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Found 61 results

  1. Report some issue found in current dev. First: Pistoling and left adjusted prone is issuing (same as https://forums.bistudio.com/topic/190875-equip-pistol-and-prone-stance-is-issuing/) See more details for the topic. Second: An AI reloading MX series rifle when acctime < 0.6? is issuing. AI reloading MX under acctime <0.6? is stop their animation a sec. I tested with some other rifles, but looks like this is only for MX series.
  2. I found a issue, and feedback.arma3.com is now maintenance so I report the issue here. While equipping pistol, left adjusted prone stance ("AadjPpneMstpSrasWpstDleft") cannot move well. Specifically, I can move the player with W key, A key, and D key as usual, but I cannot move behind with S key. Press D key and S key simultaneous, the player will move behind. This issue does not occur on rifled adjusted prone and pistoled right adjusted prone. Anyone same problem and is there a solution? productVersion = ["Arma 3","Arma3",158,135742,"Stable",true,"Windows"]
  3. Hi i'm making an helicopter (i'm not going to release it on armaholic on whatever site) I'm having problems with the rudder animations. (i've tested the animations with the command "animate") What i've done : I have set the "source" in the model.cfg for these animations to "rudderRTD" but nothing appens I have created a script that converts the pressure of the "Q" key ( the default rudder key) into the animation of the 2 rotors but and also here nothing appens. This is the script (the interesting part starts at the first "inputaction condition") : while { true } do { if (player in vehicle player) then { while {getPosASLW vehicle player select 2 < 10 } do { vehicle player animate ["flight_mode_left",0]; vehicle player animate ["flight_mode_right",0]; vehicle player animate ["rotate_mala_vrtule",0]; vehicle player animate ["rotate_velka_vrtule",0]; }; while {getPosASLW vehicle player select 2 > 10 } do { vehicle player animate ["flight_mode_left",1]; vehicle player animate ["flight_mode_right",1]; vehicle player animate ["rotate_mala_vrtule",1]; vehicle player animate ["rotate_velka_vrtule",1]; }; while {(inputAction "heliRudderLeft" > 0) } do { vehicle player animate ["rudder_l_rotor",1]; vehicle player animate ["rudder_l_velka_vrtule",1]; }; while {(inputAction "heliRudderLeft" == 0) } do { vehicle player animate ["rudder_l_rotor",0]; vehicle player animate ["rudder_l_velka_vrtule",0]; }; while {(inputAction "heliRudderRight " > 0) } do { vehicle player animate ["rudder_r_rotor",1]; vehicle player animate ["rudder_r_mala_vrtule",1]; }; while {(inputAction "heliRudderRight " == 0) } do { vehicle player animate ["rudder_r_rotor",0]; vehicle player animate ["rudder_r_mala_vrtule",0]; }; }; };
  4. karka255

    Zeus Unit Circle Color issue

    I have an issue with seeing the difference between my units due to the new update, the issue is due to the new color setup in the Zeus Gamemaster module, when I spawn a unit/or multiple units I mainly have to guess what unit I have to control, The Circle (When highlighted) turns to the same color as the unit identification color I have chosen, making it really hard to use it on a live multiplayer server, Anyone have a way to fix it? - Sincerely Karka255
  5. Hi BI! Sometimes when the unit running inside the building they appear outside the wall and when his position get updated he disappear. This issue is exist with your avatar too. On the left side i visualize how it's working now. On the right side, how it should be. The correction should happen before the rendering of the frame. I know that is not that simple, but this issue has major impact on the gameplay. It could reveal units position inside the building. Are you aware of this issue? Could you estimate when it's get fixed? Apex or post Apex or maybe never? Are you planning to fix it? More examples coming. Feel free to add. Edit: Maybe it's just for me, because sometimes i have <20 FPS.
