I can understand that if it lacks proper animation ATM.
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May 10 2016
This is intended behaviour.
Thank you for your feedback.
For a better understanding, here is a video explaining the issue: https://youtu.be/thY9Wxap8Y0
Sorry for my mistyping, the correct way is go in Virtual Arsenal, choose any weapons then deploy and undeploy your weapon on boxes and see what it does.
I can always reproduce the issue.
Please kindly check it.
Branch: Development
Version: 1.43.130012
I was not able to reproduce this issue could you please provide more information? Video or a screenshots explaining the issue.
Thank you.
it have been acknowledged: http://feedback.arma3.com/view.php?id=20186
also related to: http://feedback.arma3.com/view.php?id=21541
Disregard my last post. It is an issue and has been scheduled for a fix. Thank you for your feedback and patience.
Hello and thank you for your feedback.
I apologize this is not a issue. As Killzone suggested use the description.ext as work around for now or place a Player unit in the editor. It will behave just like normal playable unit.
try
scriptedPlayer = 1;
in description.ext as a work around for now
@Killzone_Kid: Thanks for the work around.
I hope that small issue will be fixed soon.
Yeah, that's right. I didn't pay attention. Sorry
^
Although different scopes and not with vest but with backpack.
So it's more related then duplicated.
Without RCO works without problems.
Without backpack works (assault pack) right.
Related to #0023281
Confirmed, seeing this though not quite so extreme an example. Virtual map probably increases the effect.
New dumps uploaded
I just added the files. But the older ones is gone because i deleted everything related to game before reinstall.
Hello,
Thank you for reporting the issue.
We need crash dump files from this folder to analyze your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package, please?
Archive smaller than 5000 KB can be attached directly to the ticket. For bigger archives, please use some free sharing service and post link here.
How to find correct crashdump file:
Try to make the crash happen
Look into crashdump folder
Upload crashdump with latest date in name (crashdump is rpt + bidmp + mdmp file with same name). Please try to provide as many crashdumps as possible, it helps us investigating the problem in a big way.
https://youtu.be/H-13D81bfyw?t=40s example real subsonic special ammo. its 100 meters.
FIX ACCURACY! no disbalance! anyway bullet cant fly longer then 600 meters!
ITS UNFAIR because new MAR-10 can used with silencer (dont tell me about noise level, you cannot detect position by sound - sonic bullet cracks hide muzzle noise), and this have high accuracy. and one shoot kill like kir.
What did you just said you cannot localize a gunner with his shot? There is a small formula for the imperial system that every sniper knows.You CAN calculate the distance to the shooter by counting the time between shot and crack. Its usefull until 1000m. When the shooter is closer than 100m this time gets to small but than you should see dirt flying up etc. This formula even applies on time between hit and crack where you just say the velocity is 1000mps.
as a purpose built "sniper" the accuracy needs to improve dramatically. granted it is a sub sonic gun, but that doesn't mean it should be inaccurate. with the proper scope (one used on the VSS vintorez) this gun should be VERY accurate.
Iam check guns on bots.... one bot team have kir, other have pdw-2000....... pdw always win on any distances......
Check http://world.guns.ru/sniper/large-caliber-sniper-rifles/rus/vks-vssk-vychlop-e.html
Spread of this bullets = 1 MOA (30mm spread on 100 meters). in game i see spread like 5 MOA!!!!!
Hello
Unfortunately this is not a issue. You can use a simple work around by using Combat Mode: Open Fire,Engage at will in Edit Waypoint menu.
Thank you for your feedback.
@Adam
Please not ignore this point/ because this issue, today is not resolved.
Resolved!? THIS IS NOT PROBLEM!???
This is Huge problem!!! Sorry you don't understand me and other players.
Several people supported me.
I think, it is necessary to do so: IF THE ANY AI WILL BE LOCATED NEAR THESE OBJECTS, THEN THIS AI SHOULD TO ALWAYS TURN YOUR BACK ON THEM, it's not hard to do.
And this should not depend on the battle mode in the game. In the any mode, the AI should not bury your face into the wall. It's not the human's behavior, this behavior is stupid robot!
Please fix this it greatly improve the AI in the game
"Unfortunately this is not a issue. You can use a simple work around by using Combat Mode: Open Fire,Engage at will in Edit Waypoint menu."
Unfortunately I don't understand why you're talking about modes in the game?
It has no relation to the problem, because the AI in the any mode, can bury face in the wall.
I'm talking about free behavior of the AI, not only the AI in my squad!
Watch the video after 11 minutes: http://www.youtube.com/watch?v=M-XJU_sv4AE&feature=youtu.be
Two soldiers from the enemy squad staring in the direction of the wall of the building! In this case, the weapons and heads of these soldiers penetrates into walls!, is this realistic!?
Isn't that a not problem!?
It is not only not beautiful. It's stupid for the AI in the game, because the opponent is not in the wall. The enemy will most likely rear!
I should point out that the last pic was chuckle worthy.
Yes;) This pic from problem of AI-behavior with Binocular or Laser Designator: http://feedback.arma3.com/view.php?id=23268
Even in this issue, the AI may accept such a stupid position, turning his ass to the enemy...
