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May 10 2016

troyisaac added a comment to T74946: No sound in ArmA 3 at all..

i've come across the same ordeal. No audio for arma 3 only, everything else is fine. when i go to my audio mixer, arma never even shows up? idk. everything was fine until like 2 days ago.

May 10 2016, 7:23 AM · Arma 3
jaszczomb19 added a comment to T74946: No sound in ArmA 3 at all..

Yes, only this game does this. Options in-game are useless in this case.

May 10 2016, 7:23 AM · Arma 3
Unknown Object (User) added a comment to T74946: No sound in ArmA 3 at all..

i know you may have already done this........ tried checking game files?

May 10 2016, 7:23 AM · Arma 3
jaszczomb19 added a comment to T74946: No sound in ArmA 3 at all..

Sure, did this twice.

May 10 2016, 7:23 AM · Arma 3
Bohemia updated subscribers of T74946: No sound in ArmA 3 at all..
May 10 2016, 7:23 AM · Arma 3
stonestriker added a comment to T74946: No sound in ArmA 3 at all..

Sound works fine for me

May 10 2016, 7:23 AM · Arma 3
Unknown Object (User) added a comment to T74946: No sound in ArmA 3 at all..

have you checked your sound options in-game? is this the only game that does this?

May 10 2016, 7:23 AM · Arma 3
jaszczomb19 edited Steps To Reproduce on T74946: No sound in ArmA 3 at all..
May 10 2016, 7:23 AM · Arma 3
Bohemia added a project to T74946: No sound in ArmA 3 at all.: Arma 3.
May 10 2016, 7:23 AM · Arma 3
Lionhawk added a comment to T74945: Game freezes after a mission..

No, it does this with me too. I wish I had seen this before I reported the issue as well.

May 10 2016, 7:23 AM · Arma 3
Bohemia added a project to T74945: Game freezes after a mission.: Arma 3.
May 10 2016, 7:23 AM · Arma 3
nunoaku edited Steps To Reproduce on T74945: Game freezes after a mission..
May 10 2016, 7:23 AM · Arma 3
AD2001 added a comment to T74945: Game freezes after a mission..

Do you have any mods installed?

May 10 2016, 7:23 AM · Arma 3
Bohemia added a project to T74944: Invisible items in backpack: Arma 3.
May 10 2016, 7:23 AM · Arma 3
Bohemia updated subscribers of T74944: Invisible items in backpack.
May 10 2016, 7:23 AM · Arma 3
Gaystave edited Steps To Reproduce on T74944: Invisible items in backpack.
May 10 2016, 7:23 AM · Arma 3
redstone added a comment to T74942: Hellcat rotor breaks if someone stands next to it.

It's a duplicate of this bug - 0016456 (http://feedback.arma3.com/view.php?id=16456), please monitor that.

May 10 2016, 7:23 AM · Arma 3
fugasjunior edited Steps To Reproduce on T74943: Rock model bug.
May 10 2016, 7:23 AM · Arma 3
Bohemia updated subscribers of T74941: TransportAmmo of ammotrucks too low.
May 10 2016, 7:23 AM · Arma 3
Iratus edited Steps To Reproduce on T74942: Hellcat rotor breaks if someone stands next to it.
May 10 2016, 7:23 AM · Arma 3
Bohemia added a project to T74942: Hellcat rotor breaks if someone stands next to it: Arma 3.
May 10 2016, 7:23 AM · Arma 3
Bohemia added a project to T74943: Rock model bug: Arma 3.
May 10 2016, 7:23 AM · Arma 3
Iratus edited Steps To Reproduce on T74941: TransportAmmo of ammotrucks too low.
May 10 2016, 7:23 AM · Arma 3
Pancake added a comment to T74940: removeItemFromXXX doesn't work with magazines but addItemToXXX does....

'RemoveItem' and 'RemoveItemFromXXX' also doesn't work with weapons even though the 'AddItem' variant does work with weapons.

May 10 2016, 7:23 AM · Arma 3
Bohemia updated subscribers of T74940: removeItemFromXXX doesn't work with magazines but addItemToXXX does....
May 10 2016, 7:23 AM · Arma 3
Iceman77 added a comment to T74940: removeItemFromXXX doesn't work with magazines but addItemToXXX does....

Or could we atleast get a removeMagazineFromXXX series of commands?

May 10 2016, 7:23 AM · Arma 3
Bohemia added a project to T74941: TransportAmmo of ammotrucks too low: Arma 3.
May 10 2016, 7:23 AM · Arma 3
Bohemia added a project to T74940: removeItemFromXXX doesn't work with magazines but addItemToXXX does...: Arma 3.
May 10 2016, 7:23 AM · Arma 3
zero_sum added a comment to T74939: Standing near burning wrecks or staring at it causes severe FPS drop.

