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Today

turfy created T169206: Launcher not showing ANY steam mods, wont downlaod new mods.
Sat, Dec 3, 12:04 AM · Arma 3

Yesterday

w86w added a comment to T169198: Arma 3 não abre via launcher 0xc0000135 dll not found.

Fri, Dec 2, 7:02 PM · Arma 3
w86w created T169198: Arma 3 não abre via launcher 0xc0000135 dll not found.
Fri, Dec 2, 7:02 PM · Arma 3
YaBoiJonnyBoi added a comment to T169186: Can't launch game .

Yes, I have. I've done both. I am also running mods that's normally when the game crash and does not respond

Fri, Dec 2, 5:06 PM · Arma 3
Gilfor created T169195: Movement error.
Fri, Dec 2, 3:15 PM · Arma 3
Tenshi added a comment to T168104: total freeze during game.

Hello, i've checked your crashfiles.
Seems to be a known issue related to the map, its a complex issue but we are looking into it.
Sorry for the inconvenience.

Fri, Dec 2, 1:41 PM · Arma 3
Tenshi added a comment to T169186: Can't launch game .

Have you tried verifying your files through steam or reinstalling Arma 3?

Fri, Dec 2, 1:06 PM · Arma 3
Tenshi changed the status of T167384: Composition Issue with both variants of CH-67 Huron and Falcon Drone Texture/Material Issue from New to Need More Info.
Fri, Dec 2, 1:03 PM · Arma 3
Wetzer added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

What you are suggesting is rewriting half the engine, it is not doable

Fri, Dec 2, 10:42 AM · Arma 3
YaBoiJonnyBoi created T169186: Can't launch game .
Fri, Dec 2, 2:49 AM · Arma 3

Thu, Dec 1

BIS_fnc_KK added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

What do you mean? The detection radius cannot be less than vehicle precision, because of the path planning, it will plan path in chunks of the size of vehicle precision so it cannot be less. If you you think the precision is too rough, make a mod and change it, since it is config value it cannot be changed on per vehicle basis.

The idea is not to change vehicle precision itself. the idea is to make it changeable if the value is taken into account for path planning at all. The default would be "yes". When mission creator decides by additional optional parameter of completion radius to switch off precision value, the path planning would take into account only the given completion radius of the specific waypoint.

Thu, Dec 1, 11:54 PM · Arma 3
Wetzer added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

What do you mean? The detection radius cannot be less than vehicle precision, because of the path planning, it will plan path in chunks of the size of vehicle precision so it cannot be less. If you you think the precision is too rough, make a mod and change it, since it is config value it cannot be changed on per vehicle basis.

Thu, Dec 1, 9:34 PM · Arma 3
REMT144 added a comment to T168104: total freeze during game.

Thu, Dec 1, 8:52 PM · Arma 3
BIS_fnc_KK added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

@BIS_fnc_KK
After some testing, I would appreciate the ability to influence the safety range. Maybe as an optional parameter to switch off safety distance.
As new, optional parameter it would not break the default setup and give the chance for existing missions to "react" to the new cirmustances with minimum effort.
An advantage of this would be, that the multplier can be introduced again for Non-PLaer AI groups

Thu, Dec 1, 8:05 PM · Arma 3
Wetzer added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

@BIS_fnc_KK
After some testing, I would appreciate the ability to influence the multiplier.
For example by an additional, optional parameter that sets the multiplier for the respective waypoint. In the range of 1 to 10, default would be 5.

Thu, Dec 1, 6:46 PM · Arma 3
Tenshi added a comment to T169150: plees help.

I see your using a lot of mods, can you see if the game works fine if you run it vanilla?

Thu, Dec 1, 2:37 PM · Arma 3
amutha added a comment to T169166: [Features Request] SQF command to toggle marker scaling on and off per marker.
Thu, Dec 1, 1:20 PM · Arma 3
kju-PvPscene updated the task description for T169166: [Features Request] SQF command to toggle marker scaling on and off per marker.
Thu, Dec 1, 12:55 PM · Arma 3
kju-PvPscene created T169166: [Features Request] SQF command to toggle marker scaling on and off per marker.
Thu, Dec 1, 12:53 PM · Arma 3
dedmen changed the status of T167206: doStop command breaks AI units in Dedicated Serrvers from New to Feedback.

dev-branch next week

Thu, Dec 1, 11:58 AM · Arma 3
BIS_fnc_KK claimed T153136: [Feature Request] New scripting command: assignedVehicles.
Thu, Dec 1, 8:47 AM · Arma 3
dedmen added a comment to T167384: Composition Issue with both variants of CH-67 Huron and Falcon Drone Texture/Material Issue.

