KeyCat 131 Posted March 19, 2015 Another question, is suppressive fire already implemented ? if yes, how it work ? According to todays changelog, yes! Try firing beside a group of AI with a MG and see what happens :) /KC Share this post Link to post Share on other sites
metralla 19 Posted March 19, 2015 Normally yes but even in 1995 - the Ghillie suits were made with special material that hides the Thermal image - see this examplehttp://www.combatreform.org/infaredthellieani.gif This picture says it all, is much more difficult to detect thermal radiation. :ok: But that camouflage is not included in the game. For now. Share this post Link to post Share on other sites
runekn 3 Posted March 19, 2015 Guys since last update I'am having a weird issue , I can't make the Attack helicopters / Jets fire ? I press my joistik fire button or left mouse key and nothing, they work when I'am a soldier on foot but when I enter an Air vehicle nothing I can't shoot. Can confirm. Firing seems to be broken for most air vehicles at the moment. Share this post Link to post Share on other sites
killzone_kid 1330 Posted March 19, 2015 Guys since last update I'am having a weird issue , I can't make the Attack helicopters / Jets fire ? I press my joistik fire button or left mouse key and nothing, they work when I'am a soldier on foot but when I enter an Air vehicle nothing I can't shoot.Another question, is suppressive fire already implemented ? if yes, how it work ? thanks Same here, pilot weapons do not fire, gunner works ok Share this post Link to post Share on other sites
somesangheili 111 Posted March 19, 2015 Can anyone please clarify that I'm not the only one experiencing this bug? I would have thought it would be fixed alongside Fixed: The wheels of the FIA texture sources were badly defined for Quadbike Share this post Link to post Share on other sites
killzone_kid 1330 Posted March 19, 2015 Can anyone please clarify that I'm not the only one experiencing this bug? I would have thought it would be fixed alongside looks cool, but no, I dont have it Share this post Link to post Share on other sites
R3vo 2654 Posted March 19, 2015 My character starts weirdly sliding after I load a game where I was deployed while saving. Share this post Link to post Share on other sites
gippo 38 Posted March 19, 2015 Added: New script commands for manipulation with channels - enableChannel, channelEnabled, setCurrentChannel, currentChannel, getPlayerChannel Can we get some explanation? Is it disabling/enabling both text and VON ? How does it (enableChannel) work? Tested it on a local LAN session alone, didn't do much. Share this post Link to post Share on other sites
somesangheili 111 Posted March 19, 2015 looks cool, but no, I dont have it So...there must something wrong on my end :eek: or maybe they've secretly fixed it on dev branch (I'm on stable atm) Share this post Link to post Share on other sites
Maxzy 12 Posted March 19, 2015 Can anyone please clarify that I'm not the only one experiencing this bug? I would have thought it would be fixed alongside What made you think this is a bug? You never saw quadbikes or, hell, even automobiles painted in such manner? Share this post Link to post Share on other sites
themaster303 22 Posted March 19, 2015 - Fixed: Axes for head rotation in freelook while deployed its not working for trackir !! i cant look around with trackir, it moves in a wired way. see in this video: should be up in a short time please fix this, its really important that trackir works in that deployed position! Share this post Link to post Share on other sites
metralla 19 Posted March 20, 2015 Only works if the output is on the side of the object "WALL". This is a bug or not? Ask, do not know :) https://www.youtube.com/watch?v=WguwLM9gtWI&feature=youtu.be EXE rev. 129822 (game) Share this post Link to post Share on other sites
das attorney 858 Posted March 20, 2015 Only works if the output is on the side of the object "WALL". This is a bug or not? Ask, do not know :) Metralla, thats quite bad, I haven't seen that one before. Here's another exploit I found for staircases: Share this post Link to post Share on other sites
metralla 19 Posted March 20, 2015 Metralla, thats quite bad, I haven't seen that one before. Now it is possible to make an assault on a building by surprise with this trick. :icon_hm: Share this post Link to post Share on other sites
da12thMonkey 1943 Posted March 20, 2015 Can anyone please clarify that I'm not the only one experiencing this bug? I would have thought it would be fixed alongside It's supposed to be a variant of the ATV covered in realtree hunting camouflage, like this: http://yamaha.konductor.net/uploads/2009%20Grizzly%20550camoJPG.jpg (133 kB) Share this post Link to post Share on other sites
somesangheili 111 Posted March 20, 2015 It's supposed to be a variant of the ATV covered in realtree hunting camouflage, like this:http://yamaha.konductor.net/uploads/2009%20Grizzly%20550camoJPG.jpg (133 kB) Oh, ok. I guess I'm too naive when it comes to camos. Thanks for the clarification Share this post Link to post Share on other sites
