Nope, there's no such thing in vanilla Arma 3. Report it to the mission author.
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May 10 2016
There isn't anything that shows the names of players in your vehicle in vanilla Arma 3. The second thing could just be disabled on the server.
Maybe the missions were made by the same author, or the original author made the script public so that anyone can use it.
I'm not sure which name showing script you're talking about, can you upload a screenshot to a site such as Imgur or Imageshack and post the link here?
This is an issue with a 3rd party script, report it to the author and close this ticket.
Confirmed.
There's also a "@STR_A3_Group_Unknown" or something like that at some points in the campaign.
Unable to repro.
So what if they have the same amounts of everything? Maybe both NATO and CSAT found out that it's the ideal amount of things to carry.
The "imbalance" comes from the differences in their weapons. For example, the Katiba series has a higher bullet velocity and less recoil than the MX series. And the Zafir is undeniably the best man portable MG in the game.
Copy&paste from an older ticket, so some of the information is outdated:
Let's compare all the vehicles, shall we?
Quadbike - Yeah, the same as it's always been.
MRAPs - Some are faster, some are smaller, some have commanders, some don't. I don't see the point of more differences.
APCs (wheeled) - The AAF one has missiles and a 30 mm cannon, the NATO one has a 40 mm and a 6.5 coax and the CSAT one has 2 less wheels (not like it makes a huge difference, though it's easier to disable it with small arms) and a 40 mm cannon with less ammo and without the APFSDS-T rounds.
IFVs (tracked) - The NATO one has very thin armour, while the CSAT one has better armour AND ATGMs. All other weapons are the same.
MBTs - They both have a 120 mm cannon, but the NATO one can carry 6 people in the back, while the CSAT one is smaller and more agile (or is it?).
Attack helicopters - The CSAT one is a flying tank, it has 8 ATGMs, 38 rockets and a 30 mm autocannon. In addition to that, it can carry 8 people in the back. The NATO one is very fragile, has only a 20 mm (pretty much useless the way it is now), 24 DAGRs (which are, AFAIK, supposed to be as powerful as the DARs on the AH-9s, but they can still take out APCs in one hit) and 4 ASRAAMs. It is faster and more agile, though.
Light transport/attack helis - Only NATO has them.
Medium transport helis - The PO-30 and the UH-80 belong in this category. The UH-80 is bigger and has just two miniguns, while the PO-30 has either no armament or 12 DAGRs and a 6.5 minigun.
Heavy transport helicopters - Only AAF has them (at the moment?).
Jets - Only AAF has them, at the moment.
Armed boats - The NATO and AAF have a 40 mm GMG and a 6.5 minigun, while the CSAT one has a 40 mm and a .50 cal HMG.
Uunarmed boats - The same for every faction, I don't see a point in them being different.
AA and arty vehicles - Okay, they're completely the same, just mounted on a different chassis. NATO does have an MLRS, though.
Now, the weapons:
Main service rifles - NATO and CSAT are pretty much the same, though since CSAT rifle uses a bulpup design, it has a higher muzzle velocity. AAF and FIA use a 5.56 NATO rifles, which are weaker than the NATO and CSAT ones.
DMRs - NATO uses a variant of the main service rifle, which has a uses 6.5, while CSAT uses a 7.62 rifle. AAF also uses a 7.62, but with bigger magazines, than the CSAT one.
Carbines - Both use variants of the main rifle.
LMGs - NATO uses a variant of the main rifle, while CSAT uses a 7.62 rifle, with bigger magazines, but a slightly slower rate of fire than the NATO one. AAF uses a 6.5 caliber LMG with bigger mags than the NATO one and around the same RoF.
Sniper rifles - NATO uses a .408 rifle with 7 round mags, while CSAT and AAF use a .50 cal Russian rifle with 5 round mags. All of them are, obviously, bolt-action.
Launchers - NATO uses a guided launcher that can lock-on onto ground vehicles, while CSAT and AAF use unguided RPGs.
Pistols - NATO and CSAT pistols are completely the same, but how different were they in Arma 2? AAF uses a 1911 variant.