The hurons simply save a composition with the different camo or use a script command to change their looks then place now in the editor and they will be in their original textures.

Thu, Dec 1, 8:41 AM · Arma 3

Wed, Nov 30

BIS_fnc_KK changed the status of T123262: Fog banding issue from Confirmed Internally to Feedback.
Wed, Nov 30, 11:06 PM · Arma 3
BIS_fnc_KK added a comment to T123262: Fog banding issue.

should be fixed in rev 150109

Wed, Nov 30, 11:05 PM · Arma 3
BIS_fnc_KK changed the status of T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups from Assigned to Feedback.
Wed, Nov 30, 9:54 PM · Arma 3
BIS_fnc_KK changed the status of T167798: Trigger condition check interval is not linear from New to Feedback.
Wed, Nov 30, 9:53 PM · Arma 3
BIS_fnc_KK added a comment to T167798: Trigger condition check interval is not linear.

Should be fixed in rev 150108

Wed, Nov 30, 9:53 PM · Arma 3
BIS_fnc_KK changed the status of T167270: Issue with vehicle spawn since update 2.10 from Need More Info to Feedback.
Wed, Nov 30, 8:21 PM · Arma 3
BIS_fnc_KK added a comment to T167270: Issue with vehicle spawn since update 2.10.

should be fixed in next dev

Wed, Nov 30, 8:21 PM · Arma 3
dedmen changed the status of T168103: [Feature Request] Make it possible to customize a laser sight's laser attributes from New to Feedback.

dev-branch next week

Wed, Nov 30, 3:55 PM · Arma 3
zachery created T169150: plees help.
Wed, Nov 30, 1:20 PM · Arma 3
britishgoggles4u added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Wed, Nov 30, 11:30 AM · Arma 3
POLPOX created T169148: [Feature Request] A Tree View control EH for when a search performed.
Wed, Nov 30, 10:34 AM · Arma 3
BIS_fnc_KK added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

Could you remove this multiplier?

Wed, Nov 30, 10:29 AM · Arma 3
mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Wed, Nov 30, 10:21 AM · Arma 3
BIS_fnc_KK closed T161243: Getter for ctrlMapSetPosition as Resolved.
Wed, Nov 30, 10:20 AM · Arma 3
BIS_fnc_KK added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

rev 150093

Wed, Nov 30, 1:37 AM · Arma 3
BIS_fnc_KK added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

Thanks for the thorough investigation

Wed, Nov 30, 1:22 AM · Arma 3

Tue, Nov 29

BIS_fnc_KK added a comment to T164242: [Feature Request] New variant of vehicles command: allVehicles/buildings.

alt syntax rev 150092

Tue, Nov 29, 11:01 PM · Arma 3
BIS_fnc_KK closed T168937: allObjects command doesn't return houses as Resolved.
Tue, Nov 29, 10:55 PM · Arma 3
BIS_fnc_KK added a comment to T168937: allObjects command doesn't return houses.

If those buildings are not added to slow vehicles, then they wont return, use nearestTerrainObjects for those

Tue, Nov 29, 10:55 PM · Arma 3
BIS_fnc_KK changed the status of T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups from Feedback to Assigned.
Tue, Nov 29, 8:49 PM · Arma 3
BIS_fnc_KK claimed T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Tue, Nov 29, 8:49 PM · Arma 3
veteran29 added a comment to T169138: Cannot click on LAN menu option when S.O.G. Prairie Fire DLC is enabled.

I was unable to reproduce the issue. Please upload the RPT file from session where you had the issue.

