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May 10 2016

Killzone_Kid added a comment to T79787: [ REQUEST ] command addItemToXXXX array.

So can we consider this resolved?

May 10 2016, 9:33 AM · Arma 3
Iceman77 added a comment to T79787: [ REQUEST ] command addItemToXXXX array.

@KK - Yeah that'd do the same thing.

@Benargee - It's just a request for an array variant of the already existing addItemToXXX commands.

May 10 2016, 9:33 AM · Arma 3
Killzone_Kid added a comment to T79787: [ REQUEST ] command addItemToXXXX array.

What about

uniformContainer player addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag", 3];

Any good?

Or even

uniformContainer player addMagazineAmmoCargo ["30Rnd_65x39_caseless_mag", 3, 2];

if you want custom ammo count?

May 10 2016, 9:33 AM · Arma 3
Benargee added a comment to T79787: [ REQUEST ] command addItemToXXXX array.

Is this requested for clothing on the unit or clothing on the ground? Can you provide a more complete list of objects you want items to be added too?

May 10 2016, 9:33 AM · Arma 3
Iceman77 edited Steps To Reproduce on T79787: [ REQUEST ] command addItemToXXXX array.
May 10 2016, 9:33 AM · Arma 3
Chairborne added a comment to T79786: Simple Fixed Wing Flight Model Enhancement.

+1!!!

May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79787: [ REQUEST ] command addItemToXXXX array: Arma 3.
May 10 2016, 9:33 AM · Arma 3
Bohemia updated subscribers of T79786: Simple Fixed Wing Flight Model Enhancement.
May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79786: Simple Fixed Wing Flight Model Enhancement: Arma 3.
May 10 2016, 9:33 AM · Arma 3
DarkSideSixOfficial edited Steps To Reproduce on T79786: Simple Fixed Wing Flight Model Enhancement.
May 10 2016, 9:33 AM · Arma 3
zoski edited Steps To Reproduce on T79785: Error in the frensh translation script.
May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79785: Error in the frensh translation script: Arma 3.
May 10 2016, 9:33 AM · Arma 3
falagor added a comment to T79785: Error in the frensh translation script.

This one is a funny mistranslation :D It will be fixed, thanks a lot for reporting.

May 10 2016, 9:33 AM · Arma 3
VaChinaPunch edited Steps To Reproduce on T79784: Game cant no progress in "Breaking Even" mission.
May 10 2016, 9:33 AM · Arma 3
Koala added a comment to T79783: Wildcat FFV boundaries too limiting.

Duplicate of http://feedback.arma3.com/view.php?id=21011

May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79784: Game cant no progress in "Breaking Even" mission: Arma 3.
May 10 2016, 9:33 AM · Arma 3
gutsnav edited Steps To Reproduce on T79783: Wildcat FFV boundaries too limiting.
May 10 2016, 9:33 AM · Arma 3
Gippo added a comment to T79782: Damage state frozen if healing animation overlaps with another.

It is fixed! (hooray) You cannot interrupt the healing animation anymore.

Thanks BIS!

May 10 2016, 9:33 AM · Arma 3
Gippo added a comment to T79782: Damage state frozen if healing animation overlaps with another.

Are you gonna fix this guys? It's pretty frustrating...

May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79783: Wildcat FFV boundaries too limiting: Arma 3.
May 10 2016, 9:33 AM · Arma 3
Gippo edited Steps To Reproduce on T79782: Damage state frozen if healing animation overlaps with another.
May 10 2016, 9:33 AM · Arma 3
Bohemia updated subscribers of T79782: Damage state frozen if healing animation overlaps with another.
May 10 2016, 9:33 AM · Arma 3
Piratebear added a comment to T79781: Helicopter Cyclic left/right mouse controls affect parachute steering..

While this is certainly a workaround (as is looking around and quickly looking back), the issue is still unaffected as instead of pressing Alt and using the mouse, players would have to additionally map the keypad or go through the financial effort of getting TrackIR which is certainly recommended but it shouldn't be a necessity.

As for the keypad, it holds my equipment keys and I would have to bind separate keys for looking around. This is not an appropriate option to me, especially when I use the mouse for looking around in every other circumstance from being infantry to being a tank commander to sitting in a helicopter.

May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79782: Damage state frozen if healing animation overlaps with another: Arma 3.
May 10 2016, 9:33 AM · Arma 3
guniu edited Steps To Reproduce on T79781: Helicopter Cyclic left/right mouse controls affect parachute steering..
May 10 2016, 9:33 AM · Arma 3
Piratebear added a comment to T79781: Helicopter Cyclic left/right mouse controls affect parachute steering..

