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May 10 2016

the_Demongod added a comment to T78647: Instead of the Sound Suppressor, we have a condom. Please fix this!.

I haven't experienced this problem, to be honest.

Yes, eventually the AI pinpoint my position, but single shots are never detected (unless taken at point blank range).

I placed myself 700m away above stratis airbase and put some AI below, and I was able to fire all 9 mags of my 7.62 Rahim and was never spotted. I tried again at ~250m, and they still didn't notice me after a whole mag. How fast are you firing your weapon?

May 10 2016, 8:56 AM · Arma 3
mickeymen edited Steps To Reproduce on T78647: Instead of the Sound Suppressor, we have a condom. Please fix this!.
May 10 2016, 8:56 AM · Arma 3
Bohemia updated subscribers of T78647: Instead of the Sound Suppressor, we have a condom. Please fix this!.
May 10 2016, 8:56 AM · Arma 3
Bohemia added a project to T78647: Instead of the Sound Suppressor, we have a condom. Please fix this!: Arma 3.
May 10 2016, 8:56 AM · Arma 3
Bohemia added a project to T78646: Cannot make multiple waypoints on high command using the default keys: Arma 3.
May 10 2016, 8:56 AM · Arma 3
ColonelMolerat edited Steps To Reproduce on T78645: Zeus - can't dismount AI helicopter pilot within non-editable area..
May 10 2016, 8:56 AM · Arma 3
Bohemia updated subscribers of T78645: Zeus - can't dismount AI helicopter pilot within non-editable area..
May 10 2016, 8:56 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T78646: Cannot make multiple waypoints on high command using the default keys.
May 10 2016, 8:56 AM · Arma 3
Bohemia added a project to T78645: Zeus - can't dismount AI helicopter pilot within non-editable area.: Arma 3.
May 10 2016, 8:56 AM · Arma 3
Koala added a comment to T78644: Inventory showing only main weapon is still present.

That is a little bit tricky sometimes, but not a big deal.

If you look straight at the body (get close to it) and choose inventory, you will see all the gear.

If you are close to the weapon and choose inventory, you will only see the weapon.

The problem is, that you can access the gear from several meters away. Then it becomes a lucky game, if you aim at the right item to choose from.

May 10 2016, 8:56 AM · Arma 3
Bohemia updated subscribers of T78643: Return to the helicopter targeting system of arma 1?.
May 10 2016, 8:56 AM · Arma 3
Bohemia updated subscribers of T78644: Inventory showing only main weapon is still present.
May 10 2016, 8:56 AM · Arma 3
Bohemia added a project to T78644: Inventory showing only main weapon is still present: Arma 3.
May 10 2016, 8:56 AM · Arma 3
papyrabbit08 edited Steps To Reproduce on T78644: Inventory showing only main weapon is still present.
May 10 2016, 8:56 AM · Arma 3
papyrabbit08 added a comment to T78643: Return to the helicopter targeting system of arma 1?.

I agree

May 10 2016, 8:56 AM · Arma 3
Bohemia added a project to T78643: Return to the helicopter targeting system of arma 1?: Arma 3.
May 10 2016, 8:56 AM · Arma 3
Peter added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

Upvoted, could be really nice to have that.

May 10 2016, 8:56 AM · Arma 3
Bohemia updated subscribers of T78642: New script command setShooter.
May 10 2016, 8:56 AM · Arma 3
MaHuJa edited Steps To Reproduce on T78642: New script command setShooter.
May 10 2016, 8:56 AM · Arma 3
Bohemia edited Steps To Reproduce on T78643: Return to the helicopter targeting system of arma 1?.
May 10 2016, 8:56 AM · Arma 3
Bohemia added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

Mi-290 has a thermal camera that controlled by the gunner. (+1)

May 10 2016, 8:56 AM · Arma 3
SilverDude added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

They have already been "ready" in TKOH, which has been released 3 years ago.
There was no reason for them to remove all those in Arma 3, they worked fine in SP and MP.

