Page MenuHomeFeedback Tracker

mickeymen
User

Projects

User does not belong to any projects.

User Details

User Since
Jun 30 2014, 11:40 PM (439 w, 21 h)

Recent Activity

Yesterday

mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

Guys it wa mu fault, I was not attentive and misunderstood you in a hurry, also english is not my native language/ In general, I missed

Mon, Nov 28, 10:42 PM · Arma 3

Sat, Nov 26

mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Sat, Nov 26, 11:05 PM · Arma 3

Tue, Nov 22

mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

Quoted The main build will take longer to be updated.

Tue, Nov 22, 7:41 PM · Arma 3

Sat, Nov 19

mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

Yes, but until no understand version "rev 149887" - you mean current dev version? Does this mean that this will be fixed in the next stable release?

What he means is that on version 2.XX.149887 this should be fixed, so if your on any branch that has that or equal revision it should have the fix.
i think Dev gets updated as one of the first branches.

Sat, Nov 19, 11:04 PM · Arma 3

Sep 10 2022

mickeymen added a comment to T167449: Please Fix - Loading AI-subordinates into the player's vehicle, will occurs ONLY if the player's driver currently is in formation with its commander!.

You can fix it yourself by setting the effective commander as the driver himself:

this addEventHandler ["GetIn", {
	params ["_veh"];
	if (!isNull driver _veh) then {
		_veh setEffectiveCommander driver _veh;
	};
}]

This would help advanced mission makers yes but entry level mission makers with just some EDEN experience and little scripting experience will not be able to enjoy this fix (actually a workaround).

To be honest one of the reasons why unmodded arma content is so uncommon/unthinkable for mission makers is that BI demands their players to come up with their own workarounds too much. I bet you learned scripting and eventually over the years became of of the most knowledgeable modders out there due to your own dissatisfaction with the state of the game in many regards. It shouldn't have to be that way in most cases, that players need to learn advanced scripting/modding just to make their missions more fun or less buggy specially when the feature is/was already present and it is just currently broken and/or incomplete for any reason.

Sep 10 2022, 6:22 PM · Arma 3

Sep 9 2022

mickeymen added a comment to T167449: Please Fix - Loading AI-subordinates into the player's vehicle, will occurs ONLY if the player's driver currently is in formation with its commander!.

You can fix it yourself by setting the effective commander as the driver himself:

Sep 9 2022, 2:11 PM · Arma 3
mickeymen updated the task description for T167449: Please Fix - Loading AI-subordinates into the player's vehicle, will occurs ONLY if the player's driver currently is in formation with its commander!.
Sep 9 2022, 2:05 PM · Arma 3
mickeymen updated the task description for T167449: Please Fix - Loading AI-subordinates into the player's vehicle, will occurs ONLY if the player's driver currently is in formation with its commander!.
Sep 9 2022, 1:56 PM · Arma 3
mickeymen changed Category from category:aicontrolcommanding to category:aiissues on T167449: Please Fix - Loading AI-subordinates into the player's vehicle, will occurs ONLY if the player's driver currently is in formation with its commander!.
Sep 9 2022, 1:54 PM · Arma 3
mickeymen updated the task description for T167449: Please Fix - Loading AI-subordinates into the player's vehicle, will occurs ONLY if the player's driver currently is in formation with its commander!.
Sep 9 2022, 1:52 PM · Arma 3
mickeymen updated the task description for T167449: Please Fix - Loading AI-subordinates into the player's vehicle, will occurs ONLY if the player's driver currently is in formation with its commander!.
Sep 9 2022, 1:50 PM · Arma 3
mickeymen updated the task description for T167449: Please Fix - Loading AI-subordinates into the player's vehicle, will occurs ONLY if the player's driver currently is in formation with its commander!.
Sep 9 2022, 1:47 PM · Arma 3
mickeymen created T167449: Please Fix - Loading AI-subordinates into the player's vehicle, will occurs ONLY if the player's driver currently is in formation with its commander!.
Sep 9 2022, 1:42 PM · Arma 3

Sep 5 2022

mickeymen edited Steps To Reproduce on T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Sep 5 2022, 11:49 PM · Arma 3
mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

What he means is that on version 2.XX.149887 this should be fixed, so if your on any branch that has that or equal revision it should have the fix.
i think Dev gets updated as one of the first branches.

Sep 5 2022, 11:31 PM · Arma 3
mickeymen updated the task description for T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Sep 5 2022, 2:24 PM · Arma 3
mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

It is fixed in rev 149887 but not for fleeing units, clearer now?

