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May 10 2016

Dwarden added a comment to T80970: Handledisconnect still kills unit if player is in a group with another player.

can you please try DEV branch 1.39.129234 or newer,
can't replicate the issue on it

May 10 2016, 10:16 AM · Arma 3
Bohemia added a project to T80971: Idle vehicle sounds keeps playing indefintely: Arma 3.
May 10 2016, 10:16 AM · Arma 3
KercKasha added a comment to T80970: Handledisconnect still kills unit if player is in a group with another player.

This continues to be an issue in 1.50

May 10 2016, 10:16 AM · Arma 3
KercKasha added a comment to T80970: Handledisconnect still kills unit if player is in a group with another player.

Sorry for not replying sooner, i can confirm this issue exists in 1.40 stable still.

Haven't tested in dev 1.41 will try that soon

May 10 2016, 10:16 AM · Arma 3
KercKasha edited Steps To Reproduce on T80970: Handledisconnect still kills unit if player is in a group with another player.
May 10 2016, 10:16 AM · Arma 3
Bohemia added a project to T80970: Handledisconnect still kills unit if player is in a group with another player: Arma 3.
May 10 2016, 10:16 AM · Arma 3
Bohemia updated subscribers of T80970: Handledisconnect still kills unit if player is in a group with another player.
May 10 2016, 10:16 AM · Arma 3
Killzone_Kid added a comment to T80969: VehicleVarName && setVehicleVarName does not work as intended.

The command works as intended, and no changes will be made to it because of backwards compatibility. Going to close this to stop unnescessary bumping.

May 10 2016, 10:16 AM · Arma 3
PiepMGI added a comment to T80969: VehicleVarName && setVehicleVarName does not work as intended.

In BIKI documentation:
"So if you want to refer to the actual object by its vehicleVarName, an extra step needed to assign the object to a variable of the same name.
_offroad setVehicleVarName "MyFerrari"; MyFerrari = _offroad;"

Sure thing, When you have an "identified" vehicle (_offroad), you can rename it, then delete it. You don't need to rename it for that.
Same for TEST123 = cursortarget; then later, delete TEST123 works!

OK, it's not a bug, but to be consistent, this function should be improved in order to be more useful and less confusing.

Place a unit with empty name. use setVehicleVarName to give it a name ("TEST123").
Neither:
_string = "TEST123"; _object = call compile _string; deleteVehicle _object;
nor:
deleteVehicle (missionNamespace getVariable ["TEST123",objNull]);
work...

Please make this function able to delete (or else) the "refering" vehicle.
It's not hard to add
missionNamespace setVariable ["TEST123",this];
It's just impossible to guess it for common guys who intend to script.

or create a setVehicleObjectName...

or, at least, add this mission miraculous variable in BIKI.

May 10 2016, 10:16 AM · Arma 3
F2kSel added a comment to T80969: VehicleVarName && setVehicleVarName does not work as intended.

It does work but it is a little confusing.

this setvehiclevarname "TEST123";set the visible name only.
missionNamespace setVariable ["TEST123",this];
changes the physical name

They do not need to be the same either and you may not need both but it makes sense to keep them the same.

May 10 2016, 10:16 AM · Arma 3
Killzone_Kid added a comment to T80969: VehicleVarName && setVehicleVarName does not work as intended.

This is not a bug, detailed explanation of how command works is in the command description on BIKI page

May 10 2016, 10:16 AM · Arma 3
ozdeadmeat edited Steps To Reproduce on T80969: VehicleVarName && setVehicleVarName does not work as intended.
May 10 2016, 10:16 AM · Arma 3
Bohemia added a project to T80969: VehicleVarName && setVehicleVarName does not work as intended: Arma 3.
May 10 2016, 10:16 AM · Arma 3
Gagi2 added a comment to T80968: server crashes a few times a day....

