It is possible for players to see through walls and objects with little effort by just using some simple move and look actions.
This glitch is also known to work in ArmA II and is a major issue for any pvp game.
{F17647}
It is possible for players to see through walls and objects with little effort by just using some simple move and look actions.
This glitch is also known to work in ArmA II and is a major issue for any pvp game.
{F17647}
This is a video showing the glitch and how it works:
http://youtu.be/NUqOXKR85ag
1: use 1st person view
2: go to a building's wall or any other flat surface you want to look through
3: go to kneel stance (makes the glitch a bit easier to apply)
4: push your shoulder against that wall (preferably the left shoulder)
5: use free look to look at the wall
6: lean towards the wall and look through it
7 (optional): use the zoom function if leaning towards the wall alone is not enough for being able to look through it.
This glitch is a major gamestopper for any pvp style gameplay as it allows players to cheat.
We have observed other players applying this glitch since ArmA II and no countermeasures were found against it.
These config changes largely resolve this issue. If it is otherwise technically solvable then you should disable the zoomin
class CfgPatches
{
class al_fristview_01 { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F","A3_Characters_F"}; };
};
class CommanderOptics;
class MainTurret;
class NewTurret;
class Turrets;
class ViewCargo;
class ViewGunner;
class ViewOptics;
class ViewPilot;
class CfgVehicles
{
class Land; class All { class ViewPilot { initFov = 0.75;//0.9; minFov = 0.75;//0.42; maxFov = 0.9;//0.9; }; class ViewCargo { initFov = 0.75;//0.7; minFov = 0.75;//0.42; maxFov = 0.85;//0.85; }; class ViewOptics { initFov = 0.75;//0.7; minFov = 0.75;//0.42; maxFov = 0.85;//0.85; }; }; class Man: Land { class ViewPilot: ViewPilot { initFov = 0.75;//0.95; minFov = 0.75;//0.4; maxFov = 1.1;//1.1; }; }; class CAManBase: Man { class ViewPilot: ViewPilot { initFov = 0.75;//0.7; minFov = 0.75;//0.25; maxFov = 1.1;//1.1; }; };
};
"This glitch is a major gamestopper for any pvp style gameplay as it allows players to cheat." Amen
A Major Buzz Kill that needs the highest priority and Gods speed to fix. ASAP.
Is it fixed yet?
no, nothing is in alpha fixed.
This Config just trying to fix the problem.
I hope that if the problem is not otherwise resolved, least it's done.
I had this same issue, except I did it a bit differently. I was in a lighthouse spiral staircase, and I pointed my gun up the stairs. Because the lighthouse is such a small space, I saw through the wall at certain angles simply because it's a small space, no leaning or anything was even required to see through.
Yo, there are new collision geometries for rifle in Dev build. Can you confirm if this issue got fixed? (Do not look at pistol, not yet done)
4.3.2014, either build, still able to look through walls easily and effectively, both left and right, with a rifle in hand. Right shoulder might require an additional strafe towards the wall while looking and leaning at it, while left doesn't, but still very easy to pull off either way.
Not sure if "minor, visual" are correct descriptions here, this is actually a quite serious gameplay issue.
Still happening on stable, got showed this by a friend:
http://f-picture.net/lfp/s58.radikal.ru/i162/1407/6e/3fb553d49be3.jpg/htm
http://f-picture.net/lfp/i062.radikal.ru/1407/a2/d1f7f4815890.jpg/htm
http://f-picture.net/lfp/i062.radikal.ru/1407/15/b1080e8ee29c.jpg/htm
No mods used that would affect it
This issue is correlated with http://feedback.arma3.com/view.php?id=19487 in the sense that the rotation axis determines where the character is pointed in relation to the rifle and not the other way around (character determining where the rifle is pointed, A2 style).
Oh my...
What the heck is going on here?
This really pisses me off.
I reported this almost 2 years ago, even put some more effort in and made a video to show how to reproduce.
Then it took you more than 4 months to do what? "...new collision geometries for rifle in Dev build"???
Put this issue on "Feedback" state and leave it for good?
Did you even watch that video?
Did you even read the reproduction steps?
Did you even try it for yourself?
You got 2 replies since then, stating that this "fix" is not working and nothing has changed since then for another year.
This really gives the impression that you're not even willing to fix that issue.
Oh, and since it is still on "feedback" state:
Nope, it's not working. We can still look through everything we want to.
By the way, your "fix" did not even make it any harder to look through everything.
So My friends and I are not going to play any PvP in ArmA3 for 2 more years? Seems that way.
Why are we even bothering to spend our time with giving you guys feedback and detailed bug reports when we're getting ignored here?
I think this same issue was fixed in DayZ SA quite a while ago. Since it disappeared from "known issues" notes, solid objects like walls, and iirc trees and other objects as well, would limit the angle of lean you can perform towards them. Still works on doors, though, but that is very minor problem. In A3, though, you are able view through walls somewhat easily and reliably, which is a huge potential exploit. Kinda ruins the big improvement in A3, enterable buildings, too.
I'd say the problem is simply that the player character in first person, on game client, doesn't have a head model, although it does have a body model. No collider on the camera object either, so no collider to be blocked by the object like walls.
Whatever the issue, they already have a decent fix for it, as seen in DayZ. I'd say either they have some reason not to use it for A3, or then the person who reviewed this did so very carelessly. But they should definitely re-review this asap.