@Goomer

Yes, the Ahoy World Invade and Annex servers I know I have experienced it on. They use that revive script (stated on their site to confirm).

Also the Hostile Takeover servers running the King of the Hill mission. I definitely had it on the EU server of theirs a few times and I think the revive script is the same one, judging from observation.

So it may well be the revive script.

In any case since the update to 1.10 for stable branch I have had less instances and of less severity (FPS drop but not to >1 FPS). It may have been a change in the script or in Arma 3 itself. Unsure but happier.

Edit: Small error in grammar.

May 10 2016, 7:23 AM · Arma 3
Iceman77 edited Steps To Reproduce on T74940: removeItemFromXXX doesn't work with magazines but addItemToXXX does....
May 10 2016, 7:23 AM · Arma 3
Goomer added a comment to T74939: Standing near burning wrecks or staring at it causes severe FPS drop.

@zero_sum: Yes, that does ring a bell. I've experienced this bug with the invade and annex missions, but was unable to repro in an empty mission.

May 10 2016, 7:23 AM · Arma 3
galzohar added a comment to T74939: Standing near burning wrecks or staring at it causes severe FPS drop.

Seems related to #9080
http://feedback.arma3.com/view.php?id=9080

May 10 2016, 7:23 AM · Arma 3
zero_sum added a comment to T74939: Standing near burning wrecks or staring at it causes severe FPS drop.

I have experienced this bugged and I was glad to find it already documented. The performance issue has a very negative effect on the way you play the game. It changes the dynamics of play drastically as you have to factor in a threat to your system along side the virtual threats from the enemy. Breaks immersion severely and blocks entirely scenarios like dragging friendlies from danger etc.

May 10 2016, 7:23 AM · Arma 3
Goomer added a comment to T74939: Standing near burning wrecks or staring at it causes severe FPS drop.

There were other tickets describing the same issue. It's stated there that this only occurs in missions with (some) revive scrpts.

May 10 2016, 7:23 AM · Arma 3
zero_sum added a comment to T74939: Standing near burning wrecks or staring at it causes severe FPS drop.

The times I have experienced the bug I was on servers running the =btc= revive script, I believe. I could be wrong there, just off the top of my head.

Does that ring a bell Goomer?

May 10 2016, 7:23 AM · Arma 3
Pellejones added a comment to T74939: Standing near burning wrecks or staring at it causes severe FPS drop.

Our community has also experienced this very often. It happens next to a camp fire or burning wreck.

May 10 2016, 7:23 AM · Arma 3
galzohar added a comment to T74939: Standing near burning wrecks or staring at it causes severe FPS drop.

I haven't took the time to try reproduce in vanilla, but seen reports on the Tactical Battlefield forums that this also happens in vanilla and not just in the Tactical Battlefield mod.

May 10 2016, 7:23 AM · Arma 3
gonn edited Steps To Reproduce on T74939: Standing near burning wrecks or staring at it causes severe FPS drop.
May 10 2016, 7:23 AM · Arma 3
Bohemia added a project to T74939: Standing near burning wrecks or staring at it causes severe FPS drop: Arma 3.
May 10 2016, 7:23 AM · Arma 3
dookiejones edited Steps To Reproduce on T74938: MI-48 Kajman AI gunner does not fire APDS at helicopters..
May 10 2016, 7:23 AM · Arma 3
Bohemia updated subscribers of T74939: Standing near burning wrecks or staring at it causes severe FPS drop.
May 10 2016, 7:23 AM · Arma 3
Bohemia updated subscribers of T74938: MI-48 Kajman AI gunner does not fire APDS at helicopters..
May 10 2016, 7:23 AM · Arma 3
PenguinInATuxedo added a comment to T74939: Standing near burning wrecks or staring at it causes severe FPS drop.

I have experienced this one many times and so have my ArmA community this need to be fixed ASAP, I don;t understand how an issue this big even got into the main build of the game.

When the vehicle is on fire everyone in server who is close to vehicle gets 0-2 FPS if you are very close you will need to restart ArmA but if you are near the edge you can manage to move out of the 'Blackhole' and recover your FPS.

Once the fire goes away most of the time you can walk near the vehicles again but it isn't a certainty.

This and the Hellcat rotors breaking when someone walks under them are breaking the game for my ArmA community right now.