I have always wondered why parachuting feels so dumb and spongy and you can't look around. Now this makes sense.

May 10 2016, 9:33 AM · Arma 3
Bohemia updated subscribers of T79781: Helicopter Cyclic left/right mouse controls affect parachute steering..
May 10 2016, 9:33 AM · Arma 3
rogerx added a comment to T79781: Helicopter Cyclic left/right mouse controls affect parachute steering..

When parachuting, you can look around. I believe those keys are mapped to the number pad on the right of 105 key keyboard. Some keyboards omit the keypad to the right of the keyboard, as they're not typically used except for accounting purposes or repeated number entry tasks such as databasing tasks.

I also have Track IR, and can easily look around without using the number pad to the right of the keyboard. Also, the Enter key on the number pad toggles the point of view from first person point of view to third person point of view. I personally believe in using third person point of view routinely as you have to realize we're really just looking through a one foot by one to two foot window, and sometimes much less. Really difficult to squeeze an entire simulated virtual reality within such a small window, and using third person point of view tends to provide much more information as well as lacking the sensation of gravity. Third person can feel like cheating, until your realize the fore mentioned.

If you have one of the smaller keyboards, I'd suggest investing in Track IR as neither I use the number pad much except for routine usage of the number pad enter key. And remap the number pad key (if it isn't by default already) to another key such as the Enter key?

May 10 2016, 9:33 AM · Arma 3
Killzone_Kid added a comment to T79780: nearestBuilding ignores custom set buildings on Altis and Stratis but not on VR.

Yes it fails on Altis and on Stratis. You can use

nearestObject [player, "house"];

in the mean time

May 10 2016, 9:33 AM · Arma 3
HereisJohnny added a comment to T79780: nearestBuilding ignores custom set buildings on Altis and Stratis but not on VR.

OK, will do that. Thanks for your consideration. :)

May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79781: Helicopter Cyclic left/right mouse controls affect parachute steering.: Arma 3.
May 10 2016, 9:33 AM · Arma 3
HereisJohnny added a comment to T79780: nearestBuilding ignores custom set buildings on Altis and Stratis but not on VR.

OK, I'll do as soon as I get the chance. I've just tested it on Altis so far, but I did do it the exact way as I described and <i>typeOf cursorTarget</i> gave me another className than <i>typeOf nearestBuilding player</i> even though I stood right in front of a building.
Plus, <i>cursorTarget distance nearestBuilding player</i> was more than 70 meters in that test scenario.

It probably works on the VR map, because the placed building might be the only one there and there's no map of that kind like Altis or Stratis.

May 10 2016, 9:33 AM · Arma 3
Killzone_Kid added a comment to T79780: nearestBuilding ignores custom set buildings on Altis and Stratis but not on VR.

Works for me, just tested. Would you mind to post a repro?

Or try this:

Go on VR map, execute

"Land_u_House_Small_02_V1_dam_F" createvehicle position player;

then

hint str nearestBuilding player;

May 10 2016, 9:33 AM · Arma 3
HereisJohnny edited Steps To Reproduce on T79780: nearestBuilding ignores custom set buildings on Altis and Stratis but not on VR.
May 10 2016, 9:33 AM · Arma 3
ECID edited Steps To Reproduce on T79779: [Request] Add Faction Specific Tracer Ammunition where missing..
May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79780: nearestBuilding ignores custom set buildings on Altis and Stratis but not on VR: Arma 3.
May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79779: [Request] Add Faction Specific Tracer Ammunition where missing.: Arma 3.
May 10 2016, 9:33 AM · Arma 3
DenisP edited Steps To Reproduce on T79778: Picking up uniforms from the ground moves the uniform into the inventory of the uniform you're wearing..
May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79777: Add ability to change rope's elasticity and breaking strength: Arma 3.
May 10 2016, 9:32 AM · Arma 3
Bohemia added a project to T79778: Picking up uniforms from the ground moves the uniform into the inventory of the uniform you're wearing.: Arma 3.
May 10 2016, 9:32 AM · Arma 3
Benargee edited Steps To Reproduce on T79777: Add ability to change rope's elasticity and breaking strength.
May 10 2016, 9:32 AM · Arma 3
pettka added a comment to T79776: Expand Fire From Vehicles to more vehicles.

Thanks a lot for feedback, we are taking that into account.
Having open-able doors for more vehicles is quite a huge performance hit according to our testing, mainly because of more complex PhysX shapes required. We have decided to allow use of ramps specifically, because there is just a handful of them and it mitigates bigger performance impact most of the times. We are going to keep investigating possibilities, but I cannot promise any change in a near future.

