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BIS_Adam

Former Developer
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Posts posted by BIS_Adam


  1. Hey guys! As you might have noticed, we are hosting a #milsim livestream this saturday with the 21st Ranger Regiment! The livestream will be hosted by me, Bohemia Beck and the leader of the 21st Vegas.


     


    More info about the schedule can be found here:


    https://twitter.com/Arma3official/status/719572922319446016


     


     


    If you have any questions regarding milsim please submit them here! We can't guarantee that that we will use your question on the livestream due to the tight schedule.


    • Like 2

  2. Regarding groups, possibly revive.

     

    Didn't see a good thread to put this in, so I figured I'd drop it in here. 

     

    When incapacitated, you can bring the groups menu up.  This will automatically join the first group in the list (possible variation, since I didn't test with more), and then for the rest of the session, it will keep flashing the "You've joined ### group" hint every few seconds. 

     

    If you need more repro, let me know.  Happened on vanilla feres end game mission. 

     

    Hey there! 

     

    I have been unable to reproduce the issue. Could you please provide more info? Thanks!

    • Like 1

  3. Hello, Has anyone else had issues the support modules not working after the update? I am using the virtual support modules.

     

     

    17:33:55 Error in expression <_this = [#obj3_35,_pos,_target,_is3D,1];player se>

    17:33:55   Error position: <#obj3_35,_pos,_target,_is3D,1];player se>

    17:33:55   Error Invalid number in expression

     

    dubl

    Thanks the issue has been processed and is awaiting fix.


  4. I can make the mission. Set all the assets on the map with the 3D (Eden) editor. Everything works like it should in the editor. I can add custom scripts to the mission folder, revive scripts, custom loadout scripts and play the scenario in single player mission through the editor and everything works perfectly. The problem is when I export the mission to multiplayer with the export function in the editor, it only saves the mission.sqf. It does not zip up the scripts or folders with scripts in them. So in actuality I have no mission to share or will it show any issues.

     

    The only thing I have found that does work for right now is I can literally zip up the mission folders and mission files in winzip and change the .zip extension to .pbo and place that in the MPMission folder and the game plays and works as it should and others have custom loadouts and revive or what ever else is in the pbo.

     

    I know the (Eden) editor is fairly new so I don't want to make a big production for this issue and I guess I have found a work around for now. Thanks for any help.

    EDIT: Unable to reproduce the issue. Could you please provide reprosteps? Thanks.


  5. Hey, sorry you are having issues. Could you please report the issue to the feedback tracker?

     

    http://feedback.arma3.com/my_view_page.php

     

    Please attach logs from the launcher. Step by step guide is below.

     

    Steps on how to export logs from ARMA 3 Launcher:
    1. Start ARMA 3 Launcher
    2. Click the Hamburger menu tab in the launcher (Top right corner. Next to Options (Cog wheel icon) and Minimize Button)
    3. Drop down menu will appear
    4. Select: Prepare Arma Troubleshooting error and save those files
    5. A notification will pop up with the name of the generated file
     
    Have a great day :)

  6. NAVID BUG

     

    At reloading the iron sight is flying, without a scope.

     

     

    HUNTER BUG

     

    The driving wheel looks total wrong.

     

    Was not able to reproduce the issue. Could you please provide screenshots?

     

    surfaceType is broken on my PC.  (dev branch - no mods)

     

    onEachFrame {   hintSilent format ["surf: %1", surfaceType getPos player]  };

     

    returns empty string.  Tested on Altis.

     
    Thanks, it seems to be broken only on Altis.
    • Like 1

  7. the pistol holster on the diver remains empty

     

     

     

     

    • Fixed: Turning in the deadzone during combat pace

     

    Still some problems with aiming dead zone,  lets say your looking all the way right with your weapon and then move forward it forces the player to move in that direction. Its a pretty annoying bug , any chance of a fix ? :).

     

     

     

    The issues have been processed and are now awaiting fixes. Thanks!

    • Like 1

  8. Yes.

     

    I've tried removing all addons and missions with no luck.

     

    All I can think of trying now is an uninstall/reinstall, what do think I should try ?

     

    Also thanks very much for responding to this issue.

     

    Were you able to look at my appdata folder ?

    Could you please create a ticket on Feedback tracker please? with attached appdata folder. Thank you!

     

  9. Happens for me In single player scenario section.

     

    Just reverted back to stable build and I get no CTD.

     

    The only thing I can think could be causing it is that just before this started happening I updated to the latest Nvidia driver. Going to revert back to dev build and also revert my Nvidia driver to see if that's what the problem is.

     

    I also get a memory error message with the CTD.

     

    What ever is causing the problem in the dev build doesn't cause the problem in the stable build.

     

    EDIT: Tried reverting my Nvidia driver which didn't fix the problem.

     

    Would be nice if a BIS Dev could comment on this issue. Its funny that I'm not getting the problem in stable build only dev build.

     

    I'm also unable to reproduce the issue. Are crashdumps generated in appdata folder?

     

    EDIT: Did you by any chance export it using EDEN?


  10. Would be great if Karel Mořický or Filip Sádovský could take a look at this ticket.

    It seems that 3den has trouble to place objects properly on Stratis. Many objects are extremely misplaced on import but also after replacing all the objects and reloading the scenario.

    If needed I can provide the complete mission.

     

     

    http://feedback.arma3.com/view.php?id=26014

    I will take care of it :)

     

    Edit: Issue is awaiting fix. 

    • Like 1

  11. 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.

    • Like 1

  12. 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.

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