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May 10 2016

ProGamer added a comment to T70688: no lightning sounds when lightning is present....

It's a scripted sound though.

May 10 2016, 5:21 AM · Arma 3
ProGamer added a comment to T70688: no lightning sounds when lightning is present....

Sorry, it was 1:00am, I was very tired. Still am, better get some sleep!

May 10 2016, 5:21 AM · Arma 3
ProGamer added a comment to T70688: no lightning sounds when lightning is present....

They want to work more on rain? Maybe this is related. Or this is not the highest on the priority level yet.

May 10 2016, 5:21 AM · Arma 3
ProGamer added a comment to T70688: no lightning sounds when lightning is present....

Its likely still work in progress, maybe they are still trying to get it right.

May 10 2016, 5:21 AM · Arma 3
ProGamer edited Steps To Reproduce on T70685: Various AI, Grenade and Bullet collison issues at 060041 on stratis.
May 10 2016, 5:21 AM · Arma 3
ProGamer edited Steps To Reproduce on T70684: Various AI, Grenade and Bullet collison issues at 060041 on stratis.
May 10 2016, 5:21 AM · Arma 3
ProGamer added a comment to T70683: Cannot add vehicle weapon to another vehicle.

It works! I tested it by adding this to the marshall's init: this addMagazine "38Rnd_80mm_rockets";this addWeapon "rockets_Skyfire"; this addMagazine "8Rnd_LG_scalpel";this addWeapon "missiles_SCALPEL";this addMagazine "2000Rnd_20mm_shells";this addWeapon "gatling_20mm";

May 10 2016, 5:21 AM · Arma 3
ProGamer added a comment to T70683: Cannot add vehicle weapon to another vehicle.

It works with vehicle weapons.

May 10 2016, 5:21 AM · Arma 3
ProGamer added a comment to T70683: Cannot add vehicle weapon to another vehicle.

This fixed as far as I can tell.

May 10 2016, 5:21 AM · Arma 3
ProGamer added a comment to T70683: Cannot add vehicle weapon to another vehicle.

Thanks for looking into the issue! I'll test it too and report back when the new dev build goes out live.

May 10 2016, 5:21 AM · Arma 3
ProGamer added a comment to T70683: Cannot add vehicle weapon to another vehicle.

Its probably there in Arma 3 but it got broken by something.

May 10 2016, 5:21 AM · Arma 3
ProGamer edited Steps To Reproduce on T70683: Cannot add vehicle weapon to another vehicle.
May 10 2016, 5:21 AM · Arma 3
ProGamer added a comment to T70683: Cannot add vehicle weapon to another vehicle.

Why? It is a sandbox command, this isn't dayz so why would they remove a command like this? Seems like something they forgot.

May 10 2016, 5:21 AM · Arma 3
ProGamer added a comment to T70680: Different caliber damages.

Extended armor allows more damage to be taken.

May 10 2016, 5:21 AM · Arma 3
ProGamer added a comment to T70680: Different caliber damages.

Was extended armor on?

May 10 2016, 5:21 AM · Arma 3
ProGamer added a comment to T70680: Different caliber damages.

You have extended armor on? Are you wearing body armor.

May 10 2016, 5:21 AM · Arma 3
ProGamer added a comment to T70649: (An Automatic Kalashnikov Series).

Its a feature request, which is allowed here.

May 10 2016, 5:20 AM · Arma 3
ProGamer added a comment to T70649: (An Automatic Kalashnikov Series).

We don't even know if the full game with have any AK's but still every Arma game has had them.

May 10 2016, 5:20 AM · Arma 3
ProGamer added a comment to T70645: Top left GUI Should show damage separately for HitAvionics, HitEngine1 and Hit Engine2 in aircraft..

No, just want some of the in game hit point tied to items in the too left GUI, because in real life your instruments and other things would show you these.

May 10 2016, 5:20 AM · Arma 3
ProGamer added a comment to T70645: Top left GUI Should show damage separately for HitAvionics, HitEngine1 and Hit Engine2 in aircraft..

