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May 10 2016

Moricky added a comment to T79806: Dialog Control Groups (CT_CONTROLS_GROUP) Internal Area Scaling Depending on Contents.

That's intended behavior, controls group should not scale based on their contents. In many situations, you'll want it to remain static, while the content is scrollable (notable examples: diary text, field manual, functions viewer, welcome screen, etc.)

Since you are in control of its content, you can resize it manually (using https://community.bistudio.com/wiki/ctrlSetPosition), ideally applying some limits so it won't overflow outside of the screen.

May 10 2016, 9:33 AM · Arma 3
PolarisUK added a comment to T79806: Dialog Control Groups (CT_CONTROLS_GROUP) Internal Area Scaling Depending on Contents.

I believe I explained a little incorrectly, I was referring to the scrollable overflow are rather than the actual controls group itself, but looking at those examples I see that the intended use is slightly different than I imagined. But I'll find a work around. Thank you for the reply.

May 10 2016, 9:33 AM · Arma 3
PolarisUK added a comment to T79806: Dialog Control Groups (CT_CONTROLS_GROUP) Internal Area Scaling Depending on Contents.

The fact that onDrop doesn't fire on controls inside a controls group does need addressing though I think. I've made a mission and uploaded it to this bug report:

http://feedback.arma3.com/view.php?id=21449

May 10 2016, 9:33 AM · Arma 3
Iceman added a comment to T79805: exceptional gameplay that equals vietcong (at last)!.

Thank you for the feedback!

May 10 2016, 9:33 AM · Arma 3
PolarisUK edited Steps To Reproduce on T79806: Dialog Control Groups (CT_CONTROLS_GROUP) Internal Area Scaling Depending on Contents.
May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79806: Dialog Control Groups (CT_CONTROLS_GROUP) Internal Area Scaling Depending on Contents: Arma 3.
May 10 2016, 9:33 AM · Arma 3
Bohemia updated subscribers of T79804: Precache assets on map load.
May 10 2016, 9:33 AM · Arma 3
Goomer edited Steps To Reproduce on T79804: Precache assets on map load.
May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79805: exceptional gameplay that equals vietcong (at last)!: Arma 3.
May 10 2016, 9:33 AM · Arma 3
DC edited Steps To Reproduce on T79805: exceptional gameplay that equals vietcong (at last)!.
May 10 2016, 9:33 AM · Arma 3
Shields added a comment to T79803: US Plate Carrier Rig Kerry to be optimized with player name (also one available for all factions ).

I think this could be a lot more complex to do than we think.
Priority sure isn't high either, but if its not hard to do i don't see why not.

May 10 2016, 9:33 AM · Arma 3
freexavier added a comment to T79803: US Plate Carrier Rig Kerry to be optimized with player name (also one available for all factions ).

Good idea. I hope BIS will implement this kind of feature.

May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79804: Precache assets on map load: Arma 3.
May 10 2016, 9:33 AM · Arma 3
Bohemia added a comment to T79803: US Plate Carrier Rig Kerry to be optimized with player name (also one available for all factions ).

This would be a splendid addition!

May 10 2016, 9:33 AM · Arma 3
ktandel51 added a comment to T79803: US Plate Carrier Rig Kerry to be optimized with player name (also one available for all factions ).

Yeah i understand that thing i already had a big name in game almost like one =7Cav=SPC.Tandel.K but still you can get a option to optimize if got inside settings to put in profile section for optimizing this Chest rig . Making a new option with limited letters will allow us to produce this feature very well.

May 10 2016, 9:33 AM · Arma 3
Benargee added a comment to T79803: US Plate Carrier Rig Kerry to be optimized with player name (also one available for all factions ).

It would need some special consideration. how is XxX1337Y01o360nO5C0P3S247$WAGXxX going to fit his name in such a small area? Maybe it would be better to define a simple small last name.

May 10 2016, 9:33 AM · Arma 3
ktandel51 added a comment to T79803: US Plate Carrier Rig Kerry to be optimized with player name (also one available for all factions ).

