Arma 3
KtweaK
 This topic has been pinned, so it's probably important
kenoxite  [developer] 16 Sep, 2023 @ 8:28am
[KTWK] Bugs & Feedback
Please, post here any bugs and feedback you find or want to share.
Thank you.
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Showing 1-15 of 15 comments
Crinke 17 Sep, 2023 @ 9:50pm 
issues when playing the contact campaign, during a certain voiceline in the first mission all audio fades to nothing except over the radio voice acted messages, hint/task popup sounds, and music. It's believed this has to do with your fog noise settings (the audio part was off when this occured)
Crinke 17 Sep, 2023 @ 9:50pm 
may be an issue with more than the contact campaign not sure
kenoxite  [developer] 17 Sep, 2023 @ 9:52pm 
I'll check it out now. Thanks for reporting!
kenoxite  [developer] 17 Sep, 2023 @ 10:40pm 
BTW, while I look into it you can just disable the whole Humidity Effects in the addon options, which should revert all back to normal, even mid-mission.
kenoxite  [developer] 18 Sep, 2023 @ 4:16am 
Just pushed an update. The issue you mentioned should be solved. For it to kick in, you need to restart the mission or try another one, as Arma bakes the scripts in the savegame.
Fluffy GS G5 2 Oct, 2023 @ 5:15am 
I think i have found a Bug with the dying animation, what seems only to apear in multiplayer: sometimes when it was playing the animation you shoot him again, it spawns 2-3 AI at the same spot. Only had it in MP, not SP. Will still investigate as it might be also an other mod who may do some trouble.
kenoxite  [developer] 2 Oct, 2023 @ 5:23am 
Ah, yes. This mod is singleplayer only, as stated in the description and the logo image.

That said, I might do some multiplayer compatibility in the future.

If you insist on using this in MP then just disable the most troubling features.

But take note that, among other things, I can't guarantee that all the effects and features will be reapplied after a respawn, nor if you join in progress or use a dedicated or headless server. Also, some/most of the features will only work for the player who is hosting if not dedicated. So, in short, use it if you want in multiplayer, but don't expect it to work without problems.
Fluffy GS G5 2 Oct, 2023 @ 5:31am 
How stupid am i.... sorry yes this mod is designed for singelplayer xD xD xD xD Sorry mate. However it seems it was the only "trouble" in the MP game yesterday, all other things worked fine. After i disabled the death animation and the problem was solved. :)
kenoxite  [developer] 2 Oct, 2023 @ 5:36am 
Hahah. No problem. I understand that people just expect everything to be compatible with multiplayer. So with this and Squad Feedback (one of my other mods) I've done my best so the first line of the description states that this is singleplayer only.

But, as I mentioned, unlike Squad Feedback where it was built for just singleplayer from the start, I think some, if not most, of the features of KtweaK could fit in a multiplayer environment without problems.

So, as I said, it's something I'm willing to do eventually. No timetable yet, though.
Gman 8 Oct, 2023 @ 2:16am 
Hey, just reporting a bug I've run into. I'm using a script package for random mission generation, and noticed that the onmapsingleclick command for choosing the AO location had stopped working and traced it back to this. I believe it's the latest addition with the hiding of map icons and GPS, as it only happened when I started the mission with units that had GPS devices equipped. Behavior was first noticed with the whole system option disabled as well. Not sure if this effects anything else, but wanted to report.
kenoxite  [developer] 8 Oct, 2023 @ 3:01am 
I see. It seems I was being way too agressive with my toggling of that function. It's fixed now. I've also made it so whenever that setting changes it now requires a mission restart.

It's updated now. Resubscribe or repair to get it.

Thanks for reporting!
Sapphire 12 Oct, 2023 @ 2:03pm 
Inventory does not open inside vehicles, but it instantly opens the moment you get out of one.

I originally loaded it with ProjectSFX which has inventory open sound. That sound goes off twice, whether opening/closing inventory, both in and out of vehicles (I thought this might you an idea on the bug? i dunno). Later tested it with only Ktweak (and CBA obv.) loaded, it persists.

Weapons in inventory which are shown on the character disappear when the inventory is open, but appear again when closed.

If possible: Add shown weapon position sliders.

Or

Adjust the shown launcher in the "waist back" position to be closer to the body.
Since A3 launchers don't fit in backpack I used RHS single shots. They are too far from the characters back and with backpacks they either clip through them or hang in the air.

Adjust the shown weapon in the "front horizontal" position to be more centered on the characters body.
Shorter weapons overalign to the right which makes them hang weirdly. Longer rifles do the same, but they look okay.
Last edited by Sapphire; 12 Oct, 2023 @ 2:12pm
kenoxite  [developer] 13 Oct, 2023 @ 12:50am 
Originally posted by Sapphire:
Inventory does not open inside vehicles, but it instantly opens the moment you get out of one.
Yes, that definitely is an oversight. For this whole displaying system to work I have to take control over how and when the inventory is opened and, while I tested the display inside vehicles (where the weapons are hidden, as in vanilla) I forgot to test opening the inventory in this case.

Originally posted by Sapphire:
That sound goes off twice
Yes, it's due to the current way all this is implemented. As I'm forced to override the opening of the inventory to add a delay, it's actually opened twice, so two sounds. Hopefully you'll find this nothing more than a little annoyance.

Originally posted by Sapphire:
Weapons in inventory which are shown on the character disappear when the inventory is open, but appear again when closed.
Working as intended then.

It is necessary, otherwise you wouldn't be able to drop anything, as the closest container will more than likely be the one holding the displayed weapon, and dropping and taking things from there is disallowed. So, the solution (so far) is to remove them while the inventory is opened and add them again when it's closed.

Originally posted by Sapphire:
If possible: Add shown weapon position sliders or Adjust the shown launcher in the "waist back" position to be closer to the body.
Yes, I need to revise all the positions. I might end up adding sliders, as you suggest, but I'll try first to find a compromise where most people are happy with... or another way to autoadjust the weapon based on size or type (although I don't want to deal with this, as I already had to for Squad Feedback and it ends being quite messy, particularly with CUP configs).

Thanks for the detailed report, in any case. I really appreciate it.


KtweaK has been updated, including the fix for the inventory in vehicles not opening. I'll keep looking into the displayed weapons positions later, as that requires more time and it wasn't a priority.
Last edited by kenoxite; 13 Oct, 2023 @ 12:52am
@kenoxite
WebKnight Flashlights and Headlamps mod has included extra shoulder flashlight, regular lamps as well as handheld flashlight in its latest update. Would you please add them to Ktweak?
kenoxite  [developer] 5 May @ 2:34pm 
I just added support for the new flashlights in the latest update.
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