das attorney 858 Posted March 20, 2015 Thanks for the info there da12th :) Share this post Link to post Share on other sites
bonham 10 Posted March 20, 2015 (edited) Moved to correct thread. Edited March 20, 2015 by bonham Share this post Link to post Share on other sites
R3vo 2654 Posted March 20, 2015 Added: Enabled support for friends in the server browser Well done! Finding servers will hopefully be a breeze now. Share this post Link to post Share on other sites
roberthammer 582 Posted March 20, 2015 Mighty Burst mode spam Share this post Link to post Share on other sites
bonham 10 Posted March 20, 2015 The windows of the barracks (u_barracks_v2_f) seem indestructible and they appear invisible from the inside (outside is fine). Share this post Link to post Share on other sites
das attorney 858 Posted March 20, 2015 The windows of the barracks (u_barracks_v2_f) seem indestructible and they appear invisible from the inside (outside is fine). Another problem with Windows here: These are the coordinates: [16718.9,12759.6,0.00141716] Share this post Link to post Share on other sites
gippo 38 Posted March 20, 2015 Another problem with Windows here: These are the coordinates: [16718.9,12759.6,0.00141716] Same with "Ghost Hotel" on Altis Share this post Link to post Share on other sites
SaOk 112 Posted March 20, 2015 With the latest DEV-build, virtual arsenal stucked to load screen. Used ["Open",true] SPAWN BIS_fnc_arsenal; Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted March 21, 2015 (edited) Snip- NVM, probably a glitch from steam on my end. Edited March 21, 2015 by DarkSideSixOfficial Share this post Link to post Share on other sites
HaZZarD 2 Posted March 21, 2015 Personally I don't care if suppressive fire may break some missions balance, this feature is too much important and gamechanging, it would make real life tactics more efficient. I'am not a programmer so I don't know how to make it happen but what I would like to see is AI reacting to suppressive fire by first of all going prone/rushing in cover, AI caught in the killing area should try to get out of it while the rest of the AI squad return fire allowing their teammates to survive. There are some tweaks to do but this suppressive fire feature is already really promising, keep up the good work Share this post Link to post Share on other sites
megagoth1702 252 Posted March 21, 2015 I really want this in arma: mergeConfigFile So useful for tweaking configs mid-game. Share this post Link to post Share on other sites
pettka 694 Posted March 21, 2015 I really want this in arma:mergeConfigFile So useful for tweaking configs mid-game. Actually, it works just fine with Diagnostics EXE, it just doesn't work in the main version of the game for better security :icon_twisted: Share this post Link to post Share on other sites
danil-ch 165 Posted March 22, 2015 (edited) Another problem with Windows here: It's called optimisation) New bugs Graphical bugs from new scope technology Smoke from firing is missing for these weapons Edited March 22, 2015 by Danil-ch Share this post Link to post Share on other sites
OlegAckbar 47 Posted March 22, 2015 (edited) Capture an inventory bug with disappearing items. It not reproduceable in sp, only in mp. I took pistol from corpse and get this bug. Edited March 22, 2015 by OlegAckbar Share this post Link to post Share on other sites
killzone_kid 1331 Posted March 22, 2015 (edited) Can anyone please clarify that I'm not the only one experiencing this bug? I would have thought it would be fixed alongside I noticed this today on DEV. Must be one of the random textures, because it doesn't always happen. Also reopened ticket. http://i.imgur.com/ge0oT1G.jpg (213 kB) Edited March 22, 2015 by Killzone_Kid Share this post Link to post Share on other sites
Jackal326 1181 Posted March 22, 2015 (edited) I noticed this today on DEV. Must be one of the random textures, because it doesn't always happen. Also reopened ticket.http://i.imgur.com/ge0oT1G.jpg (213 kB) Why re-open a ticket? Its not a bug, its a camo pattern... 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) If it wasn't an intended texture, all of the fittings such as the seat etc would be screwed up too... Exhibit A: https://www.dropbox.com/s/iph7yn5c14uxy8m/2015-03-22_00001.jpg?dl=0 Its FIA Camo 2 Exhibit B: https://www.dropbox.com/s/pz5cnzq7dwh0zm4/2015-03-22_00002.jpg?dl=0 FIA Camo 1 (with edited seat texture). Edited March 22, 2015 by Jackal326 Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted March 22, 2015 Absolute random question, but could we see a refurbished return of the Earthen Rampart? It's actually a very valuable fortification this is heavily missed. Share this post Link to post Share on other sites
heruon 1 Posted March 22, 2015 I'm getting these errors when trying to play the showcase mission "Armed assault": 22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_addWaypoint.sqf not found 22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_ambientFiring.sqf not found 22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_echoSupportCalled.sqf not found 22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_handleDamage.sqf not found 22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_apcHit.sqf not found 22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_chopperLanding.sqf not found 22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_music.sqf not found 22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_bobcatPush.sqf not found Mission is unplayable as the vehicles won't start moving at mission start. Share this post Link to post Share on other sites
DarkDruid 96 Posted March 23, 2015 Smoke from firing is missing for these weapons Thanks for letting us know! This was probably broken by some recent change. I will check it ASAP :) I'm getting these errors when trying to play the showcase mission "Armed assault":22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_addWaypoint.sqf not found 22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_ambientFiring.sqf not found 22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_echoSupportCalled.sqf not found 22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_handleDamage.sqf not found 22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_apcHit.sqf not found 22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_chopperLanding.sqf not found 22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_music.sqf not found 22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_bobcatPush.sqf not found Mission is unplayable as the vehicles won't start moving at mission start. Passed to the author of that mission. Hopefully he will be able to fix it soon. Thanks for help! Share this post Link to post Share on other sites
moricky 211 Posted March 23, 2015 Mission author is actually innocent in this case, it was my mistake. Affects all official missions which are using custom scripted functions. Fixed, should be available soon. Share this post Link to post Share on other sites
james2464 177 Posted March 23, 2015 Two BIS Dev posts in a row! It's like a double rainbow! :O haha Keep up the great work guys! Share this post Link to post Share on other sites
ImperialAlex 72 Posted March 23, 2015 Re-posting this now that dev's are back in the office: 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
chortles 263 Posted March 23, 2015 Most likely the devs found or believe that certain exploits also rely on that capability and didn't see a way to prevent that without outright removing the capability, like the removal of setVehicleInit... Share this post Link to post Share on other sites
bonham 10 Posted March 23, 2015 When the SDAR is fired under water, a dust effect is created on the surface of the water body: Ticket #23288 Share this post Link to post Share on other sites