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May 10 2016

Terox added a comment to T80926: several Problems with leaveVehicle,addVehicle,assignAsCargo,orderGetIn,allowGetIn,unassignVehicle etc....

You can take a horse to water but.......
You may find this useful to help you resolve your issue

http://forums.bistudio.com/showthread.php?176096-Zeu-Debugging-Tutorial-amp-Foundation-Template

May 10 2016, 10:15 AM · Arma 3
CHIMERACyborg added a comment to T80926: several Problems with leaveVehicle,addVehicle,assignAsCargo,orderGetIn,allowGetIn,unassignVehicle etc....

LOL...
A server side executed code, which contains only commands, that belongs to units, which are local on the server. This has two different behaviours depending on server environment. And you say, you can´t understand the problem?
What should this express to me?

May 10 2016, 10:15 AM · Arma 3
CHIMERACyborg added a comment to T80926: several Problems with leaveVehicle,addVehicle,assignAsCargo,orderGetIn,allowGetIn,unassignVehicle etc....

Find the Error:
The following code is executet on Server only!
It works fine on client hosted Server!
It fails on dedicated Server.

the addVehicle command must contain something like "if (isDedicated)..."
The waypointcondition "{_x in (crew T3)} count units _grp == count units _grp" is totally ignored!

what is this? Somekind of VBS copy protection or a bad joke?
To create a Helicopter-Extraktion for AI Units under enemy fire in dedicated Server environment, is a horrible nightmare!

check the code of the following commands:
addVehicle,leaveVehicle,assignAsCargo,assignAsDriver,assignAsGunner,assignAsCommander,unassignVehicle,setWayPointStatements... etc. for (isDedicated) or similar stuff.
There must be some bad ass code!

T3 is a Transport chopper; (flying)
T4 is a Combat chopper; (flying)
Hos1 and Hos2 are hostages;
EP is an invisible Helipad


