try #kick playername
Not sure if it will work
try #kick playername
Not sure if it will work
After reading Deadmoose comment, i went trying this issue on SP (editor), MP non-wastelad mission (custom made) and wasteland.
Only crashed on wasteland. Maybe there's some scripting error somewhere in the mission while handling the gear/items ?
Not A3 fault, since A2 content is a "Mod" for the actual game.
Just remap the controls as other guys suggested
You can already do that.
In the graphic options you have resolution both in general and rendering tabs.
The first is the interface res, the second is ingame
But it's a good work around to simulate what you can't do otherwise due to HW limitations.
Grass rendering is a pain for your HW in a 100Mt radius already (around the player)
I sniped the 2 cars in the helo showcase with 2 rockets and didn't even get a direct hit, just splash damage.
Mind trying again ?
The problem may be related to the rockets impact point and/or randomly failing
But the game already has all you need to navigate!
Read the first part of my comment ?
You have map grid and a compass.. it's all you need to navigate along with your eyes to find points of interest and / or reference points.
Map grid is 1Km per side for the "big squares" and 100mt for the smaller ones (when zoomed in).
Also A3 map shows some quite good satellite textures in the map screen that will help to find your way.
Use these along with map markers and you're good to go.
ACE mod will bring that feature in the future anyways.
(all of this was to say basically that devs won't probably add map tools in the release :P )
It looks more like a graphical glitch.
Check your drivers are up to date and that your gpu is not overheating (highly doubt about this second one since A3 doesn't use more than 40% of GPU power..)
Seems like BLUFOR armors are not "trimmed" on OPFOR camos (and possibly vice-versa)
I think he is refering to the "weak hand" shooting for when a right handed guy is on the right side of a doorway !
lol Prospekt +
Future tactical suppressor !!!
ArmA engine, if i recall correctly, simply "grabs" the windows output settings and uses those as output for the game
Yeah there's this problem.
Easy way to fix it is to look up/down repeatedly until you hear your soldier taking a breath in 1st person.
EDIT: Forgot to say that it happens more often (way more often) in MP enviroments
Just change your grenade throw binding from G to 2xG and you're done ..
Also, check the aspect ratio
Not major for sure ...
also check your gpu drivers
"A helmet-mounted display (HMountD - pronounced "H-mount-D") is a device used in some modern aircraft, especially combat aircraft. HMDs project information similar to that of head-up displays (HUD) on an aircrew’s visor or reticle, thereby allowing him to obtain situational awareness and/or cue weapons systems to the direction his head is pointing. Applications which allow cuing of weapon systems are referred to as helmet-mounted sight and display (HMSD) or helmet-mounted sights (HMS)."
Notice the "thereby allowing him to obtain situational awareness and/or cue weapons systems"
No because HMS is not only for "aiming" it's also for navigating while scouting the area around you to avoid tunnel vision
Nowadays most helicopters are equiped with helmet mounted systems (HMS) so i'd expect to see it in 2035 too
no drops here
Intel i7 @3.4GHz
12GB Corsair Vengeance DDR3
HD7950 3GB
thank you Hanz ! :)
Why not, agreed with OP, may be really usefull
25 hours and still didn't experience this.. can't reproduce it in anyway, not even after "playing" with stance modifications
Downvoted to keep the issue list clear.
Please upvote the original issue report that Tourorist linked!
Yeah i'm now able to climb most ladders too after a couple of updates ago.. not sure if also this particular ladder has been fixed
Confirmed.
Basically happens with any unit on any ladder when trying to access it from the water while the swimming animation is triggered (you ca do it just fine if you are in shallow water and in "walk mode")
I don't recall seeing a "A/A" rocket for the NLAW, am i wrong ?
RPG has both "standard" and "A/A" rockets and that's why it can lock on to helicopters
Try running everything as administrator
(right click > properties > compatibility > run this app as admin)
Disable SLI/CROSSFIRE.
Also, next time use the search function.
There are a shitload of duplciated reports about this same issue (along with a lot other) and making the same report over and over wont help the dev team !
EDIT: Ofcourse is a bug anyways ! But disabling SLI/CROSSFIRE will do the job in the meantime!
