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May 10 2016

amooei added a comment to T73179: Character get too tired(stamina).

yes the player get tired soon and cann't continue to sprinting

May 10 2016, 6:31 AM · Arma 3
Lordiasd edited Steps To Reproduce on T73179: Character get too tired(stamina).
May 10 2016, 6:31 AM · Arma 3
Bohemia updated subscribers of T73179: Character get too tired(stamina).
May 10 2016, 6:31 AM · Arma 3
Kirill added a comment to T73178: 2S9 Sochor gunner cannot use cannon manually to aim and shoot nearly targets.

This is normal. But should only be used HE with a half charge

May 10 2016, 6:31 AM · Arma 3
Bohemia added a project to T73179: Character get too tired(stamina): Arma 3.
May 10 2016, 6:31 AM · Arma 3
amooei added a comment to T73178: 2S9 Sochor gunner cannot use cannon manually to aim and shoot nearly targets.

if you are from bohemia your greeting is very very ungraceful, arma 3 was so far from releasing and people like me are take our time to tell you why it was! just see main page of this site, there is near 15,000 bugs reported which say yeah arma 3 shouldnot released last week!

May 10 2016, 6:31 AM · Arma 3
Gekkibi added a comment to T73178: 2S9 Sochor gunner cannot use cannon manually to aim and shoot nearly targets.

I'm not working for BI. I'm a paying customer.

Try it before creating a ticket:

  1. launch Arma 3
  2. go to editor
  3. place any SPA anywhere, player as gunner
  4. preview
  5. elevate the gun manually to less than 10 degrees
  6. fire and observe where the round hits

Summary: It's possible to engage closeby targets. The 500 meters I mentioned earlier is the minimum distance of MLRS in Arma 3.

May 10 2016, 6:31 AM · Arma 3
pops added a comment to T73178: 2S9 Sochor gunner cannot use cannon manually to aim and shoot nearly targets.

I doubt that Arma 3 can be bought in Iran legally, I think it didn't get a license. Still, pirating it is bad, mkay?

May 10 2016, 6:31 AM · Arma 3
Gekkibi added a comment to T73178: 2S9 Sochor gunner cannot use cannon manually to aim and shoot nearly targets.

In other words: you pirated it..?
Ya, it sounds a little bit bad if you ask me...

May 10 2016, 6:31 AM · Arma 3
amooei added a comment to T73178: 2S9 Sochor gunner cannot use cannon manually to aim and shoot nearly targets.

I cannot buy it but I can help to improve it, that sounds bad?

May 10 2016, 6:31 AM · Arma 3
amooei added a comment to T73178: 2S9 Sochor gunner cannot use cannon manually to aim and shoot nearly targets.

these pics show that there is no angle limition for self-propelled artilleries,
http://mz.perm.ru/images/1081.jpg
http://www.army-technology.com/projects/g6/images/g6_12.jpg
http://www.tonyrogers.com/images/weapons/crusader2.jpg
for a momentyou just think that there is an enemy tank in the gate of the your base and is moving to enter the base, you have only 2S9 Sochor which can aim 0 angle and shoot that tank but it's impossible in arma 3 because no one care about our bug reports, I can not buy arma 3 because I'm an iranian user and our banks are banned from business by the world but only way I can help Arma project is reporting these bugs, if any thing other can help I will do. I am following you from flashpoint 1985 in 2001
(hope our president rohani can do something in United Nations this week!!!)

May 10 2016, 6:31 AM · Arma 3
arziben added a comment to T73178: 2S9 Sochor gunner cannot use cannon manually to aim and shoot nearly targets.

but he won't because he's not supposed to be close to targets that deserve a 155mm to the face

this is why he has a mounted turret on top

May 10 2016, 6:31 AM · Arma 3
amooei added a comment to T73178: 2S9 Sochor gunner cannot use cannon manually to aim and shoot nearly targets.

BUT IN A REAL WAR THE GUNNER CAN AIM DOWN AND SHOOT MANUALLY TO THE TARGETS

May 10 2016, 6:31 AM · Arma 3
Gekkibi added a comment to T73178: 2S9 Sochor gunner cannot use cannon manually to aim and shoot nearly targets.

