DnA

General Discussion (dev branch)

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Wrong text under AI icons still present
French 1.67.140151 no mod no addon
 

When you order AI to heal someone it appears "loin" (far, away) instead "soigner" (heal), order "inventaire"(inventory) it appears "soigner" (heal),
order "halte" (stop) appears "occupé" (busy) and problably others inversions.

 

Am i the only one? English version is it correct (no inversion)?
  

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14 hours ago, fn_Quiksilver said:

Tweaked: The enableEnvironment script command was extended to allow separate control over ambient life and ambient sound (https://feedback.bistudio.com/T117789) 

I would love to see this in game options. Not evry missions can be edited on the fly (workshop, campaigns).

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11 hours ago, Vasily.B said:

I would love to see this in game options. Not evry missions can be edited on the fly (workshop, campaigns).

 

This could potentially be exploited if client can switch environmental sounds off whenever he wants

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Can anyone confirm that the preview renders in the Field Manual do (sometimes) not load correctly?

 

UXkX2CB.jpg

 

They sometimes have a texture, sometimes they don't.:icon_confused:

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11 minutes ago, R3vo said:

Can anyone confirm that the preview renders in the Field Manual do (sometimes) not load correctly?

 

 

 

They sometimes have a texture, sometimes they don't.:icon_confused:

 

 

Can confirm.

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So many fixes and updates but still no fix for  BIGest helicopter altitude bug, when pilots become crazy at altitude higher than 400-500

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20 hours ago, R3vo said:

Can anyone confirm that the preview renders in the Field Manual do (sometimes) not load correctly?

 

Me too

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10 hours ago, sammael said:

So many fixes and updates but still no fix for  BIGest helicopter altitude bug, when pilots become crazy at altitude higher than 400-500

 

Is there a bug ticket?

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On 28.01.2017 at 2:44 PM, Vasily.B said:

I would love to see this in game options. Not evry missions can be edited on the fly (workshop, campaigns).

 

With a simple script, packed in pbo. format; and the problem disappears. 

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18 hours ago, killzone_kid said:

 

Is there a bug ticket?

I'm not the guy you're asking but I think so. Mad_Cheese if I recall made a video demonstrating it actually and it's pretty nuts. I'll see if I can find it but I don't recall at all where he posted it.

 

EDIT: And it's not on his YouTube. :( I'll see if I can find the post.

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18 hours ago, killzone_kid said:

 

Is there a bug ticket?

Yes.  by  Mad_Cheese 

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Just now, HeroesandvillainsOS said:

Can you find the ticket?

I didn`t search Bis bugtracker for now

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Not sure if related to the "high altitude" issue with helicopters, but the Falcon drone also behaves very oddly at higher altitudes. Here's a demo video, it became a little longer than desired, but it shows the issue very clearly.

 

 

 

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Requesting an easy MP optimization tweak

 

https://feedback.bistudio.com/T123069

 

Allowing designers to disable the "initPlayerServer.sqf" event script, since it calls BIS_fnc_MP every time a client joins the server. Many of us don't use this script, and don't need this remote execution.

 

Its a one-liner tweak, changing this:

 

			if !(isDedicated) then {
				[player,didJIP] execvm "initPlayerLocal.sqf";
				[[[player,didJIP],"initPlayerServer.sqf"],"bis_fnc_execvm",false,false] call bis_fnc_mp;
				"initPlayerLocal.sqf" call bis_fnc_logFormat;
				"initPlayerServer.sqf" call bis_fnc_logFormat;
			};

to this:

 

			if !(isDedicated) then {
				[player,didJIP] execvm "initPlayerLocal.sqf";
				if ((getMissionConfigValue ["initplayerserver",1]) isEqualTo 1) then {
					[[[player,didJIP],"initPlayerServer.sqf"],"bis_fnc_execvm",false,false] call bis_fnc_mp;
				};
				"initPlayerLocal.sqf" call bis_fnc_logFormat;
				"initPlayerServer.sqf" call bis_fnc_logFormat;
			};

 

which allows us to disable it via description.ext

 

// description.ext
initplayerserver = 0;  // 0 - disabled, 1 - enabled (default - 1)

 

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Testing last night. Showcases. The Mortar system is broken in support showcase. After requesting 4 rounds each time only 1 will drop. All Ai Radio chats have static through them. Above might be noted. Easy reproduction just play showcase. 