@Fighting Power, you say "i havent any problem with driving through obstacles" then I'm telling you again that this is NONSENSE. This problem exists in every computer of every user, but probably not every user is faced with this. If you do not find a this problem, then please do not disturb to solve this problem for other people.
I have provided a few video examples, and you argue with me and interfere to solve this problem. We are here, to help solve problems, but not to engage in verbal Masturbation.
Stoned fences cannot be destroyed so easly.... But i agree in barriers case. Not so major thing, but still "a thing" :) . BTW i havent any problem with driving through obstacles.
My firent, i use mainly tanks, so stop bullsh*t. With slow speed there is problems, but if you move faster, problem will not appear. Also stoned fences cannot be crushed so easly. watch videos from syria for example then tell your "nonsenses"
"Stoned fences cannot be destroyed so easly"
In what sense? Mass of tank > 50 t. Imagine what would happen with a fence if such a tank would run over him. Any stone fence needs to turn into dust. This detail in the game can be implemented very simply. When the tank will run into the fence, this fence should disappear and create a surge of particles and dust. And this is elementary task!
"i havent any problem with driving through obstacles"
My friend this is the greatest nonsense. In any case, I have provided video materials. If you don't have this problem, then this means only one thing: you often don't use many tracked vehicles in the your game expierence. Use several tank platoons on Altis, where there is a low stone fences and you will see this problem. Now I say only about tracked vehicles, because wheeled vehicles are able to some extent less likely to come into contact with the problem
WHEN FINALLY THIS SHIT WILL FIXED? THIS BUG BREAK GAMEPLAY!
IGNORED, NOT FIXED IN 1.42 Update
IGNORED, NOT FIXED IN 1.44 Update
IGNORED, NOT FIXED IN 1.46 Update
IGNORED, NOT FIXED IN 1.48 Update
IGNORED, NOT FIXED IN 1.50 Update
Please make finally the all little fences destructible if tank runs on the they. Very often the tanks are trapped and be unable to move further.
Small stone fences can also catch tanks into a trap:
http://www.youtube.com/watch?v=OXF4_DJbmc0&feature=youtu.be
These stone fences are at every step, a lot of them!
Thus, because of them, every tank always has a chance to lose the ability to move on the battle field.
I was able to reproduce it using the hunter and its scheduled for a fix. Thank you for your feedback.
Cheers!
@Adam, I record special for you a repro mission.
Please note, the mods what I use in this video: HLC-weapons, CBA, DragonFyre sound mod. Thus this mods not be relevant to the problem. Nothing AI-mods or other, I don't use!
Watch simple video:
http://www.youtube.com/watch?v=H_xNZBamq6Y&feature=youtu.be
or this:
http://www.youtube.com/watch?v=IRNLQG_a8OQ&feature=youtu.be
You don't need to get the mission itself, try to do the same in the editor.
This elementary.
- Place tank or any vehicle.
- Run on road fence.
- Try to use rotation.
- Get totally stucking.
Getting this effect can not only tank, but also other vehicles (APC, MRAP or HUNTER etc).
As you can see, the player can not get stuck on the first attempt, but on the second attempt, the player is stuck and can't move again! Note and no matter the player is the driver or the player is the commander. Always have a great chance of being trapped! The road fence should be broken, it could solve all problems, but this is not happening.
This issue has a greater impact on the AI-driving in the game, because the AI-driver is still very bad. In the Arma3, the AI-driver is not able to handle elementary obstacles or often breaks your wheels on different obstacles. Reminder here: http://www.youtube.com/watch?v=vwBe8X0v8LQ
The outcome is always the same: the AI-driver can no longer move!
Thus, the AI or player is more likely to get stuck on the road fance.
Also Just pay attention! The old problem is not solved.
http://feedback.arma3.com/view.php?id=15068
The AI tank driver refuses or is unable to move back!
The Command "Backward" - is STILL NOT WORK!
Please fix this problem finally!
Unfortunately the game has a lot of problems, that remain without attention of developers.
Make it last, let's make ARMA better!
ok, I will try repro this
What information do you need?
My friend, try to use a tank and run over small fences along the road.
In most cases the player(and the more AI!) will constantly get stuck and not be capable of further movement!
In any case, the fence instantly will not be broken.
Or maybe your fence is broken;!?
Could you please upload a simple repro mission displaying the problem? As i stated previously we cannot do anything about an issue that we cannot reproduce.
Thank you.
Was unable to recreate using the above. However we did experience the problem again last night.
- Three of us playing, slot 1, 2 and 3
- Took Camp Maxwell
- Player three's internet connection failed and he dropped
- All players are alive
- He rejoined into the same slot (3)
- Mission failed
Hello and Thank you for your report.
I was unable to reproduce your issue. I was unable to get myself stuck in the barrier. The AI driver also had no issues going around the barrier. Could you please provide more info?
