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http://feedback.arma3.com/view.php?id=21760

http://feedback.arma3.com/view.php?id=21113

These need to be looked over again, one last time. One of them has all the information needed, while the other appears to not have been looked too much into. This has been around for a looong time, and one is a large FPS hit issue, that actually is very important to be fixed.

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We've made a list of coop affecting bugs. We keep it up to date as bugs are added or get fixed. There are several bugs that have been solved, but still most of the remaining bugs are left assigned or unassigned on the bug tracker.

https://docs.google.com/document/d/1ZfE2RX4vMh6qEJdA9QgzBbeA0s2hHbNjDsjHFtSJTBg/edit?usp=sharing

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With all the new script commands being added recently I figure I'd draw attention to some past requests:

http://feedback.arma3.com/view.php?id=22564

HI,

Re: this one ^

I see Moricky already got back to you in the tracker but also have a look at initPlayerServer.sqf

https://community.bistudio.com/wiki/Event_Scripts

/*Executed only on server when a player joins mission (includes both mission start and JIP). See initialization order for details about when the script is exactly executed.

params = [player:Object, didJIP:Boolean]*/

So (_this select 1) is true/false for JIP

Just another way of getting JIP status.

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BI: Are you check every morning all the new issues reported prev. day? Because sometimes when I create ticket in the morning(after 8) it's immediately get some status change or comment, but when I create it after 17:00 or so, it wasn't.

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@danczer - I think sometimes, issues reported on the feedback tracker are automatically assigned (depending on what they relate to). I may be wrong though!

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@danczer - I think sometimes, issues reported on the feedback tracker are automatically assigned (depending on what they relate to). I may be wrong though!

As far as I know it's sort of a triage system where one or more guys manually go through the tickets and assign them to the corresponding devs. Because of the sheer mass of tickets some fall through the cracks. That's what I've read at least. And I think I still have an open ticket about the body's skin colour that doesn't match the head's skin with the African heads I've reported a year ago or so. Probably depends on the workload of Iceman as he seems to be in charge of assigning tickets. But we can only guess here. ;)

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@danczer - I think sometimes, issues reported on the feedback tracker are automatically assigned (depending on what they relate to). I may be wrong though!

You are right, there are some categories with an automatic assignee. The problem comes with users not sorting the issues into correct categories (which is understandable), so manual review and correction is desired anyway.

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Do you have private milestone functionality on the FT? I think it would be useful to see what issues are scheduled to each version.

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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.

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