msy 22 Posted October 31, 2015 Still too fast. the sound of reloading doesnt match the animation Share this post Link to post Share on other sites
roberthammer 582 Posted October 31, 2015 Still too fast. True , also the animation itself looks really robotic compared to the Mk14 one Share this post Link to post Share on other sites
Electricleash 133 Posted October 31, 2015 Not sure if this is related to graphics settings, but when I reload the PDW, the semi-transparent parts of the grip and magazine become blue in first person. Anyone else get this? Yep, seeing this, but it's a wierd one, and only appears to happen when the players POV has a portion of sky in view. Share this post Link to post Share on other sites
2nd ranger 282 Posted October 31, 2015 Tweaked: Increased the time of reloading Mk18 Is there a reason why it seems to be taking forever to make this one animation? This is like the fourth time it has been 'tweaked' in about a month, and it's still not right. It's not a big deal, just curious. Share this post Link to post Share on other sites
ruPal 143 Posted November 1, 2015 Found a new script command - addWeaponItem. If you have several same weapons (one of them in hands). Will it add magazine to weapon in hand only? Share this post Link to post Share on other sites
Jona33 51 Posted November 1, 2015 Has anyone else noticed an issue that vehicles have default sides, which then get classed as friendly kills? E.g. using the FIA Offroad (Armed), placing an empty one (calling it testUnit) then filling it with crew of side east. As a player you are blufor, and it's easiest to use a tank. using "side testUnit" will correctly return east, but when killing it, you get a friendly kill and become a renegade, effectively buggering a mission. I can work around with this using an addRating event handler but it seems really unnecessary. EDIT: Actually I've realised it's an issue when the enemy crew dismount and the vehicle becomes empty, if you kill the vehicle while it's still occupied by the enemy then it counts as an enemy kill. Share this post Link to post Share on other sites
Tom_48_97 523 Posted November 2, 2015 hi, Do you know if c# dll are support in the last release ? if not is it possible to support it ? This is already possible and it's planned to release an example in Arma 3 Samples (soonTM) It's now available on the dev branch of the samples :292: 1 Share this post Link to post Share on other sites
twisted 127 Posted November 2, 2015 arma3 does not start for me after last dev upate. get error unable to init dxgi. ignore. a reboot solved the issue. Share this post Link to post Share on other sites
Locklear 214 Posted November 2, 2015 Still too fast. It seems the intended change actually didn't make it into the Dev-Branch. Should be in the next update. the sound of reloading doesnt match the animation Yes, we're aware of it, it will be adjusted. Is there a reason why it seems to be taking forever to make this one animation? This is like the fourth time it has been 'tweaked' in about a month, and it's still not right. It's not a big deal, just curious. In this particular case, several separate things are going on. The hand animation, the model config animation of the gun, and the sound. Also, we're actually increasing duration of the reload, so it has to be considered, as well. Despite the change is small and the overall amount of time needed is not big, several people cooperate on that as their workload and other tasks' priorities allow. Last but not least, please note we're talking the Dev-Branch; many WIP changes are put there, so you can see the progress, provide feedback, etc. So it's kinda natural you witness some iterations, unfinished work, and such. :) 3 Share this post Link to post Share on other sites
code34 248 Posted November 2, 2015 It's now available on the dev branch of the samples :292: thank you Tom ! Share this post Link to post Share on other sites
St. Jimmy 272 Posted November 2, 2015 Running with binoculars in your hands and having any launcher on your back makes the launcher bounce back and forth 5m away from your back :D http://feedback.arma3.com/view.php?id=26418 Share this post Link to post Share on other sites
x3kj 1247 Posted November 2, 2015 I asked Lord of Bounce and he assured me that this is how this works in real life too. 9 Share this post Link to post Share on other sites
