Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

R4IDER

Member
  • Content Count

    155
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by R4IDER

  1. I posted this in general but I think it should have been posted here instead since its something that needs fixing ASAP. http://feedback.arma3.com/view.php?id=16326 This video shows the bug in action.
  2. Last week when the ARMA 3 patch was released I was really happy because finally a bug that caused the AI to fire silently after reloading had been fixed - http://feedback.arma3.com/view.php?id=15044 Unfortunately there is now a new bug which is now causing player gun shots to be silent. Its extremely easy to replicate, if you switch your weapon in a multiplayer game it will cause all player gun shots to be silent. I have created a bug tracker report for this and I have uploaded a video demonstration along with an NATO weapon box. No mods were being used when we ran this test. http://feedback.arma3.com/view.php?id=16326
  3. I think that their might be a slight bug with the mod since the last update because AI gun shots currently can't be heard and its not related to the bug that was fixed in the last patch - http://feedback.arma3.com/view.php?id=15044 I have noticed the same thing with this mod also http://www.armaholic.com/page.php?id=18836
  4. R4IDER

    Russians

    Good work with this mod however I wondered is it possible to get a bikey for the mod? I also think that their might be a slight bug with the mod since the last update because AI gun shots currently can't be heard and its not related to the bug that was fixed in the last patch - http://feedback.arma3.com/view.php?id=15044
  5. Would this mod work if installed onto a dedicated server?
  6. Where do you place the radio-sounds? I have copied them into the TS3 plugins folder with the task_force_radio_win64.dll file is however I don't hear them, I have set the Sound Pack Volume to +0.0dB which is the maximum I could have.
  7. Well I typed that wrong, the AI silent weapon bug is fixed in the DEV build but not the stable version. http://feedback.arma3.com/view.php?id=15044
  8. Is everything still on track for a ARMA 3 stable build patch at the end of next week? My clan have reverted to ARMA 2 :( until the things like the AI silent weapon bug is fixed in the stable version.
  9. Well isn't it the unts init line that is the cause to all of these problems? it seems to me that when a player joins the server an AI joins just before the player does and at that point the init line on that character gets ran on each client rather than just the units init.
  10. How would you go about making this work for respawns?
  11. I have two 680's and for me mirrors don't flicker but screens do. It makes it impossible to see whats happening on the screen and my solution is to simply not be the gunner in any missions I play. I would have thought this issue would have been resolved by now since I can remember it happening when the alpha first came out.
  12. Could this issue be related to http://feedback.arma3.com/view.php?id=15298 I have experienced the disappearing vests bug after a new player has joined the game.
  13. R4IDER

