arthrfortune 4 Posted July 25, 2019 1 minute ago, kill mig said: Same problem. BIS... BIS never changes. im trying Verify game cache Share this post Link to post Share on other sites
mankyle 420 Posted July 25, 2019 Got the same problem. I cannot see texts and such in the misión. BTW, I can start the second misión but I can't disembark from the HMMETT Share this post Link to post Share on other sites
XOSPECTRE 40 Posted July 26, 2019 Any idea how to play aliens online or just local mp? Looks like aliens are strictly single player. At least asset Share this post Link to post Share on other sites
zukov 490 Posted July 26, 2019 the research dome (white type) there will be a Green versione in livonia? (like malden but not in ruin) I remember something like that 1 Share this post Link to post Share on other sites
Glow 181 Posted July 26, 2019 In Contact there are those little, triangle dome pieces, that are use for build a dome but do not fit a dome window. I was trying to make it blind - to small. Share this post Link to post Share on other sites
zukov 490 Posted July 26, 2019 a texture glitches , on throat over all CBRN suits Share this post Link to post Share on other sites
Bobrus 29 Posted July 26, 2019 (edited) On 7/25/2019 at 11:43 PM, kill mig said: Same problem. BIS... BIS never changes. Play the main branch, it should be fine. It's a dev branch problem. Edit: It seems to be fixed. Edited July 28, 2019 by Bobrus 4 Share this post Link to post Share on other sites
Siil 2 Posted July 26, 2019 Come on Bohemia. If you are going to make a map that is 30% covered in rye fields, you really ought to be kind enough to finally offer some improvement to the method distant units in grass are rendered. Or you could just replace the growing rye with short harvested stalks, in which case the above would look reasonable enough. Also, the Spetsnaz units could use a plain Rifleman loadout. 2 Share this post Link to post Share on other sites
lapin 10 Posted July 26, 2019 Not sure if it's a feature or not but the Contact faces are the only one with no bumpmapping Share this post Link to post Share on other sites
FoxEatingWolf 0 Posted July 26, 2019 (edited) Please make ALL the alien assets and environmental effects available in the normal game, as someone who likes to do sandbox creation stuff that is MP compatible, this separation and being required to have huge game play alterations in order to access this stuff is a major disappointment, I love everything Contact has given us, but I want ALL the assets without these barriers, It would have been a perfect expansion otherwise! Edited July 26, 2019 by FoxEatingWolf Share this post Link to post Share on other sites
Beagle 684 Posted July 26, 2019 24 minutes ago, FoxEatingWolf said: Please make ALL the alien assets and environmental effects available in the normal game, as someone who likes to do sandbox creation stuff that is MP compatible, this separation and being required to have huge game play alterations in order to access this stuff is a major disappointment, I love everything Contact has given us, but I want ALL the assets without these barriers, It would have been a perfect expansion otherwise! but... everyone is free to purchase "Contact" It's not like its just an elite club, it is available on steam liek hundreds of other titles. What you are askign for is giving away all the work for free... 2 Share this post Link to post Share on other sites
darkChozo 133 Posted July 27, 2019 47 minutes ago, FoxEatingWolf said: Please make ALL the alien assets and environmental effects available in the normal game, as someone who likes to do sandbox creation stuff that is MP compatible, this separation and being required to have huge game play alterations in order to access this stuff is a major disappointment, I love everything Contact has given us, but I want ALL the assets without these barriers, It would have been a perfect expansion otherwise! BI has indicated that a lot of the stuff in Contact would not be multiplayer compatible and probably just wouldn't work in the base game. I would like to see some of the "normal" stuff moved over though. The plain non-moving alien objects and the EMP-disabled objects especially. Share this post Link to post Share on other sites
FoxEatingWolf 0 Posted July 27, 2019 (edited) 34 minutes ago, Beagle said: but... everyone is free to purchase "Contact" It's not like its just an elite club, it is available on steam liek hundreds of other titles. What you are askign for is giving away all the work for free... I'm talking added without the huge changes that have to be enabled (such as losing multiplayer, lighting changes, vehicle interface info, and so forth). The content would still be restricted like all other DLC's. Quote BI has indicated that a lot of the stuff in Contact would not be multiplayer compatible and probably just wouldn't work in the base game. I would like to see some of the "normal" stuff moved over though. The plain non-moving alien objects and the EMP-disabled objects especially. I understand things like scripted functions and such yes could be a problem, I just want the props really! And I'm certain things like the Spoiler Alien roots, core, mothership, mini probe, gravity debris field, minor effects etc ought to work just fine really, I just don't want to change the whole game to get access to this for my sandbox needs, in other words just cosmetic props. Edited July 27, 2019 by FoxEatingWolf Share this post Link to post Share on other sites
