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May 10 2016

ProGamer added a comment to T71242: Drones crashing into each other causes them to get stuck together and hang in the air.

Zip the file into a .zip with a program called 7-zip or put it into a .rar file which is similar.

May 10 2016, 5:40 AM · Arma 3
ProGamer added a comment to T71234: UAV turret cam can see through the ground.

Can you add a picture of this issue?

May 10 2016, 5:39 AM · Arma 3
ProGamer added a comment to T71231: Cannot stop UAVs once control has been taken.

But I think you want them to have to be commanded to take off at the moment.

May 10 2016, 5:39 AM · Arma 3
ProGamer added a comment to T71231: Cannot stop UAVs once control has been taken.

Make separate tickets for the other issues.

May 10 2016, 5:39 AM · Arma 3
ProGamer added a comment to T71231: Cannot stop UAVs once control has been taken.

In the map, left click and select the action you want like hold fire, land, wait, loiter.

May 10 2016, 5:39 AM · Arma 3
ProGamer added a comment to T71224: Suggestion: Let the UAV turret controller control ATGMs..

They should be accessable from both the pilot and the gunner.

May 10 2016, 5:39 AM · Arma 3
ProGamer added a comment to T71210: Cannot connect to empty UAV vehicle.

Since a mission maker can "lock" a vehicle to make it static, an "empty" UAV should be able to be used by any side and not belong to any side in peticular. Once th player connects to it, it would take the players side. If an enemy connected to it, it wold become his/hers and not belong to the original player.

May 10 2016, 5:39 AM · Arma 3
ProGamer added a comment to T71210: Cannot connect to empty UAV vehicle.

But then again someone may want an empty Unmanned vehicle for show or static vehicle in a base.

I think this might be intentional.

May 10 2016, 5:38 AM · Arma 3
ProGamer added a comment to T71210: Cannot connect to empty UAV vehicle.

A possible fix could be to have "empty" Unmanned vehicles become part of the faction that the uav operator who activated them is part of.

May 10 2016, 5:38 AM · Arma 3
ProGamer added a comment to T71187: MATV (Hunter) should be able to haul more weight.

You will need credible proof to convince people.

May 10 2016, 5:38 AM · Arma 3
ProGamer added a comment to T71173: AH-99 Gunner and Pilot incorrect seats..

Again, arguing over two wrong ideas. Both seats have gunner and pilot functionality in real life.

May 10 2016, 5:37 AM · Arma 3
ProGamer added a comment to T71173: AH-99 Gunner and Pilot incorrect seats..

Yea, exactly as my ticket says, both seats can be gunner and pilot.

May 10 2016, 5:37 AM · Arma 3
ProGamer added a comment to T71173: AH-99 Gunner and Pilot incorrect seats..

How is it unrealistic? Pilot in the top seat may be more common for Militery attack helicopters but it certainly isn't the only setup used.

May 10 2016, 5:37 AM · Arma 3
ProGamer added a comment to T71173: AH-99 Gunner and Pilot incorrect seats..

Here it is: http://feedback.arma3.com/view.php?id=10403 the collective may have been forgotten durring the switch. The devs partially resolved the ticket.

May 10 2016, 5:37 AM · Arma 3
ProGamer added a comment to T71167: High beam for headlamps - vehicle lights.

I found the lack of high beams an issue when I decided to go for a high speed midnight drive on Altis and couldn't see far enough ahead to react.

May 10 2016, 5:37 AM · Arma 3
ProGamer added a comment to T71163: Vehicle Tracks Cannot be Destroyed.

The panther/Namer is mine resistant in real life.

May 10 2016, 5:37 AM · Arma 3
ProGamer added a comment to T71161: MRCO's aimpoint doesn't emmit's light from moon-useless in the dark without NVG's.

Can you provide examples of the optic "glowing" in real life?

May 10 2016, 5:37 AM · Arma 3
ProGamer added a comment to T71147: Ah/Mh-9 - turning speed at hover.

The blackfoot's 7 second turning is realistic as the real life one does the same.

May 10 2016, 5:37 AM · Arma 3
ProGamer added a comment to T71140: Handgun penetration lacking against civilian vehicles.

