Closed on author's requested.
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Arma 3 Activity
May 10 2016
"But ridiculous it is, looks like a kind of "Issuerecycling" what the devs do. A bunch of Issues are returning after beeing fixed months ago. "
I've noticed that too.
I think the situation has got more calm and more stable. COULD BE CLOSED! Thanks
when playing Singleplayer the command "player enableFatigue false; helps a lot ;)
But ridiculous it is, looks like a kind of "Issuerecycling" what the devs do. A bunch of Issues are returning after beeing fixed months ago.
The current solution is just very short term on depletion-,recovery rate and has a wacky effect. I played ACE i made my loadouts accordingly and played by the rules. +1 but less short term and less wacky
The Shake is a little unreal, but in addition you also run into alot of Stamina trouble(in case you're unfamiliar with commands: hint str getfatigue player).
I literally can deplete all my stamina with a uniform no vest and mk18 no ammo in 30seconds without sprinting. They did something that is supposed to detect you passing over obstacles/altitude difference.
Fatigue Values for jogging Bluefor Rifleman:
0.49/300m Airfield
0.05/going up a floor of stairs
0.03/ per stone wall that is in the landscape
this adds up mighty quickly once you pass though a small village you're done for with a heavier loadout
Blufor AT specialist
0.83/300m Airfield
0.15/going up a floor of stairs
0.09/ per stone wall that is in the landscape
TBH I wouldn't mind more robust aim detriment for being completely out of breath, it would discourage ridiculously heavy loadouts. But it shouldn't be this wacky, immersion breaking shaking that looks cartoonish. Perhaps instead you should shake as much as you do when you hold down Hold Breath/ Zoom for too long, but it just lasts until you rest and catch breath.
isn't this just because of low stamania?
Low stamina makes the weapon more difficult to aim, not impossible like this.
I think this is a step in the right direction but bit too far. Lowering the up and down sway so it doesn't sway so far up and down could be better.
Sounds related to this:
http://feedback.arma3.com/view.php?id=19263
"What also happens: If you use iron sight, the shaking animation of the rifle will start to go really fast [...]"
same happens to me
Oh god, I hope this gets fixed. Truly unplayable like this.
That problem deserves a hot fix...
It's not even stamina related run up a castle tower, happens when you run over obstacles or stairs. Anything that stick out the ground you walk over will do.
It´s an old bug which has been fixed around a half year ago. I wonder how they manage it to resurrect such a bug...
Same thing for me. Crazy silly weapon bob with very low stamina. Really bad effect, it makes it nearly unplayable.
Exactly the same problem. Anti-virus/Firewalls etc aren't the problem. Tested all. Current browser finds only a handful of dedicated servers in general.
Same here , port frowarding didn't help .
Don't know if port frowarding were usefull but this method posted on bohemia forum fixed it for me : http://www.sysprobs.com/enable-ping-reply-windows-7
Duplicte of 0018803
They said with the bootcamp Update they will add a virtual Armory so that you can create custom lodeouts and use them in Zeus mode too.
Me and some friends are afflicted by this as well.
Regardless of which of us host the server, the others are unable to see it or join it from the ingame server list, not even when using the "Remote" button to type in the IP and port of the host directly.
Trying to join through the steam friends list results in a server info window appearing that only shows the IP and port of the host, and <not responding>, despite the server being up and running for the host.
Happens on both Dev and stable branch
This a quite critical issue as it prevents our group from playing tother at all.
Glad to say it is working again.
Dont know if BIS did something but MP hosting is working again.
I got rid of all the changes i made.
I opent port 2300-2305 ,made one with TCP and one with UDP.
Works like it did in the past.
The same for me.
Impossible to find my friend server in the browser.
He can't find my server when I create one.
Forwarding ports didn't help.
For me and my friends it's not working again.
We tried it yesterday. I can see a huge list of public servers, which I/we are also able to join. But when we filter for our own servers they are not visible.
First I was opening a multiplayer session but my friend couldn't find it.
Then my friend opened a game but I also did not see it.
I opened the ports as advised on my router before but it didn't help.
same issue here. seems to be a lot that has that probleme after gamesspy has shutdown.
and port forwarding dossens help.
Same issue, even after opening ports
We have tried some other things.
Even hosting as a server instead of client.
Nothing works.