Yes, but until no understand version "rev 149887" - you mean current dev version? Does this mean that this will be fixed in the next stable release?

Sep 5 2022, 2:14 PM · Arma 3

Sep 4 2022

mickeymen edited Steps To Reproduce on T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Sep 4 2022, 6:59 PM · Arma 3
mickeymen updated the task description for T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Sep 4 2022, 6:55 PM · Arma 3
mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

rev 149887

Fleeing units will still ignore completion radius

Sep 4 2022, 6:54 PM · Arma 3
mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

They just use their default type-dependent completion radius (which they don't always reach, separate issue) and ignore the command.

Sep 4 2022, 11:56 AM · Arma 3

Aug 11 2022

mickeymen renamed T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups from Setting "Completion Radius" inside any waypoint not will work for AI-group, it will works ONLY for players! to Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Aug 11 2022, 12:18 AM · Arma 3
mickeymen updated the task description for T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Aug 11 2022, 12:07 AM · Arma 3
mickeymen updated the task description for T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Aug 11 2022, 12:06 AM · Arma 3
mickeymen created T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Aug 11 2022, 12:05 AM · Arma 3

Jun 27 2022

mickeymen added a comment to T166035: Please cure ugly movement bugs in prone position!.

vanilla units without any mods video would be welcomed

Jun 27 2022, 2:09 PM · Arma 3

Jun 23 2022

mickeymen added a comment to T63050: Bodies float in air after building is destroyed..

@Cyruz I suggested a good solution above. By default, this disappears, just like it would in real life. But in the properties of the object there should be a checkbox - "do not delete in case of destruction of buildings".
Or do you think that each user will have the skills of scripting knowledge?

Jun 23 2022, 3:01 PM · Arma 3
mickeymen added a comment to T63050: Bodies float in air after building is destroyed..

If an object was placed floating, I'd rather it was kept floating. Admins/mission makers can script the rest, deleting stuff is undesired.

Jun 23 2022, 12:25 PM · Arma 3

Jun 18 2022

mickeymen updated the task description for T166035: Please cure ugly movement bugs in prone position!.
Jun 18 2022, 4:54 PM · Arma 3
mickeymen added a comment to T166035: Please cure ugly movement bugs in prone position!.

That bug is not related to vanilla animations.

Jun 18 2022, 3:38 PM · Arma 3
mickeymen added a comment to T165786: In spectator mode, icons for all Turret class are not displayed..

BIS, thank you too, because you don't forget about A3

Jun 18 2022, 2:29 PM · Arma 3
mickeymen added a comment to T166035: Please cure ugly movement bugs in prone position!.
Jun 18 2022, 2:00 PM · Arma 3
mickeymen added a comment to T166035: Please cure ugly movement bugs in prone position!.

That bug is not related to vanilla animations

Jun 18 2022, 1:57 PM · Arma 3

Jun 17 2022

mickeymen edited Steps To Reproduce on T166035: Please cure ugly movement bugs in prone position!.
Jun 17 2022, 11:57 PM · Arma 3
mickeymen updated the task description for T166035: Please cure ugly movement bugs in prone position!.
Jun 17 2022, 11:50 PM · Arma 3
mickeymen created T166035: Please cure ugly movement bugs in prone position!.
Jun 17 2022, 11:47 PM · Arma 3

Jun 9 2022

mickeymen updated the task description for T165786: In spectator mode, icons for all Turret class are not displayed..
Jun 9 2022, 6:06 PM · Arma 3
mickeymen created T165786: In spectator mode, icons for all Turret class are not displayed..
Jun 9 2022, 6:05 PM · Arma 3
mickeymen updated the task description for T165782: Repair Range is too big.
Jun 9 2022, 5:59 PM · Arma 3
mickeymen updated the task description for T165782: Repair Range is too big.
Jun 9 2022, 5:35 PM · Arma 3
mickeymen renamed T165782: Repair Range is too big from Repair Range is too big. Looks inadequate to Repair Range is too big.
Jun 9 2022, 5:32 PM · Arma 3
mickeymen created T165782: Repair Range is too big.
Jun 9 2022, 5:32 PM · Arma 3

Jun 7 2022

mickeymen added a comment to T63050: Bodies float in air after building is destroyed..

thank you for for clarification

Jun 7 2022, 10:51 AM · Arma 3

Jun 6 2022

mickeymen updated subscribers of T63050: Bodies float in air after building is destroyed..