May 10 2016, 9:32 AM · Arma 3
deltagamer added a comment to T79776: Expand Fire From Vehicles to more vehicles.

Thanks for the response pettka. I understand there may be issues with the implementation of these requested features so I guess its down to the devs to decide if its feasible or not.

May 10 2016, 9:32 AM · Arma 3
Bohemia updated subscribers of T79776: Expand Fire From Vehicles to more vehicles.
May 10 2016, 9:32 AM · Arma 3
DenisP added a comment to T79775: Adding BLUFOR AND OPFOR Air-to-Air jets.

BUMP!^o^

May 10 2016, 9:32 AM · Arma 3
deltagamer edited Steps To Reproduce on T79776: Expand Fire From Vehicles to more vehicles.
May 10 2016, 9:32 AM · Arma 3
DenisP edited Steps To Reproduce on T79775: Adding BLUFOR AND OPFOR Air-to-Air jets.
May 10 2016, 9:32 AM · Arma 3
Bohemia added a project to T79776: Expand Fire From Vehicles to more vehicles: Arma 3.
May 10 2016, 9:32 AM · Arma 3
Koala added a comment to T79774: Loadmaster of the Mi-290 Taru not functional.

Related to #0023937

May 10 2016, 9:32 AM · Arma 3
gutsnav added a comment to T79774: Loadmaster of the Mi-290 Taru not functional.

I think that the Taru's loadmaster should at least have the "Hook" option and be able to deploy the sling hooks. He could let the pilots concentrate on flying and deploy the hooks when the time is right.

May 10 2016, 9:32 AM · Arma 3
Bohemia added a project to T79775: Adding BLUFOR AND OPFOR Air-to-Air jets: Arma 3.
May 10 2016, 9:32 AM · Arma 3
Gippo added a comment to T79774: Loadmaster of the Mi-290 Taru not functional.

I feel your pain guys. "engine limitation"

May 10 2016, 9:32 AM · Arma 3
DenisP added a comment to T79774: Loadmaster of the Mi-290 Taru not functional.

I believe the reason the loadmaster can't do anything is because he's there to only assist with slingloading.

The CH-67 Huron has a slingloading camera visible in the cockpit, which the Taru doesn't. As such, the loadmaster needs to relay information to the pilot to help with the slingloading.

It may have another purpose in the future, but for now it's only there for looks.

May 10 2016, 9:32 AM · Arma 3
SilverDude added a comment to T79774: Loadmaster of the Mi-290 Taru not functional.

I don't understand why they are not doing it.

It is total nonsense about the "limitation of the engine" or "too complicated to overcome". They probably just don't feel like working on it. *cough* lazy *cough cough*

I have a nice video here that proves how good it works with the engine and that the pod is even perfectly attached to the Taru. It doesn't even look clumsy.
https://www.youtube.com/watch?v=Q2ZPTjioK3Q#t=126

May 10 2016, 9:32 AM · Arma 3
Koala added a comment to T79774: Loadmaster of the Mi-290 Taru not functional.

The problem is, that you can't exchange pods/modules. We are not able to test that feature. I hope, it will work flawlessly on the release date (November 4th).

May 10 2016, 9:32 AM · Arma 3
Koala added a comment to T79774: Loadmaster of the Mi-290 Taru not functional.

Thanks for the info Jonpas.

That's a shame. It seems, that it's now up to the modding community to solve the problem.

May 10 2016, 9:32 AM · Arma 3
Jonpas added a comment to T79774: Loadmaster of the Mi-290 Taru not functional.

Well the main reason they are not implementing is because of AI, at least that's how I see it. And also because they want something more than what can be achieved with scripting only (attachTo).

But I believe simple design, land on top of it and attachTo to it, perfect for Coop without AI. Or if you want to be more complicated you can replace the vehicle with the one with correct pod, that would be suitable for AI as well, but involves many other things to worry about.
You could also make it so, start sling loading and then without detaching pull slings up and when the pod gets close enough use attachTo then, again perfect for Coop without AI.

May 10 2016, 9:32 AM · Arma 3
Jonpas added a comment to T79774: Loadmaster of the Mi-290 Taru not functional.

Nope... http://forums.bistudio.com/showthread.php?152866-General-Discussion-%28dev-branch%29&p=2806089&viewfull=1#post2806089

May 10 2016, 9:32 AM · Arma 3
gutsnav added a comment to T79774: Loadmaster of the Mi-290 Taru not functional.

The loadmaster is eye candy (For now :D). People would complain if they couldn't sit there, though.

