L3TUC3 32 Posted February 12, 2014 Shouldn't it be using yellow tracers? Depends on what's loaded, but by default it's an AAF weapon and their tracers should be yellow. Share this post Link to post Share on other sites
dna_uk 30 Posted February 13, 2014 Added: New MP commands "hideObjectGlobal" and "enableSimulationGlobal" Very nice additions, good to see all these new global commands. Share this post Link to post Share on other sites
trnapster 12 Posted February 13, 2014 Added: New MP commands "hideObjectGlobal" and "enableSimulationGlobal" Thx. That certainly will be useful. Now the only script command I'm really missing is addWeaponTurret... Share this post Link to post Share on other sites
Kirill 1 Posted February 14, 2014 (edited) DEV! In the last few updates have a problem. Turn the game (after turning on the computer) - "scenario" - "scenario in workshop"-choose "subscribe" to the mission .... game crashes. After restart game - everything is fine.:butbut: And really need some new filters for the workshop. "SP", "MP", "Coop" Edited February 14, 2014 by Kirill Share this post Link to post Share on other sites
marcai 1 Posted February 14, 2014 DEV! In the last few updates have a problem. Turn the game (after turning on the computer) - "scenario" - "scenario in workshop"-choose "subscribe" to the mission .... game crashes. After restart game - everything is fine.:butbut: I had this last night and assumed it was my computer being spazzy rather than the game so didn't report it. Confirmed issue with this one, I guess. Share this post Link to post Share on other sites
dazhbog 10 Posted February 14, 2014 DEV! In the last few updates have a problem.Turn the game (after turning on the computer) - "scenario" - "scenario in workshop"-choose "subscribe" to the mission .... game crashes. After restart game - everything is fine. Unfortunetely we are not able to reproduce this. Just to make it clear the use case is: start arma - play - scenarios - select some scenario - click scenario button - in steam overlay click unsubscribe (not subscribe since it's not available) - game crash. Is that right? Are you still able to reproduce this crash i.e. is it still happening to you? Does it happen for any mission or some specific one? Share this post Link to post Share on other sites
papy.rabbit.08 0 Posted February 14, 2014 To the DEVS, apparently, it's here that we have to post feedback trackers, I replayed the first campaign episod, multiples bugs were found. I created a ticket: http://feedback.arma3.com/view.php?id=17260 :) Share this post Link to post Share on other sites
Gutsnav 13 Posted February 14, 2014 To the DEVS, apparently, it's here that we have to post feedback trackers, I replayed the first campaign episod, multiples bugs were found. I created a ticket:http://feedback.arma3.com/view.php?id=17260 :) No offense, but that really shouldn't be posted in this thread. The devs read the feedback tracker so don't think your issue won't be fixed. If it is already mentioned / fixed, then don't post unneeded feedback. Share this post Link to post Share on other sites
L3TUC3 32 Posted February 14, 2014 And really need some new filters for the workshop. "SP", "MP", "Coop" Singleplayer and multiplayer are already available tags. Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted February 15, 2014 I really think we need a proper Medical vehicle instead of the HEMTT. I reckon a Ghosthawk Medivac and a Marshall Ambulance or something for NATO. I remember reading about a Medical version of the Marshall in the Field Manual back in Beta. Share this post Link to post Share on other sites
[ha]boris 49 Posted February 15, 2014 http://feedback.arma3.com/view.php?id=14898 I think, it does not need justification. In Control tower building can go through the wall. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted February 15, 2014 Is there a special command which would disable this "postprocessing" effect which is frustrating me^^ This black corners which pulse on the screen when the player is out of breath are so "/%&$/=)(§%$ :cool: Is there such a command which would disable this? Share this post Link to post Share on other sites
neodammerung 8 Posted February 15, 2014 boris;2622864']http://feedback.arma3.com/view.php?id=14898I think' date=' it does not need justification. In Control tower building can go through the wall.[/quote']It's with all buildings... & Share this post Link to post Share on other sites
[ha]boris 49 Posted February 15, 2014 This is not the same. On your video through the wall can look, in Control tower can go. Of course, look through the wall - too bad. Share this post Link to post Share on other sites