What areas of the vehicle? Engine block and wheel well will stop bullets.

May 10 2016, 5:36 AM · Arma 3
ProGamer added a comment to T71137: Helicopter Transport will not land.

Really?

May 10 2016, 5:36 AM · Arma 3
ProGamer added a comment to T71137: Helicopter Transport will not land.

If its AI related, it needs a repro mission.

May 10 2016, 5:36 AM · Arma 3
ProGamer added a comment to T71137: Helicopter Transport will not land.

Good to hear!

May 10 2016, 5:36 AM · Arma 3
ProGamer added a comment to T71136: Remove "open door" order from actions orders menu.

If its removed, how will we use it?

May 10 2016, 5:36 AM · Arma 3
ProGamer added a comment to T71107: APC AI not staying in formation and other issues.

Is this on the development branch? If it is please upload a mission file so the developers can reproduce the problem and fix it.if If it is on the regular stable branch then test on the development branch, if the issue is still there then upload the mission file.

May 10 2016, 5:36 AM · Arma 3
ProGamer added a comment to T71099: AI 'breakdancing' on water in vehicles instead of moving to waypoints.

Can someone download the mission and confirm this issue exists?

May 10 2016, 5:35 AM · Arma 3
ProGamer added a comment to T71095: AI should react accordingly to the volume of your voice.

I would say at least 10 level so it doesn't appear "clunky". Though the range based on decibels would be better.

May 10 2016, 5:35 AM · Arma 3
ProGamer added a comment to T71095: AI should react accordingly to the volume of your voice.

Define easy.

May 10 2016, 5:35 AM · Arma 3
ProGamer added a comment to T71095: AI should react accordingly to the volume of your voice.

Direct chat is VON and recently has begun to affect AI hearing: http://forums.bistudio.com/showthread.php?159710-Development-Branch-AI-Discussion&p=2467582&viewfull=1#post2467582

May 10 2016, 5:35 AM · Arma 3
ProGamer added a comment to T71095: AI should react accordingly to the volume of your voice.

AD2001,
It would need more than 3, but each decibel could increase the range by a set amount.

May 10 2016, 5:35 AM · Arma 3
ProGamer added a comment to T71095: AI should react accordingly to the volume of your voice.

There should be a difference between if the player chooses to yell or to whisper.

This would also add another realistic stealth option to the game.

May 10 2016, 5:35 AM · Arma 3
ProGamer edited Steps To Reproduce on T71095: AI should react accordingly to the volume of your voice.
May 10 2016, 5:35 AM · Arma 3
ProGamer added a comment to T71085: Blue + Red faction Rifle Squads contain 3 (three) Autoriflemen instead of 2.

Are you sure this is not intentional?

May 10 2016, 5:35 AM · Arma 3
ProGamer added a comment to T71018: Make A3 engine backwards compatibility to A2/OA content a top priority post release..

@hladas Couldn't you have some community members modify the Arma 2 content for Arma 3 under the direction of a single developer or have a developer reviewed the content before releasing it?

You guys could easily have many slaves/community members that would do things for you and/or help you. This is practically unheard of in other games, but then again Arma is not like other games. It is a unique gem with unique problems and unique solutions.

May 10 2016, 5:32 AM · Arma 3
ProGamer added a comment to T71017: Give modders the tools to identify and avoid/solve performance bottlenecks..

This is it here!
http://community.bistudio.com/wiki/Performance_Profiling

Is this what you wanted?

May 10 2016, 5:32 AM · Arma 3
ProGamer added a comment to T70962: Pistol appears in hand with rifle while crouch walk..

Closed as it is a duplicate.

May 10 2016, 5:30 AM · Arma 3
ProGamer added a comment to T70953: ADD Dive to Ground Animation.

Make sure you are running then hold Z. You drop to the ground.

May 10 2016, 5:30 AM · Arma 3
ProGamer added a comment to T70932: "Slicing the pie" near impossible, invisible outer wall edge..

Are you sure the barrel of the gun is not colliding with the object? A common mistake is assuming the bullet is launch from the sight and not the barrel.

May 10 2016, 5:29 AM · Arma 3
ProGamer added a comment to T70931: Weapon jamming or malfunction feature (For realism).

Closed as it is a duplicate.