Other tickets cover that, this one covers what I keep repeating, the GUI and the hitpoints!

May 10 2016, 5:20 AM · Arma 3
ProGamer added a comment to T70645: Top left GUI Should show damage separately for HitAvionics, HitEngine1 and Hit Engine2 in aircraft..

The acronyms that I used in the example Pictures can be changed if they do not work. But "WEP" is for Weapons System, "GEAR" is for landing gear, "AVIO" is for avionics, and "ENG2" is for aircraft with a second engine.

May 10 2016, 5:20 AM · Arma 3
ProGamer added a comment to T70645: Top left GUI Should show damage separately for HitAvionics, HitEngine1 and Hit Engine2 in aircraft..

No, I want the already used HitPoints like avionics with its affect on the aircraft, to be show in the top left of the GUI.

May 10 2016, 5:20 AM · Arma 3
ProGamer added a comment to T70645: Top left GUI Should show damage separately for HitAvionics, HitEngine1 and Hit Engine2 in aircraft..

The biggest thing is AVIONICS because you can no longer see the helmets HUD anymore after its been destroyed or severely damaged.

May 10 2016, 5:20 AM · Arma 3
ProGamer added a comment to T70645: Top left GUI Should show damage separately for HitAvionics, HitEngine1 and Hit Engine2 in aircraft..

The AI would not be affected by this because these damage HitPoints already exist ingame and affect the aircraft. This ticket is to make the status of these systems more visible to the player.

May 10 2016, 5:20 AM · Arma 3
ProGamer added a comment to T70645: Top left GUI Should show damage separately for HitAvionics, HitEngine1 and Hit Engine2 in aircraft..

I hope its not to late to submit a ticket like this requesting the hitpoints be tied to the top left GUI elements.

The only missing HitPoint would be "GEAR" but that could be fixed easily.

May 10 2016, 5:20 AM · Arma 3
ProGamer edited Steps To Reproduce on T70645: Top left GUI Should show damage separately for HitAvionics, HitEngine1 and Hit Engine2 in aircraft..
May 10 2016, 5:20 AM · Arma 3
ProGamer added a comment to T70630: Campaign.

This is pointless so I will be closing it.

For future reference and people searching this in the future, read here for information on when we get teh campaign and how we get it: http://www.arma3.com/news/arma-3-campaign-deployed-across-3-free-dlc-episodes#.UgLx8W1iKsk

May 10 2016, 5:19 AM · Arma 3
ProGamer added a comment to T70614: Plane tows/tugs.

If we got a C-17, it can back up on its own without a tug.

May 10 2016, 5:19 AM · Arma 3
ProGamer added a comment to T70609: Consider adding a getMass command..

This is brilliant! Weapons mounted on aircraft could actually have an impact on the aircraft due to weight?

Edit: Added a link to the scripting command you would like.

May 10 2016, 5:19 AM · Arma 3
ProGamer edited Steps To Reproduce on T70588: Make Take On Mars compatible with Arma 3 like Take On Helicopters and Arma 2 were compatible..
May 10 2016, 5:18 AM · Arma 3
ProGamer added a comment to T70587: Handcuffs and the movement of prisoners.

Sometimes you have to detain civilians to prevent you or them from getting hurt in tricky scenarios.

May 10 2016, 5:18 AM · Arma 3
ProGamer added a comment to T70534: DAGR rocket needs to be adjusted for authenticity.

I am still waiting to vote, I agree but I find this somewhat misleading. That's all there is too it.

May 10 2016, 5:16 AM · Arma 3
ProGamer added a comment to T70534: DAGR rocket needs to be adjusted for authenticity.

Lol, that's what I get for posting at 1:00am in the morning.
But seriously though, some of the wording is misleading.
The title should say something like "DAGR needs to adjusted"

May 10 2016, 5:16 AM · Arma 3
ProGamer added a comment to T70534: DAGR rocket needs to be adjusted for authenticity.

