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Everything posted by gippo
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Might be a good time to look at this issue: https://feedback.bistudio.com/T123463 Any projectile which spawns additional projectiles does not pass the instigator to these submunition projectiles. Affects cluster shells and now mine dispenser as well.
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So... I think there's a problem how mine dispenser works. Having it working this way is way is not really PvP compatible I would say. I can already see players creating levitating wall of mines.
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It would be beneficial to have at least a "get" script command for gear damage. Also, the gears actually can be damaged even if the damage is disabled on the vehicle. (https://feedback.bistudio.com/T125294)
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Any news on this? Anyone got a solution? Or some info what could possible cause it? I know hitting the group limit is one possible cause.
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How to change Arma 3 branches between STABLE & DEVELOPMENT versions @STEAM client
gippo replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
Second installation (game updater) has locked Tanoa unless you have your primary installation (steam library) on dev branch too (which defeats the purpose). Any word/fix on this? -
Any info on this?
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So what happens if you abort/reconnect? Is this issue actually ruining those slots? I haven't managed to test it :(
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1: RegisteredToWorld3den EH is not working at all. Can use init and is3den check though. 2: AttributesChanged3den EH is not working if you use widgets or if you have selected multiple entities (only for one selected entity) 3: I personally still miss the script command to exclude some 3den changes from history. Eg: you change change some attribute on an object, EH set up to change something else accordingly -> user needs to undo 2 times to get back the original state 4: Minor suggestion: Adding an ability to make a scripted 3den change without triggering any Eventhandlers. Can workaround with script, still - I would love to see an engine solution. Will report them if I find any further issues.
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As a dev and admin of a public mission my first questions are: Can it be disabled? Is there any script command related to drawing? As our server is a public server, not a coordinated environment, I want to avoid all the penises.
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Unfortunately we couldn't reproduce it, so I would say randomly. Sometimes the slots are getting fixed, sometimes it stays. Any idea where to look for more information / reproduction method? Tried several things, including force closing the game and closing the game when I'm respawning and some other trial and error fixes script-wise (assumed it's a scripting problem), but non of them reproduced it. What can be done is to create a unit and use selectPlayer, but as far as I remember, the respawn didn't work with that. The respawn type is base and respawnOnStart is disabled.
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BIS, any work being done on Voice Over Network?
gippo replied to spanishsurfer's topic in ARMA 3 - GENERAL
Is this it? :D Actually it is/was stuttering when many players received it (as far as I know), so it could be even stuttering in a bigger group or even in direct, but yeah, mostly in Global/Side. -
According to some of our players, it is still happening :(
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Greetings, How does it work? Which is the correct syntax? Can I set up the default game port? Everything I try BEC & Rcon is not working. All the info we got is that little message in the server console.
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Found the problem. If you have somehow a beserver_activeXXXX.cfg file if the server is not running, delete it, because it will load an old config!
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Can anyone drop here a custom difficulty config preset please (or on wiki)? Once I found on reddit, but I don't know where is it anymore. Edit: Found it class DifficultyPresets { class CustomDifficulty { class Options { groupIndicators=2; friendlyTags=0; enemyTags=0; detectedMines=1; commands=0; waypoints=2; weaponInfo=2; stanceIndicator=2; reducedDamage=0; staminaBar=1; weaponCrosshair=0; visionAid=0; thirdPersonView=0; cameraShake=1; scoreTable=1; deathMessages=1; vonID=1; mapContent=0; autoReport=0; multipleSaves=0; }; aiLevelPreset=3; }; class CustomAILevel { skillAI=0.75; precisionAI=0.25; }; }; In the server cfg mission rotation: difficulty="Custom";
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Great stuff with VON! Will these channel enable/disable changes be in 1.58?
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Awesome news! One question: Will you fix that "problem" when cycling trough targets always locks onto hostile vehicles, even though there's not enough information about that vehicle (unknown target)?
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BIS, any work being done on Voice Over Network?
gippo replied to spanishsurfer's topic in ARMA 3 - GENERAL
I hope you guys manage to fix it and finally we can have nice things. :D -
Very old bug, I reported this several versions ago (feedback tracker) :( Other stuff: Am I the only one who thinks that having soldiers scream out of pain would be an awesome addition? I think now the stable version might have something like that, but that's only audible from very close. For April 1, one of our changes was that players who die had the chance to play the Wilhelm Scream and apart from it's being a joke (the sound itself) I gotta say it was pretty immersive experience hearing soldiers scream up from far away.
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This is gold :D
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Added: Support for creating 3D areas in objects and a possibility to change their shape (e.g. from a rectangle to an ellipse)Any info on this? :rolleyes:
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We are also having this issue. We thought it is a problem with our scripting, but I'm starting to think it's a 100% engine issue. Persistent mission, "base" respawn. Anyone still having this issue? It is bound to specific slots, sometimes aborting to lobby and taking slot again solves it.
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First of all, you cannot repair your vehicle at the repair truck if it has no damage (only hitpointdamage). Second: Repair/fuel/ammocargo is not decreasing upon use. Is this intentional? I clearly remember it worked before the update. Bonus: Is this an appropriate place to post these issues? You know, feedback tracker is down, but I'm kind of afraid the reports I put in here will go unnoticed by devs.
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Hitpoints treatment? That's how infantry repair works. Also that's how the wound treating works as well. It checks for the hitpoints. You may have a point there, but personally I don't have a problem with this damage behavior. Kind of makes sense not dealing any overall damage if you shoot only the wheel/gun or whatever. Or even a vehicle window...
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Just found out this issue. I started investigating because one of our missions showed very low FPS server side. Turns out the swivel target objects: (Land_Target_Swivel_01_F, Target_Swivel_01_ground_F, Target_Swivel_01_left_F, Target_Swivel_01_right_F) execute a script which handles the animation. However, this script is getting executed everywhere. Server side, client side. So what happens is that all the clients and the server is trying to do the animation. Causing the animation to be totally broken and very likely some performance issues as well. Not sure how the animate command works, how is it synced, etc, but I can imagine all the players plus the server is calling that command continuously can cause some troubles. At least on our server (60 players + HC) it showed a noticeable difference (edit: on ASM), when I spawned 20 of these objects VS when I spawned them with the script disabled on clients (_obj setvariable ["BIS_exitScript",true]). Proposed very simple solution: if !(isserver) exitwith {} Also, would be awesome if the script would actually exit if the object actually gets deleted. This is very similar issue to the case of the Wreck_Heli_Attack_01, when it spawns visual/audio effects on server+HC as well, which should be only run on machines which have interface. (already reported on feedback tracker)