Jump to content

Recommended Posts

With the latest changes to the debug console it is no longer possible to double click and copy a string of characters (ie the word you dbl clicked on) in the watch lines or their result, which is annoying.

In most text editors/IDEs you can double click to select the word/string of characters then copy via ctrl+c. You can currently do this in stable but in dev branch although a string of characters is highlighted when dbl clicked, pressing ctrl+c and then pasting into an editor shows nothing was put on the clipboard.

Any chance we could see this rectified.

 

Also a frame around the execution result is needed, looks really strange just having a black area under the execution box, at first I wondered why the spacing until I ran something and noticed the result in there.

_______________________________________________

When did UINamespace i/gui_classes disappear? I notice it is no longer in stable either. Dont remember seeing a changelog for this.

I now see the class is stored on the display instead. Only noticed as a few of my helper scripts were broken.

 

Well after an hour of grepping my scripts and making the changes I have to say what is with this current insensate need when rewriting stuff to remove things that have been available to the end user for a long time. In doing so breaking the functionality of stuff that is available in the community. Yes I'm miffed. Had a few coffees and a vape now chilled :supercool:

  • Like 1

Share this post


Link to post
Share on other sites

Like the new mine detection sound with the mine monitoring. feels cool !

only problem is that if you place mines in vegetation, -grass or jungle on tanoa you see them on the mine detection screen and here the beep beep beep but even if you are lieing in front of them they are not getting detected (red triangle) and you can never disarm them.

Share this post


Link to post
Share on other sites

The new sound for the mine detector is awesome, but I believe one should be able to toggle it on/off. Maybe as alternative mode of the info panel?

 

 

Furthermore, right now, known mines are indicated by a sharp red dot, unknown mines by a unsharp red dot. I am not sure if that is a clear way to indicate the difference. Wouldn't it be better to make known mines be displayed by a green dot?

 

 

12 minutes ago, mrsandbox said:

Like the new mine detection sound with the mine monitoring. feels cool !

only problem is that if you place mines in vegetation, -grass or jungle on tanoa you see them on the mine detection screen and here the beep beep beep but even if you are lieing in front of them they are not getting detected (red triangle) and you can never disarm them.

 

True, as explosive specialist & engineer with toolkit there is no way to disarm them.

  • Like 1

Share this post


Link to post
Share on other sites
15 minutes ago, R3vo said:

True, as explosive specialist & engineer with toolkit there is no way to disarm them.

 

 

Try this:

 

 

  • Like 6

Share this post


Link to post
Share on other sites

Green dot could be missleading with "safe to go". Maybe a triangle, circle or other shape would be better. Don't know.

Share this post


Link to post
Share on other sites
22 minutes ago, das attorney said:

 

 

Try this:

 

 

 

That gave me a good laugh, thanks!

 

 

 

17 minutes ago, lexx said:

Green dot could be missleading with "safe to go". Maybe a triangle or other shape would be better. Don't know.

 

Yes you could be right.

  • Like 2

Share this post


Link to post
Share on other sites
1 hour ago, R3vo said:

The new sound for the mine detector is awesome, but I believe one should be able to toggle it on/off. Maybe as alternative mode of the info panel?

 

 

Furthermore, right now, known mines are indicated by a sharp red dot, unknown mines by a unsharp red dot. I am not sure if that is a clear way to indicate the difference. Wouldn't it be better to make known mines be displayed by a green dot?

 

 

 

True, as explosive specialist & engineer with toolkit there is no way to disarm them.

 

I am managing to disarm them however I have to look directly at the mine and use my RMB before the de-activate option appears.

What I'm not 100% sure of is exactly which key bind is doing this as I run a completely custom key-bind set up.

 

Okay, I think the issue relates to getting our player character's AI to identify that there is a mine present in front of you.  I turned Automatic Reporting back on in the Game options menu and all the mines become identified (switching from a solid dot to a empty red circle) and then are able to be disarmed.

