astrell 3 Posted April 4, 2014 What the...? Constantly on? Erm... Bug? In Graphic Option is a setup bar, maybe it's help to set the effect on zero till the bug is fixed. Share this post Link to post Share on other sites
x39 101 Posted April 4, 2014 @AstrellSorry, I mean what causes a blur on anything you are not focused on? Anything that would be considered "peripheral vision" seems to have this strange blur. Anyway to shut that off? It's the one that is constantly there when you are perfectly fine. Thanks! Create ticket with your exact setup and a (few) screen(s) showing what you mean Thx X39 Share this post Link to post Share on other sites
TG Stuffed 10 Posted April 4, 2014 @AstrellSorry, I mean what causes a blur on anything you are not focused on? Anything that would be considered "peripheral vision" seems to have this strange blur. Anyway to shut that off? It's the one that is constantly there when you are perfectly fine. Thanks! Hitman, I had the same issues and went over my 15+ variables in serverconfig yesterday. I identified this to be the culprit: X39_MedSys_var_Pain_AllowMorphineOverdoseEffect = 0; When I simply removed this, the blur was gone. Share this post Link to post Share on other sites
cmdrshphrd 1 Posted April 4, 2014 So I'm having a very odd issue. The group I play with has been trying to field test the newest build, but it doesn't seem to initialize on a regular basis. Most of the time, they are only able to interact with themselves and no one else. They will spawn in the game without the blood drop of the right side of the screen, and no one with the mod working correctly can interact with them. But they can still self interact and see the items in the crates. Is there a fix for this? Thanks in advance for any help. Share this post Link to post Share on other sites
astrell 3 Posted April 4, 2014 The admin of this group should look at this: Serverconfig corrections Share this post Link to post Share on other sites
HitmanTwoFive 10 Posted April 4, 2014 So I'm having a very odd issue. The group I play with has been trying to field test the newest build, but it doesn't seem to initialize on a regular basis. Most of the time, they are only able to interact with themselves and no one else. They will spawn in the game without the blood drop of the right side of the screen, and no one with the mod working correctly can interact with them. But they can still self interact and see the items in the crates.Is there a fix for this? Thanks in advance for any help. Having a same issue, accept I can interact with everyone but no one can interact with me or themselves. However they can check their own and my status and they can put in earplugs but nothing else. Share this post Link to post Share on other sites
TG Stuffed 10 Posted April 4, 2014 I spoke with X39 yesterday and have created a ticket regarding the blur issue. http://feedback.vbundeswehr.de/view.php?id=53 Share this post Link to post Share on other sites
Pennywise666 10 Posted April 4, 2014 Hello X39, After testing mostly all of your builds I have to say that this goingt to the right direction. I´m finally able to use the Limitation-System. It´s a litte wierd that Limitation has to be enabled to use the items but I don´t give a fuck about that. Also I was able to restrict the use of Bloodbags and Defibrilators for everyone except the Medicclass. All done only by placing the Modules (One synced with the Medics and one Synced with all other units) Unfortunately, while testing, we discoverd some Bugs. The Limitations won´t work anymore when you join after missionstart or respawn. (No actions available any more) Is there a workaround for it? Perheps by calling your functions via a scrips during connect or respawn. I´m no scripter but could build something you tell me. So perhaps anyone could tell me what the modules do in scriptlanguage and how i call a script during respawn / login. Thanks! Share this post Link to post Share on other sites
x39 101 Posted April 4, 2014 Hello X39,After testing mostly all of your builds I have to say that this goingt to the right direction. I´m finally able to use the Limitation-System. It´s a litte wierd that Limitation has to be enabled to use the items but I don´t give a fuck about that. Also I was able to restrict the use of Bloodbags and Defibrilators for everyone except the Medicclass. All done only by placing the Modules (One synced with the Medics and one Synced with all other units) Unfortunately, while testing, we discoverd some Bugs. The Limitations won´t work anymore when you join after missionstart or respawn. (No actions available any more) Is there a workaround for it? Perheps by calling your functions via a scrips during connect or respawn. I´m no scripter but could build something you tell me. So perhaps anyone could tell me what the modules do in scriptlanguage and how i call a script during respawn / login. Thanks! Hey there Please create a bug report for it As im not at home i just can imagine that i forgot to publish the limitations after setting them so a solution would be using the script functions for now Share this post Link to post Share on other sites
soapsurfer 12 Posted April 4, 2014 Anybody got the dragging/carrying feature working? It starts playing the animation with the "patient" not aligned to it. After the animation is finished I'm not able to move and can only turn around. Is this a known issue? Sorry for not reading 90 pages :( Share this post Link to post Share on other sites
