machineabuse 11 Posted June 15, 2015 The hotfix for the limited head motion when moving helps a little bit, but there really is still something just a little bit awkward about it with the weapon lowered. With head tracking it feel like my head is fighting my body in some use cases especially when trying to position to interact with multiple objects on the ground. I feel that the behavior while the weapon is lowered when the player starts moving the head should inherit the intended vertical pitch angle of the body and sum it, such that one's head will stay on the same vertical pitch. I feel the best result will probably be had if there was an option to allow the head to orient freely of the torso in vertical pitch within the limits, instead of inheriting the torso's pitch. Share this post Link to post Share on other sites
Kydoimos 916 Posted June 16, 2015 (edited) Here's a video of that saveGame / music bug: https://www.dropbox.com/s/h50blqjp6rspik2/Music%20Issue.avi?dl=0 And one for some of the lip sync issues on KBTell: https://www.dropbox.com/s/jjcd4ui0vyeefso/Lip%20Issue.avi?dl=0 Edited June 16, 2015 by Kydoimos Share this post Link to post Share on other sites
h - 169 Posted June 16, 2015 Speaking of kbTell (oh the pun), it's still not working on civilians and it has been that way since the Alpha.... Share this post Link to post Share on other sites
rübe 127 Posted June 16, 2015 Added: Function BIS_fnc_characterHeadgear to handle the randomization of headgears and facewears I don't think this: Description: Describe your function ...is very helpful. Neither is Parameter(s): _this select 0: Object - Description ...followed by: _unit = [_this, 0, objNull, [objNull]] call bis_fnc_param; _head = [_this, 1, false, [[], false, [], ""]] call bis_fnc_param; _face = [_this, 2, false, [[], false, [], ""]] call bis_fnc_param; :raisebrow: This is the official function library. And people are eager to use this stuff. So please, take that extra 5 minutes to properly document/describe what your functions do and how they're supposed to be used. Thanks. Share this post Link to post Share on other sites
pettka 694 Posted June 16, 2015 Thanks. I am sorry, I didn't mention that the function is actually work in progress and actually not implemented into the units. I am pretty sure that the developer is going to do all the usual stuff later on :icon_evil: Share this post Link to post Share on other sites
das attorney 858 Posted June 16, 2015 Hi, Just a note for other DB people. Occasionally, I'm getting this on launching a server. Not sure if it's something in my mission or some sort of error in dev branch: 14:31:58 Error in expression <(!BIS_fnc_feedback_allowPP || BIS_teamSwitched || BIS_respawned || BIS> 14:31:58 Error position: <BIS_teamSwitched || BIS_respawned || BIS> 14:31:58 Error Undefined variable in expression: bis_teamswitched 14:31:59 Error in expression <er != "DEAD") && (abs((damage player) - BIS_oldDMG) > 0.0001) && BIS_applyPP3 &&> 14:31:59 Error position: <BIS_oldDMG) > 0.0001) && BIS_applyPP3 &&> 14:31:59 Error Undefined variable in expression: bis_olddmg 14:31:59 Error in expression <((BIS_oldLifeState == "HEALTHY") || (BIS_o> 14:31:59 Error position: <BIS_oldLifeState == "HEALTHY") || (BIS_o> 14:31:59 Error Undefined variable in expression: bis_oldlifestate 14:31:59 Error in expression <) && (abs((GetOxygenRemaining player) - BIS_oldOxygen) > 0.0001) && BIS_applyPP5> 14:31:59 Error position: <BIS_oldOxygen) > 0.0001) && BIS_applyPP5> 14:31:59 Error Undefined variable in expression: bis_oldoxygen 14:31:59 Error in expression <!BIS_fnc_feedback_fatiguePP && ((getFatig> 14:31:59 Error position: <BIS_fnc_feedback_fatiguePP && ((getFatig> 14:31:59 Error Undefined variable in expression: bis_fnc_feedback_fatiguepp 14:31:59 Error in expression < (GetOxygenRemaining player >= 0.8) && (BIS_oldOxygen < 0.8) && BIS_fnc_feedback> 14:31:59 Error position: <BIS_oldOxygen < 0.8) && BIS_fnc_feedback> 14:31:59 Error Undefined variable in expression: bis_oldoxygen 14:31:59 Error in expression <BIS_PP_burning && !(isBurning player)> 14:31:59 Error position: <BIS_PP_burning && !