I haven't voted on it yet.

May 10 2016, 5:16 AM · Arma 3
ProGamer added a comment to T70534: DAGR rocket needs to be adjusted for authenticity.

The wording choices say "BIS plz nerf" while the actual message says make them more realistic.

May 10 2016, 5:16 AM · Arma 3
ProGamer added a comment to T70534: DAGR rocket needs to be adjusted for authenticity.

Then the title, category and description should be edited to reflect he only wants them adjusted to be more realistic.

The tags: "nerf and op" are also a problem.

May 10 2016, 5:16 AM · Arma 3
ProGamer added a comment to T70534: DAGR rocket needs to be adjusted for authenticity.

You can script this feature you want or create an addon.

May 10 2016, 5:16 AM · Arma 3
ProGamer added a comment to T70534: DAGR rocket needs to be adjusted for authenticity.

I respect your opinion but please no artificial balance in Arma other than for the AI.

May 10 2016, 5:16 AM · Arma 3
ProGamer added a comment to T70495: Stop "Balancing" and make it how it is in real life, its a SIMULATION!.

I don't want to get into this conflict but I will say I found out that the "Game Balance Designer" was hired to balance the AI between the player.

May 10 2016, 5:15 AM · Arma 3
ProGamer added a comment to T70475: Shell casing ejecting from wrong gun on UH-80 Ghosthawk.

Closing as this is a duplicate.

May 10 2016, 5:13 AM · Arma 3
ProGamer added a comment to T70440: TeamSwitch interface - disable it by default.

It's fine the way it is.

May 10 2016, 5:12 AM · Arma 3
ProGamer added a comment to T70437: Amphibious vehicles stuck on shoreline.

Already reported.

May 10 2016, 5:12 AM · Arma 3
ProGamer added a comment to T70432: Reactive Armour in Main Battle Tanks and APCs / Better Armour simulation / Tracks destruction.

Trophy is manufactured by Rafael. Trophy comes in three favors. Heavy Vehicle, Medium Vehicle, Light Vehicle.

May 10 2016, 5:12 AM · Arma 3
ProGamer added a comment to T70432: Reactive Armour in Main Battle Tanks and APCs / Better Armour simulation / Tracks destruction.

It's not a made up futuristic thing that destroys projectiles. It's called trophy. And the merkava tank has trophy.

May 10 2016, 5:12 AM · Arma 3
ProGamer added a comment to T70419: waves should spew (break).

Closed as this is a duplicate.

May 10 2016, 5:12 AM · Arma 3
ProGamer added a comment to T70405: Remove instant change to wind direction when setting: 'wind auto' is used..

It should be gradual or you have the ability to say how long between the two directions.

May 10 2016, 5:11 AM · Arma 3
ProGamer added a comment to T70404: Helicopter doors and take controls not working.

No, it was because when you opened two doors on each side, you could not shoot through the open vehicle or throw grenades throught.

May 10 2016, 5:11 AM · Arma 3
ProGamer added a comment to T70395: Pathways and tracks in fields and woods.

Yea, I have done so with a quad before in real life, but in game if there are trees, just have some tracked vehicles in front of the convoy.

May 10 2016, 5:11 AM · Arma 3
ProGamer added a comment to T70395: Pathways and tracks in fields and woods.

Why do you say vehicles shouldn't use them? Do you mean drive faster on a dirt road than offroad?

May 10 2016, 5:11 AM · Arma 3
ProGamer added a comment to T70395: Pathways and tracks in fields and woods.

How would they be to narrow? Doesn't seem like something the devs would do preventing vehicle from driving across or down them. Nothing stops me from driving down a hiking trail in real life other than the police.

May 10 2016, 5:11 AM · Arma 3
ProGamer added a comment to T70387: You can kill the occupants of some vehicles by shooting from under the vehicle.

So then I would assume it is an issue with the artillery vehicles as well.

May 10 2016, 5:10 AM · Arma 3
ProGamer added a comment to T70387: You can kill the occupants of some vehicles by shooting from under the vehicle.

