Brisse 78 Posted March 3, 2015 Ed:- I thing Zafir is still using 150Rnd 7.62x51mm for the time being In Zafir config: magazines[] = {"150Rnd_762x54_Box","150Rnd_762x54_Box_Tracer"}; Share this post Link to post Share on other sites
pettka 694 Posted March 3, 2015 Programmers are working on the Inventory issue, it didn't appear on out internal version, but I hope they'll be able to fix it for tomorrow :icon_evil: Share this post Link to post Share on other sites
da12thMonkey 1943 Posted March 3, 2015 In Zafir config: magazines[] = {"150Rnd_762x54_Box","150Rnd_762x54_Box_Tracer"}; Ah grand, for some reason I couldn't find 150Rnd_762x54 when I searched the config but I guess I was searching the wrong one (I did have an old allinone config open to cross-reference the changes) Share this post Link to post Share on other sites
petek 62 Posted March 3, 2015 Programmers are working on the Inventory issue, it didn't appear on out internal version, but I hope they'll be able to fix it for tomorrow :icon_evil: Thanks pettka Share this post Link to post Share on other sites
Robalo 465 Posted March 3, 2015 Would be great if the programmers would put the stance adjustment key back in. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted March 4, 2015 (edited) Was something adjusted with the isFlatEmpty function for 1.40? I am getting strange error when using BIS_fnc_findOverwatch ***** Error in expression <rom 0 to 49 do { _checkPos = _targetPos isFlatEmpty [3,0,0.5,5,0,FALSE,objNull];> Error position: <isFlatEmpty [3,0,0.5,5,0,FALSE,objNull];> Error Type Number,Not a Number, expected Number ***** Error position indicates there's could be something wrong with isFlatEmpty_array select 2 or select 3, being max gradient or gradient area. _isFlat = (position _preview) isflatempty [ (sizeof typeof _preview) / 2, //--- Minimal distance from another object 0, //--- If 0, just check position. If >0, select new one 0.7, //--- Max gradient (sizeof typeof _preview), //--- Gradient area 0, //--- 0 for restricted water, 2 for required water, false, //--- True if some water can be in 25m radius _preview //--- Ignored object ]; Going to bang away at it for a bit, there is a chance it's on my end, though I have never seen Error Type Number,Not a Number, expected Number before. *************** EDIT: Resolved. Something has indeed been changed, but with nearestObject, not isFlatEmpty. Prior to 1.40 I had been feeding a position array containing only [X,Y]. Example: _pos = [X,Y]; _refObj = nearestObject [_pos,'All']; And all was fine and dandy. Now in 1.40 _pos = [X,Y]; _refObj = nearestObject [_pos,'All']; diag_log (str _pos); // [15000,15000,[color="#FF0000"]NaN[/color]] _checkPos = [color="#FF0000"]_pos[/color] isFlatEmpty [3,0,0.5,5,0,FALSE,objNull]; // Error Type Number,Not a Number, expected Number The fix: _pos = [X,Y,[color="#008000"]Z[/color]]; _refObj = nearestObject [_pos,'All']; diag_log (str _pos); // [15000,15000,[color="#008000"]0[/color]] Carry on ... Edited March 4, 2015 by MDCCLXXVI Share this post Link to post Share on other sites
gabberxxl 9 Posted March 4, 2015 For those interested, this is what happens between two groups of AI each on their own headless client with each other's group enablesim false on each other's locality (also note that the player is enablesim false all but 4 times a minute on AI's locality): http://youtu.be/U1k-Omg5eUI Please take a look at this. This make headless client pretty useless as the AI on the HC cannot properly fight the AI on the server (different locality). "Enablesim false" on each other's locality is required to at least get a fps benefit from using a hc. Share this post Link to post Share on other sites
Tankbuster 1746 Posted March 4, 2015 Was something adjusted with the isFlatEmpty function for 1.40?I am getting strange error when using BIS_fnc_findOverwatch ***** Error in expression <rom 0 to 49 do { _checkPos = _targetPos isFlatEmpty [3,0,0.5,5,0,FALSE,objNull];> Error position: <isFlatEmpty [3,0,0.5,5,0,FALSE,objNull];> Error Type Number,Not a Number, expected Number ***** Error position indicates there's could be something wrong with isFlatEmpty_array select 2 or select 3, being max gradient or gradient area. _isFlat = (position _preview) isflatempty [ (sizeof typeof _preview) / 2, //--- Minimal distance from another object 0, //--- If 0, just check position. If >0, select new one 0.7, //--- Max gradient (sizeof typeof _preview), //--- Gradient area 0, //--- 0 for restricted water, 2 for required water, false, //--- True if some water can be in 25m radius _preview //--- Ignored object ]; EDIT: Resolved. Something has indeed been changed, but with nearestObject, not isFlatEmpty. The fix: _pos = [X,Y,[color="#008000"]Z[/color]]; _refObj = nearestObject [_pos,'All']; diag_log (str _pos); // [15000,15000,[color="#008000"]0[/color]] Carry on ... Well done mate. You're ahead of me. So... we need to feed nearestObject a 3d array, not a 2d one? Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted March 4, 2015 Well done mate. You're ahead of me. So... we need to feed nearestObject a 3d array, not a 2d one? Pretty much ... nearestObject [[X,Y,Z],'All']; // good nearestObject [[X,Y],'All']; // error city since 1.40 Share this post Link to post Share on other sites
killzone_kid 1330 Posted March 4, 2015 (edited) Pretty much ...nearestObject [[X,Y,Z],'All']; // good nearestObject [[X,Y],'All']; // error city since 1.40 It works on dev without a hitch ["Arma 3","Arma3",141,129546,"Development",false] Edited March 4, 2015 by Killzone_Kid Share this post Link to post Share on other sites