...Are you absolutely sure the gunner can do that in real life? Lets take an example: Can Pzh2000 gunner engage targets at point-blank range? SPG's have minimum elevation angle: show me even one photo of Pzh2000 where the elevation angle is <= 0. It's not designed for what you want it to be, modern SPG's are not deployed even remotely close to the enemy. In Arma 3 it's possible to hit targets approximately 500 meters away from you by adjusting the gun elevation (not just aiming with the targeting system [mouse]).

You want SPG's to be completely different that they are in real life. What next? Artillery computer for rifles so you can engage enemies on the other side of a hill by using indirect fire..?

Edit: tested SPG's when tried to repro another ticket. It seems SPG's in Arma 3 CAN use minimum elevation! This means they are even better suited for close encounters than they would be in real life. Then again, I didn't serve in the artillery corps, so can't be 100% sure about this. If this conversation keeps going, I will ask couple of friends who did serve in the artillery corps...

May 10 2016, 6:31 AM · Arma 3
Gekkibi added a comment to T73178: 2S9 Sochor gunner cannot use cannon manually to aim and shoot nearly targets.

I guess I'll have to stand corrected. However: self-propelled artilleries in Arma 3 have a minimum angle of negative degrees. I tested in the editor: it's actually very possible to destroy close targets with it!

And your example is not even remotely realistic. Arma 3 is about symmetrical warfare.

...And by the way... If you can't buy Arma 3, then how do you know you can't engage closeby targets (which you can, by the way)?

May 10 2016, 6:31 AM · Arma 3
amooei edited Steps To Reproduce on T73178: 2S9 Sochor gunner cannot use cannon manually to aim and shoot nearly targets.
May 10 2016, 6:31 AM · Arma 3
Gekkibi added a comment to T73178: 2S9 Sochor gunner cannot use cannon manually to aim and shoot nearly targets.

This is intended. It's SPA (self-propelled artillery), not MBT (main battle tank).

May 10 2016, 6:31 AM · Arma 3
Bohemia added a project to T73178: 2S9 Sochor gunner cannot use cannon manually to aim and shoot nearly targets: Arma 3.
May 10 2016, 6:31 AM · Arma 3
Bohemia updated subscribers of T73178: 2S9 Sochor gunner cannot use cannon manually to aim and shoot nearly targets.
May 10 2016, 6:31 AM · Arma 3
Fri13 added a comment to T73177: please add crosshair to gunships for pilot to aim rockets.

If camera could be shifted in X and Y axis so you can move it a side so vehicle is in any corner of view. Then the reticle in 3rd person view would be awesome.

It use to be there so you enabled free look pressing twice Alt button and then moving mouse so you could look different way. Then you just used joystick to fly and you could fire well.

May 10 2016, 6:31 AM · Arma 3
AD2001 added a comment to T73177: please add crosshair to gunships for pilot to aim rockets.

...or just remove 3rd person?

May 10 2016, 6:31 AM · Arma 3
amooei added a comment to T73177: please add crosshair to gunships for pilot to aim rockets.

issue exists yet!

May 10 2016, 6:31 AM · Arma 3
amooei added a comment to T73177: please add crosshair to gunships for pilot to aim rockets.

please add cross hair for kajman too when using unguided rockets, like AH-9 pawnee as you see in last image.

May 10 2016, 6:31 AM · Arma 3
Gekkibi added a comment to T73177: please add crosshair to gunships for pilot to aim rockets.

@AD2001

I guess I forgot to change the difficulty level... Sorry about that. ;)

May 10 2016, 6:31 AM · Arma 3
AD2001 added a comment to T73177: please add crosshair to gunships for pilot to aim rockets.

@Gekkibi

Really? I know there were crosshairs for all of the vehicles. Maybe they've been removed?

May 10 2016, 6:31 AM · Arma 3
Gekkibi added a comment to T73177: please add crosshair to gunships for pilot to aim rockets.

Confirmed, we don't have external camera crosshairs if using ANY vehicle.

In my opinion this is unwanted and unnecessary feature: downvoted.

May 10 2016, 6:31 AM · Arma 3
AD2001 added a comment to T73177: please add crosshair to gunships for pilot to aim rockets.

You're not using rockets, you're using the cannon.