May 10 2016, 8:56 AM · Arma 3
Bohemia added a project to T78642: New script command setShooter: Arma 3.
May 10 2016, 8:56 AM · Arma 3
gutsnav added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

Just my opinion, but whatever.

Anyway, how could you get this back then? Was it a script or did you have to use 'this animate' or something? I wish there was a way to go back to that version.

May 10 2016, 8:56 AM · Arma 3
SilverDude added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

No, the developers just simply have to put it in again, but right now the only thing which still works is removing the benches on the MH-9.

this animate ["addBenches", 0];

And there are some textures they have left for civilians, but, without doors and this military green interior, just doesn't make it feel much like a civilian helo.

May 10 2016, 8:56 AM · Arma 3
KilroytheNerd added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

They unlocked hidden stuff, hidden because they were hardly ready, probably.

May 10 2016, 8:56 AM · Arma 3
AD2001 added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

"Altis & Stratis looked cooler (less trees but also less gameplay opportunities)"

Those were just prototypes. They looked different because they were lower quality.

May 10 2016, 8:56 AM · Arma 3
Unknown Object (User) added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

"karts (better vehicle handling, too)"

Well, that's the biggest bullshit i have seen today.

May 10 2016, 8:56 AM · Arma 3
SilverDude added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

I know, but why remove them when it's a nice feature for the community and keeps a window open for those "Altis Life" servers? (which are way too common)

I'm not sure if I am going off topic with this, but besides that the loadout idea is great and would be epic.

May 10 2016, 8:56 AM · Arma 3
arziben added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

All those additions are from TOH fyi

May 10 2016, 8:56 AM · Arma 3
SilverDude added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

Why have they removed the option for adding parts to the hummingbird then?
-It was working fine as it was available...

http://www.armaholic.com/datas/users/b9f1tys2zja0obvgdusv_4.jpg

http://www.armaholic.com/datas/users/cxby7eo_4.jpg (<-the skin is a addon)

As you can see you were able to change some parts back then, even a IR cam was available and civilian interior.

I wish this could be available again in the Helicopter DLC, as also some civilian versions/skins/parts for helicopters and of course military versions/(skins)/parts.

May 10 2016, 8:56 AM · Arma 3
Unknown Object (User) added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

BIS in all their evilness decided that they dont want to make vehicles customizable (on the other hand, it would be a pain to have to customize EVERY single vehicle).

However, having a base unarmored version of each vehicle and being able to add what you want would be nice, i am getting offtopic, but it would be nice if BIS relased base unarmed vehicles (say, ghosthawk without doors nor gunners, hellcats without FLIR nor guns, etc.) and mission makers can add their own shit to it, say, ghosthawks with FFARs or extra fuel.

May 10 2016, 8:56 AM · Arma 3
arziben added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

I wish you could customise loadouts of vehicles, I'd LOVE to equip an AH-9 with TOW or similar AT missiles. TOH had some sort of helo arsenal, it would be great if they implemented this to A3

May 10 2016, 8:56 AM · Arma 3
Unknown Object (User) added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

yes yes yes!

May 10 2016, 8:56 AM · Arma 3
Stuffedsheep added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

Its not really needed, I agree. But it would add a lot more value and diversity to vehicles.

And on top of that. It would create the opportunity for modders to make weapons or modules for vehicles, instead of an entire new vehicle.

Edit:
I also found this picture a while ago in the A3 helicopters pbo
http://imgur.com/a8FHbsM

May 10 2016, 8:56 AM · Arma 3
Unknown Object (User) added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

I actually support this, it makes sense within the ArmA 3 world, its not the most needed but its a nice addition, and it would take advantage of the PiP. I hope this gets added.

