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May 10 2016

trifonas777 edited Steps To Reproduce on T73123: xbox controler.
May 10 2016, 6:30 AM · Arma 3
AD2001 added a comment to T73123: xbox controler.

Shouter?

May 10 2016, 6:30 AM · Arma 3
AD2001 added a comment to T73122: [CAN BE CLOSED].

Can't you close it yourself?

May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73122: [CAN BE CLOSED]: Arma 3.
May 10 2016, 6:30 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T73122: [CAN BE CLOSED].
May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73123: xbox controler: Arma 3.
May 10 2016, 6:30 AM · Arma 3
Longjocks added a comment to T73121: Ghosthawk geometry conflicting with terrain types/buildings.

Duplicate/related issues:
http://feedback.arma3.com/view.php?id=13724
http://feedback.arma3.com/view.php?id=11725

May 10 2016, 6:30 AM · Arma 3
Arkenbrien added a comment to T73121: Ghosthawk geometry conflicting with terrain types/buildings.

After further testing, this issue seems only to be able to be replicated while using the blackhawk. It does not vibrate if the rear wheel or the front wheels are on the metal grating surrounding the helipad. All three wheels must be on the helipad in order for it to vibrate.

So it may only be an issue with the blackhawk, not the helipad.

May 10 2016, 6:30 AM · Arma 3
Gekkibi added a comment to T73121: Ghosthawk geometry conflicting with terrain types/buildings.

Confirmed with the Ghost Hawk (the real name of the helicopter).

May 10 2016, 6:30 AM · Arma 3
Arkenbrien added a comment to T73121: Ghosthawk geometry conflicting with terrain types/buildings.

I have tested this on every helicopter, and only the Ghosthawk has instant bouncy-wheels when landing on the helipad.

Thanks Gekkibi for confirmation.

I'll look around for more helipads, and see if it is unique to only this one.


EDIT:

On my quest of finding more helipads, I randomly decided if I could land on a pier. Upon landing, the ghosthawk started exhibiting the bouncy wheels again.

The problem seems to be that the ghosthawk's geometry somehow interferes with specific terrain types.

May 10 2016, 6:30 AM · Arma 3
Arkenbrien edited Steps To Reproduce on T73121: Ghosthawk geometry conflicting with terrain types/buildings.
May 10 2016, 6:29 AM · Arma 3
MadDogX added a comment to T73120: crash.

Mass closing ancient tickets with no activity this year; assume fixed or too trivial etc.

If this issue is still relevant in current dev build, please create a new ticket referencing this one and request for it to be re-opened.

May 10 2016, 6:29 AM · Arma 3
Astaroth added a comment to T73120: crash.

arma3_2013-09-20_23-45-34.rpt is missing in package. Can you please attach this .rpt file? Thank you.

May 10 2016, 6:29 AM · Arma 3
Bohemia added a project to T73121: Ghosthawk geometry conflicting with terrain types/buildings: Arma 3.
May 10 2016, 6:29 AM · Arma 3
Gekkibi added a comment to T73121: Ghosthawk geometry conflicting with terrain types/buildings.

Can't reproduce. Tried multiple helicopters.

PS. Kavala is not the capital of Altis. :)

May 10 2016, 6:29 AM · Arma 3
Bohemia updated subscribers of T73121: Ghosthawk geometry conflicting with terrain types/buildings.
May 10 2016, 6:29 AM · Arma 3
Killzone_Kid added a comment to T73119: BLUFOR MK6 Mortar is broken again!!!.

@movinvan what game version you are using. It works in latest dev.

May 10 2016, 6:29 AM · Arma 3
piTu edited Steps To Reproduce on T73120: crash.
May 10 2016, 6:29 AM · Arma 3
Fireball added a comment to T73119: BLUFOR MK6 Mortar is broken again!!!.

Mass-closing resolved issues not updated in 10 days.

May 10 2016, 6:29 AM · Arma 3
Bohemia added a project to T73120: crash: Arma 3.
May 10 2016, 6:29 AM · Arma 3
movinvan added a comment to T73119: BLUFOR MK6 Mortar is broken again!!!.

I'm still not able to assemble the Mortar in any configuration (carrying either pack or both packs on the ground) - it never displays the Assemble action.