Problem still exists in Version: 1.42.130340

Fault time: 2015/05/05 02:12:36
Fault address: 7327484C 01:001A384C C:\Gameserver\arma3\King_of_the_Hill_1\PhysX3_x86.dll
file: AFC-KingOfTheHill-Chalkeia (__cur_mp)
world: Altis
Prev. code bytes: 77 40 85 F6 74 67 8B 46 6C 85 C0 75 03 8B 46 70
Fault code bytes: 8B 40 3C 85 C0 74 0A 8B 4B 60 56 50 E8 C3 E0 02

Registers:
EAX:00000000 EBX:0D4DB050
ECX:0D4DB050 EDX:66747800
ESI:523C2E80 EDI:5B06619C
CS:EIP:0023:7327484C
SS:ESP:002B:00CADAF8 EBP:00CADB04
DS:002B ES:002B FS:0053 GS:002B

Flags:00210246

note: Minidump has been generated into the file afc_arma3\arma3server_2015-05-04_13-23-50.mdmp

see Logs_2.zip for details

May 10 2016, 10:16 AM · Arma 3
Gagi2 edited Steps To Reproduce on T80968: server crashes a few times a day....
May 10 2016, 10:16 AM · Arma 3
Bohemia added a project to T80968: server crashes a few times a day...: Arma 3.
May 10 2016, 10:16 AM · Arma 3
Bohemia edited Steps To Reproduce on T80967: Compiling Problems with New FSM Configs.
May 10 2016, 10:16 AM · Arma 3
Bohemia added a comment to T80967: Compiling Problems with New FSM Configs.

Ah, interesting! Can anyone confirm? I'll try my end when I have a minute! :)

May 10 2016, 10:16 AM · Arma 3
Bohemia added a project to T80967: Compiling Problems with New FSM Configs: Arma 3.
May 10 2016, 10:16 AM · Arma 3
Bohemia added a comment to T80967: Compiling Problems with New FSM Configs.

Anyone else experiencing issues with this?

May 10 2016, 10:16 AM · Arma 3
TakeHomeTheCup added a comment to T80967: Compiling Problems with New FSM Configs.

I think they fixed on the dev branch, I'm not sure though.

May 10 2016, 10:16 AM · Arma 3
Bohemia updated subscribers of T80966: inGameUISetEventHandler not working on all key presses.
May 10 2016, 10:16 AM · Arma 3
Bohemia added a project to T80966: inGameUISetEventHandler not working on all key presses: Arma 3.
May 10 2016, 10:16 AM · Arma 3
SINE edited Steps To Reproduce on T80966: inGameUISetEventHandler not working on all key presses.
May 10 2016, 10:16 AM · Arma 3
Bohemia added a comment to T80965: Heat behind window shouldn't be detected with FLIR.

I'm afraid this is true, Flir cannot see throuh glass :
https://www.youtube.com/watch?v=9PLo5iCEcX4

May 10 2016, 10:16 AM · Arma 3
Koala added a comment to T80965: Heat behind window shouldn't be detected with FLIR.

I have worked with a FLIR operator and it is true: You can't see through windows and you can't see, what is below the water surface.

It is pure hollywood, that you can see through objects (f.e. inside buildings through walls) with infrared sights.

You only can see heat emission with FLIR. If you find cover under or behind an object, that is warmer or colder than your body, than you are invisible. If you touch a window long enough, you will only see a handmark from the other side but not the whole body.

/upvoted

May 10 2016, 10:16 AM · Arma 3
pops added a comment to T80965: Heat behind window shouldn't be detected with FLIR.

There are three types of IR radiation: near IR, medium IR and far IR. At .74 µm - 1.4 µm, near IR is still close to the visible spectrum and usually travels through glass, especially window glass. Remote controls use this also - you can switch your TV on/off through a window.