May 10 2016, 5:29 AM · Arma 3
ProGamer added a comment to T70930: problem with bullet hole in tree.

Closed as it is a duplicate.

May 10 2016, 5:29 AM · Arma 3
ProGamer added a comment to T70915: Ability to bury chemlights..

Destroy or bury them?

May 10 2016, 5:29 AM · Arma 3
ProGamer added a comment to T70914: Solution for lack of Tank Interiors + badly simulated CITV.

It should be realistic, if the driver does not have to depend on the commander as much anymore then so be it.

May 10 2016, 5:29 AM · Arma 3
ProGamer added a comment to T70914: Solution for lack of Tank Interiors + badly simulated CITV.

This would be a "feature request".

May 10 2016, 5:29 AM · Arma 3
ProGamer added a comment to T70880: Turn vehicle lights off and get out, AI turns them back on if it's dark.

What do you want the AI to do then?

The category should be "AI issues".

May 10 2016, 5:28 AM · Arma 3
ProGamer added a comment to T70879: Crash upon any player death (MP).

Wouldn't this be something you would talk to the AllinArma dev about?

May 10 2016, 5:28 AM · Arma 3
ProGamer added a comment to T70878: Locations not properly defined.

Is there another way you could accomplish what you are trying to use it for?

May 10 2016, 5:28 AM · Arma 3
ProGamer added a comment to T70872: Split Scripting Engine from Game Engine to increase Frame rate.

Would this even be possible/ doable in a decent amount of time?

May 10 2016, 5:28 AM · Arma 3
ProGamer added a comment to T70870: Ifrit on the helipad at Mike-26 in the helicopter showcase makes landing harder..

Its right beside the building and out of the way. I have no problems.

May 10 2016, 5:27 AM · Arma 3
ProGamer added a comment to T70866: Gear editor.

Closing as duplicate.

May 10 2016, 5:27 AM · Arma 3
ProGamer added a comment to T70865: Rifleman (Light) is no longer unarmed.

You sure this isn't intentional?

May 10 2016, 5:27 AM · Arma 3
ProGamer added a comment to T70859: I caught on fire in water and burned to death..

Closed as it is a duplicate.

You can also post your findings and informations to due with this issue here: http://feedback.arma3.com/view.php?id=4620

May 10 2016, 5:27 AM · Arma 3
ProGamer added a comment to T70852: AH-99 can fire rockets when the "wings" are not fully open.

Closed as it is a duplicate.

May 10 2016, 5:27 AM · Arma 3
ProGamer added a comment to T70845: Missing/Inaccessible hidden selections on Units and Vehicles.

Anyone know if the CH-49 has this problem?

May 10 2016, 5:27 AM · Arma 3
ProGamer added a comment to T70845: Missing/Inaccessible hidden selections on Units and Vehicles.

Pettka, a ticket of mine has had part of the issue resolved when you fixed the AH-99. I linked them together but You and Redstone, may be working on the same issue at the moment...

May 10 2016, 5:27 AM · Arma 3
ProGamer added a comment to T70837: AI Pilot Will Not Fly Empty Helicopter.

Please add a mission file for us to reproduce this issue.

May 10 2016, 5:26 AM · Arma 3
ProGamer added a comment to T70824: PLEASE ADD: "Walk to run toggle" and "Combat pace toggle" to Game Options.

This is a feature request, not settings.

May 10 2016, 5:26 AM · Arma 3
ProGamer added a comment to T70822: setObjectTexture doesn't work on some vehicles.

You can add custom camo and images to vehicles.

May 10 2016, 5:26 AM · Arma 3
ProGamer added a comment to T70822: setObjectTexture doesn't work on some vehicles.

Ok, thanks for working on the issue!

May 10 2016, 5:26 AM · Arma 3
ProGamer added a comment to T70822: setObjectTexture doesn't work on some vehicles.

Since I am on vacation, could someone download the map and check what vehicles still don't work with setObjectTexture.

May 10 2016, 5:26 AM · Arma 3
ProGamer added a comment to T70822: setObjectTexture doesn't work on some vehicles.

Updated images and mission file to contain all vehicles.

