VanZant 48 Posted May 29, 2014 Is normal that a great percentage of shots to the ground don't make even a small dust cloud? I realized a few weeks ago, but cannot remember if this was so before. Share this post Link to post Share on other sites
bad benson 1733 Posted May 29, 2014 In the last days the deaths in MP from exploding vehicles got kind of ridiculous, after just hitting a small fence or stone. Did anything change more or less recently regarding vehicle damage or was it just bad luck? i wish cars wouldn't explode on their own at all. if they get hit by explosive stuff there will be an explosion anyways. Share this post Link to post Share on other sites
SilentSpike 84 Posted May 29, 2014 (edited) -Moved to scripting discussion- Edited May 29, 2014 by SilentSpike Share this post Link to post Share on other sites
fennecus 10 Posted May 29, 2014 Still got the problem with 1.20 Share this post Link to post Share on other sites
Fushko 59 Posted May 29, 2014 http://www.hostingpics.net/viewer.php?id=7179332014052900001.jpghttp://www.hostingpics.net/viewer.php?id=7179332014052900001.jpg Am I the only one with that problem? (Stable branch) With the sight not centered... Difficult to play like that :S I really hate that, 2D scopes from TMR mod are a much better alternative to this. Share this post Link to post Share on other sites
ericfr 0 Posted May 29, 2014 EXE rev. 124754 I have an annoying white spot on the right side, only during missions. http://getwebb.org/v/gNdFIlgd Share this post Link to post Share on other sites
spanishsurfer 58 Posted May 30, 2014 Played a few hours on BECTI with 20-25 people. Didn't see a single floating vehicle and no jerking of player manned vehicles...I could have just been lucky but a 2-3 hour session with all of that nonsense gone was a welcome sight! Share this post Link to post Share on other sites
da-ben 10 Posted May 30, 2014 100 Players over 6 hour period no floating vehicle or desync at all, absolute brilliant. For my understanding they revert the netcode to like 1.16 and you can turn on the bad netcode with "guaranteedUpdates = false" as startparameter. Share this post Link to post Share on other sites
k0rd 3 Posted May 30, 2014 Issue with betadev... just tried this morning...haven't yet test with new stable version of this afternoon Still got the problem with 1.20 hey guys - sounds like you both still are experiencing part of this bug. Could you (and anyone else still experiencing the problem) update the thread with what missions/mods you are seeing the error with, and any steps that can be taken to reproduce it? It seems like most of the error is fixed but there may still be some edge-cases left to clean up. Share this post Link to post Share on other sites
SaOk 112 Posted May 30, 2014 (edited) After some very recent updates, the HandleDamage-eventhandler dosent seem to work always. I have this code launched when player receives damage, but now he can die sometimes (died in explosion, caused by "R_80mm_HE" or "R_60mm_HE") http://pastebin.com/s0RWaQfk Using the official build. That script had worked everytime without troubles before (was made like half year ago). No errors. Edit: I will try to reproduce it in sample mission. Edit2: Eventhandler working now so far everytime (wasnt at least the explosion), quite strange issue. Edit3: Made much changes and also added Explosion-eventhandler. Not sure what was bugging, but so far good. Reporting again if finding something. Edit4: Sorry, this was my own bug. Had new function and it affected player too. Edited May 31, 2014 by SaOk Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted May 30, 2014 Yeah, i just died in your mission and i didnt respawn (of course i have respawn activated) Share this post Link to post Share on other sites
Dwarden 1125 Posted May 30, 2014 no revert, just bugs fixed Share this post Link to post Share on other sites
SaOk 112 Posted June 1, 2014 (edited) Getting always an error when connecting spawned artillery vehicle to "support provider: artillery"-module (placed in editor) that is connected to "support requester"-module (placed in editor and that is connected to player), even the support calls work normally from 0-8 without issues after using this method. Error in expression <"Ping_New_Available", BIS_SUPP_channels select ([WEST, EAST, RESISTANCE] find si> Error position: <select ([WEST, EAST, RESISTANCE] find si> Error Zero divisor File A3\modules_f\supports\procedures\refreshMainWindow.sqf, line 45 Using this code to connect the spawned vehicle to the module (mudo1): (vehicle (leader _group)) synchronizeObjectsRemove [mudo1]; mudo1 synchronizeObjectsRemove [(vehicle (leader _group))]; There dosent seem to be a way to prevent that error from mission side? EDIT: Nevermind, opened the module scripts and found out there is HQ unit made. It ended being deleted because my loops. Prevented that and working nice now. ;) Edited June 1, 2014 by SaOk Share this post Link to post Share on other sites