Most of the people i see doesnt keep that much big names only few people use them .

May 10 2016, 9:33 AM · Arma 3
DenisP added a comment to T79803: US Plate Carrier Rig Kerry to be optimized with player name (also one available for all factions ).

Would be a neat feature, though it would just be easier to add a new chest rig and backpack called (Name) instead of (Kerry) to avoid clogging up with the one worn by Ben Kerry in the campaign.

May 10 2016, 9:33 AM · Arma 3
Bohemia updated subscribers of T79803: US Plate Carrier Rig Kerry to be optimized with player name (also one available for all factions ).
May 10 2016, 9:33 AM · Arma 3
ktandel51 edited Steps To Reproduce on T79803: US Plate Carrier Rig Kerry to be optimized with player name (also one available for all factions ).
May 10 2016, 9:33 AM · Arma 3
SilverDude added a comment to T79802: CH-67 Rotor Destroyed But Still Flying Fine.

Ok, well I cannot test it, as I do not have the RC branch code.

Only someone who has it could test your issue.

May 10 2016, 9:33 AM · Arma 3
henoik added a comment to T79802: CH-67 Rotor Destroyed But Still Flying Fine.

Basically what happens is that whenever the tail rotor gets destroyed, my main rotor is still intact, status white (obviously). But the MROT seems to be gone, even though it rly is still there. It's just the graphics that disappear - in other words, this is a graphical glitch.

Also, this problem is in regards to the RC build!

May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79803: US Plate Carrier Rig Kerry to be optimized with player name (also one available for all factions ): Arma 3.
May 10 2016, 9:33 AM · Arma 3
Benargee added a comment to T79802: CH-67 Rotor Destroyed But Still Flying Fine.

Any time I lost the back rotor, I did a sweet back flip into the ground.

May 10 2016, 9:33 AM · Arma 3
Benargee added a comment to T79802: CH-67 Rotor Destroyed But Still Flying Fine.

Related? http://feedback.arma3.com/view.php?id=21400

May 10 2016, 9:33 AM · Arma 3
SilverDude added a comment to T79802: CH-67 Rotor Destroyed But Still Flying Fine.

I cannot reproduce this.
My ATRQ does not even break into a damaged model like yours. It just spins slower and the main rotor is still intact.

Although I think it is very wierd that you spin if you lose your tail rotor. Normally your tail falls like a brick and pulls your down to the ground.

May 10 2016, 9:33 AM · Arma 3
alganthe added a comment to T79801: Unexpected behavior of += array in configs.

If you integrate it they way it's described in the original post this is going to add a very powerful tool for addon cross compatibility.

Please consider this.

May 10 2016, 9:33 AM · Arma 3
Kaban added a comment to T79801: Unexpected behavior of += array in configs.

True. It would be the greatest config feature ever.

May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79802: CH-67 Rotor Destroyed But Still Flying Fine: Arma 3.
May 10 2016, 9:33 AM · Arma 3
Kaban added a comment to T79801: Unexpected behavior of += array in configs.

BI, please consider to add this feature.
It's very important for island makers.
This command is the only way to make all islands compatible with each other.

Island maker must override (instead of appending) global vehicle classes to add his own dust effects for his terrain.
So end users can't properly use several islands simultaneously because every island override dust effects of all other islands.

More info can be found here: https://forums.bistudio.com/topic/176156-how-to-customize-terrain-dust-sound-and-ocean/?p=2918406

May 10 2016, 9:33 AM · Arma 3
henoik edited Steps To Reproduce on T79802: CH-67 Rotor Destroyed But Still Flying Fine.
May 10 2016, 9:33 AM · Arma 3
commy2 added a comment to T79801: Unexpected behavior of += array in configs.

@ImperialAlex

+= certainly is "interesting", but not really useable outside of a few exceptions at this point.

You could say that this report is a feature request for that.

@PiepMGI

Thats exactly the issue I described. The grenade launcher class is inherited and therefore += doesn't work as expected.