Medium and far IR (1.4 µm to 1 mm) are often made visible with IR cameras, including FLIR. They do not travel through normal glass made of quartz. It requires special types of glasses to be transmissive to these types of IR. Even with these special IR optics, transmission values don't go beyond 70 %, so 30 % are absorbed.

I don't believe that for example MRAPs have their protective windows made from anything else but some sort of laminated quartz glass. Very thick and pretty much absorbing or reflecting 100 % of the medium and far IR. Only speed cameras make use of the near IR when they catch you speeding, but their range is very limited in comparison to high tech FLIR.

May 10 2016, 10:16 AM · Arma 3
Killzone_Kid added a comment to T80965: Heat behind window shouldn't be detected with FLIR.

Is there a scientific basis for why unit behind a glass should not be detectable on thermal?

May 10 2016, 10:16 AM · Arma 3
msy edited Steps To Reproduce on T80965: Heat behind window shouldn't be detected with FLIR.
May 10 2016, 10:16 AM · Arma 3
Bohemia added a project to T80965: Heat behind window shouldn't be detected with FLIR: Arma 3.
May 10 2016, 10:16 AM · Arma 3
Karbiner edited Steps To Reproduce on T80964: Incomming AA missiles impossible to hear..
May 10 2016, 10:16 AM · Arma 3
Bohemia added a project to T80964: Incomming AA missiles impossible to hear.: Arma 3.
May 10 2016, 10:16 AM · Arma 3
Bohemia added a project to T80963: AI teammate inventory locking up in vehicles: Arma 3.
May 10 2016, 10:16 AM · Arma 3
Brum edited Steps To Reproduce on T80963: AI teammate inventory locking up in vehicles.
May 10 2016, 10:16 AM · Arma 3
SCFan42 added a comment to T80962: Caps Lock key ignored.

Disappointing to hear, but thanks for your time. Figured it was worth a shot.

May 10 2016, 10:16 AM · Arma 3
Iceman added a comment to T80962: Caps Lock key ignored.

Sorry to say so, but registry tweaking is unsupported and the changes you make are causing the problem. There is no way to fix this for us as it works well with default registry settings.

May 10 2016, 10:16 AM · Arma 3
SCFan42 added a comment to T80962: Caps Lock key ignored.

Yes, it works in Arma3 with default registry value.

Forgot to specify, when I say it worked in Arma2, I'm specifically referring to it being bound in the userconfig of a mod (ACRE). TeamSpeak 3 is also able to pick up the key with it disabled, without typing in all caps.

May 10 2016, 10:16 AM · Arma 3
Iceman added a comment to T80962: Caps Lock key ignored.

Hello,
does it work without tweaking your registry (having it default)?

May 10 2016, 10:16 AM · Arma 3
SCFan42 added a comment to T80962: Caps Lock key ignored.

As I stated, this worked fine in ArmA2. I don't want to lose a key, I just don't want to type in all caps.

May 10 2016, 10:16 AM · Arma 3
Bohemia added a comment to T80962: Caps Lock key ignored.

I dont know what you mean, if you disabled caps-lock what are you expect? its disabled and end of story.

May 10 2016, 10:16 AM · Arma 3
SCFan42 edited Steps To Reproduce on T80962: Caps Lock key ignored.
May 10 2016, 10:16 AM · Arma 3
otreblA_SNAKE_ITA added a comment to T80961: (Wrong report) Can't lean and throw grenades.

You're right. I don't know why happened to me then (could it be that it doesn't work if you're injured? This seems strange to me). This should be closed, wrong report.

Or just a rare bug, but at this point I'm not sure even about that.

May 10 2016, 10:16 AM · Arma 3
Bohemia added a comment to T80961: (Wrong report) Can't lean and throw grenades.