May 10 2016, 8:56 AM · Arma 3
the_Demongod added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

They'd have their Orca, I guess. It's not anything like the Hellcat or Pawnee though. Hopefully they'll get a light helicopter in the helicopters DLC

May 10 2016, 8:56 AM · Arma 3
Stuffedsheep added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

They were pretty clear, but some illustrations could not hurt. ;p

May 10 2016, 8:56 AM · Arma 3
the_Demongod added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

haha thanks for the feedback man, I'll be sure to post it soon.

I'll also include the mock-ups of the GUIs that I made, those parts probably didn't make much sense just reading :P

May 10 2016, 8:56 AM · Arma 3
KilroytheNerd added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

+1. What would a CSAT counterpart be, though? AAF have their Hellcats, but CSAT? Just Mi-48s, unless you count drones. I suppose maybe you could have captured, reverse engineered As-350 Squirrels? A Kazan Ansat?

May 10 2016, 8:56 AM · Arma 3
the_Demongod added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

yeah I've already got them all painted on my other computer, I'll be sure to include them in the post

May 10 2016, 8:56 AM · Arma 3
ruPaladin added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

Check this one http://feedback.arma3.com/view.php?id=19994
Ka-226 is pretty good modular helicopter without tail rotor. Good candidate for CSAT light helicopter. Here it is http://upload.wikimedia.org/wikipedia/commons/3/3e/Orenair_Kamov_Ka-226_Ates-1.jpg

May 10 2016, 8:56 AM · Arma 3
Stuffedsheep added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

I think this would be a good addition as well. but I would like to see a modular solution.

Just having the base OH-9 and being able to add items to it, like you attach sights and rail attachments to weapons. Simply being able to pick benches, doors, weapons(DAR,DAGR,ASRAMM,M134,HMG,GMG), countermeasures, FLIR camera and add them to the base helicopter. This would also work with other helicopters and land vehicles.

And if you want to take it a step further, make them changeable in the field. This would make for a better sandbox experience by adding more value to a single vehicle. The vehicles will be able to use or switch specific loadouts in the field. Having one helicopter that can switch weapon systems can be a much more valuable than having three separate ones.

This is already shown in several mods(John_Spartan & Saul's F18,SU35) only with weapons.

May 10 2016, 8:56 AM · Arma 3
Stuffedsheep added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

I just read all seven pages, and I really don't have anything to add. I'll be waiting for a forum topic link and a feature request. :D

Good thing you had an 11 hour train ride :P

May 10 2016, 8:56 AM · Arma 3
Bohemia updated subscribers of T78641: RH-9 Kawosa variant of xH-9 series.
May 10 2016, 8:56 AM · Arma 3
gutsnav edited Steps To Reproduce on T78641: RH-9 Kawosa variant of xH-9 series.
May 10 2016, 8:56 AM · Arma 3
the_Demongod added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

I agree, It would be great to have modular customization to create such a thing. Check out a forum-post-in-the-making I've written here: https://docs.google.com/document/d/1zC7mBNniNNiUsNRVyVJJTJ0bJBeRASjk_ne_acxrksA/edit?usp=sharing

May 10 2016, 8:56 AM · Arma 3
the_Demongod added a comment to T78640: [feature request] Usable equipment for the 'journalist' character....

+1, is a great idea actually. I doubt BI would do this, but maybe it would be something a few of the devs would do just as a hobby project (similar to karts). If it was just another $5.00 DLC with just a news photographer, field reporter, and cameraman with just a few props like a video camera, microphone, still camera, and maybe a notepad I would totally buy it.

May 10 2016, 8:56 AM · Arma 3
Bohemia added a project to T78641: RH-9 Kawosa variant of xH-9 series: Arma 3.
May 10 2016, 8:56 AM · Arma 3
joostSidy added a comment to T78640: [feature request] Usable equipment for the 'journalist' character....

@FeralCircus: I understand your point about using 'vanilla' as much as possible. I've been playing Arma3 without mods so far. :-)

May 10 2016, 8:56 AM · Arma 3
MaHuJa added a comment to T78640: [feature request] Usable equipment for the 'journalist' character....

