User Details
- User Since
- Apr 1 2013, 1:38 AM (611 w, 2 d)
May 10 2016
I guess this is related to:
http://feedback.arma3.com/view.php?id=16829
Any idea if this will be ever fixed?
Would be nice if this would get fixed.
Any updates on this? I'm unable to start with a town with randomly leveled buildings because of this.
I suppose I could make a workaround by sending a building array to each client but including JIP but that could kill a player if he spawns near a building due to JIP....
Would love to see this fixed, has been a bug forrever now.
You got my vote.
Update. I did some extensive testing and things just kept getting wierder.
A friend of mine tried hosting the mission on his dedicated server. Same result. While other missions run fine aswell.
Then another persons (forums) hosted it dedicated and he got it working. I then hosted a dedicated server on my client machine (dedicatedserver.exe) and started the client on the same machine. Now it works!
So for some reason this particular mission will not run on my dedicated server in the same LAN. If you (BIS) wants to further investigate this I can provide you with a login to my server if needed.
I am still experience this with latest dev build...
http://forums.bistudio.com/showthread.php?154963-watch-Server-error-Player-without-identity-****
The classname is rpg32 but the display name is "RPG-42 Alamut".
A non-excisting weapon, probably derived from the RPG-43, the well known anti-tank weapon.
But there is a special AA magazine for the rpg32. So therefor in this case it is a AA weapon.
this addMagazines ["rpg32_aa_f",2];
I suggest also looking into the quad then. Since it's a geared quad (atleast from the sound of it) it can
A. Accelerate faster then most cars
B. Reach speeds of 120km/h easily.
Even if it's not a geared quad it should still accelerate way faster. The topspeed can be 80, no problem with that but the acceleration for the first 30 km is just painfully slow.
May 9 2016
The case (Tested):
-Player model is not synced over network when entering back seat of quad.
Local player enters quad backseat of other network player: Localy anims works and players get in quad like he should. The network player however will see the player "planked" on his quad.