bigpickle 0 Posted February 15, 2014 (edited) The tracer module is an armed boat with a minigun and this is what creates the tracers, its rendered invisible about +10ft AGL. The navigation lights are still visible **Using a minigun weapon to create the tracers means it has the minigun's firing sounds and it cannot be changed into a more reasonable distant sound without changing the sound of miniguns because of its classname** The water sounds around the boat are all still audible Stock http://youtu.be/dCwQC3SNuyQ When modding the M134 minigun sound http://youtu.be/vzZWSnSBY4A Words fail me :pet5: Edited February 15, 2014 by Bigpickle Share this post Link to post Share on other sites
novahot 1 Posted February 15, 2014 As a matter of fact at a mission I'm bulding with A3MP/Takistan the boat was fully visual and even got attacked by AI. Share this post Link to post Share on other sites
bigpickle 0 Posted February 15, 2014 This is mental Share this post Link to post Share on other sites
danny96 80 Posted February 15, 2014 (edited) Wow! Zeus is here! Awesome thank you so much for that! :) EDIT: I've just tried that and that editor is so awesome! Any chance that it'll replace the standard 2D editor or somehow synchronize these two together to create ultimate 2D-3D editor? I love all the stuff it offers - you can see the lenght of each song in the list of songs, I also love all the icons and stuff - for example you can select Postprocess, and you can see how it will look like before you even apply that. That's it for editor. What I can tell about the mode itself - I like that they have all the things resolved so the Zeus cannot be that annoying much - For example he cannot throw objects right into your face (you can set up it so player must be like 100m from the Zeus if he want to create something). But I love all the stuff he can do - like lightning strike - however it should have more splash damage because I threw it like meter from the soldier and it did not do anything to him even when he was laying in the big hole it made lol. Things i don't like is that Zeus can spam the lightning strike if you hold Ctrl and the sound of the lightning strike is like REALLY LOUD. Anyway thank you again for this awesome mode and I hope that this 3D editor will be used in more things than only in Zeus mode as It'd be pity if it didn't. Edited February 15, 2014 by danny96 I sort of expanded my post Share this post Link to post Share on other sites
novahot 1 Posted February 15, 2014 I overlooked that this is the dev-branch forum. Nevertheless I'm on stable branch and can repoduce it. My tracer module is a hovering, full-manned attackboat that fires in the air and gets shot down as soon as its detected. Share this post Link to post Share on other sites
twisted 128 Posted February 16, 2014 Hey Bis, thanks for the unexpected release of Zeus on the wekeend. pretty damn cool. Share this post Link to post Share on other sites
bigpickle 0 Posted February 16, 2014 It happens both branches that's right. Dev branch forums is the best place to post bugs. Thanks for overlooking it. Share this post Link to post Share on other sites
Niklas 1 Posted February 16, 2014 Can someone please test this quickly in the editor? I can not hear sounds when a hunter GMG is firing, other GMG variants work fine. Share this post Link to post Share on other sites
f2k sel 164 Posted February 16, 2014 I have a ticket about AI interacting and attacking hidden objects http://feedback.arma3.com/view.php?id=11079 this was less of a problem in A2/OA Share this post Link to post Share on other sites
xendance 3 Posted February 16, 2014 (edited) What's up with the holo sights? Are the misaligned on the guns? They seem to be too much on the right of the gun rails. Notice how the screws are in relation to the gun top railing: http://i.imgur.com/79qj7fY.png Here I tried to draw a vertical center line along the gun, but I think the perspective is off: http://i.imgur.com/1z3Mno9.png Edit, more pics, notice the screw positions in relation to the railing: http://i.imgur.com/K08eaKi.png http://i.imgur.com/A6c9XX6.png I'm not an expert on gun sights so I don't know if the holo sight in question is so asymmetrical or if it's just the perspective ;) Edited February 16, 2014 by Xendance Share this post Link to post Share on other sites
teaboy 11 Posted February 16, 2014 What's up with the holo sights? Are the misaligned on the guns? They seem to be too much on the right of the gun rails.Notice how the screws are in relation to the gun top railing: http://i.imgur.com/79qj7fY.png Here I tried to draw a vertical center line along the gun, but I think the perspective is off: http://i.imgur.com/1z3Mno9.png Edit, more pics, notice the screw positions in relation to the railing: http://i.imgur.com/K08eaKi.png http://i.imgur.com/A6c9XX6.png I'm not an expert on gun sights so I don't know if the holo sight in question is so asymmetrical or if it's just the perspective ;) I also have the Scope's cross hair displaying next to the white cursor when in 1st person and 3rd person view - Same scope as shown in the pictures above, haven't tested other scopes.. Share this post Link to post Share on other sites