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Everything posted by KoalaDSK
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This is strange. Are you using some modifications? If yes, please deactivate all of them in the Arma 3 Launcher and try to reproduce that issue again. I would recommend that you verify the integrity of your game cache via Steam.
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Hello, as I can see you are playing on a multiplayer server. Have you got the same problems if you just open the editor and place yourself somewhere on the maps, or play some single player scenario or the campaign? If you don't have the same problems, there seems to be some server side settings that may cause these visibility issues (e.g. render distance). Best regards
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The topic creator tomhighway already knows that he can manually remove what he wants. He is missing a one-click-button for clearing the vehicle equipment storage. For now you have to delete everything step by step (pretty time intense) in the stable version of Arma 3. In the development branch it is already possible to delete the whole storage with just one click (https://forums.bistudio.com/topic/140837-development-branch-changelog/page-42#entry3065782). It looks like this: http://i.imgur.com/HD1Q5DF.jpg We just have to wait until the next update of the stable version of Arma 3 until we can use that new feature :) Best regards
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How to change a placed unit from Opfor to BluFor? Possible?
KoalaDSK replied to tmp95's topic in ARMA 3 - QUESTIONS & ANSWERS
Hi tmp95, The user jordanbache97 is (nearly) right, 1. place down an Opfor unit and a Blufor unit 2. mark the Opfor unit 3. hover the mouse cursor over the marked Opfor unit, hold Ctrl, press and hold the left mouse button and pull the grouping line to the Blufor unit 4. after you have released the buttons the Opfor unit is allied with Blufor 5. delete the original Blufor unit and have fun The rank of the unit is totally not dependent for the procedure. Best regards -
How to set a random start position for custom compositions
KoalaDSK posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys, maybe this was already discussed in the forums but I wasn't able to find a similar thread. For my mission I have following plans: -I have created a simple small tent camp of four tents in a cross shape with a small campfire in the middle -I have created five different empty marker positions on Tanoa -At the beginning of the mission the tent camp should spawn randomly on one of these five different marker positions or on its original placement position For now I only get to manage to spawn all tents independently on six different locations (scattered composition) but the tent camp should stay in its composition. Following command is great for setting random start positions of grouped NPCs so the units will stay with their group leader: {vehicle _x setpos formationposition _x} foreach units this; I really hope there is some similar command that is working for compositions as well without the need of external scripting files (sqf-files). Thanks in advance -
How to set a random start position for custom compositions
KoalaDSK replied to KoalaDSK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I have played around a little bit with the BIS_fnc_ObjectsGrabber command but I was just partly successful: 1. I placed a Blufor player unit, four tents, a campfire (named it campfire) in a cross shape and set three markers (named them a, b and c) on three different positions 2. I created a trigger (activation Blufor) around the camp and I have written following command in the "on activation" line (without the //): _mycomp = [getPos campfire, 15, true] call BIS_fnc_objectsGrabber; // the compilation of four tents and the one campfire should got stored under the global variable mycomp _pos = ["a", "b", "c"]; // defined the global variable pos for the marker positions _startPos = pos call BIS_fnc_selectRandom; // should return one of the marker positions 0 = [(getMarkerPos startPos), 0, mycomp] call BIS_fnc_ObjectsMapper; // this should paste the "mycomp" composition on one of the three markers 4. I walked into the trigger and it happens nothing :( What I expected was that the original camp composition got copied and is spawned on one of the three marker positions. The only thing that is working is, that the composition is stored on the clipboard but that's it. I do not want to save the composition in a sqf-file. The composition should get stored in the _mycomp variable Maybe one of you guys please could help me and tell me what have I done wrong? -
How to set a random start position for custom compositions
KoalaDSK replied to KoalaDSK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@theend3r Thanks for the informations. I will try these commands. I have to say that I am pretty new to scripting so it is for now really hard for me to understand. @KevsNoTrev I already have heard about this solution but thanks anyways. My target is to understand scripting and I don't want to use external scripts for my missions. This is some kind of learning progress for me ;) -