Working like a charm, cant reproduce

May 10 2016, 10:16 AM · Arma 3
Bohemia added a project to T80962: Caps Lock key ignored: Arma 3.
May 10 2016, 10:16 AM · Arma 3
otreblA_SNAKE_ITA edited Steps To Reproduce on T80961: (Wrong report) Can't lean and throw grenades.
May 10 2016, 10:16 AM · Arma 3
Bohemia added a project to T80961: (Wrong report) Can't lean and throw grenades: Arma 3.
May 10 2016, 10:16 AM · Arma 3
SomeSangheili edited Steps To Reproduce on T80960: More wildlife features.
May 10 2016, 10:16 AM · Arma 3
Bohemia added a project to T80960: More wildlife features: Arma 3.
May 10 2016, 10:16 AM · Arma 3
otreblA_SNAKE_ITA added a comment to T80959: Italian translation errors.

Affirmative ;)

May 10 2016, 10:16 AM · Arma 3
falagor added a comment to T80959: Italian translation errors.

Thanks for the reports, I have corrected this. Please report if you find something new.

May 10 2016, 10:16 AM · Arma 3
otreblA_SNAKE_ITA added a comment to T80959: Italian translation errors.

New update for the "take [object]" in the action menu.

"The "Take [object]" button in the actions menu is translated as "Prendilo [object]", which is wrong. "Prendilo" means "Take it", so if you say "Prendilo binocolo" you say something like "Take them binoculars" which in italian is scorrect and redundant.
The correct translation would be simply: "Prendi [object]" which means "Take (the) [object]" "

May 10 2016, 10:16 AM · Arma 3
otreblA_SNAKE_ITA added a comment to T80959: Italian translation errors.

Yes :) that's the point!

Anyway, there's a ticket update about the translation of the "drop down ladder" action! :)

May 10 2016, 10:16 AM · Arma 3
otreblA_SNAKE_ITA added a comment to T80959: Italian translation errors.

New update for the game menu "Hide" button, which has a wrong translation.

May 10 2016, 10:16 AM · Arma 3
otreblA_SNAKE_ITA added a comment to T80959: Italian translation errors.

New update about the "Copy my stance" command, which is wrong since Arma 2 (I don't remember if this command was there in the previous games too).

Here is the update:

"The "Copy my stance" command is translated as "Stare bassi" which means "Stay low".
A correct translation would be "Imitare\seguire\copiare la mia postura" which means "Imitate\follow\copy my stance". "

May 10 2016, 10:16 AM · Arma 3
FrankHH added a comment to T80959: Italian translation errors.

Oh right, I didn't take multiple people into account.

May 10 2016, 10:16 AM · Arma 3
FrankHH added a comment to T80959: Italian translation errors.

Wouldn't "Scendi" be more appropriate than "Scendere", since you're issuing a command?

May 10 2016, 10:16 AM · Arma 3
otreblA_SNAKE_ITA added a comment to T80959: Italian translation errors.

I can say you're right, but "Scendi" is referring only to one person.
It's like: "(You) Disembark" where "you" is the 2nd singular person!

"Scendere" is infinite form, which could be appropriate also for more than one man! :)

Unless the localization doesn't allow to translate for multiple persons. In that case it would be:
-One person: "Scendi"
-More persons: "Scendete"

May 10 2016, 10:16 AM · Arma 3
Moerderhoschi edited Steps To Reproduce on T80958: possibility to activate the engine internal guidance system for missiles.
May 10 2016, 10:16 AM · Arma 3
Bohemia added a project to T80959: Italian translation errors: Arma 3.
May 10 2016, 10:16 AM · Arma 3
otreblA_SNAKE_ITA edited Steps To Reproduce on T80959: Italian translation errors.
May 10 2016, 10:16 AM · Arma 3
zorrobyte added a comment to T80957: Vehicles explode upon enableSimulation.

Tonic's VVS is pretty reliable for exploding vehicles, especially if you remove his attempted fix for it: http://www.armaholic.com/page.php?id=23020

May 10 2016, 10:16 AM · Arma 3
Bohemia added a project to T80958: possibility to activate the engine internal guidance system for missiles: Arma 3.
May 10 2016, 10:16 AM · Arma 3
ebay added a comment to T80957: Vehicles explode upon enableSimulation.
May 10 2016, 10:16 AM · Arma 3
loudnl added a comment to T80957: Vehicles explode upon enableSimulation.

