jgaz-uk 132 Posted February 1, 2021 Not been on here for a while, will test, but looks like Melody Mike says still the visual bug when targeting by AI is enabled. ========================= After testing on a Dedicated can sadly confirm when the targeting by AI is enabled, set to true you still get the https://steamcommunity.com/sharedfiles/filedetails/?id=2259581893 Share this post Link to post Share on other sites
LSValmont 789 Posted February 2, 2021 15 hours ago, jgaz-uk said: Not been on here for a while, will test, but looks like Melody Mike says still the visual bug when targeting by AI is enabled. ========================= After testing on a Dedicated can sadly confirm when the targeting by AI is enabled, set to true you still get the https://steamcommunity.com/sharedfiles/filedetails/?id=2259581893 The issue is related to a bug with the setObjectTextureGlobal command that was broken with the release of Arma 3 version 2.0 but will be fixed in an upcoming Arma 3 patch. The fix is already present on the Dev Branch of Arma 3: https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3421633 3 Share this post Link to post Share on other sites
jgaz-uk 132 Posted February 6, 2021 That's great, looking forward the the next A3 update patch! Any idea when the patch is due out? Share this post Link to post Share on other sites
chernaruski 338 Posted February 15, 2021 On 2/6/2021 at 2:49 PM, jgaz-uk said: Any idea when the patch is due out? not soon, judging by the history of patches Share this post Link to post Share on other sites
EO 11277 Posted February 15, 2021 On 2/6/2021 at 12:49 PM, jgaz-uk said: Any idea when the patch is due out? I'd imagine all the fixes added to the Dev Branch will be part of the upcoming Art of War update, possibly next week. 2 Share this post Link to post Share on other sites
jgaz-uk 132 Posted February 24, 2021 Sadly the Art of War didn't fix the Dedicated server graphics problem (upside down man in dog) thought it had for a moment when player with dog ss Blue force, but when playing as Independent it came back again for all sides. weird. 1 Share this post Link to post Share on other sites
kremator 1065 Posted February 25, 2021 15 hours ago, jgaz-uk said: (upside down man in dog) Quality bestiality right there! 3 Share this post Link to post Share on other sites
jgaz-uk 132 Posted February 26, 2021 Like it lol this is what i mean https://steamcommunity.com/sharedfiles/filedetails/?id=2259581893 Having to turn true, to false, in the dog handler's init turns it into eye candy, wish there was a fix for Dedicated servers.... Share this post Link to post Share on other sites
LSValmont 789 Posted March 8, 2021 On 2/26/2021 at 10:34 AM, jgaz-uk said: Like it lol this is what i mean https://steamcommunity.com/sharedfiles/filedetails/?id=2259581893 Having to turn true, to false, in the dog handler's init turns it into eye candy, wish there was a fix for Dedicated servers.... Can you confirm that this happens on dedicated servers only? Share this post Link to post Share on other sites
jgaz-uk 132 Posted March 8, 2021 It doesn't seem to happen if you host it your self (I'll double check) but it does on the Dedicated server we use ================================================ Seems to work OK if you host, but not on dedicated, & you don't have the radio commands on a dedicated server also. https://steamcommunity.com/sharedfiles/filedetails/?id=2418845622 Share this post Link to post Share on other sites
LSValmont 789 Posted March 9, 2021 8 hours ago, jgaz-uk said: It doesn't seem to happen if you host it your self (I'll double check) but it does on the Dedicated server we use ================================================ Seems to work OK if you host, but not on dedicated, & you don't have the radio commands on a dedicated server also. https://steamcommunity.com/sharedfiles/filedetails/?id=2418845622 Thank you for your feedback, very useful, working on a fix with the devs. 3 Share this post Link to post Share on other sites
LSValmont 789 Posted April 14, 2021 On 4/12/2021 at 1:20 PM, jgaz-uk said: Any progress? I reported the issue to the devs, offered repro procedures to KK on the Arma 3 Discord but I haven't seen anything else about it on the dev branch changelog. Perhaps you could ask about it on the feedback tracker discord channel. Share this post Link to post Share on other sites
jgaz-uk 132 Posted April 15, 2021 I reported a problem to Devs about forcedDifficulty not working on Dedicated servers since last update, & no reply or acknowledgement. Makes you wonder if they've lost interest in A3. 1 Share this post Link to post Share on other sites