May 10 2016, 9:32 AM · Arma 3
Bohemia updated subscribers of T79774: Loadmaster of the Mi-290 Taru not functional.
May 10 2016, 9:32 AM · Arma 3
Koala edited Steps To Reproduce on T79774: Loadmaster of the Mi-290 Taru not functional.
May 10 2016, 9:32 AM · Arma 3
DasAttorney edited Steps To Reproduce on T79773: lineIntersects does not return an intersection if underwater.
May 10 2016, 9:32 AM · Arma 3
Bohemia updated subscribers of T79773: lineIntersects does not return an intersection if underwater.
May 10 2016, 9:32 AM · Arma 3
Bohemia added a project to T79774: Loadmaster of the Mi-290 Taru not functional: Arma 3.
May 10 2016, 9:32 AM · Arma 3
DeLaRuuu added a comment to T79772: Mi-290 Taru jumps a little bit if you get in as a pilot.

Sitting in the co-pilot's seat and taking control of the aircraft will also have the same effect.

Edit: After some more testing, the Huron shows the same behavior, albeit not as obvious. The suspension will rise whenever someone takes control of the aircraft, and it will sink as soon as control is released.

May 10 2016, 9:32 AM · Arma 3
Bohemia added a project to T79772: Mi-290 Taru jumps a little bit if you get in as a pilot: Arma 3.
May 10 2016, 9:32 AM · Arma 3
Koala edited Steps To Reproduce on T79772: Mi-290 Taru jumps a little bit if you get in as a pilot.
May 10 2016, 9:32 AM · Arma 3
Bohemia added a project to T79773: lineIntersects does not return an intersection if underwater: Arma 3.
May 10 2016, 9:32 AM · Arma 3
Bohemia updated subscribers of T79771: Unable to fire from seats inside of vehicles.
May 10 2016, 9:32 AM · Arma 3
Bohemia added a project to T79771: Unable to fire from seats inside of vehicles: Arma 3.
May 10 2016, 9:32 AM · Arma 3
soulassassin599 edited Steps To Reproduce on T79770: Zeus not working in Altis life after the latest update..
May 10 2016, 9:32 AM · Arma 3
DenisP edited Steps To Reproduce on T79771: Unable to fire from seats inside of vehicles.
May 10 2016, 9:32 AM · Arma 3
DasAttorney added a comment to T79769: Crash right after initial Arma III logo with "loading addons".

You'll need to attach the following files:

.rpt
.bidmp
.mdmp

See here: https://community.bistudio.com/wiki/Crash_Files

May 10 2016, 9:32 AM · Arma 3
jonhyeknudsen added a comment to T79769: Crash right after initial Arma III logo with "loading addons".

Sorry!
I uninstalled a bunch of applications, that I had installed in the last month or so. It seems as though that has solved my problem. Arma III is running Again and I just enjoyed a couple of hours of great gameplay.

May 10 2016, 9:32 AM · Arma 3
Bohemia added a project to T79770: Zeus not working in Altis life after the latest update.: Arma 3.
May 10 2016, 9:32 AM · Arma 3
jonhyeknudsen added a comment to T79769: Crash right after initial Arma III logo with "loading addons".

Now I included the needed files in the NEW zip file.

May 10 2016, 9:32 AM · Arma 3
Bohemia updated subscribers of T79769: Crash right after initial Arma III logo with "loading addons".
May 10 2016, 9:32 AM · Arma 3
jonhyeknudsen edited Steps To Reproduce on T79769: Crash right after initial Arma III logo with "loading addons".
May 10 2016, 9:32 AM · Arma 3
Bohemia added a project to T79769: Crash right after initial Arma III logo with "loading addons": Arma 3.
May 10 2016, 9:32 AM · Arma 3
freexavier added a comment to T79768: A Transitioning to Vault animation bug.

Didn't mean to say walk, but jogging.

May 10 2016, 9:32 AM · Arma 3
freexavier added a comment to T79768: A Transitioning to Vault animation bug.

Still present in 1.48

May 10 2016, 9:32 AM · Arma 3
freexavier added a comment to T79768: A Transitioning to Vault animation bug.

That was a fast response. Thank you sir.

May 10 2016, 9:32 AM · Arma 3
freexavier added a comment to T79768: A Transitioning to Vault animation bug.

Om oops. Didn't mean to double post. I am not sure how it double posted. Please delete this if any administrator is passes by. The original is here http://feedback.arma3.com/view.php?id=21409

May 10 2016, 9:32 AM · Arma 3
Deadfast added a comment to T79768: A Transitioning to Vault animation bug.

No problem, resolved.

May 10 2016, 9:32 AM · Arma 3
Deadfast added a comment to T79767: A Transitioning to Vault animation bug.