  6. Hello guys, in arma 3 there is an already opened issue. The issue is that a linux headless client (HC) which is connected to a linux game server gets kicked for signature timeout after some time. The command line parameter -cpucount=1 passed at HC start can extend the time until it gets kicked from some minutes (without cpucount=1) to some hours. In my case the HC gets kicked after nearly exact 3 1/2 hours. I wrote a script at my linux machine which reconnects the HC after it was kicked within a minute. Now the problem. I m editing a domination map created by Xeno to implement some minor features. I want that features executed at HC if it is connected. I know that I can detect HC with if (!isNil "HC_D_UNIT") then { _hc_present = true; }; Where HC_D_UNIT is the name of the HCs game logic. What Xeno did in his d_init.sqf is something like that: if (isNil "HC_D_UNIT") then { HC_D_UNIT = _this; }; _this represents the server which means if I try to detect the HC as mentioned above then _hc_present is always true because it points to the server now. I think Xeno did that to ensure that all work which is thought to be done by HC should be done by server if HC is not connected until a timout. I wont change Xenos code cause i dont know what depends on it. What I need now is another method to detect if the HC is present or not. Thank you for any advise.
  7. Hey guys, So I have been working on my first pistol, the Desert Eagle, and could not get around this error that is preventing the custom firing sound to fire. Error: My config: class CfgWeapons { class DSS_DesertEagle_F: Pistol_Base_F { author = "Rawner135"; scope = 2; model = "\dss_weapons\models\Desert_EagleAE.p3d"; picture = "\A3\Weapons_F_EPA\Pistols\Pistol_Heavy_02\data\UI\gear_Pistol_heavy_02_X_CA.paa"; magazines[] = {"16Rnd_9x21_Mag","30Rnd_9x21_Mag"}; displayName = "Desert Eagle (AE)"; descriptionShort = "Desert Eagle <br/>Caliber: .44 Magnum"; reloadAction = "GestureReloadPistol"; recoil = "recoil_gm6"; drySound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\dry_Zubr",0.39810717,1,20}; reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\reload_ACPC2",1.0,1,30}; modes[] = {"Single"}; class WeaponSlotsInfo { allowedslots[] = {901}; mass = 60; class MuzzleSlot { access = 1; compatibleitems[] = {}; displayname = "Muzzle Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; scope = 0; }; }; class Single: Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_6", db3, 1,10}; closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_7", db3, 1,10}; soundClosure[] = {"closure1",0.5, "closure2",0.5}; }; class StandardSound: BaseSoundModeType { begin1[] = {"dss_weapons\snds\DE_fire_alt_0.ogg", 1.58489, 1,1200}; soundBegin[] = {"begin1", 1}; }; class SilencedSound: BaseSoundModeType { begin1[]={"A3\sounds_f\weapons\silenced\silent-18", db-2, 1,100}; begin2[]={"A3\sounds_f\weapons\silenced\silent-19", db-2, 1,100}; begin3[]={"A3\sounds_f\weapons\silenced\silent-11", db-2, 1,100}; soundBegin[]={"begin1",0.333, "begin2",0.333, "begin3",0.333}; }; reloadTime = 0.26; dispersion = 0.00406; recoil = "recoil_single_gm6"; recoilProne = "recoil_single_prone_gm6"; minRange = 5; minRangeProbab = 0.3; midRange = 25; midRangeProbab = 0.6; maxRange = 50; maxRangeProbab = 0.1; }; inertia = 0.5; dexterity = 1.7; initSpeed = 420; }; }; The sound location for "de_fire_alt_0" is in its proper location, but I still don't understand why it is failing to load the sound. Thanks, Rawner135
  8. Ive bee ntrying to run a mission now on a dedicated server and i have even gone so far as to remake it but the same issue appear; The mission don't start. It only kicks me out in the selection screen. Does anyone know why and have any one experience with this? RPT log: 20:01:45 Starting mission: 20:01:45 Mission file: Operation_Soft_Stone_v1_1 (__CUR_MP) 20:01:45 Mission world: Altis 20:01:45 Mission directory: mpmissions\__CUR_MP.Altis\ 20:01:47 Attempt to override final function - bis_functions_list 20:01:47 Attempt to override final function - bis_functions_listpreinit 20:01:47 Attempt to override final function - bis_functions_listpostinit 20:01:47 Attempt to override final function - bis_functions_listrecompile 20:01:47 Attempt to override final function - bis_fnc_missiontaskslocal 20:01:47 Attempt to override final function - bis_fnc_missionconversationslocal 20:01:47 Attempt to override final function - bis_fnc_missionflow 20:01:47 Attempt to override final function - rhs_fnc_findangle 20:01:47 Attempt to override final function - rhs_fnc_calcbalistic 20:01:47 [101619,1944.12,0,"XEH: PreInit Started. v2.0.0.150817. MISSINIT: missionName=Operation_Soft_Stone_v1_1, worldName=Altis, isMultiplayer=true, isServer=false, isDedicated=false"] 20:01:51 [101619,1947.9,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_cache_disable.