if (isServer) then {

		null = [] spawn {
		private["_grHos","_grT3","_grT4","_WP0","_WP1","_DT3","_DT4","_GT4"];
		_DT3 = driver T3;
		_DT4 = driver T4;
		_GT4 = gunner T4;
		_grT3 = group _DT3;
		_grT4 = group _DT4;
		_DT3 allowFleeing 0;
        _DT3 disableAI "THREAT_PATH";
        _DT3 disableAI "PATHPLAN";
        _DT3 disableAI "AUTOTARGET";
        _DT3 disableAI "TARGET";
        _DT4 allowFleeing 0;
        _DT4 disableAI "THREAT_PATH";
        _DT4 disableAI "PATHPLAN";
        _DT4 disableAI "WAYPOINT_STOP";
		_WP1 = _grT4 addWaypoint [T3,0];
        _WP1 setWaypointType "MOVE";
        _WP1 setWaypointSpeed "FULL";
        _WP1 setWaypointBehaviour "COMBAT";
        _grHos = createGroup west;
        {if (!isNull _x || !alive _x) then {[_x] joinsilent _grHos}} forEach [Hos1,Hos2];
        Hostages = _grHos;
        _WP0 = _grHos addWaypoint [EP,0];
        _WP0 setWaypointType "MOVE";
        _WP0 setWaypointBehaviour "CARELESS";
        _WP0 setWaypointSpeed "LMITED";
        _WP1 = _grHos addWaypoint [EP,1];
        _WP1 setWaypointType "GETIN";
        _WP1 setWaypointBehaviour "CARELESS";
        _WP1 setWaypointSpeed "LMITED";
        {deleteWaypoint _x} forEach waypoints _grT3;
        {deleteWaypoint _x} forEach waypoints _grT3;
        _WP0 = _grT3 addWaypoint [[2114,1941,20],0];
        _WP0 setWPPos [2114,1941,20];
        _WP0 setWaypointType "MOVE";
        _WP0 setWaypointSpeed "NORMAL";
        _WP0 setWaypointBehaviour "COMBAT";
        _WP0 setWaypointCombatMode "RED";
        _WP0 setWaypointCompletionRadius 200;
        _WP0 setWaypointStatements ["true","{_x assignAsCargo T3} forEach [Hos1,Hos2];[Hos1,Hos2] orderGetIn true;Hostages addVehicle T3;"];
        _WP1 = _grT3 addWaypoint [EP,1];
        _WP1 setWaypointType "LOAD";
        _WP1 setWaypointSpeed "LIMITED";
        _WP1 setWaypointBehaviour "SAVE";
        _WP1 setWaypointCombatMode "GREEN";
        _WP1 setWaypointCompletionRadius 10;
        _WP1 setWaypointStatements ["true",""];
        [_grT3, 1] synchronizeWaypoint [[_grHos, 1]];
        [_grHos, 1] synchronizeWaypoint [[_grT3, 1]];
        _WP0 = _grT3 addWaypoint [[0,0,20],2];
        _WP0 setWPPos [0,0,20];
        _WP0 setWaypointType "MOVE";
        _WP0 setWaypointSpeed "FULL";
        _WP0 setWaypointBehaviour "SAVE";
        _WP0 setWaypointCompletionRadius 200;
        _WP0 setWaypointStatements ["{_x in (crew T3)} count [Hos1,Hos2] == count [Hos1,Hos2]","HostSave = true;{deleteVehicle _x} forEach ((crew T3) + [T3])"];
        while {alive T4} do {
        		sleep 10;
                {deleteWaypoint _x} forEach waypoints _grT4;
                {deleteWaypoint _x} forEach waypoints _grT4;
                _WP0 = _grT4 addWaypoint [T3,0];
                _WP0 setWaypointType "MOVE";
                _WP0 setWaypointSpeed "FULL";
                _WP0 setWaypointBehaviour "COMBAT";
                _WP0 setWaypointCombatMode "RED";
                if ({_x in (crew T3)} count units _grHos == count units _grHos) exitWith {
                		_DT4 disableAI "AUTOTARGET";
        				_DT4 disableAI "TARGET";
                        {deleteWaypoint _x} forEach waypoints _grT4;
                        {deleteWaypoint _x} forEach waypoints _grT4;
                        _WP0 = _grT4 addWaypoint [[1614,936,80],0];
                        _WP0 setWPPos [1614,936,80];
                        _WP0 setWaypointType "MOVE";
                        _WP0 setWaypointCombatMode "BLUE";
                        _WP0 setWaypointSpeed "FULL";
                        _WP0 setWaypointCompletionRadius 200;
                        _WP1 = _grT4 addWaypoint [[0,0,80],1];
                        _WP1 setWPPos [0,0,80];
                        _WP1 setWaypointType "MOVE";
                        _WP1 setWaypointCombatMode "BLUE";
                        _WP1 setWaypointSpeed "FULL";
                        _WP1 setWaypointCompletionRadius 200;
                        _WP1 setWaypointStatements ["true","{deleteVehicle _x} forEach ((crew T4) + [T4])"];
                        };
                    };
                };
            };

Good luck

May 10 2016, 10:15 AM · Arma 3
X39 added a comment to T80926: several Problems with leaveVehicle,addVehicle,assignAsCargo,orderGetIn,allowGetIn,unassignVehicle etc....

dude ...
this is the most horrible bug report i ever had to read

  1. No actual bug ever mentioned
  2. Information overload
  3. no steps to reproduce (this is no 'need help with my script' forum)

my recommendation to the mods: close this issue as cannot reproduce
to the bug reporter: add something to this ticket to make your problem clear or get over to the BI forums for help

May 10 2016, 10:15 AM · Arma 3
Terox added a comment to T80926: several Problems with leaveVehicle,addVehicle,assignAsCargo,orderGetIn,allowGetIn,unassignVehicle etc....

I voted this down to try and stop folks wasting their time even looking at this.

This is a fine example of what not to do.
This is not a place to try and get folks to debug your script for you.

