Page MenuHomeFeedback Tracker

legman
User

Projects

User does not belong to any projects.

User Details

User Since
Aug 21 2014, 2:55 PM (539 w, 2 d)

Recent Activity

May 10 2016

legman added a comment to T85235: Adding a CfgRemoteExec file via a mission's Description.ext causes many synchronization issues!.

I believe I have set everything up properly, however this wouldn't explain why all the Zeus Modules don't work with a CfgRemoteExec set up.

Also this worked before 1.54!

May 10 2016, 12:31 PM · Arma 3
legman edited Steps To Reproduce on T85235: Adding a CfgRemoteExec file via a mission's Description.ext causes many synchronization issues!.
May 10 2016, 12:30 PM · Arma 3
legman edited Steps To Reproduce on T82670: IED Models have no collision data.
May 10 2016, 11:11 AM · Arma 3
legman added a comment to T80542: some action menus disappear.

I can also confirm this issue. This issue is related to the 'Treat' animation fix that was implemented by Bohemia a few patches ago. The fix stopped the unit treating from teleporting in front of the unit being treated. After this patch however we found that medics would randomly lose all their actions and hear a constant treating sound from the treat animation.

The only way to fix this bug currently is to respawn to break the loop. I have also implemented an alternative action that bypasses the use of FAKs and Medikits. This bug has been tested in a dedicated & local server running nothing but stock ArmA 3 content.

This bug is less likely to happen when treating yourself, but much more likely to happen treating others. Almost seems like a dsync issue as if the unit being treated hasn't correctly informed the treater that the healing has been successful.

Hope this helps lead to a fix ASAP!

May 10 2016, 9:56 AM · Arma 3
legman added a comment to T80542: some action menus disappear.

Bug has been reproduced and assigned over at http://feedback.arma3.com/view.php?id=21906

Good job lads!

May 10 2016, 9:56 AM · Arma 3
legman added a comment to T80264: medic glitches out when colliding with other player during animation (CoOp I&A).

much appreciated!

May 10 2016, 9:48 AM · Arma 3
legman added a comment to T80264: medic glitches out when colliding with other player during animation (CoOp I&A).

I can also confirm this issue. This issue is related to the 'Treat' animation fix that was implemented by Bohemia a few patches ago. The fix stopped the unit treating from teleporting in front of the unit being treated. After this patch however we found that medics would randomly lose all their actions and hear a constant treating sound from the treat animation.

The only way to fix this bug currently is to respawn to break the loop. I have also implemented an alternative action that bypasses the use of FAKs and Medikits. This bug has been tested in a dedicated & local server running nothing but stock ArmA 3 content.

This bug is less likely to happen when treating yourself, but much more likely to happen treating others. Almost seems like a dsync issue as if the unit being treated hasn't correctly informed the treater that the healing has been successful.

Hope this helps lead to a fix ASAP!

May 10 2016, 9:48 AM · Arma 3
legman added a comment to T78703: Cannot call the virtual arsenal after patch 1.26.

I can also confirm this issue.

May 10 2016, 8:58 AM · Arma 3
legman added a comment to T76466: Unable to disable mine markers.

This snippet of code will have no impact on performance whatsoever.

The reason I am using onEachFrame is to ensure that the loop is suppressed before it can fire as the draw mines while loop will be running on its own co-routine.
onEachFrame isn't slow, its what goes in it that makes it perform slowly because of the rate of execution - and setting two booleans wont take anytime whatsoever.

This is just a temporary fix until bohemia fix the issue and provide an alternative!

May 10 2016, 8:01 AM · Arma 3
legman added a comment to T76466: Unable to disable mine markers.

["sneakyMines", "onEachFrame", {
BIS_fnc_drawMinefields_active = false;
BIS_fnc_drawMinefields_refresh = false;
}] call BIS_fnc_addStackedEventHandler;

Add this to your mission and it should prevent the loop from firing each frame.

This should help some of you guys out until this is fixed properly!

May 10 2016, 8:01 AM · Arma 3