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mrflay
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Mar 9 2013, 11:27 AM (332 w, 3 d)

Recent Activity

May 10 2016

mrflay added a comment to T79578: AI is not alerted when unit on same side is killed with silent weapon.

Related to:

0013494: AI knows about all units of the same side in the direction it is facing (within spotting distance)
http://feedback.arma3.com/view.php?id=13494

0013493: AI is alerted immediately when a unit it knowsabout is killed
http://feedback.arma3.com/view.php?id=13493

May 10 2016, 9:26 AM · Arma 3
mrflay edited Steps To Reproduce on T79578: AI is not alerted when unit on same side is killed with silent weapon.
May 10 2016, 9:26 AM · Arma 3
mrflay edited Steps To Reproduce on T74331: Allow aiming deadzone to be activated/deactivated using key binding.
May 10 2016, 7:09 AM · Arma 3
mrflay edited Steps To Reproduce on T74330: Not possible to replay after going out on patrol.
May 10 2016, 7:09 AM · Arma 3
mrflay added a comment to T74307: Strange output from handleDamage EVH.

The NULL-object issue has also been reported here: http://feedback.arma3.com/view.php?id=13648

May 10 2016, 7:09 AM · Arma 3
mrflay edited Steps To Reproduce on T73175: floating rocks near agia stemma, altis.
May 10 2016, 6:31 AM · Arma 3
mrflay added a comment to T73098: AI outside the building far away can "hear" I kill the one of the other group of theirs?.

Yes, I know suppressors are not silencers. But even if you do make an actual silencer (or a completely silent weapon, eg. knife, bow, magic, whatever), the enemy will still know when his buddies are killed. It's how arma work, currently.

May 10 2016, 6:29 AM · Arma 3
mrflay added a comment to T73098: AI outside the building far away can "hear" I kill the one of the other group of theirs?.

Enemies can only hear suppressed weapons at those distances when the shots actually hits a soldier. If the shots don't connect, the enemy will not hear anything.

May 10 2016, 6:29 AM · Arma 3
mrflay edited Steps To Reproduce on T72253: AA missiles fired from ZSU-39 Tigris always come out from the left pod.
May 10 2016, 6:08 AM · Arma 3
mrflay added a comment to T72250: Crew in FIA:s armed offroad are civilians.

Fixed as of 0.77.109860.

This ticket can be closed.

May 10 2016, 6:08 AM · Arma 3
mrflay edited Steps To Reproduce on T72250: Crew in FIA:s armed offroad are civilians.
May 10 2016, 6:08 AM · Arma 3
mrflay added a comment to T72202: character synchronized with create task do not activate triggers made after task succeed trigger.

I was not able reproduce this.

Is it possible you have grouped one of the modules instead of syncing it? If not, please add a repro mission.

May 10 2016, 6:06 AM · Arma 3
mrflay added a comment to T72153: Client crashes when dying with modded weapon in hands.

Make sure the weapon has a proper geo lod.

May 10 2016, 6:05 AM · Arma 3
mrflay edited Steps To Reproduce on T72007: HandleDamage event handler has <Null-Object> as source/shooter parameter.
May 10 2016, 6:01 AM · Arma 3
mrflay edited Steps To Reproduce on T71856: Disappearing rock on Makrynisi island (Altis).
May 10 2016, 5:57 AM · Arma 3
mrflay added a comment to T71853: AI knows about all units of the same side in the direction it is facing (within spotting distance).

This seems to have been fixed, cannot reproduce in 1.35.127767.

May 10 2016, 5:57 AM · Arma 3
mrflay added a comment to T71852: AI is alerted immediately when a unit it knowsabout is killed.

Yep, this no longer an issue (tested in 1.35.127767). Very nice! :)

May 10 2016, 5:57 AM · Arma 3
mrflay edited Steps To Reproduce on T71853: AI knows about all units of the same side in the direction it is facing (within spotting distance).
May 10 2016, 5:57 AM · Arma 3
mrflay added a comment to T71852: AI is alerted immediately when a unit it knowsabout is killed.

Possible side effect?

0021220: AI is not alerted when unit on same side is killed with silent weapon
http://feedback.arma3.com/view.php?id=21220

May 10 2016, 5:57 AM · Arma 3
mrflay added a comment to T71852: AI is alerted immediately when a unit it knowsabout is killed.

Added links to CIT in additional info. Thanks!

May 10 2016, 5:57 AM · Arma 3
mrflay added a comment to T71852: AI is alerted immediately when a unit it knowsabout is killed.

Mission repro added (rename to mission.sqm). Btw, it's on Stratis.

May 10 2016, 5:57 AM · Arma 3
mrflay edited Steps To Reproduce on T71852: AI is alerted immediately when a unit it knowsabout is killed.
May 10 2016, 5:57 AM · Arma 3
mrflay edited Steps To Reproduce on T69002: Dragging empty uniform to vest slot results in vest being duped.
May 10 2016, 4:16 AM · Arma 3
mrflay edited Steps To Reproduce on T68999: Character model breaks when dragging an empty vest to the backpack slot.
May 10 2016, 4:16 AM · Arma 3
mrflay added a comment to T68504: Grouped AI is aware of kills even when they shouldn't notice.

@JoeOBrien
http://youtu.be/d9XEHQBqikU

May 10 2016, 3:56 AM · Arma 3
mrflay added a comment to T68504: Grouped AI is aware of kills even when they shouldn't notice.

@Alwarren
"Why is this a bug that needs to be fixed? Because it makes stealth based missions pretty much moot. It is no longer a question of situation whether you can risk taking out a guy or not, you will have to ask yourself, is he grouped or not? Because if he is grouped, it doesn't matter where his buddies are, they will know."

It's actually even worse than this. The AI does not have to be grouped for this to be a problem. The AI only has to have seen one of their guys in order to become completely aware of it (i.e. know exactly when it dies by enemy fire).

So for example. If the enemy has setup a roadblock and one of their patrols walk by, you can't eliminate the guards in the roadblock without alerting the patrol. Even if the patrol is beyond visual/audio range.

May 10 2016, 3:56 AM · Arma 3
mrflay edited Steps To Reproduce on T67973: Magazine should be a proxy similar to muzzle, top, and side attachments.
May 10 2016, 3:37 AM · Arma 3
mrflay added a comment to T67927: Enable weapon mounted flashlight be turned on/off using the lightOn/lightOff action.

@Dr Death
I'm not talking about removing the keyboard binding for flashlight. What I'm suggesting is extending the already existing lightOn/lightOff action so it also can be used to turn on and off flashlight/ir pointer.

Currently, it only works for turning the headlights of vehicles on and off (there is no way to toggle the state of flashlight/ir pointer from a script).

May 10 2016, 3:36 AM · Arma 3
mrflay added a comment to T67927: Enable weapon mounted flashlight be turned on/off using the lightOn/lightOff action.

No, it won't show up as an action in the action list. This is only a script enhancement. Sorry, if that wasn't clear.

May 10 2016, 3:36 AM · Arma 3
mrflay edited Steps To Reproduce on T67927: Enable weapon mounted flashlight be turned on/off using the lightOn/lightOff action.
May 10 2016, 3:36 AM · Arma 3
mrflay added a comment to T67343: [AiA] If unit dies with a weapon in hand that lacks a geod LOD (ie A2/OA SVD), the game crashes instantly..

Had a similar issue with a custom weapon, turns out the geolod was missing a "component" in the named selections. After adding it, the game no longer crashes when being hit while carrying it. Hope this helps.

May 10 2016, 3:16 AM · Arma 3