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May 10 2016

Bohemia updated subscribers of T78194: Wepaons Texture Error with MRCO.
May 10 2016, 8:45 AM · Arma 3
papyrabbit08 edited Steps To Reproduce on T78195: With some backpacks from mods, backpacks can not being empty.
May 10 2016, 8:45 AM · Arma 3
Arkhir added a comment to T78193: Allow User to define hotkeys for select modules/object.

CTRL+F while in Zeus interface should result in a popup "search" window, which would yield results somewhere to pick from...

May 10 2016, 8:45 AM · Arma 3
Bohemia updated subscribers of T78193: Allow User to define hotkeys for select modules/object.
May 10 2016, 8:45 AM · Arma 3
SageNTitled added a comment to T78193: Allow User to define hotkeys for select modules/object.

Great idea. Zeus is really in need of more shortcut keys.

May 10 2016, 8:45 AM · Arma 3
Bohemia added a project to T78194: Wepaons Texture Error with MRCO: Arma 3.
May 10 2016, 8:45 AM · Arma 3
Bohemia added a project to T78193: Allow User to define hotkeys for select modules/object: Arma 3.
May 10 2016, 8:45 AM · Arma 3
the_Demongod edited Steps To Reproduce on T78193: Allow User to define hotkeys for select modules/object.
May 10 2016, 8:45 AM · Arma 3
Bohemia added a project to T78192: Explosions causes freeze: Arma 3.
May 10 2016, 8:45 AM · Arma 3
FeralCircus added a comment to T78191: Slowed-down run animation while fatigued looks unnatural.

Yeah I love the new fatigue system but the slow run animation does look a bit floaty (if that is even a real word)

A person would use shorter steps the more fatigued he/she becomes.

May 10 2016, 8:45 AM · Arma 3
fridriekh edited Steps To Reproduce on T78192: Explosions causes freeze.
May 10 2016, 8:45 AM · Arma 3
Bohemia updated subscribers of T78191: Slowed-down run animation while fatigued looks unnatural.
May 10 2016, 8:45 AM · Arma 3
joostSidy edited Steps To Reproduce on T78191: Slowed-down run animation while fatigued looks unnatural.
May 10 2016, 8:45 AM · Arma 3
B00tsy added a comment to T78191: Slowed-down run animation while fatigued looks unnatural.

I agree, it looks and feels weird. I hope there will be better implementation of this. For one, instead of slowmo a soldier could move more irradic and run slower for 10 meters to catch a deep breath and then run faster again for a short time up to a point you can't walk standing anymore and you fall on your knees and can only move crouched a little bit further.... or something! something better then this slomo walk in any case.

May 10 2016, 8:45 AM · Arma 3
Bohemia added a project to T78191: Slowed-down run animation while fatigued looks unnatural: Arma 3.
May 10 2016, 8:45 AM · Arma 3
Khaosmatic edited Steps To Reproduce on T78190: Virtual Arsenal Exported Loadout AMMO DUPLICATION.
May 10 2016, 8:45 AM · Arma 3
Bohemia updated subscribers of T78190: Virtual Arsenal Exported Loadout AMMO DUPLICATION.
May 10 2016, 8:45 AM · Arma 3
Khaosmatic added a comment to T78190: Virtual Arsenal Exported Loadout AMMO DUPLICATION.

This is linked to 0019773 could this post be closed? Thanks.

May 10 2016, 8:45 AM · Arma 3
StJimmy added a comment to T78189: Arco Scope Zero is off.

duplicate http://feedback.arma3.com/view.php?id=19257

May 10 2016, 8:45 AM · Arma 3
Ire_of_ares edited Steps To Reproduce on T78189: Arco Scope Zero is off.
May 10 2016, 8:45 AM · Arma 3
Bohemia added a project to T78190: Virtual Arsenal Exported Loadout AMMO DUPLICATION: Arma 3.
May 10 2016, 8:45 AM · Arma 3
Ire_of_ares added a comment to T78188: Arco Scope Zero is off.