May 10 2016, 6:29 AM · Arma 3
Killzone_Kid added a comment to T73119: BLUFOR MK6 Mortar is broken again!!!.

class B_Mortar_01_weapon_F: Weapon_Bag_Base
{

		author = "$STR_A3_Bohemia_Interactive";
		_generalMacro = "B_Mortar_01_weapon_F";
		scope = 2;
		displayName = "$STR_A3_CfgVehicles_B_Mortar_01_Wpn0";
		hiddenSelectionsTextures[] = {"\A3\Weapons_F\Ammoboxes\Bags\Data\backpack_small_mcamo_co.paa"};
		picture = "\A3\Weapons_F\Ammoboxes\Bags\data\UI\icon_B_C_Small_mcamo.paa";
		mass = 380;
		class assembleInfo: assembleInfo
		{
			displayName = "$STR_A3_CfgVehicles_B_Mortar_01_Wpn_assembleInfo0";
			assembleTo = "O_Mortar_01_F"; <<<<======================
			base = "O_Mortar_01_support_F";
		};

};

May 10 2016, 6:29 AM · Arma 3
Fireball added a comment to T73119: BLUFOR MK6 Mortar is broken again!!!.

Fixed according to changelog.

May 10 2016, 6:29 AM · Arma 3
Killzone_Kid added a comment to T73119: BLUFOR MK6 Mortar is broken again!!!.

Still broken can you believe it? LOL

May 10 2016, 6:29 AM · Arma 3
jgaz-uk added a comment to T73119: BLUFOR MK6 Mortar is broken again!!!.

Also since the Update if you take the two Mortar parts from a crate you can no longer assemble them. Seems 1 step forward 2 back with these updates

May 10 2016, 6:29 AM · Arma 3
Killzone_Kid added a comment to T73119: BLUFOR MK6 Mortar is broken again!!!.

@Linkin I have absolutely no doubt :)

May 10 2016, 6:29 AM · Arma 3
Linkin added a comment to T73119: BLUFOR MK6 Mortar is broken again!!!.

Probably because it's all copy/pasted from one faction to another!!!

May 10 2016, 6:29 AM · Arma 3
Killzone_Kid added a comment to T73119: BLUFOR MK6 Mortar is broken again!!!.

Please don't tell me this simple typo is going to take another 6 months to fix! Also while at it could you look at the backwards mortar icon and player getting off mortar facing backward.

May 10 2016, 6:29 AM · Arma 3
Bohemia added a project to T73119: BLUFOR MK6 Mortar is broken again!!!: Arma 3.
May 10 2016, 6:29 AM · Arma 3
Bohemia updated subscribers of T73119: BLUFOR MK6 Mortar is broken again!!!.
May 10 2016, 6:29 AM · Arma 3
pops edited Steps To Reproduce on T73118: Crouch strafing to the right and lowering weapon disables all movement.
May 10 2016, 6:29 AM · Arma 3
Bohemia updated subscribers of T73118: Crouch strafing to the right and lowering weapon disables all movement.
May 10 2016, 6:29 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T73119: BLUFOR MK6 Mortar is broken again!!!.
May 10 2016, 6:29 AM · Arma 3
Bohemia added a project to T73118: Crouch strafing to the right and lowering weapon disables all movement: Arma 3.
May 10 2016, 6:29 AM · Arma 3
Madnessantipathy added a comment to T73117: Return to main menu from multiplayer session is slow..

Update : Alt tabbing out to the desktop during the loading screen, seems to facilitate a faster loading back to the main menu. This provides a temporary fix to the problem experienced.

May 10 2016, 6:29 AM · Arma 3
AD2001 added a comment to T73117: Return to main menu from multiplayer session is slow..

Well, yes, that's what's going on on the menu. And I don't have too long loading times.

May 10 2016, 6:29 AM · Arma 3
Madnessantipathy added a comment to T73117: Return to main menu from multiplayer session is slow..

Update : Latest patch update on 23 Sep 13 (GMT+8) seems to have solved reported issue. Will monitor for any more occurrence of described problem.

May 10 2016, 6:29 AM · Arma 3
Madnessantipathy added a comment to T73117: Return to main menu from multiplayer session is slow..

Patch on 23 Sep 13 seems to have resolved described problem.

May 10 2016, 6:29 AM · Arma 3
Gekkibi added a comment to T73117: Return to main menu from multiplayer session is slow..