How to set a random start position for custom compositions
KoalaDSK replied to KoalaDSK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Now I am answering to myself but that is okay ;) I was a little bit successful with trying around on different stuff. I have found following solution for now without the need of external scripts. 1. I placed my four tents (you can rotate them as well), a campfire in a cross shape and set five different markers on random positions 2. I named the campfire -> campfire (how inventive) 3. I have marked all markers -> right click -> connect -> set random start and I clicked on the campfire -now the campfire is connected with all markers and will spawn on one of these (or its original) positions randomly after the mission has started 4. Now I have modified the init-line of one of the four tents with following command: this setPos [(getPos campfire select 0) + 5, (getPos campfire select 1) + 5, 0]; -the tent will spawn five meters north and five meters east of the campfire -you have to change the x- and y-coordinates (e.g. -5, +10 etc.) for the other three tents so that the tents will have a relative position to the campfire (keeping the cross shape) 5. If you now start the mission the campfire will spawn randomly on one of the six position and the tents will move to the relative position of the campfire I think this solution is okay for small compositions. But if you want to build larger compositions with more different object positions this solution is pretty time intense (because of trial and error). So my question is: Is it possibile to create a larger composition, create a trigger around that composition and tell the trigger to move all the objects in the trigger area to my random marker positions? The moved objects should stay in its relative position to each other. The trigger area should act like a frame that you can move around on the map. Hopefully someone else may answer ;) -
Moon phases are not synced with real life - discussion and solutions
KoalaDSK replied to lev's topic in ARMA 3 - DEVELOPMENT BRANCH
As far as I can remember, Operation Flashpoint had accurate simulated moon phases and I was amazed as I discovered that small realistic detail. And don't forget about the small trees if you manually set the date to/play the game on December 24th ;) -
Hello, Please use the search function the next time. Oculus Support: https://forums.bistudio.com/topic/185391-oculus-support/?hl=oculus+rift#entry2927803 Oculus Rift & Arma 3?: https://forums.bistudio.com/topic/187114-oculus-rift-arma-3/?hl=oculus+rift HTC Vive & Arma 3?: https://forums.bistudio.com/topic/188655-htc-vive-and-arma/?hl=oculus+rift#entry3013370 There you might (will) find your answers. Best regards
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Bug with new thermal glasses. (Special Purpose Suit + ENVG-II)
KoalaDSK replied to snakeplissken's topic in ARMA 3 - TROUBLESHOOTING
Hello, I can confirm that bug and there already is a ticket in the feedback tracker: https://feedback.bistudio.com/T118590 -
Hello, the revive feature only works with player controlled units. NPCs are not affected and can't be revived yet.
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What is the meaning of "Controls preset" ?
KoalaDSK replied to Joe98's topic in ARMA 3 - QUESTIONS & ANSWERS
Hello, these are just pre-defined keybindings for the game. The APEX preset is pretty new in the game (I guess it is nearly half a year old). These keybindings are closer to today's shooter key configurations (e.g 1,2,3 to choose weapons instead of using the mouse wheel context menu). See it more like an orientation for people who are new to the Arma series. In the end it is nothing more than you will find in any other games. -
Automatic backpack refill with Arsenal
KoalaDSK replied to pierremgi's topic in ARMA 3 - TROUBLESHOOTING
Hello, Razazel (BIS developer and feedback tracker admin) and me have taken a closer look into the issue and we think we found out what the problem is. If you have choosen one of the Viper units you have to take a closer look into the backpack list of the Virtual Arsenal. There is a second Viper Harness (Green Hex) right under the one, the default unit is carrying. The default Viper Harness (Green Hex) that the Viper unit carries will only save the inventory if you choose the rifle AFTER you have deleted all ammo. But if you edit the stuff after you have choosen the rifle, the backpack will restore its default content after you clicked on OK. Just click on the second Viper Harness from the backpack list and you can edit the stuff without any problems. You will find the same double backpack entries at Paramedics, Combat Life Savers, Engineers, Demo Specialists etc. - all units that have their own role (and backpack with predefined stuff in their backpack). For example take the NATO Combat Life Saver. He is carrying the Assault Pack (Green). If you take a closer look there is a second Assault Pack (Green) in the list. This issue will hopefully get solved in the next weeks. ​Best regards -