May 10 2016, 10:15 AM · Arma 3
CHIMERACyborg added a comment to T80926: several Problems with leaveVehicle,addVehicle,assignAsCargo,orderGetIn,allowGetIn,unassignVehicle etc....

need more Info??

Hey, i am not working for BI. Thats an very old Problem! You have Arma3 installed on your PC? What information you need? I am not here to solve your problems.

maybe you begin with F2k Sels´s Note:
"Came across this today, units eject but the chopper stops and won't follow waypoints.

Only when I use both unassignvehicle and a setpos on the ejecting units will the chopper move on to the next waypoint."

That's info enough?
Now it should be clear why the wage is so low, right?
Dont worry ;)

May 10 2016, 10:15 AM · Arma 3
CHIMERACyborg added a comment to T80926: several Problems with leaveVehicle,addVehicle,assignAsCargo,orderGetIn,allowGetIn,unassignVehicle etc....

there was a specific problem if units of different groups assigned to the same Vehicle at first.
if a unit is "moveinCargo"´ed it seems that the unit is assigned to the vehicle?
check?
if the unit is "moveout"´ed this binding will not be removed.
check?
further the action "eject" does nothing else than a moveout?
check?
why the helo pilot is waiting for units which are assigned to his helo, if this units where´nt assigned to his helo? btw... it is not possible to unassign them.
check?
I can´t check the damn source code of commands...so i need your help and not you need my help???
check?
... confused ... ?)

May 10 2016, 10:15 AM · Arma 3
Fireball added a comment to T80926: several Problems with leaveVehicle,addVehicle,assignAsCargo,orderGetIn,allowGetIn,unassignVehicle etc....

I don't work for BI if that was you were aiming for, I'm doing this in my spare time.

I was saying for a good bug report, this report is overloaded. Please edit it to make a clear case.

May 10 2016, 10:15 AM · Arma 3
Fireball added a comment to T80926: several Problems with leaveVehicle,addVehicle,assignAsCargo,orderGetIn,allowGetIn,unassignVehicle etc....

Information overload. Too many commands mentioned, finally you're referring to editor waypoints.

Please make your case clear, narrow it down, avoid wall of text.

May 10 2016, 10:15 AM · Arma 3
F2kSel added a comment to T80926: several Problems with leaveVehicle,addVehicle,assignAsCargo,orderGetIn,allowGetIn,unassignVehicle etc....

Came across this today, units eject but the chopper stops and won't follow waypoints.

Only when I use both unassignvehicle and a setpos on the ejecting units will the chopper move on to the next waypoint.

May 10 2016, 10:15 AM · Arma 3
Bohemia added a project to T80926: several Problems with leaveVehicle,addVehicle,assignAsCargo,orderGetIn,allowGetIn,unassignVehicle etc...: Arma 3.
May 10 2016, 10:15 AM · Arma 3
Bohemia updated subscribers of T80926: several Problems with leaveVehicle,addVehicle,assignAsCargo,orderGetIn,allowGetIn,unassignVehicle etc....
May 10 2016, 10:15 AM · Arma 3
CHIMERACyborg edited Steps To Reproduce on T80926: several Problems with leaveVehicle,addVehicle,assignAsCargo,orderGetIn,allowGetIn,unassignVehicle etc....
May 10 2016, 10:15 AM · Arma 3
LondonLad added a comment to T80925: development branch of arma 3 tools is broken.

Similar / Related ticket - http://feedback.arma3.com/view.php?id=22133

May 10 2016, 10:15 AM · Arma 3
Jonpas added a comment to T80925: development branch of arma 3 tools is broken.

Using exactly same keys in the folder just created with today's update? In changelog nothing says about any changes with anything related to DSSignFile or DSCreateKey or whatever they are called exactly.

May 10 2016, 10:15 AM · Arma 3
Jonpas added a comment to T80925: development branch of arma 3 tools is broken.