May 10 2016, 5:26 AM · Arma 3
ProGamer added a comment to T70822: setObjectTexture doesn't work on some vehicles.

I noticed the fix for the Comanche textures today affected this so I linked the tickets.

May 10 2016, 5:26 AM · Arma 3
ProGamer added a comment to T70822: setObjectTexture doesn't work on some vehicles.

If it would also be possible, we could use a global setObjectTexture command as well.

May 10 2016, 5:26 AM · Arma 3
ProGamer added a comment to T70822: setObjectTexture doesn't work on some vehicles.

This was a bug/glitch in Arma 2 as well.

Hopefully it can be resolved in Arma 3!

May 10 2016, 5:26 AM · Arma 3
ProGamer edited Steps To Reproduce on T70822: setObjectTexture doesn't work on some vehicles.
May 10 2016, 5:26 AM · Arma 3
ProGamer added a comment to T70821: AI die when opening parachutes.

Closed because it is a dupplicate of http://feedback.arma3.com/view.php?id=10249

May 10 2016, 5:26 AM · Arma 3
ProGamer added a comment to T70821: AI die when opening parachutes.

Or a zip file.

May 10 2016, 5:26 AM · Arma 3
ProGamer added a comment to T70821: AI die when opening parachutes.

Create a mission with this issue please then upload it to the ticket so it is easier for other people to see and vote up.

May 10 2016, 5:26 AM · Arma 3
ProGamer added a comment to T70820: Ah-99 looses lift under banking.

It's the RAH-66. Same design as real life, name is just changed to avoid lawsuit against the game.

May 10 2016, 5:26 AM · Arma 3
ProGamer added a comment to T70817: User Textures Suddenly Revert to a Lower Resolution.

A mission to see this issue.

May 10 2016, 5:26 AM · Arma 3
ProGamer added a comment to T70815: Add ability to open helicopter doors.

Yea, this is already coming post release when they can get rid of the invisible inside wall.

May 10 2016, 5:25 AM · Arma 3
ProGamer added a comment to T70809: SDAR fires wrong ammunition.

They changed the vermin to it's correct real life caliber, why wouldn't they do the same for this?
Licensing wise only only a different name would be needed.

May 10 2016, 5:25 AM · Arma 3
ProGamer added a comment to T70809: SDAR fires wrong ammunition.

Agreed, it seems it was unfairly limited because of the underwater part.

May 10 2016, 5:25 AM · Arma 3
ProGamer added a comment to T70806: ATRQ to slow to get destroyed..

It's not too slow to get destroyed, it's a issue with the tail registering the hit.

May 10 2016, 5:25 AM · Arma 3
ProGamer added a comment to T70805: Weapons do too little damage.

Make sure extended armor is off and that the soldier is not wearing and protection.

May 10 2016, 5:25 AM · Arma 3
ProGamer added a comment to T70799: Animation glitch underwater.

You could "cut" the parachute loose when at a safe height and drop into the water.

May 10 2016, 5:25 AM · Arma 3
ProGamer added a comment to T70799: Animation glitch underwater.

Can you please add a simple mission so people can easily see this issue and upvote?

May 10 2016, 5:25 AM · Arma 3
ProGamer added a comment to T70797: AH-99 Blackfoot digital horizon - pitch reversed.

Closed as a better ticket/Duplicate exists.

May 10 2016, 5:25 AM · Arma 3
ProGamer added a comment to T70784: Blackfoot - pilot view - not centered.

Confirmed.

May 10 2016, 5:24 AM · Arma 3
ProGamer added a comment to T70779: Invisible wall near the ghosthawk.

Closed as it is a duplicate.

May 10 2016, 5:24 AM · Arma 3
ProGamer added a comment to T70737: Several animations in DayZ which have counterparts in ARMA which are not being used.

I can't find the limping animation. What is it called and were in the animation viewer is it?

May 10 2016, 5:23 AM · Arma 3
ProGamer added a comment to T70737: Several animations in DayZ which have counterparts in ARMA which are not being used.

There animations for jumping off a helicopter into water! I would like to here from BIS what will happen with the animations and how many will be used.

May 10 2016, 5:23 AM · Arma 3
ProGamer added a comment to T70737: Several animations in DayZ which have counterparts in ARMA which are not being used.