Whoop, I tried to find another report, but I've failed.

May 10 2016, 8:45 AM · Arma 3
Bohemia added a project to T78189: Arco Scope Zero is off: Arma 3.
May 10 2016, 8:45 AM · Arma 3
Phantomll added a comment to T78187: Calling removeUniform, then addUniform in sequence with no delay and the same uniform corrupts gear system in MP..

Still experiencing this within the same context mentioned in Nou's comment above.

May 10 2016, 8:45 AM · Arma 3
Bohemia added a project to T78188: Arco Scope Zero is off: Arma 3.
May 10 2016, 8:45 AM · Arma 3
StJimmy added a comment to T78188: Arco Scope Zero is off.

duplicate http://feedback.arma3.com/view.php?id=19257

May 10 2016, 8:45 AM · Arma 3
Ire_of_ares edited Steps To Reproduce on T78188: Arco Scope Zero is off.
May 10 2016, 8:45 AM · Arma 3
Adam added a comment to T78187: Calling removeUniform, then addUniform in sequence with no delay and the same uniform corrupts gear system in MP..

I was unable to reproduce this issue. Can anybody provide some additional info please? Thank you.

May 10 2016, 8:45 AM · Arma 3
Nou added a comment to T78187: Calling removeUniform, then addUniform in sequence with no delay and the same uniform corrupts gear system in MP..

Yea people seem to still be experiencing this issue, especially with Arsenal. It seems like if you go into Arsenal in multiplayer with ACRE, switch through a few random sets of gear or change weapons or do anything that replicates the original scenario in this bug report it will trip the bug and the clients and server will begin to desync gear.

May 10 2016, 8:45 AM · Arma 3
CNTObi added a comment to T78187: Calling removeUniform, then addUniform in sequence with no delay and the same uniform corrupts gear system in MP..

I recorded a video of an ACRE desync during a mission:
https://youtu.be/-ZCNCZZCWHw

7 players (one as MCC GM). The player (Abuk) died and respawned at base. From our POV he looked as if he wasn't wearing proper gear. He got into the humvee with us but his icon on the FTL hud did not change to indicate this. As shown in the video, we reached a spot about 1km away from the respawn point and the error popped up.

May 10 2016, 8:45 AM · Arma 3
kllrt added a comment to T78187: Calling removeUniform, then addUniform in sequence with no delay and the same uniform corrupts gear system in MP..

^ It's really highly frustrating!

May 10 2016, 8:45 AM · Arma 3
Tupolov added a comment to T78187: Calling removeUniform, then addUniform in sequence with no delay and the same uniform corrupts gear system in MP..

Confirmed, fixed. Tested in 1.44

May 10 2016, 8:45 AM · Arma 3
Nou added a comment to T78187: Calling removeUniform, then addUniform in sequence with no delay and the same uniform corrupts gear system in MP..

Any word on this bug being worked on? Highly frustrating.

May 10 2016, 8:45 AM · Arma 3
Nou added a comment to T78187: Calling removeUniform, then addUniform in sequence with no delay and the same uniform corrupts gear system in MP..

Is this fixed? I can no longer replicate it as of the current dev version 128936...

May 10 2016, 8:45 AM · Arma 3
Nou added a comment to T78187: Calling removeUniform, then addUniform in sequence with no delay and the same uniform corrupts gear system in MP..

This issue still appears to be present, or there is another issue that is causing gear desynchronization.

May 10 2016, 8:45 AM · Arma 3
Nou added a comment to T78187: Calling removeUniform, then addUniform in sequence with no delay and the same uniform corrupts gear system in MP..

Fun!

Yes, when you corrupt the gear via the client, the server cant add items at all. If you do the repro above on the client, then execute something like this on the server: (playableUnits select 0) addItem "FirstAidKit" (assuming there is only one player in the test) you'll not see it on the server or the client.

May 10 2016, 8:45 AM · Arma 3
Killzone_Kid added a comment to T78187: Calling removeUniform, then addUniform in sequence with no delay and the same uniform corrupts gear system in MP..