darkChozo 133 Posted July 27, 2019 Some feedback on the ED-1 UGV: it appears that the AI will only shoot at the base of the drone, not the arm. If you hide the base behind cover, the AI act like they can't see it, even if the arm is in full view. As you can imagine, this makes the demining ED-1 pretty OP against enemy AI. As long as you keep your base in cover, you can plink away at them with wild abandon and they'll never return fire. 1 Share this post Link to post Share on other sites
joostsidy 685 Posted July 27, 2019 On 7/26/2019 at 8:25 PM, Siil said: Come on Bohemia. If you are going to make a map that is 30% covered in rye fields, you really ought to be kind enough to finally offer some improvement to the method distant units in grass are rendered. Come on Siil, if you're going to lie down in the middle of a crop circle, you surely are going to be noticed. 😉 Also Arma 3 end of life etc, improvement to methods of distant object rendering probably not going to happen. 2 Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted July 27, 2019 19 minutes ago, joostsidy said: improvement to methods of distant object rendering A start MRB Vehicle Visibility https://steamcommunity.com/sharedfiles/filedetails/?id=930903722 MRB Air Visibility https://steamcommunity.com/sharedfiles/filedetails/?id=929396506 1 Share this post Link to post Share on other sites
NikkoJT 58 Posted July 28, 2019 ED-1E causes a script error for other players if you fire the biopsy lance in multiplayer: 1 Share this post Link to post Share on other sites
stburr91 1009 Posted July 28, 2019 4 hours ago, NikkoJT said: ED-1E causes a script error for other players if you fire the biopsy lance in multiplayer: I got that error once as well. Share this post Link to post Share on other sites
reyhard 2082 Posted July 29, 2019 12 hours ago, NikkoJT said: ED-1E causes a script error for other players if you fire the biopsy lance in multiplayer: Thanks I'm investigating it right now Share this post Link to post Share on other sites
GuyWithaJeep 82 Posted July 30, 2019 Mild spoilers I suppose. Spoiler Is the actual sinkhole at the factory not an object that can be placed? I've scoured the editor but none of the craters, dirt mounds, or rock formations resemble anything like it, and I'll be mildly disappointed if I can't have the factory sinkhole sans alien root be the focal point of a mission or two. Share this post Link to post Share on other sites
mankyle 420 Posted July 30, 2019 No it isn't. It is a No me in the certains cleverly covered with an object that used the same texture as the surrounding terrain Share this post Link to post Share on other sites
Greenfist 1863 Posted July 30, 2019 3 hours ago, GuyWithaJeep said: Mild spoilers I suppose. Hide contents Is the actual sinkhole at the factory not an object that can be placed? I've scoured the editor but none of the craters, dirt mounds, or rock formations resemble anything like it, and I'll be mildly disappointed if I can't have the factory sinkhole sans alien root be the focal point of a mission or two. It's not visible in the editor, but you can... Spoiler ...spawn it with create3DENEntity command for example. Or first place any other object, open the mission.sqm file in a text editor, find the placeholder object and replace its class with "Land_sinkhole" (check the correct class name in the config viewer), then reload the mission. 3 Share this post Link to post Share on other sites
Tankbuster 1747 Posted July 30, 2019 You can sort of see it in the editor. Look for square texture where it should be in the factory complex. The texture stands out a bit and underneath it is the sinkhole. Share this post Link to post Share on other sites
stburr91 1009 Posted July 30, 2019 14 hours ago, Greenfist said: It's not visible in the editor, but you can... Hide contents ...spawn it with create3DENEntity command for example. Or first place any other object, open the mission.sqm file in a text editor, find the placeholder object and replace its class with "Land_sinkhole" (check the correct class name in the config viewer), then reload the mission. I knew Miller had something to do with all of this. Yep, this is what you need to put into the debug console to spawn the sinkhole. create3DENEntity [ "Object", "Land_Sinkhole_01_F", screenToWorld [0.5,0.5] ]; Save it as a composite so it's easy to place in the editor later. 4 1 Share this post Link to post Share on other sites
darkChozo 133 Posted July 30, 2019 Don't think it's been posted here, there's now a scripting guide on the wiki for Spoiler the alien entities. One question I had for any devs watching: how do you sync a drone with a grid created by the Movement Grid Module? As far as I can tell the only thing that associated a grid and a drone is the parameter in bin_fnc_setObjectGrid, but it seems that the module just sets that to the module object with no way to change it. I also tried syncing and grouping to an alien entity, but no luck there. Share this post Link to post Share on other sites