GieNkoV 30 Posted April 4, 2014 I have the same issue too. I discovered, that if you don't touch anything after selecting drag you will be able to move with patient. But if you move mouse / click anything you will be only able to "rotate" with him. Wysłane z mojego Xperia Live with Walkman przy użyciu Tapatalka Share this post Link to post Share on other sites
TG Stuffed 10 Posted April 4, 2014 I have the same issue too. I discovered, that if you don't touch anything after selecting drag you will be able to move with patient. But if you move mouse / click anything you will be only able to "rotate" with him. Wysłane z mojego Xperia Live with Walkman przy użyciu Tapatalka Try to press or hold "C" whilst attempting to drag. Share this post Link to post Share on other sites
bumgie 49 Posted April 4, 2014 Made some tickets regarding various issues to the feedback tracker. Hope you find them usefull. Feel free to ask for more details. Share this post Link to post Share on other sites
kgino1045 12 Posted April 4, 2014 can anyone respond my question at #871 D: Share this post Link to post Share on other sites
bumgie 49 Posted April 4, 2014 X39_MedSys_var_Settings_playEarRingingSound = 0; Try removing that line from the config Share this post Link to post Share on other sites
kgino1045 12 Posted April 4, 2014 X39_MedSys_var_Settings_playEarRingingSound = 0; Try removing that line from the config Same happened I try this in dedicated server Share this post Link to post Share on other sites
astrell 3 Posted April 4, 2014 Do you using Dev version of arma 3? Share this post Link to post Share on other sites
kgino1045 12 Posted April 4, 2014 no standard version Share this post Link to post Share on other sites
bumgie 49 Posted April 4, 2014 Are you using any other mods, and are those the only variables you have defined for xmedsys? X39_MedSys_var_Settings_playEarRingingSound = 0; And since that is an internal variable for the mod, do not define it in any case. Even if it was not the source of the error. Share this post Link to post Share on other sites
kgino1045 12 Posted April 4, 2014 (edited) Are you using any other mods, and are those the only variables you have defined for xmedsys?X39_MedSys_var_Settings_playEarRingingSound = 0; And since that is an internal variable for the mod, do not define it in any case. Even if it was not the source of the error. No i use only Xmedsys if X39_MedSys_var_Settings_playEarRingingSound = 0; is dangerous things then how can i shut the ear ringing sound, because it's a bit annoy since the earplug is not working and ear ringing is continuously ringing, so we want to shut that things down and those [b alpha 1-1:1 [kgino1045],10.7606] 10 things were happened before i place those variable at init.sqf and server config i place that line same as server config, just copy and paste it. ---------- Post added at 10:44 ---------- Previous post was at 10:31 ---------- Actually that [b alpha 1-1:1 [kgino1045],10.7606] 10 things was also happened at Xmedsys sample mission D: Edited April 4, 2014 by kgino1045 Share this post Link to post Share on other sites
TG Stuffed 10 Posted April 4, 2014 No i use only Xmedsysif X39_MedSys_var_Settings_playEarRingingSound = 0; is dangerous things then how can i shut the ear ringing sound, because it's a bit annoy since the earplug is not working and ear ringing is continuously ringing, so we want to shut that things down and those [b alpha 1-1:1 [kgino1045],10.7606] 10 things were happened before i place those variable at init.sqf and server config i place that line same as server config, just copy and paste it. ---------- Post added at 10:44 ---------- Previous post was at 10:31 ---------- Actually that [b alpha 1-1:1 [kgino1045],10.7606] 10 things was also happened at Xmedsys sample mission D: X39_MedSys_var_Hearing_enable = 0; Try that, it will disable the deafness, too though. Share this post Link to post Share on other sites
kgino1045 12 Posted April 4, 2014 New bug found seems like limitation is not work even i set the value at severconfig and place 4 module (base enable limitation system and two add limitation for medic and normal soldier) and i link that one for medic and place the line ["BANDAGE", "BLOOD", "DEFIBRILLATE", "EPINEPHRINE", "TOURNIQEUT", "MORPHINE", "MEDKIT"] the other for normal soldier and place ["TOURNIQUET","BANDAGE"] with synced units are not able to heal other unit but when i get in dedicated server (Ofcourse my own mission) i can still morphin or ephine in normal soldier I even delete X39_MedSys_var_Settings_playEarRingingSound = 0; this from init.sqf and serverconfig and there is one more problem. If i put Tourniquet and release, the tired effect ise still there even i remove Tourniquet ---------- Post added at 11:42 ---------- Previous post was at 11:36 ---------- X39_MedSys_var_Hearing_enable = 0;Try that, it will disable the deafness, too though. should i put them in init.sqf at my mission folder? just like "Copy and paste Done Nailed it" ofcourse i already place that at serverconfig Share this post Link to post Share on other sites
astrell 3 Posted April 4, 2014 Serverconfig will overwrite module settings. Delete or move serverconfig and try not to set settings double or triple . Share this post Link to post Share on other sites
kgino1045 12 Posted April 4, 2014 I remove everything at Severconfig and Init but Tourniquet still make character view to shaking even i remove Tourniquet. Share this post Link to post Share on other sites
astrell 3 Posted April 4, 2014 Only Pain and wounding should make the shaking stuff. You're perfectly fine? Share this post Link to post Share on other sites