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Ed:- I thing Zafir is still using 150Rnd 7.62x51mm for the time being

In Zafir config:

magazines[] = {"150Rnd_762x54_Box","150Rnd_762x54_Box_Tracer"};

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Programmers are working on the Inventory issue, it didn't appear on out internal version, but I hope they'll be able to fix it for tomorrow :icon_evil:

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In Zafir config:

magazines[] = {"150Rnd_762x54_Box","150Rnd_762x54_Box_Tracer"};

Ah grand, for some reason I couldn't find 150Rnd_762x54 when I searched the config but I guess I was searching the wrong one (I did have an old allinone config open to cross-reference the changes)

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Programmers are working on the Inventory issue, it didn't appear on out internal version, but I hope they'll be able to fix it for tomorrow :icon_evil:

Thanks pettka

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Would be great if the programmers would put the stance adjustment key back in.

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Was something adjusted with the isFlatEmpty function for 1.40?

I am getting strange error when using BIS_fnc_findOverwatch

*****
Error in expression <rom 0 to 49 do {
_checkPos = _targetPos isFlatEmpty [3,0,0.5,5,0,FALSE,objNull];>
 Error position: <isFlatEmpty [3,0,0.5,5,0,FALSE,objNull];>
 Error Type Number,Not a Number, expected Number
*****

Error position indicates there's could be something wrong with isFlatEmpty_array select 2 or select 3, being max gradient or gradient area.

_isFlat = (position _preview) isflatempty [
	(sizeof typeof _preview) / 2,	//--- Minimal distance from another object
	0,				//--- If 0, just check position. If >0, select new one
	0.7,				//--- Max gradient
	(sizeof typeof _preview),	//--- Gradient area
	0,				//--- 0 for restricted water, 2 for required water,
	false,				//--- True if some water can be in 25m radius
	_preview			//--- Ignored object
];

Going to bang away at it for a bit, there is a chance it's on my end, though I have never seen

Error Type Number,Not a Number, expected Number

before.

***************

EDIT: Resolved.

Something has indeed been changed, but with nearestObject, not isFlatEmpty.

Prior to 1.40 I had been feeding a position array containing only [X,Y]. Example:

_pos = [X,Y];
_refObj = nearestObject [_pos,'All'];

And all was fine and dandy.

Now in 1.40

_pos = [X,Y];
_refObj = nearestObject [_pos,'All'];
diag_log (str _pos);     // [15000,15000,[color="#FF0000"]NaN[/color]]

_checkPos = [color="#FF0000"]_pos[/color] isFlatEmpty [3,0,0.5,5,0,FALSE,objNull];    // Error Type Number,Not a Number, expected Number

The fix:

_pos = [X,Y,[color="#008000"]Z[/color]];
_refObj = nearestObject [_pos,'All'];
diag_log (str _pos);     // [15000,15000,[color="#008000"]0[/color]]

Carry on ...

Edited by MDCCLXXVI

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For those interested, this is what happens between two groups of AI each on their own headless client with each other's group enablesim false on each other's locality (also note that the player is enablesim false all but 4 times a minute on AI's locality):

http://youtu.be/U1k-Omg5eUI

Please take a look at this. This make headless client pretty useless as the AI on the HC cannot properly fight the AI on the server (different locality). "Enablesim false" on each other's locality is required to at least get a fps benefit from using a hc.

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Was something adjusted with the isFlatEmpty function for 1.40?

I am getting strange error when using BIS_fnc_findOverwatch

*****
Error in expression <rom 0 to 49 do {
_checkPos = _targetPos isFlatEmpty [3,0,0.5,5,0,FALSE,objNull];>
 Error position: <isFlatEmpty [3,0,0.5,5,0,FALSE,objNull];>
 Error Type Number,Not a Number, expected Number
*****

Error position indicates there's could be something wrong with isFlatEmpty_array select 2 or select 3, being max gradient or gradient area.

_isFlat = (position _preview) isflatempty [
	(sizeof typeof _preview) / 2,	//--- Minimal distance from another object
	0,				//--- If 0, just check position. If >0, select new one
	0.7,				//--- Max gradient
	(sizeof typeof _preview),	//--- Gradient area
	0,				//--- 0 for restricted water, 2 for required water,
	false,				//--- True if some water can be in 25m radius
	_preview			//--- Ignored object
];

EDIT: Resolved.

Something has indeed been changed, but with nearestObject, not isFlatEmpty.