Mekrell 0 Posted May 29, 2021 Heya so im having this error popup whenever a dog spawns in (they work fine but its a bit annoying having an error popup everytime) Error params: Type Group, expected Object line 408 Any ideas? Share this post Link to post Share on other sites
sarogahtyp 1108 Posted June 14, 2021 Hey @LSValmont, am I allowed to create a version of your script which uses armas function library? I m willing to hand it over to you if its done and you can think about what you want to do with it. The reason is that I personally don't like to execute scripts which are not precompiled by function library. 1 Share this post Link to post Share on other sites
LSValmont 789 Posted June 15, 2021 17 hours ago, sarogahtyp said: Hey @LSValmont, am I allowed to create a version of your script which uses armas function library? I m willing to hand it over to you if its done and you can think about what you want to do with it. The reason is that I personally don't like to execute scripts which are not precompiled by function library. Sure my friend! Do it and later share with us 😉 1 Share this post Link to post Share on other sites
jgaz-uk 132 Posted July 11, 2021 Still the same visual bug on Dedicated servers https://steamcommunity.com/sharedfiles/filedetails/?id=2259581893 Anyone any idea as to what might ix it? Share this post Link to post Share on other sites
sarogahtyp 1108 Posted July 11, 2021 there is a chance that this is not a bug. Could you show a .rpt file of the server of a session where this happend? @jgaz-uk Share this post Link to post Share on other sites
jgaz-uk 132 Posted July 11, 2021 I'll check but we were not the only Server to have the problem. Came across this; in server report; 18:47:14 Loading movesType CfgMovesDog_F 18:47:14 Creating action map cache 18:47:14 MovesType CfgMovesDog_F load time 16.0 ms 18:47:14 Inventory item with given name: [] not found 18:47:14 No face for Agent 0x8d640640 18:47:14 Inventory item with given name: [] not found Share this post Link to post Share on other sites
sarogahtyp 1108 Posted July 11, 2021 search for the keword "allowed" in the .rpt. If this brings a result then show from some lines above to some lines below of it... Share this post Link to post Share on other sites
LSValmont 789 Posted July 12, 2021 I just want to mention guys that I've completely rewritten the vDogs script in a much more optimized way. Additionally the vDogs now: - Can now hear gunshots and move to investigate if the sound came from inside their territory. - Can smell nearby enemies so even if they loose sight of their prey they can continue to pursue by following their smell. - Dogs attack damage is now physical rather than script based. That means that they can miss attacks and that their attacks can be diminished by vest protection etc. It also means that players can avoid the dogs damage by hiding behind cover while previously they couldn't. - Dogs can now follow and attack vehicles but will not do much damage to them. - Dogs now react to getting hit and will become aware of the attacker, reacting accordingly. - Patrol Dogs whose owner dies become Feral now instead of going passive. @sarogahtyp Regarding turning all the vDogs fncs into Bis Fncs their is not much benefit from it because those fncs are used perhaps once and turning them into BIS fncs will add an additional step for mission makers (editing their Description.ext) which may cause some additional confusion. So the less steps required to run the Script the better. The new version of vDogs will no longer be released as a stand alone but part of my upcoming vScripts Suite that will have many other features in place. 3 Share this post Link to post Share on other sites
Liberty Bull 23 Posted July 12, 2021 One issue I notice is the dog will attack enemies hidden with the show/hide modules. Share this post Link to post Share on other sites
LSValmont 789 Posted July 12, 2021 10 minutes ago, Liberty Bull said: One issue I notice is the dog will attack enemies hidden with the show/hide modules. Fixed for the next version! Thank you for the report! if (_nearTargets isNotEqualTo []) then { { if ( alive _x && !(isObjectHidden _x) && ((side group _DogOwner) getFriend (side group _x) < 0.6) && !(vehicle _x isKindOf "Animal") && isNull objectParent _x && !(lifeState _x isEqualTo "INCAPACITATED") && (isNil {_x getVariable "vIsVirtual"}) && ([_x, "VIEW"] checkVisibility [eyePos _dog, eyePos _x]) > 0 ) then { if (_x distance _dog < vDogSmellRange || ([_dogRunner, _x, -3] call BIS_fnc_isInFrontOf) || (_x isFlashlightOn (currentWeapon _x)) || (isLightOn _x)) then { 0 = _selectedTargets pushBack _x; _DogOwner knowsabout _x; }; }; } forEach _nearTargets; }; Additionally dogs now see enemies with their flashlights on better. Share this post Link to post Share on other sites