I just created a key with dev-branch Arma 3 Tools and it fixed the issue by naming it differently than the old bikey was, which was created with previous stable Arma 3 Tools.

May 10 2016, 10:15 AM · Arma 3
maquez added a comment to T80925: development branch of arma 3 tools is broken.

today's update fixed the issue !

thank you

May 10 2016, 10:15 AM · Arma 3
maquez added a comment to T80925: development branch of arma 3 tools is broken.

switching back to stable ArmA3 Tools resolves issue

May 10 2016, 10:15 AM · Arma 3
LondonLad added a comment to T80925: development branch of arma 3 tools is broken.

Hmm, I'm wondering if its something similar that I've encountered over the past day

http://feedback.arma3.com/view.php?id=22552

I've used both the Stable and latest Performance EXE's (Windows)

If you check your RPT while the server is started, do you see the message that it's connected to the 'Steam Servers'? I don't, unless I remove the offending 'bikey' from the 'keys' folder of the dedicated server.

example - end of RPT file

13:59:09 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303

The next line, if successful would show (but doesn't, unless I remove the bikey causing the issue):

14:03:00 Connected to Steam servers

I've also noticed that if I kill/terminiate/end task the service via the 'Wait chain' I get a crash dump appear (if I just kill the service via end tasking the exe process I don't)

What I mean is this:

  1. Resource Monitor
  2. Select the service - in this case the a3 server exe
  3. Right-click it and select 'Analyse Wait Chain
  4. Select all the processes listed
  5. Select 'End Task'

A crash dump/rpt then occurs.

If I go the normal route and just 'End Process Tree', the server exe from the Resource Monitor, I don't get the dumps.

May 10 2016, 10:14 AM · Arma 3
maquez added a comment to T80925: development branch of arma 3 tools is broken.

exact this behavior occurs too

example - end of RPT file

13:59:09 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303

The next line, if successful would show (but doesn't, unless I remove the bikey causing the issue):

14:03:00 Connected to Steam servers

May 10 2016, 10:14 AM · Arma 3
maquez added a comment to T80925: development branch of arma 3 tools is broken.

http://forums.bistudio.com/showthread.php?167618-RH-M4-M16-pack&p=2872496&viewfull=1#post2872496

http://forums.bistudio.com/showthread.php?167618-RH-M4-M16-pack&p=2873241&viewfull=1#post2873241

did test it myself, subscribed development branch ArmA3 Tools,
created test key, loaded it together with other keys,
then started server...

exact same behavior as described above in links

server shows never online

download this keys https://drive.google.com/folderview?id=0B1gWUNu0kwK1YldoLTMyTDl4eWc&usp=sharing start them together
server wont show online and each time you switch off server console you have to kill process manual.

"Q-Net_test.bikey" name of key made with development branch of Arma 3 Tools

May 10 2016, 10:14 AM · Arma 3
Bohemia updated subscribers of T80925: development branch of arma 3 tools is broken.
May 10 2016, 10:14 AM · Arma 3
maquez edited Steps To Reproduce on T80925: development branch of arma 3 tools is broken.
May 10 2016, 10:14 AM · Arma 3
Bohemia added a project to T80925: development branch of arma 3 tools is broken: Arma 3.
May 10 2016, 10:14 AM · Arma 3
otreblA_SNAKE_ITA added a comment to T80924: Some actions can't be done in "modified\enhanched" stances.

Updated, now it's more accurate!

May 10 2016, 10:14 AM · Arma 3
Bohemia added a project to T80924: Some actions can't be done in "modified\enhanched" stances: Arma 3.
May 10 2016, 10:14 AM · Arma 3
gm3bq added a comment to T80923: Cursor does not work.

I just uploaded the dxdiag, and it didn't show any issues with my graphic card. I updated my drivers for it this morning but now I can not get arma to run at all. It is showing it as running in the background. Could it be a Directx issue?

