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Have you submitted this to the feedback tracker? That's the best way to get it fixed.

I don't know if it has allready been posted, that's why I ask here. I will wait for other answers befor reporting.

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Yea, but look at the tail lights. Kinda stretch into the CoM of the vehicle.

I know that effect, I had it on one of my car ports for CUP's Arma 2 vehilces. It happens when some parts of the mesh are hidden, but the visible parts share vertices with the missing parts

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With dialogs noticed that if structured text area is "accidentally" overlapping buttons those cant be pushed nomore.

The supply crate is now better - no more massive offset down. But still if attached to truck, other crates are placed on same level while supply crate goes 0,5-1m down.

KbTell cant be still used for civilians. Only lips move, no sound come out. Having much custom voices for civs, but those dont work now. :(

Edit: Now than I remember, the BagFence-walls (e.g. Land_BagFence_Long_F) give much trouble when spawned/setpos'ed. Those often hower ~0.3m off ground, even if placed to 0 height. Same time no problems with other walls, except some have big [x,z] offsets. But those can be corrected, while the z offset correction dosent seem to work with BagFence.

I wish ArmA3 would have those other sandbag-walls from ArmA2. The similar small ones but with woodsticks in each corner was my favorite wall type in previous armas, never giving offset trouble. Also the trenches were much fun (these

). Could of course include those with AiA-mod, but would be nice to have those in without modding too. Edited by SaOk

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Actually heavy panting and groaning sounds from heavy exertion are common, ever lifted a heavy couch with a few friends? Oh yeah it definitely sounds like a porn movie going on with all the grunting.

Used to wrestle. If you guys think arma's fatigue sounds like porn, put your ear to the door of a wrestling practice. It's like you guys have never exerted yourselves physically before :P

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Used to wrestle. If you guys think arma's fatigue sounds like porn, put your ear to the door of a wrestling practice. It's like you guys have never exerted yourselves physically before :P

Oh that is even worse when you add all the grappling and sweating. Nothing more manly than getting half naked and wrapped your sweaty arms and legs around another guys head in an attempt to pin him into submission amirite.

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Added: New commands for setting and getting models for ControlObject

:yay:

Great thanks.

Good to know you guys are still improving dialogs/controls

maybe we can get a lnbSort command now (just like the existing lbSort but supporting multiple columns)?

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Nice to hear that tkoh flying model will be soon ,but wheres the weapon inertia?
Confirmed but no ETA.

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It's like you guys have never exerted yourselves physically before :P

My thoughts exactly.

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Here is the vid of howering BagFence issue that dosent happen with other wall types:

Using basically this of loop to move it:

while {certain condition} do {
_p = screenToWorld [0.5,0.5]; 
_ps = [(_p select 0),(_p select 1),0];
_veh setpos _ps;
_veh setvectorup (surfaceNormal (getposATL _veh));
sleep 0.02;
};

Adding _veh setvectorup (surfaceNormal _ps); before setpos make the wall appear much throught the ground istead.

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Oh that is even worse when you add all the grappling and sweating. Nothing more manly than getting half naked and wrapped your sweaty arms and legs around another guys head in an attempt to pin him into submission amirite.

Oh, tell me about it. (Yes uarerite lol)

Nice to hear that tkoh flying model will be soon ,but wheres the weapon inertia?

perhaps this will shed some light: http://dev.arma3.com/post/sitrep-00066

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The Rotor-Lib ETA is beginning of next month sometime. I'm guessing first or second week in. They're going to need a lot of feedback for it, so it makes sense to release it this soon.

---------- Post added at 15:36 ---------- Previous post was at 15:31 ----------

Bending airplane wings and Helicopter Rotors CONFIRMED!!!1

Compiled by pettka while Master Lord Joris gets inspiration for a new flexible-wing plane.
Edited by DarkSideSixOfficial

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Has something changed with how objects are handled over the network?

I'm making a mod that sends info over the network when an object is shot (with EH's in the config), but in the past couple of days, there's a lot of this in the DS init:

Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
ebs
"EBS INIT FIRED: 24262b00# 166191: ebs.p3d"
Ref to nonnetwork object 24262b00# 166191: ebs.p3d

The objects are created on the server using createVehicle array.

I know they exist on both server and client as they show up with an AllMissionObjects "All" search on each machine. They don't reference over the network though.

I've cleared out the addons[] = {}; and addonsAuto[] = {}; arrays in the mission and rebuilt them. (Even tried a fresh test mission). The mod is definitely loaded on both server and client, but it won't communicate over the network now.

I tried changing the inheritance of the object from static to thingX as I thought it might be the reason why it doesn't transmit over the network.

Nothing has changed in the mod in the past two days, but now I get these errors and everything is broken.

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About the breathing sounds.

Yesterday I climbed a 300m high mountain to get to the old pirate castle Stari Grad above Omis (there is no real way up, you have to climb a lot).

I think that I started to sound like the most stereotype porn movie ever after going only 100m.

Edited by Tonci87

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Similar/same error:

error_666.PNG

In dev branch - trying to open arma3diag.exe.

I have downloaded the Karts and own DLC bundle

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The Rotor-Lib ETA is beginning of next month sometime. I'm guessing first or second week in. They're going to need a lot of feedback for it, so it makes sense to release it this soon.

---------- Post added at 15:36 ---------- Previous post was at 15:31 ----------

Bending airplane wings and Helicopter Rotors CONFIRMED!!!1

Having such birds fly with Rotor-Lib in August, pilots of helicopters start going to flight school.:don 13: :popcornsmilie: :cheers: :yay:

Edited by Metralla

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Don't know where to put it, and it's related to dev branch, so here goes:

The arma3diag.exe is only available in the dev branch, but that IMHO doesn't make sense. The main audience for the diag binary is mod developers. This is independent of whether it's dev branch or not; some developers might not want to subscribe to the dev branch just to get the benefit of the diag exe.

So please, a version for stable branch would be highly appreciated.

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Having such birds fly with Rotor-Lib in August, pilots of helicopters start going to flight school.:don 13: :popcornsmilie: :cheers: :yay:

Can't wait for the beep-beep-beep of the over horitzontal speed, or to have to keep the joystick like a madman with one hand and the vertical speed with the other, while my foot dance on the pedals to keep the direction.

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In the latest dev branch version, there's something severely wrong with the z-indexing (or however you wish to call it - the layers) of controls.

EDIT: For example, My background control (a black coloured, translucent structuredtext) is now being set to be above all my other controls in seemingly random situations, which completely breaks the dialog. If I switch back to stable branch, the issue goes away.

Edited by GossamerSolid

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