I have checkt arma2 and the MP hostings works but the logo of gamespy is still there.
This problem should be on the top of complaints.
Thx macchky for the reply but still no luck.
I even asked the help from a friend who does this kind of things for a living.
Im not giving up. If we find a solution i will post.
yes,
Me and my friends love too try out new things in the editor.
But now we cant find eachother anymore in the server list.
We still find wasteland,teetimes,king of hill but since we cant show our skills in MP we dont find any fun in the editor.
Hope that they find the problem fast.
News !
Temporally fix is port fowarding 2302 or 2300-2305 gameport.
I suspect that
Before 1.22 update, Arma3's UPnP did work fine.
But after update, the UPnP seems not to work.
Same here...
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.
As SaOk said, this is mission related. He'll try to fix his mission (Whole Lotta Altis), but for the other one you have to contact the mission author.
Also, you should close this ticket as there's nothing the Arma 3 devs can do about it.
This is mission related, at least in my part. Just made fixes in the newest WLA SP version. Still seems like there is bug to move rangefinder (not sure if Laser Designator too) to slot. Both linkItem and assignItem dont seem to have any effect even the rangefinder appears in container after adding it with addItem. Testing it more soon, if I dont just see something.
I have the same problem. Had to reconfigure my hardware with external software so that the "zero force" point moves from the center off. The '+ axis' is now very wide, the '- axis' is very small. See below:
original (hardware based)
0% --------## 100%
after calibration
0% ---### 100%
This is all I see in the rpt after all four of our servers crash a couple of minutes after startup. It doesn't appear to be writing to log at the moment either, so it's making things very difficult to fix.
fixed
"Box_Ammo_F"
Box_Ammo_F: Ammo_hide - unknown animation source Ammo_source
Box_Ammo_F: AmmoOrd_hide - unknown animation source AmmoOrd_source
Box_Ammo_F: Grenades_hide - unknown animation source Grenades_source
Box_Ammo_F: Support_hide - unknown animation source Support_source
"Box_Wps_F"
Box_Wps_F: Ammo_hide - unknown animation source Ammo_source
Box_Wps_F: AmmoOrd_hide - unknown animation source AmmoOrd_source
Box_Wps_F: Grenades_hide - unknown animation source Grenades_source
Box_Wps_F: Support_hide - unknown animation source Support_source
"Land_Box_AmmoOld_F"
Land_Box_AmmoOld_F: Ammo_hide - unknown animation source Ammo_source
Land_Box_AmmoOld_F: AmmoOrd_hide - unknown animation source AmmoOrd_source
Land_Box_AmmoOld_F: Grenades_hide - unknown animation source Grenades_source
Land_Box_AmmoOld_F: Support_hide - unknown animation source Support_source
fixed
1.48 :
20:28:54 SW keep height animation used for a3\structures_f\civ\accessories\timbers_f.p3d
Strange convex component145 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView
Strange convex component149 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView
"land_cargo_tower_v2_ruins_f"
Strange convex component127 in a3\structures_f\mil\cargo\cargo_tower_v2_ruins_f.p3d:geometryView
"C_Boat_Civil_04_F"
Strange convex component16 in a3\boat_f_gamma\boat_civil_04\boat_civil_04_f.p3d:geometryView
Strange convex component25 in a3\boat_f_gamma\boat_civil_04\boat_civil_04_f.p3d:geometryView
Strange convex component26 in a3\boat_f_gamma\boat_civil_04\boat_civil_04_f.p3d:geometryView
Strange convex component27 in a3\boat_f_gamma\boat_civil_04\boat_civil_04_f.p3d:geometryView
"Land_i_House_Small_02_V1_dam_F"
Strange convex component24 in a3\structures_f\households\house_small02\i_house_small_02_v1_dam_f.p3d:geometryView
"Land_i_House_Small_02_V2_dam_F"