(isBurning player)> 14:31:59 Error Undefined variable in expression: bis_pp_burning 14:31:59 Error in expression <(!BIS_fnc_feedback_allowPP || BIS_teamSwitched || BIS_respawned || BIS> 14:31:59 Error position: <BIS_teamSwitched || BIS_respawned || BIS> 14:31:59 Error Undefined variable in expression: bis_teamswitched 14:31:59 Error in expression <er != "DEAD") && (abs((damage player) - BIS_oldDMG) > 0.0001) && BIS_applyPP3 &&> 14:31:59 Error position: <BIS_oldDMG) > 0.0001) && BIS_applyPP3 &&> 14:31:59 Error Undefined variable in expression: bis_olddmg 14:31:59 Error in expression <((BIS_oldLifeState == "HEALTHY") || (BIS_o> 14:31:59 Error position: <BIS_oldLifeState == "HEALTHY") || (BIS_o> 14:31:59 Error Undefined variable in expression: bis_oldlifestate 14:31:59 Error in expression <) && (abs((GetOxygenRemaining player) - BIS_oldOxygen) > 0.0001) && BIS_applyPP5> 14:31:59 Error position: <BIS_oldOxygen) > 0.0001) && BIS_applyPP5> 14:31:59 Error Undefined variable in expression: bis_oldoxygen Share this post Link to post Share on other sites
R3vo 2654 Posted June 16, 2015 Changed: Newer commander optics mounted on Marid Thanks ;) Share this post Link to post Share on other sites
Tom_48_97 523 Posted June 17, 2015 For some reason the kart randomization isn't correctly applying set numbers and I can't figure out why.Applied with this setVariable ['number',8] I've looked at the \A3\Soft_F_Kart\Kart_01\scripts\randomize.sqf script to no avail, all looks correct to me. The vehicle customization has been revisited a few weeks ago. For the Virtual Garage, we wanted something more dynamic and easy to extend, use, that's why the VhC has been developed. Beside the performance benefit, it has been the occasion to refactor several classes from the configs. You will find documentation and some basics here and a dedicated topic there. By the way the old scripts remain no to break previous content.However, the Kart is the exception and has its own "init" function: BIS_fnc_initVehicleKart /*-------------------------------------------------------------------- file: fn_initVehicleKart.sqf ============================ Author: Julien VIDA <@tom_48_97> Description: Set the number of the given kart [KartName, [4,8]] call bis_fnc_initVehicleKart Parameter(s): 0 - Object: kart 1 - Array: [First digit, second digit] 3 - Integer: From 0 to 4, sponsor 4 - Bool: Let the driver with the fuel uniform or randomize it Example: [mySuperKart, [9,7], 2, false] call BIS_fnc_initVehicleKart; --------------------------------------------------------------------*/ Share this post Link to post Share on other sites
altis 12 Posted June 17, 2015 I notice when placing a CSAT infantry assault group Down without waypoints that they reshuffle their positions, other groups appear fine but didn't check all. Share this post Link to post Share on other sites
Tom_48_97 523 Posted June 17, 2015 Thanks. I am sorry, I didn't mention that the function is actually work in progress and actually not implemented into the units. I am pretty sure that the developer is going to do all the usual stuff later on :icon_evil:I updated the header of the function, it should be on the dev branch tomorrow :cool:.That being said, I must warn on the fact it's work-in-progress and the function/current analysis could be impacted by some other topics I'm working on. :couch: Share this post Link to post Share on other sites
DancZer 65 Posted June 17, 2015 (edited) Will they extend the inventory item display(such as the pistol holster) on character to other items such as grenade, magazines? Here is a video of pistol holstering, if somebody haven't seen it: Edited June 18, 2015 by danczer Share this post Link to post Share on other sites
x3kj 1247 Posted June 17, 2015 doubtfull... more proxies -> more sections -> less performance Share this post Link to post Share on other sites
machineabuse 11 Posted June 18, 2015 Actually having holstered weapons is the bomb diggety :cool: Awesome stuff! I hope you guys find time to experiment with the primary weapon proxy slung in front/side of the body instead of on the back. I do recall discussion that the weapon slung on back is rooted in legacy code but it doesn't hurt to hope ;) Share this post Link to post Share on other sites
DarkDruid 96 Posted June 18, 2015 This reminded me that could you please finally fix the toggle zoom ins and outs in vehicles? http://feedback.arma3.com/view.php?id=16065 I'd really like to use zoom out in some vehicles when I'm driving because it helps a lot to see some surroundings. If everything goes as expected, then this should be fixed in the tomorrow's dev branch update :cool: Share this post Link to post Share on other sites