 

 

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  • Fixed: AI would refuse to shoot at air targets with some type of ammunition (9x21mm, .45ACP, .50BW, 5.56x45, 5.45x39, 7.62x39, 5.8x42) 

 

Isn't it intentional to have AI infantry ignore air targets - otherwise they get confused like tanks (non AA) can as air has higher prio and in the meantime the AI gets killed by ground forces.

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Since your tightening up eventhandlers can we get more love to naming grenades and bombs as methods of death rather than "Put" and "Throw". That just feels woefully unpolished and pretty immersion killing.

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Hi guys, I was wondering if this is a feature and intended or if it's a bug? Is it still on Dev branch? 

 

https://feedback.bistudio.com/T121950

 

What's happening is, RHS, 3CB (etc) units that carry a Javelin or any heavy gear are over encumbered by default. I talked briefly with the devs for 3CB and they don't know if this is a feature they need to adjust to or a bug that will eventually be corrected? 

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56 minutes ago, HeroesandvillainsOS said:

Hi guys, I was wondering if this is a feature and intended or if it's a bug? Is it still on Dev branch? 

 

https://feedback.bistudio.com/T121950

 

What's happening is, RHS, 3CB (etc) units that carry a Javelin or any heavy gear are over encumbered by default. I talked briefly with the devs for 3CB and they don't know if this is a feature they need to adjust to or a bug that will eventually be corrected? 

 

They need to adjust their loadouts accordingly, or the weight of the items.

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4 minutes ago, R3vo said:

 

They need to adjust their loadouts accordingly, or the weight of the items.

So this is a feature and definitely not something that needs to be "fixed?" I looked through the recent changelogs and don't see this mentioned. I'll certainly pass this along to the appropriate mod devs, but can anyone confirm a changlog entry for this first? I don't see why they'd take my word for it otherwise.

 

It feels like a bug TBH!

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8 hours ago, teabagginpeople said:

 

Testing last night. Showcases. The Mortar system is broken in support showcase. After requesting 4 rounds each time only 1 will drop. All Ai Radio chats have static through them. Above might be noted. Easy reproduction just play showcase. 

 

 

On 13.12.2016 at 11:54 PM, kill mig said:

Artillery Support module is broken - only one round can be fired. "commandArtilleryFire" doesn't work correctly too.

 

13.12.2016

So..They will never fix this.

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In regards to the weight of the units- the encumbered is caused by the weight of any loaded AT being at the normal weight of the round when unloaded, and then increasing when the launcher is loaded- you can see this by looking at your weight bar before the AT round is loaded into the launcher, and then afterwards- the weight of the rocket/round is increased by 1/3rd to half when in the weapon. 

 

This is reproducible even in vanilla (without any mods at all, with PCML, Titan AT, Titan AA, RPG32 that I've tested) at the moment, but affects mods like TF47, RHS, CUP as well. 

 

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Thanks Jarrad96. But I don't get it. Is it a bug or a feature?

 

EDIT: Thanks for the PM Jarrad96. I see now that it's a bug. Not really sure what you were talking about R3vo. Anyway, thanks guys. Hopefully this gets fixed for the Tanks DLC or infantry will be at a big disadvantage.

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9 hours ago, HeroesandvillainsOS said:

Hi guys, I was wondering if this is a feature and intended or if it's a bug? Is it still on Dev branch? 

 

https://feedback.bistudio.com/T121950

 

What's happening is, RHS, 3CB (etc) units that carry a Javelin or any heavy gear are over encumbered by default. I talked briefly with the devs for 3CB and they don't know if this is a feature they need to adjust to or a bug that will eventually be corrected? 

Anyone who has ever carried a MAAW's/84mm in real life, along with 2 rounds, plus all their normal gear, weapons and ammo knows how it feels to be encumbered with the weight, it's damn near impossible to run with the stuff too, back in my days, we didn't have Tactical Vests, nor body armour either, so when I see video's of guys wearing all the RHS gear, and an MAAWS moving about at the same speed as a regular infantryman, it makes me cringe, as it's bollocks, that shit is heavy in real life!!

It's simple physiology, NOBODY back in my time wanted to carry the 84MM for a fucking good reason!! :smileee:

I wish we had the MAAWS M4 back in those days, as it weighs only 3,1KG, is this version available in any addons by the way?
I had to lug the old 8.5KG bad boy many's a times, and with almost another 7KG's in 2 rounds, as I said, it's heavy.

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