BIS_Adam 24 Posted August 28, 2015 Hello, I have questions regarding an issue I posted on the feedback tracker. http://feedback.arma3.com/view.php?id=25098 My problem is that you can't deselect attachments on rocket launchers in the Virtual Arsenal. I am aware that this only applies to modded launchers, because those who already come with the game don't have any. The thread was closed and tagged as "no bug" with no comment. Does that mean that attachments on secondary weapons aren't supported by the game? I'm asking, because it would be really easy to fix this issue. Here is the relevant part of the function that handles the Virtual Arsenal: \functions_f_bootcamp\a3\functions_f_bootcamp\Inventory\fn_arsenal.sqf 1468- switch true do { 1469- case (ctrlenabled _ctrlListPrimaryWeapon): { 1470- if (_item != "") then { 1471- _center addprimaryweaponitem _item; 1472- } else { 1473- _weaponAccessories = _center weaponaccessories primaryweapon _center; 1474- if (count _weaponAccessories > 0) then {_center removeprimaryweaponitem (_weaponAccessories select _accIndex);}; 1475- }; 1476- }; 1477- case (ctrlenabled _ctrlListSecondaryWeapon): { 1478- if (_item != "") then { 1479- _center addsecondaryweaponitem _item; 1480- } else { 1481- //_weaponAccessories = _center weaponaccessories secondaryweapon _center; 1482- //if (count _weaponAccessories > 0) then {_center removesecondaryweaponitem (_weaponAccessories select _accIndex);}; 1483- }; 1484- }; 1485- case (ctrlenabled _ctrlListHandgun): { 1486- if (_item != "") then { 1487- _center addhandgunitem _item; 1488- } else { 1489- _weaponAccessories = _center weaponaccessories handgunweapon _center; 1490- if (count _weaponAccessories > 0) then {_center removehandgunitem (_weaponAccessories select _accIndex);}; 1491- }; 1492- }; 1493- }; Please look at line 1481 and line 1482. My educated guess is that these lines were commented out, because at the time the Virtual Arsenal was released there was no "removeSecondaryWeaponItem" command. This command was later added in version 1.38, so these commented out lines could be added again, which would solve my problem. wiki link to the named scripting command: http://community.bistudio.com/wiki/removeSecondaryWeaponItem Thank you in advance. Hey, you could always file a feature request for that. But considering that launchers cannot accept optics etc. in vanilla version of the game the issue is not a bug. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted August 28, 2015 Hey, you could always file a feature request for that. But considering that launchers cannot accept optics etc. in vanilla version of the game the issue is not a bug. I'd like to offer a counter-argument (counter-question?). Is it a bug that the attachments slots for launchers show at all in the gear menu because no vanilla launchers can use attachments? :P Launchers absolutely can accept optics and other attachments. The fact that no default launchers exist that do make use of the feature, doesn't mean Arsenal should be "broken" for the users when used with community content. There is a reason that there is a whole row of attachment slots below the launcher slot in the gear menu, even tho not a single vanilla launcher exists that makes use of these slots. Arsenal should be the same. Besides, it's a clear bug that the "<Empty>" selector in the Arsenal doesn't actually clear the attachments, even tho you can change them by clicking on other ones. 2 Share this post Link to post Share on other sites
BIS_Adam 24 Posted August 28, 2015 I'd like to offer a counter-argument (counter-question?). Is it a bug that the attachments slots for launchers show at all in the gear menu because no vanilla launchers can use attachments? :P Launchers absolutely can accept optics and other attachments. The fact that no default launchers exist that do make use of the feature, doesn't mean Arsenal should be "broken" for the users when used with community content. There is a reason that there is a whole row of attachment slots below the launcher slot in the gear menu, even tho not a single vanilla launcher exists that makes use of these slots. Arsenal should be the same. Besides, it's a clear bug that the "<Empty>" selector in the Arsenal doesn't actually clear the attachments, even tho you can change them by clicking on other ones. Great post and even better explanation! The functionality is there and the fix is already finished. Should appear soonâ„¢ on devbranch. 1 Share this post Link to post Share on other sites
SilentSpike 84 Posted August 30, 2015 Not a very critical bug or anything, but this would be a real simple config fix: http://feedback.arma3.com/view.php?id=25057 Share this post Link to post Share on other sites
mobile_medic 43 Posted September 14, 2015 humble request for someone to take a look at this one, please: http://feedback.arma3.com/view.php?id=25510 Thanks. Share this post Link to post Share on other sites
R3vo 2654 Posted September 16, 2015 http://feedback.arma3.com/view.php?id=22957 This can be closed, I played through the firing drill and all targets are placed correctly. Share this post Link to post Share on other sites