Executing repro on dedicated server does not mess up the inventory. Seems client execution messes up server and not vice versa

May 10 2016, 8:45 AM · Arma 3
Killzone_Kid added a comment to T78187: Calling removeUniform, then addUniform in sequence with no delay and the same uniform corrupts gear system in MP..

Also, when changing uniform to another uniform and not the same class, new uniform can get corrupt in such way that when putting an item in it via inventory GUI, the item disappears on client too and of course never gets added on the server as well.

May 10 2016, 8:45 AM · Arma 3
Nou added a comment to T78187: Calling removeUniform, then addUniform in sequence with no delay and the same uniform corrupts gear system in MP..

Yea, it totally breaks the gear system on the server.

May 10 2016, 8:45 AM · Arma 3
Killzone_Kid added a comment to T78187: Calling removeUniform, then addUniform in sequence with no delay and the same uniform corrupts gear system in MP..

Confirmed. Server starts having own idea about items in uniform.

May 10 2016, 8:45 AM · Arma 3
Bohemia updated subscribers of T78187: Calling removeUniform, then addUniform in sequence with no delay and the same uniform corrupts gear system in MP..
May 10 2016, 8:45 AM · Arma 3
Bohemia added a project to T78187: Calling removeUniform, then addUniform in sequence with no delay and the same uniform corrupts gear system in MP.: Arma 3.
May 10 2016, 8:45 AM · Arma 3
Nou edited Steps To Reproduce on T78187: Calling removeUniform, then addUniform in sequence with no delay and the same uniform corrupts gear system in MP..
May 10 2016, 8:45 AM · Arma 3
Killzone_Kid added a comment to T78187: Calling removeUniform, then addUniform in sequence with no delay and the same uniform corrupts gear system in MP..

To add, this happens in scheduled environment too.

May 10 2016, 8:45 AM · Arma 3
Nou added a comment to T78187: Calling removeUniform, then addUniform in sequence with no delay and the same uniform corrupts gear system in MP..

Can this please get a good look into? It is a game breaking bug, especially in ACRE which relies on clients and the server knowing about the same gear load outs

May 10 2016, 8:45 AM · Arma 3
Bohemia added a project to T78186: Option to remove 'compass' from Offroad HUD: Arma 3.
May 10 2016, 8:45 AM · Arma 3
Bohemia updated subscribers of T78186: Option to remove 'compass' from Offroad HUD.
May 10 2016, 8:45 AM · Arma 3
joostSidy added a comment to T78185: Laser Designation Visibility when flying.

Haha, I feel for you maskedkhan, people are running away a little bit with your request, but in the end it is clear: independent of what weapon you have selected, you would like to see (day or night) the lased target position of a friendly laser designator.

If you want to drop a laser guided bomb on this position or kamikaze your aircraft on the target is irrelevant in the discussion. Although I can understand that others want to add suggestions.

I like your suggestion of seeing the 'laser targeting device' box independent of weapon selection.

May 10 2016, 8:45 AM · Arma 3
maskedkhan added a comment to T78185: Laser Designation Visibility when flying.

@joostSidy

Wow! Finally, someone understands what I am proposing! I thought I had suddenly developed the ability to type Swahili whenever I put my fingers to the keyboard. Thanks buddy, your comment helps support my proposal.

May 10 2016, 8:45 AM · Arma 3
Bohemia edited Steps To Reproduce on T78186: Option to remove 'compass' from Offroad HUD.
May 10 2016, 8:45 AM · Arma 3
maskedkhan added a comment to T78185: Laser Designation Visibility when flying.

I am not necessarily talking about the actual weapons being able to lock the target designator. I just mean it would be nice if the PILOT can lock the laser designator (as if viewing a screen in the cockpit)just so he can see where the JTAC's point of aim is.

This way he can move in with the cannon/unguided rockets and hit what the JTAC is pointing at.

May 10 2016, 8:45 AM · Arma 3
maskedkhan added a comment to T78185: Laser Designation Visibility when flying.

