Page MenuHomePhabricator

indeedpete
User

Projects

User does not belong to any projects.

User Details

User Since
Jan 16 2014, 3:49 AM (251 w, 5 d)

Recent Activity

Aug 20 2016

indeedpete created T120008: ORBAT Group Module / BIS_fnc_moduleStrategicMapORBAT Alters groupID When Sync'ed to a Unit.
Aug 20 2016, 10:14 AM · Arma 3
indeedpete added a comment to T119594: AAF Gorgon APC - Hidden Selections are Off.

Addendum: similar applies to the Kuma MBT - mirrors cannot be re-textured.

Aug 20 2016, 10:07 AM · Arma 3

Aug 9 2016

indeedpete created T119844: Config Values of the "cursor" Attribute of the SPAR-16s, SPAR-17, and Protector Seem to be Wrong.
Aug 9 2016, 11:50 AM · Arma 3

Jul 25 2016

indeedpete created T119594: AAF Gorgon APC - Hidden Selections are Off.
Jul 25 2016, 2:02 PM · Arma 3

May 10 2016

indeedpete added a comment to T81457: AI Goes Into Combat Mode On Mission Start.

We've found out that a palette colliding with a tent was the root of all evil. Seems the AI somehow sensed the palette cracking and imemdiately went to COMBAT mode. While this ticket might not refer to a bug it's certainly important to tweak this AI behaviour and make it more believable.

Follow the discussion here: http://forums.bistudio.com/showthread.php?189736-Units-Are-In-Combat-Mode-On-Mission-Start-Since-1-40

May 10 2016, 10:31 AM · Arma 3
indeedpete edited Steps To Reproduce on T81457: AI Goes Into Combat Mode On Mission Start.
May 10 2016, 10:31 AM · Arma 3
indeedpete added a comment to T80579: Possibility to Re-Texture NV Goggles.

Ticket may be closed. Contrary to the information posted in the thread linked under Additional Information it actually is possible to re-texture the NVGs using hidden selections: http://forums.bistudio.com/showthread.php?187206-Re-Texturing-NLAW-and-NV-Goggles&p=2851587&viewfull=1#post2851587

May 10 2016, 9:57 AM · Arma 3
indeedpete edited Steps To Reproduce on T80579: Possibility to Re-Texture NV Goggles.
May 10 2016, 9:57 AM · Arma 3
indeedpete added a comment to T79968: Game Crashes When Ordering AI To Get Into HEMTT Box Truck.

FT doesn't allow me to attach the .mdmp. Not sure if it's helpful anyway but I've uploaded it on my dropbox instead:

https://www.dropbox.com/s/qn9b3enhkf5alnn/arma3_2014-11-08_15-58-42.mdmp?dl=0

May 10 2016, 9:38 AM · Arma 3
indeedpete edited Steps To Reproduce on T79968: Game Crashes When Ordering AI To Get Into HEMTT Box Truck.
May 10 2016, 9:38 AM · Arma 3
indeedpete edited Steps To Reproduce on T79202: SetAperture Does Not Reset After Mission Ends.
May 10 2016, 9:13 AM · Arma 3
indeedpete added a comment to T79114: Publisher: Uploaded Addon has no Description Text.

Always happy to help. ;)

May 10 2016, 9:10 AM · Arma 3
indeedpete added a comment to T79114: Publisher: Uploaded Addon has no Description Text.

Hi,

description file attached. Publisher version is 1.0.126977 though I don't know if it was the same when I opened this ticket.

Steam Addon Name: [SP-Campaign] M.E.R.C.S. - 0.55 ALPHA
Steam Link: http://steamcommunity.com/sharedfiles/filedetails/?id=314091056

May 10 2016, 9:10 AM · Arma 3
indeedpete edited Steps To Reproduce on T79114: Publisher: Uploaded Addon has no Description Text.
May 10 2016, 9:10 AM · Arma 3
indeedpete edited Steps To Reproduce on T75449: Skin Colour Doesn't Change Appropriately When Applying African Face.
May 10 2016, 7:36 AM · Arma 3
indeedpete added a comment to T69911: Detected By triggers activate after timeout even if all detecting units are dead.

True, but the biki states that if you use the trigger in timeout mode the condition must be satisfied throughout the whole given time. When the condition is met in countdown mode the onAct is simply delayed. I'm just saying that the way it is now, is redundant even if it's not a bug. In this case here it doesn't matter whether you use timeout or countdown - the outcome is the same. And that should be changed in my opinion, so we don't have to use (simple) workarounds to achieve the desired goal.

May 10 2016, 4:53 AM · Arma 3
indeedpete added a comment to T69911: Detected By triggers activate after timeout even if all detecting units are dead.

Hm, if it's not a bug then it's at least not a good feature. You can achieve this functionality also via setting the trigger to countdown. So there's in my opinion more point in changing it like desired in this ticket than to keep it this way.

May 10 2016, 4:53 AM · Arma 3
indeedpete added a comment to T69911: Detected By triggers activate after timeout even if all detecting units are dead.

@Killzone_Kid: Thank you very much, that seems to work!

@MulleDK19: Why is this not a bug?

May 10 2016, 4:52 AM · Arma 3
indeedpete added a comment to T69911: Detected By triggers activate after timeout even if all detecting units are dead.

Can confirm this behaviour. Have to find a scripted solution then...

May 10 2016, 4:52 AM · Arma 3