May 10 2016, 10:14 AM · Arma 3
otreblA_SNAKE_ITA edited Steps To Reproduce on T80924: Some actions can't be done in "modified\enhanched" stances.
May 10 2016, 10:14 AM · Arma 3
gm3bq added a comment to T80923: Cursor does not work.

mouse works now however Arma will not go into full screen res can not be changed from 800x600. see uploaded file

May 10 2016, 10:14 AM · Arma 3
Killzone_Kid added a comment to T80923: Cursor does not work.

Adjust your UI to match your resolution in video config in Arma.

May 10 2016, 10:14 AM · Arma 3
Bohemia added a comment to T80923: Cursor does not work.

I've got bad message for you - looks like your graphic card is down... and system use integrated ones on CPU. But if its occured try to push alt + enter, alt + tab (switch to something else, then back to arma). Install new video driver, and make sure nothing strange is written in command line. Can you run the game, try to change resolution, exit it and atach a rpt file?

PS. Sory for lot of ideas, but first of all use dxdiag command (start>run>dxdiag>enter) to see that your graphic card is working

May 10 2016, 10:14 AM · Arma 3
Sniperwolf572 added a comment to T80922: Add scripting command isJIP.

Added in 131477

http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2964656&viewfull=1#post2964656

May 10 2016, 10:14 AM · Arma 3
gm3bq edited Steps To Reproduce on T80923: Cursor does not work.
May 10 2016, 10:14 AM · Arma 3
Bohemia added a project to T80923: Cursor does not work: Arma 3.
May 10 2016, 10:14 AM · Arma 3
Moricky added a comment to T80922: Add scripting command isJIP.

There's already a function BIS_fnc_didJIP.

Example:

  • call BIS_fnc_didJIP;

Returns true if player on the current machine joined in progress.

May 10 2016, 10:14 AM · Arma 3
SilentSpike added a comment to T80922: Add scripting command isJIP.

Oh interesting, thanks for the info Moricky. (Can't be very well known as a google search for that function name returns only 1 result: this page).

May 10 2016, 10:14 AM · Arma 3
Bohemia updated subscribers of T80922: Add scripting command isJIP.
May 10 2016, 10:14 AM · Arma 3
SilentSpike edited Steps To Reproduce on T80922: Add scripting command isJIP.
May 10 2016, 10:14 AM · Arma 3
SilentSpike added a comment to T80922: Add scripting command isJIP.

Even better, I'll edit the post with that

May 10 2016, 10:14 AM · Arma 3
Killzone_Kid added a comment to T80922: Add scripting command isJIP.

isJIP would do. +1

May 10 2016, 10:14 AM · Arma 3
Bohemia added a project to T80922: Add scripting command isJIP: Arma 3.
May 10 2016, 10:14 AM · Arma 3
john681611 added a comment to T80921: Addaction/ remove action needs global variant /parameter.

Or just addActionGlobal & removeActionGlobal.

May 10 2016, 10:14 AM · Arma 3
Killzone_Kid added a comment to T80921: Addaction/ remove action needs global variant /parameter.

this will definitely make it easier for beginners +1

unit addAction [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, positionInModel, radius, radiusView, showIn3D, available, textDefault, textToolTip, GLOBAL] <-------------- true - global, false or missing - local

May 10 2016, 10:14 AM · Arma 3
john681611 added a comment to T80921: Addaction/ remove action needs global variant /parameter.

Please same with remove, its just a headache atm

May 10 2016, 10:14 AM · Arma 3
john681611 edited Steps To Reproduce on T80921: Addaction/ remove action needs global variant /parameter.
May 10 2016, 10:14 AM · Arma 3
Bohemia added a project to T80921: Addaction/ remove action needs global variant /parameter: Arma 3.
May 10 2016, 10:14 AM · Arma 3
SomeSangheili added a comment to T80919: Unable to 'team switch' while dead.

RIP bug 30-01-15 - 26-02-15 :)

May 10 2016, 10:14 AM · Arma 3
Bohemia added a comment to T80920: Sometimes, the AI is not able to climb stairs (1-video).

