froggyluv 2136 Posted October 18, 2017 Quote Assign a variable name to terrain object Oh Hellz yeah!! 1 Share this post Link to post Share on other sites
R3vo 2654 Posted October 18, 2017 Wow, the overhaul of the terrain module sounds awesome. Thanks alot!! 1 Share this post Link to post Share on other sites
lexx 1363 Posted October 18, 2017 Nobody commented on it yet, but something *did* change with the way waypoint work for tracked vehicles, right? The tank in this scene won't start moving at all: The tank starts moving, if I move the waypoints further away, but it takes a couple seconds. In any case, this is breaking a few of my missions as of now. A HEMTT vehicle (as example) follows the waypoints till the end. None of the tracked vehicles will. Share this post Link to post Share on other sites
R3vo 2654 Posted October 18, 2017 Three things about the difficutly menu: Skill and Precision controls are not aligned The new Tactical Ping combobox is empty "Multiple Saves" option is not written in capital letters for some odd reason Quote Tweaked: Position & width of PhysX wheels for cars & trucks were adjusted The wheels of the Hunter a now slightly above surface. Share this post Link to post Share on other sites
f2k sel 164 Posted October 18, 2017 Load times have drastically increased in the current build it's gone from 2 seconds to around 16. Previously only the fist time you run the map would take longer than a couple of seconds. Tanona and VR seem fine it's the other three that are very slow. Share this post Link to post Share on other sites
kecske 46 Posted October 20, 2017 Quote 18-10-2017 Fixed: Small dome was missing a shadow (https://feedback.bistudio.com/T124317) Still not fixed as of todays update. Share this post Link to post Share on other sites
ski2060 167 Posted October 20, 2017 @ Random BIS Dev : does this: "Tweaked: Using ammunition with the Datalink does not require line of sight on the target anymore Tweaked: Using ammunition with radar does not require active sensors anymore " Indicate that remote targeting of enemy forces via Datalink is now possible and no direct LOS is required to prosecute the attack? So a datalinked radar vehicle can pass information to a launch site over a hill, and said launch site can now fire even though the LOS is blocked and may be obstructed completely? Also, regarding the second bullet point. Does this indicate that third party units equipped with Active Radar Home weapons can now fire those weapons at a target illuminated by someone else? Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted October 21, 2017 Quote Fixed: The expectedDestination script command did not work for agent units cool, thanks team :) how did this issue get noticed? I first encountered the issue in early 2015, didnt think much of it and never reported it. Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted October 21, 2017 13 hours ago, ski2060 said: @ Random BIS Dev : does this: "Tweaked: Using ammunition with the Datalink does not require line of sight on the target anymore Tweaked: Using ammunition with radar does not require active sensors anymore " Indicate that remote targeting of enemy forces via Datalink is now possible and no direct LOS is required to prosecute the attack? So a datalinked radar vehicle can pass information to a launch site over a hill, and said launch site can now fire even though the LOS is blocked and may be obstructed completely? Also, regarding the second bullet point. Does this indicate that third party units equipped with Active Radar Home weapons can now fire those weapons at a target illuminated by someone else? In regards to the last point; yes. I tested it this morning. 1 Share this post Link to post Share on other sites
cyborg111 32 Posted October 21, 2017 Hi, there first question i have: Is there a Developer forum thread in german language? second part: can you please implement an option for the rubber boats to change to a silent electric outboard motor ((vanilla) next DLC maybe)? is it possible to implement a feature (on/off), that collision damage of vehicles will not reach zero health? for sure i can script an eventhandler to every vehicle,but in some cases it would be much easyer if every machine knows from the beginning how to act in individual cases. thanks for reply Greetings [CCG]Cyborg Share this post Link to post Share on other sites
jone_kone 158 Posted October 21, 2017 9 hours ago, Imperator[TFD] said: In regards to the last point; yes. I tested it this morning. If we only had a ground station radar now. That would make SAM sites much more interesting. :) 1 Share this post Link to post Share on other sites
teabagginpeople 398 Posted October 21, 2017 8 minutes ago, jone_kone said: If we only had a ground station radar now. That would make SAM sites much more interesting. :) thought we would get one for sure in jets dlc. that would have been a nice real world balance. Share this post Link to post Share on other sites
