DarkDruid 96 Posted October 4, 2013 I just tried a mission with two UAV controllers (one would take over a darter, the other should control a greyhawk). However, only one of them can actually attach to any UAV, the other one can not. Am I doing something wrong ? Is that intentional (if yes: Doh) ? Hi, I just tried this and it worked fine for me. Could you please report it via Feedback Tracker with repro steps. Thank you :) Share this post Link to post Share on other sites
GranolaBar 10 Posted October 4, 2013 (edited) Update of two problems with lightings in the appropriate topic. Cordially G.B PS : DEV's, improvements of shadow of soldiers and humans was planned ? Edited October 4, 2013 by GranolaBar Share this post Link to post Share on other sites
V-zwo_Null 10 Posted October 4, 2013 (edited) 02-10-2013EXE rev. 110653 Size: ~211 MB ... Tweaked: Brakes of tracked vehicles Added: New type muzzle flash for tanks (applied on T-100) ... So, tweaked the brakes? The tank will slide about 40 meters with stopped tracks. Try this with a AI-Driver. The new muzzle comes a bit late. If the gun is fired, the muzzle appears a bit late. Edited October 4, 2013 by V-zwo_Null Share this post Link to post Share on other sites
Varanon 892 Posted October 4, 2013 Hi, I just tried this and it worked fine for me. Could you please report it via Feedback Tracker with repro steps. Thank you :) Will do, I was just looking for confirmation that it was indeed a bug and not a feature. I had a similar case yesterday: We played COOP, I was the UAV operator 8the only one). There were multiple UAVs on the map, so I took control of one, it was immediately destroyed, and subsequently, I could no longer take control of any UAV, neither those that were already on the map, nor the darter that I had in my backpack. I'll try to come up with repros for both problems. Share this post Link to post Share on other sites
RushHour 11 Posted October 4, 2013 It's intended. Intended for what reason? Share this post Link to post Share on other sites
maturin 12 Posted October 4, 2013 So, tweaked the brakes?The new muzzle comes a bit late. If the gun is fired, the muzzle appears a bit late. I agree. First sound, then light. Share this post Link to post Share on other sites
gliptal 25 Posted October 4, 2013 Intended for what reason?Having the last bullets in a magazine as tracers is a way to let the shooter know the mag is nearly empty.Yay! Share this post Link to post Share on other sites
tortuosit 486 Posted October 4, 2013 (edited) I think the current limit of 30 minutes is too long though. It takes a minimum of 30 minutes to go from setOvercast 0 to 1, and it takes 30 minutes to go from 0.5 to 0.6. 30 Minutes? Makes the command useless. That means <n> in "n setOvercast x" is obsolete now. I am scripting for SP/client only and 30 minutes seems unnecessarily long. Well at least it explains why setOvercast did nothing when I e.g. tested with "5 setOvercast 1". Last but not least we NEED "0 setOvercast x" for script initialisation... I have made a lot of tweaks to a weather script but the most important part (clouds) does not work... And yes, I implemented some (but often more unlikely) radical weather changes. Also, I have weather cycle length min/max, which will be also obsolete if n in [n setOvercast x] is obsolete... Edited October 4, 2013 by tortuosit Share this post Link to post Share on other sites
Victim9l3 11 Posted October 4, 2013 (edited) I've been having issues with high command. It hasn't worked for me but the reason is weird. Left ctrl + space is the only keybinding for it, yet it doesn't work. but when I added a second keybinding it did work. For some reason the regular keybinding doesn't work at all for me. There is no other action using that left ctrl + space so I don't get it, but at least it works now with other keys. I probably have an addon that is interfering. Edited October 4, 2013 by Victim9l3 Share this post Link to post Share on other sites
mr_centipede 31 Posted October 4, 2013 From today's change log •FIX: Fatigue now affects animation speed properly That looks particularly interesting.... downloading Share this post Link to post Share on other sites
royaltyinexile 175 Posted October 4, 2013 Fatigue now affects animation speed properly That looks particularly interesting.... downloading As the initial implementation wasn't ideal, the current state is a WIP, with the goal of improving the link between fatigue state and animation speed. It's probably a bit OTT right now. Best, RiE Share this post Link to post Share on other sites
Smurf 12 Posted October 4, 2013 Can see a difference between fatigued and fresh, good. Normal speed = 15, fatigued = 12. And what about the lowering weapon thing? It is to prevent the "stop while on the move"? Share this post Link to post Share on other sites
Varanon 892 Posted October 4, 2013 ADDED: New lowering of weapons (work in progress) What is this in particular ? Just a new animation ? I can't see a lot of difference between this and the old one. Share this post Link to post Share on other sites
-Coulum- 35 Posted October 4, 2013 Can see a difference between fatigued and fresh, good. Normal speed = 15, fatigued = 12. Nice to hear, a good addition. ADDED: New lowering of weapons (work in progress) Can't figure out what has changed here though? Share this post Link to post Share on other sites
tortuosit 486 Posted October 4, 2013 As for setOvercast: I found out "simulWeatherSync" does create all the cloud coverage immediately. a) still not sure if smooth transitions are available at all and b) -> simulWeatherSync is cpu heavy and gives me a 0.5s lag on my client. Share this post Link to post Share on other sites
St. Jimmy 272 Posted October 4, 2013 Small thing but my gaming time has been reseted. Steam says I've played only 20mins. Anyone else have this or am I the only one? I'm not that familiar with Steam that can they suddenly reset at some point. Share this post Link to post Share on other sites
dale0404 5 Posted October 4, 2013 Small thing but my gaming time has been reseted. Steam says I've played only 20mins. Anyone else have this or am I the only one? I'm not that familiar with Steam that can they suddenly reset at some point. Mine says that I have played far more Arma3 than is possible... :p. In other words, my timer has not been reset. Share this post Link to post Share on other sites
Dwarden 1125 Posted October 4, 2013 you need realize such sync causes rendering recalc (lighting etc) ... ofc i aim to get done some universal weather MP sync (everything properly synced) from server (as server is always right) same goes about time ... Share this post Link to post Share on other sites
frederf 0 Posted October 4, 2013 ADDED: New lowering of weapons (work in progress) Can someone explain? Share this post Link to post Share on other sites
themaster303 22 Posted October 4, 2013 Can someone explain? weapon is no more clipping into the model, as i saw from testing. but if you lower weapon while walking, you keep walking a few steps without pressing w for walk. Share this post Link to post Share on other sites
St. Jimmy 272 Posted October 4, 2013 Mine says that I have played far more Arma3 than is possible... :p. In other words, my timer has not been reset. OK then never mind it must be Steam issue then. Share this post Link to post Share on other sites
windies 11 Posted October 4, 2013 OK then never mind it must be Steam issue then. Mine says 30 minutes now, used to say 100 hours. Share this post Link to post Share on other sites
twisted 128 Posted October 4, 2013 Can see a difference between fatigued and fresh, good. Normal speed = 15, fatigued = 12.And what about the lowering weapon thing? It is to prevent the "stop while on the move"? honestly having tried that its still not much difference and at no point does one actually be forced to stop running. its 4th gear vs 5th gear now. as step in the right direction for sure tho. :) ta bis. Share this post Link to post Share on other sites
metalcraze 290 Posted October 4, 2013 Actually if you will lower your weapon when fatigued you will move at combat pace speed while with a raised weapon fatigued jog will be faster. For some reason. 20% slower movement speed when max fatigue isn't enough. Share this post Link to post Share on other sites
kylania 568 Posted October 4, 2013 Mine says 30 minutes now, used to say 100 hours. Aww and I just hit 1000 hours last night. Share this post Link to post Share on other sites