May 10 2016, 9:33 AM · Arma 3
PiepMGI added a comment to T79801: Unexpected behavior of += array in configs.

As exemple with throw:
class CfgWeapons
{

    class GrenadeLauncher;
    class Throw : GrenadeLauncher {
        muzzles[] += {"MGI_LacrymoMuzzle"};
            
        class ThrowMuzzle: GrenadeLauncher {};
        class HandGrenadeMuzzle: ThrowMuzzle {
            magazines[] = {"HandGrenade"};
        };
        class MGI_LacrymoMuzzle : ThrowMuzzle {
            magazines[] = {"MGI_Lacrymo_mag"};
        };... then you need to repeat all grenade classes with their magazines (like handGrenadeMuzzle above)!

btw, i never found the way to add a magazine for the GL_3GL_F launcher. It works for UGL_F (EGLM) but no way for the GL_3GL_F (commonly used in plenty of addons). Seems to need rewriting all guns just for that!

May 10 2016, 9:33 AM · Arma 3
commy2 added a comment to T79801: Unexpected behavior of += array in configs.

@ImperialAlex

It doesn't. There is no difference whether you put stuff inside one config.cpp or into multiple aside from loading order.

Also for the record, += doesn't even work with "arrays with unkown previous values". In practice it ONLY works with Throw, because there is no reason to inherit from that class as every soldier uses it.

You can't for example add a custom silencer to the MX (compatibleItems[]), because the MXSW inherits from that.

May 10 2016, 9:33 AM · Arma 3
ImperialAlex added a comment to T79801: Unexpected behavior of += array in configs.

@commy2

Thanks for the explanation. Could you give an example usage (with Throw)?
I'm still trying to get my head around this operator (out of mere interest as it seems a fairly niche thing).

Slightly off-topic: Is there already a feature-request to turn += into a more general tool that *could* handle things like adding a custom silencer to the MX's compatibleItems[]?

May 10 2016, 9:33 AM · Arma 3
ImperialAlex added a comment to T79801: Unexpected behavior of += array in configs.

When you say "not meant to work with inherited classes" does that also include inheritance inside a single config file?
I.e. what will the following produce (single config file only):
config1:
class A {
property[] = [a,b];
};
class B: A {
property[] += [c];
};

May 10 2016, 9:33 AM · Arma 3
pettka added a comment to T79801: Unexpected behavior of += array in configs.

The description is correct - this feature was never meant to work with inherited classes. The goal was to create a simple tool to work add into array with unknown previous values (e.g. Throw muzzle with various grenades) and it works just like that.
There is currently no plan to change the feature, it may be possibly done in the future, but I cannot promise anything.

May 10 2016, 9:33 AM · Arma 3
commy2 added a comment to T79801: Unexpected behavior of += array in configs.

Still the same issue with version 1.34.

May 10 2016, 9:33 AM · Arma 3
bux578 added a comment to T79801: Unexpected behavior of += array in configs.

Any news on this?

May 10 2016, 9:33 AM · Arma 3
Bohemia updated subscribers of T79801: Unexpected behavior of += array in configs.
May 10 2016, 9:33 AM · Arma 3
commy2 edited Steps To Reproduce on T79801: Unexpected behavior of += array in configs.
May 10 2016, 9:33 AM · Arma 3
Iceman added a comment to T79800: Freeze followed by crash.

Hello,
thank you for submitting the ticket. There is unfortunately no crash dump uploaded(crashdump is rpt + bidmp + mdmp file with same name). Did it create for you?

May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79801: Unexpected behavior of += array in configs: Arma 3.
May 10 2016, 9:33 AM · Arma 3
Unknown Object (User) added a comment to T79799: Civilian airplane.

It would be great but i doubt it will happen

May 10 2016, 9:33 AM · Arma 3
kavno added a comment to T79799: Civilian airplane.

i think a nice 80s cessna 172., a ratty old beat to heck bush plane or even a piper cub, and some sort of small private jet would be perfect additions. but at the very least the bush plane.