Closing - duplicate of #0021410.

May 10 2016, 9:32 AM · Arma 3
Bohemia added a project to T79768: A Transitioning to Vault animation bug: Arma 3.
May 10 2016, 9:32 AM · Arma 3
freexavier edited Steps To Reproduce on T79768: A Transitioning to Vault animation bug.
May 10 2016, 9:32 AM · Arma 3
Fireball added a comment to T79766: Death Valley:despite carrying a PRC-343, it does not check the box.cannot continue.

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, 9:32 AM · Arma 3
sambucca added a comment to T79766: Death Valley:despite carrying a PRC-343, it does not check the box.cannot continue.

hello iceman.
thanks! i guessed that that could be the issue.

in steam, my startup parameters are:

"-cpuCount=4 -exThreads=7 -maxMem=4096 -maxVram=2048 -noBenchmark -noLogs -noPause -noSplash -world=empty"

no mods mentioned.
i´d like to avoid uninstalling all mods just to play the campaign, because then, i cannot easily join an online co-op game with my community.
i`ll check if there`s a way to temporarily disable the mods so i can enjoy the single player campaign.

you mentioned that the PRC-343 is not present in the unmodded game. on that campaign mission, i am supposed to be issued with one.

is that due to the mod??

edit: i was able to relatively easily disable the mods in the configure menu of arma3.
will give the campaign another try..

thanks for your help!
edit 2: replayed the campaign, everything is working now..:)

May 10 2016, 9:32 AM · Arma 3
freexavier edited Steps To Reproduce on T79767: A Transitioning to Vault animation bug.
May 10 2016, 9:32 AM · Arma 3
Bohemia added a project to T79767: A Transitioning to Vault animation bug: Arma 3.
May 10 2016, 9:32 AM · Arma 3
sambucca added a comment to T79766: Death Valley:despite carrying a PRC-343, it does not check the box.cannot continue.

Hi!
thanks for the quick reply.

yes.
ACRE2, CSE and a United Operations modpack.

is there a possibility to start arma3 without mods enabled?

in arma2:CO, i used playwithsix to start arma2 with mods and if i just started arma from the desktop link which it created when installing from steam, it would load up without mods.

May 10 2016, 9:32 AM · Arma 3
Iceman added a comment to T79766: Death Valley:despite carrying a PRC-343, it does not check the box.cannot continue.

Hello,
are you using any mods? For me, the rearming works without any problems.

May 10 2016, 9:32 AM · Arma 3
Iceman added a comment to T79766: Death Valley:despite carrying a PRC-343, it does not check the box.cannot continue.

Hello,
yes, you can start Arma without any mods by either deleting them or running the game executable without any additional parameters. The problem is most probably caused by mod (PRC-343 is not present in unmoded game) in which case there is unfortunately nothing we can do about it.

May 10 2016, 9:32 AM · Arma 3
sambucca edited Steps To Reproduce on T79766: Death Valley:despite carrying a PRC-343, it does not check the box.cannot continue.
May 10 2016, 9:32 AM · Arma 3
Bohemia added a project to T79766: Death Valley:despite carrying a PRC-343, it does not check the box.cannot continue: Arma 3.
May 10 2016, 9:32 AM · Arma 3
tom_48_97 added a comment to T79765: Addon Builder +other tools, do not scale correctly with Windows Display settings.

Glad to read that, now switching to resolved :)

May 10 2016, 9:32 AM · Arma 3
cancerouspete added a comment to T79765: Addon Builder +other tools, do not scale correctly with Windows Display settings.

no noticed difference - 125% forces a vertical scrollbar in-addition to horiz., but 150% only forces horiz. scrollbar (might not be new)

solutions imho:
-removing duplicate button icons (each has 2) would save significant width;
-allowing window resizing; or,
-set window width based on the right edge of controls (buttons and panels -are- sized & scaled correctly)

May 10 2016, 9:32 AM · Arma 3
cancerouspete added a comment to T79765: Addon Builder +other tools, do not scale correctly with Windows Display settings.

Well done - everything fits that matters (only issue is rightmost icons under-lap the folder buttons, but interferes with nothing); Calling it closed, thank you Tom & Co.

Edit: odd, i remember us previously having the ability to mark our own tickets as fixed/closed; get a access denied...

May 10 2016, 9:32 AM · Arma 3
tom_48_97 added a comment to T79765: Addon Builder +other tools, do not scale correctly with Windows Display settings.

We made quite a lot of modifications, do you still experience this issue?

Regarding the solution you've mentioned, it's something like the 3rd :)

May 10 2016, 9:32 AM · Arma 3