May 10 2016, 7:23 AM · Arma 3
CaptainAimbot added a comment to T74937: AAF Buzzard jet (AA Version) has wrong camo pattern.

Why not having 2 camotypes?
I mean, the blackhawk also has 2 camotypes so the jets could have this as well since AAF is very green oriented.

May 10 2016, 7:23 AM · Arma 3
Peter added a comment to T74937: AAF Buzzard jet (AA Version) has wrong camo pattern.

Variety is important...like many other things. Upvoted anyways.

May 10 2016, 7:23 AM · Arma 3
gutsnav added a comment to T74937: AAF Buzzard jet (AA Version) has wrong camo pattern.

Watch this video. It looks so much better with that camo scheme.

http://www.youtube.com/watch?v=COkplR_5UQA

May 10 2016, 7:23 AM · Arma 3
Bohemia added a project to T74938: MI-48 Kajman AI gunner does not fire APDS at helicopters.: Arma 3.
May 10 2016, 7:23 AM · Arma 3
AssassinenMuffin added a comment to T74937: AAF Buzzard jet (AA Version) has wrong camo pattern.

@AD2001 a air to air jet not having the right camo type is a missing feature.

What feature is missing?

Visual camo for Buzard (AA). id say its right

May 10 2016, 7:23 AM · Arma 3
AD2001 added a comment to T74937: AAF Buzzard jet (AA Version) has wrong camo pattern.

Okay, it is a missing feature, but it wasn't promised, so you shouldn't have exepected it.

May 10 2016, 7:23 AM · Arma 3
AssassinenMuffin added a comment to T74937: AAF Buzzard jet (AA Version) has wrong camo pattern.

@AD2001 but it wasnt expected having CAS camo on AA fithers. "Oh you wanted a woodland guilly suit? well, we only have these desert ones, but hey, guilly suit is guilly suit, should work too, right?"

May 10 2016, 7:23 AM · Arma 3
Wolfe added a comment to T74937: AAF Buzzard jet (AA Version) has wrong camo pattern.

At the very least it would add some nice variety.

May 10 2016, 7:23 AM · Arma 3
redstone added a comment to T74937: AAF Buzzard jet (AA Version) has wrong camo pattern.

It's based on our own design. This texture maybe will be delivered with the others, but at the moment it's feature, not a bug.

May 10 2016, 7:23 AM · Arma 3
gutsnav added a comment to T74937: AAF Buzzard jet (AA Version) has wrong camo pattern.

Yes, but that is the only picture with a sensible camouflage scheme.

May 10 2016, 7:23 AM · Arma 3
AD2001 added a comment to T74937: AAF Buzzard jet (AA Version) has wrong camo pattern.

Yes, it is, but you can't say it's missing feature if it's wrong camo.

May 10 2016, 7:23 AM · Arma 3
Bohemia added a project to T74937: AAF Buzzard jet (AA Version) has wrong camo pattern: Arma 3.
May 10 2016, 7:23 AM · Arma 3
Bohemia updated subscribers of T74937: AAF Buzzard jet (AA Version) has wrong camo pattern.
May 10 2016, 7:23 AM · Arma 3
AD2001 added a comment to T74937: AAF Buzzard jet (AA Version) has wrong camo pattern.

Yes, it is. They're working on it.

And the jet in the picture has a hexagonal camo, which means it was planned to be used by CSAT before the release.

May 10 2016, 7:23 AM · Arma 3
gutsnav edited Steps To Reproduce on T74937: AAF Buzzard jet (AA Version) has wrong camo pattern.
May 10 2016, 7:23 AM · Arma 3
msy edited Steps To Reproduce on T74936: at dev branch 113567, after repairing the vehicle the AI keeps crouching and won't move.
May 10 2016, 7:23 AM · Arma 3
Bohemia updated subscribers of T74936: at dev branch 113567, after repairing the vehicle the AI keeps crouching and won't move.
May 10 2016, 7:23 AM · Arma 3
tyl3r99 added a comment to T74935: arma 3 homepage incorrect spelling on countdown to ep.2 campaign.

it seems to have been fixed :/

weird.....

May 10 2016, 7:23 AM · Arma 3
Bohemia added a project to T74936: at dev branch 113567, after repairing the vehicle the AI keeps crouching and won't move: Arma 3.
May 10 2016, 7:23 AM · Arma 3
Bohemia added a project to T74935: arma 3 homepage incorrect spelling on countdown to ep.2 campaign: Arma 3.
May 10 2016, 7:23 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T74935: arma 3 homepage incorrect spelling on countdown to ep.2 campaign.
May 10 2016, 7:23 AM · Arma 3
Fireball added a comment to T74933: BIS_FNC_itemType doesn't support goggles (eyewear).