I made the jump animation work here: http://www.armaholic.com/page.php?id=21806
Mabey I can make the other animations work as well. Just tell me the classname and what it does. I could easily add in the limping animation when you get shot in the leg.

May 10 2016, 5:23 AM · Arma 3
ProGamer edited Steps To Reproduce on T70722: AI Use Flashlights Hilariously Wrong and Walk like they have NVGs when its to dark to see..
May 10 2016, 5:22 AM · Arma 3
ProGamer added a comment to T70722: AI Use Flashlights Hilariously Wrong and Walk like they have NVGs when its to dark to see..

I would expect they would try not to reveal there squadmate's location to the enemy. I would also expect them to move more cautious when they have no NVGs and cannot see far, unless they use a flashlight.

May 10 2016, 5:22 AM · Arma 3
ProGamer added a comment to T70711: Not able to land when AA shot down a Helicopter.

Already reported. This is a duplicate.

May 10 2016, 5:22 AM · Arma 3
ProGamer added a comment to T70694: Parachute may be missing the Pilot Chute.

Result of duplication glitch.

May 10 2016, 5:21 AM · Arma 3
ProGamer edited Steps To Reproduce on T70695: Parachute may be missing the Pilot Chute.
May 10 2016, 5:21 AM · Arma 3
ProGamer edited Steps To Reproduce on T70694: Parachute may be missing the Pilot Chute.
May 10 2016, 5:21 AM · Arma 3
ProGamer added a comment to T70693: We need backpacks for use with parachutes.

I would think that it is a bit different than WWII now a days.

May 10 2016, 5:21 AM · Arma 3
ProGamer added a comment to T70693: We need backpacks for use with parachutes.

Wow, this was reviewed quick. It seems this may be fixed after all but likely fixed after release.

May 10 2016, 5:21 AM · Arma 3
ProGamer added a comment to T70693: We need backpacks for use with parachutes.

I originally called it inventory because it mess up the inventory of medics, engineers, ect... And make parachuting not an option for them, but It seems it is more of a feature request.

May 10 2016, 5:21 AM · Arma 3
ProGamer added a comment to T70693: We need backpacks for use with parachutes.

They aren't dogs, they are flying cows.

May 10 2016, 5:21 AM · Arma 3
ProGamer added a comment to T70693: We need backpacks for use with parachutes.

Just a stretch goal, the main issue is that your backpack should be on your chest and not removed for skydiving.

May 10 2016, 5:21 AM · Arma 3
ProGamer added a comment to T70693: We need backpacks for use with parachutes.

I included the dog thing because I remember reading somewhere that Arma 3 was going to have dogs and possibly military dogs.

May 10 2016, 5:21 AM · Arma 3
ProGamer edited Steps To Reproduce on T70693: We need backpacks for use with parachutes.
May 10 2016, 5:21 AM · Arma 3
ProGamer added a comment to T70692: More Skydiving Mobility! -----> Its To Clunky At The Moment!!.

The use is controlling your descent rate and finding a suitable landing site.

May 10 2016, 5:21 AM · Arma 3
ProGamer added a comment to T70692: More Skydiving Mobility! -----> Its To Clunky At The Moment!!.

The human body is more maneuverable while skydiving than on the ground in real life, this should be the case in Arma 3! Please make Arma 3's skydiving as fun as it is in real life (or at least like I suggested!) :)

May 10 2016, 5:21 AM · Arma 3
ProGamer added a comment to T70692: More Skydiving Mobility! -----> Its To Clunky At The Moment!!.

Why the downvote? You like being locked in a noob proof, easy mode, and no fun sky diving animation?

May 10 2016, 5:21 AM · Arma 3
ProGamer edited Steps To Reproduce on T70692: More Skydiving Mobility! -----> Its To Clunky At The Moment!!.
May 10 2016, 5:21 AM · Arma 3
ProGamer edited Steps To Reproduce on T70690: Vehicle Gun locks up when driving off an object at 2000m or higher..
May 10 2016, 5:21 AM · Arma 3
ProGamer edited Steps To Reproduce on T70691: Weird suction towards the ground when at 2000m above ground or higher.
May 10 2016, 5:21 AM · Arma 3