Loadout\Arsenal bug - fix it please
KoalaDSK replied to Bl00dWolf's topic in ARMA 3 - TROUBLESHOOTING
Hello, Razazel (BIS developer and feedback tracker admin) and me have taken a closer look into the issue and we think we found out what the problem is. If you have choosen one of the Viper units you have to take a closer look into the backpack list of the Virtual Arsenal. There is a second Viper Harness (Green Hex) right under the one, the default unit is carrying. The default Viper Harness (Green Hex) that the Viper unit carries will only save the inventory if you choose the rifle AFTER you have deleted all ammo. But if you edit the stuff after you have choosen the rifle, the backpack will restore its default content after you clicked on OK. Just click on the second Viper Harness from the backpack list and you can edit the stuff without any problems. You will find the same double backpack entries at Paramedics, Combat Life Savers, Engineers, Demo Specialists etc. - all units that have their own role (and backpack with predefined stuff in their backpack). For example take the NATO Combat Life Saver. He is carrying the Assault Pack (Green). If you take a closer look there is a second Assault Pack (Green) in the list. This issue will hopefully get solved in the next weeks. Best regards -
How do i change Profile in Apex interface
KoalaDSK replied to PinFish53's topic in ARMA 3 - TROUBLESHOOTING
Hello, there is an avatar icon on the top right - right next to the exit (door) symbol. Just hover your mouse arrow over the avatar and you can click on your avatars name to edit your profile. -
[potential bug] CTRG Medic is no medic
KoalaDSK replied to gaspasar's topic in ARMA 3 - DEVELOPMENT BRANCH
I was able to reproduce that issue and created a ticket about it: https://feedback.bistudio.com/T119427:) -
Hello, I have just tested the "hold breath" keybind with the Left Alt key a few minutes ago. The Left Alt key is binded to the "look" command by default. If you additionally bind the "hold breath" action to the Left Alt key, the holding breath action does not work. You have to change/delete the "look" action first before binding the "hold breath" action on the Left Alt key (and bind the "look" action to a different key). Then it will work. For me I have the "hold breath" action bind on my Left Shift key. Even if I hold Left Alt for the "look" action and try to hold breath (Left Shift key) my player does not hold his breath. Seems to be an issue (on purpose?) with two actions at the same time.
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Yes, this is the fading of the level of detail (lod). Some kind of cross hatch fading to cover choppy changes of two different images. If you pay attention to games like GTA 4/5 or Fallout 3 you will also notice this kind of fading of objects in the distance. For now the fading in Arma 3 is still too obvious because it happens pretty close infront of the eyes of the player and not in the distance. This technology (cross hatch fade) is pretty new in the Arma series so give it some time to get polished.
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Nope, "evasive left/right" are for sure the right setting. I have just tested it two minutes ago and they are independent of "lean left/right". Even if I set these actions on my Numlock/Num* keys it works. There seems to be an issue on your side (keyboard driver?).
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Hello, As far as I can remember the rolling action is called "evasive left" and "evasive right" Best regards
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Missions download by Steam Workshop (where it stored?)
KoalaDSK replied to sandman1980's topic in ARMA 3 - QUESTIONS & ANSWERS
Hello, I was able to find workshop mission-pbo-files at following direction: C:\Program Files (x86)\Steam\userdata\95800954\ugc\referenced\<some random numbers>missionfile.pbo Maybe the number in the userdata is different for each user but just have a look for yourself. In the ugc\referenced\<some random numbers> I found the pbo files I was looking for. Best regards -
Hello, this issue has its own feedback tracker ticket: https://feedback.bistudio.com/T118988 Seems to be a driver related issue of AMD GPUs. According to the feedback tracker users/author you have to install the latest AMD Radeon Crimson Software 16.3.2 to solve these graphical artifacts. Best regards
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Hello, unfortunately this is nothing that the developers of Arma 3 can (and will) solve. I recommend you to post these kind of errors to the mod creators. The creators of modifications have to adapt their mods to the game not the other way around. Give it some time and these errors may get solved after the next updates of specific mods. Best regards
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Hello, this issue has its own feedback tracker ticket: https://feedback.bistudio.com/T118988 Seems to be a driver related issue of AMD GPUs. According to the feedback tracker users/author you have to install the latest AMD Radeon Crimson Software 16.3.2 to solve these graphical artifacts. Best regards