ski2060 167 Posted October 21, 2017 2 hours ago, jone_kone said: If we only had a ground station radar now. That would make SAM sites much more interesting. :) Yes. With the new updates a ground based radar would be a great addition. Multiple Ground radars at that. Mobile sites (towed or self) and fixed sites, either radome or tower, would add a bit more depth. Multiple mods have this covered now, adding a couple of assets to the base game would be awesome. 1 Share this post Link to post Share on other sites
domokun 515 Posted October 21, 2017 7 minutes ago, ski2060 said: Yes. With the new updates a ground based radar would be a great addition. Multiple Ground radars at that. Mobile sites (towed or self) and fixed sites, either radome or tower, would add a bit more depth. Multiple mods have this covered now, adding a couple of assets to the base game would be awesome. Have you looked at Pook's SAM pack mod? Share this post Link to post Share on other sites
ski2060 167 Posted October 21, 2017 12 minutes ago, domokun said: Have you looked at Pook's SAM pack mod? Yes. Extensively. I have conversed with Pookie multiple times. I am just saying that having some static or mobile radar sites in Vanilla Arma 3 would be a great addition with the new changes made to allow Datalink targeting from non-radiating launcher sites. This would allow actual SAM sites in pure vanilla missions like Invade and Annex, or Domination and such. 2 Share this post Link to post Share on other sites
froggyluv 2136 Posted October 21, 2017 Not sure when all those PlayAction Gestures and Tac moves snuck in but they're awesome. Share this post Link to post Share on other sites
R3vo 2654 Posted October 21, 2017 15 minutes ago, froggyluv said: Not sure when all those PlayAction Gestures and Tac moves snuck in but they're awesome. What gestures :O Share this post Link to post Share on other sites
froggyluv 2136 Posted October 21, 2017 "gestureNod", "gestureNo", "gestureYes","gestureUp","HandSignalPoint", "TactB","TactLB","TactRB","TactF","TactL","TactR","TactLF","TactRf" Maybe they've always been there but I just didnt know :D Share this post Link to post Share on other sites
Beagle 684 Posted October 21, 2017 On 18.10.2017 at 7:12 PM, R3vo said: The wheels of the Hunter a now slightly above surface. It's the same issue for the Ifrit. Share this post Link to post Share on other sites
lexx 1363 Posted October 22, 2017 9 hours ago, froggyluv said: "gestureNod", "gestureNo", "gestureYes","gestureUp","HandSignalPoint", "TactB","TactLB","TactRB","TactF","TactL","TactR","TactLF","TactRf" Maybe they've always been there but I just didnt know :D Where did you find them? I wanted to check it out right now and don't know where they are in the animation viewer. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted October 22, 2017 20 minutes ago, lexx said: Where did you find them? I wanted to check it out right now and don't know where they are in the animation viewer. they are pretty cool, good for using on AI imo. Share this post Link to post Share on other sites
lexx 1363 Posted October 22, 2017 Ok, but where exactly are they? What category? Share this post Link to post Share on other sites
Larrow 2821 Posted October 22, 2017 Do not know if this has already been reported but currently BIS_fnc_exportGuiBaseClasses in both dev and stable build, output classes in the wrong order. Mainly the Eden style controls "ctrl" variant. Which means using the output creates errors due to inheritance and you have to go through and reorder everything. Was fine in previous releases. Share this post Link to post Share on other sites
R3vo 2654 Posted October 22, 2017 9 hours ago, Larrow said: Do not know if this has already been reported but currently BIS_fnc_exportGuiBaseClasses in both dev and stable build, output classes in the wrong order. Mainly the Eden style controls "ctrl" variant. Which means using the output creates errors due to inheritance and you have to go through and reorder everything. Was fine in previous releases. I can confirm that. Quite annoying. 9 hours ago, lexx said: Ok, but where exactly are they? What category? Some of them are in CfgGestures. Share this post Link to post Share on other sites
lex__1 422 Posted October 23, 2017 https://feedback.bistudio.com/T64247 More details. The optical sight is jammed at maximum resolution. Occurs with some optical sights on turrets and cars, where there is a smooth zoom. Steps To Reproduce - editor - create a hunter (strider) with a machine gun (grenade launcher), or any stationary turret .... - sit in the place of the arrow turn - on the view from the third person - press and hold the key - "temporary increase" - press the key - "optical sight" try changing the magnification of the optical sight (+ \ -) Share this post Link to post Share on other sites