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DarkDruid

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Everything posted by DarkDruid

  1. Could you please check it one more time and report it on Feedback Tracker in case you can still reproduce this issue? Thanks! Yes, you are right. Thanks for feedback! This shouldn't break MP functionality. I have fixed it and the fix should be in the dev branch next week. I am not sure what you mean by other sources. If you mean to take an effect from different game and move it into Arma, that won't work without additional changes. Addon Data_F and these are class names of complex effects used currently for impacts: "ImpactLeavesGreen" "ImpactLeavesDead" "ImpactLeavesGreenBig" "ImpactLeavesPalm" "ImpactLeavesPine" "ImpactLeaves" "ImpactGlass" "ImpactGlassThin" "ImpactWood" "ImpactMetal" "ImpactPlaster" "ImpactPlastic" "ImpactRubber" "ImpactConcrete" "ImpactEffectsBlood" "ImpactEffectsSmall" "ImpactEffectsHardGround" "ImpactEffectsWater" I am not sure if we are talking about Project Reality for Battlefield or Arma. Could you post a link to that video? It would be probably more obvious with video example. Thanks!
  2. DarkDruid

    Scripting Discussion (dev branch)

    Actions "Prone", "Crouch" and "Stand" are undefined by default, you can check that and define them in the Controls. You are probably looking for actions "MoveDown" and "MoveUp", these are now used for changing of stances by default.
  3. Small correction - current engine-based particle hard limit is 18 000. I am pretty sure that you won't get more particles than this.
  4. DarkDruid

    Blastcore: Phoenix 2

    There is no need for two mods. You can define different effects for each particle quality setting in the video options. But it means more work because you need to create more versions of given effect (or you can just simply disable any effect this way).
  5. It could be the cause of that issue. More info in comments of that FT ticket ;)
  6. These are errors in parameters (interval, circleRadius etc.) in definition of particle effect "25mmSparks". If you are asking where/if to report this issue, then you need to contact the author of given effect (this effect is not a part of the vanilla game). If you are the author of that effect, then issue is probably caused by using of a variable (list of variables and categories: https://community.bistudio.com/wiki/Arma_3_Particle_Effects:_Config_Parameters) which can't be evaluated for given effect (=this effect belongs in one of the categories mentioned in that list and you are using a variable which belongs into different category). If you are the author and there will be some other questions in this matter, then I would recommend to create a thread in the "Arma 3 - Editing" part of the forums, because it doesn't belong here. Thanks :)
  7. DarkDruid

    UAVs: Feedback and wishes

    2. We are working on camera improvements, which could help with this. 3. This behaviour is the same for all flying vehicles and fixing requires changes in AI, which is out of scope of current UAV changes. I have assigned this issue report on Fedback Tracker to myself and hopefully there will be place for this soon too. 4. Same answer as 2. 5. Could you please report this with some simple repro steps on Feedback Tracker and send me the ticket number? Thanks Should be already fixed in dev branch. Update 1.18 should bring this fix into stable branch. I don't think that just simple change of height measurement would solve this problem, because a lot of players would ended up crashing UAVs. But I will definitely create a note about this and we will look for a solution suitable to everyone. I will send your message to the person who is responsible for the support module. I was unable to reproduce this issue on dedicated server running that attached mission. We will try to investigate it even without working repro steps, but I am not sure if we will be able to find something without ability to reproduce the issue. Noted, thanks! This feature should be already available in the dev branch. We are already looking into this, hopefully we will be able to successfully implement this feature. Implementation of ability to drive UGV directly is complicated. It would require more than just simple switch of "something" in the engine, so I can't promise this. But we will definitely check our options. You can change the size and position of AV camera PIP in the game options (layout part). If you are talking about PIPs placed in the Terminal, purpose of these is to offer quick info about current situation. For more precise view you should use direct control or AV Camera. Sounds reasonable - noted. Thanks! We will check it. Thanks for feedback!
  8. Done ;) http://community.bistudio.com/wiki/squadParams
  9. Hi, we know about this issue, it should be fixed soon. :)
  10. DarkDruid

    Scripting Discussion (dev branch)

    It works fine for me in current dev build. If you are still observing this issue, could you please create a ticket on Feedback Tracker and attach there a repro mission? Thanks
  11. DarkDruid

    Is there a unit gallery?

    You should be able to find pictures of all assets in the game here: https://community.bistudio.com/wiki/Arma_3_Assets
  12. I see this under the photo "11:09 AM - 13 Mar 2014" and I am pretty sure it was taken today ;)
  13. The color of that smoke in the Smoke module is affected by used texture (which you can't change). This unfortunately means, that you are not able to get some colors. But you can try to use module Smoke Grenade, which uses different colors and can be set to be permanent too. That JIP issue looks like a bug. Could you please report it on Feedback Tracker? Thanks
  14. Almost all particle effects are defined in addon Data_F. And no, it doesn't reference itself. There is just the same name of class, but the path is different: The path of that ImpactSparks2 main class is configFile >> ImpactMetal >> ImpactSparks2. This class is called in that hitMetal parameter in your first post. The path of that ImpactSparks2 class used in parameter type is configFile >> CfgCloudlets >> ImpactSparks2. This class contains basic definition of the particle effect (for more info see particle documentation). You just need to assign right materials for your model. If you use metal material on your model, it should use effect for metal.
  15. DarkDruid

    UAVs: Feedback and wishes

    This is already a part of our analysis, but engine implementation of this seems more tricky than most of other tasks related to UAVs. We haven't finished evaluation of this feature yet, so I can't promise it at this moment. But I definitely hope that we will be able to implement even this feature. You can change position and size of the PIP window in Configure > Game > Layout.
  16. DarkDruid

