subunit
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The Unsung Vietnam Mod 3.0 WIP THREAD
subunit replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This is looking fantastic. I am pumped to see what use you get out of the Tanoa assets. I hope you are keeping many/all of your own as the mixture could be the most diverse looking jungle in Arma yet. -
Thanks for the response! Actually, it's good to know both extremes can happen, and I have seen it work more-or-less as I would expect on rare occasion, so at least it'll keep players guessing :D . I'll carry on with the module, who knows, might find something out about knowsAbout.
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I dunno about the O militia but the indfor Tak locals definitely have BTRs with DshKs and T34s, maybe some heavier stuff as well, that spawn pretty routinely in ALiVE objective placements. That might be what he's referring to. Still not really "extremely powerful" and somewhat appropriate for alternate-universe 80s-90s AfPak mujahideen.
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I've been playing around with the detection module and I really like the idea. The vehicle stuff works great and is perfect for making suspicious driving alert enemies. The spotting behaviour of AI is really weird with the player on foot, though, as noted in this thread, and I see that spyderblack has mentioned that the knowsAbout function is inadequate for the module's intended effect. The weird thing is that when I lower the knowsAbout thresholds to zero, the AI still doesnt spot a synced player even at point blank, so I'm wondering if that's the same problem that's being discussed above and results from what spyderblack was mentioning about the function being inadequate, or if it might be some of the other errors I'm seeing thrown here and there. In any case, really appreciate the work that was done on this, it's a great mod!!
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L_armFatigue - A fatigue system for your arms! (Release thread)
subunit replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Definitely trolling the marksmen in my group with this, thanks laxemann!! -
Same problem, suggested fix worked for me. Seems like something changed about the way mouse keybinds work?
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ALiVE - Advanced Light Infantry Virtual Environment
subunit replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is the multispawn module meant to be working at the moment? I can't get it to do anything other than spawn at the module location. -
Is it possible to loop an effect or music file on a given ACRE frequency? I am interested in the possibility of players being able to query a trigger state by checking a numbers station frequency with their ACRE radios.
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Zenophon's ArmA 3 Co-op Mission Making Framework
subunit replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah, right, I missed that!! Thanks Zenophon! One more question: I'm not clear on what this means: Does "attempts to" refer to this function's returning arrays that are smaller than (2) if it can't find positions? I'm trying to use this function to distribute guys in some buildings, but it doesnt do it reliably. I'm giving it building IDs from arrays built by nearestBuilding. I can reliably setPosATL at the buildings through Zen_ConvertToPosition, but Zen_FindBuildingPosition ~50% of the time returns null arrays for houses. -
Zenophon's ArmA 3 Co-op Mission Making Framework
subunit replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, just started using the framework and it's already hugely improved and streamlined my mission design. Running into a few questions, though. I have the following foreach loop assigning equipment: { 0 = [_x, _alphaLoadout] call Zen_GiveLoadoutCustom; } foreach ContactTypeAlpha; I can include an "none" option in a loadout by inserting empty arrays, eg: ["headgear", [["H_MilCap_dgtl", "H_Cap_blk_Raven", "H_Cap_police", "H_Cap_blk"], []]] functions well enough as "pick one of these hats or no hat" for one unit, but it stops after the first guy in the foreach loop. If I remove the empty array from the headgear nested array, it iterates through the foreach loop properly. Is there a better way to do this? -
If you made a sectoid, I'd definitely make a mission that generates UFO intercepts and spawns sectoids around crash sites for recovery missions.
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ai command dlc C2 -Command And Control
subunit replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This might get me using AI squadmates again. -
Thanks for the quick fix, Dwarden & BIS team.
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I'm seeing camera shaking in relation to the tank physx bug, and there are some other reports of it too. Does anyone have video of it?
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vlad_8011 modified reyhard's mission.sqm and I can reproduce the bug consistently in vanilla, .rpt and youtube video uploaded to the ticket: http://feedback.arma3.com/view.php?id=22220
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If thos of you who are getting this in vanilla could post the mission you're using and the .rpt with the same error, that would probably help. e: I see vlad_8011 has done so. Hopefully this can get fixed soon. e2: vlad, thanks for the mission, i successfully reproduced the bug and filmed it. I posted the .rpt and youtube link with some observations on your ticket. I caught the loss of the left audio channel and the camera shake on video as well.
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I can't replicate in vanilla but I can do so reliably with the mission that I'm uploading to vlad's ticket alongside the rpt, using RHS and ALiVE on AiATP Chernarus. Video here: Game crashed at this point. Sorry about the sepia colour, forgot I had flux on.
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Amazing, thanks Leight!!
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I'm unable to reproduce with Reyhard's file. When I have a few minutes to ghost and watch tanks drive around, I will try to make and upload a mission where I reliably get the bug along with a video or screenshots. I do get exactly the same left channel audio problem as ThatsYourPing in my bug, though, looking at that again.
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Can anyone reproduce from the mission uploaded here: http://feedback.arma3.com/view.php?id=22479 ? I tried to reproduce using Reyhard's file in vanilla, but was unable to. I do get what appears to be the same bug with a specific combination of mods (RHS, AiATP, ALiVE), but it's not clear to me if that's the same issue. edit: video, mission, rpt linked in this post: http://forums.bistudio.com/showthread.php?188196-tanks-sinks-after-update&p=2868968&viewfull=1#post2868968 the error is "Matrix is not valid as physx transform!"
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That might be a nice behaviour on Safe or something, but I definitely don't need AI wandering off in combat any more than they already do.
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Trackers for this bug, including repro mission and rpt. please vote up if you're getting it. http://feedback.arma3.com/view.php?id=22479 http://feedback.arma3.com/view.php?id=22220
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Is it possible to get the CDF to apply a CDF decal to their vehicles? Could this be added to a config?
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Is the shake intermittent? Like every 1 second it shakes for a moment, then stops?
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Currently debugging an identical issue with RHS units on AiATP Chernarus in ALiVE. Couldn't get it to happen outside that context, but I think it might be an RHS thing.