However, the idea of such a system is still flawed.

Jun 6 2022, 11:19 PM · Arma 3
mickeymen updated subscribers of T63050: Bodies float in air after building is destroyed..

Some static objects, such as sandbag walls, don't have physics simulation at all - they're always fixed in place. You could place one in midair to begin with and it would stay there. The only possible solution for these objects would be to delete them when the building is destroyed, and it wouldn't be safe for the engine to do that automatically (it could accidentally delete something the missionmaker doesn't want it to). The best way to handle those is for the missionmaker to use an event handler or trigger to delete them when the building is destroyed.

Jun 6 2022, 4:32 PM · Arma 3
mickeymen added a comment to T63050: Bodies float in air after building is destroyed..

Should be fixed in 149354

Jun 6 2022, 11:25 AM · Arma 3

Jun 2 2022

mickeymen added a comment to T73168: Ragdoll bodies do not interact with environment.

Leaving ragdoll simulation on the dead bodies is costly, however Im going to add scripted solution to be able to temporary enable ragdoll on dead bodies

Jun 2 2022, 12:59 AM · Arma 3

May 20 2022

mickeymen added a comment to T63050: Bodies float in air after building is destroyed..
May 20 2022, 10:14 AM · Arma 3

May 18 2022

mickeymen added a comment to T63050: Bodies float in air after building is destroyed..

Should be fixed in 149354

May 18 2022, 12:23 PM · Arma 3

May 17 2022

mickeymen added a comment to T164782: Dead bodies hanging in the air if the building was destroyed.

ok i got it

May 17 2022, 10:56 PM · Arma 3
mickeymen added a comment to T164782: Dead bodies hanging in the air if the building was destroyed.

Is it even possible to make a ragdoll without a time limit? So that each corpse always responds to external influences (weapon inpacts, environment morphing)
If the ragdoll had no time limit, then this problem wouldn't exist.

May 17 2022, 9:59 AM · Arma 3
mickeymen added a comment to T164782: Dead bodies hanging in the air if the building was destroyed.

I'm not using the dev version, I hope in the next stable build, this will no longer be.

May 17 2022, 8:01 AM · Arma 3

May 16 2022

mickeymen added a comment to T164782: Dead bodies hanging in the air if the building was destroyed.

Should be fixed in 149354

May 16 2022, 5:55 PM · Arma 3

May 11 2022

mickeymen created T164782: Dead bodies hanging in the air if the building was destroyed.
May 11 2022, 11:33 PM · Arma 3

Apr 29 2022

mickeymen updated the task description for T159062: Too late appearance of the reloaded projectile on the RPG-7 tube..
Apr 29 2022, 12:41 PM · Arma 3
mickeymen added a comment to T159062: Too late appearance of the reloaded projectile on the RPG-7 tube..

Hey BIS!

Apr 29 2022, 12:41 PM · Arma 3
mickeymen renamed T159062: Too late appearance of the reloaded projectile on the RPG-7 tube. from Too late appearance of the shell on the RPG-7 tube after reloading. to Too late appearance of the reloaded projectile on the RPG-7 tube..
Apr 29 2022, 12:37 PM · Arma 3
mickeymen renamed T163651: After update 2.08, the player can't switch Titan Compact/PCML fire modes! from After update 2.08, the player can't switch Titan Compact/PCML fire modes! to FIXED.
Apr 29 2022, 12:32 PM · Arma 3

Mar 29 2022

mickeymen edited Steps To Reproduce on T163937: Fire mode in player interface has a chance not match current fire mode, when using Anti Personnel Missile..
Mar 29 2022, 10:20 AM · Arma 3
mickeymen added a comment to T163937: Fire mode in player interface has a chance not match current fire mode, when using Anti Personnel Missile..

apart from showing topdown on UI, it doesn't show it in weapon UI

Mar 29 2022, 10:18 AM · Arma 3

Mar 28 2022

mickeymen added a comment to T163937: Fire mode in player interface has a chance not match current fire mode, when using Anti Personnel Missile..

Same in 2.06

Mar 28 2022, 4:55 PM · Arma 3

Mar 27 2022

mickeymen edited Steps To Reproduce on T163937: Fire mode in player interface has a chance not match current fire mode, when using Anti Personnel Missile..
Mar 27 2022, 6:59 PM · Arma 3
mickeymen updated the task description for T163937: Fire mode in player interface has a chance not match current fire mode, when using Anti Personnel Missile..
Mar 27 2022, 6:58 PM · Arma 3
mickeymen created T163937: Fire mode in player interface has a chance not match current fire mode, when using Anti Personnel Missile..
Mar 27 2022, 6:57 PM · Arma 3

Mar 21 2022

mickeymen added a comment to T163771: Enemy AI, will always know the location of the player who put the explosive/mine..