    UAVs: Feedback and wishes

    We could do that, but we wanted to avoid of adding next item in action menu if it is not really necessary. There is a lot of items in action menu already when you have a UAV connected to your Terminal. If you are not able to find a free key for shortcut, you can try to use our preset. No, but this should be added soon. You are not able to see a GPS while in optics, because you are focused on optics and you can't be simply focused on the GPS at the same time. We used the same logic in this case. So no, this is not planned. But feel free to create a Feedback Tracker ticket and discuss this with others. I will assign it to me and in case you have really good arguments, we can reconsider this decision.
  17. DarkDruid

    UAVs: Feedback and wishes

    There is a new feature in UAV system - AV Camera. You are able to see visual transmission from your UAV/UGV without need of opened Terminal. You just need to set shortcut in controls (Configure > Controls > Keyboard > Common > AV Camera) and you should be able to use this new feature. This feature is available only in dev branch so far and it is still WIP. We know about some issues (missing ability to lock turret) and we are working on it. Your feedback and bug reports related to AV Camera are welcome.
  18. DarkDruid

    UAVs: Feedback and wishes

    It is not ignored, it is just not done yet. Some changes related to this ticket are in our plans, but I can't be more specific right now. Attacking of you by your own side (which includes even active UAVs which belong to your side) is based on very low rating score (can be checked via script command rating). If you destroy something which belongs to your side (a vehicle, an UAV, other soldier), you get negative rating points. We have lowered amount of negative points given to you for destruction of UAV/UGV, so you won't be attacked by your own side after one destroyed vehicle. But be aware, that there is difference between destruction of UAV by crashing it as a driver and shooting at your own UAV. You get far more negative points for destruction of your own UAV by shooting. Something similar is already in our plans. :)
  19. DarkDruid

    UAVs: Feedback and wishes

    Yes, we are working on UAVs. Some features/bugs were picked up from this discussion, some are based on your feedback on Feedback Tracker. Anyway, this is not the final state. We are still working on UAVs and some other changes should be presented soon. All changes are mentioned in development branch changelog: http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog Changes related to UAVs made in January and February (picked up from that above mentioned changelog): Darter doesn't have FAKs anymore (http://feedback.arma3.com/view.php?id=13089) Fixed: UGV_01 has different texture for body and turret Fixed: UGV will not progress to next waypoint when controlling turret Fixed: Commanding is not accessible in direct control of UAV Fixed: Radio is not accessible in direct control of UAV Fixed: [uAV] Being renegade after crashing Greyhawk New parameter killFriendlyExpCoef set. Player shouldn't be killed by friendly units after destruction of one UAV when controlling it. FIX: Darter has been adjusted to withstand assembly even inside houses Airplane does not takeOff just because player took control (UAV) RscAVCamera is able to display UAV camera feed Added possibility for only one PiP in UAV view (primary from gunner position) Darter is able to rotate better on spot (configured backRotorForceCoef) AV Camera - Can't be invoked after releasing AV controls as a gunner
  20. DarkDruid

    Scripting Discussion (dev branch)

    If you are still able to reproduce this issue, then please create a ticket on Feedback Tracker. Repro mission/script would be very helpful. Thanks! If you are still able to reproduce this issue, then please create a ticket on Feedback Tracker. Thanks! I have reassigned your ticket (FT: Modify createDisplay to read configs from missionConfigFile) to the right person. He is working currently on something else, so I am not sure when he will be able to look at it. I guess new Zeus documentation could help with this: https://community.bistudio.com/wiki/Curator In case you won't be able to solve this with documentation, please use part of forums dedicated directly to Zeus mode. Thanks You are welcome! :) The custom input action issue is more complicated. I will look at it and ask our programmers about it, but I am afraid it won't be so quick this time.
  21. DarkDruid

    A storm is coming (Arma 3 Zeus DLC)

    You can't, this is one of the known issues. We are working on it. For more info about known issues see part Known Issues in this post: http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2623278&viewfull=1#post2623278
  22. DarkDruid

    Scripting Discussion (dev branch)

    Documentation of new scripting commands related to Zeus DLC: unassignCurator shownCuratorCompass showCuratorCompass setCuratorWaypointCost setCuratorEditingAreaType setCuratorCoef setCuratorCameraAreaCeiling removeCuratorEditingArea removeCuratorEditableObjects removeCuratorCameraArea removeCuratorAddons removeAllCuratorEditingAreas removeAllCuratorCameraAreas removeAllCuratorAddons openCuratorInterface objectCurators getAssignedCuratorUnit getAssignedCuratorLogic curatorWaypointCost curatorSelected curatorRegisteredObjects curatorPoints curatorEditingAreaType curatorEditingArea curatorEditableObjects curatorCoef curatorCameraAreaCeiling curatorCameraArea curatorCamera curatorAddons assignCurator allowCuratorLogicIgnoreAreas allCurators addCuratorPoints addCuratorEditingArea addCuratorCameraArea addCuratorAddons addCuratorEditableObjects
  23. Should be fixed in next dev branch update. Thanks for letting us know!
  24. DarkDruid

    Scripting Discussion (dev branch)

    Documentation of new script commands added (some of them documented by Killzone Kid, thanks): triggerTimeoutCurrent waypointTimeoutCurrent briefingName selectWeaponTurret currentWeaponTurret currentMagazineTurret currentMagazineDetailTurret
  25. We are working on this one already. I am missing flames only, are you sure that smoke is missing as well?
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