Mass-closing resolved issues updated only last year - assuming fixed correctly.

Cheers!

May 10 2016, 7:23 AM · Arma 3
Wolfe edited Steps To Reproduce on T74934: AI still swimming after they get out of water..
May 10 2016, 7:23 AM · Arma 3
Bohemia added a project to T74934: AI still swimming after they get out of water.: Arma 3.
May 10 2016, 7:23 AM · Arma 3
Moricky added a comment to T74933: BIS_FNC_itemType doesn't support goggles (eyewear).

Fixed, ["Glasses","Glasses"] will now be returned.
Will appear in the next dev build (which, I'm afraid, is next year).

May 10 2016, 7:23 AM · Arma 3
Iceman77 added a comment to T74933: BIS_FNC_itemType doesn't support goggles (eyewear).

Thankyou.

May 10 2016, 7:23 AM · Arma 3
Iceman77 edited Steps To Reproduce on T74933: BIS_FNC_itemType doesn't support goggles (eyewear).
May 10 2016, 7:23 AM · Arma 3
Bohemia added a project to T74933: BIS_FNC_itemType doesn't support goggles (eyewear): Arma 3.
May 10 2016, 7:23 AM · Arma 3
Fireball added a comment to T74932: Realistic Bullet Impact Consequences.

Dupe of #8799.

May 10 2016, 7:23 AM · Arma 3
Bohemia added a project to T74932: Realistic Bullet Impact Consequences: Arma 3.
May 10 2016, 7:23 AM · Arma 3
J3L edited Steps To Reproduce on T74932: Realistic Bullet Impact Consequences.
May 10 2016, 7:23 AM · Arma 3
Bohemia updated subscribers of T74931: AI reacting unrealistically fast (turn off vehicle lights as soon as the first bullet hits their vehicles hull etc.).
May 10 2016, 7:23 AM · Arma 3
Bohemia updated subscribers of T74932: Realistic Bullet Impact Consequences.
May 10 2016, 7:23 AM · Arma 3
Bohemia added a project to T74930: Typo mistake regarding T100 Varsuk - Cannon 120mm VS 135mm: Arma 3.
May 10 2016, 7:23 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T74931: AI reacting unrealistically fast (turn off vehicle lights as soon as the first bullet hits their vehicles hull etc.).
May 10 2016, 7:23 AM · Arma 3
Wess edited Steps To Reproduce on T74930: Typo mistake regarding T100 Varsuk - Cannon 120mm VS 135mm.
May 10 2016, 7:23 AM · Arma 3
Bohemia added a project to T74931: AI reacting unrealistically fast (turn off vehicle lights as soon as the first bullet hits their vehicles hull etc.): Arma 3.
May 10 2016, 7:23 AM · Arma 3
Rassiva edited Steps To Reproduce on T74929: modules missing/removed?.
May 10 2016, 7:23 AM · Arma 3
Bohemia added a project to T74929: modules missing/removed?: Arma 3.
May 10 2016, 7:23 AM · Arma 3
Bohemia updated subscribers of T74929: modules missing/removed?.
May 10 2016, 7:23 AM · Arma 3
DarkDruid added a comment to T74928: MQ4A Greyhawk - Engine restarts itself, resulting in MQ4A Greyhawk runaway in NATO Showcase mission.

No reaction for more than a month. Closing as fixed.

May 10 2016, 7:23 AM · Arma 3
MadDogX added a comment to T74928: MQ4A Greyhawk - Engine restarts itself, resulting in MQ4A Greyhawk runaway in NATO Showcase mission.

Mass closing tickets marked as resolved more than 1 month ago.

If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.

May 10 2016, 7:23 AM · Arma 3
DarkDruid added a comment to T74928: MQ4A Greyhawk - Engine restarts itself, resulting in MQ4A Greyhawk runaway in NATO Showcase mission.

Should be fixed in current version of dev build. Could you please check it and confirm? Thanks

May 10 2016, 7:23 AM · Arma 3
Killzone_Kid added a comment to T74927: Add "parseArray" command.

magic! :)

May 10 2016, 7:23 AM · Arma 3
Wess edited Steps To Reproduce on T74928: MQ4A Greyhawk - Engine restarts itself, resulting in MQ4A Greyhawk runaway in NATO Showcase mission.
May 10 2016, 7:23 AM · Arma 3
Bohemia added a project to T74928: MQ4A Greyhawk - Engine restarts itself, resulting in MQ4A Greyhawk runaway in NATO Showcase mission: Arma 3.
May 10 2016, 7:23 AM · Arma 3
Killzone_Kid added a comment to T74927: Add "parseArray" command.

https://community.bistudio.com/wiki/splitString
https://community.bistudio.com/wiki/joinString

are good enough. closing

May 10 2016, 7:23 AM · Arma 3
MaHuJa added a comment to T74927: Add "parseArray" command.