I can confirm this ticket is valid. I tested in game and I found that there is no collision with the soldier's weapon when you climb under a applicable vehicle.

May 10 2016, 5:10 AM · Arma 3
ProGamer added a comment to T70378: no jump ability or climb through.

Putting this on your server will give all the players the ability without having to download addons.
http://forums.bistudio.com/showthread.php?160133-Realistic-Jumping-Script

May 10 2016, 5:10 AM · Arma 3
ProGamer added a comment to T70378: no jump ability or climb through.

I posses a script that allows climbing and jumping! But its still WIP.

May 10 2016, 5:10 AM · Arma 3
ProGamer added a comment to T70378: no jump ability or climb through.

Well, it's from a mission maker who discontinued his mission and I have permission to keep it maintained and a standalone for anybody who want to use it. Just need a little help fixing a few things. If you can help that would be great!

May 10 2016, 5:10 AM · Arma 3
ProGamer added a comment to T70371: Smoke grenades dont make a smoke screen.

What's your wind set to?

May 10 2016, 5:10 AM · Arma 3
ProGamer added a comment to T70368: Stratis air base tent hangars have no lights on at night.

It does appear it has two lights in the top middle. But I would say that if all of them were on it would look bad. They should be individually able to be turned on.

May 10 2016, 5:10 AM · Arma 3
ProGamer added a comment to T70366: Helicopter Main Rotor blades lock up when damaged.

Closed as this is a duplicate! You can add your points to the notes of the ticket already on this topic.

May 10 2016, 5:10 AM · Arma 3
ProGamer added a comment to T70364: [DEV]PCML/RPG42 balance.

@samogon The idea of the feedback tracker begs to differ. You keep getting downvoted buts that's off topic. If its an AI, you should have made a ticket for the AI problem. If you felt one of the launchers wasn't realistic enough vote on or make a ticket for that.

May 10 2016, 5:10 AM · Arma 3
ProGamer added a comment to T70364: [DEV]PCML/RPG42 balance.

There is already a ticket for disposable launcher, and the ability to set accuracy and skill of an AI is already in the game, have you looked at the init line of the Marshall in the combined arms showcase?
Also isn't the RPG in game based on the RPG-32?
It's not implemented yet but you will be able to customize what you want the AI wearing and using in the editor very simply.

If you want to tweak the stats for balance, you can do that with a script or an addon for your mission.

May 10 2016, 5:10 AM · Arma 3
ProGamer added a comment to T70364: [DEV]PCML/RPG42 balance.

What you should have done, was create a ticket for inertial guidance for the NLAW as it has in real life.

May 10 2016, 5:10 AM · Arma 3
ProGamer added a comment to T70364: [DEV]PCML/RPG42 balance.

So your saying Arma 1 was balanced because mission were balanced? The balance of a mission is up to the mission designer/ creator and not the Arma 3 devs.

May 10 2016, 5:10 AM · Arma 3
ProGamer added a comment to T70364: [DEV]PCML/RPG42 balance.

Yea, we needed inertial guidance but they should never alter them for balance sake, only for realism, the current rpg-42 acts like what it's based off in real life with the high drop rate and ow all the rocket fuel is consumed why it still is in the barrel.

May 10 2016, 5:10 AM · Arma 3
ProGamer added a comment to T70364: [DEV]PCML/RPG42 balance.

Arma games have never been balanced and people did not talk about balancing things until the dayz crowd showed up. Air superiority will always beat beat ground and infantry. The game balance designer is a job opening for Balanceing the AI! That's what the balance tab in the tracker is for!

May 10 2016, 5:10 AM · Arma 3
ProGamer added a comment to T70364: [DEV]PCML/RPG42 balance.

Remember war is not balanced! Survive, Adapt, Win!

May 10 2016, 5:10 AM · Arma 3
ProGamer added a comment to T70356: Player still drowns after reaching the water surface..