May 10 2016, 6:31 AM · Arma 3
amooei added a comment to T73177: please add crosshair to gunships for pilot to aim rockets.

do you really tested what I say? new pic with rocket!

May 10 2016, 6:31 AM · Arma 3
amooei added a comment to T73177: please add crosshair to gunships for pilot to aim rockets.

AD2001 if you don't test issues that users report here so please do not dirt the posts maybe developers read this and try to fix

May 10 2016, 6:31 AM · Arma 3
AD2001 added a comment to T73177: please add crosshair to gunships for pilot to aim rockets.

Well, then, don't play 3rd person. You wouldn't be able to hit anything, anyway.

May 10 2016, 6:31 AM · Arma 3
amooei added a comment to T73177: please add crosshair to gunships for pilot to aim rockets.

see pic there is no crosshair in 3rd view

May 10 2016, 6:31 AM · Arma 3
amooei added a comment to T73177: please add crosshair to gunships for pilot to aim rockets.

sorry i don't know why the pic had problem here is other pic

May 10 2016, 6:31 AM · Arma 3
AD2001 added a comment to T73177: please add crosshair to gunships for pilot to aim rockets.

You do have crosshairs.
/downvoted

May 10 2016, 6:31 AM · Arma 3
AD2001 added a comment to T73177: please add crosshair to gunships for pilot to aim rockets.

What the hell is on that screenshot?

May 10 2016, 6:31 AM · Arma 3
Bohemia updated subscribers of T73176: White 3D UI markers too transparent and lack outlining.
May 10 2016, 6:31 AM · Arma 3
amooei edited Steps To Reproduce on T73177: please add crosshair to gunships for pilot to aim rockets.
May 10 2016, 6:31 AM · Arma 3
Bohemia added a project to T73177: please add crosshair to gunships for pilot to aim rockets: Arma 3.
May 10 2016, 6:31 AM · Arma 3
oggoeg edited Steps To Reproduce on T73176: White 3D UI markers too transparent and lack outlining.
May 10 2016, 6:31 AM · Arma 3
Fireball added a comment to T73175: floating rocks near agia stemma, altis.

Mass closing resolved issues not updated since November.

May 10 2016, 6:31 AM · Arma 3
Trpaslik added a comment to T73175: floating rocks near agia stemma, altis.

fix will appear in version 1.10
so wait for it

May 10 2016, 6:31 AM · Arma 3
mrflay edited Steps To Reproduce on T73175: floating rocks near agia stemma, altis.
May 10 2016, 6:31 AM · Arma 3
Bohemia added a project to T73175: floating rocks near agia stemma, altis: Arma 3.
May 10 2016, 6:31 AM · Arma 3
privitan added a comment to T73174: Some of the bridges get destroyed when hitting them.

This happen me too, south of Chalkeia 203111, the bridge with the metal barrier on the sides, if you it them of if you drive on it the bridge will disappear/collapse.
This happen with vehicle bigger then cars (Trucks, Tank).

This is the bugged bridge:

http://i1204.photobucket.com/albums/bb409/privitan/ARMA3%20BUGS/arma3BuggedBridge800x450.jpg

May 10 2016, 6:31 AM · Arma 3
Bohemia added a project to T73176: White 3D UI markers too transparent and lack outlining: Arma 3.
May 10 2016, 6:31 AM · Arma 3
Bohemia added a project to T73174: Some of the bridges get destroyed when hitting them: Arma 3.
May 10 2016, 6:31 AM · Arma 3
Bohemia updated subscribers of T73174: Some of the bridges get destroyed when hitting them.
May 10 2016, 6:31 AM · Arma 3
Bohemia added a comment to T73174: Some of the bridges get destroyed when hitting them.

I used to build bridges and I am a draughtsman specializing in reinforced concrete. Unless the bridge is designed to withstand the weight it will collapse.
It maybe that this is the way the game is made, as you said you cant reproduce it with a car

May 10 2016, 6:31 AM · Arma 3
zx64 added a comment to T73173: Headless Client automatically occupies a slot, which disappears from the slots list.

Update for 1.30: HC doesn't autoassign (if the mission has the default value for joinUnassigned) but also doesn't make a slot disappear.