May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79800: Freeze followed by crash: Arma 3.
May 10 2016, 9:33 AM · Arma 3
Kerc87 edited Steps To Reproduce on T79800: Freeze followed by crash.
May 10 2016, 9:33 AM · Arma 3
SilverDude added a comment to T79799: Civilian airplane.

Alot of the BI-milsims had atleast one civilian aircraft and since Altis is pretty big, it would be good to have a plane.

A few examples:
Operation Flashpoint - http://www.ofpec.com/COMREF/cfg_images/OFP/Cessna.jpg

Arma 2 (Well, a helicopter) - http://img2.wikia.nocookie.net/__cb20131205133343/takistanlifeuprising/images/e/e3/Mi17_Civilian.jpg

Arma 2 OA - http://img2.wikia.nocookie.net/__cb20131205132818/takistanlifeuprising/images/9/95/An2Aeroshrot.png

A twin engine prop plane would be pretty,
like this: http://img.planespotters.net/media/photos/original/083000/PlanespottersNet_083575.jpg

or this: http://www.travelizmo.com/archives/tecnam-p2006-personal-sport-airplane.jpg

May 10 2016, 9:33 AM · Arma 3
Stalkarn edited Steps To Reproduce on T79799: Civilian airplane.
May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79799: Civilian airplane: Arma 3.
May 10 2016, 9:33 AM · Arma 3
SilverDude added a comment to T79798: M-900 Helicopter pilot is a normal civilian, not a pilot..

I hope they make better civilian helicopter pilots though, because now we only have some with those "Worker" clothes.

May 10 2016, 9:33 AM · Arma 3
Peter added a comment to T79798: M-900 Helicopter pilot is a normal civilian, not a pilot..

Updated category: changed to Gameplay.

May 10 2016, 9:33 AM · Arma 3
cancerouspete added a comment to T79798: M-900 Helicopter pilot is a normal civilian, not a pilot..

there is a pilot unit (C_man_pilot_F) but it seems to have been overlooked for the config ('crew' value i believe, oddly enough 'typicalCargo' lists a B_Helipilot for the M900). i'm sure this will be fixed soon enough. +1

May 10 2016, 9:33 AM · Arma 3
Bohemia added a comment to T79798: M-900 Helicopter pilot is a normal civilian, not a pilot..

Also, this is a gameplay issue, not a feature request. But I agree, the civi pilot should be in the pilot and copilot's seat.

May 10 2016, 9:33 AM · Arma 3
Peter edited Steps To Reproduce on T79798: M-900 Helicopter pilot is a normal civilian, not a pilot..
May 10 2016, 9:33 AM · Arma 3
Peter added a comment to T79798: M-900 Helicopter pilot is a normal civilian, not a pilot..

An easy fix is just repaint the current helicopter helmet in white color and also any pilot coverall in a neutral color without banners.

May 10 2016, 9:33 AM · Arma 3
Bohemia updated subscribers of T79797: Loadmaster visual clipping with Tarus and Stryker HMG (Rev 1.35.128021).
May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79798: M-900 Helicopter pilot is a normal civilian, not a pilot.: Arma 3.
May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79797: Loadmaster visual clipping with Tarus and Stryker HMG (Rev 1.35.128021): Arma 3.
May 10 2016, 9:33 AM · Arma 3
Yondiame edited Steps To Reproduce on T79797: Loadmaster visual clipping with Tarus and Stryker HMG (Rev 1.35.128021).
May 10 2016, 9:33 AM · Arma 3
kavno added a comment to T79796: Add trailer units..

Tow ropes would be nice. being able to tow anything rather. it would be nice to trailer logistics containers and tow disabled vehicles.

May 10 2016, 9:33 AM · Arma 3
Reapzer added a comment to T79796: Add trailer units..

http://www.youtube.com/watch?v=RpF2TaU2SfA

This is what I mean, being able to have this in game would be amazing but to also have a good physic system in place to handle it would be good.

