Closing on request.
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May 10 2016
Confirmed.
Confirmed.
I'm leaving this as reviewed and related to instead of closing it as a dupe of tactical reload feature request due to the fact that some kind tactical reload could be implemented without changes to animations.
Different animations would certainly be a nice touch.
Ok I see. Can you be more specific which weapons does this affect? "Weapon" is pretty generic for repro purposes.
I'll take that as everything is working as expected. As for the blood mist, you can create a new ticket for that. :)
There currently seem to be two types of "blood splatter" in the game:
- The regular "blood" that you see when a unit gets shot
- The "chunks of meat" hit effect that you see when a unit gets shot with a high caliber weapon
Is the second effect what you refer to as "gibs" and you think has gone missing? It's still in the game, grab a sniper rifle and shoot someone with it and you should see it.
Duplicate. Fixed in a future build.
Confirmed
Confirmed.
Happy to report that this has been fixed. :)
Added a video to the additional information to show the issue.
Confirmed.
Duplicate. Fixed in a future build.
Duplicate. Fixed in a future build.
The reload sounds and anims are still not in sync and the sounds are played and finished early, but this no longer gives the player an unfair advantage by making the reloads shorter so I'm considering this fixed.
It also seems to have a very low health value, you can destroy it by driving onto the first floor between the pillars with a Panther.
Closed it for you. :)
Both of your issues in this ticket are duplicate. One issue per ticket please.
It's no longer a solid blob, but it still looks bad.
You can now also observe the dimensions of the texture plane as the texture abruptly stops with sharp cutoff as seen in the screenshot below.
Gugla, the flares are referred to here as the ammunition type not the type of visual effect they produce. :)
Flare = ammunition (in this case)
Ugly effect = Volume point light
Confirmed.
I distinctly remember trying this with two hunters in the early alphas and the engine respected the "disableCollisionWith" between two of them.
The documentation and neokika's comment on the forum also leads me to believe that this is a bug.
This issue has been resolved.
I'm unable to verify this by creating new objects, so I tried it out with two bunkers in the editor.
The results were that the roadway lod seems to be gone and the entire geometry, while present, seems to be really...soft.
Can you please try this again and let us know of your results? I have a suspicion that different types of simulation and simulation inheriting seems to be the root cause of this.
Confirming that MXM now uses 6.5 mm suppressor instead of the 7.62 mm.
As for the magazines, the 100 round mag still lists MXM as a compatible weapon but it can't be loaded onto MXM.
Confirmed.
I've noticed that if you have a weapon eyeDirection vector is tied to the weaponDirection, unless you turn on freelook, at which point it becomes relative to the weaponDirection.
It would be nice to be able to get the current camera vector.
Duplicate of #0002367.
Confirmed, I've updated the repro steps to be more clear.
Does this do the same thing? https://community.bistudio.com/wiki/setUserActionText
May 9 2016
I believe that this issue is a duplicate of http://feedback.arma3.com/view.php?id=95 (read the notes).
TLDR version is that this will only happen if the players unit is armed with MX series of rifles or SDAR. Try spawning as OPFOR rifleman (which is armed with the Katiba instead of the MX/SDAR), which should result in a speedy load.
The game now implements user customizable positions for interface elements.
Please confirm that this solves the problem as I do not have access to the multimonitor setup.
The game now implements user customizable positions for interface elements.
Please confirm that this solves the problem as I do not have access to the multimonitor setup.
Thanks for the images! :)
Fixed as of 0.55.103960
This has been resolved, there is no more visual sliding as the unarmed character no longer moves during this type of stance transition.
10-04-2013 changelog states this was fixed, unfortunately I can still reproduce it with the exact same steps in the 0.55.103960
Noticed that this has been fixed in 0.57.105125.
Can't edit the issue, the second pair of bindings that link to specific tickets were supposed to be:
Ctrl/Shift/Alt + Mouse 4/5
This is also no longer an issue on "arifle_SDAR_F" as of 0.53.103342.
As far as I'm concerned, this can be closed as fixed. :)
This is no longer an issue on "arifle_MX..." series of rifles as of 0.51.103078.
It is still an issue with "arifle_SDAR_F".
In addition to all "arifle_MX..." weapons, "arifle_SDAR_F" also causes this issue.
Update on this. This seems to be actually related to the weapon the unit has, specifically the MX series of rifles.
Updated repro steps:
- Open editor
- Place yourself as Civilians > Men > Civilian
- Preview
- Observe that the second loading of the loading bar is very short
- Return back to the editor
- Edit Civilian you created
- Add the following to the initializiation field: this addWeapon "arifle_MX_F"
- Preview
- Observe that the second loading of the loading bar takes around 15 seconds
- Return back to the editor
- Edit the Civilian you created
- Clear the initialization field, replace with the following: this addWeapon "arifle_Khaybar_F"
- Preview
- Observe that the second loading of the loading bar is short again
As of 0.57.105125 this seems to be fixed. Muzzle flashes are bright and cast light in all conditions.
As of 0.57.105125 parallax sights are clearly visible in all lighting conditions I've tested.
While they still exhibit change in brightness when illuminated by other light sources (most notably, own flashlight), for the purposes of this ticked I consider the issue fixed.