.. I feel a triple-facepalm coming..
But it does trigger for all of the demo types so dunno why the satchel is so special, again. >:(

May 10 2016, 12:00 PM · Arma 3
h- edited Steps To Reproduce on T84221: Placing satchel charge within 11-12 meters from enemy will cause the enemy to get magic knowledge about you...
May 10 2016, 12:00 PM · Arma 3
h- edited Steps To Reproduce on T84220: Markers don't keep their set direction.
May 10 2016, 12:00 PM · Arma 3
h- set Category to category:edeneditor on T84219: Feature request: Add Object Builder 3D view camera functionality into 3DEN.
May 10 2016, 12:00 PM · Arma 3
h- added a comment to T84171: Triggers are fully opaque in thermal view.

They're quite annoying to work with when using the NV view as well.

TBH annoying to work with all together so hopefully that hide action comes in soonish..

May 10 2016, 11:59 AM · Arma 3
h- added a comment to T84161: Unit attached waypoint attributes do not apply to the unit.

This same thing kinda extends to the group attributes as well regarding the formations:
The units don't start in the formation you set them in; as in they do have the formation set correctly but they move to it from the default formation after mission start which looks kinda dumb.

Imagine let's say a large combat element of several groups starting somewhere to move forwards and all the vehicles and infantry drive and run around like headless chickens for a while to get to their format position if the format is set to something else than wedge..

But I guess this is getting to be an issue of it's own already...

May 10 2016, 11:59 AM · Arma 3
h- added a comment to T84161: Unit attached waypoint attributes do not apply to the unit.

Yes, that's what happens with AI, you can hear the AI commanding the group to the formation etc given in the WP, they don't start with the WP set attributes like in the 2D editor.

This is I guess a bit of a non-issue, although wouldn't mind if this worked like it used to. Completely fine if devs don't wanna to waste time on this, probably way more widely useful stuff to add/fix..

May 10 2016, 11:59 AM · Arma 3
h- added a comment to T84161: Unit attached waypoint attributes do not apply to the unit.

Fully aware of the group attributes (which a very nice addition, just wish the init box on it wasn't greyed out.. ;) ), I use a _lot_ of scripted crap in my missions and while checking out how the importing etc works noticed that the group related attributes weren't 'fed' into the group like before.

Wasn't using the WP's to do that, this just caught my peripheral vision..

May 10 2016, 11:59 AM · Arma 3
h- added a comment to T84161: Unit attached waypoint attributes do not apply to the unit.

Admittedly I worded this quite badly; what I meant is that if you attach the group's first waypoint to the group _itself_ (as in create the first waypoint on the group leader, for whatever reason) the waypoint attributes should apply to the group.

Obviously did not mean they should apply to any enemy units etc, come on.. :P
Surely you can make the distinction between the waypoint being attached to it's owner and not an enemy or any other object.

May 10 2016, 11:58 AM · Arma 3
h- set Category to category:edeneditor on T84161: Unit attached waypoint attributes do not apply to the unit.
May 10 2016, 11:58 AM · Arma 3
h- set Category to category:edeneditor on T84160: Setting formation in group attributes doesn't work...
May 10 2016, 11:58 AM · Arma 3
h- set Category to category:edeneditor on T84140: CTRL+S save shortcut doesn't work properly if mapview toggled.
May 10 2016, 11:58 AM · Arma 3
h- edited Steps To Reproduce on T83929: Setting initial player lead group combat mode via waypoint or unit's init => problem with scripting command combatMode.
May 10 2016, 11:52 AM · Arma 3
h- set Category to category:featurerequest on T83895: Add scripting command to check if unit has AI enabled.
May 10 2016, 11:51 AM · Arma 3
h- edited Steps To Reproduce on T83669: Fireplace burning sound plays for eternity after fire has been put out.
May 10 2016, 11:44 AM · Arma 3
h- added a comment to T83669: Fireplace burning sound plays for eternity after fire has been put out.

Seems to have been silently fixed (oh, the pun) a few dev branches ago..

May 10 2016, 11:44 AM · Arma 3
h- added a comment to T83667: Add some of the BIS_fncs as scripting commands.

Completely forgot that one, added that to the wishlist too.

May 10 2016, 11:44 AM · Arma 3
h- added a comment to T83667: Add some of the BIS_fncs as scripting commands.

