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- User Since
- Apr 7 2013, 11:35 PM (610 w, 3 d)
May 10 2016
Its due to crappy server hardware
fixed in stable today
Confirm issue appears to be fixed in dev branch. I suspect it will roll onto Stable when Zeus comes out.
Its not resolved until its in stable branch though because dev branch updates don't always make it to stable (see fatigue and any myriad of other changes)
Agree it should be much easier to place lights in the editor. Here is teh solution:
Create a Game logic called lampspot_1 (and so on)and then insert this in the init
lamp = createVehicle ["Land_LampHalogen_F", getPos lampspot_1,[], 1, "CAN_COLLIDE"]; lamp setdir 120;
You can also use "Land_LampStreet_F" for street lights.
Like .kju I'm getting this two with the following class weapon
"SMG_02_ARCO_pointg_F"
Warning Message: No entry 'bin\config.bin/CfgWeapons.acc_pointer_GreenLaser'.
@lucasmnunesk - yeah sure but still make topo the default if nothing is changed. I think its obvious by the % of upvotes that this is the preferred map.
May 9 2016
In regards to having a minor animation I think that is unnecessary, as you toggle it with your thumb IRL. Further, selector switches often don't make a very audible sound.
I think this would be a great (yet minor) enhancement. BIS are one of the best in the world when it comes to attention to detail so I would not be surprised if this is addressed before launch. I mean if you got from safe mode to weapon-up the trigger finger even alternates between on and off-trigger. However, I purposefully came here to create the ticket before I found this one so... upvote.
For those saying that it is "highly unlikely" the FHQ M4 pack mod does it so it can't be that difficult. We don't have to see the thumb triggering the selector switch but just having the switch at the right setting would be nice as well as on Safe when the weapon is down and unit is in "Safe" mode.
Its due to crappy server hardware