Vehicles also explode at random when not spawning next to the vehicle but the vehicle spawns near to the player. Like in Wasteland you can buy vehicles and they sometimes explode on entering/starting the vehicle.
But, this does not always happen. Gotta love random explosions.
In Wasteland it also happens with randomly spawned vehicles.

May 10 2016, 10:16 AM · Arma 3
Bohemia updated subscribers of T80957: Vehicles explode upon enableSimulation.
May 10 2016, 10:16 AM · Arma 3
Darth_Rogue edited Steps To Reproduce on T80957: Vehicles explode upon enableSimulation.
May 10 2016, 10:16 AM · Arma 3
Bohemia added a project to T80957: Vehicles explode upon enableSimulation: Arma 3.
May 10 2016, 10:16 AM · Arma 3
Iceman added a comment to T80956: View distance slider bug.

Hello, this is a known issue for Dev Branch, we are working on a fix

May 10 2016, 10:15 AM · Arma 3
StJimmy added a comment to T80956: View distance slider bug.

Fixed in today's update.

May 10 2016, 10:15 AM · Arma 3
insum edited Steps To Reproduce on T80956: View distance slider bug.
May 10 2016, 10:15 AM · Arma 3
Bohemia updated subscribers of T80956: View distance slider bug.
May 10 2016, 10:15 AM · Arma 3
Bohemia added a project to T80956: View distance slider bug: Arma 3.
May 10 2016, 10:15 AM · Arma 3
Bohemia added a comment to T80956: View distance slider bug.

Any mods are used?

May 10 2016, 10:15 AM · Arma 3
HaseDesTodes added a comment to T80955: locked UAV laser targeting a point in the air around some vehicles, which results in not designating the vehicle.

vlad i disagree that it is to much or even impossible, as the system as it is locks on to a fixed point around (or inside) the vehicle. they just need to change that point for some vehicles to get better results in the end.
locking a variable point on a targets hull would make things more complicated
also, in case you mean locking a certain camera angle, this would disable tracking moving targets and in case you need that, just aim at the ground

May 10 2016, 10:15 AM · Arma 3
Bohemia added a comment to T80955: locked UAV laser targeting a point in the air around some vehicles, which results in not designating the vehicle.

Maybe lock where turret is fixed to the hull is too much (and impossible) but locking in place where player aiming is enough to make it work as it should be, so +1

May 10 2016, 10:15 AM · Arma 3
Bohemia added a project to T80955: locked UAV laser targeting a point in the air around some vehicles, which results in not designating the vehicle: Arma 3.
May 10 2016, 10:15 AM · Arma 3
Bohemia added a project to T80954: Tank engine behaviour discrepancy: Arma 3.
May 10 2016, 10:15 AM · Arma 3
HaseDesTodes edited Steps To Reproduce on T80955: locked UAV laser targeting a point in the air around some vehicles, which results in not designating the vehicle.
May 10 2016, 10:15 AM · Arma 3
Bohemia added a comment to T80954: Tank engine behaviour discrepancy.

Its since Arma 1, +1 need to be fixed. For now on i recomend to use JSRS sound mod - you will never get back to vanilla sounds

May 10 2016, 10:15 AM · Arma 3
Fennek edited Steps To Reproduce on T80954: Tank engine behaviour discrepancy.
May 10 2016, 10:15 AM · Arma 3
otreblA_SNAKE_ITA added a comment to T80953: (Duplicate + Related) If a soldier uses any static weapons, he has no death-animation.

Ouch yes, it's a duplicate!

May 10 2016, 10:15 AM · Arma 3
Bohemia added a comment to T80953: (Duplicate + Related) If a soldier uses any static weapons, he has no death-animation.