Heavy pistols - NATO uses an 11 round .45 ACP semi-auto pistol, while CSAT has a .45 ACP 6 round revolver.
Heavy AA and AT launcher - OK, you got me.
Confirmed, this makes the jet pretty much useless for strafing runs as you can't hit anything.
All the textures on the attached screenshots are leftovers from the time when all the factions used different tech.
The textures are just bonuses, left there by BIS to help modders and make their life easier. But no, they can't accept this generous "gift" from BIS, they just want more.
But that's not what the ticket is about.
Are you actually seeing the rounds impacting too low?
They changed it somewhere during the Alpha or Beta, but all existing users kept the same controls IIRC.
Yes, I'm telling you that. And no, I'm not a troll.
It's supposed to work like that. Q is for increasing thrust, "Fast Forward" does the same thing as it does in helicopters.
Yes, it is.
Fast forward is supposed to work like that.
It works for me, are you completely sure the plane isn't accelerating?
Left shift? Isn't it Q?
Try rebinding it to Q (the default) and see if it works.
Unable to repro.
Duplicate of #0007501.
If using BankRev is too difficult for you, just use Mikero's Eliteness. It works perfectly fine with Arma 3.
What part of my note don't you understand?
This happens with every vehicle and I believe it's already been reported.
You do know that HE is more effective against air vehicles than sabot rounds, don't you?
Regarding choppers taking a lot of missiles/rockets to destroy: I once shot 2 PCML missiles (150 mm HEAT) at a Kajman and it could still fly. The third one destroyed it, though. So, basically, helicopters are more armored than APCs in the future?
What InstaGoat said.
And the flares (not chaff) do work, you just have to use them at the right time.
Of course some scripts are going to crash your game if they're not used properly.
I crashed my game once because I used "setVelocity [99999999999999999999,0,0]" on a vehicle. Did I report it? No, I just laughed and restarted the game.
Duplicate of #0014020.
Is this in today's build? It worked perfectly fine for me yesterday.
Duplicate of #0001106.
Are you using the modules or are you creating tasks with scripting?
Confirmed in the latest dev build.
The artifact is blocked by buildings and other map objects, but the reticule of ACO sights is behind it for some reason.
They'll be added eventually.
Confirmed, using the gunner command works fine.
/downvoted
This is resolved according to the latest changelog.
Has duplicate: #0017615
You've either deleted or don't have some files from Arma 2/OA which that mission needs.
You can run Zeus missions in the editor.
"default Zeus key is 'Y', not 'Z'"
This is probably because of the keyboard layout. AFAIK the game only supports QWERTY layouts.
(Any chance of QWERTZ support, Moricky? ;) )
Unable to repro.
That ticket is almost a year old and has almost 2000 upvotes. Also, it's not just "shooting from vehicles", the ticket has some information both in the ticket itself and the notes section.
Duplicate of #0002452.
Are you able to reproduce this in the dev build?
Duplicate of #0005153.
Already reported, but I can't find the original ticket.
Screenshot or video?
Didn't know that, thanks for the info.
Interesting, I didn't know this feedback tracker format was available for anyone to use.
Back, to topic, though, you'll have to provide more detailed repro steps and make sure the bug is fully reproducible in the editor.
Shame on you, Moricky! How dare you not use your non-existent sound editing skills and instead fix code related Zeus issues!
Because that "amazing content" wasn't finished in time for release, or, in the case of the railgun tank, a lot of people complained about it.
Screenshots?
Duplicate of #0015566.
Don't play poorly optimized missions.
Duplicate of #0017374.
Already reported.
Isn't there a request for this already?
Is this when placing the crate in the editor, using createVehicle or something else?
Duplicate of #0009678.
Is is possible to implement something like that into the standard 2D editor?
Or how about an init field when you spawn a unit, crate, vehicle or whatever?
Players can already communicate with the Zeus using the standard chat.
The NVGs working in some scopes is a bug.
There are night vision scopes, one of them is "optic_NVS".
Use a scope with night-vision capability. This is working as intended.
Is this also reproducible in the editor?