Tue, Nov 29, 2:54 PM · Arma 3 Creator DLC - S.O.G. Prairie Fire, Arma 3
dedmen changed the status of T167923: OnActivation for Cycle Waypoint is not called from Confirmed Internally to Feedback.

prof v8, next dev branch

Tue, Nov 29, 1:52 PM · Arma 3
Tenshi added a comment to T167265: Arma 3 [2.10] - selectionPosition logging error to .rpt even when selection exists.

Thank you for reporting this issue.
We will see what we can do to resolve it.

Tue, Nov 29, 12:47 PM · Arma 3
Tenshi changed the status of T167265: Arma 3 [2.10] - selectionPosition logging error to .rpt even when selection exists from New to Acknowledged.
Tue, Nov 29, 12:47 PM · Arma 3
Tenshi added a comment to T168865: [Feature Request] Ability to control scope/turret aim sensitivity independently from players fov.

Thank you for requesting the feature.
Due to the current phase of Live Ops development in Arma 3, we cannot commit to any new features,
though we will try to consider them.

Tue, Nov 29, 12:40 PM · Arma 3
Tenshi changed the status of T168865: [Feature Request] Ability to control scope/turret aim sensitivity independently from players fov from New to Acknowledged.
Tue, Nov 29, 12:39 PM · Arma 3
dedmen closed T169074: ACCESS_VIOLATION on changing game window from WINDOWED to FULL SCREEN and vice versa as Resolved.

Fixded next dev branch

Tue, Nov 29, 12:21 PM · Arma 3
cojoes added a comment to T169138: Cannot click on LAN menu option when S.O.G. Prairie Fire DLC is enabled.

Is there some way to change the UI back to vanilla while still having S.O.G. Prairie Fire enabled?

Tue, Nov 29, 11:35 AM · Arma 3 Creator DLC - S.O.G. Prairie Fire, Arma 3
Tenshi added a project to T169138: Cannot click on LAN menu option when S.O.G. Prairie Fire DLC is enabled: Arma 3 Creator DLC - S.O.G. Prairie Fire.
Tue, Nov 29, 10:52 AM · Arma 3 Creator DLC - S.O.G. Prairie Fire, Arma 3
cojoes created T169138: Cannot click on LAN menu option when S.O.G. Prairie Fire DLC is enabled.
Tue, Nov 29, 10:21 AM · Arma 3 Creator DLC - S.O.G. Prairie Fire, Arma 3

Mon, Nov 28

mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

Guys it wa mu fault, I was not attentive and misunderstood you in a hurry, also english is not my native language/ In general, I missed

Mon, Nov 28, 10:42 PM · Arma 3
mailko added a comment to T169131: ctd please help.

game crashed several times during mission, files checked on arma3 workshop wo results

Mon, Nov 28, 8:53 PM · Arma 3
mailko added a comment to T169131: ctd please help.

game crashed several times during mission, files checked on arma3 workshop wo results

Mon, Nov 28, 8:53 PM · Arma 3
mailko created T169131: ctd please help.
Mon, Nov 28, 8:52 PM · Arma 3
CH1NESE_95 created T169130: Salient Force: Collateral damage.
Mon, Nov 28, 7:51 PM · Arma 3
Jiggywidit added a comment to T169047: Crash with Thrustmaster joystick connected.

Yes, this seems to be a problem with Windows 10 (and maybe earlier versions). This joystick also crashes other flight games like Star Wars Squadrons. I got a newer joystick, also a Thrustmaster, which works fine in Arma and all other games I've tested.

Mon, Nov 28, 5:43 PM · Arma 3
Tenshi added a comment to T169047: Crash with Thrustmaster joystick connected.

It seems something called "PID_*" is causing the issue.
This isnt part of arma so there is nothing we can do.

Mon, Nov 28, 5:23 PM · Arma 3
Tenshi added a comment to T168863: [Feature Request] Ability to get render scope PositionCameraToWorld equivalent .

Thank you for requesting the feature.
Due to the current phase of Live Ops development in Arma 3, we cannot commit to any new features,
though we will try to consider them.