May 10 2016, 6:31 AM · Arma 3
Gekkibi edited Steps To Reproduce on T73174: Some of the bridges get destroyed when hitting them.
May 10 2016, 6:31 AM · Arma 3
Gekkibi added a comment to T73174: Some of the bridges get destroyed when hitting them.

@JohnnieConcrete
Did you try this? Even a minimal hit with MBT will collapse the bridge. And could you explain that the biggest bridge in the game collapses so easily, but you can ram smaller ones full speed and nothing happens..?

May 10 2016, 6:31 AM · Arma 3
Ollem added a comment to T73173: Headless Client automatically occupies a slot, which disappears from the slots list.

Experience the same issue on Stable 1.04.111746

Very simple MP mission with 3 units on the map, no scripts etc.
2nd unit config:

id=1;
side="WEST";
vehicle="B_Soldier_F";
player="PLAY CDG";
forceHeadlessClient=1;
leader=1;
skill=0.60000002;
text="Unit_2_hc";
description="Unit_2_hc";

Expected behavior:
HC will connect automatically in 2nd player slot

Observed behavior:

  • HC will automatically connect to 1st available player slot and never in reserved hc slot

(This slot disappears from selectable players even if hc is dragged to other slot)

  • HC will in most cases(?) not init successfully after mission start due to timeout.
  • Manual drag to 2nd_hc slot of hc user is not possible
  • Manual drag to 1st or 3rd slot of hc user is possible. After manual drag to any slot HC inits successfully and mission starts successfully

Removing "forceHeadlessClient=1; " from 2nd unit
Observed behavior:

  • HC will automatically connect to 1st available player slot

(This slot disappears from selectable players even if hc is dragged to other slot)

  • HC will in most cases(?) not init successfully after mission start due to timeout.
  • Manual drag to 2nd_hc slot (or other slot) of hc user is now possible. After manual drag to any slot HC inits successfully and mission starts successfully .
May 10 2016, 6:31 AM · Arma 3
zx64 added a comment to T73173: Headless Client automatically occupies a slot, which disappears from the slots list.

Found this out with some unrelated testing, not necessarily directly useful but you never know...

If the mission has joinUnassigned=0 and disabledAI=1 in its description.ext, the headless client is able to automatically join "properly" (as in, spawns as a player in game).

Note that just joinUnassigned=0 on its own isn't sufficient.

May 10 2016, 6:31 AM · Arma 3
shukari added a comment to T73173: Headless Client automatically occupies a slot, which disappears from the slots list.

Tested in V1.24 and you must join two times... first join the HC go to the first not "forceHeadlessClient=1" Unit and the second try he is on the rigth slot...

May 10 2016, 6:31 AM · Arma 3
Bohemia updated subscribers of T73172: Editing Mode and Mouse Pointer in the new Editor GUI.
May 10 2016, 6:31 AM · Arma 3
Bohemia updated subscribers of T73173: Headless Client automatically occupies a slot, which disappears from the slots list.
May 10 2016, 6:31 AM · Arma 3
Bohemia added a project to T73173: Headless Client automatically occupies a slot, which disappears from the slots list: Arma 3.
May 10 2016, 6:31 AM · Arma 3
BlackMamb edited Steps To Reproduce on T73173: Headless Client automatically occupies a slot, which disappears from the slots list.
May 10 2016, 6:31 AM · Arma 3
MistyRonin added a comment to T73171: Blowing empty stuff is considered friendly fire, hence your squad mates attack you..

The whole point is absurd. Vehicles, ammo, and other assets are just tactical stuff, there should be able to destroy, capture, or do whatever you want with them; so NEVER should be faction binded.

As it happens in real life.

May 10 2016, 6:31 AM · Arma 3
Bear edited Steps To Reproduce on T73172: Editing Mode and Mouse Pointer in the new Editor GUI.
May 10 2016, 6:31 AM · Arma 3
Bohemia added a project to T73172: Editing Mode and Mouse Pointer in the new Editor GUI: Arma 3.
May 10 2016, 6:31 AM · Arma 3
Killzone_Kid added a comment to T73171: Blowing empty stuff is considered friendly fire, hence your squad mates attack you..

Haha funny you mention nintendo arcade kids because I think this mechanics of making you an enemy if you destroy own assets WAS designed to stop nintendo arcade kids from grieving. I agree with ripley, changing vehicle camo should count.

