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Is normal that a great percentage of shots to the ground don't make even a small dust cloud? I realized a few weeks ago, but cannot remember if this was so before.

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In the last days the deaths in MP from exploding vehicles got kind of ridiculous, after just hitting a small fence or stone. Did anything change more or less recently regarding vehicle damage or was it just bad luck?

i wish cars wouldn't explode on their own at all. if they get hit by explosive stuff there will be an explosion anyways.

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Played a few hours on BECTI with 20-25 people. Didn't see a single floating vehicle and no jerking of player manned vehicles...I could have just been lucky but a 2-3 hour session with all of that nonsense gone was a welcome sight!

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100 Players over 6 hour period no floating vehicle or desync at all, absolute brilliant. For my understanding they revert the netcode to like 1.16 and you can turn on the bad netcode with "guaranteedUpdates = false" as startparameter.

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Issue with betadev... just tried this morning...

haven't yet test with new stable version of this afternoon

Still got the problem with 1.20

hey guys - sounds like you both still are experiencing part of this bug. Could you (and anyone else still experiencing the problem) update the thread with what missions/mods you are seeing the error with, and any steps that can be taken to reproduce it? It seems like most of the error is fixed but there may still be some edge-cases left to clean up.

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After some very recent updates, the HandleDamage-eventhandler dosent seem to work always. I have this code launched when player receives damage, but now he can die sometimes (died in explosion, caused by "R_80mm_HE" or "R_60mm_HE")

http://pastebin.com/s0RWaQfk

Using the official build. That script had worked everytime without troubles before (was made like half year ago). No errors.

Edit: I will try to reproduce it in sample mission.

Edit2: Eventhandler working now so far everytime (wasnt at least the explosion), quite strange issue.

Edit3: Made much changes and also added Explosion-eventhandler. Not sure what was bugging, but so far good. Reporting again if finding something.

Edit4: Sorry, this was my own bug. Had new function and it affected player too.

Edited by SaOk

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no revert, just bugs fixed

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Getting always an error when connecting spawned artillery vehicle to "support provider: artillery"-module (placed in editor) that is connected to "support requester"-module (placed in editor and that is connected to player), even the support calls work normally from 0-8 without issues after using this method.

Error in expression <"Ping_New_Available", BIS_SUPP_channels select ([WEST, EAST, RESISTANCE] find si>
 Error position: <select ([WEST, EAST, RESISTANCE] find si>
 Error Zero divisor
File A3\modules_f\supports\procedures\refreshMainWindow.sqf, line 45

Using this code to connect the spawned vehicle to the module (mudo1):

(vehicle (leader _group)) synchronizeObjectsRemove [mudo1]; mudo1 synchronizeObjectsRemove [(vehicle (leader _group))];

There dosent seem to be a way to prevent that error from mission side?

EDIT: Nevermind, opened the module scripts and found out there is HQ unit made. It ended being deleted because my loops. Prevented that and working nice now. ;)

Edited by SaOk

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Heh heh heh heh...

Welcome to ArmA buddy. Waypoints just aren't meant to be super precise. Unfortunately, our tools for controlling AI pathfinding is extremely limited because the AI will always perform it's own pathfinding to some extent. Usually more than you want it to. The only real solution is to use the record feature, which isn't perfect but it is fairly easy to use. I would only use it when you absolutely need precise maneuvering though. It's not a great solution because it doesn't use physics, wheels don't turn, etc. But it'll get the vehicle where you need it. You would just drive the path you want it to take and then the vehicle can replay those exact movements.

I would not expect that stuff to improve, honestly. That just isn't how things work. Maybe someday it'll work better but as it is, it's pretty limited.

But the record feature is pretty useful, I'd encourage you to at least try it. It's even more fun to record data from a chopper flight and then just apply that movement to a big troop transport truck. It's awesome.

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I'm not a big fan of the record method. It would have been better to record the keyboard/joy stick input commands and actions and play them back to a vehicle.

Also if you could do that for soldiers you wouldn't need to use all those clumsy switchmove/playmove commands.

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Increased supply radii of fuel/ammo/medical support trucks and substantially increased ammunition load of ammo trucks to fix the unpleasant issues where several vehicles were not able to reload a reasonable amount of ammunition for their weapons

aaaaaaaalelujah!

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Rahim rifle is no longer able to attach Rail attachments

Why is that? Isn't it a marksman rifle?

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Why is that? Isn't it a marksman rifle?

I think they mean the side attachments because they were clipping through rail covers ....

why they dont remove the covers when you attach a side attachment in the first place? probably they dont wanna rework their holding anim

Edited by RobertHammer

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•124767: Added: Fuel explosion power value for all vehicles

•124780: Added: Script commands for basic 3D vector operations (vectorAdd, vectorDiff, crossProduct, dotProduct, vectorCos, vectorMagnitude, vectorMagnitudeSqr, vectorMultiply)

•124787: Added: Script commands for vector distance and square distance (vectorDistance, vectorDistanceSqr)

Good Anakin, good.

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Loving the new inclusion of ATL in the aircraft HUD. Any chance we could see the full Angle of Attack range for both the Wipeout (has nothing at all in Dev) and the Neophron (only goes to +\- 15 degrees). The Buzzard has the full range.

Also, IND Diver (Explosive Specialist) has no ammo for either primary or secondary weapon.

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Added: "Vote Kick" and "Vote Admin" buttons are now visible in the Players list on Dedicated Servers

Haven't checked out how this looks, but this is a long awaited feature. :D

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I'm downloading 1Gb right now, the changelog says around 500 megs?

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I started to notice when I type I start walking and opening my compass and watch... This needs a fix. Almost got my head blown off because I almost typed myself out of a bush. O.O

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