james2464 176 Posted June 18, 2015 If a BIS developer could please bring attention to someone working on Tanoa this bug http://feedback.arma3.com/view.php?id=24498 I have noticed a LOD transition bug with a large tree. http://i.imgur.com/Bw2jwkj.jpg Share this post Link to post Share on other sites
Fushko 59 Posted June 18, 2015 Hi, please, consider acknowledging this annoying and super old camera bug: http://feedback.arma3.com/view.php?id=15209. Thank you. Share this post Link to post Share on other sites
Greenfist 1863 Posted June 18, 2015 Hi, please, consider acknowledging this annoying and super old camera bug: http://feedback.arma3.com/view.php?id=15209. Thank you. Perhaps it's intentional? I mean, it prevents you from seeing things around you when you're dead. Not very immersive, though. Share this post Link to post Share on other sites
Fushko 59 Posted June 18, 2015 Perhaps it's intentional? I mean, it prevents you from seeing things around you when you're dead. Not very immersive, though. I don't get your point. The ticket is not asking for you to have freelook when dying. It only requests that the camera should appropriately follow the head, and not sink into the ground, which results in seeing the inside of your neck everytime. And also, you are DEAD. I don't see how being able to see where your eyes are pointed is in any way bad. Without mentioning the fact that the camera is blurred for those few seconds. Share this post Link to post Share on other sites
DancZer 65 Posted June 18, 2015 I don't get your point. The ticket is not asking for you to have freelook when dying. It only requests that the camera should appropriately follow the head, and not sink into the ground, which results in seeing the inside of your neck everytime.And also, you are DEAD. I don't see how being able to see where your eyes are pointed is in any way bad. Without mentioning the fact that the camera is blurred for those few seconds. I agree. Instant blackout and sound mute would be much better. Share this post Link to post Share on other sites
Fushko 59 Posted June 18, 2015 I agree. Instant blackout and sound mute would be much better. That would only be realistic if that happened when a bullet goes through your brain, though. Share this post Link to post Share on other sites
Greenfist 1863 Posted June 18, 2015 I don't get your point. The ticket is not asking for you to have freelook when dying. I said: to see things around you, not to freelook around voluntarily. I guess you're right; the image fades out so fast it wouldn't give any advantage. Share this post Link to post Share on other sites
mr_centipede 31 Posted June 18, 2015 Did something happened to the voice protocol? Some words are muted and orders take a few seconds longer before processed. For example, I assign number 2,4 and 6 as team Red, but I only hear my character say "2, 4, 6..." the "Team Red" part is muted. Another example. when ordering the said team to move somewhere, it takes a few seconds for it to be processed(the issuing order part/voice, not the executing part), then my character said, "Team Red..." the "move to" part is muted. Does anyone else experienced the same? Share this post Link to post Share on other sites
h - 169 Posted June 18, 2015 Yes, was discussed in this very thread couple of days ago.. Ticket is assigned so hopefully that's gonna be fixed soon, http://feedback.arma3.com/view.php?id=24419 Share this post Link to post Share on other sites
St. Jimmy 272 Posted June 18, 2015 If everything goes as expected, then this should be fixed in the tomorrow's dev branch update :cool: OMG! Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted June 19, 2015 Just thought of a really neat realistic feature, simple that is needed. A lot of people have issues dying from short falls, believe me, I'm a victim too. So my thing is have it to where if you fall, not high enough to kill you, but high enough to where you shouldn't land on your feet, it should put you into rag doll upon hitting the ground with little damage instead of full blown death. Share this post Link to post Share on other sites