May 10 2016, 6:31 AM · Arma 3
heyvern69 added a comment to T73171: Blowing empty stuff is considered friendly fire, hence your squad mates attack you..

So the US has NEVER destroyed an asset to prevent the enemy from getting it?

Destroying a downed aircraft to prevent the enemy from getting it's technology is a legitimate military procedure.

Did you see what was left of the helicopter that was destroyed by Seal Team Six during the raid on Osama-Bin Laden's compound after it crash landed at the compound? The "ghost hawk" in ARMA 3 is partially based on that helicopter!

For co-op gameplay, we could use some type of "special action" or OPTION to occasionally allow the destruction of friendly assets (by friendly forces) when the situation calls for it.

Nintendo arcade kids can give this a million down votes if they want, but anyone with a single ounce of common sense KNOWS this is a perfectly legitimate complaint, regarding a real world military tactic.

May 10 2016, 6:31 AM · Arma 3
Bohemia added a comment to T73171: Blowing empty stuff is considered friendly fire, hence your squad mates attack you..

I'd like to point out, that some of the faction specific vehicles have camo textures for other factions. For example, the Pawnee has an AAF camo texture. This texture now becomes redundant, as if you destroy it as a member of Blufor, you go renegade. Although I understand the logic behind this issue, I do not think it is a good addition. Perhaps, there should be an option to make an empty vehicle neutral...

May 10 2016, 6:31 AM · Arma 3
Killzone_Kid added a comment to T73171: Blowing empty stuff is considered friendly fire, hence your squad mates attack you..

This is not a bug. Each vehicle or ammobox is faction specific. If you destroy object of the same faction as you this will be considered friendly fire and your rating will go down and then your side will switch to side ENEMY and then you will get attacked by friendly. If you however destroy objects of the enemy faction your rating will go up.

default faction relation:
blufor vs opfor - enemies
blufor vs independent - friends
opfor vs independent - enemies

Keep this in mind when blowing up assests. Sorry have to downvote your ticket.

May 10 2016, 6:31 AM · Arma 3
ceeeb added a comment to T73171: Blowing empty stuff is considered friendly fire, hence your squad mates attack you..

related to #5806

May 10 2016, 6:31 AM · Arma 3
MistyRonin edited Steps To Reproduce on T73171: Blowing empty stuff is considered friendly fire, hence your squad mates attack you..
May 10 2016, 6:31 AM · Arma 3
Bohemia added a project to T73171: Blowing empty stuff is considered friendly fire, hence your squad mates attack you.: Arma 3.
May 10 2016, 6:31 AM · Arma 3
Bohemia added a project to T73170: Light Armor takes too much damage or the MBT's don't do enough.: Arma 3.
May 10 2016, 6:31 AM · Arma 3
wallside added a comment to T73169: M4 Scorcher gunner cannot see heading.

related http://feedback.arma3.com/view.php?id=13304

May 10 2016, 6:31 AM · Arma 3
David77 edited Steps To Reproduce on T73170: Light Armor takes too much damage or the MBT's don't do enough..
May 10 2016, 6:31 AM · Arma 3
Bohemia updated subscribers of T73169: M4 Scorcher gunner cannot see heading.
May 10 2016, 6:30 AM · Arma 3
Gekkibi added a comment to T73169: M4 Scorcher gunner cannot see heading.

Confirmed, but this concerns 2S9 and M5 as well.
I vote it up if you edit your ticket and include those.

May 10 2016, 6:30 AM · Arma 3
WhereIsBeef edited Steps To Reproduce on T73169: M4 Scorcher gunner cannot see heading.
May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73169: M4 Scorcher gunner cannot see heading: Arma 3.
May 10 2016, 6:30 AM · Arma 3
HaydenG edited Steps To Reproduce on T73168: Ragdoll bodies do not interact with environment.
May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73168: Ragdoll bodies do not interact with environment: Arma 3.
May 10 2016, 6:30 AM · Arma 3
AD2001 added a comment to T73168: Ragdoll bodies do not interact with environment.

The bullets shouldn't affect the bodies that much. I don't want CS style bodies flying 5 meters into the air when hit by a 9mm.