Strange convex component24 in a3\structures_f\households\house_small02\i_house_small_02_v2_dam_f.p3d:geometryView
"Land_i_House_Small_02_V3_dam_F"
Strange convex component24 in a3\structures_f\households\house_small02\i_house_small_02_v3_dam_f.p3d:geometryView
"Land_u_House_Small_02_V1_dam_F"
Strange convex component24 in a3\structures_f\households\house_small02\u_house_small_02_v1_dam_f.p3d:geometryView
"Land_i_House_Small_03_V1_dam_F"
Strange convex component57 in a3\structures_f\households\house_small03\i_house_small_03_v1_dam_f.p3d:geometryPhys
"Land_Slum_House02_ruins_F"
Strange convex component04 in a3\structures_f\households\slum\slum_house02_ruins_f.p3d:geometryFire
Strange convex component03 in a3\structures_f\households\slum\slum_house02_ruins_f.p3d:geometryView
"Land_cmp_Shed_ruins_F"
Strange convex component60 in a3\structures_f\ind\concretemixingplant\cmp_shed_ruins_f.p3d:geometryFire
"Land_dp_bigTank_ruins_F"
Strange convex component285 in a3\structures_f\ind\dieselpowerplant\dp_bigtank_ruins_f.p3d:geometryFire
Strange convex component172 in a3\structures_f\ind\dieselpowerplant\dp_bigtank_ruins_f.p3d:geometryView
"Land_TTowerBig_1_ruins_F"
Strange convex component108 in a3\structures_f\ind\transmitter_tower\ttowerbig_1_ruins_f.p3d:geometryFire
Strange convex component117 in a3\structures_f\ind\transmitter_tower\ttowerbig_1_ruins_f.p3d:geometryFire
Strange convex component118 in a3\structures_f\ind\transmitter_tower\ttowerbig_1_ruins_f.p3d:geometryFire
Strange convex component40 in a3\structures_f\ind\transmitter_tower\ttowerbig_1_ruins_f.p3d:geometryView
Strange convex component49 in a3\structures_f\ind\transmitter_tower\ttowerbig_1_ruins_f.p3d:geometryView
Strange convex component50 in a3\structures_f\ind\transmitter_tower\ttowerbig_1_ruins_f.p3d:geometryView
"Land_TTowerBig_2_ruins_F"
Strange convex component04 in a3\structures_f\ind\transmitter_tower\ttowerbig_2_ruins_f.p3d:geometryPhys
"Land_Cargo_Tower_V1_ruins_F"
Strange convex component127 in a3\structures_f\mil\cargo\cargo_tower_v1_ruins_f.p3d:geometryView
"Land_Cargo_Tower_V3_ruins_F"
Strange convex component127 in a3\structures_f\mil\cargo\cargo_tower_v3_ruins_f.p3d:geometryView
"Land_Dome_Big_F"
Strange convex component322 in a3\structures_f\research\dome_big_f.p3d:geometryFire
Strange convex component327 in a3\structures_f\research\dome_big_f.p3d:geometryFire
"Land_GarbageContainer_closed_F"
Strange convex component08 in a3\structures_f_epb\civ\garbage\garbagecontainer_closed_f.p3d:geometryView
Strange convex component10 in a3\structures_f_epb\civ\garbage\garbagecontainer_closed_f.p3d:geometryView
"Land_SlideCastle_ruins_F"
Strange convex component49 in a3\structures_f_epb\civ\playground\slidecastle_ruins_f.p3d:geometryFire
Strange convex component50 in a3\structures_f_epb\civ\playground\slidecastle_ruins_f.p3d:geometryFire
Strange convex component51 in a3\structures_f_epb\civ\playground\slidecastle_ruins_f.p3d:geometryFire
Strange convex component52 in a3\structures_f_epb\civ\playground\slidecastle_ruins_f.p3d:geometryFire
Strange convex component53 in a3\structures_f_epb\civ\playground\slidecastle_ruins_f.p3d:geometryFire
Strange convex component54 in a3\structures_f_epb\civ\playground\slidecastle_ruins_f.p3d:geometryFire
Strange convex component55 in a3\structures_f_epb\civ\playground\slidecastle_ruins_f.p3d:geometryFire
Strange convex component57 in a3\structures_f_epb\civ\playground\slidecastle_ruins_f.p3d:geometryFire
Strange convex component68 in a3\structures_f_epb\civ\playground\slidecastle_ruins_f.p3d:geometryFire
Strange convex component69 in a3\structures_f_epb\civ\playground\slidecastle_ruins_f.p3d:geometryFire
"Land_SlideCastle_F"
Strange convex component53 in a3\structures_f_epb\civ\playground\slidecastle_f.p3d:geometryFire
Strange convex component27 in a3\structures_f_epb\civ\playground\slidecastle_f.p3d:geometryView