May 10 2016, 9:33 AM · Arma 3
Reapzer edited Steps To Reproduce on T79796: Add trailer units..
May 10 2016, 9:33 AM · Arma 3
Bohemia updated subscribers of T79796: Add trailer units..
May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79796: Add trailer units.: Arma 3.
May 10 2016, 9:33 AM · Arma 3
ceeeb added a comment to T79795: AI stuck if a Medic dies while moving and trying to treat unit.

Related to #20084

Reproducible every time for me.
AI become unstuck if they can heal themselves, or are healed by an AI medic. Being healed by the player doesn't seem to work, even if the player is a medic. Being healed by another AI with a FAK results in that AI going into a repeating healing animation loop, during which the stuck unit is healed but remains stuck.

May 10 2016, 9:33 AM · Arma 3
Bohemia updated subscribers of T79795: AI stuck if a Medic dies while moving and trying to treat unit.
May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79795: AI stuck if a Medic dies while moving and trying to treat unit: Arma 3.
May 10 2016, 9:33 AM · Arma 3
freexavier edited Steps To Reproduce on T79795: AI stuck if a Medic dies while moving and trying to treat unit.
May 10 2016, 9:33 AM · Arma 3
EvroMalarkey edited Steps To Reproduce on T79794: Feature Request - Sort by Author and then by alphabet order.
May 10 2016, 9:33 AM · Arma 3
mikero added a comment to T79793: "Author Unknown" Island selection does not respect Author inheritence..

for reasons unknown then, the main island selection display does drill down, and does not show 'bohemia interactive'

May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79794: Feature Request - Sort by Author and then by alphabet order: Arma 3.
May 10 2016, 9:33 AM · Arma 3
Moricky added a comment to T79793: "Author Unknown" Island selection does not respect Author inheritence..

Inheritance works fine, but "author" property ignores it deliberately. If it wouldn't work this way, all objects, weapons or terrains which are inheriting from the official content, but has no "author" defined, would be marked as "by Bohemia Interactive".

May 10 2016, 9:33 AM · Arma 3
mikero edited Steps To Reproduce on T79793: "Author Unknown" Island selection does not respect Author inheritence..
May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79793: "Author Unknown" Island selection does not respect Author inheritence.: Arma 3.
May 10 2016, 9:33 AM · Arma 3
Killzone_Kid added a comment to T79792: [FIXED, Mark as resolved]Taru first person view for loadmaster not completely fixed..

done!

May 10 2016, 9:33 AM · Arma 3
Benargee added a comment to T79792: [FIXED, Mark as resolved]Taru first person view for loadmaster not completely fixed..

FIXED, Mark as resolved

May 10 2016, 9:33 AM · Arma 3
Benargee edited Steps To Reproduce on T79792: [FIXED, Mark as resolved]Taru first person view for loadmaster not completely fixed..
May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79792: [FIXED, Mark as resolved]Taru first person view for loadmaster not completely fixed.: Arma 3.
May 10 2016, 9:33 AM · Arma 3
AgentRev added a comment to T79791: "engineOn false" does not work for helicopters.

Fixed in v1.34

May 10 2016, 9:33 AM · Arma 3
AgentRev added a comment to T79791: "engineOn false" does not work for helicopters.

In the editor. Maybe it's fixed in the dev branch but not stable? I guess we'll see when Heli DLC is released.

May 10 2016, 9:33 AM · Arma 3
Killzone_Kid added a comment to T79791: "engineOn false" does not work for helicopters.

Oh, that ticket again... http://feedback.arma3.com/view.php?id=7804

Are you executing it where vehicle is local? Tried it just now with Huron and MH9 on dedi, works like charm.

May 10 2016, 9:33 AM · Arma 3
Benargee added a comment to T79791: "engineOn false" does not work for helicopters.

I have tested stable and dev.
Dev - works.
Stable - doesn't work.

It seems like this fix has been lingering for awhile in dev, but hasn't moved over to stable yet. So far it has skipped 1.30 and 1.32.