Have you tried validating your game cache through Steam?
I believe there's already a ticket for the bug which makes NVGs usable with magnified optics.
Fair enough.
Also, if you're wondering about the NVS scope (and the other one which have NV/TI), it's most likely 2D because the whole screen would be in nightvision if it was 3D.
I disagree. I think the current implementation is better (not a lot, but still better) than the old 2D scopes. Besides, you can still mod 2D scopes, can't you?
I'll have to agree with your last comment, we do need more moderators. I haven't seen them do a lot of work here lately.
I hope you have a good English teacher in school.
"1. There is no door interaction animations (no animation like player opens the door and closes the door)"
I'm guessing you'd like to be either teleported when you're opening the door, or you'd like to open an invisible door.
"Regarding ladders:
When you are all the way up the ladder, ladder ended, but player still holds it like there is ladder, I think there should be some transition animation instead, like player get outs of the ladder."
- One issue per ticket only.
- The devs already said this won't be fixed very soon because the AI won't be able to use ladders if they do.
What are you talking about? I assume you're talking about the part about teleportation or opening an invisible door.
If so, here's an explanation: If you animate the door the animation won't look correct unless the player is in the exact right spot (with maybe a few centimeters of tolerance) and that means you'd open an invisible door if you're in the wrong spot. There are two solutions to this problem that come to my mind, the first one is to make 200 different animations and play them depending on where the player is, and the second one is teleporting the player. The first one is, of course, completely unreasonable, and therefore if they do animate doors, you'd either open an invisible door or you'd be teleported.
The doors were openable for a short time in the dev build during the beta, but there were some (and by some, I mean A LOT) issues with them.
Also, all of this has already been reported. In the future, try looking for tickets using the search function (or Google) and report only one issue/request per ticket. And close this ticket because it servers no purpose what so ever.
Are you sure you've disabled the "Stream Friendly UI" option?
Fair enough.
/upvoted
Does the L-159 have ejection seats in real life?
This is slightly offtopic, but how exactly is this bug affecting Breaking Point?
Unable to repro on dev.
I can't find the ticket right now, but we can just wait for a moderator to do that.
Already reported and I don't know why people consider this an issue. Just look at the body instead of the weapon when opening the gear.
Rate of fire is limited by the frame rate. In Arma 2 they used a work around by firing several bullets in a single frame, which they aren't using in Arma 3 for some reason.
Isn't this fixed on dev branch?
I believe this is because your character doesn't "know about" the vehicle. To solve this you can scope in on the vehicle or (as you said) get in and get out.
I doubt it makes a significant impact on performance, but there should be an option to turn off the clientside animals (snakes and rabbits). The chickens, goats, dogs and maybe some others can only be placed by the mission maker and they're synced between all clients (or are they?), so if you turn them off, it could ruin some missions.
I can break it.
/downvoted
You can already disable both of theses in the difficulty settings.
/downvoted
If you're hosting the server you can do it as well. If you aren't, scripting is going to help you.
Duplicate of #0012702 (though the cause is different).
Unable to repro. Disable any mods you have and try it again.
I'm downvoting this because: 1. This has already been reported
- Those animations aren't finished, that's why they aren't used.
Confirmed.
Really annoying and makes no sense. If you started reloading, you already have the magazine in your hand.
I can't see how the picture is going to help. Also, what the F are you talking about, the sounds are completely fine. The Buzzard doesn't have a gattling gun.
Oh, sorry, I thought it was made by someone else because it was in Czech.
BIS is not responsible for 3rd party missions.
/downvoted
I have never seen the bug on 2014-01-30_00002, but the other one is not fixable because of the way your body is rendered in the game (at least I think so).
You can already do that, as pointed out by Grumpy Old Man.
/downvoted
Already reported.
- This belongs on the forums.
- This information IS on the internet:https://community.bistudio.com/wiki/ArmA:_Cheats
- All the missions worked completely fine for me and for many other people, and this was on the dev branch when the missions were released for testing purposes (i.e. they were still buggy).
- Not everything is bugged in this game. I have encountered very few bugs since the alpha release.