bonham 10 Posted March 20, 2015 Now it is possible to make an assault on a building by surprise with this trick. :icon_hm: This isn't exactly new, it's possible to do this with pretty much every vehicle. And I guess I have to feel ashamed that I used it in PvP... :eek: Share this post Link to post Share on other sites
ImperialAlex 72 Posted March 20, 2015 Fixed: For security reasons, it's no longer possible to overwrite the path of official BIS functions in CfgFunctions What exactly does this mean? If this means that we can no longer override the bis functions than I'm very concerned about this change. If it is that, would it need to be true both for description.ext as well as addon configs? I've overwritten bis functions before in a mod, as has e.g. ASDG JR* and I consider this ability essential for modding. Share this post Link to post Share on other sites
twisted 128 Posted March 20, 2015 (edited) im getting many crashes. anyone else confirm they are also? EDIT - nope, it's becuase im using an old version of asdg joint rails. robalo has a fixed version out already. Edited March 21, 2015 by twisted Share this post Link to post Share on other sites
killzone_kid 1330 Posted March 20, 2015 So...there must something wrong on my end :eek: or maybe they've secretly fixed it on dev branch (I'm on stable atm) Dude, this is DEV branch forum and discussion. Share this post Link to post Share on other sites
Tankbuster 1746 Posted March 20, 2015 What exactly does this mean? If this means that we can no longer override the bis functions than I'm very concerned about this change. If it is that, would it need to be true both for description.ext as well as addon configs? I've overwritten bis functions before in a mod, as has e.g. ASDG JR* and I consider this ability essential for modding. Yes. I'm keenly awaiting more information on this. Share this post Link to post Share on other sites
das attorney 858 Posted March 20, 2015 I think it means you can't do this (pseudo code): class CfgFunctions { class A3_Bootcamp { tag = "BIS"; class Conversations { file = "PATH\TO\MY\OWN\FILE\THAT\IS\NOT\LEGIT"; class kbTellSync { description = "Wolf in sheeps clothing"; }; }; }; }; So the function name looks good, but the content is not what it's supposed to be. Share this post Link to post Share on other sites
ImperialAlex 72 Posted March 20, 2015 I think it means you can't do this (pseudo code): class CfgFunctions { class A3_Bootcamp { tag = "BIS"; class Conversations { file = "PATH\TO\MY\OWN\FILE\THAT\IS\NOT\LEGIT"; class kbTellSync { description = "Wolf in sheeps clothing"; }; }; }; }; So the function name looks good, but the content is not what it's supposed to be. That's exactly my worry!! This is an important feature for modding! It's of incredible importance to ASDG, for example. I've also used this for similar things...it has plenty of "good" applications. And since only addons and missions (i.e. config.cpp and description.ext) can do anything with CfgFunctions, I don't see the security issue. If I'm writing a malicious addon or mission I can do plenty of horrible things without using CfgFunctions. Share this post Link to post Share on other sites
das attorney 858 Posted March 20, 2015 Well let's see what the dev bods have to say, but I don't really see the issue with making up your own function names and using them in place of the BIS ones. Personally, if I write a function, I like to give it a unique name and not redirect an existing function name to new code, just so I know what goes where etc. I don't know about ASDG but I thought it was all config based and no functions (I could well be wrong there though). Again, I'm not entirely sure this is what the devs are talking about so maybe I'm wrong, but it does seem like a glaring back door in the security. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted March 20, 2015 I don't know about ASDG but I thought it was all config based and no functions (I could well be wrong there though). In the past Robalo needed to have a largely customised Arsenal function to replace the BIS one in order to populate the lists of weapon attachments with classes declared in class compatibleItems (which is the basis upon which JR works), because the BIS one only populated the lists with attachments declared in the old array method. Recently BIS (specifically Karel) added a function that plugs into the Arsenal, that'll find attachments listed in class compatibleItems as well. As such, most of the old ASDG Arsenal replacement isn't needed and was removed in the latest version. But there are a couple of little niggles with the new function that BIS made in terms of what doesn't get filtered out of the Arsenal lists, (like duplicate entries from a weapon simultaneously having array and class compatibleItems based slots, some attachments declared incompatible with a 0 value also get through) so Rob had attempted to replace that again in the interim. Share this post Link to post Share on other sites