@oukej

Sorry but I am a bit confused as to what you meant and I still don't think we are talking about the same thing!!

As you are aware, when playing in multiplayer and a coop player is looking through his laser designator and has the laser 'active', I will see on my plane's radar that a red square has appeared. I then have to 'lock' that laser designation (by pressing tab on the keyboard) so that I can then see a box on my screen labelled 'laser targeting device'. See above attached image.

I have noted that I can only 'lock' this laser designation when I have BOMBS selected.

All I want is the ability to press the Tab key on my keyboard (or any other that is assigned as 'next target') when using ANY of the aircraft's weapon systems when someone’s laser is active, so I can have the ability to see the 'laser targeting device' box mentioned above.

This would make it easier as the guy using the laser designator would be able to 'lase' say, mobile infantry and the pilot would be able to use his cannons on the exact point his coop buddy is looking at on his screen.

May 10 2016, 8:45 AM · Arma 3
the_Demongod added a comment to T78185: Laser Designation Visibility when flying.

yes, I know these comments have gone a bit off topic but they are also making good points.

But I agree. It is very important that all laser guided weapons be able to lock the laser designator. In fact, some weapons should not be able to lock unless a laser is painting the target (the weapon would perhaps be SACLOS without lock so that it isn't useless :P)

May 10 2016, 8:45 AM · Arma 3
Maxsword added a comment to T78185: Laser Designation Visibility when flying.

Yes, I do agree. Nothing to do with NVG. I think it has to be done for all armament as a reference for aiming but if You use laser guided bomb/missile it has to work as it has been designed to be.

May 10 2016, 8:45 AM · Arma 3
oukej added a comment to T78185: Laser Designation Visibility when flying.

Hello and thanks for the feedback!

The devices used for guided weaponry target designation (impulses coded in accordance with the ordnance) are often SWIR and are generally not visible in NVGs. (yes, there is a little visible dot our LD creates - that could be considered as a bug)

For a visual target designation, lasers with shorter wavelenght, visible in NV are used ( IZLID http://www.youtube.com/watch?v=EgvuGFaT7Qw ).
I find our weapon-mounted lasers quite fitting for this purpose - what do you think?

May 10 2016, 8:45 AM · Arma 3
the_Demongod added a comment to T78185: Laser Designation Visibility when flying.

hey oukej
I agree that the weapon mounted lasers would work for this purpose to some extent; I am sure that it would work great for shorter range pointing to direct MRAP/Armor fire, and maybe helicopters such as the Pawnee (since they fly quite close), but I feel like it would be difficult to see from high up (Gunship/Fixed Wing). Perhaps a more powerful NV-spectrum laser could come somewhere down the road in a future DLC or something? It would also be nice to have the vehicle-mounted IR strobe (marking the friendly end of the laser), which we don't have currently.

May 10 2016, 8:45 AM · Arma 3
maskedkhan added a comment to T78185: Laser Designation Visibility when flying.

@oujek

Are you suggesting using NV goggles whilst a coop player lases a target from his weapon mounted laser as a fix for this issue? This is all well and good and a nice feature during darkness hours but I want to be able to view the laser marker targeting box during the day too!!!

I am confused as to why my feedback issue suddenly become night vision related?

To confirm my original issue:

When I have bombs selected in the aircraft (both night and day) and a member of my team is lasing a target and I am locked onto it, at no point do I have don NV goggles to see this targeting box it just appears because I have LGB's selected. I propose being able to see this target box when ANY weapon system on the aircraft is selected.

Thank you for the acknowledgement.

May 10 2016, 8:45 AM · Arma 3
oukej added a comment to T78185: Laser Designation Visibility when flying.

@Demongod - good suggestions. The IR strobes may fit in http://feedback.arma3.com/view.php?id=5947 , configurable laser intensity taken into consideration (however I find current lasers relatively strong enough even for fast moving CAS)

@maskedkhan - I am sorry for the confusion. The locking as it is now isn't something we are completely satisfied with and I would generally like to avoid patching up functionality on it until we are able to revise the tech.