This was the first place I learned of the substrings method.

Combined with find, this makes it easier to make a parseArray ourselves.
Especially if you don't require the regular syntax for it.

But if you apply the magic words "fixed size records" then things can really take off.
_res1 = _res select [0,10];
_res2 = _res select [10,10];
_res3 = parsenumber (_res select [20,10]);

May 10 2016, 7:23 AM · Arma 3
Killzone_Kid added a comment to T74927: Add "parseArray" command.

@Deadfast what about getArray? It reads config entry expecting array, can it be tricked to read a string from sqf?

May 10 2016, 7:23 AM · Arma 3
Killzone_Kid added a comment to T74927: Add "parseArray" command.

@MaHuJa new substring functionality can be used to cherry pick results from extension return. You can basically get numbers and strings avoiding call compile

res = "[123,'hello']";
parseNumber (res select [1,3]) 123 number
res select [6,5]
hello string

better than nothing I guess

May 10 2016, 7:23 AM · Arma 3
Deadfast added a comment to T74927: Add "parseArray" command.

<b>getArray</b> doesn't do any parsing, it just returns the array value that is held in memory since the game start, which is when the entire config will have been parsed.

May 10 2016, 7:23 AM · Arma 3
Killzone_Kid added a comment to T74927: Add "parseArray" command.

So there is a parser that parses config arrays, why can't it be used again? The difference between config arrays and sqf arrays is {} instead of []. I would be happy if this parser was limited to strings booleans and numbers.

May 10 2016, 7:23 AM · Arma 3
MaHuJa added a comment to T74927: Add "parseArray" command.

Setting performance aside for a moment, the other problem with the call compile is that it allows the parameter to have code in it, which will immediately be executed. Especially while there is no signing for extensions, this is a bad thing.

Back to performance:
I've gotten the compile function to lock the game up for >20 minutes. (It wasn't completely accidental but the magnitude was surprising.)
Basically I don't think the performance of a parseArray would get anywhere near as bad because there's a lot it doesn't need to handle, like the creation of a value of type CODE.

May 10 2016, 7:23 AM · Arma 3
Killzone_Kid added a comment to T74927: Add "parseArray" command.

All it needs to understand is

anything in "" or '' is a string
true or false is boolean
anything in [] is another array like this one
and 0-9 is a number

I think we can safely exclude objects and variables.

Of course if we could just pass and receive array from extension...

May 10 2016, 7:23 AM · Arma 3
Deadfast added a comment to T74927: Add "parseArray" command.

<i>Why can't parseArray just remove "" and treat the content as if I typed array? I am not 100% on how SQF gets converted into C++, but would this "[]" to [] conversion be possible before SQF becomes C++ code?</i>

Well it essentially does that. The reason the former is much faster is because it was <i>already</i> compiled alongside the rest of the script. If you were to measure the time it takes for the <b>whole</b> script to call compile preprocessFile you'd notice little difference.

SQF never becomes C++ code, it just gets broken down to instructions that are interpreted by the engine (which just happens to be written in C++).

<i>although parseNumber is slightly slower than 1st example it is much faster than call compile workaround.</i>

When you use <b>parseNumber</b> it already knows the input string (should) contain a number so it just (presumably) calls atof to get the numeric value.

With <b>compile</b> the script interpreter has no idea what it could find in the string so it has to interpret it.

May 10 2016, 7:23 AM · Arma 3
Killzone_Kid added a comment to T74927: Add "parseArray" command.

If you compare the speed of for example

a = [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1];

and

a = call compile "[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]";

the latter is almost 5 times slower.

Why can't parseArray just remove "" and treat the content as if I typed array? I am not 100% on how SQF gets converted into C++, but would this "[]" to [] conversion be possible before SQF becomes C++ code?

May 10 2016, 7:23 AM · Arma 3
Killzone_Kid added a comment to T74927: Add "parseArray" command.

Or maybe modify getArray so that instead of config entry we can pass value formatted like config entry?

getArray {1,1,1,1,1,1,1}?

I've compared

a = 123456;
vs
a = parseNumber "123456";
vs
a = call compile "123456";

although parseNumber is slightly slower than 1st example it is much faster than call compile workaround.

May 10 2016, 7:23 AM · Arma 3