Thanks for the report ;)
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May 10 2016
"This is for Iron Front as mod in Arma 3"
You probably shouldn't request gliders in the official feedback tracker, since you want them for a mod.
Ask the modders.
Making gliders would be a total waste of BIS's development time, and you can probably make it yourself by removing all fuel from a plane and have it attached to a powered plane which lifts it.
assault gliders aren't used anymore, personal wing glider however...
This is for Iron Front as mod in Arma 3. Will be useful for missions serious games on Tushino.
It is not for children Westland.
Are you sure that this will be useless in the global war of the future?
Are those even still used? Do you have a picture of a glider that isn't from WW2?
Out of all aircraft we need, you choose a glider? Srsly?
I can confirm that issue:
Rig:
Win7 64bit
I5 3570k
560Ti Driver: 340.XX
Shadow Settings : Ultra
Game Version 1.28
Yes it is the same but I don't see it on everything just certain things
Is this the same issue?
http://cloud-4.steampowered.com/ugc/67872681817313348/11FF7241A8E496E84D9DF2C2CDEE3E2CB2544A3D/
Hello,
I cannot reproduce it, for me it works every time.
New CL entry:
Fixed: Zone protection worked only when there was an entire AO defined
Related?
@Fireball: I don't think that is specifically related to this issue other than it has to do with the zone restriction module.
To clarify a little; the zone restriction as set up per above does work after the player respawns now however, after multiple respawns (can't give exact number as it as the issue appears after a different number of respawns every time) the module stops firing. This happens for every player. Just take the mission I uploaded and play it on a dedi box. Keep having the module kill you over and over again, eventually it will stop working.
Fix incomplete?
After 1.24 update I Loaded mission in the editor and re-saved. Uploaded to dedicated server. Issue still persists. The module seems to fire multiple times now but eventually stops working still. I got it to fire 4 times but in the 5th time it didn't fire.
Hello,
the affected addon did not make it to the recent Stable update (there was a problem with its revision). However, the problem is fixed in Steam Dev and will be distributed in the next Stable update. Sorry for the confusion, have a nice day!
This issue is not resolved. Zone restriction continues to have no effect once the unit has re-spawned.
Hello,
the problem has been fixed for the next Stable update.
Thank you for reporting it.
Excellent! Thanks for the quick turn around on this.
Hello,
thank you for reporting this issue, it has been assigned.
Have a nice day.
Confirmed.
@the downvoters
This issue is present ONLY in the dev build.
http://forums.bistudio.com/showthread.php?152866-General-Discussion-(dev-branch)&p=2707404#post2707404
http://forums.bistudio.com/showthread.php?152866-General-Discussion-(dev-branch)&p=2707428#post2707428
http://forums.bistudio.com/showthread.php?152866-General-Discussion-(dev-branch)&p=2707447#post2707447
Other people have experienced the same issue, so it's not specific to just me and igu4na.
are you sure this is not intentional for debugging? if not, it may be related to textures (verify steam cache) or your graphics card.
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.
working:
I_Soldier_A_F
I_Soldier_AR_F
I_crew_F
I_engineer_F
I_Soldier_exp_F
I_Soldier_GL_F
I_helicrew_F
I_helipilot_F
I_Soldier_M_F
I_medic_F
I_pilot_F
I_Soldier_repair_F
I_soldier_F
I_Soldier_AA_F
I_Soldier_AT_F
I_Soldier_LAT_F
I_Soldier_lite_F
i_soldier_unarmed_f
I_Soldier_SL_F
i_survivor_F
I_Soldier_TL_F
I_soldier_UAV_F
not working:
I_officer_F
The guerrila units are inheriting from them. So they "should" work.
Hello,
unfortunately, unless you can crash your game with vanilla data only, there is not much we can do.
Mods are not official content from Bohemia Interactive and we are not responsible for their content. I advise to contact the mod authors again and try to solve the problem with them.
If you manage to get isolated repro steps (on unmoded data), we will take a look at them.
Sorry for inconveniences, have a nice day.
I feel that the Panther is very slow in general (at least with human player as driver). Is that related to this issue? That the tracks don't work properly?
Confirmed. As well as the fact that a small dumb or elevation causes the tank to completely stop before being about to advance. Drive over a small hill, notice ounce tracks make contact with ground, it stops the tank completely. Probably should make a seperate ticket on this one...
no it isn't related. Faster tanks (e.g. Moira) also have this issue. With the slow acceleration it takes longer to get out of the banana-mode to higher speed however, so it makes it feel worse.
I can also confirm this, It's a royal pain in the a**e on longer drives.
Confirmed and upvoted
fixed on devbranch.
Post it here (somewhere): http://www.mantisbt.org/
No problem, I will. Sorry about that, was one of them strange things.
Were you using any mods?
Hello,
I cannot reproduce the problem at all. If you encounter more precize repro steps, please let me know, thank you.
Negative, I was playing vanilla other than the fact I was in Dev build. Struck me odd. I am on right now trying to reproduce it again, I get it here or there. Main issue, shooting the helicopter down with out blowing it up. Almost every time I shot it out of the sky and the engine was damaged it will do it. Kind of funny. lol.
I highly doubt the the devs would take inspiration from this, but maybe someone would be able (and willing) to mod it.
Just out of curiosity, what's the climate like on these islands? BIS said they'd like to make something different from all the maps in the series.
This is still an issue, it's impossible to work with terrain builder when i have to restart my pc every 30 minutes because of random lock downs.
Are you ever going to fix this or what?
The terrain i was working on at the time was a mere 2x2km with less than a thousend objects so i guess it's safe to say map size doesn't affect it.
Can confirm this is now an issue with TB in the latest iterations along with very slow loading of Objects , this has only happened since the last 2 updates ( that was when i last used TB)
as per the video there is a freeze when selecting the viewport 2D area for anything between 10 and 60 seconds , the amount of data on the map or size of the map does not seem to reflect any linear reason