Hi, im struggling a bit with this. I use a desktop shortcut from arma3.exe with a lot of parameters and a lot of addons, so i ended creating a .bat for it.
start "" "arma3.exe" -high -winxp -nosplash -nologs -noPause -world=empty -skipIntro -cpuCount=4 -exThreads=7 -maxMem=5120 -maxVRAM=3071 "-name=DimasL" -mod=andallthemods
It worked perfect, but now with the Battleye thing i have to restart the game everytime i open it. I tryed with the -useBE and -nolauncher (never needed) but it doesnt launch with battleye, just open the prompt window and have to restart it.
At the end i managed to start it with battleye but using
start "" "arma3battleye.exe" 0 1 -high -winxp -nosplash -nologs -noPause -world=empty -skipIntro -cpuCount=4 -exThreads=7 -maxMem=5120 -maxVRAM=3071 "-name=DimasL" -mod=andallthemods
Is it the only way to do it? Did i do something wrong with the -useBE so it didnt work for me? I would like to know if theres any way to just add -useBE to my first startup line and make it work.
Thanks.
when will be -useBE released?
its already implemented snajdanKBS, my launcher is using it just fine
Hello DimasL,
you are using arma3battleye.exe correctly.
Both -useBE and -noLauncher are parameters of Arma 3 Launcher. They will work only when you pass them to arma3launcher.exe, use them in Steam Launch options for Arma 3 or use them in Steam protocol shortcut (steam://rungameid/....), since Steam is starting Arma 3 Launcher by default.
Hello,
you are starting the game through Steam, so the correct command line is this:
steam.exe -applaunch 107410 -usebe -nolauncher -connect=IP -port=PORT -mod=<modparameters>
arma3battleye.exe 0 1 is not a parameter but the name of application (like is the steam.exe in your case) in case you're launching the game executable directly and not through Steam.
Hey, thankyou, i did notice the previous message about it but it didn't seem to work when i first tried it, just tested it again using the parameter order you just suggested and its working just fine, thanks again!
- unless you use -noLauncher, this will not apply: -mods enabled in the Arma 3 Launcher are disabled except the mod/mods thats in the param thats passed on to it
This is intended, otherwise the user would not be informed why his mods and presets ENABLED in Launcher are not loaded, which is not desired.
- we will provide a parameter to start Arma 3 with battlEye enabled when -noLauncher is present. Expect -useBE to be out soon. User will need to agree to BattlEye license to be able to continue. Relevant only for Arma 3 Launcher. Example: -nolauncher -useBE will result in Arma 3 starting with BE enabled.
I noticed this has been marked as resolved yet I'm still struggling to get my game to launch with BE enabled adding arma3battleye.exe 0 1 or arma3battleye.exe 0 1 <params> to my launchers startup parameters, I've tried booting the game using
steam.exe -applaunch 107410 arma3battleye.exe 0 1 -nolauncher -connect=IP -port=PORT -mod=<modparameters>
and
steam.exe -applaunch 107410 arma3battleye.exe 0 1 <params> -nolauncher -connect=IP -port=PORT -mod=<modparameters>
and the game always launches with BE disabled has -useBE been added yet if not then this shouldn't have been marked solved yet, anyone got any advice when using steam to launch the game via steam exe parameters?
Arma 3 Launcher is not mandatory for running Arma 3 with BattlEye. It just makes it much simpler. See here for details http://forums.bistudio.com/showthread.php?190426-BattlEye-service-implementation&p=2910511#post2910511.
Hello,
Thank you for reporting the issue.
We need crash dump files from this folder to analyze your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package, please?
Archive smaller than 5000 KB can be attached directly to the ticket. For bigger archives, please use some free sharing service and post link here.
How to find correct crashdump file:
Try to make the crash happen
Look into crashdump folder
Upload crashdump with latest date in name (crashdump is rpt + bidmp + mdmp file with same name). Please try to provide as many crashdumps as possible, it helps us investigating the problem in a big way.
Thank you.
Hello,
I was unable to reproduce your issue. Could you please provide more information? Also make sure you do not have wind effect turned on in Game settings under Advanced Flight Model.
Hello,
Thank you for reporting the issue.
We need crash dump files from this folder to analyze your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package, please?
Archive smaller than 5000 KB can be attached directly to the ticket. For bigger archives, please use some free sharing service and post link here.
How to find correct crashdump file:
Try to make the crash happen
Look into crashdump folder
Upload crashdump with latest date in name (crashdump is rpt + bidmp + mdmp file with same name). Please try to provide as many crashdumps as possible, it helps us investigating the problem in a big way.
Thank you.
Hello,
could you please try to reproduce this issue on unmodded version of the game and attach the crash dump files here?
How to find correct crashdump file:
Try to make the crash happen
Look into crashdump folder
Upload crashdump with latest date in name (crashdump is rpt + bidmp + mdmp file with same name). Please try to provide as many crashdumps as possible, it helps us investigating the problem in a big way.
Thank you very much.
If this only happens on a modded map, BIS cant do much.
Launcher is Arma 3 from the Steam's perspective. Otherwise it would be unable to process workshop mods. That is not going to change.
In the future, we will add an option what to do with Launcher after starting the game: do nothing, minimize, close.