BIS has to break a feature before they can justify fixing it :P
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Advanced Search
May 10 2016
Just tested, confirmed.
Artillery will not stop until all rounds are depleted.
Even placing a move waypoint doesnt stop firing.
Unit should be faster with only slightly less fatigue depletion, since your arms are doing less work
They have already listed several additions with many more to come. Some include added features while others are game assets like weapons.
Your description is confusing. you say you tried to fly the helicopter after both pilots are already dead.
Was Zeus a playable unit or interface only?
What side is zeus?
Is squad mate another player?
Is this multiplayer or single player?
Was squad mate placed in editor or with Zeus interface?
https://community.bistudio.com/wiki/setCollisionLight and https://community.bistudio.com/wiki/setPilotLight are useless right now. They only work for a single frame!
This is still an issue on the dev branch.
@Shields "This video is unavailable"
Had the same issue here.
http://steamcommunity.com/id/Benargee/screenshot/713038768068058797
This also happens in stable, not just dev.
I have only noticed this in multiplayer.
Umm, are you saying you can't join them? Are you host or are they host? The host is the one who has to forward their ports. Try all of these ports for good measure https://community.bistudio.com/wiki/Arma_3_Dedicated_Server#Port_Forwarding
Make sure you are using TCP and UDP correctly.
Well, you see medical trucks and crates are added into the mission as an option. I don't like the idea of it being default. If it's built into the game it should be optional.
And they shouldn't by default. You can use addAction to do this. https://community.bistudio.com/wiki/addAction. I can think of a lot off people who wouldn't like this functionality. It's not realistic and would cause the game to take a performance hit if it ran on each hospital in the game.
Indeed. Very annoying that even players can be restricted by other players or ai. Maybe this should even be a squad command. There are times when I like to turn out as driver, but want to keep my ai turned in and ready.
Actually it doesn't. You can make addons with new functions via CfgFunctions and a preInit or postInit attribute that runs a script at init no matter the mission. I have done this for my addon SSPCM that allows you to use Zeus ,Arsenal, Garage and other features during any mission. This can be done just as easily for multiplayer games. This addon can be used on the server as well.
http://forums.bistudio.com/showthread.php?190017-Simple-Single-Player-Cheat-Menu
https://community.bistudio.com/wiki/Functions_Library_%28Arma_3%29#Attributes
Didnt take long to talk about MANW. Ok, really you're mad that AGM didnt win in the multiplayer category? AGM lost in it's category, total modification, to guess who... RHS. You said RHS was just fine winning.
Also, if you enjoy the "features" of Arma 2 you can also disable fatigue, something that arma 2 didn't have as developed as arma 3. You wont be sawaying youre laser as much. And no, your opinion doesn't matter more than anyone else's.
By the way, I was standing, when I was testing laser aim.
Stop comparing this game to other games. I'm so sick and tired of people comparing things to the popular AAA titles.
If you want to compare, if you love firing from the hip, go play CS. Don't get all technical about firing from the hip, I'm talking about not aiming down sights.
Ok but Impossible is an overstatement. I can engage targets at 100m just fine with the IR laser. Hell even 200m is decent. At what range are you worried about? Closer in it just gets easier. There is no insane sway. I'm pretty sure IRL you cant hold a gun as steady when you fire from the hip, even with lasers. IRL you are the one actively stabilizing your weapon, not some magical force. In the game, you actively stabilize the weapon with your mouse. IRL I highly doubt holding breath provides any benefit when hip firing.
I'm not disagreeing here, I'm saying you're over exaggerating. Also don't get so annoyed when a few people disagree while the majority do. It's not like BIS ignores your ticket if it doesn't get a perfect score. Dude, you're 18/3.
Also, you're logic of it being an altis life player makes no sense. Why would someone labeled as casual not want a feature that makes aiming easier?
IR lasers are not meant for aiming. They are only really meant for pointing out targets. Even so, lasers are only useful in CQB scenarios, not sharp shooting.
Your attitude and vocabulary don't belong here. Just accept that not everybody agrees with everything you say, and stop labeling them accordingly.
Its not that the huron cant sling. I tried the huron on taru boxes and it does just fine. This is not a problem with sling loading, it a zeus only issue.
Related and fixed 1.40 http://feedback.arma3.com/view.php?id=21637
344.60 is out now. Is it any better for you now?