Kydoimos 915 Posted November 2, 2015 Hiya, Getting masses of errors with my campaign in Dev Branch and lots of my scripts have stopped working - though it's all running fine on Stable(!). Here's a snippet from my RPT - has some scripting changed or did I miss something? Seems to be expression related... {_X hideObject true;_X enableSimulation >22:23:25 Error position: <_X hideObject true;_X enableSimulation >22:23:25 Error Undefined variable in expression: _x22:23:25 File Resist\missions\M_02.Altis\init.sqf, line 14822:23:25 Error in expression <_Romeo = Romeo;_Kuma = Kuma;_Gorgon = Gorgon;_Zamak_A = Zamak;_Zamak_B = Cov>22:23:25 Error position: <Gorgon;_Zamak_A = Zamak;_Zamak_B = Cov>22:23:25 Error Undefined variable in expression: gorgon22:23:25 File Resist\missions\M_02.Altis\init.sqf, line 4522:23:25 Error in expression <, 2, 20]}}]; Share this post Link to post Share on other sites
BIS_Adam 24 Posted November 3, 2015 Running with binoculars in your hands and having any launcher on your back makes the launcher bounce back and forth 5m away from your back :D http://feedback.arma3.com/view.php?id=26418 Scheduled for fixing. Thank you for reporting the issue :) 1 Share this post Link to post Share on other sites
Tom_48_97 523 Posted November 3, 2015 Hiya, Getting masses of errors with my campaign in Dev Branch and lots of my scripts have stopped working - though it's all running fine on Stable(!). Here's a snippet from my RPT - has some scripting changed or did I miss something? Seems to be expression related... Is it with all scripts or only some specific ones? I ask because the errors you linked are only from init.sqf. Share this post Link to post Share on other sites
warkonaut 133 Posted November 3, 2015 Hi, can you show there the code where you call the hideObject and enableSimulation commands. Looks like forEach cycle... Do the objects you store in the array exist? Share this post Link to post Share on other sites
Kydoimos 915 Posted November 3, 2015 Is it with all scripts or only some specific ones? I ask because the errors you linked are only from init.sqf. Hi, can you show there the code where you call the hideObject and enableSimulation commands. Looks like forEach cycle... Do the objects you store in the array exist? Hiya guys, thanks for the speedy responses! I hope you don't mind the long post - if you want me to condense it or remove it, please just let me know! :) here's my Init.sqf (it might not be well optimised, but it's been working): I'm also getting a message 'Cannot Load Mission'. At present, it seems to be linked to the init.sqf and it's preprocess files - though I need to do some further tests. There's plenty of objects that exist (for instance, everything under // vehicles etc.), and there are some spawned bits in the preprocess SQFs, which seem to be causing problems. I'm positive it's not because anything in the arrays doesn't exist, because it all works perfectly on Stable Branch. One important part to add, this mission is the second in the campaign - I haven't had problems with the first mission yet, which has a similar layout. I'm going to run some tests today, and see if the errors occur in the editor, when I preview the mission on its own, outside the campaign structure. I did notice a whole bunch of error messages once the second mission was actually in progress, but I need to check to see if these were because items in the init.sqf had not completed properly, or did not spawn. EDIT: Just tried the mission in the 2D editor - no scripting errors - seems it's definitely confined to the campaign structure. It's almost as if the init.sqf, and the preprcoess SQFS, are running before anything on the map exists. EDIT: Created a ticket, and added links to my RPT and all the mission scripts: http://feedback.arma3.com/view.php?id=26427 Deleted this long post as problem was a corrupted mission file. Share this post Link to post Share on other sites
code34 248 Posted November 3, 2015 It's now available on the dev branch of the samples :292: ok then i checked for it. When i use the vanilla sample directory relative to console, compile .dll, it doesn't work . When i copy paste the console code, in my own project template, compile it and launch it throught arma, it works. I had the same problem with another external previous example, i just used a external projet, it doesn't work too, until i rebuild it from scratch and copy / paste the code in a new project. I don't understand why in some case, it works , in other, don't. I compare compilation parameter it seems to be the same. Perhaps its relative to reference ? Share this post Link to post Share on other sites
Kydoimos 915 Posted November 3, 2015 Also, not sure if it's relevant, but getting spammed with 'planning mode' and 'side !!! / side 63' in the RPT: 22:22:10 planning mode22:22:10 Unexpected mode22:22:57 EPE manager release (0|120|0)22:23:02 Warning Message: Cannot load mission22:23:03 Side !!!22:23:03 Side 63 Share this post Link to post Share on other sites
