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Everything posted by pierremgi
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Feedback tracker, Phabricator, Maniphest
pierremgi replied to pierremgi's topic in ARMA 3 - TROUBLESHOOTING
This new tracker is the lethal weapon to kill feedback. :16_6_8: -
@greenFist This feedback merits a little bit more attention. Even on Tanoa, if enemies have knowledge about an adverse unit, they can fire on it, through walls. It's not absolutely weird with most of calibers, but clearly, the position of covered unit seems updated. That's more problematic.
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WY-55 Hellcat (Armed) will not attack engaged targets.
pierremgi replied to mrcurry's topic in ARMA 3 - TROUBLESHOOTING
It's not the same problem. Hellcat doesn't have any scriptable magazine. The BI commands ammo, someAmmo don't return anything for this helicopter. The class is not set like the other ones. You can do what you want, AIs don't know it's an armed helo. -
Eden crash with camera traveling (when no player)
pierremgi posted a topic in ARMA 3 - TROUBLESHOOTING
Hi, I experienced 2 hard crashes after launching 3D eden and simply visit Tanoa without any player (or else) placed on map. I was just traveling with the camera for few minutes. Each time, the CPU crashes, no time for any report, no more video signal, no disk access! Just have to do a hard push on the on/off button on my computer. I have absolutely no problem using 3den for making mission, spending time to built a base in 3D or placing units (2D or 3D). It's just this specific use of the camera whcih leads to a crash. My config: W10, Intel i5-3470 @3.20 GHz, 6 G DDR3, Nividia Geforce GTX 970. -
Mods suscribed in Steam Workshop don't appears in Arma Launcher
pierremgi replied to sandman1980's topic in ARMA 3 - TROUBLESHOOTING
Probably the same issue : https://forums.bistudio.com/topic/192509-addon-folder-mod-storage-issue/?hl=storage See the "solution". -
MGI Tactical Pack v3 released
pierremgi replied to pierremgi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Too much FPS demanding at this stage. -
FPS drop after long pause (esc in SP)
pierremgi replied to pierremgi's topic in ARMA 3 - TROUBLESHOOTING
Thanks. It's not the same problem as mine occurs only when i pause the game. I investigated deeper and this seems linked with a custom GPS display. Everything goes well when playing (autozoom, adapted scaling and more) but something is "stacked" or "calculated" when paused. I cut the RSC when paused (no more GPS display) but something stays with the addMissionEventHandler "Draw3D"... If anyone experienced this kind of problem... Thanks -
Hi all, I experience severe FPS drop (3 4 remaining FPS), or even game freezing, when i play SP and pause the game with my addon calling for many EventHandlers. Everything goes well if I play normally, even if I use for some short time the debug console. No problem in MP as well. So, the bad things come with a long time pause. I'd like to know if there are some known issues with the game paused (esc key) for several minutes. Thanks
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respawn / revive setting not working directly from eden
pierremgi replied to twistking's topic in ARMA 3 - EDEN EDITOR
I hope so. I failed to parameter the revive system and the respawn (holding space bar to respawn instead of waiting healed). -
Eden Revive option under MP respawn option?
pierremgi replied to jakes's topic in ARMA 3 - EDEN EDITOR
New Apex revive seems to allow reviving options by Medic, all with medikit, all with firstAidKit... great! -
Cannot get respawn menu, respawn points, and revive all working together
pierremgi replied to Frankdatank1218's topic in ARMA 3 - TROUBLESHOOTING
Sure, because BI has a solution for Apex campaign. Any mission maker succeed in a respawn/revive code? How does it work on Coop servers? -
Cannot get respawn menu, respawn points, and revive all working together
pierremgi replied to Frankdatank1218's topic in ARMA 3 - TROUBLESHOOTING
So, I could spend nites and days, trying all lines of codes and re-launching Arma. I try to make a respawn system. Same as Apex, basic. but my small mission (one player on Tanoa) send plenty of error messages and stay stuck in map view after countdown. Solution is to alt F4 (quit) arma! I placed a respawn_west module respawn for blufor. My description.ext: respawn = 3; respawnDelay = 10; respawnDialog = 1; enableDebugConsole = 2; //onLoadIntro = ""; //showGroupIndicator = 1; respawnTemplates[]= {"Counter","Menuposition","revive"}; respawnonstart = -1; What did I miss? How to obtain the Apex respawn system, editing a MP mission? Thanks -