The fix:

_pos = [X,Y,[color="#008000"]Z[/color]];
_refObj = nearestObject [_pos,'All'];
diag_log (str _pos);     // [15000,15000,[color="#008000"]0[/color]]

Carry on ...

Well done mate. You're ahead of me. So... we need to feed nearestObject a 3d array, not a 2d one?

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Well done mate. You're ahead of me. So... we need to feed nearestObject a 3d array, not a 2d one?

Pretty much ...

nearestObject [[X,Y,Z],'All']; // good

nearestObject [[X,Y],'All']; // error city since 1.40

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Pretty much ...

nearestObject [[X,Y,Z],'All']; // good

nearestObject [[X,Y],'All']; // error city since 1.40

It works on dev without a hitch ["Arma 3","Arma3",141,129546,"Development",false]

Edited by Killzone_Kid

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Please take a look at this. This make headless client pretty useless as the AI on the HC cannot properly fight the AI on the server (different locality). "Enablesim false" on each other's locality is required to at least get a fps benefit from using a hc.

Uh...this seems entirely like expected behavior. If you disable simulation on one machine then they're obviously not going to be simulated on that machine. You don't need to disable simulation to get the benefit of a HC. The HC runs the AI behavior instead of the server, but you still need their simulation to be enabled on other machines (that doesn't mean other machines are processing their behavior - simulation is, to put it simply, whether or not they are tracked of by the local machine).

Edited by SilentSpike

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Todays update - Inventory is back - thank you!

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Pretty much ...

nearestObject [[X,Y,Z],'All']; // good

nearestObject [[X,Y],'All']; // error city since 1.40

Did you check other related commands such as nearObjects, nearestObjects and nearEntities?

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I was wondering where the hell the SOS had gone in the Arsenal menu since it is no longer alphabetically sorted near the bottom of the optics list

Turns out it has a new name: MOS

Sight picture is still wrong though

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I was wondering where the hell the SOS had gone in the Arsenal menu since it is no longer alphabetically sorted near the bottom of the optics list

Turns out it has a new name: MOS

Sight picture is still wrong though

at least i found the manual for it and the specs

jan09retchart.jpg

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Everytime I go back to the arsenal from testing my loadout is randomised :/

Also the vermin is made out of dirt...is that new?

Well, whatever... http://feedback.arma3.com/view.php?id=22927

Actually it seems all weapons are now made out of dirt

http://feedback.arma3.com/view.php?id=22927

Edited by JHard
ticket

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Changed: Weapon Tails updated and configured

Are you sure? Seems just like yesterday, and it's still only enabled on the MX.

Added: Material for weapon bullet penetration

This seems to have brought some issues as others already have pointed out. Good to see that the bullet proof weapons are being worked on though.

And one more thing: As already pointed out by others, it looks like reticles on MOS and LRPS were mixed up.

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That muffled sound glitch tends to happen at spawn. Than it goes away after awhile. However, when the muffle effect is then active, it starts happening to what ever i do, as well as what it's supposed to be filtering in the distance. Really... weird.

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Uh...this seems entirely like expected behavior. If you disable simulation on one machine then they're obviously not going to be simulated on that machine. You don't need to disable simulation to get the benefit of a HC. The HC runs the AI behavior instead of the server, but you still need their simulation to be enabled on other machines (that doesn't mean other machines are processing their behavior - simulation is, to put it simply, whether or not they are tracked of by the local machine).

Sounds reasonable. But the thing with HC is that there is just no benefit from using it. It doesn't help performance at all if you spawn the AI on the HC or the server itself, as both get a major fps drop with multiple AI's. Atm there is just no reason to use a HC at all.

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Did you check other related commands such as nearObjects, nearestObjects and nearEntities?

No, at least not yet. I use nearEntities quite a bit but supply it with an [x,y,z] position.

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In 1.41.129555 every time I open Virtual Arsenal my gear is randomized.

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Combat pace toggle seem broken (with Dev-build, works in 1.40), nothing happens with the default set key - C. Weapon stays up and moving is slow walk. Can only run with shift, but the normal move speed seems not available.

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Combat pace toggle seem broken (with Dev-build, works in 1.40), nothing happens with the default set key - C. Weapon stays up and moving is slow walk. Can only run with shift, but the normal move speed seems not available.

Seems fine. Make sure you have not toggled walking on (or experience the bug where walking is toggled on by default at the start of the mission). You can turn this off usually by double tapping shift, then the combat pace will become available.

You can't go to combat pace when your default speed is walking, you can only go to combat pace when your default speed is jogging as walking speed overrides combat pace speed.

Edited by Sniperwolf572

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