rebelvg 281 Posted September 30, 2013 That's an obsolete command. Use hideobject instead. Same result. Share this post Link to post Share on other sites
Ridgeback 10 Posted September 30, 2013 I am recogniozing lots of crashes since the latest update 1.03.110511. Does anyone else as well? I was crashing all the time on the standard build, changed to Dev build and didn't have any issues until today. Updated this afternoon and been crashing ever since on multiplayer, haven't tried single player yet. Share this post Link to post Share on other sites
nodunit 397 Posted September 30, 2013 You do, I always tested the pitch was working before even firing up the heli. By in motion I meant the velka vrtule state, though it could just be difficult to see the paper thin rotors. Any chance a dev could explain what occlusion query for PIP means? Share this post Link to post Share on other sites
dale0404 5 Posted September 30, 2013 Old news, they are talking about the merhe of ToH and Arma 2 CO That's exactly what I was getting at :) Share this post Link to post Share on other sites
danil-ch 165 Posted September 30, 2013 No sound for falling bodies. http://feedback.arma3.com/view.php?id=15114 Despite changelog says Added sounds of bodies falling Bring back improved Mouse Control for driving from A2:OA 1.62. http://feedback.arma3.com/view.php?id=15116 Share this post Link to post Share on other sites
bvrettski 10 Posted September 30, 2013 Found this in the feedback / issue tracker...as it relates to the crashing/ physX issue: dazhbog (developer) 2013-09-30 16:39 Hey guys, we got your crash reports and we were able to reproduce the issue in our environment. It's obviously the biggest priority for us at the moment and we will deliver a fix ASAP. Thanks for your patience :). I'm curious. What does BI do to test patches before they are released? LAN, Internet, Desktop/SP ? Could you develop some kind of rollback option that could help mitigate a situation like this next time it happens? Share this post Link to post Share on other sites
royaltyinexile 175 Posted September 30, 2013 Curious what has been improved exactly? Anyone had a test run and noticed anything? Relates to Radio Protocol; specifically, being able to hear other squads (friendly, enemy) communicating. If you're in one squad, and another is squad is nearby, you should be able to hear them chattering in 3D space. Added recently in SP, hopefully fixed for MP. Makes fighting at close ranges a bit more engaging. Best, RiE Share this post Link to post Share on other sites
Magebuss 10 Posted September 30, 2013 (edited) Can you plz inform us if you are close to hotfix the updates physx's problem. Thank you very much xxx Edit: Mayb a little indication about how long to wait. Edited September 30, 2013 by Magebuss Share this post Link to post Share on other sites
Gekkibi 11 Posted September 30, 2013 Added recently in SP, hopefully fixed for MP. Makes fighting at close ranges a bit more engaging. Sure does. Now, if we only could keep this and disable automatic "contact, rifleman with red dot sight and a half full magazine, 450 meters behind these walls, buildings and other non-transparent objects" spotting for human players at the same time... Until then, I can't even concider not using enableSentences false;... Share this post Link to post Share on other sites
2nd ranger 282 Posted September 30, 2013 Speaking of radio protocols, I often think it would be a good idea to get rid of the spamming contact reports by grouping individual reports together. For example, if your AI squadmates see an enemy group, each one of them calls out all of the individual members of that group. Not only is this pretty unnatural, but if the enemy group is quite large then it leads to alot of unnecessary noise over the radio. My suggestion is that the AI simply reports contact with the group itself, in the same way that they sometimes say "Enemy machinegunner AND AT soldier", except they would say "Enemy fireteam" or "Enemy squad", depending on the number of enemy in the group. Share this post Link to post Share on other sites
vegeta897 13 Posted September 30, 2013 Speaking of radio protocols, I often think it would be a good idea to get rid of the spamming contact reports by grouping individual reports together. For example, if your AI squadmates see an enemy group, each one of them calls out all of the individual members of that group. Not only is this pretty unnatural, but if the enemy group is quite large then it leads to alot of unnecessary noise over the radio. My suggestion is that the AI simply reports contact with the group itself, in the same way that they sometimes say "Enemy machinegunner AND AT soldier", except they would say "Enemy fireteam" or "Enemy squad", depending on the number of enemy in the group. I thought this was implemented in Arma 2. Another radio thing I swear was in Arma 2 but missing in 3 is calling distance on targets right in front of you. The lowest they say is always 75m, they never say 'just in front', which I swear they did in A2. Share this post Link to post Share on other sites