Mon, Nov 28, 5:09 PM · Arma 3
Tenshi changed the status of T168863: [Feature Request] Ability to get render scope PositionCameraToWorld equivalent from New to Acknowledged.
Mon, Nov 28, 5:03 PM · Arma 3
Tenshi changed the status of T164042: [Feature Request] Add drawUnitIcon and family of SQF commands akin to GroupIcon from New to Acknowledged.
Mon, Nov 28, 4:36 PM · Arma 3
Tenshi added a comment to T164042: [Feature Request] Add drawUnitIcon and family of SQF commands akin to GroupIcon.

Thank you for requesting the feature.
Due to the current phase of Live Ops development in Arma 3, we cannot commit to any new features,
though we will try to consider them.

Mon, Nov 28, 4:35 PM · Arma 3
Tenshi set Ref Ticket to Internal Ref.: AIII-55419 on T164042: [Feature Request] Add drawUnitIcon and family of SQF commands akin to GroupIcon.
Mon, Nov 28, 4:34 PM · Arma 3
LouMontana added a comment to T169125: error cant play the game.

Hi - we will need your crash files - see https://feedback.bistudio.com/w/ft_a3_howto/

Mon, Nov 28, 4:23 PM · Arma 3
dedmen closed T168630: [Feature Request] SQF Command/CfgWorlds entry for altering gravity coefficient as Resolved.

Won't do

Mon, Nov 28, 2:11 PM · Arma 3
Larrow added a comment to T153136: [Feature Request] New scripting command: assignedVehicles.

BIS_fnc_spawnGroup could do with a change along with this addition.
Currently, if the function spawns a vehicle as part of the group, the group is passed to BIS_fnc_spawnVehicle where addVehicle is used on the group, but at the end of BIS_fnc_spawnGroup an additional group is created so as to reorder the units by rank( previous group is deleted ) but the vehicles are not transferred.

Mon, Nov 28, 1:42 PM · Arma 3
Tenshi changed the status of T169053: Gunner's 1st-view-SFX remain if player switch to driver's sit from New to Confirmed Internally.
Mon, Nov 28, 12:42 PM · Arma 3
Tenshi added a comment to T169053: Gunner's 1st-view-SFX remain if player switch to driver's sit.

Hello, thanks for the clear repro!
I was able to repro the issue on our internal build and will pass it along to our programmers.
We will see what we can do, to resolve the issue.

Mon, Nov 28, 12:42 PM · Arma 3
saintghost11 created T169125: error cant play the game.
Mon, Nov 28, 12:01 PM · Arma 3
Tenshi changed the status of T169082: Arma 3 has exited in an unusual manner from New to Need More Info.
Mon, Nov 28, 10:39 AM · Arma 3
Tenshi added a comment to T169082: Arma 3 has exited in an unusual manner.

Hello, to be able to see what might be causing your issue we need your crash files (.rtp and .mdmp) of the time of the crash.
https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/ hope this guide helps finding them.
You can attach them to this ticket or post it in a comment.

Mon, Nov 28, 10:39 AM · Arma 3

Sun, Nov 27

Ron4Swat added a comment to T167438: player cannot enter slot when signatures are verified .

I did some more testing on a new dedicated server installation on a different system and could reproduce the issue there with just vanilla Arma3.

Sun, Nov 27, 8:01 PM · Arma 3
Wetzer added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

@mickeymen
I appreaciate your effort to find a solution. But to set the value for the completion radius to a value lower than a computated specific value for each type of vehicle would "override" this lower value by the "computated specific value". And here is the problem specially for that specific air vehicle:
The computated value is 10x higher as forseen by the value in the config. this means in numbers:
The minimum completion radius forseen for this air vehicle is 100m. This means, that all values between >0m and 1000m would be overriden by 1000m (the faulty computated minimum value for these air vehicle of 100m).
Caused by the bug it is 10x higher, also 1000m.
In other words: All values from 100m(this is after the introduced behavior of this ticket the minimum compl. rad for this vehicle) to 1000m are not reachable to set. And THAT is a problem not for me, but for all scripters and all the missions out there, that maybe are abandon and have no support anymore.

Sun, Nov 27, 1:00 PM · Arma 3
JJsue1071 added a comment to T169110: トラブルシューティング.

ゲームの終了時にこのレポートがでた

Sun, Nov 27, 3:20 AM · Arma 3
JJsue1071 created T169110: トラブルシューティング.
Sun, Nov 27, 3:17 AM · Arma 3
jaj22 added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

@mickeymen Is this a language problem? "non-zero" means "not zero". The behaviour for zero completion radius is fine. The behaviour for non-zero completion radius is not.