Oinky. thank you for such a mature comment!
If you check the issue #0003758 linked by Tourorist you would notice that this has been downvoted to get it at the end of the list while upvoting the original one to keep it above..
Yeah that feature is there already..
By default when the game window looses focus it "stops" or "pauses" ..
if you add the -nopause parameter it wont anymore.
To do that, open STEAM, go in the games library, right click on ArmA3, properties and then select "Setup additional launch parameters" or something like that (my steam isn't English)
Upvoted but not for choppers as Dustoff25 pointed out.
Yes @warlock89
It's a new feature that "tells" the player when the gun muzzle is celear from obstacles (crosshair in the normal place) or not (goes above or underneath the center based on the obstacle position)
If this was ArmA2, i would have been in agree with you.
In ArmA3, they actually polished this problem: SPACEBAR always does the most appropiate action for the current situation.
This means that if you are in front of a door and press spacebar > door opens / closes
If you are in front of a ladder > climb up/down
and so on.
It happens sometimes that you are just walking close to the wall by a ladder.. you don't want to get in the climb animation by mistake, do you ?
SPACEBAR method (or middle mouse wheel, it's the same) is way better.
/Downvoted
Tested, didn't happen.
When this happens, try pressing "F" one or two times (F or whatever is your firemode change key) and you should be good to go
Agreed with RogerMcAllen!
For the scope issue, there's another report already somewhere
My crosshairs work just fine.. but i'll keep it disabled anyways :P
@Zombo:
The MP5 SD6 is an integrally suppressed gun, that's why it can suppress the sound that good :)
@OP and others:
A suppressor without subsonic rounds is way less effective than a suppressor along with subsonic rounds.
As it is right now, we have no subsonic rounds mags, in ArmA3 (STANAG SD for example)
@Sniper_Party
That's correct and realistically simulated.
The "problem" occours only with RCO/ARCO scopes that have a red dot as backup sight.
If you use a red dot sight (those without a scope, can't remember the name) you wont have it.
Basically scopes and related backup red dot sights are zeroed at 300 while standard red dots are not (even if it still shows zeroing 300).
The zeroing is made on the sights, not on the gun.
ALPHA <<<<
Also in the top right screen it clearly states that most features are not yet completed
Good thing to report this.
Extremely bad thing adding the "too arcade".
Still, movements need some tweaking !
Would love it !
/upvoted
@AD2001
someone reported an issue and then found the solution / duplicated / something else and is asking MODERATORS to close this.
Alpha-To-Coverage = ATOC
(just in case :D )
Agreed and upvoted !
Got my head sniped more than once due to this..
Custom made mission problem.
Not a ArmA3's fault.
with something like this
http://feedback.arma3.com/view.php?id=4635
:D
Awesome!! Assigned status... that's why i love BIS !
They always listen to community's wishes and apply them if possible :D
It's possible already .....
Left SHIFT + P
Search for the guy you want to mute > MUTE!
It's right under his details window (the big one on the right of the playerlist)
@CSR_Kryssar
Will try in latest DEV version tonight and report back.
And no, it wasn't on Escape for Stratis" mission, was in a custom made scenario.
@CSR_Kryssar
Tested and issue not present anymore (latest DEV build).
/bump
At the step 5, the text is
"Do steps number 3 and number 4 multiple times. Bug should occour around the 6th time"
For some reason it fucked up while posting :)
OK.. now.. you found all those issues.... why the hell did you open a new one ?
Reporting the same issue over and over will only split votes and notes that may contain usefull informations and wont help BI guys at all.
Actually each vest / helmet provides a different protection value.
A carrier will stop some damage while a bandolier wont.
Tested and works as intended (MP)
Isn't there a FOV issue when wearing NVG in real life ?
Yes it does because you have to "remove" the run via steam from game's exe.
But the fake ID (which is basically a free to play game ID) is one of the steps and it's still against steam policies.
/OT
@naizarak
That's the same workaround used for cracked games.. so basically you are cracking ArmA3 (even if you bought it, it's still illegal due to steam policies)
I'm using a HD and i don't have this issue.