+1, very annoying specially if enemy AI is "in the stairs" and start to shoot to you - you can do anything more than just die

May 10 2016, 10:14 AM · Arma 3
Bohemia added a project to T80920: Sometimes, the AI is not able to climb stairs (1-video): Arma 3.
May 10 2016, 10:14 AM · Arma 3
mickeymen edited Steps To Reproduce on T80920: Sometimes, the AI is not able to climb stairs (1-video).
May 10 2016, 10:14 AM · Arma 3
mickeymen added a comment to T80920: Sometimes, the AI is not able to climb stairs (1-video).

Yes!

Also, Sometimes the bot from player squad, may get stuck in this position, the inside of the ladder and refused to moving in the any direction!

May 10 2016, 10:14 AM · Arma 3
TakeHomeTheCup added a comment to T80919: Unable to 'team switch' while dead.

Wait, this only happens to single-player, the "Team Switch" menu in single player(after you die) doesn't open when you click on it. What does this have to do with the Multiplayer Issues Central Hub?

May 10 2016, 10:14 AM · Arma 3
TakeHomeTheCup added a comment to T80919: Unable to 'team switch' while dead.

+1 ...

May 10 2016, 10:14 AM · Arma 3
F2kSel added a comment to T80919: Unable to 'team switch' while dead.

It's still broken, I did go back and check stable version and that is fine.

Problem happened again when switched back to current Dev build.

This is killing SP testing right now.

May 10 2016, 10:14 AM · Arma 3
Bohemia added a comment to T80919: Unable to 'team switch' while dead.

Not able to reproduce in 1.38. Team switch is working as it should for me

May 10 2016, 10:14 AM · Arma 3
TakeHomeTheCup added a comment to T80919: Unable to 'team switch' while dead.

It's only on the latest dev branch.

May 10 2016, 10:14 AM · Arma 3
SomeSangheili edited Steps To Reproduce on T80919: Unable to 'team switch' while dead.
May 10 2016, 10:14 AM · Arma 3
Bohemia updated subscribers of T80919: Unable to 'team switch' while dead.
May 10 2016, 10:14 AM · Arma 3
Shields added a comment to T80918: Speedboat requires weapon stabilization..

Still an issue in 1.48

May 10 2016, 10:14 AM · Arma 3
Shields added a comment to T80918: Speedboat requires weapon stabilization..

Still an issue in 1.50

May 10 2016, 10:14 AM · Arma 3
Bohemia added a project to T80919: Unable to 'team switch' while dead: Arma 3.
May 10 2016, 10:14 AM · Arma 3
Shields added a comment to T80918: Speedboat requires weapon stabilization..

Still an issue in 1.46

May 10 2016, 10:14 AM · Arma 3
Asteliks added a comment to T80918: Speedboat requires weapon stabilization..

I'm not sure but in order to stabilize you must pres T on your target. Once locked on to a target the gun is stabilized and will even hit it when on the move. You just point where you want to hit it.

May 10 2016, 10:14 AM · Arma 3
Shields added a comment to T80918: Speedboat requires weapon stabilization..

Still an issue in 1.44

May 10 2016, 10:14 AM · Arma 3
Shields added a comment to T80918: Speedboat requires weapon stabilization..

@Asteliks there is no such feature. You cannot lock on with a GMG.
I think you're confused with the auto zeroing system with MBT's and APC's.

May 10 2016, 10:14 AM · Arma 3
SilverDude added a comment to T80918: Speedboat requires weapon stabilization..

Shields is right. It is impossible to hit a single thing with a remote gun on the speedboat riding the waves.

It would be simple nonsense not having this in the future if it is already available now.

But maybe it should only be for the speedboat, since it is esecially difficult due to the waves. Because, you know, CoD kids would say it would be too "OP" on a Hunter/Ifrit/Strider.

May 10 2016, 10:14 AM · Arma 3
Shields added a comment to T80918: Speedboat requires weapon stabilization..