x3kj 1247 Posted June 1, 2014 (edited) and i worried how terrible i was at shooting for a moment... http://feedback.arma3.com/view.php?id=19044 Edited June 1, 2014 by Fennek Share this post Link to post Share on other sites
mordeaniischaos 3 Posted June 2, 2014 Heh heh heh heh... Welcome to ArmA buddy. Waypoints just aren't meant to be super precise. Unfortunately, our tools for controlling AI pathfinding is extremely limited because the AI will always perform it's own pathfinding to some extent. Usually more than you want it to. The only real solution is to use the record feature, which isn't perfect but it is fairly easy to use. I would only use it when you absolutely need precise maneuvering though. It's not a great solution because it doesn't use physics, wheels don't turn, etc. But it'll get the vehicle where you need it. You would just drive the path you want it to take and then the vehicle can replay those exact movements. I would not expect that stuff to improve, honestly. That just isn't how things work. Maybe someday it'll work better but as it is, it's pretty limited. But the record feature is pretty useful, I'd encourage you to at least try it. It's even more fun to record data from a chopper flight and then just apply that movement to a big troop transport truck. It's awesome. Share this post Link to post Share on other sites
f2k sel 164 Posted June 2, 2014 I'm not a big fan of the record method. It would have been better to record the keyboard/joy stick input commands and actions and play them back to a vehicle. Also if you could do that for soldiers you wouldn't need to use all those clumsy switchmove/playmove commands. Share this post Link to post Share on other sites
Sari 18 Posted June 2, 2014 Increased supply radii of fuel/ammo/medical support trucks and substantially increased ammunition load of ammo trucks to fix the unpleasant issues where several vehicles were not able to reload a reasonable amount of ammunition for their weapons aaaaaaaalelujah! Share this post Link to post Share on other sites
Variable 322 Posted June 2, 2014 Rahim rifle is no longer able to attach Rail attachments Why is that? Isn't it a marksman rifle? Share this post Link to post Share on other sites
roberthammer 582 Posted June 2, 2014 (edited) Why is that? Isn't it a marksman rifle? I think they mean the side attachments because they were clipping through rail covers .... why they dont remove the covers when you attach a side attachment in the first place? probably they dont wanna rework their holding anim Edited June 2, 2014 by RobertHammer Share this post Link to post Share on other sites
das attorney 858 Posted June 2, 2014 •124767: Added: Fuel explosion power value for all vehicles•124780: Added: Script commands for basic 3D vector operations (vectorAdd, vectorDiff, crossProduct, dotProduct, vectorCos, vectorMagnitude, vectorMagnitudeSqr, vectorMultiply) •124787: Added: Script commands for vector distance and square distance (vectorDistance, vectorDistanceSqr) Good Anakin, good. Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted June 2, 2014 Loving the new inclusion of ATL in the aircraft HUD. Any chance we could see the full Angle of Attack range for both the Wipeout (has nothing at all in Dev) and the Neophron (only goes to +\- 15 degrees). The Buzzard has the full range. Also, IND Diver (Explosive Specialist) has no ammo for either primary or secondary weapon. Share this post Link to post Share on other sites
Colossus 2 Posted June 2, 2014 Added: "Vote Kick" and "Vote Admin" buttons are now visible in the Players list on Dedicated Servers Haven't checked out how this looks, but this is a long awaited feature. :D Share this post Link to post Share on other sites
ericfr 0 Posted June 2, 2014 EXE rev. 124754I have an annoying white spot on the right side, only during missions. http://getwebb.org/v/gNdFIlgd Fixed rev. 124799 Thank. Share this post Link to post Share on other sites
old_painless 182 Posted June 2, 2014 I'm downloading 1Gb right now, the changelog says around 500 megs? Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted June 3, 2014 I started to notice when I type I start walking and opening my compass and watch... This needs a fix. Almost got my head blown off because I almost typed myself out of a bush. O.O Share this post Link to post Share on other sites