This is like the glitch were if you hit the water or something with the CH-49 your screen would start doing the drowning thing until you died or landed on dry ground.

May 10 2016, 5:09 AM · Arma 3
ProGamer added a comment to T70356: Player still drowns after reaching the water surface..

Yea, I have noticed this too. Are you sure you face is out of the water?

May 10 2016, 5:09 AM · Arma 3
ProGamer added a comment to T70348: External ballistics.

There is a separate ticket for wind affecting bullets.

May 10 2016, 5:09 AM · Arma 3
ProGamer added a comment to T70348: External ballistics.

I added some notes to the ticket description to make the ticket better than just "I want eternal ballistics".

May 10 2016, 5:09 AM · Arma 3
ProGamer added a comment to T70348: External ballistics.

We have a set Simul humidity command and a million other weather related commands, why not have it affect ballistics? Arma 3's penetration and ballistics is already miles ahead of pretty much every other game.

May 10 2016, 5:09 AM · Arma 3
ProGamer added a comment to T70344: Helicopter Inserts Via Drop Ropes (rappelling).

There is already a ticket with many votes for this.

May 10 2016, 5:08 AM · Arma 3
ProGamer added a comment to T70319: Eject from Helicopters.

If a pilot leaves the control, he would likely die from hitting the rotors or other part of the aircraft.

May 10 2016, 5:07 AM · Arma 3
ProGamer added a comment to T70318: Friendly AI won't/hardly fires in the Combined Arms Showcase.

The APC in the mission has things lowering its accuracy and fire rate in its init.

May 10 2016, 5:07 AM · Arma 3
ProGamer added a comment to T70316: Some types of weapons shouldn't damage some vehicles and objects.

Weapons like pistols should never do damage to an armored vehicle.

May 10 2016, 5:07 AM · Arma 3
ProGamer added a comment to T70316: Some types of weapons shouldn't damage some vehicles and objects.

Please list other example that need to be fixed as well for the devs to see in the notes below.

May 10 2016, 5:07 AM · Arma 3
ProGamer edited Steps To Reproduce on T70316: Some types of weapons shouldn't damage some vehicles and objects.
May 10 2016, 5:07 AM · Arma 3
ProGamer added a comment to T70291: Guerilla Force.

It's when the enemy is better than you and can easily win.

May 10 2016, 5:07 AM · Arma 3
ProGamer added a comment to T70291: Guerilla Force.

Guerrilla warfare is a tactic used when the enemy has superior weapons and technology.

May 10 2016, 5:07 AM · Arma 3
ProGamer added a comment to T70283: Increase life of chemstick.

You can script in this feature you want.

May 10 2016, 5:06 AM · Arma 3
ProGamer added a comment to T70283: Increase life of chemstick.

This is something the devs should not waste valuable time on because a simple script can do this. If someone in your clan can script, ask them. If you not ask on the forums.

May 10 2016, 5:06 AM · Arma 3
ProGamer added a comment to T70279: Tank and high caliber rounds ricochet..

The rounds do this when they hit objects in game, I guess they could copy that code and a apply it to vehicles.

May 10 2016, 5:06 AM · Arma 3
ProGamer added a comment to T70255: Hackers.

The devs had said many times, the alpha and part of the beta was not going to have protection. Battleeye is being tested on the dev branch. Battleeye has a lot to do because Arma is so open, it has to find who uses acual as apposed to someone with normal community mods.

May 10 2016, 5:05 AM · Arma 3
ProGamer added a comment to T70229: penetration is determined by the loaded magazine type, not the gun or caliber. .

Wouldn't penetration in real life depend on the weapon and ammo type?

May 10 2016, 5:04 AM · Arma 3
ProGamer added a comment to T70211: Feedback tracker duplication glitch.

Found out how to reproduce it!

May 10 2016, 5:04 AM · Arma 3
ProGamer added a comment to T70211: Feedback tracker duplication glitch.

