Jump to content

Recommended Posts

Just tried to order a few men into the Ifrit and used WASD to move around. Works without problems. APC in commander position works too- Everything as usual.

Share this post


Link to post
Share on other sites

Thanks for the reply Vasily.B but don't quite follow. It's not a platoon of vehicles - it's just an individual one.

 

cheers

Yeah, i just typed next bug. But about AWSD commanding - its related to FFV.

Share this post


Link to post
Share on other sites

I can't tell if you guys are just incredibly bored with nothing else to do or if you're trying to be funny, but are you seriously complaining about idle animations?

If they are affecting the experience negatively we have all reason to complain. Especially the jitter in new crew animations (propably from unclean motion capture) is atrocious and makes me feel physically unwell.

  • Like 1

Share this post


Link to post
Share on other sites
Fixed: Some conversations were transmitted both through radio and 3D space

 

 

Not sure if this is the cause, but now AI voices in the 3D space have radio filters.

Share this post


Link to post
Share on other sites

Great stuff! Unfortunately it doesn't work.

 

 

Furthermore, it would be awsome if in the future we could not only sort, but also filter the lists. For example show only Apex, Marksman,Robert Hammer weapons or show only ARs, MGs or DMGs.

This.

Plus possibility to fillter out specific mods in EDEN asset list

Share this post


Link to post
Share on other sites

Just tried to order a few men into the Ifrit and used WASD to move around. Works without problems. APC in commander position works too- Everything as usual.

Thanks for checking lexx but still doesn't work for me;-( Placed a fire team and a selection of vehicles (marshall, slammer, ifrit, jeep, off-road, hunter ). The only ones that have FFV that I can command WASD is the marshall and slammer. No LATVs, offroad, new jeep, Ifrit unarmed wouldn't work either. Even the Hunter unarmed would only move when given waypoints. No mods loaded.

 

Can anyone else please check - reckon I'll have to try stable....

 

cheers

Share this post


Link to post
Share on other sites

If they are affecting the experience negatively we have all reason to complain. Especially the jitter in new crew animations (propably from unclean motion capture) is atrocious and makes me feel physically unwell.

Havent seen them, but hey, cant imagine tanks without it. Riding on vehicles need this to be more realistic (When they added it?).

Petek - i was mentioning it long time ago FFV = no AWSD commanding..

Share this post


Link to post
Share on other sites

The mission "Warm Welcome" is not marked as placed/finished in the campaign menu when played successfully.

Share this post


Link to post
Share on other sites

Havent seen them, but hey, cant imagine tanks without it. Riding on vehicles need this to be more realistic (When they added it?).

Petek - i was mentioning it long time ago FFV = no AWSD commanding..

Thanks again Vasily.B - I'd never noticed that WASD commanding didn't work for FFV vehicles (other than it seems the ones that you need to "turn out" from. That's a pain. I assume it's like that on stable too......

I'll see if anything ever made it to the tracker

 

cheers

Share this post


Link to post
Share on other sites

Havent seen them, but hey, cant imagine tanks without it. Riding on vehicles need this to be more realistic (When they added it?).

Petek - i was mentioning it long time ago FFV = no AWSD commanding..

this is nothing about realism. It jitters permanently, its not a "speed effect".

Share this post


Link to post
Share on other sites

Having a strange thing happening today-When you order an ai to hold fire , then to  "target" an enemy, the ai will go straight to "engaging" instead of just targeting. What i mean is he will start to move towards the enemy etc. is that happening to anyone else?

Share this post


Link to post
Share on other sites

Is it just me or is it now impossible to order subordinate drivers to get into a car and order them to move using WASD? I can see the issuing of the commands (forward, fast etc...) but the driver doesn't obey. First noticed it with the prowler but seems the hunter is like that too. Will keep testing..... odd

 

cheers

 

Just tried this with a Marshall crew. Works fine, order to disembark and board Prowler and crew will not obey when given WASD commands. Get them to dismbark Prowler, reboard Marshall and they will again!

 

 

Yeah, i just typed next bug. But about AWSD commanding - its related to FFV.

 

 

Actually I think it's to do with the effectiveCommander role of the vehicle. If player gets is riding in an unarmed vehicle that a subordinate AI is already driving, the AI driver gets the vehicle effectiveCommander role and inherits formation leadership from the player.

For armed vehicles in the same situation, the player gets both roles. See https://feedback.bistudio.com/T76515 for formation leadership issues with unarmed vehicles (a bug thats been around since OFP).