A little work around to respawn with the same loadout as when dying (all ammo in all magazines are saved). {_x addMPEventHandler ["MPkilled", { _unit = _this select 0; if (!isPlayer _unit) exitWith {removeSwitchableUnit _unit}; // optional [_unit, [missionNamespace, format ["cur_inv_%1", _unit getVariable "invKill"]]] call BIS_fnc_saveInventory; _unit setVariable ["MGI_ammo1",_unit ammo (primaryWeapon _unit)]; _unit setVariable ["MGI_ammo2",_unit ammo (handgunWeapon _unit)]; _unit setVariable ["MGI_ammo3",_unit ammo (secondaryWeapon _unit)]; _unit setVariable ["MGI_mags",magazinesAmmoFull _unit]; _unit setVariable ["MGI_weapon",currentWeapon _unit]; }]} forEach playableUnits + switchableUnits; {_x addMPEventHandler ["MPRespawn", { _unit = _this select 0; _corpse = _this select 1; if (!isPlayer _unit) exitWith {deleteVehicle _unit}; // optional [_unit, [missionNamespace, format ["cur_inv_%1", _unit getVariable "invKill"]]] call BIS_fnc_loadInventory; {_unit removeMagazine _x} forEach magazines _unit; _unit setAmmo [primaryWeapon _unit, 0]; _unit setAmmo [handGunWeapon _unit, 0]; _unit setAmmo [secondaryWeapon _unit, 0]; { if (((_unit getVariable "MGI_mags") select _foreachindex select 3) <= 0) then {_unit addMagazine [_x select 0,_x select 1]}} forEach (_unit getVariable "MGI_mags"); _unit setAmmo [primaryWeapon _unit,_unit getVariable "MGI_ammo1"]; _unit setAmmo [handGunWeapon _unit,_unit getVariable "MGI_ammo2"]; _unit setAmmo [secondaryWeapon _unit,_unit getVariable "MGI_ammo3"]; _unit selectWeapon (_unit getVariable "MGI_weapon"); removeAllWeapons _corpse; removeBackpackGlobal _corpse; removeVest _corpse; removeAllAssignedItems _corpse; removeAllItems _corpse; removeGoggles _corpse; removeHeadgear _corpse; {deleteVehicle _x} forEach nearestObjects [(getPosATL _corpse),["WeaponHolderSimulated","groundWeaponHolder"],5]; }]} forEach playableUnits + switchableUnits;
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In Vanilla Arma 1.58, place an ammo bearer as player, place a crate with arsenal in init field: this addAction [">Arsenal", {["Open",true] spawn BIS_fnc_arsenal}]; preview open arsenal and remove all magazines from the backpack or remove them from inventory, close arsenal eventually, re-open arsenal: all magazines are present in the backpack, refilled at full. Is it possible to let the loadout as it was before opening Arsenal? It's a waste of time for any custom config to remove what should be not here. Or at least add an option: - auto refill according to the type of unit; - do not auto refill at Arsenal opening NB: This feature occurs only for the backpack... vest and uniform are not automatically refilled. Thanks
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Loadout\Arsenal bug - fix it please
pierremgi replied to Bl00dWolf's topic in ARMA 3 - TROUBLESHOOTING
Looks like this old post: https://forums.bistudio.com/topic/190924-automatic-backpack-refill-with-arsenal/?hl=backpack Why not make backpacks loading similar as vests or uniforms? I mean don't change automatically the loadout? -
thanks
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How can you lower the ping rate?
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Tanoa. Violation of stealth and tactical behavior.
pierremgi replied to lex__1's topic in ARMA 3 - TROUBLESHOOTING
Yes, very annoying behavior. -
Action menu is bugged - can't switch weapons
pierremgi replied to tacticalsloth's topic in ARMA 3 - TROUBLESHOOTING
I must admit sometimes, I don't read all spotrep sitrep in depth. Just because it's not my native language and i prefer to play Arma... like some others i presume. Fortunately, i missed this "issue" just because i denied the new Apex key binding. I guessed it could be a lot of work to re-adjust all my keys. I'm left handed and I have to live in this right handed world. Btw, BI made an effort to add key binding for camera editor... but that doesn't work for up / down / left / right arrows. I don't now why. -
You can wait using MGI tactical pack ;)
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Say Greenfist I had this issue playing at one of my friends' home, not at my home. With a very powerful fiber connection and very low pings on every servers (a real difference with my usual config! I never saw a green ping before). So, there was no filter used like for badcontrakt, just happened when a server kicked us for any reason (we have plenty of mods and we don't like to guess what mods we need for what game we will try to join, both of us). Then, back to servers page, there was no more list and internet bent for several minutes (except TV). I'm rather sure Greenfist is on the right track but I don't really understand what to do. Btw, we were on v 1.60 before Apex.
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Did you try to make "BattelEye not required"?
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Did you use some mods. More exactly, do you have some mods loaded even if you don't use them? One known mod altering the language of vanilla unit (CSAT or else) is Unsung Bravo. Reds speak Vietnamese. And when player open Arsenal, you have also Vietnamese voices, what ever mission you play. Too much intrusive.
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Hi, With previous version (1.60) the mod storage allowed to path another HDD than the Arma one. I used to have Arma on (small) C\: SSD and a bunch of addons on E:\ HDD. Since Apex, all Steam mods are considered as "corrupted" with 0 Kbyte. I succeeded to reload local mods (non-steam) from E: in the watched folder, but Steam loaded remained corrupted even if i deleted them, unsubscribed the subscribed again. The solution was to "restore default" the mod storage. Addons remained in the c:\..\steamApps\workshop\content\107410... folders of addons. So my 2 cent question: - why always modifying something working for a weird solution, probably untested in every config? - how transfer the addons (several Gbytes) to the HDD and keep clean the SSD for Arma engine? Thanks :rolleyes:
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Squad getting into vehicles without being ordered.
pierremgi replied to gary66's topic in ARMA 3 - TROUBLESHOOTING
Lock / unlock vehicles with trigger. unassign the units. There are some commands for that.