Getting an AI gunner to fire at all seems difficult.
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Arma 3 Activity
May 10 2016
Looks like fixed in dev 1.03.111052
found the other entry....
Still here in dev 1.03.110747
+10
As a mission designer, this would be extremely useful in designing Bases that aren't in-game by default.
Hey! Thank you for the report!
Using the same setup I was now able to separately set up the inputs without any red conflicts shown.
Could you please check, if this request is still valid?
Thanks a lot!
Sure having the name of all the props at hand for scripting would be helpful, upvoted +1
Yup, it also hardly rearms other vehicles. Addfng custom ammo ends up in the side crate of the truck (small amount). I ended up creating my own scripted service points for the jets, because the trucks are useless.
No arming, no refueling, no repair in ARMA3 - great! None of these features work correctly. Only solution is to get another vehicle - which is hardly practical in the middle of a war!
We need a rearm module! I'm not sure how I triggered it but I saw a whole page of support options - which worked briefly but I haven't been able to bring that Support menu up again. It said work in progress - so I guess the support feature is in the bulging pipeline - if you'll excuse the pun.
Of course the community has numerous support scripts out there but I for one am getting damn tired of having to add 100's of addons just to make ARMA3 function well.
Mass-closing resolved issues updated only last year - assuming fixed correctly.
Cheers!
Thanks for feedback, should be fixed in the following DEV update...
duplicate: http://feedback.arma3.com/view.php?id=10671
It took me a bit to notice. But yeah.
Confirmed!
...I knew something was wrong when I test-drived the vehicle but couldn't tell what. ;)
I just wanted to point out that the problem is still there.
I have a similar problem except that the trigger fires immediately once the mission starts. Usually when it is a BLUFOR or OPFOR or INDEPENDENT to be in PRESENT or NOT PRESENT trigger conditions. It even happens when the trigger is grouped to a unit to link it to that specific unit. I have version 1.52.
Not in a 1x1 trigger in the middle of the road
Confirmed.
Animals might be the cause, though.
A snake can come to that one square meter.
In the time it takes my rig to exit the completed loading screen? Besides, it's besides (not intended) the point. The point is it doesn't matter what faction, the trigger is ignored.
Just follow the repro steps, as I'm not sure if it's a user-error or not. If you get a faulty trigger from those steps, I'm sure it's not on my end.
Not even going to honour that with a proper response.
Nevertheless, there's nothing in the trigger when the missions starts. The synched objects move anyway.
BOOtsy is right,
Animals should be in a "NEW" Animal faction, not in the civilian faction.
Can you upload a repro mission?
Obviously condition: this = true.
snakes are civilians too.
Please FIX THIS!!!!
Now since the full release and the introduction of the rain effect on the screen (very similar if not the same rain as Operation Flashpoint) all my missions on my server are now set in a torrential downpour.
Even with clear blue sky above it still seems to rain just because there are a few clouds.
Agreed, its a bit annoying. Most of the time you just want a nice cloud cover (55%) and you get constant rain. Keeping cloud cover below 50% removes the rain (less clouds thus). PS, you can not remove rain manually without reducing cloud cover, the sliders are linked.
Turn rain to manual. The automatic one gives you rain all the time.
Yeah that's exactly what I mean, the automatic rain should be realistic :-)
Majority of players use keyboard for driving. Because you can't adjust how much you are accelerating or decelerating, the driving would look something like this:
http://media.tumblr.com/tumblr_lfwo3hUxbD1qczvml.gif
That makes sense.
But a blur effect could be more appropriate to do this.
i thinks this is supposed to increase the speed effect. If it's right, I think faster you go, smaller should be the fov, to simulate the decrease perception of your environement. However, not really important for me.
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.
Do you have more crashdumps please? Thank you.
After searching, I didn't see any other posts about this issue. Heres a video for this if its needed.
no after patch 1.2 FPS is better and no crashes happened for low FPS thanks
Fixed in last patch.
Do you have still this issue after patch 1.2?
I cleaned path c/users/appdata/local/arma3 then played game and crashed so I think every file in that path is relate to that crash!
I was in a helicopter after dismounting and move for get in tank game just crashed, I just crashed several times for several playing that mission! and before crash FPS was too low and lag was kiling me
I see two crashes. Do you know which one is from tank showcase? First or second or both? What happened before crash in game? (you only drive, you shoot, you destroyed tank?)
Hello the issue first occured to me with the 1.02 update of the game.
My current game version is 1.02.110654
doesnt show up in inventory nor can be be used at all
It seems that the binocular/Laserdestinator do work in singleplayer but do not work in multiplayer.
I have the same problem using the current dev branch. I thought they weren't working at all, but now after testing I can confirm that I can use them by pressing B, however they don't show up in my inventory
to clarify: Im using the current Dev build 1.03.110304
I have the same issue. Was there one minute, gone the next :(
He is talking about that it is not shown in the gear dialog not that it doesn't exist at all in the unit.
I pressed G and the Inventory opened and there was Rangefinder there, although bohemia is assigned this post but I have no this problem in arma 3 1.0.109.911