Added couple of more wishes:

  • BIS_fnc_addStackedEventHandler
  • BIS_fnc_removeStackedEventHandler
May 10 2016, 11:44 AM · Arma 3
h- added a comment to T83667: Add some of the BIS_fncs as scripting commands.

Added a new wish into the list:

  • BIS_fnc_arrayInsert

In any case as many array and string manipulation commands as possible would be welcome..

May 10 2016, 11:44 AM · Arma 3
h- added a comment to T83667: Add some of the BIS_fncs as scripting commands.

BIS_fnc_relPos and BIS_fnc_relativeDirTo now in dev branch as scripting commands since 1.55.133361 :)

https://community.bistudio.com/wiki/getPos
https://community.bistudio.com/wiki/getRelDir

May 10 2016, 11:44 AM · Arma 3
h- added a comment to T83667: Add some of the BIS_fncs as scripting commands.

Added to wishlist:
BIS_fnc_returnParents

May 10 2016, 11:44 AM · Arma 3
h- added a comment to T83667: Add some of the BIS_fncs as scripting commands.

Added to the wishlist:

  • BIS_fnc_inAngleSector
  • BIS_fnc_isInsideArea
May 10 2016, 11:44 AM · Arma 3
h- added a comment to T83667: Add some of the BIS_fncs as scripting commands.

Added couple more to the whislist:

  • BIS_fnc_groupVehicles
  • BIS_fnc_findNestedElement
May 10 2016, 11:44 AM · Arma 3
h- set Category to category:featurerequest on T83667: Add some of the BIS_fncs as scripting commands.
May 10 2016, 11:44 AM · Arma 3
h- set Category to category:featurerequest on T83666: Add 'inBuilding' scripting commands.
May 10 2016, 11:44 AM · Arma 3
h- set Category to category:featurerequest on T83665: Add 'time out' and 'probability of presence' type of scripting commands.
May 10 2016, 11:44 AM · Arma 3
h- set Category to category:featurerequest on T83662: Add scripting commands "getAperture" and "getApertureNew".
May 10 2016, 11:44 AM · Arma 3
h- set Category to category:featurerequest on T83661: add scripting command "enableContainer".
May 10 2016, 11:44 AM · Arma 3
h- added a comment to T83660: Add scripting command "currentTarget".

No, assignedTarget does exactly what it says, it returns a target that is assigned to the unit (by it's leader, be it the unit itself or a group leader), so the target can be on the other side of the world and still be assigned to the unit.

May 10 2016, 11:44 AM · Arma 3
h- set Category to category:featurerequest on T83660: Add scripting command "currentTarget".
May 10 2016, 11:44 AM · Arma 3
h- added a comment to T83659: Add eventhandlers "combatModeChanged", "dangerCause", "explosiveDetected", "targetEngaged", "nameSpaceVariableEventHandler".

Added one more to the wishlist: nameSpaceVariableEventHandler

May 10 2016, 11:44 AM · Arma 3
h- set Category to category:featurerequest on T83659: Add eventhandlers "combatModeChanged", "dangerCause", "explosiveDetected", "targetEngaged", "nameSpaceVariableEventHandler".
May 10 2016, 11:44 AM · Arma 3
h- set Category to category:featurerequest on T83626: Add these emitter related scripting commands.
May 10 2016, 11:43 AM · Arma 3
h- set Category to category:featurerequest on T83625: Add emitter/PPeffect/dialog tester/creator/exporter WYSIWYG 'tool', similar to Virtual Arsenal.
May 10 2016, 11:43 AM · Arma 3
h- added a comment to T83617: Some of the existing scripting commands could use some alternative syntaxes.

Added couple more wishes:
configProperties
configClasses

May 10 2016, 11:43 AM · Arma 3
h- added a comment to T83617: Some of the existing scripting commands could use some alternative syntaxes.

Added a wish about setPilotLight and setCollisionLight

May 10 2016, 11:43 AM · Arma 3
h- added a comment to T83617: Some of the existing scripting commands could use some alternative syntaxes.

Added one more command to the list: allUnits

May 10 2016, 11:43 AM · Arma 3
h- added a comment to T83617: Some of the existing scripting commands could use some alternative syntaxes.

Added a wish about canMove

May 10 2016, 11:43 AM · Arma 3
h- added a comment to T83617: Some of the existing scripting commands could use some alternative syntaxes.