@AD2001
"After playing a multiplayer match, I opted to exit the game and return to the main menu."
This ticket is not about long download times, it's about long loading times when you try to go back to the main menu after playing online.

May 10 2016, 6:29 AM · Arma 3
AD2001 added a comment to T73117: Return to main menu from multiplayer session is slow..

Well, you do have to load the whole map and the mission that's going on...

May 10 2016, 6:29 AM · Arma 3
Bohemia updated subscribers of T73116: Userconfig configurations on Expansions menu.
May 10 2016, 6:29 AM · Arma 3
Bohemia added a project to T73116: Userconfig configurations on Expansions menu: Arma 3.
May 10 2016, 6:29 AM · Arma 3
Bohemia added a project to T73117: Return to main menu from multiplayer session is slow.: Arma 3.
May 10 2016, 6:29 AM · Arma 3
Madnessantipathy edited Steps To Reproduce on T73117: Return to main menu from multiplayer session is slow..
May 10 2016, 6:29 AM · Arma 3
Gekkibi added a comment to T73117: Return to main menu from multiplayer session is slow..

Confirmed, happened to me before the first dev build was released (used "stable").

May 10 2016, 6:29 AM · Arma 3
surpher added a comment to T73115: Indep officer uniform is using the wrong _smdi texture.

Yeah it's back, I guess they are working on the model.

May 10 2016, 6:29 AM · Arma 3
surpher added a comment to T73115: Indep officer uniform is using the wrong _smdi texture.

Resolved a while ago.
Can be closed

May 10 2016, 6:29 AM · Arma 3
Bohemia updated subscribers of T73115: Indep officer uniform is using the wrong _smdi texture.
May 10 2016, 6:29 AM · Arma 3
surpher added a comment to T73115: Indep officer uniform is using the wrong _smdi texture.

Resolved

Type: Public
Branch: Development
Version: 1.03.110339

May 10 2016, 6:29 AM · Arma 3
antoineflemming added a comment to T73115: Indep officer uniform is using the wrong _smdi texture.

NOT resolved... Noticed it today.

May 10 2016, 6:29 AM · Arma 3
Smurf edited Steps To Reproduce on T73116: Userconfig configurations on Expansions menu.
May 10 2016, 6:29 AM · Arma 3
Killzone_Kid added a comment to T73114: Request to add scripting command to lock inventory access..

Could really do with HandleInventory EH right now to allow/deny transferring of an inventory item.

May 10 2016, 6:29 AM · Arma 3
Killzone_Kid added a comment to T73114: Request to add scripting command to lock inventory access..

Resolved awhile ago with inventory EH that could be overriden

May 10 2016, 6:29 AM · Arma 3
surpher edited Steps To Reproduce on T73115: Indep officer uniform is using the wrong _smdi texture.
May 10 2016, 6:29 AM · Arma 3
Killzone_Kid added a comment to T73114: Request to add scripting command to lock inventory access..

Possible passed params to the script

[unit, from, to, item, type, action]

unit - EH assigned to
from - originating weaponholder
to - target weaponholder
item - classname or even object of the item
type (optional) - weapon, magazine, item or container
action - PUT or TAKE or THROW??

if EH script returns true the transfer is interrupted otherwise proceed.

May 10 2016, 6:29 AM · Arma 3
Bohemia added a project to T73115: Indep officer uniform is using the wrong _smdi texture: Arma 3.
May 10 2016, 6:29 AM · Arma 3
Killzone_Kid added a comment to T73114: Request to add scripting command to lock inventory access..

@SaMatra this event handler should be called HandleInventory since you indicate to the engine whether or not proceed with default behaviour.

May 10 2016, 6:29 AM · Arma 3
SaMatra added a comment to T73114: Request to add scripting command to lock inventory access..

So how do you emulate event handler with current tools? Have a key handler for pressing inventory key if cursorTarget vehicle is not supposed to be open? If yes then what about selecting "Inventory" from menu with the mouse? What about opening Inventory from the map?

May 10 2016, 6:29 AM · Arma 3
SaMatra added a comment to T73114: Request to add scripting command to lock inventory access..

Well it was just a suggestion, it can be called anything.

May 10 2016, 6:29 AM · Arma 3
Killzone_Kid added a comment to T73114: Request to add scripting command to lock inventory access..