Is this the journalist behind the camera or the one in front? Or the one taken hostage that you need to rescue?

To me it sounds like we'd want a new unit named something like
TV Camera crew

That said, I really like your idea up there.

May 10 2016, 8:56 AM · Arma 3
FeralCircus added a comment to T78640: [feature request] Usable equipment for the 'journalist' character....

Acknowledged!!! CHEERS BIS :-)

Here's some inspiration...
http://youtu.be/1g7OVbQGbag?list=UUocShTP36guW5V-Xd2eGIyA

May 10 2016, 8:56 AM · Arma 3
Bohemia updated subscribers of T78640: [feature request] Usable equipment for the 'journalist' character....
May 10 2016, 8:56 AM · Arma 3
FeralCircus edited Steps To Reproduce on T78640: [feature request] Usable equipment for the 'journalist' character....
May 10 2016, 8:56 AM · Arma 3
FeralCircus added a comment to T78640: [feature request] Usable equipment for the 'journalist' character....

I prefer to make my missions with stock objects so anyone can play them without using mods :-)

I just thought that if they're going to add the journalist character into the game he should at least have the basic equipment that a journalist uses, otherwise it's just a pointless man in a PRESS vest.

Each to their own I guess :-)

May 10 2016, 8:56 AM · Arma 3
joostSidy added a comment to T78640: [feature request] Usable equipment for the 'journalist' character....

Sounds cool, but this is a typical mod request in my opinion. Let the devs handle the basic military stuff and the community make these things.

May 10 2016, 8:56 AM · Arma 3
Bohemia updated subscribers of T78639: Sound shifts from side to side while rolling in Jets.
May 10 2016, 8:56 AM · Arma 3
the_Demongod edited Steps To Reproduce on T78639: Sound shifts from side to side while rolling in Jets.
May 10 2016, 8:56 AM · Arma 3
Bohemia added a project to T78640: [feature request] Usable equipment for the 'journalist' character...: Arma 3.
May 10 2016, 8:56 AM · Arma 3
Bohemia updated subscribers of T78638: Extension non-impersonable mission end call.
May 10 2016, 8:56 AM · Arma 3
Bohemia added a project to T78639: Sound shifts from side to side while rolling in Jets: Arma 3.
May 10 2016, 8:56 AM · Arma 3
Bohemia added a project to T78638: Extension non-impersonable mission end call: Arma 3.
May 10 2016, 8:56 AM · Arma 3
MaHuJa edited Steps To Reproduce on T78638: Extension non-impersonable mission end call.
May 10 2016, 8:56 AM · Arma 3
Fireball added a comment to T78637: Create command to set a unit's side.

Mass-closing all resolved issues not updated in the last month.

Please PM me in BI Forums (http://forums.bistudio.com/member.php?55374-Fireball) if you feel your bug was closed in error.

May 10 2016, 8:56 AM · Arma 3
TakeHomeTheCup added a comment to T78637: Create command to set a unit's side.

Can't you just use
[unit] join createGroup EAST; ?

The units going to have to join a group anyway. So a setSide command is a bit useless because of that.

May 10 2016, 8:56 AM · Arma 3
Bohemia updated subscribers of T78637: Create command to set a unit's side.
May 10 2016, 8:56 AM · Arma 3
DarkDruid added a comment to T78637: Create command to set a unit's side.

It works exactly how TakeHomeTheCup described. You can use command "join" instead and the result is a change of unit's side. Marking as resolved.

May 10 2016, 8:56 AM · Arma 3
killshot edited Steps To Reproduce on T78637: Create command to set a unit's side.
May 10 2016, 8:56 AM · Arma 3
Bohemia added a project to T78637: Create command to set a unit's side: Arma 3.
May 10 2016, 8:56 AM · Arma 3
Bohemia updated subscribers of T78636: No rotor/motor sound when inside cockpit of Humming Bird and Mohawk.
May 10 2016, 8:56 AM · Arma 3
the_Demongod added a comment to T78636: No rotor/motor sound when inside cockpit of Humming Bird and Mohawk.