    Enemy soldiers take too much damage

    This is why I have started using the 7.62 weapons for my missions its almost like playing cod or battlefield with anything less.
  14. Hi, I am trying to customize the AI skill settings based on the unit type so I can tweak the various settings. I am slightly confused about using "AllUnits" because I don't know if this applies to every single AI within the trigger or just the ones that match my if statement. I am also having trouble getting the Tank one to work, I have spawned an occupied T-100 but for some reason this isn't working. Finally in terms of optimization so that this isn't spamming the server what is the best way of making the trigger execute every 30 seconds? Thanks { if(_x isKindOf "Man" && side _x == east) then { //titleText ["Rebel", "PLAIN DOWN"]; _x setUnitAbility 0.1; _x setskill ["aimingAccuracy",0.23]; _x setskill ["spotDistance",0.05]; _x setskill ["spotTime",0.10]; _x setskill ["courage",0.50]; _x setskill ["commanding",0.60]; _x setskill ["aimingShake",0.40]; _x setskill ["aimingSpeed",0.10]; _x setskill ["reloadSpeed",0.10]; }; } ForEach AllUnits; { if(_x isKindOf "Man" && side _x == resistance) then { //titleText ["resistance", "PLAIN DOWN"]; _x setUnitAbility 0.1; _x setskill ["aimingAccuracy",0.05]; _x setskill ["spotDistance",0.05]; _x setskill ["spotTime",0.10]; _x setskill ["courage",0.50]; _x setskill ["commanding",0.60]; _x setskill ["aimingShake",0.80]; _x setskill ["aimingSpeed",0.10]; _x setskill ["reloadSpeed",0.10]; }; } ForEach AllUnits; { if(_x isKindOf "Tank" && side _x == east) then { titleText ["Tank", "PLAIN DOWN"]; _x setUnitAbility 0.1; _x setskill ["aimingAccuracy",0.10]; _x setskill ["spotDistance",0.05]; _x setskill ["spotTime",0.10]; _x setskill ["courage",0.50]; _x setskill ["commanding",0.60]; _x setskill ["aimingShake",0.80]; _x setskill ["aimingSpeed",0.10]; _x setskill ["reloadSpeed",0.10]; }; } ForEach AllUnits;
  15. Just wondering what the status is for a fix of the following issue? http://feedback.arma3.com/view.php?id=15298 Also how long does it usually take for fixes from the dev branch to appear in the stable build. For example this http://feedback.arma3.com/view.php?id=15044 is a game breaker it has been fixed but only in the dev branch.
  16. Thanks for the tip not sure why I decided to use multiple loops. Just need to solve the tank part now.
  17. I use a script called repetitive cleanup made by a guy called aeroson it can be customized to say how long dead bodies, blown up tanks should remain in the map.
  18. Was the feedback tracker recently changed to assigned? http://feedback.arma3.com/view.php?id=15298 or has it been like that for a while
  19. I am having a problem which could be related to this. I have setup my missions so that players select their kit from a selection menu when scrolling on a supply box. Everything works fine but if any player rejoins the game or connects late it makes every player currently connected lose their vest item and sometimes even their helmet. If you go and select your kit again its fine and you won't lose it again however its a pain in the arse if someone joins late and we have all been inserted into the mission area.
  20. R4IDER

    AI Gun shots inaudible

    This issue still remains to be part of the game AI Gun shots inaudible but hey at least we have a single player campaign right? ....
  21. R4IDER

    AI Gun shots inaudible

    I will give it a try however I can't make my clan use the dev build when will this change likely get implemented into the stable build? ---------- Post added at 17:22 ---------- Previous post was at 16:51 ---------- Yeah its fixed in the dev build, we just need it patched into the stable build now :)
  22. I find it quite annoying that so much time is being wasted on the single player when there is plenty of work to be done with the main aspect of the game which is the multiplayer. I am not saying that the single player shouldn't ever be added to the game, I just think that the single player is something that is going to be overlooked by most people. Personally I won't be playing the single player and I don't think anyone will be from the clan I am in come to think about it I have never played any single player missions in any arma games. Currently in my clan there is a debate going on about switching back to arma 2, this is because of the number of game breaking bugs in arma 3 such as AI weapons being inaudible after reload which basically ruins every multiplayer mission we play. The AI is very inconsistent, they will go from not being able to shoot you at all to then doing a 180 instant kill shot. I really really really dislike the futuristic path that arma 3 has taken but luckily enough their are plenty of mods to fix it since the new weapons look and sound horrible. Speaking of mods why didn't arma 3 launch with a built in radio system and medical system? surely it shouldn't be down to modders to do everything right? Finally what about the mod tools? why are they taking so long to be released along with the tools to enable ARMA 2 content to be used in ARMA 3. I could write a massive list of all the bugs and stuff that annoys me in arma 3 such as not being able to assemble the mortar but hopefully this survival thing isn't just single player crap but instead includes at least some fixes for many of the common issues. If it doesn't then it looks like we're going to end up back in arma 2 and I really don't want that to happen since I have played that game for so long. Please focus on fixing the game rather than releasing single campaigns.
  23. Is it possible to do something similar with first aid kits?
  24. Hi, I am currently working on a mission where I would like to limit the maximum number of magazines a player can carry. Each player is going to have different weapons so I need to be able to detect what ammo they have, to do this I have been trying to use primaryWeaponMagazine but the problem with this is that it returns "["30Rnd_65x39_caseless_mag"]" and I am not to sure how I can turn that into something I can use with removeMagazine. The end result should be player removeMagazine "30Rnd_65x39_caseless_mag"; Thanks
×