This is strange, but now, I also could not reproduce this problem! Maybe update 2.08 fixed that. Maybe some kind of mod influenced this before.
Now I disabled all my mods and did 3 tests. After explosion on my mine AI squad says - "Attack Rifleman!", but they do not move towards my location. Yes, the AI shouldn't order to attack the soldier and say"Attack Rifleman", because the AI didn't see me, but that's not a big problem. Generally the AI doesn't move towards my position. I'm wrong, you can close my ticket:/

Mar 21 2022, 4:41 PM · Arma 3
mickeymen added a comment to T163771: Enemy AI, will always know the location of the player who put the explosive/mine..

If you cannt reproduce this issee, then I'll do a repro mission for you, I need some time
I'm not the only one seeing this issue. One person even tried to make a mini mod to fix it.

Mar 21 2022, 3:51 PM · Arma 3

Mar 18 2022

mickeymen updated the task description for T163771: Enemy AI, will always know the location of the player who put the explosive/mine..
Mar 18 2022, 12:13 AM · Arma 3
mickeymen created T163771: Enemy AI, will always know the location of the player who put the explosive/mine..
Mar 18 2022, 12:07 AM · Arma 3

Mar 17 2022

mickeymen added a comment to T163651: After update 2.08, the player can't switch Titan Compact/PCML fire modes!.

Fixed in Hotfix 2.08!

Mar 17 2022, 11:40 PM · Arma 3

Mar 11 2022

mickeymen added a comment to T128198: The player with Titan-Launcher, automatically rises from prone to fully upright position (if Titan-Launcher has top fire mode).

should be fixed (and hotfixed) in 149041

Mar 11 2022, 2:53 PM · Arma 3
mickeymen added a comment to T63451: When you pick up an empty weapon, a magazine from your inventory is automatically loaded into it..

Mag from uniform/vest/backpack won't auto-load but from the ground or cargo inventory mags auto-loading

Mar 11 2022, 12:53 PM · Arma 3
mickeymen edited Steps To Reproduce on T128198: The player with Titan-Launcher, automatically rises from prone to fully upright position (if Titan-Launcher has top fire mode).
Mar 11 2022, 12:40 PM · Arma 3
mickeymen added a comment to T128198: The player with Titan-Launcher, automatically rises from prone to fully upright position (if Titan-Launcher has top fire mode).

Good repro thanks, I was able to reproduce this bug

Mar 11 2022, 12:37 PM · Arma 3

Mar 10 2022

mickeymen added a comment to T63451: When you pick up an empty weapon, a magazine from your inventory is automatically loaded into it..

2.08.149000
magazine from ground still auto-reload

STEPS:

drop mag from your rifle on ground
drop rifle on the ground
pick up rifle
result - magazine loaded in rifle

Mar 10 2022, 6:52 PM · Arma 3
mickeymen updated subscribers of T163651: After update 2.08, the player can't switch Titan Compact/PCML fire modes!.

Dear friends! This issue also is related to the following issue!
Since the Top Fire Mode creates a bug, the auto-stand up of the player character

Mar 10 2022, 6:28 PM · Arma 3

Mar 9 2022

mickeymen renamed T163651: After update 2.08, the player can't switch Titan Compact/PCML fire modes! from After update 2.08, the player can't switch Titan Compact's fire modes! to After update 2.08, the player can't switch Titan Compact/PCML fire modes!.
Mar 9 2022, 11:11 AM · Arma 3

Mar 8 2022

mickeymen created T163651: After update 2.08, the player can't switch Titan Compact/PCML fire modes!.
Mar 8 2022, 11:47 PM · Arma 3
mickeymen added a comment to T160471: Changing Weapons fire mode to default in Vehicles.

Alleluia! Today is a historic day in Arma3!
player got a patch 2.08, and now player can see that the weapon remembers its current fire mode, I've been waiting for this fix > 8 years!

Mar 8 2022, 7:53 PM · Arma 3

Feb 19 2022

mickeymen created T163407: Projectile hit sound from SPG-9 (Offroad AT) is ridiculous, please fix!.
Feb 19 2022, 2:29 PM · Arma 3

Feb 7 2022

mickeymen added a comment to T163134: NATO Speedboat Minigun have wrong rear gunner perspective.