 

I will keep testing further!

 

 

 

Huzzah!

If Automatic Reporting is set to Off in the Game - Difficulty options menu then the play MUST manually reveal the mine using the Reveal Target key bind under the Weapons menu when setting keys.

Doing this then identifies the mine which changes the icon on the mine detector UI and also stops the detector from audibly beeping.

The player can then disarm the mine if you have a toolkit in your inventory.

  • Like 1

Share this post


Link to post
Share on other sites
3 hours ago, Larrow said:

With the latest changes to the debug console it is no longer possible to double click and copy a string of characters (ie the word you dbl clicked on) in the watch lines or their result, which is annoying.

In most text editors/IDEs you can double click to select the word/string of characters then copy via ctrl+c. You can currently do this in stable but in dev branch although a string of characters is highlighted when dbl clicked, pressing ctrl+c and then pasting into an editor shows nothing was put on the clipboard.

Any chance we could see this rectified.


This is probably due to some bubbling effect of the double click event that was taking focus off from the highlighted control. Thanks for reporting, should be fixed in tomorrow's dev

 

3 hours ago, Larrow said:

Also a frame around the execution result is needed, looks really strange just having a black area under the execution box, at first I wondered why the spacing until I ran something and noticed the result in there.


This field is identical in style and appearance to the watchfield result fields. I also wondered what was that black box under watchflied at first until I typed something. Perhaps in the future someone might redesign the entire look of debug console, who knows.

 

3 hours ago, Larrow said:

When did UINamespace i/gui_classes disappear?

 

Around 3rd of March this year. Not all changes are made public. This was due to optimising of loading and registering of displays. BIS_fnc_initDisplay header has information you are looking for. The classes are now stored directly on the display.. Please check function header.

 

  • Like 2

Share this post


Link to post
Share on other sites
1 hour ago, Imperator[TFD] said:

 

I am managing to disarm them however I have to look directly at the mine and use my RMB before the de-activate option appears.

What I'm not 100% sure of is exactly which key bind is doing this as I run a completely custom key-bind set up.

 

Okay, I think the issue relates to getting our player character's AI to identify that there is a mine present in front of you.  I turned Automatic Reporting back on in the Game options menu and all the mines become identified (switching from a solid dot to a empty red circle) and then are able to be disarmed.

 

I will keep testing further!

 

 

 

Huzzah!

If Automatic Reporting is set to Off in the Game - Difficulty options menu then the play MUST manually reveal the mine using the Reveal Target key bind under the Weapons menu when setting keys.

Doing this then identifies the mine which changes the icon on the mine detector UI and also stops the detector from audibly beeping.

The player can then disarm the mine if you have a toolkit in your inventory.

thanks for clearing that up...!

Share this post


Link to post
Share on other sites
1 hour ago, Imperator[TFD] said:

Huzzah!

If Automatic Reporting is set to Off in the Game - Difficulty options menu then the play MUST manually reveal the mine using the Reveal Target key bind under the Weapons menu when setting keys.

Doing this then identifies the mine which changes the icon on the mine detector UI and also stops the detector from audibly beeping.

The player can then disarm the mine if you have a toolkit in your inventory.

 

Way too complicated...this will again only confuse players. If I see the mine, I detected it, end of story.

  • Like 2

Share this post


Link to post
Share on other sites
12 minutes ago, R3vo said:

 

Way too complicated...this will again only confuse players. If I see the mine, I detected it, end of story.

 

Keep in mind that what I described is only on the hardest difficulty settings:

Extended Info - Mines: Hidden

Extended Map Info - Mines: None

Automatic Reporting: Off

 

For a regular pub player with those settings on or lowered the mine detector will literally continue to function identically to how it does right now.  The audio feedback is not even present as the mine is automatically detected, revealed and displayed on both map and in the 3D space via the standard red triangle.  There is zero change to how it works now.

