POLPOX 778 Posted December 24, 2018 Does anybody encountered animation problem after using modded animation? Even in Vanilla, something like that causes problem that can't move as usual, or crash when load some animation. It's too hard to make it reploduced though, re-install Development Branch to solve this issue. Share this post Link to post Share on other sites
Ivanoff.N 61 Posted December 27, 2018 There is a problem with AI convoys currently. At some point part of the convoy just stops . Like rear vehicles just stop for no reason, they don`t move just stand. Anyone else noticed this ? 1 Share this post Link to post Share on other sites
Alwarren 2767 Posted December 28, 2018 6 hours ago, Ivanoff.N said: There is a problem with AI convoys currently. At some point part of the convoy just stops . Like rear vehicles just stop for no reason, they don`t move just stand. Anyone else noticed this ? I've seen this before... the two major issues I have seen so far with convoys are Last vehicle randomly stops First vehicle doesn't move If you take over the driver of the front vehicle with Zeus and drive a few meters, the convoy will work normally... It just won't go on its own. Needless to say, this is a wee bit frustrating. Share this post Link to post Share on other sites
a_killer_wombat 120 Posted December 28, 2018 Speaking of broken convoys, I've re-played the Fixed Wing Showcase relatively recently and found that the enemy convoy you are tasked to destroy seems to have issues moving as it's supposed to normally. Probably caused by the same issues mentioned here. 1 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted December 29, 2018 11 hours ago, a_killer_wombat said: Speaking of broken convoys, I've re-played the Fixed Wing Showcase relatively recently and found that the enemy convoy you are tasked to destroy seems to have issues moving as it's supposed to normally. Probably caused by the same issues mentioned here. it worked fine right up until the June 2016 1.62 Driving Overhaul 1 Share this post Link to post Share on other sites
Lbbde 28 Posted December 30, 2018 Is there any chance that someday we will be able to put a second primary weapon in the launcher slot? A sniper could take another light rifle, or a submachine gun, or a Marksman could take an assault rifle and a DMR. Share this post Link to post Share on other sites
R3vo 2654 Posted December 31, 2018 Can anyone confirm that the T-100 wreck emits an engine sound? Share this post Link to post Share on other sites
Tankbuster 1746 Posted December 31, 2018 7 minutes ago, R3vo said: Can anyone confirm that the T-100 wreck emits an engine sound? In stable as well as dev, mate. Yes. 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 31, 2018 Hello there ! I would like just to mention that the 1st example is missing a "]" https://community.bistudio.com/wiki/drawIcon3D Thanks and Happy New Year to Everyone ! 1 1 Share this post Link to post Share on other sites
R3vo 2654 Posted January 1, 2019 17 hours ago, GEORGE FLOROS GR said: Hello there ! I would like just to mention that the 1st example is missing a "]" https://community.bistudio.com/wiki/drawIcon3D Thanks and Happy New Year to Everyone ! Thanks, fixed it. 1 Share this post Link to post Share on other sites
Lbbde 28 Posted January 1, 2019 20 hours ago, GEORGE FLOROS GR said: Hello there ! General Kenobi ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 1, 2019 3 hours ago, R3vo said: Thanks, fixed it. I was trying also , to add a custom (.paa ) image , but i noticed , that it was working only with "Mission Root" http://killzonekid.com/arma-scripting-tutorials-mission-root/ should this be mentioned as well and is there any another possible way ? Thanks ! Share this post Link to post Share on other sites
R3vo 2654 Posted January 1, 2019 5 minutes ago, GEORGE FLOROS GR said: I was trying also , to add a custom (.paa ) image , but i noticed , that it was working only with "Mission Root" http://killzonekid.com/arma-scripting-tutorials-mission-root/ should this be mentioned as well and is there any another possible way ? Thanks ! I don't know, I haven't used that command alot. You can ask on Arma 3 Discord if you want. https://discord.gg/Ucn9qj 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 1, 2019 1 hour ago, Lbbde said: General Kenobi ! Hello Lbbde ! I'm certainly not that Guy ! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 1, 2019 2 hours ago, GEORGE FLOROS GR said: I'm certainly not that Guy ! I do get the point know ! Spoiler Top definition General Kenobi The dankest Jedi in the history of dank jedi’s. Danker than Sith Palps. His famous phrase “hello there” warms the hearts of all memist’s. Spoiler 1 Share this post Link to post Share on other sites
zukov 490 Posted January 3, 2019 there's a chance to have the facial expression for the new dev's faces? Ivan and Dwarden would be very useful Share this post Link to post Share on other sites
R3vo 2654 Posted January 5, 2019 The Germany localizations of the warlords init module are cut off. Share this post Link to post Share on other sites
classic 38 Posted January 6, 2019 Unfortunately, the localization issues will never be solved. Share this post Link to post Share on other sites
POLPOX 778 Posted January 8, 2019 Is this only for me or not? I feel these cartridge sounds aren't randomized well. Every each of pulling the trigger makes the same cartridge sound expect the very last sound. Note that, this video's cartridge sound is boosted by personal MOD. Share this post Link to post Share on other sites
lex__1 422 Posted January 8, 2019 12 hours ago, POLPOX said: Is this only for me or not? I feel these cartridge sounds aren't randomized well. Every each of pulling the trigger makes the same cartridge sound expect the very last sound. Note that, this video's cartridge sound is boosted by personal MOD. i got that right? are you saying that both sound should be heard at the same time (together) - sound of gunfire + the sound of falling cartridge Share this post Link to post Share on other sites
POLPOX 778 Posted January 9, 2019 1 hour ago, lex__1 said: i got that right? are you saying that both sound should be heard at the same time (together) - sound of gunfire + the sound of falling cartridge I didn't meant to that... I hope you can get it. The timing of cartridge sound is legit for me but sound randomizer is not working properly, I think. As shown in the video and in the in-game config, there're some cartridge sounds defined but when full auto it only sounds one sound. I'm not sure I described this well... Share this post Link to post Share on other sites
lex__1 422 Posted January 9, 2019 9 hours ago, POLPOX said: I didn't meant to that... I hope you can get it. The timing of cartridge sound is legit for me but sound randomizer is not working properly, I think. As shown in the video and in the in-game config, there're some cartridge sounds defined but when full auto it only sounds one sound. I'm not sure I described this well... i have a reproduction sound is made without strengthening. sounds like you have. there is a sound, the sound cartridge for one type of hitting the ground or to another type. hear the sound effect of the 1st or 2nd or 3rd, randomly changing priority type sound, but they don't mix. the type of sound is not dependent on the type of soil where travelling through the cartridges. some of the ground surface or the situation does not reproduce the sound cartridge. Share this post Link to post Share on other sites
EO 11277 Posted January 9, 2019 Is this a known issue with the High Voltage Tower (Damaged)? 1 4 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 9, 2019 12 minutes ago, EO said: Is this a known issue NO way! Share this post Link to post Share on other sites