Currently it combines two factors - a meta-game awareness helper and an actual part of weapon guidance. The first one works only on lower difficulties (named not so descriptive as "Auto Guide AT").
I guess that is where you'd like the laser targets to be included in the possible target selection, right?

May 10 2016, 8:45 AM · Arma 3
Maxsword added a comment to T78185: Laser Designation Visibility when flying.

What about having back something like Mando Missile suite script included in vanilla?

May 10 2016, 8:45 AM · Arma 3
maskedkhan added a comment to T78185: Laser Designation Visibility when flying.

"No, if there is no TGP visible on the model, why have the aircraft behave as if it had one?"

Because it's fun.
Because it makes for more engaging game play.
Because it would make the person using the designator more useful.
Because the person using the laser designator would have more presence on the battlefield.
because, because, because...

If you are that anal about detail, I could edit my post to include the line "Make sure you change the models to include visible targeting pods".

In fact whilst I am at it, I will also ask if the devs can change the inventory animations as this in not realistic enough and we should endure several seconds wait whilst the player model removes the daysack from his back, unclips the buckles, opens the drawstrings,and rummages about inside, moving his Snickers bars and dirty laundry out the way so he can find that torch attachment he 'was sure he had packed in there before he left the FOB'.

May 10 2016, 8:45 AM · Arma 3
TitsMcGee added a comment to T78185: Laser Designation Visibility when flying.

Agreed maskedkhan. Great suggestion. It can be very frustrating when you have guys on the ground painting targets for you which then disappear should I want to engage infantry with cannon. ARMA's combat aircraft really don't have the versatility that they should do as an air support asset for ground troops.

May 10 2016, 8:45 AM · Arma 3
heyvern69 added a comment to T78185: Laser Designation Visibility when flying.
  1. A visible laser target for an A-10 gatling gun run would be spectacular!!
  1. Laser guided bombs (GBUs) do NOT hit the [laser] target in multiplayer.

Yes, the pilot can detect a gamer player's laser designator, but GBU bombs don't hit the target, unless the PILOT just happens to line the bomb up correctly, as if it was a free fall (un-guided bomb).

  1. The AGM-65 missiles CAN lock onto a gamer's laser designator, and the missile properly hits the [laser] target. But in multiplayer, laser guided bombs do not correctly guide to the laser target. I have no idea why.
May 10 2016, 8:45 AM · Arma 3
archimaede added a comment to T78185: Laser Designation Visibility when flying.

"The A10 has been fitted with targeting pods for years IRL. Considering the game takes place in the 2030's, it is perfectly plausible to expect targeting pods on all the attack aircraft in game."

No, if there is no TGP visible on the model, why have the aicraft behave as if it had one ?
It's the same as saying "The A-10 IRL can be fitted with 15 mk82, but the Arma 3 model only shows 4, but I want the game to behave as if I had 15 MK82 since that's possible IRL".
If the vehicle in game is not fitted for it, don't make it behave as if it was. Period.

You can probably have a feature like that with an addon. Don't make it for the vanilla game.

May 10 2016, 8:45 AM · Arma 3
gutsnav added a comment to T78185: Laser Designation Visibility when flying.

And we have no TGP or functioning MFDs on any aircraft (well, maybe the Wildcat, but it has no laser designator) to strike from long ranges.

May 10 2016, 8:45 AM · Arma 3
archimaede added a comment to T78185: Laser Designation Visibility when flying.

If there is no TGP present on the aircraft, why would behave as if it had one ? Why would you be able to lock onto a target if your aircraft is not equipped with systems to do so ?

"apart from freefall and TV guided weapons, most guided weapons are laser guided"
AGM65 mavericks ? heat seeking.
JDAM ? GPS Guided.

So yeah, let's take the most successful CAS aircraft : the A 10. Appart from GBUs, no freaking laser guided weapons, ever.

If you have a JTAC, just communicate with him !