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] 20:02:01 [101986,1957.94,0,"WARNING: PostInit did not finish in a timely fashion"] Server log: 20:06:48 Reading mission ... 20:06:56 Cannot open object z\ace\addons\javelin\data\reticle_titan.p3d 20:06:57 Mission Operation_Soft_Stone_v1_1.Altis read from bank. 20:08:27 Roles assigned. 20:08:27 Reading mission ... ((20:06:56 Cannot open object z\ace\addons\javelin\data\reticle_titan.p3d) this is known. and is not a issue cause it works on other maps.) Mission File: http://pastebin.com/pv37Bg0X
  9. Up until now, I've been able to retexture plate carriers for NATO without a problem. However, after the Personal Protection update rolled out on devbranch, I haven't been able to change textures for the "V_PlateCarrier1_rgr", "V_PlateCarrier2_rgr", "V_PlateCarrierGL_rgr", and "V_PlateCarrierSpec_rgr". CfgWeapons_NATO: /// Vests class V_PlateCarrier1_rgr: Vest_NoCamo_Base { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrier1_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrier1_rgr0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; descriptionShort = "$STR_A3_SP_AL_III"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply140"; mass = 80; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; Armor = 16; PassThrough = 0.3; }; class Diaphragm { HitpointName = "HitDiaphragm"; Armor = 16; PassThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.3; }; }; }; }; class V_PlateCarrier1_mtp: V_PlateCarrier1_rgr { author = "$STR_A3_Night515"; _generalMacro = "V_PlateCarrier1_mtp"; displayName = "$STR_A3_V_PlateCarrier1_mtp0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_mtp_CA.paa"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_mcamo_co.paa"}; }; class V_PlateCarrier2_rgr: V_PlateCarrier1_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrier2_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrier2_rgr0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest01.p3d"; descriptionShort = "$STR_A3_SP_AL_IV"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01"; containerClass = "Supply140"; mass = 100; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; Armor = 20; PassThrough = 0.2; }; class Diaphragm { HitpointName = "HitDiaphragm"; Armor = 20; PassThrough = 0.2; }; class Body { hitpointName = "HitBody"; passThrough = 0.2; }; }; }; }; class V_PlateCarrier2_mtp: V_PlateCarrier2_rgr { author = "$STR_A3_Night515"; _generalMacro = "V_PlateCarrier2_mtp"; displayName = "$STR_A3_V_PlateCarrier2_mtp0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_mtp_CA.paa"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_mcamo_co.paa"}; }; class V_PlateCarrierRecon_rgr: V_PlateCarrier1_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierRecon_rgr"; scope = 2; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; displayName = "$STR_A3_V_PlateCarrier1_rgr_V_PlateCarrier_Kerry0"; model = "\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d"; containerClass = "Supply120"; mass = 80; hiddenSelections[] = {"camo"}; }; }; class V_PlateCarrierRecon_mtp: V_PlateCarrierRecon_rgr { author = "$STR_A3_Night515"; _generalMacro = "V_PlateCarrierRecon_mtp"; displayName = "$STR_A3_V_PlateCarrierRecon_mtp0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_mtp_CA.paa"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_mcamo_co.paa"}; }; class V_PlateCarrierGL_rgr: Vest_NoCamo_Base { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierGL_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrierGL_rgr0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_gl_rig_grn.