They new drivers suck all around. FPS drops ever since. single 670.
I dont mind it, but I love having options.
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.
Any time I lost the back rotor, I did a sweet back flip into the ground.
FIXED, Mark as resolved
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.
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?
There is also an optional key bind for engine on in controls. I set mine to ctrl + E. For Rotorlib I recommend using a analogue throttle for collective input, if you ever want to make the switch back to Rotorlib.
They don't fall like this all the time, but it does happen enough. Rarely in the field would a rocket launcher fall upright. The model should be made with a slight point on the collision model. This would ensure it never balances like this.
I guess so. But in regards to Rotorlib, other helicopters have no problem flying inverted. How can mod makers choose if they have a restrictive autopilot enabled or not? If there is an auto pilot, why does the standard flight model allow inverted flight?
Almost every other sim game has this option why not arma? I prefer Metric myself but a user friendly option should be available.
+1
Make it bigger or sizable and add a scroll bar please.
I have just realized that it is possible to get cyclic input already: https://community.bistudio.com/wiki/inputAction/actions
It still begs the question, why is there a collective RTD command when you can already get it through inputActions?
I am still unable to fine a method to set input controls via scripting a this time. I am still requesting this ticket stay open.
have you tried magazineTurretAmmo? its not on the wiki yet. auto complete should show its function. I'm pretty sure its dev only right now.
Tested(M2A4 Slammer UP):
(vehicle player) magazineTurretAmmo ["2000Rnd_65x39_Belt", [0]]
Returns:
2000
what object did you try it on? not all objects have hidden selections.
heres an example of an already existing command: its not scripted pefectly, but its all there.
I am sitting in the commanders seat of the M2A4 Slammer UP:
((vehicle player) weaponsTurret [0,0] select 0)
Returns: "HMG_127_MBT"
(player) setammo ["HMG_127_MBT", 51]
HMG 12.7mm gun now has 51 rounds in current magazine.
I dont think it would ever be possible to set a magazines capacity since vehicles can only reload when magazine is empty.
EDIT:
Check out https://community.bistudio.com/wiki/addMagazine_array
Feel free to add notes to wiki pages. Anybody can contribute.
Do you still have questions or is this considered resolved?
I dont think it would make sense for there to be.
What if you setvehicleammo to 1 and then empty your main weapon, but your secondary is full? what value would you expect be returned?
You need to specify the turret, magazine or weapon. These commands already exist.
Example(M2A4 Slammer UP):
currentWeapon (vehicle player)
Returns:"cannon_105mm" //main gun
(vehicle player) ammo "cannon_105mm"
Returns:40
There are also several other commands that return vehicle ammo, some are in stable some are in dev only.
setVehicleAmmo simply sets the relative ammo for every weapon.
I Think this might be similar to the issue I am having: http://feedback.arma3.com/view.php?id=21354
I get the same symptoms. Lag and explosion.
Agree. I don't mind but I feel for others who have this issue/less experience. Should be an option like the rest. Option would be chosen by server too.
Busy ATM, but can someone post the script needed to achieve this so that this issue can be closed?
Yes, that's my point.
I said get-in animations. Like the soldier doesnt reach for a handle to open and close the door. I am aware that most doors are animated via animate and animateDoor. I would only expect new doors to be handled the same way they are now. The only question is if they are on or off by default.
All vehicles with doors have not door specific get-in animation. ah-9 would be no different.
The way I see it, all three choppers should be based on the same model, or the MH-9 and AH-9 should also be based on the new model (Variant AH-9b/MH-9b or something with FLIR as well), and only accessible to DLC owners. Even if they make the M-900 the base model and then add benches or weapons to it. As a DLC owner I would like to see the best of both worlds without having to choose between between the two.
BTW I found this duplicate (Sorry) http://feedback.arma3.com/view.php?id=20912
At least I am adding a little detail to the request I suppose.
@Koala That is TBD. As of right now they are not exchangeable outside of scripting, but thats a pretty sloppy implementation. they can only be slung right now.
This applies exclusively to RTD objects (advanced FDM on)?
At least there is a non constant engine/rotor sound when flying. It actually feels like you are putting strain on the helicopter now.
As for crash sounds, how do you know how they should sound? Been a few helicopter crashes recently?