Sun, Nov 27, 3:03 AM · Arma 3

Sat, Nov 26

mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Sat, Nov 26, 11:05 PM · Arma 3
Asmo added a comment to T166592: Dedicated Server crash: Access Violation.

thumbs up

Sat, Nov 26, 5:11 PM · Arma 3
iforce2d created T169098: (Linux) Gamepad button press crashes game, also error report dialog doesn't work.
Sat, Nov 26, 4:59 AM · Arma 3
nevalyashka added a comment to T163286: AA missile lock distance dependency.

@BIS_fnc_KK any news?

Sat, Nov 26, 2:20 AM · Arma 3

Fri, Nov 25

Sanidan2010 created T169082: Arma 3 has exited in an unusual manner.
Fri, Nov 25, 2:01 AM · Arma 3

Thu, Nov 24

jaj22 added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

TL;DR: Setting a small non-zero completion radius massively increases the completion radius for air vehicles.

Thu, Nov 24, 7:43 PM · Arma 3
Nomarvan added a comment to T169077: Unfamiliar Closing.

Thu, Nov 24, 6:02 PM · Arma 3
Nomarvan created T169077: Unfamiliar Closing.
Thu, Nov 24, 6:00 PM · Arma 3
Wetzer added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

@Tenshi
If you expand the older posts, you will find this:
"
Replicated this in the editor. It looks like when you give vehicles non-zero completion radius values, it caps them to a type-dependent minimum. However, this minimum seems to be 10x higher than the normal type completion radius for air vehicles. Tested cases:

Thu, Nov 24, 4:53 PM · Arma 3
LouMontana closed T123874: ARMA 3 CRASH AFTER LOADING - Y TRIED EVERYTHING as Resolved.
Thu, Nov 24, 2:54 PM · Arma 3
LouMontana closed T125676: Crash report - 1.70 main branch - VTOL showcase as Resolved.
Thu, Nov 24, 2:30 PM · Arma 3
LouMontana closed T127205: 0xC0000409 - STATUS_STACK_BUFFER_OVERRUN while trying VTOL Showcase as Resolved.
Thu, Nov 24, 2:30 PM · Arma 3
LouMontana updated subscribers of T164440: [Request] SQF command to return current AI visibility.
Thu, Nov 24, 2:29 PM · Arma 3
LouMontana updated subscribers of T153245: Zeus Modules and Parameters Feature Request..
Thu, Nov 24, 2:28 PM · Arma 3
LouMontana updated subscribers of T127019: Game launch error.
Thu, Nov 24, 2:28 PM · Arma 3
LouMontana updated subscribers of T162850: [Request] Getting & Setting Current Optic Setting.
Thu, Nov 24, 2:27 PM · Arma 3
TRAGER created T169074: ACCESS_VIOLATION on changing game window from WINDOWED to FULL SCREEN and vice versa.
Thu, Nov 24, 2:01 PM · Arma 3
TRAGER added a comment to T169053: Gunner's 1st-view-SFX remain if player switch to driver's sit.

I made a new video, with beter visual steps to repro
T169053new YT demonstration

Thu, Nov 24, 1:17 PM · Arma 3
cammysammynet1 added a comment to T153245: Zeus Modules and Parameters Feature Request..
Thu, Nov 24, 1:12 PM · Arma 3
Tenshi added a comment to T167324: Add unused black Carryall Backpack.

Hello, thanks for your concern.
However those parameters are generated closer to the release.

Thu, Nov 24, 12:29 PM · Arma 3
Tenshi added a comment to T169053: Gunner's 1st-view-SFX remain if player switch to driver's sit.

Hello, what are you using to test where the audio comes from?
I hear no real difference between the audio of driver and gunner in most vehicles, to begin with.

Thu, Nov 24, 11:53 AM · Arma 3
Tenshi added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.

Created a test mission to demonstrate the new bug with aircraft/heli completion radius. Instructions: Run it, hit zeus and map. Watch.

Thu, Nov 24, 11:25 AM · Arma 3