I think this event handler needs to be done first and properly then we might not need disableSwitchClothes commands.

May 10 2016, 6:29 AM · Arma 3
Tajin added a comment to T73114: Request to add scripting command to lock inventory access..

Xeno, regardless of the eventhandler I don't think the full extend of a "lockInventory" command can be achieved right now.

To name just one: Locking the inventory of an object also involves that it doesnt show up on the actionmenu. (open/rearm/take)
Locked weaponholders also shouldn't show up in the "ground" inventory.

May 10 2016, 6:29 AM · Arma 3
Killzone_Kid added a comment to T73114: Request to add scripting command to lock inventory access..

LOL at whoever downvoted this, having a bad day?

May 10 2016, 6:29 AM · Arma 3
Bohemia updated subscribers of T73114: Request to add scripting command to lock inventory access..
May 10 2016, 6:29 AM · Arma 3
Xeno added a comment to T73114: Request to add scripting command to lock inventory access..

LOL at whoever downvoted this, having a bad day?

Maybe because you can do this already quite easily without a specific eventhandler?

May 10 2016, 6:29 AM · Arma 3
SaMatra added a comment to T73114: Request to add scripting command to lock inventory access..

And how?

May 10 2016, 6:29 AM · Arma 3
Gekkibi updated subscribers of T73114: Request to add scripting command to lock inventory access..

@KillZone Kid
Maybe he don't know how to script... He just wants his F-35... ;)

Upvoted for great justice!

May 10 2016, 6:29 AM · Arma 3
Bohemia updated subscribers of T73113: commandArtilleryFire crashes game when target is inside 'Seized By' trigger [DEV].
May 10 2016, 6:29 AM · Arma 3
SaMatra edited Steps To Reproduce on T73114: Request to add scripting command to lock inventory access..
May 10 2016, 6:29 AM · Arma 3
Bohemia added a project to T73114: Request to add scripting command to lock inventory access.: Arma 3.
May 10 2016, 6:29 AM · Arma 3
Astaroth added a comment to T73113: commandArtilleryFire crashes game when target is inside 'Seized By' trigger [DEV].

Reproduced.
Thank you for repro mission:)

May 10 2016, 6:29 AM · Arma 3
Gekkibi added a comment to T73113: commandArtilleryFire crashes game when target is inside 'Seized By' trigger [DEV].

Confirmed with the test mission. Didn't try to verify what's causing it.

May 10 2016, 6:29 AM · Arma 3
Red15 edited Steps To Reproduce on T73112: command module causes ai to repeat orders if dragging waypoints.
May 10 2016, 6:29 AM · Arma 3
Bohemia added a project to T73113: commandArtilleryFire crashes game when target is inside 'Seized By' trigger [DEV]: Arma 3.
May 10 2016, 6:29 AM · Arma 3
Tripwire added a comment to T73111: Action open/close door not first option....

thanks for the link, Dslyecxi explains it pretty much in his video.

May 10 2016, 6:29 AM · Arma 3
JoeOBrien edited Steps To Reproduce on T73113: commandArtilleryFire crashes game when target is inside 'Seized By' trigger [DEV].
May 10 2016, 6:29 AM · Arma 3
Bohemia added a project to T73112: command module causes ai to repeat orders if dragging waypoints: Arma 3.
May 10 2016, 6:29 AM · Arma 3
Bohemia updated subscribers of T73112: command module causes ai to repeat orders if dragging waypoints.
May 10 2016, 6:29 AM · Arma 3
Tripwire edited Steps To Reproduce on T73111: Action open/close door not first option....
May 10 2016, 6:29 AM · Arma 3
Bohemia updated subscribers of T73111: Action open/close door not first option....
May 10 2016, 6:29 AM · Arma 3
Koala added a comment to T73111: Action open/close door not first option....

Your problem is, that you scroll up with the mouse wheel before pressing the middle mouse button for activation. Just try to press the middle mouse button, when you are close to a door helps to open it.

Sorry, but I vote down.

Edit:

The more obvious problem is, when you already have scrolled your mouse wheel, before reaching the activation zone for opening/closing the door, that the primary action isn't "open/close the door" but f.e. "Weapon P07 9mm".

