- User Since
- Apr 15 2014, 9:55 AM (300 w, 4 d)
May 10 2016
Any updates on this issue? Lately, I ran into the very same problem.
Well, if you move your head, the position of the soundsource is still the same. Like in the real world, you recognize the sound source's origin by the fact, that both of your ears are in different positions. When moving your head, the angle differs. This way, sources are triangulated. ARMA simulates this behaviour. And all of your videos show that it works fine. Well, not perfect at all, but there is no need to "hotfix" anything.
edit: The bug with the jet's engine is actually pretty weird though. ;)
Yes, couldn't reproduce the problem. Thank you. :)
Double-tap Ctrl. Not safe mode, but weapon lowered. Should fix your problem. Safe mode is a nice idea though.
Just a dumb question: How much space is left on your hard drive(s)?
If they're all good, you might upload the RPT and crash dump files.
heli disableAI "FSM";
Heads up: Verifying steam cache seemed to help. Alternatively, updating BE manually also seems to solve the issue.
Today I've seen a lot of people wiht this issue.
Funny, reproducable here.
You may want to try to play the chicken's animations manually - as a temporary workaround.
Why would one run this on client? o0
Well, interesting. I believe this is so much not intended. :D
This is a potential security issue...
It seems like you didn't map your working dir correctly. P Drive Batch uses the dos command "subst", therefore it needs the rights to map the dir AND the drive.
My game is also not installed on C:, it's on H: and Tools are on E:.
if you take a look at the settings.ini (https://community.bistudio.com/wiki/P_drive/settings), you will be able to point to correct paths since Arma's P Drive Batch isn't perfect (indeed).
If you use the settings.ini, registry values are not needed to configure the batch correctly.
Additionally: As P:\ is just a substitute of a working path, Arma 3 CoreFiles have to be unbin'ed and in root of P(your working path) - which is a direct mirror of the game structure - to use with buldozer and packing. This means, if you are using a texture that comes with the game, you are just referencing the path, P: is NOT the absolute path, it is simply a "placeholder" for the packed game structure.
Anyways, it might help to lower or temporarily disable UAC permissions or take ownership of your involved folders.
The RTM errors are not caused by this, they are somehow faulty or simply do not exist or any other bug is involved.
Can confirm this is fixed.
There's already an option to move and relocate your profiles.
dup of this: #18552
@Mods: I accidentally created a private duplicate of this report. Would be great, if someone could delete that one. :)
Upvoted, because Settings Presets (like in the controls menu) are very handy, especially if you plan to make presentation videos, cinematics, etc. 1-Click revert would be awesome!
Video added & additional information updated.
Updated Steps to reproduce should be a bit more clear now, hopefully. :)
Another video with the darter added.
Additional video attached with effect clearly visible.
Actually, this not limited to UAVs. I was able to reproduce this with a helicopter.
Just an additional note:
Seems like BIS was already aware of this problem and simply disabled the action menu entries. ;)
When entering UAVs on dedicated server, switching lights on (Darter, for example), light starts flickering like a stroboscope... May be an issue with AI again.
Just a quick heads-up: With a recent update (124294) the action menu entry (Lights on) for UGV is also gone. But "Lights Off" is still available when turning on lights via keyboard or command.
Did you try "Load/Use" in ObjectBuilder? (Rightclick on the TGA or Ctrl+Shift Click on Icon) Normally, OB then converts them automatically. Downside: You have to do this everytime you update the TGA's.
If you want snow, why not buy VBS 3 then?
@Grumpy Old Man: Still the same.
It may also be in the operators-implementation. ;)
edit: Upvoting because it makes sense to me, to have a very fast and native way of comparing arrays...
Arrays in SQF are always compared by value. They do not have a checksum or a tag, nor a reference pointer. Therefore, Arrays MUST be compared by value. SQF is not a low-level language.
edit 2: You may wite a simple function to calculate a checksum for your arrays and compare them.
This might be even faster as comparing by value (especially for very large arrays)
Variables are referenced, sure. BUT this doesn't imply that the underlying layer allows 1:1 referencing to the heap in memory. This is an engine-secret at low level. There may be other service layers lying in between SQF and ASM denying the usage of direct comparing. So actually no one (but BIS) knows, what's happening inside. It may be implementable or not. If it makes sense? I don't know. :)
Same goes for addons with param "isUav=1". Not always happening, but quite often.