tomturner 10 Posted April 13, 2013 (edited) Since the last alpha update, I noticed, in all of my missions, that the laser pointers and semi auto features keep cycling off after a few seconds. Is anyone else experiencing this or does anyone have a suggestion on where to look for a remedy? Thanks solved: Edited April 17, 2013 by tomturner resolved Share this post Link to post Share on other sites
bloodxgusher 10 Posted April 14, 2013 Yes I have this as well. It is really angering. Mine never stay on. I have the slightest clue what is doing it Share this post Link to post Share on other sites
cobra4v320 27 Posted April 14, 2013 (edited) Into your init.sqf {_x enableIRLasers true} forEach (units group player); Your group must be in behavior "danger" in order for them to turn on the laser. Once your units go into any other behavior mode they will turn off the laser. Edited April 14, 2013 by cobra4v320 Share this post Link to post Share on other sites
tomturner 10 Posted April 14, 2013 @cobra Thanks, cobra, but its not the group situation I am concerned about. If I open the editor, start a new map by placing myself only down, and preview. Fire the weapon on "semi-auto" and change to "full-auto", it will switch back, on its own in just a few seconds. The laser pointer does the same. It is annoying and lethal in a fire fight. Share this post Link to post Share on other sites
cobra4v320 27 Posted April 14, 2013 I see, I was thinking you were talking about your AI for some reason. I'm not seeing this issue you are talking about, if I turn my laser on and put my weapon into full auto it stays that way. Is there a specific unit you are using? ---------- Post added at 21:44 ---------- Previous post was at 21:41 ---------- I should have probably mentioned that I'm using the DEV branch. ---------- Post added at 21:53 ---------- Previous post was at 21:44 ---------- My first post updated. Share this post Link to post Share on other sites
tomturner 10 Posted April 15, 2013 Yes, I am using the Alpha Stable version. I have run many tests to try to isolate the condition with no success. Any help or suggestions would be most appreciated. Thanks Share this post Link to post Share on other sites
tomturner 10 Posted April 17, 2013 (edited) Can anyone advise as to what "controls" in the editing scripts would be "common" to the laser-pointer and semi-auto. For some reason both only stay on for about 3 seconds or so before switching back to their default state. I am running the latest Alpha Stable 0.54 and loadout scripts such as Get/Set by aeroson and others by me. But for the life of me I can not isolate where this is coming from. As stated above, I can start a new map in the editor with just myself and default loadout (map as yet unsaved) preview it and it still has the problem. This is so frustrating. Thanks I have tried deleting my cobra_bomsf.vars.Arma3AlphaProfile and it has no effect on this problem. As far as hardware goes, I have connected, Saitek X65F, Razor Mouse, Razor N52TE, and TrackIR5 (but not used). All seem to be functioning well. Those joining my hosted server experience the same problem as I, but not when they host and play the same maps on their own machine. WTF? ---------- Post added at 04:11 AM ---------- Previous post was at 03:59 AM ---------- Yes I have this as well. It is really angering. Mine never stay on. I have the slightest clue what is doing it Have you resolved this problem or are you still looking for a resolution? Edited April 17, 2013 by tomturner addtl info Share this post Link to post Share on other sites
killzone_kid 1330 Posted April 17, 2013 I haven't noticed this before and tested right now with dev build no problem at all. Share this post Link to post Share on other sites
tomturner 10 Posted April 17, 2013 I haven't noticed this before and tested right now with dev build no problem at all. I think I may have found the problem. The Get/Set Loadout from aeroson that I was using stores variables in the uinamespace which is ok, but it sets/saves the player's current loadout every few seconds (from the init.sqf) and causes the player's current weapon to "reset". Changing that routine solved the problem. I mention it here because I noticed that other coders are using similar routines to get, set, and save without realizing the effect it would have. Share this post Link to post Share on other sites
bloodxgusher 10 Posted April 18, 2013 I think I may have found the problem. The Get/Set Loadout from aeroson that I was using stores variables in the uinamespace which is ok, but it sets/saves the player's current loadout every few seconds (from the init.sqf) and causes the player's current weapon to "reset". Changing that routine solved the problem.I mention it here because I noticed that other coders are using similar routines to get, set, and save without realizing the effect it would have. Ah ok. That may be whats going on with me. Im using TeeTimes Warefare and his mission uses a built in "save gear" function that may be causing it. I also use the VAS system as well. Share this post Link to post Share on other sites