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_carrier_gl_rig.p3d"; overviewName = "$STR_B_SOLDIER_GL_F0"; overviewPicture = "\A3\Data_F_Mark\Images\watermarkInfo_page09_ca.paa"; descriptionShort = "$STR_A3_SP_ER"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_carrier_gl_rig.p3d"; containerClass = "Supply140"; mass = 100; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Neck { hitpointName = "HitNeck"; armor = 8; passThrough = 0.5; }; class Arms { hitpointName = "HitArms"; armor = 8; passThrough = 0.5; }; class Chest { hitpointName = "HitChest"; armor = 94; passThrough = 0.6; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 94; passThrough = 0.6; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 16; passThrough = 0.3; }; class Pelvis { hitpointName = "HitPelvis"; armor = 16; passThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.6; }; }; }; }; class V_PlateCarrierGL_mtp: V_PlateCarrierGL_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierGL_mtp"; displayName = "$STR_A3_V_PlateCarrierGL_mtp0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_gl_rig_mtp.paa"; DLC = "Mark"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_mcamo_co.paa"}; }; class V_PlateCarrierSpec_rgr: Vest_NoCamo_Base { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierSpec_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrierSpec_rgr0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_spec_rig_grn.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_carrier_spec_rig.p3d"; DLC = "Mark"; descriptionShort = "$STR_A3_SP_AL_V"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_carrier_spec_rig.p3d"; containerClass = "Supply100"; mass = 120; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Neck { hitpointName = "HitNeck"; armor = 8; passThrough = 0.5; }; class Arms { hitpointName = "HitArms"; armor = 8; passThrough = 0.5; }; class Chest { hitpointName = "HitChest"; armor = 24; passThrough = 0.1; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 24; passThrough = 0.1; }; class Body { hitpointName = "HitBody"; passThrough = 0.1; }; }; }; }; class V_PlateCarrierSpec_mtp: V_PlateCarrierSpec_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierSpec_mtp"; displayName = "$STR_A3_V_PlateCarrierSpec_mtp0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_spec_rig_mtp.paa"; DLC = "Mark"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_mcamo_co.paa"}; }; CfgWeapons: class CfgWeapons { class Uniform_Base; class UniformItem; class Vest_NoCamo_Base; class Vest_Camo_Base; class VestItem; class V_BandollierB_khk; class V_Chestrig_khk; class ItemCore; class HeadgearItem; class H_HelmetB_plain_mcamo; class H_Booniehat_khk_hs; class H_Cap_oli_hs; #include "CfgWeapons_CTRG.hpp" #include "CfgWeapons_GUER.hpp" #include "CfgWeapons_NATO.hpp" }; And CfgPatches: // Config class CfgPatches { class A3_Aegis_F_characters_BLUFOR { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F","A3_Characters_F_beta","A3_Characters_F_Gamma","A3_Characters_F_Bootcamp","A3_Characters_F_EPA","A3_Characters_F_EPB","A3_Characters_F_EPC","A3_Characters_F_Mark"}; }; }; Anything I'm doing wrong?
  10. So I am creating a function where you can easily fire off specific actions, e.g.: [["DSS_Canteen_Filled_F", "Magazine"], ["DSS_Canteen_Empty_F", "Magazine"], "Eat"] call DSS_fnc_actionBrain; //Eat is the focus of this issue. Now when it passes the data across onto DSS_fnc_actionBrain, here is what happens in the .rpt: 19:31:17 Error in expression < then {_type = dss_fnc_eat};if ((_type == "Eat_Dry")) then {_type = dss_fnc_eat> 19:31:17 Error position: <== "Eat_Dry")) then {_type = dss_fnc_eat> 19:31:17 Error ==: Type code, expected Number,String,Not a Number,Object,Side,Group,Text,Config entry,Display (dialog),Control,Network Object,Team member,Task,Location DSS_fnc_actionBrain: dss_fnc_actionBrain = { _arrayRemove = (_this select 0); //Retrieves 1st Array _arrayAdd = (_this select 1); //Retrieves 2nd Array _type = (_this select 2); //Retrieves e.g. "Eat" //Type - Function if ((_type == "Drink")) then {_type = dss_fnc_drink}; if ((_type == "Drink_Soda")) then {_type = dss_fnc_soda}; if ((_type == "Eat")) then {_type = dss_fnc_eat}; if ((_type == "Eat_Dry")) then {_type = dss_fnc_eatdry}; [_arrayRemove, _arrayAdd] spawn _type; //Saves 1st and 2nd array and initializes _type. }; What is going wrong here, am I missing some kind of special syntax, or doesn't it work with strings anymore?!? :blink: Thanks, Rawner135
  11. Hello, I'm having a problem since the last few updates of Arma 3 explained in this video: Please help me with this it's happening in every little firefight. I have 1500 hours of gameplay on Arma 3 and like 1450 of them didn't had the problem. I have turned off Battleye and it's not helping, I'm also running Vanilla and it's happening everywhere, even in the campaign. Please help me with this. ~ xCubeZx
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