I agree that sound direction should change when rotating head. I do think that when you wear a pilots helmet, sounds should be muffled and wind whistle should not be heard as much.
Edit: and if you feel your post was too emotional, it can be edited the same way I edited this message.
is this still present in current dev?
This should be MP and SP for non moderation purposes too.
As a military simulator, you should have ultimate control of where you fire if you want. For higher difficulty missions, if you shoot your own vehicle, you suffer the consequences. At the very least there should be like a 10 degree over lap on all boundaries.
No offense, but I'm guessing English isn't your first language. I am assuming you're saying that the game sounds like you are scuba diving even though you don't have the gear? inhaling and exhaling?
I have to disagree here. I just tested it with NO mods. full scuba gear sounds drastically different from non at all. With scuba gear you can hear loud breaths. Without any scuba gear, you only hear water motion.
Id say its very minor and it doesn't correlate with what you said in the other ticket, about divers have CO2 in their tanks?
Using your argument that its 2035. UAV... I dont think the military uses ultra light helicopters or will use them in the future. There are more important helicopters than this that need to be made. Why would they want to risk a little slow ultra light helicopter over a faster light heli like the MH-9? In the world 2035 is hardware worth more than human lives? The chances that you would have a bulky ultra light over a back packable uav are slim to none.
The only possible exception to this would be a rag tag independant force, but still highly unlikely
-1.
I love the little mosquito too, but i would never expect BIS to make it into game. 1 word, MOD.
arma 3 PIP sucks, end of story
well, the light is an object isn't it?
Hmm, I just made a simple addon that gives every channel sound3D = 1. It didnt give any noticeable difference. this was in 1.44 stable
Is this fixed? It says it was in the 1.46 spotrep. I havent had a chance to test myself.
VBS and Arma are made by different companies
The only reason why I can see them using dim flares is for night vision use. They should really have IR flares for that an then brighten up regular flares.
Yes! I find it annoying that the game has a flat bed with a container permanently attached to it.
+1
@gibonez
Are you kidding me? They had a C-130 in Arma 2. Arma 2 maps dont even compare to the size of altis.
It would be really nice to have immersive airdrops. We already have working cargo chutes, but nothing to really drop cargo from
Well, not sure if this is relevant, but somebody was able to avert the problem.
https://www.youtube.com/watch?v=KdqVedVJcck
I haven't dug through the files to see how, but at least it's not impossible.
It's possible that the equipment comes from mainland Greece. Boxes would still be marked in Greek. If China were to buy surplus weapons from Russia, the Russian labels on existing containers wouldn't magically become Chinese when they arrive. Whatever the case, It's so minor. I didn't even care to notice until you mentioned it.
Literally none of your image or video links work...
I think they should add an idiot proof feature. The first 1-10 times it runs through the code, if it notices it takes a long time it should not proceed or warn the user about proceeding to 1000 cycles. It could approximate how long the code takes in those 1-10 cycles and how long it would take to run the 1000 cycles.
Also, I see in the last 1-2 years you haven't managed to get that repro mission/video...
Really guys, this is a 2 year old issue that has been massively downvoted. It's not even worth discussing anymore.
BIS PLEASE!
@7rust
He would have closed the ticket or marked as resolved if he thought it was solved.
Umm, What? SaMatra is the one who created this ticket(hence the blue background). He is only sharing a work around until the feature he requested is added. I think he knows enough about performance. He is the developer of quite a few popular multiplayer game modes. He created King of the Hill and has Been working on his own version of Wasteland since tonic stopped working on it.
Don't forget uav hacker
Arma still needs a proper built in solution. You can't rely on everyone to use teamspeak. Even if Arma 3 had it included, you would still need to separately install teamspeak and the plugin.
Num 0/ Ins
proper English?
there is a command to change draw distance, are you sure there isnt already one for gamma. i have played on many arma 2 servers in the past that reset default draw distance, so other video settings commands should be there
yimi, so your logic is that wilco means, i will comply but i do not understand what im complying with...
i dont even have to be a radio operator to figure that one out
May 9 2016
yea this always annoyed me in arma 2 aswell, especially when my gunner is a teamkiller, then i get blamed for it and face the consequences
have you actually tried this with a controller?
in my opinion it would be better if you could actually set a destination speed like cruise control in a car and the vehicle would do whatever possible to maintain that speed