 

What this wonderful new system change is doing is allowing players who want a more difficult experience in the mine-sweeping realm to do so without requiring mods and without having the omni-potent current mine detection system.  This is something I've wanted for years.

  • Like 2

Share this post


Link to post
Share on other sites
19 minutes ago, Imperator[TFD] said:

 

Keep in mind that what I described is only on the hardest difficulty settings:

Extended Info - Mines: Hidden

Extended Map Info - Mines: None

Automatic Reporting: Off

 

For a regular pub player with those settings on or lowered the mine detector will literally continue to function identically to how it does right now.  The audio feedback is not even present as the mine is automatically detected, revealed and displayed on both map and in the 3D space via the standard red triangle.  There is zero change to how it works now.

 

What this wonderful new system change is doing is allowing players who want a more difficult experience in the mine-sweeping realm to do so without requiring mods and without having the omni-potent current mine detection system.  This is something I've wanted for years.

 

Yes you are right, I see it now.

 

Just hope the sound can be turned off and is off by default, even on higher difficulties. Also I feel like the range of 15m is a bit too much.

 

 

 

 

Here's quick video of the new system for those who are not on dev or cannot test it just yet.

 

The video also shows two issues.

First one is that the tripwire mines cannot be properly detected because one actually has to look at the wire, not the mine itself. That's unintuitive.

The second issue is that I wasn't able to reveal the satchel charge placed underneath the trash bin. Not sure what's the reason for that.

  • Like 4

Share this post


Link to post
Share on other sites
On 17.7.2017 at 5:44 PM, lexx said:

I don't know. By my experience, everything BI gets into the game this way has a special purpose. Truth told, though, the Bobcat is puzzling me ever since it was added to the game. I mean, what exactly is the point of it other than its looks? Neither CSAT nor AAF have anything similar, and the only time we ever see it getting used is in the Armed Assault showcase for like 20 seconds... and I honestly doubt they made the model just for that (the scene is somewhat semi-broken, by the way. The tracks / wheels aren't really moving anymore and this whole "pushing vehicle" thing looks kinda awkward now).

 

Really makes me curious for what it has been intended, originally.

 

PS: I srsly wouldn't mind seeing a Kamysh with a mineplow or similar. Just saying.

Of course, I'd rather see it possible to Turn Out in the Kamysh.

In fact, I'd very much like to see this happening.

Pls.

 

With a change to the bobcats ammocargo, fuelcargo and repaircargo, which are responsible to the vehicles ability to repair/rearm/refuel other vehicles the bobcat is often being abused in multiplayer.

The change revolved around players complaining that refuel/rearm and repair vehicles were running out of resources mid-mission.

 

So instead of having the mission makers take care of this, what did BI do?

 

They simply increased all 3 resource types of the bobcat and some other supply vehicles to 1 * 10^¹².

 

That's right: 1 * 10^¹².

A 1 followed by 12 zeroes. 12.

One trillion.

1.000.000.000.000.

 

Why they thought this was a good idea is mindboggling.

 

So if 2 players hop each into a bobcat and stay close together, they're pretty much invincible bare for one shot kills with a gbu or similar.

You could fire the machinegun for more than 1000 years without pause until the rearming bobcat runs out of ammo cargo.

 

Talking about authenticity.

 

Cheers

  • Like 1

Share this post


Link to post
Share on other sites
1 hour ago, killzone_kid said:

This field is identical in style and appearance to the watchfield result fields. I also wondered what was that black box under watchflied at first until I typed something. Perhaps in the future someone might redesign the entire look of debug console, who knows.

True. So use to those one line watch and results its not so noticeable due to each watch having a edit frame. Under the execution box it just looks odd. Nice feature though.

Share this post


Link to post
Share on other sites

Was the font for the code entry box in the debug console changed? The font is a bit odd looking and not as easily readable for me. Not sure if anyone else has noticed this?