May 10 2016, 8:45 AM · Arma 3
the_Demongod added a comment to T78185: Laser Designation Visibility when flying.

it's also too hard to see a laser from the air
the radar only shows a red square, so you can't tell the laser target apart from any old vehicle.

May 10 2016, 8:45 AM · Arma 3
the_Demongod added a comment to T78185: Laser Designation Visibility when flying.

AGM-65D and G mavericks *do* use thermal cameras, but others use Electro-optical sensors. IR or not, they still work a little differently than say, an AIM-9X or something.

But yes, JDAM is GPS guided. But the key word was "most," not all. And in arma there are not yet JDAMs.

May 10 2016, 8:45 AM · Arma 3
maskedkhan added a comment to T78185: Laser Designation Visibility when flying.

@ archimaede

The A10 has been fitted with targeting pods for years IRL. Considering the game takes place in the 2030's, it is perfectly plausible to expect targeting pods on all the attack aircraft in game.

I am only suggesting to be able to see where the laser is being pointed (in the absence of a PIP monitor in the cockpit)so that you can effectively engage targets on the ground. Why should I have to rely on my JTAC giving me a full description of the laytout of the land in relation to where the targets are, especially when thay might be constantly moving about, when I can just resort to observing exactly where the JTAC is pointing his laser.

I am not requesting that my unguided rockets and 30mm gatling rounds suddenly and magically become laser guided!

May 10 2016, 8:45 AM · Arma 3
Maxsword added a comment to T78185: Laser Designation Visibility when flying.

I think is a fair request. It simulates the presence on board of a targeting pod.

May 10 2016, 8:45 AM · Arma 3
the_Demongod added a comment to T78185: Laser Designation Visibility when flying.

I don't know why this is downvoted, apart from freefall and TV guided weapons, most guided weapons are laser guided. This would make JTAC more of an asset.

May 10 2016, 8:45 AM · Arma 3
maskedkhan added a comment to T78185: Laser Designation Visibility when flying.

Yeah, I would like to know that person's thought process as to why he thinks it is a bad idea. Would be nice to put the gatling gun on the A10 to better use instead of using the 'spray and pray' tactic.

May 10 2016, 8:45 AM · Arma 3
maskedkhan edited Steps To Reproduce on T78185: Laser Designation Visibility when flying.
May 10 2016, 8:45 AM · Arma 3
Bohemia added a project to T78185: Laser Designation Visibility when flying: Arma 3.
May 10 2016, 8:45 AM · Arma 3
Iceman added a comment to T78184: Crash Arma 3 / Steam Ticket Check Failed (null).

Hey, it looks like a proble with memory allocators.
Could you please try to run Arma with these parameters and attach another crashdumps?
-enableSteamLogs -debug_steamapi
Thank you very much.

May 10 2016, 8:45 AM · Arma 3
Bohemia updated subscribers of T78185: Laser Designation Visibility when flying.
May 10 2016, 8:45 AM · Arma 3
Tchiko edited Steps To Reproduce on T78184: Crash Arma 3 / Steam Ticket Check Failed (null).
May 10 2016, 8:45 AM · Arma 3
Tchiko added a comment to T78184: Crash Arma 3 / Steam Ticket Check Failed (null).

Hello,

Now, I don't crash anymore during the loading screen, but only during the game, it happens randomly, sometimes, I can play 15 mins sometimes 3hours straight without any crash.

The only thing that I deleted is the dll folder, if the folder is not deleted, I always crash during the loading screen and I can't play.

Here is another link for RPT / DMP files
https://www.dropbox.com/s/l4erbios1rbznr6/CrashArma2.rar

May 10 2016, 8:45 AM · Arma 3
Iceman added a comment to T78184: Crash Arma 3 / Steam Ticket Check Failed (null).

Hello,

could you please upload your DX-Diag file? It would help us a lot.
You can find how to get your file here:
http://www.matrixgames.com/forums/tm.asp?m=1597548

Thank you.