R3vo 2654 Posted September 24, 2015 http://feedback.arma3.com/view.php?id=16040 http://feedback.arma3.com/view.php?id=20704 http://feedback.arma3.com/view.php?id=20721 http://feedback.arma3.com/view.php?id=20894 http://feedback.arma3.com/view.php?id=20683 http://feedback.arma3.com/view.php?id=20683 http://feedback.arma3.com/view.php?id=20722 All these tickets can be marked as resolved.....because of Eden ;) Share this post Link to post Share on other sites
R3vo 2654 Posted September 26, 2015 http://feedback.arma3.com/view.php?id=25856Can be closed because I was still half asleep while posting this -_- Share this post Link to post Share on other sites
somesangheili 111 Posted September 30, 2015 http://feedback.arma3.com/view.php?id=24419This can be marked as resolved http://feedback.arma3.com/view.php?id=23237This is fixed on stable but I believe it is broken on dev branch http://feedback.arma3.com/view.php?id=23866Since you guys are implementing water reflections and improving underwater fog, perhaps you could fixed this bug along with implementing this stuff Share this post Link to post Share on other sites
andersson 285 Posted October 3, 2015 Players avatars movement has a 100% reproducible bug. http://feedback.arma3.com/view.php?id=24801 Share this post Link to post Share on other sites
R3vo 2654 Posted October 5, 2015 http://feedback.arma3.com/view.php?id=26013 Can be delete, I accidentally double posted the issue. Sorry for the inconvinience. Share this post Link to post Share on other sites
loutralep 0 Posted October 7, 2015 Maybe it would be a good idea to let the "Ticket author" closed his own ticket. That could help to highlight the still valid feedback.http://feedback.arma3.com/view.php?id=25925 Share this post Link to post Share on other sites
R3vo 2654 Posted October 9, 2015 http://feedback.arma3.com/view.php?id=20692 Issue is resolved, test via the sample mission. Share this post Link to post Share on other sites
ozzbik 71 Posted October 9, 2015 Ticket http://feedback.arma3.com/view.php?id=20039 can be closed. Has been solved some time now. Share this post Link to post Share on other sites
MadocComadrin 12 Posted October 9, 2015 0013164 was updated recently, but I would assume the issue is fixed. Also, has http://feedback.arma3.com/view.php?id=17951been looked at recently? The rain isn't as bright as it used to be, but it could still use some tweaking. Share this post Link to post Share on other sites
R3vo 2654 Posted October 14, 2015 The following tickets can be marked as resolved according to the dev changelog and my testings: http://feedback.arma3.com/view.php?id=26107 http://feedback.arma3.com/view.php?id=20692 Share this post Link to post Share on other sites
Sniperwolf572 758 Posted October 14, 2015 The following tickets can be marked as resolved according to the dev changelog and my testings: http://feedback.arma3.com/view.php?id=26107 http://feedback.arma3.com/view.php?id=20692 Share this post Link to post Share on other sites
somesangheili 111 Posted December 2, 2015 http://feedback.arma3.com/view.php?id=26027 http://feedback.arma3.com/view.php?id=24419 http://feedback.arma3.com/view.php?id=23237 http://feedback.arma3.com/view.php?id=26041 These can be marked as resolved http://feedback.arma3.com/view.php?id=23866 Please fix this one Share this post Link to post Share on other sites
R3vo 2654 Posted December 23, 2015 http://feedback.arma3.com/view.php?id=27064 Can be closed according to the ticket author. Share this post Link to post Share on other sites
R3vo 2654 Posted January 9, 2016 http://feedback.arma3.com/view.php?id=27310 This ticket can be closed. It's a pity a ticket author can't change the status of his own ticket. e.g. closed, no bug, or resolved. Share this post Link to post Share on other sites
R3vo 2654 Posted January 18, 2016 Some more solved issue ;) http://feedback.arma3.com/view.php?id=25942 http://feedback.arma3.com/view.php?id=27358 http://feedback.arma3.com/view.php?id=26097This issue is too old, I can't reproduce anything ;( http://feedback.arma3.com/view.php?id=26043This one will be fixed tomorrow according to Karel Mořický Share this post Link to post Share on other sites
Guest Posted January 27, 2016 This one could be closed, as the issue asn't happen for a while. http://feedback.arma3.com/view.php?id=23540 TY. Share this post Link to post Share on other sites
R3vo 2654 Posted January 28, 2016 Can somebody reopen this ticket? http://feedback.arma3.com/view.php?id=27612 I guess I didn't explain well enough what I wanted, so it got closed. Share this post Link to post Share on other sites
killzone_kid 1330 Posted January 28, 2016 Can somebody reopen this ticket? http://feedback.arma3.com/view.php?id=27612 I guess I didn't explain well enough what I wanted, so it got closed. You wanted normal respawn_XXXX markers to be selectable from the menu so that you could just drag place them and not need to rename, right? Share this post Link to post Share on other sites
R3vo 2654 Posted January 28, 2016 Yes... because the current markers in the respawn category have no functionality except having some sort of a respawn related name. That's like adding a marker called FOB to the military category. Share this post Link to post Share on other sites