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- Mar 11 2013, 2:45 PM (617 w, 21 h)
Jun 4 2017
Sep 14 2016
May 11 2016
May 10 2016
@DarkDruid it makes no difference whether animals are spawned via createUnit or createAgent, most of the animals behaviours are broken. Goats, Chickens and Snakes behave OK for 5 -10 seconds then freeze. Sheep move at full speed everywhere. Dogs just sit still, never walk any where.
As of build 130139 the goat and sheep are invisible.
You are correct that disabling head bobbing does remove the vibration effect. It's still a bug though, it should be possible to have head bobbing and smooth weapon raise/lowering animation. At certain points in the dev cycle the vibration effect has been significantly less, so it is definitely possible.
Yep, fixed. Sorry for the late reply
With build 115366 the File A3\functions_f\ambient\fn_animalBehaviour.sqf, line 308 error is gone, but I'm getting this one instead:
Error in expression <_road) && (_i < 5)} do {
_movePos = [(_expect select 0) - 10 + (random 20),(_e>
Error position: <_expect select 0) - 10 + (random 20),(_e> Error Undefined variable in expression: _expect
File A3\functions_f\ambient\fn_animalBehaviour.sqf, line 117
The effect can be observed by placing the garbage bags object in the editor. You need to be more than 20m or so away from the bags for the shadow glitch to be seen.
I think this new behaviour is now classified as a "feature" according to dev branch discussion on the BIS forum.
Agreed. Freelook should be much much faster - after all, you can turn your head faster than you can turn your body.
Confirmed, freelook is pretty much useless with this last dev release. This should have its severity changed, it's a fundamental part of the Arma experience which is now not working properly.
Latest dev build 769 is still throwing lots of undefined and undeclared variables from scripts that have the variables declared/defined. In some cases the scripts keep working, in other cases they don't. Even the built in animation viewer is throwing undefined variables.
Seems to be a config issue of some kind. I've set my player speaker to Type 02 in the profile editor.
Looking through the rpt I see:
Speaker Male02_F not found in CfgVoiceTypes
tyl3r99, are you sure that you can change to different voices in the profile editor? No matter what I select, it still remains stuck on the annoying default speaker. To make things worse, you now cannot disable the AI voices using the Radio slider in the audio options.
Despite the addition of several new speaker voices to the radio protocol in recent dev builds, not only is the player's voice unable to be changed, but all AI now have the same voice too. This really urgently needs to be fixed.
This issue still persists. Despite more voice options being added in the profile editor. Surely it can't have escaped the dev's attention that all these extra options simply don't work.
Has this change gone through yet? With the latest dev build (124070) dead ragdolls still have splayed fingers.
I'm with bez on this - the lighting itself is massively improved, the shadowing is what lets things down.
The trouble is that as the visual fidelity and realism of the game engine improves, the areas where the engine is unrealistic become more glaring. To me, the lack of dynamic shadows (even if it were just from weapon lights and headlights rather than every light source) is incredibly immersion breaking. Other open world sandbox games (eg S.T.A.L.K.E.R) had dynamic shadows 5+ years ago.
I'm aware that dynamic shadows can't simply be bolted on to the existing engine, and would incur a performance hit, but I truly hope they make an appearance in Arma4
Confirmed. The pistol is not raised but the viewpoint of the player is zoomed. Depending on whether the player is walking or running, the zoomed in view can actually be from somewhere inside the player model (ie you see the inside of the player texture).
Confirmed. If you hit "/" to look through optical sights, then right click when in combat pace defaults to you looking through the scope at the ground.
Agreed. Changes to the dynamic lighting in dev build 0.55.104588 have caused severe performance issues - particularly around Agia and the airport where there are a lot of lights.
The night sky remains blue at all times. Even when the landscape is pitch black, the sky remains dark blue instead of black. This change occurred a few dev builds ago as detailed here: http://forums.bistudio.com/showthread.php?153773-Lighting-tweaking
Duplicate
http://feedback.arma3.com/view.php?id=330 [^]
Not really. Your report apparently states that the walking animation and sound are out of sync, this report is saying that the animation itself is not working
I have noticed quite severe weapon shaking when stationary and changing stance with ctrl-s or ctrl-w
Also, scuba sounds can be heard even if the player doesn't have the gear on.
It would also be nice for a unit to crouch or bend knees after landing from a fall of more than 0.5m. This is another of those inertia simulations that Arma3 could do with.
Agreed, and it's very immersion breaking. Actually there are no sounds going into prone from any pace, including standing, and no sounds when rolling when prone. From a character perspective, these should be noisier than walking.
If you make a unit setunconscious true, he not only continues to stand there, but becomes unaffected by bullets and other damage.
The video actually shows prone, not crouch, but the effect is the same in either case. If the player's head tilts 45 degrees to the right then the horizon through a scope should tilt 4 degrees to the left.
May 9 2016
I had high hopes for nights/lighting when the alpha was first released, with the initial ligthing and effects looking like a vast improvement over A2.
Unfortunately the whole night and lighting experience has gotten worse and worse as the alpha dev builds have gone on. The sky remains dark blue even when the environment is pitch black, and the artificial lights are now absolutely useless. Script placed light source are also giving off almost no light.
This should be fixed as a matter of some urgency, as it stands the ambience of night missions is pretty much ruined.
Agree. This is very immersion breaking. Actually the footstep sounds are out of sync with many of the movement animations, and make them feel even faster than they already are (too fast). I am hoping that they are just placeholder sound loops for a given animation, which will be replaced later on with randomised sounds when each foot actually contacts the surface.