Bohemia has to find a solution for that clunky action menu: http://feedback.arma3.com/view.php?id=10726

May 10 2016, 6:29 AM · Arma 3
A3RU added a comment to T73110: Renaming of groups - should be visible in the MP lobby.

I've seen it done, but still not apart of the game.

May 10 2016, 6:29 AM · Arma 3
Bohemia added a project to T73111: Action open/close door not first option...: Arma 3.
May 10 2016, 6:29 AM · Arma 3
Bumgie added a comment to T73110: Renaming of groups - should be visible in the MP lobby.

A3Ru how was it done`? Did they manually change something in mission.Sqm ?

Hope this gets a propper implementation soon.

May 10 2016, 6:29 AM · Arma 3
L3TUC3 added a comment to T73110: Renaming of groups - should be visible in the MP lobby.

I do so want this very much. It's quite ridiculous that this hasn't been addressed yet. It's seemingly trivial and would save so much headache to multiplayer pre-game slotting.

May 10 2016, 6:29 AM · Arma 3
AD2001 added a comment to T73110: Renaming of groups - should be visible in the MP lobby.

Again, even if it was done via a text box next to the description, MP would need, I quote "a more serious revision".

May 10 2016, 6:29 AM · Arma 3
Helio added a comment to T73110: Renaming of groups - should be visible in the MP lobby.

So there is absolutely no way to change the group names in the MP lobby yet? :/

For a military simulation, this should really be addressed somehow.

May 10 2016, 6:29 AM · Arma 3
Shuko added a comment to T73110: Renaming of groups - should be visible in the MP lobby.

No need to sound so dramatic. Add box to editor, save a line to mission.sqm then just make the parser read the new line, when it's already retrieving slots and descriptions. However, the system likely being same as in OFP 13 years ago. So, the code is probably a huge ball of crap nobody wants to touch.

May 10 2016, 6:29 AM · Arma 3
Gekkibi edited Steps To Reproduce on T73110: Renaming of groups - should be visible in the MP lobby.
May 10 2016, 6:29 AM · Arma 3
Shuko added a comment to T73110: Renaming of groups - should be visible in the MP lobby.

Yeah, I assume, the game only reads the mission.sqm for the slots and descriptions while ignoring init etc.

Would it be possible to add a new text field in the editor next to the desciption, in which you would be able to set the squad/callsign? That way there would be a clear place/variable for the game to read without having to go into init field.

May 10 2016, 6:29 AM · Arma 3
Bohemia updated subscribers of T73110: Renaming of groups - should be visible in the MP lobby.
May 10 2016, 6:29 AM · Arma 3
AD2001 added a comment to T73110: Renaming of groups - should be visible in the MP lobby.

Ticket #0012213 might explain why, although I'm not sure if it's the same thing.

May 10 2016, 6:29 AM · Arma 3
wolf3d edited Steps To Reproduce on T73109: Freelook key (* on NUM Pad).
May 10 2016, 6:29 AM · Arma 3
Bohemia added a project to T73109: Freelook key (* on NUM Pad): Arma 3.
May 10 2016, 6:29 AM · Arma 3
Bohemia added a project to T73110: Renaming of groups - should be visible in the MP lobby: Arma 3.
May 10 2016, 6:29 AM · Arma 3
wolf3d added a comment to T73109: Freelook key (* on NUM Pad).

Sorry guys. my fix was to turn off freelook under config->Game, then the * key does toggle as it suppose to.

May 10 2016, 6:29 AM · Arma 3
AD2001 added a comment to T73109: Freelook key (* on NUM Pad).

Unable to reproduce.

May 10 2016, 6:29 AM · Arma 3
Bohemia added a project to T73108: Erroneous CAData classname in a3.pbo: Arma 3.
May 10 2016, 6:29 AM · Arma 3
Fireball added a comment to T73107: getHitPointDamage.

Mass-closing all resolved issues not updated in the last month.

Please PM me in BI Forums (http://forums.bistudio.com/member.php?55374-Fireball) if you feel your bug was closed in error.

May 10 2016, 6:29 AM · Arma 3
Killzone_Kid added a comment to T73107: getHitPointDamage.

threre is now https://community.bistudio.com/wiki/getHit

resolved!

May 10 2016, 6:29 AM · Arma 3
mikero edited Steps To Reproduce on T73108: Erroneous CAData classname in a3.pbo.
May 10 2016, 6:29 AM · Arma 3