Probably general HW related
+1 both cory and EDcase
I tried and without that binding i don't get the view problem :-\
That's just because of 2 keys overlapping: CTRL+E is "Head Roll Right" .
Just unbind that and you're good.
/disregard this comment
During the Alpha stage, visual related stuffs that are not gamebraking shouldn't be labeled as HIGH PRIORITY.
A HIGH PRIORITY visual issue would be corrupted textures on buildings, but certainly not a mag that should be "bigger" and it's not.
@Capin
You can equip NVGs anyways... you just can't use them underwater, so you are good for when you are on land.
About people with low graphics, i don't see the problem since low or max graphics you'll still see black underwater at night.. ?
Also, the part about RL special forces navigating blind underwater with just some tools like compass and such, was to actually keep up my point about NVGs not working effectively underwater.
Still, this is my opinion only, anyone may agree or may not, still this has my downvote
I highly doubt that any mission maker, making a night mission, wont equip (via editor) divers with NVG or provide an ammo box where you can take them from
@CapinDodo
Leave this at ArmA3 vanilla ;)
IT IS a military simulator without mods.
if NVGs would work underwater (in an effective way that is) don't you think the most known special forces would use them instead of navigating in full blindness underwater ?
Adjust your ingame brightness and gamma.
I can clearly see at night without NVG unless in shadowed areas
Also will be available when they will unlock the eject function, now disabled due to the lack of parachutes
I'm upvoting this issue!
It's already doable via scripting but it does look a bit odd (no ropes nor nothing between the helicopter and the object) and it's a bit buggy!
/upvoted
( btw Thank you Hanz :) )
You can already jump in the water from a helicopter (it's a bir glitched now but you can and the glitch has been reported already).
Would be cool to see that kind of exfil techniques
As far as i know the respawn is a custom-made script so any issues with it aren't a ArmA3 problem and should be reported to the author.
If in this case you are using the default respawn "setup" that you can find in editor guides and such, it's your fault to not introduce a confirmation dialog.
/downvoted
/upvoted
Just to make sure, follow these steps:
Intel HD ?
Are you using a Mobo integrated graphical chipset ? O_O
That is certainly the problem there
Editor's documentation is WIP.
Just google ArmA3 Wiki and you'll find the few things that have been done already.
@Marlon
any ammunition, dumb, guided or propelled, makes a sound when heared from the front because of the stabilization fins (example of other "hearable" ordances are Mk82, GBU12 and other bombs)
Yeah should be linked to the GPS, but as it is now it shows even without it :(
/upvoted
Upvoted !
ugh, must be painful to setup your key bindings like that D:
/upvoted
then it's probably because a lower resolution shows a lower portion of the image.. devs should fix it by centering the red dot in the middle of the screen when aiming downsight, as other guys suggested
That's strange.. i can see the gl red dot just fine up to 500m zeroing o_O
Maybe it is screen resolution related ?
Im at 1920x1080 fullscreen
Did you check the aspect ratio is the correct one ?
100% in agree on this !
All the mess around this issue tracker is only going to slow down the fixing process and i'm sure DEVs and Managers would be more than happy to have something that they can trust on when it comes to priority, severity and category.
Also, all the damn multiple reports for the same issue.. seriously ? (@community)
And how has this to do with ArmA3 Alpha release ?
"The way I see it, you click = you pull the trigger. No matter where the weapon is pointing."
If you put it like that, i can't anything more than be in agree :D
@MadDogX
While sprinting the animation is different from the jogging one, you have your weapon lowered towards your left knee, i don't think the same solution would work
"The bug actually was that you could fire your weapon, but it would stop the run/sprint animation and when you stopped firing it would (try to) continue to run/sprint again which looked ackward."
Now you can fire your weapon without stopping nor looking ackward
So the issue should be considered as solved, no ?
In yesterday's DEV build release this issue has been solved.
Now you can shoot while running (non-tactical pace!!) but you don't hit where you are aiming, you basically fire to the ground (where your weapon is facing while running / jogging).
I think it's a good solution
Fireball, what's the use of the voting then ?
This "issue" or whatever it is, has far more downvotes than upvotes..
Balance!
No pray and spray while entering a building with enemies inside ;)