May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79791: "engineOn false" does not work for helicopters: Arma 3.
May 10 2016, 9:33 AM · Arma 3
Fireball added a comment to T79790: [DEV] Removing and adding SmokeLauncherMag with xxxMagazine(s)Turret commands make Smoke Launcher unusable.

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, 9:33 AM · Arma 3
AgentRev edited Steps To Reproduce on T79791: "engineOn false" does not work for helicopters.
May 10 2016, 9:33 AM · Arma 3
Xeno added a comment to T79790: [DEV] Removing and adding SmokeLauncherMag with xxxMagazine(s)Turret commands make Smoke Launcher unusable.

Meh, haven't checked the SmokeLauncher itself...
It indeed has a magazine reload time of 60 seconds:
magazineReloadTime = 60;

So not a bug, please close.

May 10 2016, 9:33 AM · Arma 3
Killzone_Kid added a comment to T79790: [DEV] Removing and adding SmokeLauncherMag with xxxMagazine(s)Turret commands make Smoke Launcher unusable.

Takes about 60 sec for the launcher to become usable for me. Removing and adding weapon cuts this time to 2 sec

vehicle player removeMagazineTurret ["smokelaunchermag", [0,0]];
vehicle player removeWeaponTurret ["smokelauncher", [0,0]];
vehicle player addMagazineTurret ["smokelaunchermag", [0,0]];
vehicle player addWeaponTurret ["smokelauncher", [0,0]];

May 10 2016, 9:33 AM · Arma 3
Xeno added a comment to T79790: [DEV] Removing and adding SmokeLauncherMag with xxxMagazine(s)Turret commands make Smoke Launcher unusable.

That I know... Yet it doesn't happen for other turrets or mags, thus it is a bug.

May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79790: [DEV] Removing and adding SmokeLauncherMag with xxxMagazine(s)Turret commands make Smoke Launcher unusable: Arma 3.
May 10 2016, 9:33 AM · Arma 3
Xeno edited Steps To Reproduce on T79790: [DEV] Removing and adding SmokeLauncherMag with xxxMagazine(s)Turret commands make Smoke Launcher unusable.
May 10 2016, 9:33 AM · Arma 3
DenisP edited Steps To Reproduce on T79789: Driving model improvement request for ground vehicles.
May 10 2016, 9:33 AM · Arma 3
Harakhti added a comment to T79789: Driving model improvement request for ground vehicles.

This actually sounds thought-through and rather curious. I have to agree that a "gearbox" system would be more beneficial than the fast/slow/regular driving modes, especially on systems without analogue controls; Analogue controls, as well, could get the benefits of the system as well (incremental throttle).

As an extra thought, slight modifications of the existing vehicles' dashboards would be needed to reflect the relevant information (I believe helicopters do so as well).

May 10 2016, 9:33 AM · Arma 3
Bohemia updated subscribers of T79789: Driving model improvement request for ground vehicles.
May 10 2016, 9:33 AM · Arma 3
Rolfo600 edited Steps To Reproduce on T79788: Cannot enter boat in mission Turning point..
May 10 2016, 9:33 AM · Arma 3
Iceman77 added a comment to T79787: [ REQUEST ] command addItemToXXXX array.

Yeah we can still wish =)

May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79789: Driving model improvement request for ground vehicles: Arma 3.
May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79788: Cannot enter boat in mission Turning point.: Arma 3.
May 10 2016, 9:33 AM · Arma 3
Killzone_Kid added a comment to T79787: [ REQUEST ] command addItemToXXXX array.

It is your ticket, if you think it is not resolved then it is not resolved. As for "why not" commands, I know first hand how difficult it is to get even essential commands added or to fix broken ones. On the other hand, stranger things have happened in the past.

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

Hi. It's your decision to close it. I don't see why though. IMO it's a valid request and just because there's another way to do something doesn't mean that there shouldn't be an simpler array variant of the command.

I mean, we didn't "need" any of the addItemToXXX commands to begin with... could have just used other ways to do the same thing, akin to your example above. Which we were already doing until the commands came along.

My 2C. Cheers.

May 10 2016, 9:33 AM · Arma 3