Tyl3r99 41 Posted September 30, 2013 gun sound on blackfoot is broken :/ Share this post Link to post Share on other sites
maturin 12 Posted September 30, 2013 My suggestion is that the AI simply reports contact with the group itself, in the same way that they sometimes say "Enemy machinegunner AND AT soldier", except they would say "Enemy fireteam" or "Enemy squad", depending on the number of enemy in the group. They do say 'enemy men,' or at least did in A2. But in practice, they almost never spot things simultaneously. Share this post Link to post Share on other sites
NeuroFunker 11 Posted October 1, 2013 Relates to Radio Protocol; specifically, being able to hear other squads (friendly, enemy) communicating. If you're in one squad, and another is squad is nearby, you should be able to hear them chattering in 3D space. Added recently in SP, hopefully fixed for MP. Makes fighting at close ranges a bit more engaging. Best, RiE so, now not only the host, but also clients able to hear them chatting? Finally! Share this post Link to post Share on other sites
jgaz-uk 132 Posted October 1, 2013 Dont know if this has been reported before? Since last update getting weird graphics on the Buzzard aircraft when stood near it. Share this post Link to post Share on other sites
funkotron 4 Posted October 1, 2013 Dont know if this has been reported before?Since last update getting weird graphics on the Buzzard aircraft when stood near it. It´s already in: http://feedback.arma3.com/view.php?id=15014&nbn=1 Share this post Link to post Share on other sites
KeyCat 131 Posted October 1, 2013 (edited) Sure does. Now, if we only could keep this and disable automatic "contact, rifleman with red dot sight and a half full magazine, 450 meters behind these walls, buildings and other non-transparent objects" spotting for human players at the same time... Until then, I can't even concider not using enableSentences false;... Just disable "Auto Spot" in difficulties and you will not hear it and while at it also unbind the "Reveal" function of the right mouse button. Saved my sanity since OFP ;) /KC Edited October 1, 2013 by KeyCat Share this post Link to post Share on other sites
Gekkibi 11 Posted October 1, 2013 Just disable "Auto Spot" in difficulties and you will not hear it and while at it also unbind the "Reveal" function of the right mouse button. Saved my sanity since OFP ;)/KC But that doesn't disable "low on ammo", "injured", "get back in formation" and so on. There should be a way to disable automatic radio messages from player characters without removing them from AI at the same time. I have faith in humanity, and I strongly believe a human player knows how to inform his squad leader about his situation manually... :P Share this post Link to post Share on other sites
DAP 619 Posted October 1, 2013 Again about FiA. When they will be unlocked in editor for each side (opfor and independent)? Because it already not funny. I must open mission in notepad, change class names by hands for two damned jeeps with M2. And I can't operate with them in editor after this. Wtf, BIS? Share this post Link to post Share on other sites
Gekkibi 11 Posted October 1, 2013 What makes this FIA blufor-only worse is that their uniforms are blufor as well. There's no way of having (afaik) playable indfor FIA without problems with the gear... Share this post Link to post Share on other sites
ProfTournesol 956 Posted October 1, 2013 Well, it will be grand time to have a drop down menu to change the side of the units, directly in the editor unit menu. Share this post Link to post Share on other sites
pettka 694 Posted October 1, 2013 What makes this FIA blufor-only worse is that their uniforms are blufor as well. There's no way of having (afaik) playable indfor FIA without problems with the gear... You are actually wrong, that was the fix with FIA uniforms all about :icon_twisted: Share this post Link to post Share on other sites
Gekkibi 11 Posted October 1, 2013 You are actually wrong, that was the fix with FIA uniforms all about :icon_twisted: Just tested this. Ya, seems to be fixed for indfor, not for opfor. Share this post Link to post Share on other sites
blu3sman 11 Posted October 1, 2013 Improved: Physics setup of Panther It has no collision geometry :Oo: Share this post Link to post Share on other sites
Electricleash 133 Posted October 1, 2013 It has no collision geometry :Oo: Confirmed, no collision Geometry, just passes straight through objects. Share this post Link to post Share on other sites