Share this post


Link to post
Share on other sites

What I am wondering - I don't know if this is a bug or not, but when I get into the commander position of the Kamysh and switch to external view, I can look around freely, but I can't rotate "the eye" anymore. It's a little bit as if I am looking around while holding the alt-key. Thing is, if I look around like that, then switch back to internal, I'll have to rotate my view again to the point I want it to be (where I've looked in external view).

This is going on since a while already and yeah... not sure if bug or intended behavior (feels more like a bug to be tbh).

Share this post


Link to post
Share on other sites

this is nothing about realism. It jitters permanently, its not a "speed effect".

Eh.. wait. Are we talking about this animations (crew)?

https://youtu.be/LnR2suRvaTA?t=29s

 

Having a strange thing happening today-When you order an ai to hold fire , then to  "target" an enemy, the ai will go straight to "engaging" instead of just targeting. What i mean is he will start to move towards the enemy etc. is that happening to anyone else?

Vehicles or infantry?

Share this post


Link to post
Share on other sites

infantry

Well i saw strange behavior in this matter.

If you have your infatry in "Egnage at will" mode, and "Open Fire", THEN you command them to cease fire, and target someone, they can open fire by ignoring cease fire command. Somehow "Engage at will" can break the behavior, make sure you (your character) speak "Cancel atack" after "cease fire" (he should speak it automaticly, but sometimes it isnt trigerred).

Share this post


Link to post
Share on other sites

Sorry. Not really sure where to put this TBH.

So I was playing the campaign last night and I see Syndikat (which is a great great faction BTW) rolling around in pickups with technicals. This is perfect for an "insurgent" and chaos creating type faction such as them. BIS utilized these guys really well in a lot of the APEX missions! Which leads me to wonder...

BIS...

Why no motorized groups in the editor???? It's a travesty you left them as infantry only seeing as even in your official campaign you give them toys to play with.

  • Like 2

Share this post


Link to post
Share on other sites

Can anyone confirm that IR Lasers are bugged? They disappear once they don't intersect with an object. E,g. pointing at the sky.

Share this post


Link to post
Share on other sites

The "DLC" config attribute for most new Apex guns is missing.

 

 

getText (configfile >> "CfgWeapons" >> "arifle_SPAR_02_blk_F" >> "DLC") returns "Expansion";

 

 

But "arifle_SPAR_03_blk_F" and "arifle_CTAR_blk_F" for example return ""

 

There's loads of classes missing the tag  - please sort it out.

 

Thx

Share this post


Link to post
Share on other sites

The "DLC" config attribute for most new Apex guns is missing.

 

 

But "arifle_SPAR_03_blk_F" and "arifle_CTAR_blk_F" for example return ""

 

There's loads of classes missing the tag  - please sort it out.

 

Thx

 

What about 

 and 

Share this post


Link to post
Share on other sites

I tried configSourceModList but it's not returning results as described in the Wiki.

 

Wiki's example gives:

 

_mods = configSourceModList (configFile >> "CfgVehicles" >> "Man");
hint str _mods; // ["A3","curator","heli"]

 

But when I try it I get

 

_mods = configSourceModList (configFile >> "CfgVehicles" >> "Man");
hint str _mods; // ["curator","heli"]

So I can't see if something was originally "A3".  (Unless I'm misinterpreting it)

 

 

To give another example:

 

diag_log format ["%1 - %2",_item, configSourceModList (configFile / "cfgweapons" / _item)];

 

"launch_O_Titan_F - []"

 

"launch_O_Titan_ghex_F - ["expansion"]"

 

If we make a little mod to change the names like this:

class launch_O_Titan_F : launch_Titan_base {
    displayName = "Titan A3";
};


class launch_O_Titan_ghex_F : launch_O_Titan_F {
    displayName = "Titan Apex";
};

Then it returns:

 

"launch_O_Titan_F" - ["@myMod"]

 

"launch_O_Titan_ghex_F" - ["expansion","@myMod"]

 

So you have no idea that "launch_O_Titan_F" is a Vanilla weapon as the mod array only contains the mod name that overwrote the config and not any indication that it's originally "A3".

 

Share this post


Link to post
Share on other sites

I have "A3" returned correctly in all cases, but I have tested this on latest vanilla dev. Perhaps if you find out what causing it to mulfunction for you, you can make a bug report?

Share this post


Link to post
Share on other sites

Is anyone else experiencing issues with the Dynamic Groups System? We frequently have issues with not being able to create groups. Furthermore, the GUI could need an update -> Pixel Grid System, and use standard sizes for buttons and headlines. Right now it looks like a GUI for almost-blind grannys

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×