Thanks you too! I hope this will be fixed and in the first person view it will be comfortable to shoot from the rear gunner position

Feb 7 2022, 6:47 PM · Arma 3
mickeymen added a comment to T163146: Units of the CTRG faction do not have icons, class fighters.

Thank you too, let's polish our favorite game together!

Feb 7 2022, 6:43 PM · Arma 3

Feb 6 2022

mickeymen updated the task description for T163146: Units of the CTRG faction do not have icons, class fighters.
Feb 6 2022, 4:31 PM · Arma 3
mickeymen created T163146: Units of the CTRG faction do not have icons, class fighters.
Feb 6 2022, 4:26 PM · Arma 3
mickeymen updated the task description for T163134: NATO Speedboat Minigun have wrong rear gunner perspective.
Feb 6 2022, 12:07 AM · Arma 3

Feb 5 2022

mickeymen renamed T163134: NATO Speedboat Minigun have wrong rear gunner perspective from NATO Speedboat Minigun have vrong rear gunner perspective to NATO Speedboat Minigun have wrong rear gunner perspective.
Feb 5 2022, 11:23 PM · Arma 3
mickeymen created T163134: NATO Speedboat Minigun have wrong rear gunner perspective.
Feb 5 2022, 11:22 PM · Arma 3

Feb 2 2022

mickeymen added a comment to T160471: Changing Weapons fire mode to default in Vehicles.

@BIS_fnc_KK when patch adding this feature?
I'm already tired of waiting

Feb 2 2022, 11:06 AM · Arma 3

Dec 28 2021

mickeymen added a comment to T160471: Changing Weapons fire mode to default in Vehicles.

Thank you @BIS_fnc_KK! I ask about this because I dreamed of such a function for 8 years.

Dec 28 2021, 10:13 PM · Arma 3
mickeymen added a comment to T160471: Changing Weapons fire mode to default in Vehicles.

Ok, now firemode also persists on weapon swap (Revision: 148605) please test thoroughly

Dec 28 2021, 5:18 PM · Arma 3

Dec 6 2021

mickeymen added a comment to T159062: Too late appearance of the reloaded projectile on the RPG-7 tube..
Dec 6 2021, 12:04 PM · Arma 3

Nov 23 2021

mickeymen added a comment to T161333: Not all faction support loading cargo (Vanilla game).

However, please consider the cargo loading for Zamak (cargo), it has a default cargo in its carcase, for this reason, all loadable boxes with ammunition will be loaded inside this 3D model (covered boxes) that already exist in this truck.

Nov 23 2021, 1:08 AM · Arma 3

Nov 21 2021

mickeymen created T162023: The Stance Indicator does not have a sitting position icon.
Nov 21 2021, 11:51 PM · Arma 3

Nov 20 2021

mickeymen added a comment to T161333: Not all faction support loading cargo (Vanilla game).

Today I bought and downloaded the Sahara DLC and this add-on solved the problem I was talking about. They all got cargo and platform trucks!!!
Now CSAT and Independents have the same ability to load cargo into their trucks! Aliluyah!

Nov 20 2021, 12:32 AM · Arma 3

Nov 18 2021

mickeymen added a comment to T160471: Changing Weapons fire mode to default in Vehicles.

thank you, I'm glad, it remains to wait a little

Nov 18 2021, 4:36 PM · Arma 3
mickeymen added a comment to T160471: Changing Weapons fire mode to default in Vehicles.

It has been fixed in dev

Nov 18 2021, 11:58 AM · Arma 3
mickeymen added a comment to T161658: OPTIONS/GAME/LAYOUT - element sizes do not correspond to the current version of the game.

@Tenshi Thank you!

Nov 18 2021, 11:52 AM · Arma 3

Nov 15 2021

mickeymen added a comment to T161769: The animations of characters for all actions on the ground level do not look appropriate..

Won't do.

Nov 15 2021, 9:43 PM · Arma 3

Nov 5 2021

mickeymen added a comment to T161673: Trip-wire mine not works stable.

So no we don't have plans to update the Pathfinding.

Nov 5 2021, 1:00 PM · Arma 3
mickeymen updated the task description for T161769: The animations of characters for all actions on the ground level do not look appropriate..
Nov 5 2021, 12:09 PM · Arma 3
mickeymen created T161769: The animations of characters for all actions on the ground level do not look appropriate..
Nov 5 2021, 12:07 PM · Arma 3