Tom_48_97 523 Posted November 3, 2015 ok then i checked for it. When i use the vanilla sample directory relative to console, compile .dll, it doesn't work . When i copy paste the console code, in my own project template, compile it and launch it throught arma, it works. I had the same problem with another external previous example, i just used a external projet, it doesn't work too, until i rebuild it from scratch and copy / paste the code in a new project. I don't understand why in some case, it works , in other, don't. I compare compilation parameter it seems to be the same. Perhaps its relative to reference ? I double checked and every references are relative and correct. Does this happen with other projects from this solution (bi_SysDate*)? One difference between your project and the original one might be the "TargetFrameworkVersion" which is 4.5.1 on my side. Share this post Link to post Share on other sites
Kydoimos 915 Posted November 3, 2015 22:22:10 planning mode 22:22:10 Unexpected mode 22:22:57 EPE manager release (0|120|0) 22:23:02 Warning Message: Cannot load mission 22:23:03 Side !!! 22:23:03 Side 63 The 'EPE manager release' led me to the cause - somehow I got a corrupted mission file! Issue resolved! Share this post Link to post Share on other sites
code34 248 Posted November 3, 2015 I double checked and every references are relative and correct. Does this happen with other projects from this solution (bi_SysDate*)? One difference between your project and the original one might be the "TargetFrameworkVersion" which is 4.5.1 on my side. there is a problem in Bi console example, you should correct this part namespace bi_Console { public class DLLEntry { i also change the path ..\bin\Debug to bin\Debug clean all the tempfile in bin\Debug, recreate the project and it seems to works. there is also a problem with the project bi_sysdate, i deleted it here the error message, i think it s a c++ or c project ? "Le projet 'bi_sysDate' n'a pas pu être chargé, car il manque des composants d'installation. Pour y remédier, lancez le programme d'installation de Visual Studio en effectuant les sélections suivantes : Installer les outils Visual C++ 2015 pour Windows Desktop" Share this post Link to post Share on other sites
Tom_48_97 523 Posted November 4, 2015 That's weird because everything works on my side (tried on multiple workstations), I can compile and use everything like shown in this screen: http://tom4897.info/tmp/extension_output.jpg I even tried to play with multiple calls ("bi_console" callExtension format ["Time: %1", "bi_sysDate" callExtension "time"]) and it works as designed. I can explain the (potential) issue with the namespace because it differs from the default one however I can't explain why VS complains about the toolkit because everything has been written, tested and compiled with the toolkit 120. Could you give it another try and send me the output from the compilation (from both configurations release and debug)? Which version of VS are you using? Ps: bi_SysDate is a C++ project. The 'EPE manager release' led me to the cause - somehow I got a corrupted mission file! Issue resolved! Glad to read you've found the issue but I'm curious about the reason of the corruption, any idea? Share this post Link to post Share on other sites
Kydoimos 915 Posted November 4, 2015 Glad to read you've found the issue but I'm curious about the reason of the corruption, any idea? Hiya Matey, I noticed the corruption when I made the switch from stable to development branch - must have been something in the transition, I guess - really odd. I still have the faulty file somewhere, and it still doesn't work - fortunately, I had a back-up version which I swapped it with :) Share this post Link to post Share on other sites
code34 248 Posted November 4, 2015 That's weird because everything works on my side (tried on multiple workstations), I can compile and use everything like shown in this screen: http://tom4897.info/tmp/extension_output.jpg I even tried to play with multiple calls ("bi_console" callExtension format ["Time: %1", "bi_sysDate" callExtension "time"]) and it works as designed. I can explain the (potential) issue with the namespace because it differs from the default one however I can't explain why VS complains about the toolkit because everything has been written, tested and compiled with the toolkit 120. Could you give it another try and send me the output from the compilation (from both configurations release and debug)? Which version of VS are you using? Ps: bi_SysDate is a C++ project. i can not compile it , cause the sysdate project can not be loaded (missing vc++ tools 2015) :) i use Visual studio 2015 community you should separate the c++ project and c# projects. Share this post Link to post Share on other sites