Anyone who has ever tried killing infantry with the speedboat GMG will know how ridiculously hard it is trying to stay on target.
On top of that the blast/damage for it is just terrible. You might end up spending 30 rounds or so just to kill one guy.

May 10 2016, 10:14 AM · Arma 3
Shields added a comment to T80918: Speedboat requires weapon stabilization..

Still has not been reviewed.

May 10 2016, 10:14 AM · Arma 3
Shields added a comment to T80918: Speedboat requires weapon stabilization..

Trackfire's weapon stabilization system is clearly A LOT better as displayed in the video, so how can you "think it doesn't work better in real life with real waves"? You probably didn't even watch the video, check 1:02.

Not only does RWS stabilize recoil and waves outstandingly, it also keeps your target in field of view at all times. The current state is nowhere near realistic and adjusting waves or weather in the editor is not the solution.

As of right now the Speedboats have no stabilization at ALL. They just simply follow the frame of the boat and you have to try to match its movements with your mouse. This is just plain dumb, this technology should be in the game. Arma 3 is set in 2035 and they still don't have equipment capable of doing that? Ridiculous.

May 10 2016, 10:14 AM · Arma 3
mickeymen added a comment to T80918: Speedboat requires weapon stabilization..

agree with vlad.

@Shields
You can try to reduce the waves of the sea(in the editor) and watch what will happen. May be the problem occurs when you have a small storm.

May 10 2016, 10:14 AM · Arma 3
Bohemia added a comment to T80918: Speedboat requires weapon stabilization..

I dont really think that in real life on real waves it works better. This is good as it is, at least realistic.

May 10 2016, 10:14 AM · Arma 3
Shields edited Steps To Reproduce on T80918: Speedboat requires weapon stabilization..
May 10 2016, 10:14 AM · Arma 3
Bohemia updated subscribers of T80918: Speedboat requires weapon stabilization..
May 10 2016, 10:14 AM · Arma 3
Bohemia added a project to T80918: Speedboat requires weapon stabilization.: Arma 3.
May 10 2016, 10:14 AM · Arma 3
FrankHH added a comment to T80917: NVGs do not cast shadows.

I believe this happens because the NVGs are not rendered in first person, in order to avoid clipping with the camera.
They also unrender the head model in 1st p. to prevent clipping, but it still casts a shadow. Guess they forgot about making the unrendered NVGs cast a shadow too.

May 10 2016, 10:14 AM · Arma 3
SomeSangheili edited Steps To Reproduce on T80917: NVGs do not cast shadows.
May 10 2016, 10:14 AM · Arma 3
Bohemia added a project to T80917: NVGs do not cast shadows: Arma 3.
May 10 2016, 10:14 AM · Arma 3
Bohemia added a project to T80916: Allow multiple infantry soliders to connect to a UAV lifefeed: Arma 3.
May 10 2016, 10:14 AM · Arma 3
oukej added a comment to T80915: AI will randomly go prone while sprinting with pistols.

Thank you for the report and repro steps!

It's also needed to have the AI in some "terrain", I wasn't able to reproduce it in VR.

We'll take a look

+1 Ai and all soldiers (including player) are making too lot of some useless animations while various weapon use...

Please avoid adding and mixing issues in one report.

May 10 2016, 10:14 AM · Arma 3
HaseDesTodes edited Steps To Reproduce on T80916: Allow multiple infantry soliders to connect to a UAV lifefeed.
May 10 2016, 10:14 AM · Arma 3
Bohemia added a comment to T80915: AI will randomly go prone while sprinting with pistols.

+1 Ai and all soldiers (including player) are making too lot of some useless animations while various weapon use. This is hapening just like you said on secondary weapons and switching to primary ones. Try to use AT launcher while phrone - good luck ;)

May 10 2016, 10:14 AM · Arma 3
SomeSangheili edited Steps To Reproduce on T80915: AI will randomly go prone while sprinting with pistols.
May 10 2016, 10:14 AM · Arma 3
Bohemia added a project to T80915: AI will randomly go prone while sprinting with pistols: Arma 3.
May 10 2016, 10:14 AM · Arma 3
warbo201 added a comment to T80914: Falling animation inside houses..