Added one more command to the list: in

May 10 2016, 11:43 AM · Arma 3
h- set Category to category:featurerequest on T83617: Some of the existing scripting commands could use some alternative syntaxes.
May 10 2016, 11:43 AM · Arma 3
h- set Category to category:featurerequest on T83616: Add command "isBoolean" and "getBoolean".
May 10 2016, 11:43 AM · Arma 3
h- edited Additional Information on T83615: Please consider introducing these waypoint/moving related scripting commands...
May 10 2016, 11:43 AM · Arma 3
h- set Category to category:featurerequest on T83367: Add action "Drop/TakeItem".
May 10 2016, 11:35 AM · Arma 3
h- added a comment to T83241: AI does not stand up from prone stance when ordered to stand up.

Yes.

Happens every single time I try.
Added a video (download, don't have pootube account) showing it:
http://www.ofpec.com/vids/AI_no_stand.mp4

May 10 2016, 11:31 AM · Arma 3
h- added a comment to T83241: AI does not stand up from prone stance when ordered to stand up.

Well, that was fast, seems to be fixed in today's dev (131590).

May 10 2016, 11:31 AM · Arma 3
h- added a comment to T83241: AI does not stand up from prone stance when ordered to stand up.

You on DevBranch?

I have no mods running, did cache check..

May 10 2016, 11:31 AM · Arma 3
h- edited Steps To Reproduce on T83241: AI does not stand up from prone stance when ordered to stand up.
May 10 2016, 11:31 AM · Arma 3
h- edited Steps To Reproduce on T83167: "Put/DropWeapon" action into backpackContainer freezes the game.
May 10 2016, 11:27 AM · Arma 3
h- added a comment to T82786: [RC] AI voice chat is broken.

And now, not fixed again.. :P
In Dev, obviously.

(tested in SP) this extends to more than AI like once before, anyone reporting a target will say normally via radio 'Contact' after which radio goes dead, then in off-radio you can hear the unit say for example 'sniper' (or whatever the unit/player is reporting) but the distances and the like (like multiple targets: 'sniper AND medic') are left out and a stream of 'Missing word blah blah XMIT' errors are logged in the rpt..

Really close to what was happening when this bug was being reported when I last commented on this ticket..

May 10 2016, 11:16 AM · Arma 3
h- added a comment to T82786: [RC] AI voice chat is broken.

This problem actually seems to affect all squad radio?

Because if I order AI dudes around, for example order regroup for 2, all I hear is "2" and then about a ten second silence after which the 'radio close' sound is heard (the radio text shows the whole sentence).
The AI never replies.
It does however do what the now telepathic command tells it to.

This also affects the command queue with making it very slow..

May 10 2016, 11:15 AM · Arma 3
h- added a comment to T82786: [RC] AI voice chat is broken.

I'm on DevBranch, have verified game cache and all that jazz and this has been going on for me since like last Thursday or something.. :(

May 10 2016, 11:15 AM · Arma 3
h- added a comment to T71840: Thunder sound effect needs bass.

I can't even count how many times I have mistaken the thunder sound for a weapon being fired :P

Needs fixing, even OFP had way better thunder sounds..

May 10 2016, 5:57 AM · Arma 3

May 9 2016

h- added a comment to T62098: AI Teammember freezes and doesn't react to commands.

Doubt it, happened earlier in a mission I was making as well, after quite a heavy firefight. I ordered my team to return to formation and my 2nd in command would say "Roger" but none of the AIs returned to formation, instead they stood still (they were 100+ meters away) so I ran up to them to discover my second in command laying on the ground aiming uphill where the last enemy contact had been refusing to anything. Had to shoot him in the face, didn't think of the medic idea then..

The annoying thing is that there's no steps to reproduce this, it just happens sometimes..

May 9 2016, 11:45 PM · Arma 3
h- added a comment to T62098: AI Teammember freezes and doesn't react to commands.

I have experienced this recently playing Win: the AI got stuck in the middle of an empty field after a firefight with enemy, but for me loading saved mission would not help. The only way I got the stuck unit to respond again was to shoot the unit in the arm and have a medic heal 'him'. Then the AI snapped out of it's trance and got back into formation.

May 9 2016, 11:45 PM · Arma 3