Also - no death animation for quadbike driver - there's a separate ticket for that :)

May 10 2016, 10:15 AM · Arma 3
mickeymen added a comment to T80953: (Duplicate + Related) If a soldier uses any static weapons, he has no death-animation.

yes.
all, vote here: http://feedback.arma3.com/view.php?id=19946

May 10 2016, 10:15 AM · Arma 3
mickeymen added a comment to T80953: (Duplicate + Related) If a soldier uses any static weapons, he has no death-animation.

+ 1.
please change name this issue.
For example, the "If Soldier uses any static weapons, then he has no death-animation" or something more accurate.

May 10 2016, 10:15 AM · Arma 3
F2kSel added a comment to T80953: (Duplicate + Related) If a soldier uses any static weapons, he has no death-animation.

is it the same as this report?

http://feedback.arma3.com/view.php?id=17013

May 10 2016, 10:15 AM · Arma 3
mickeymen added a comment to T80953: (Duplicate + Related) If a soldier uses any static weapons, he has no death-animation.

Thanks. I think it more clear)

May 10 2016, 10:15 AM · Arma 3
otreblA_SNAKE_ITA added a comment to T80953: (Duplicate + Related) If a soldier uses any static weapons, he has no death-animation.

Thanks, had no idea about about the subject name to use! Changing it ;)

May 10 2016, 10:15 AM · Arma 3
otreblA_SNAKE_ITA edited Steps To Reproduce on T80953: (Duplicate + Related) If a soldier uses any static weapons, he has no death-animation.
May 10 2016, 10:15 AM · Arma 3
Bohemia updated subscribers of T80953: (Duplicate + Related) If a soldier uses any static weapons, he has no death-animation.
May 10 2016, 10:15 AM · Arma 3
FeralCircus added a comment to T80952: The absence of terrain shadows causes floating object shadows....

Here's a time laps showing terrain self shadowing...
Observe at 1:00 the shadows on the terrain in the distance being cast by the terrain in the foreground...
https://youtu.be/xE0_T-YKXIc

May 10 2016, 10:15 AM · Arma 3
freexavier added a comment to T80952: The absence of terrain shadows causes floating object shadows....

I noticed this since ArmA 2. Its probably done for performance reasons, but it looks really annoying. They can at least give us an option to enable it.

May 10 2016, 10:15 AM · Arma 3
Bohemia updated subscribers of T80952: The absence of terrain shadows causes floating object shadows....
May 10 2016, 10:15 AM · Arma 3
Bohemia added a project to T80953: (Duplicate + Related) If a soldier uses any static weapons, he has no death-animation: Arma 3.
May 10 2016, 10:15 AM · Arma 3
Bohemia added a project to T80952: The absence of terrain shadows causes floating object shadows...: Arma 3.
May 10 2016, 10:15 AM · Arma 3
FeralCircus edited Steps To Reproduce on T80952: The absence of terrain shadows causes floating object shadows....
May 10 2016, 10:15 AM · Arma 3
FeralCircus edited Steps To Reproduce on T80951: This was a duplicate issue, please ignore or delete.
May 10 2016, 10:15 AM · Arma 3
Bohemia added a project to T80951: This was a duplicate issue, please ignore or delete: Arma 3.
May 10 2016, 10:15 AM · Arma 3
Bohemia added a project to T80950: Cannot load savegame : incompatible version: Arma 3.
May 10 2016, 10:15 AM · Arma 3
Iceman added a comment to T80949: Visibility slider not working for overall and object.

Hello,
this is a known issue, but thanks for reporting it. We are working on a fix so it won't stay broken for the Stable patch.

May 10 2016, 10:15 AM · Arma 3
ErikTrak edited Steps To Reproduce on T80950: Cannot load savegame : incompatible version.
May 10 2016, 10:15 AM · Arma 3