"Land_BeachBooth_01_F"
Strange convex component01 in a3\structures_f_epc\civ\accessories\beachbooth_01_f.p3d:geometryView
Strange convex component02 in a3\structures_f_epc\civ\accessories\beachbooth_01_f.p3d:geometryView
Strange convex component03 in a3\structures_f_epc\civ\accessories\beachbooth_01_f.p3d:geometryView
Strange convex component04 in a3\structures_f_epc\civ\accessories\beachbooth_01_f.p3d:geometryView
"Land_FinishGate_01_narrow_F"
Strange convex component60 in a3\structures_f_kart\civ\sportsgrounds\finishgate_01_narrow_f.p3d:geometryView
Strange convex component61 in a3\structures_f_kart\civ\sportsgrounds\finishgate_01_narrow_f.p3d:geometryView
Strange convex component62 in a3\structures_f_kart\civ\sportsgrounds\finishgate_01_narrow_f.p3d:geometryView
Strange convex component63 in a3\structures_f_kart\civ\sportsgrounds\finishgate_01_narrow_f.p3d:geometryView
Strange convex component64 in a3\structures_f_kart\civ\sportsgrounds\finishgate_01_narrow_f.p3d:geometryView
Strange convex component65 in a3\structures_f_kart\civ\sportsgrounds\finishgate_01_narrow_f.p3d:geometryView
Strange convex component66 in a3\structures_f_kart\civ\sportsgrounds\finishgate_01_narrow_f.p3d:geometryView
Strange convex component67 in a3\structures_f_kart\civ\sportsgrounds\finishgate_01_narrow_f.p3d:geometryView
"Land_FinishGate_01_wide_F"
Strange convex component26 in a3\structures_f_kart\civ\sportsgrounds\finishgate_01_wide_f.p3d:geometryView
Strange convex component68 in a3\structures_f_kart\civ\sportsgrounds\finishgate_01_wide_f.p3d:geometryView
"Land_ScrapHeap_2_F"
still true in 1.48
Altis map / local mission
10:30:32 Strange convex component145 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView
10:30:32 Strange convex component149 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView
10:31:10 Strange convex component16 in a3\boat_f_gamma\boat_civil_04\boat_civil_04_f.p3d:geometryView
10:31:10 Strange convex component25 in a3\boat_f_gamma\boat_civil_04\boat_civil_04_f.p3d:geometryView
10:31:10 Strange convex component26 in a3\boat_f_gamma\boat_civil_04\boat_civil_04_f.p3d:geometryView
10:31:10 Strange convex component27 in a3\boat_f_gamma\boat_civil_04\boat_civil_04_f.p3d:geometryView
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.
Should be fixed in the next dev build.
fixed
fixed
I'm experiencing the same issue. My model.cfg for my model has the following:
class Lever_Pilot_Increase {
type="rotation"; source="collectiveRTD"; memory = 1; animPeriod = 0; selection="Lever_pilot"; axis="lever_pilot_axis"; minValue = -0.1; maxValue = 0.1; angle0 = 0.1; angle1 = -0.1; };
The sample helo in Arma3 Tools has:
class lever_pilot: rotation
{ source = "collectiveRTD"; selection = "lever_pilot"; axis = "lever_pilot_axis"; angle0 = "rad -3"; angle1 = "rad 12"; };
fixed
@Roach - Yes, it seems that way......
Not gonna happen, am I right?
This would be nice to get some control over this feature. It seems some of this stuff that was jammed into the game and is kinda botched to say the least is just being ignored by the devs now because of how messed up it is.
http://forums.bistudio.com/showthread.php?179307-Ragdoll-d
Check my source code just to see how much effort is put into triggering the ragdoll effect.
This would be very useful.
+1
The fact that this is still listed as "new" is appalling.... Its not new it was asked for a long time ago.
No response, no acknowledgement. Just stagnation... Can this get some love.
There has to be some command that tells the engine that when an avatar is dead it ragdolls... so.. hence you can allow that command to ragdoll not just upon death but other event handlers as well.. Correct?? Please correct me and give some insight as to why there has been NO progress or mention of any work on this aspect.. thank you for your time BIS!