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번역 관련 문제 보고






1. The vehicle can't drive on the bridges, when it is in the middle of one, it will instantly turn left or right to hit the bridge fence. According to a bug report made on Arma 3, that is coming from the center of the vehicle being too low. Right now, the height between the vehicle center and the road is "0.00505447" or something like this which mean "0" and need to be at least 1.80 meters.
2. I will need to do more tests because the bug on the bridges seems to be related to the pathfinding and when i was testing right in front of the Terminal in Altis, my soldiers weren't able to get in my halftrack. They were trying to walk behind it but were stopping at like 2-3 meters behind it and they were trying again to enter it. I will do more tests to see if it was a random bug or not.
1. The "Transport Unload" problem which can be solved by only changing "showAsCargo=0;" to "showAsCargo=1;"
2. The problem about the bridges seems to be related to the vehicle center the vehicle has. You need to push the vehicle upwards inside object builder to make sure the function "(((vehicle player) modelToWorld [0,0,0]) # 2)" returns at least 1.80 meters, if not more, the IFA3 Sdkfz 251 has a height of 1.96 meters, your vehicle has a height of "0.00505447" which mean, it has 0.
Currently it is at "showAsCargo=0;" and it should be "showAsCargo=1;", that little change will solve the problem.
1. The "Transport Unload" doesn't work, the command "fullcrew [(vehicle player), "cargo", true]" return only one seat and only one soldier on the 10 seats will get out when the waypoint is activated. All the 9 seats are marked as "turret" seat and not as cargo, i don't really know what is the fix but i wanted to tell that there was a problem with that. The Sdkfz 251 from IFA3 doesn't have the problem, only the one from that mod.
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3. The tracks textures, they are good but they are really "bright" like they have been made in Chrome or something like this, when you look a real Sdkfz 251, the tracks aren't that bright. I saw that the "Sdkfz 250/1" made by SPE has real tracks, it seems to be a model so i'm not asking for that quality of tracks but if possible, can you make them less bright or a little bit more realistic ?
At the moment, we are not looking into making the bridges detachable. Some framework is there, but it's currently something we'll look into in the future, not as of this time.
Most of our in-house stuff is specifically made with the unit in mind, thus not really being applicable for public release. Is there something specific you've seen in a screenshot?
Even just having the top ramps functional and be able to be removed either through ACE or Drongo's DYEL function?
Great job by the way guys!!!
We can look into it for a 1.1 update, it's been raised internally
Can you describe which vehicle? The 251/22 with the Pak40 on it you must be turned out using CTRL + E or CTRL + Q in the standing position to fire it. Otherwise I don't remember seeing such bugs.
Any chance of a side-branch that doesn't need IFA though?
Any chance of Feldbluse 44?