0012336
1 attachment(s) Parachute may be missing the Pilot Chute
Visual-Characters - 2013-08-04 07:43
0012335

	Parachute may be missing the Pilot Chute

Visual-Characters - 2013-08-04 07:43

May 10 2016, 5:04 AM · Arma 3
ProGamer added a comment to T70211: Feedback tracker duplication glitch.

I did say how to reproduce it in the "Steps to Reproduce" Section of this ticket.

May 10 2016, 5:04 AM · Arma 3
ProGamer added a comment to T70211: Feedback tracker duplication glitch.

0012326
1 attachment(s) Various AI, Grenade and Bullet collison issues at 060041 on stratis
Movement - 2013-08-04 01:25
0012325

	Various AI, Grenade and Bullet collison issues at 060041 on stratis

Movement - 2013-08-04 01:23

May 10 2016, 5:04 AM · Arma 3
ProGamer added a comment to T70211: Feedback tracker duplication glitch.

Example of the glitch in action.

May 10 2016, 5:04 AM · Arma 3
ProGamer added a comment to T70211: Feedback tracker duplication glitch.

A moderator has too.
This ticket is about the glitch that causes a duplicate of a ticket to be made.

May 10 2016, 5:04 AM · Arma 3
ProGamer edited Steps To Reproduce on T70211: Feedback tracker duplication glitch.
May 10 2016, 5:04 AM · Arma 3
ProGamer added a comment to T70201: unit death.

From hand or leg? No they should have some form of shock and loss of use of that limb.

May 10 2016, 5:03 AM · Arma 3
ProGamer added a comment to T70170: Armoured Vehicles USELESS on Inclines.

For the devs to change things like this they want accurate information and sources to back it it up.

May 10 2016, 5:02 AM · Arma 3
ProGamer added a comment to T70170: Armoured Vehicles USELESS on Inclines.

The manufacture would know this, and it would have to been somewhere on the Internet. If not mabey ask the creator?

May 10 2016, 5:02 AM · Arma 3
ProGamer added a comment to T70170: Armoured Vehicles USELESS on Inclines.

I downvoted because you did not accurately say which vehicles in real life can go "x" amount of speed on "x" degrees of inclination.

May 10 2016, 5:02 AM · Arma 3
ProGamer added a comment to T70170: Armoured Vehicles USELESS on Inclines.

Arma is a game for hardcore players though, but armored vehicles are still WIP. They do have a better climbing ability in real life, but stating you want it changed because you don't like that this is one of the few popular and acual hardcore games left on the market. You will just be downvoted for saying you want things made less realistic and more arcade like. What you should do is: find out what the vehicles in Arma are based off of then research there climbing ability and stae it realistically if you want to have a chance of the devs and community changing this ingame!

May 10 2016, 5:02 AM · Arma 3
ProGamer added a comment to T70144: Tires explode and don't get flat.

I know tires can pop or something like that, but how would explode without incendiary rounds?

May 10 2016, 5:01 AM · Arma 3
ProGamer added a comment to T70141: We need to test atleast one airplane..

Planes won't fit on Stratis? How about Altis? http://i.imgur.com/fUROR26.png

May 10 2016, 5:01 AM · Arma 3
ProGamer added a comment to T70141: We need to test atleast one airplane..

I mean that aircraft have had physx implemented in Arma 3 but Physx doesn't work with AllinArma mod.

May 10 2016, 5:01 AM · Arma 3
ProGamer added a comment to T70141: We need to test atleast one airplane..

You guys seem to forget that Arma 2 didn't have physx but Arma 3 does. This old affect aircraft and likely why we don't see aircraft now because of adding physx to them.

May 10 2016, 5:01 AM · Arma 3
ProGamer added a comment to T70141: We need to test atleast one airplane..

Me AD2001? Or death? If its me then we can have some fun ingame! :)

Edit: Never Mind

Edit: Having a Pessimistic attitude is will not help the game. You do not know the circumstances that the comment was made like time, mood, current issues, problems non game related, and many other things can affect your outlook on things.

May 10 2016, 5:01 AM · Arma 3