Are you on dev build? I believe this is a confirmed bug for today's update

May 10 2016, 8:56 AM · Arma 3
Koala added a comment to T78636: No rotor/motor sound when inside cockpit of Humming Bird and Mohawk.

Duplicate of http://feedback.arma3.com/view.php?id=20231

May 10 2016, 8:56 AM · Arma 3
xUrBAn edited Steps To Reproduce on T78636: No rotor/motor sound when inside cockpit of Humming Bird and Mohawk.
May 10 2016, 8:56 AM · Arma 3
Bohemia added a project to T78636: No rotor/motor sound when inside cockpit of Humming Bird and Mohawk: Arma 3.
May 10 2016, 8:56 AM · Arma 3
Cybindis edited Steps To Reproduce on T78635: Preventive Diplomacy (Numerous Supports Issues).
May 10 2016, 8:56 AM · Arma 3
CaptainHepp added a comment to T78635: Preventive Diplomacy (Numerous Supports Issues).

I'm having a very similar problem. I'm following almost exactly the same steps as outlined above, only I was actually able to hit a few MRAPS with the drone (despite the fact that it has a -terrible- time trying to target anything even with low difficulty settings... I have to swoop with 1-200m of the target to acquire it, then make another pass to take it out. It usually takes flying till with 100m for the missile to lock on fully).
Still, I have exactly the same issue with the artillery, the Blackfoot, etc.

My first attempt once I found out the helicopter was worse than useless was to actually allow the enemy tanks into the town and ambush them. They can't hit you if they can't see you, and they can't see you if you're 50m behind them with an AT launcher. But... allowing them into the town fails the mission.

I was smart in that I made sure several squad members and myself had AT missiles before starting the mission... But between the three of us (only one of which had them to begin with) we can only manage four MPRL AT rounds... not nearly enough. Especially since the other guys can't hit the broad side of a stadium -never mind a stupid barn!- with their launchers.

So let's some up:

  1. The helicopter is worse than useless. It never even attempts to fire, let alone help.
  2. The artillery doesn't always send rounds, and when it does it's WAAAY too late.
  3. I should be able to allow enemy armor into the town in order to destroy it, then recapture the town. Just fixing this issue might allow us to at least proceed with the campaign.
May 10 2016, 8:56 AM · Arma 3
Houseman added a comment to T78635: Preventive Diplomacy (Numerous Supports Issues).

I had a similar problem. I used all my artillery and UAV strikes on the armor, and everything missed, so I stole some launchers and charges, and hopped in some allied armor and blew the tanks up myself.

May 10 2016, 8:56 AM · Arma 3
Bohemia updated subscribers of T78635: Preventive Diplomacy (Numerous Supports Issues).
May 10 2016, 8:56 AM · Arma 3
Bohemia added a project to T78635: Preventive Diplomacy (Numerous Supports Issues): Arma 3.
May 10 2016, 8:56 AM · Arma 3
thomassau edited Steps To Reproduce on T78633: Arma 3 keeps crashing my computer.
May 10 2016, 8:56 AM · Arma 3
Fett_Li edited Steps To Reproduce on T78634: scriping command to get a containers unit.
May 10 2016, 8:56 AM · Arma 3
Bohemia added a project to T78634: scriping command to get a containers unit: Arma 3.
May 10 2016, 8:56 AM · Arma 3
Bohemia updated subscribers of T78634: scriping command to get a containers unit.
May 10 2016, 8:56 AM · Arma 3
Killzone_Kid added a comment to T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it..

@SaMatra unless there is also value in having it in simulation scope just render would probably be enough, though I wont say no to more :)

May 10 2016, 8:56 AM · Arma 3
SaMatra added a comment to T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it..