May 10 2016, 6:30 AM · Arma 3
Bohemia updated subscribers of T73167: Player can use * to look into his own body.
May 10 2016, 6:30 AM · Arma 3
HaydenG added a comment to T73167: Player can use * to look into his own body.

I disagree simply reducing the range of motion for free look would probably fix the problem. especially in the up and down axis, right left is fine.

May 10 2016, 6:30 AM · Arma 3
Linkin added a comment to T73167: Player can use * to look into his own body.

This is a clipping issue - also dependant on whether you're using a custom field of view or not.

Needs clarification.

May 10 2016, 6:30 AM · Arma 3
HaydenG edited Steps To Reproduce on T73167: Player can use * to look into his own body.
May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73167: Player can use * to look into his own body: Arma 3.
May 10 2016, 6:30 AM · Arma 3
Fank added a comment to T73166: Thermal on TWS scope turns off after changing rate of fire while ADS..

Duplicate of 14047

May 10 2016, 6:30 AM · Arma 3
supercereal4 added a comment to T73166: Thermal on TWS scope turns off after changing rate of fire while ADS..

Duplicate of/related to http://feedback.arma3.com/view.php?id=14047

May 10 2016, 6:30 AM · Arma 3
BloonerNL added a comment to T73166: Thermal on TWS scope turns off after changing rate of fire while ADS..

Yup can comfirm this. It actually saves the "state" of the vision mode for each fire-rate setting individually.

May 10 2016, 6:30 AM · Arma 3
russian_skunk added a comment to T73166: Thermal on TWS scope turns off after changing rate of fire while ADS..

My apologies.

May 10 2016, 6:30 AM · Arma 3
russian_skunk edited Steps To Reproduce on T73166: Thermal on TWS scope turns off after changing rate of fire while ADS..
May 10 2016, 6:30 AM · Arma 3
Gronind added a comment to T73165: Arma 3 crashes after i chanve.

it was overheating processor.

May 10 2016, 6:30 AM · Arma 3
Bohemia updated subscribers of T73165: Arma 3 crashes after i chanve.
May 10 2016, 6:30 AM · Arma 3
Astaroth added a comment to T73165: Arma 3 crashes after i chanve.

It is not possible download these files, because:
Not Found
Error 404

arma3_2013-09-22_01-25-16.mdmp
arma3_2013-09-22_01-25-16.rpt
arma3_2013-09-21_23-14-41.rpt
arma3_2013-09-21_23-39-07.rpt

May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73166: Thermal on TWS scope turns off after changing rate of fire while ADS.: Arma 3.
May 10 2016, 6:30 AM · Arma 3
Gronind edited Steps To Reproduce on T73165: Arma 3 crashes after i chanve.
May 10 2016, 6:30 AM · Arma 3
Bohemia added a comment to T73164: 9mm Rounds Far too Weak.

I'm playing on the highest difficulty. And I feel that if you fired three or four pistol rounds into somebody, wearing combat fatigues and a vest, they'd do more than just... well... flinch.

May 10 2016, 6:30 AM · Arma 3
Bohemia added a comment to T73164: 9mm Rounds Far too Weak.

Also, try using a silencer on a 9mm weapon. Perhaps that's when it's most obvious. At close ranges, a silenced 9mm round would still be lethal if well placed.

May 10 2016, 6:30 AM · Arma 3
komu added a comment to T73164: 9mm Rounds Far too Weak.

It's far to weak, 1 round headshot is not possible with a pistol. Also, the pistol cant even penetrate glass in this game, I don't see how that's even close to realistic.

May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73165: Arma 3 crashes after i chanve: Arma 3.
May 10 2016, 6:30 AM · Arma 3
Bohemia updated subscribers of T73164: 9mm Rounds Far too Weak.
May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73164: 9mm Rounds Far too Weak: Arma 3.
May 10 2016, 6:30 AM · Arma 3
Bohemia edited Steps To Reproduce on T73164: 9mm Rounds Far too Weak.
May 10 2016, 6:30 AM · Arma 3
Linkin added a comment to T73164: 9mm Rounds Far too Weak.

What difficulty are you playing on? Try veteran or higher.

May 10 2016, 6:30 AM · Arma 3