This bug has been in Arma3 since the beginning.

May 10 2016, 10:14 AM · Arma 3
Koala added a comment to T80914: Falling animation inside houses..

Related to http://feedback.arma3.com/view.php?id=19487
and http://feedback.arma3.com/view.php?id=15087
and http://feedback.arma3.com/view.php?id=15553

It seems, if you turn your character, that the collision is disabled for a short moment.

May 10 2016, 10:14 AM · Arma 3
Koala added a comment to T80914: Falling animation inside houses..

Related to http://feedback.arma3.com/view.php?id=23293
and http://feedback.arma3.com/view.php?id=22556

May 10 2016, 10:14 AM · Arma 3
ebay added a comment to T80914: Falling animation inside houses..
May 10 2016, 10:14 AM · Arma 3
mickeymen added a comment to T80914: Falling animation inside houses..

video Example: http://www.youtube.com/watch?v=CP6AqEy2Pbw&feature=youtu.be

related to: http://feedback.arma3.com/view.php?id=22016

May 10 2016, 10:14 AM · Arma 3
Bohemia added a comment to T80914: Falling animation inside houses..

Haha, this is as should be - the game was supposed to be star wars in first stages, this is what stayed from star wars production steps :) Of course +1 voted up, need to be fixed.

May 10 2016, 10:14 AM · Arma 3
strangere edited Steps To Reproduce on T80914: Falling animation inside houses..
May 10 2016, 10:14 AM · Arma 3
Bohemia added a project to T80914: Falling animation inside houses.: Arma 3.
May 10 2016, 10:14 AM · Arma 3
mickeymen added a comment to T80913: Better/Additional Animations.

I remembered also.
There is no animation of vehicle repair. Instead, also is done animation self-treatment.
Can add to the list.

May 10 2016, 10:14 AM · Arma 3
TheMasterofBlubb added a comment to T80913: Better/Additional Animations.

Aid Animation is ingame.

May 10 2016, 10:14 AM · Arma 3
SomeSangheili added a comment to T80913: Better/Additional Animations.

I think going up and down stairs deserves a separate animation and speed

May 10 2016, 10:14 AM · Arma 3
mickeymen added a comment to T80913: Better/Additional Animations.

+ 1.

Also there is no animation, when one soldier heals of another soldier. Instead, the game has "self-treatment" animation. I think for treatment of another soldier need a special animation. You can add this to your list.

May 10 2016, 10:14 AM · Arma 3
Bohemia added a project to T80913: Better/Additional Animations: Arma 3.
May 10 2016, 10:14 AM · Arma 3
danph7 added a comment to T80912: Game crashes all the time...directx and display driver issues.

Yes vlad, -winxp caused the game to crash every-time. Isolated the game to only start with that parameter as well. Still crashed. When I removed that parameter it started fine and went back to the random DX11 crash. -nobenchmark -nofilepatching -nologs ...among many many other parameters I have tried. None work.

I appreciate the help. However, the frustration comes from the fact I work in the IT professional world. I don't take shortcuts and I accept when I screw up. I figure out how to solve issues before I waste a clients time.

May 10 2016, 10:14 AM · Arma 3
338Caliber edited Steps To Reproduce on T80913: Better/Additional Animations.
May 10 2016, 10:14 AM · Arma 3
Bohemia added a comment to T80912: Game crashes all the time...directx and display driver issues.

Did yout tried to use -winxp commandline??????? I am trying to help you so dont say about ignorantion issues, otherwise dont report anything! This is not cry wall, and no place for complaining!

May 10 2016, 10:14 AM · Arma 3
Bohemia added a comment to T80912: Game crashes all the time...directx and display driver issues.

For now, while BI is trying to fix it, try to use command line -winxp . It will force game to use DX9

May 10 2016, 10:14 AM · Arma 3