Good question, KK. Pretty sure it is simulation score. I guess we'll need visiblePositionWorld command too then :)

May 10 2016, 8:56 AM · Arma 3
SaMatra added a comment to T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it..

AgentRev, yes, ASLtoATL and ATLtoASL will be applicable for WorldPos commands.

May 10 2016, 8:56 AM · Arma 3
Bohemia added a project to T78633: Arma 3 keeps crashing my computer: Arma 3.
May 10 2016, 8:56 AM · Arma 3
Fireball added a comment to T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it..

Mass-closing all resolved issues not updated in the last month.

Please PM me in BI Forums (http://forums.bistudio.com/member.php?55374-Fireball) if you feel your bug was closed in error.

May 10 2016, 8:56 AM · Arma 3
AgentRev added a comment to T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it..

Okay so, getPosWorld will return a raw ASL vector, therefore ASLtoATL can be used directly, right?

May 10 2016, 8:56 AM · Arma 3
Killzone_Kid added a comment to T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it..

@japapatramtara one question mr wizard, what scope these new commands will operate, simulation or render? Render is better imo.

May 10 2016, 8:56 AM · Arma 3
SaMatra added a comment to T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it..

getPosWorld is very close to getPosASL except it returns actual object Z coordinate instead of one calculated from transformation of object's placing point. Same goes for setPosWorld, it directly sets object coordinate without regard to placing point.

By object specific I meant that result of getPosASL is object specific because placing point differs between objects and there would be no way to translate world coordinate to asl coordinate without having the object itself and its placing point in model world.

May 10 2016, 8:56 AM · Arma 3
AgentRev added a comment to T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it..

@SaMatra: My assumption is that "world coordinates" used by these new commands are not tied to the terrain level nor sea level, but rather separate "engine" coordinates. However, there has to be a defined offset between the engine space and the terrain level or sea level, i.e. [0,0,0] in engine space could actually be above or below sea level, and it's what these commands would use to convert vectors.

I'm not sure I understand what you mean with the ASL stuff. ASL space is not object-specific, it's simply a vector relative the to flat sea level. You can have [0,0,100] which means 100m above sea at X=0 and Y=0.

The positions returned and used by getPosASL and setPosASL are, however, object-specific indeed, due to the orientation of the object altering the Z component, depending on the bounding center or LandContact vertices when available.

I guess we'll have to wait and see what "World" really means in relation to those commands.

May 10 2016, 8:56 AM · Arma 3
SaMatra added a comment to T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it..

AgentRev, ASLtoATL and ATLtoASL commands simply add or substract distance from ground level to water level so you can use same commands for world coordinates.

Also there is no way to make world coordinate into ASL coordinate (or vise-versa) because ASL is object-specific and you will need to know object's bounding center and target orientation (vector dir and up) to calculate Z returned by ASL command.

May 10 2016, 8:56 AM · Arma 3
japapatramtara added a comment to T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it..

DEV. 126875
two new scriptinng commands has been added - getPosWorld/setPosWorld

will be distributed within next DEV build

May 10 2016, 8:56 AM · Arma 3
AgentRev added a comment to T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it..

@japapatramtara: worldToATL & ATLtoWorld plz? :)

May 10 2016, 8:56 AM · Arma 3
Bohemia updated subscribers of T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it..
May 10 2016, 8:56 AM · Arma 3
Bohemia added a project to T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it.: Arma 3.
May 10 2016, 8:56 AM · Arma 3
Bohemia added a project to T78631: Dust/smoke particles do not seem to be affected by the shade/sun: Arma 3.
May 10 2016, 8:56 AM · Arma 3
the_Demongod edited Steps To Reproduce on T78631: Dust/smoke particles do not seem to be affected by the shade/sun.
May 10 2016, 8:56 AM · Arma 3
SaMatra edited Steps To Reproduce on T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it..
May 10 2016, 8:56 AM · Arma 3