SilentSpike 84 Posted March 4, 2015 (edited) Please take a look at this. This make headless client pretty useless as the AI on the HC cannot properly fight the AI on the server (different locality). "Enablesim false" on each other's locality is required to at least get a fps benefit from using a hc. Uh...this seems entirely like expected behavior. If you disable simulation on one machine then they're obviously not going to be simulated on that machine. You don't need to disable simulation to get the benefit of a HC. The HC runs the AI behavior instead of the server, but you still need their simulation to be enabled on other machines (that doesn't mean other machines are processing their behavior - simulation is, to put it simply, whether or not they are tracked of by the local machine). Edited March 4, 2015 by SilentSpike Share this post Link to post Share on other sites
petek 62 Posted March 4, 2015 Todays update - Inventory is back - thank you! Share this post Link to post Share on other sites
Tankbuster 1746 Posted March 4, 2015 Pretty much ...nearestObject [[X,Y,Z],'All']; // good nearestObject [[X,Y],'All']; // error city since 1.40 Did you check other related commands such as nearObjects, nearestObjects and nearEntities? Share this post Link to post Share on other sites
somesangheili 111 Posted March 4, 2015 (edited) Everytime I go back to the arsenal from testing my loadout is randomised :/ Also the vermin is made out of dirt...is that new? Well, whatever... http://feedback.arma3.com/view.php?id=22927 Edited March 4, 2015 by JHard Share this post Link to post Share on other sites
killzone_kid 1330 Posted March 4, 2015 (edited) nvm......... Edited March 4, 2015 by Killzone_Kid Share this post Link to post Share on other sites
da12thMonkey 1943 Posted March 4, 2015 I was wondering where the hell the SOS had gone in the Arsenal menu since it is no longer alphabetically sorted near the bottom of the optics list Turns out it has a new name: MOS Sight picture is still wrong though Share this post Link to post Share on other sites
razor6014 35 Posted March 4, 2015 I was wondering where the hell the SOS had gone in the Arsenal menu since it is no longer alphabetically sorted near the bottom of the optics listTurns out it has a new name: MOS Sight picture is still wrong though at least i found the manual for it and the specs Share this post Link to post Share on other sites
somesangheili 111 Posted March 4, 2015 (edited) Everytime I go back to the arsenal from testing my loadout is randomised :/ Also the vermin is made out of dirt...is that new? Well, whatever... http://feedback.arma3.com/view.php?id=22927 Actually it seems all weapons are now made out of dirt http://feedback.arma3.com/view.php?id=22927 Edited March 4, 2015 by JHard ticket Share this post Link to post Share on other sites
Brisse 78 Posted March 4, 2015 Changed: Weapon Tails updated and configured Are you sure? Seems just like yesterday, and it's still only enabled on the MX. Added: Material for weapon bullet penetration This seems to have brought some issues as others already have pointed out. Good to see that the bullet proof weapons are being worked on though. And one more thing: As already pointed out by others, it looks like reticles on MOS and LRPS were mixed up. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted March 4, 2015 That muffled sound glitch tends to happen at spawn. Than it goes away after awhile. However, when the muffle effect is then active, it starts happening to what ever i do, as well as what it's supposed to be filtering in the distance. Really... weird. Share this post Link to post Share on other sites
gabberxxl 9 Posted March 4, 2015 Uh...this seems entirely like expected behavior. If you disable simulation on one machine then they're obviously not going to be simulated on that machine. You don't need to disable simulation to get the benefit of a HC. The HC runs the AI behavior instead of the server, but you still need their simulation to be enabled on other machines (that doesn't mean other machines are processing their behavior - simulation is, to put it simply, whether or not they are tracked of by the local machine). Sounds reasonable. But the thing with HC is that there is just no benefit from using it. It doesn't help performance at all if you spawn the AI on the HC or the server itself, as both get a major fps drop with multiple AI's. Atm there is just no reason to use a HC at all. http://puu.sh/fMTfj/56c946d475.pnghttp://puu.sh/fMSZl/7017bd2ffc.png Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted March 4, 2015 Did you check other related commands such as nearObjects, nearestObjects and nearEntities? No, at least not yet. I use nearEntities quite a bit but supply it with an [x,y,z] position. Share this post Link to post Share on other sites
Maxzy 12 Posted March 5, 2015 In 1.41.129555 every time I open Virtual Arsenal my gear is randomized. Share this post Link to post Share on other sites
SaOk 112 Posted March 5, 2015 Combat pace toggle seem broken (with Dev-build, works in 1.40), nothing happens with the default set key - C. Weapon stays up and moving is slow walk. Can only run with shift, but the normal move speed seems not available. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted March 5, 2015 (edited) Combat pace toggle seem broken (with Dev-build, works in 1.40), nothing happens with the default set key - C. Weapon stays up and moving is slow walk. Can only run with shift, but the normal move speed seems not available. Seems fine. Make sure you have not toggled walking on (or experience the bug where walking is toggled on by default at the start of the mission). You can turn this off usually by double tapping shift, then the combat pace will become available. You can't go to combat pace when your default speed is walking, you can only go to combat pace when your default speed is jogging as walking speed overrides combat pace speed. Edited March 5, 2015 by Sniperwolf572 Share this post Link to post Share on other sites