danil-ch 165 Posted September 21, 2015 Running with binoculars in hand sound is played too fast Share this post Link to post Share on other sites
2nd ranger 282 Posted September 21, 2015 Grass cutter objects mess with AI pathfinding. AI tries to avoid them, gets stuck on them, won't enter a building because of them. Repro mish included. Share this post Link to post Share on other sites
deltafiveone 11 Posted September 21, 2015 Running with binoculars in hand sound is played too fast Also noticed this as well with no weapons/items in hand. Seems like a new bug. (Newest dev patch) Share this post Link to post Share on other sites
en3x 209 Posted September 21, 2015 These are the improvements described a little bit in the OPERATIONS section of this SITREP (more details forthcoming, probably in an OPREP). Also, several changes were missing from Friday's log, so those were added. looking forward to it.Multiple sitreps mentions personal protection, but non delves in detailed technical aspect. Share this post Link to post Share on other sites
froggyluv 2136 Posted September 22, 2015 Been having a bug for a long time in which medics trying to heal someone -especially another AI who wont stand still -get stuck in a healing attempt with that clunking sound indefinitely. Even team-switching to them you are unable to move. Id repro but its in my mission which has 2000 addons -but no AI mods ;) Share this post Link to post Share on other sites
SilentSpike 84 Posted September 22, 2015 Can we get a 3DEN discussion thread? :) 1 Share this post Link to post Share on other sites
pettka 694 Posted September 22, 2015 Can we get a 3DEN discussion thread? :) Sure thing ;) It's even a section on its own. 1 Share this post Link to post Share on other sites
danil-ch 165 Posted September 23, 2015 Some nasty weapon deployment bugs. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted September 23, 2015 Not a big deal, but shouldn't the command disableNVGEquipment be instead disableNVEquipment The 'G' implies goggles, while the vision mode applies to vehicle-mounted NV as well. Seems like one of those little quirks thats better to sort out prior to people using it in their scripts. https://community.bistudio.com/wiki/disableNVGEquipment Share this post Link to post Share on other sites
klamacz 448 Posted September 23, 2015 Not a big deal, but shouldn't the command disableNVGEquipment be instead disableNVEquipment The 'G' implies goggles, while the vision mode applies to vehicle-mounted NV as well. Seems like one of those little quirks thats better to sort out prior to people using it in their scripts. https://community.bistudio.com/wiki/disableNVGEquipment That's a valid question. In this case we went with similarity to other, related commands, like: camUseNVG, ppEffectForceInNVG 1 Share this post Link to post Share on other sites
alganthe 74 Posted September 23, 2015 danil-ch that video is pretty old and that behavior was fixed in 1.46. Share this post Link to post Share on other sites
danil-ch 165 Posted September 23, 2015 danil-ch that video is pretty old and that behavior was fixed in 1.46. I've recorded it today. :D Check the build version. Share this post Link to post Share on other sites
gossamersolid 155 Posted September 23, 2015 What are the chances of us getting switchMove animations to be broadcasted to every player? The current method of doing it ourselves is less than desirable. Share this post Link to post Share on other sites
Kydoimos 916 Posted September 23, 2015 Any update on the playMusic command? Got a lot of bugs at the moment (repeating, cutting out with game saves etc.) on the current dev branch. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted September 23, 2015 Any ETA on the visual Update? I'm guessing its being worked on given the Change-log and Dev Build remains untouched yet. Can't wait to see if it drops my frames or not. Share this post Link to post Share on other sites
killzone_kid 1332 Posted September 23, 2015 What are the chances of us getting switchMove animations to be broadcasted to every player? The current method of doing it ourselves is less than desirable. [unit,"animation"] remoteExecCall ["switchMove", 0] <- What is wrong with this current method? Share this post Link to post Share on other sites
reforger 30 Posted September 23, 2015 I have a problem while using the new 3D-editor. In a mission I created with the 2D-editor, a few soldier guard a gate and watch one direction. When I tested the mission in the 2D-editor anything is fine. But when I test the mission in the 3D-editor they turn around immediatly after they spawn. Whatever I do they always turn around, although there is no enemy on the whole map. Anyone knows what might be the problem? Share this post Link to post Share on other sites
moricky 211 Posted September 24, 2015 Already reported on Feedback Tracker, we're investigating it. 2 Share this post Link to post Share on other sites
2nd ranger 282 Posted September 24, 2015 Changed: TRG-21 GL reload animation Holy shit! Share this post Link to post Share on other sites
da12thMonkey 1943 Posted September 24, 2015 Changed: UGLs' reload animations property moved from the magazine's config to the UGLs themselves Impressive! Share this post Link to post Share on other sites
en3x 209 Posted September 24, 2015 Katiba reload UGL animations in prone reloads magazineI like animations, Personal taste perhaps but Katiba weapon gets moved a lot when reloading GL rounds, animators could do even better. I guess the thing that picks my attention is how weapon gets held lower, and it looks like it has no weight.When you got target you would conform to a gun shoulder position not to a reload. TRG21 GL animation look beautiful.Last piece of picture would be animated GL round. Share this post Link to post Share on other sites
zukov 490 Posted September 24, 2015 from 1.50 to dev branch 1.4 gb? is massive......... Share this post Link to post Share on other sites
froggyluv 2136 Posted September 24, 2015 from 1.50 to dev branch 1.4 gb? is massive......... Massive with awesomeness. Added: New scripting command (GetMousePosition) which returns current position of the mouse cursor on the screen How is this different from cursorTarget? Share this post Link to post Share on other sites
R3vo 2654 Posted September 24, 2015 Changed: TRG-21 GL reload animation You got to be kidding me! You guys are really working flat out how it seems. How is this different from cursorTarget? It only returns a array with x and y values and it has nothing to do with world coordinates, however, I thought [0,0] would be the center of my screen, but that's not the case, guess it was written with a different resolution in mind? Share this post Link to post Share on other sites
roberthammer 582 Posted September 24, 2015 Finally to see those GL anims - the Katiba GL anim indeed has that too much weapon moving , it could been simpler just like TRG GL anim which is fine Share this post Link to post Share on other sites