May 10 2016, 8:45 AM · Arma 3
Bohemia added a project to T78184: Crash Arma 3 / Steam Ticket Check Failed (null): Arma 3.
May 10 2016, 8:45 AM · Arma 3
Tchiko added a comment to T78184: Crash Arma 3 / Steam Ticket Check Failed (null).

Link to profiles and cfg
https://www.dropbox.com/sh/rq3uvf59psuguvq/AADEAzH0TsGIVwwPNqQE2_xJa

May 10 2016, 8:45 AM · Arma 3
Bohemia updated subscribers of T78183: Handguns are not animated in Nikos Formal Body..
May 10 2016, 8:45 AM · Arma 3
DICS added a comment to T78183: Handguns are not animated in Nikos Formal Body..

Not only in VR. His model is just broken.
http://feedback.arma3.com/view.php?id=17939

May 10 2016, 8:45 AM · Arma 3
L3TUC3 added a comment to T78183: Handguns are not animated in Nikos Formal Body..

Nikos formal body doesn't appear in the virtual arsenal by default.

May 10 2016, 8:45 AM · Arma 3
Tritium edited Steps To Reproduce on T78183: Handguns are not animated in Nikos Formal Body..
May 10 2016, 8:45 AM · Arma 3
Tritium added a comment to T78183: Handguns are not animated in Nikos Formal Body..

I have tried all pistols with nikos body and it does it with all of them.

May 10 2016, 8:45 AM · Arma 3
Bohemia updated subscribers of T78181: WY-55 Helicat does not have any visible lamps..
May 10 2016, 8:45 AM · Arma 3
Bohemia edited Steps To Reproduce on T78181: WY-55 Helicat does not have any visible lamps..
May 10 2016, 8:45 AM · Arma 3
Bohemia added a project to T78183: Handguns are not animated in Nikos Formal Body.: Arma 3.
May 10 2016, 8:45 AM · Arma 3
Pakislav edited Steps To Reproduce on T78182: Zeus can no longer change units side for both AI and players. There's also a typo - "CHANG>L<E"..
May 10 2016, 8:45 AM · Arma 3
Bohemia added a project to T78182: Zeus can no longer change units side for both AI and players. There's also a typo - "CHANG>L<E".: Arma 3.
May 10 2016, 8:45 AM · Arma 3
Bohemia updated subscribers of T78182: Zeus can no longer change units side for both AI and players. There's also a typo - "CHANG>L<E"..
May 10 2016, 8:45 AM · Arma 3
Legolasindar edited Steps To Reproduce on T78180: Import/Export of Virtual Arsenal not work in Multiplayer.
May 10 2016, 8:45 AM · Arma 3
Bohemia updated subscribers of T78180: Import/Export of Virtual Arsenal not work in Multiplayer.
May 10 2016, 8:45 AM · Arma 3
Bohemia added a project to T78180: Import/Export of Virtual Arsenal not work in Multiplayer: Arma 3.
May 10 2016, 8:45 AM · Arma 3
Bohemia updated subscribers of T78179: Separate AA tank gunner camera & turret.
May 10 2016, 8:45 AM · Arma 3
wyattwic added a comment to T78180: Import/Export of Virtual Arsenal not work in Multiplayer.

I could understand why import would be disabled in MP, as it could be a vector of attack.

I don't understand why export would be disabled in MP.

Hey Devs, we should have the option to disable/enable import and export as we see fit. Shouldn't be too hard to make it an extra optional parameter in the function.

May 10 2016, 8:45 AM · Arma 3
Bohemia added a project to T78181: WY-55 Helicat does not have any visible lamps.: Arma 3.
May 10 2016, 8:45 AM · Arma 3
the_Demongod edited Steps To Reproduce on T78179: Separate AA tank gunner camera & turret.
May 10 2016, 8:45 AM · Arma 3
Bohemia added a project to T78179: Separate AA tank gunner camera & turret: Arma 3.
May 10 2016, 8:45 AM · Arma 3
Bohemia updated subscribers of T78178: Enhance Radio Protocol to at least match the variety of Arma2 Radio Protocol.
May 10 2016, 8:45 AM · Arma 3