Share this post


Link to post
Share on other sites
3 minutes ago, ShadowRanger24 said:

Was the font for the code entry box in the debug console changed? The font is a bit odd looking and not as easily readable for me. Not sure if anyone else has noticed this?

 

Yeah, something changed, could be the font, could be sizeEx

Share this post


Link to post
Share on other sites

Now you can lower the plow on the bobcat - but it's quite useless that way :eh: but found some issues (features?)

  • The animation of the plow is instant, even with "false" flag for animateSource/animate. I only got to get it to animate fluent with scripting
  • With plow down:
    • Has it any functionality? Bobcat is slower and get's stuck easier - but against mines it's still the same. The AT mine wrecks the bobcat when driven over - also if you drive over the AT mine exactly in the mid, the mine isn't triggered at all
  • any keybind for it yet or isn't any planned?

Share this post


Link to post
Share on other sites
43 minutes ago, TrueCruel_Nobody said:

Now you can lower the plow on the bobcat - but it's quite useless that way :eh: but found some issues (features?)

  • The animation of the plow is instant, even with "false" flag for animateSource/animate. I only got to get it to animate fluent with scripting
  • With plow down:
    • Has it any functionality? Bobcat is slower and get's stuck easier - but against mines it's still the same. The AT mine wrecks the bobcat when driven over - also if you drive over the AT mine exactly in the mid, the mine isn't triggered at all
  • any keybind for it yet or isn't any planned?

Such a plow is not meant to clear mines RL. The only use it to move ground or rubble or wrecks. I guess its purely for ambience.

 

  • Like 1

Share this post


Link to post
Share on other sites
13 minutes ago, Beagle said:

Such a plow is not meant to clear mines RL. The only use it to move ground or rubble or wrecks. I guess its purely for ambience.

 

But would be a nice addition for the bobcat if it could :) Looks like it's just cosmetic...

 

...or maybe first step for the Tanks DLC?

Share this post


Link to post
Share on other sites
22 minutes ago, Beagle said:

Such a plow is not meant to clear mines RL. The only use it to move ground or rubble or wrecks. I guess its purely for ambience.

 

it can be used to clear mines in soft ground. Not the best or safest way but works https://youtu.be/MiWCpIJ5dBw?t=13m

  • Like 1

Share this post


Link to post
Share on other sites
4 hours ago, TrueCruel_Nobody said:

The animation of the plow is instant

It is not, it is just extremely fast for some reason 

 

vehicle player animatesource ["moveplow", 1, 0.0001]

Works fine, but I expect this to be changed as it makes no sense.

  • Like 1

Share this post


Link to post
Share on other sites

Tried it now too. Looks nice. Next step: There are dirt particles coming up when driving over sand, etc. Would be cool to get the same or a similar effect (stronger?) at the front of the shovel now once it's down.

  • Like 2

Share this post


Link to post
Share on other sites

CSAT Pacific soldiers aren't yet using their GHEX weapon variants.

 

most are using this: 

 

arifle_CTAR_blk_F

 

while they might be better camouflaged using:

 

arifle_CTAR_ghex_F

Share this post


Link to post
Share on other sites
20 minutes ago, lex__1 said:

I am surprised. This was to be decided on May 8, 2013.

https://feedback.bistudio.com/T66441

Keep in mind that implementing a whole new animation sequence in Arma means a lot of different moving parts must be touched and, as BIS mentioned, they've always wanted the AI to at least know how to utilize a new feature provided to the players - thus, a new and more reliable grenade throwing system with incremental direction and power adjustments. This may require a complex AI behavior model if you want them to use grenades properly... 
 

Another explanation for this to be ignored may be... it's just not that big of a problem maybe... for most players... and completely refactoring this system that's already been working for years is not that much of an investment compared to new gameplay features, enhancements and additional content.

If you think of game development as any other business, you'll understand this point of view immediately as it makes complete sense.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×