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May 10 2016

305237239qqcom added a comment to T81816: [DEV] Weapons automatically turn left or right a bit when undeploy them.

I can understand that if it lacks proper animation ATM.

May 10 2016, 10:42 AM · Arma 3
Nebulazer edited Steps To Reproduce on T81817: Please leave the stance modifier in the controls (along with the new adjust method).
May 10 2016, 10:42 AM · Arma 3
Adam added a comment to T81816: [DEV] Weapons automatically turn left or right a bit when undeploy them.

This is intended behaviour.

Thank you for your feedback.

May 10 2016, 10:42 AM · Arma 3
305237239qqcom added a comment to T81816: [DEV] Weapons automatically turn left or right a bit when undeploy them.

For a better understanding, here is a video explaining the issue: https://youtu.be/thY9Wxap8Y0

May 10 2016, 10:42 AM · Arma 3
305237239qqcom added a comment to T81816: [DEV] Weapons automatically turn left or right a bit when undeploy them.

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

May 10 2016, 10:42 AM · Arma 3
305237239qqcom edited Steps To Reproduce on T81816: [DEV] Weapons automatically turn left or right a bit when undeploy them.
May 10 2016, 10:42 AM · Arma 3
Adam added a comment to T81816: [DEV] Weapons automatically turn left or right a bit when undeploy them.

I was not able to reproduce this issue could you please provide more information? Video or a screenshots explaining the issue.

Thank you.

May 10 2016, 10:42 AM · Arma 3
Bohemia added a comment to T81815: Realize for the NLAW the Overflying Top Attack firing mode..

it have been acknowledged: http://feedback.arma3.com/view.php?id=20186

May 10 2016, 10:42 AM · Arma 3
Bohemia added a project to T81816: [DEV] Weapons automatically turn left or right a bit when undeploy them: Arma 3.
May 10 2016, 10:42 AM · Arma 3
Bohemia edited Additional Information on T81815: Realize for the NLAW the Overflying Top Attack firing mode..
May 10 2016, 10:42 AM · Arma 3
mickeymen added a comment to T81815: Realize for the NLAW the Overflying Top Attack firing mode..

also related to: http://feedback.arma3.com/view.php?id=21541

May 10 2016, 10:42 AM · Arma 3
Adam added a comment to T81814: Editor - Multiplayer browser - "No player was selected!".

Disregard my last post. It is an issue and has been scheduled for a fix. Thank you for your feedback and patience.

May 10 2016, 10:42 AM · Arma 3
Adam added a comment to T81814: Editor - Multiplayer browser - "No player was selected!".

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.

May 10 2016, 10:42 AM · Arma 3
Bohemia added a project to T81815: Realize for the NLAW the Overflying Top Attack firing mode.: Arma 3.
May 10 2016, 10:42 AM · Arma 3
Bohemia added a project to T81814: Editor - Multiplayer browser - "No player was selected!": Arma 3.
May 10 2016, 10:42 AM · Arma 3
Killzone_Kid added a comment to T81814: Editor - Multiplayer browser - "No player was selected!".

try

scriptedPlayer = 1;

in description.ext as a work around for now

May 10 2016, 10:42 AM · Arma 3
Koala edited Steps To Reproduce on T81814: Editor - Multiplayer browser - "No player was selected!".
May 10 2016, 10:42 AM · Arma 3
Koala added a comment to T81814: Editor - Multiplayer browser - "No player was selected!".

@Killzone_Kid: Thanks for the work around.

I hope that small issue will be fixed soon.

May 10 2016, 10:42 AM · Arma 3
Bohemia added a project to T81813: Marksmen DLC music has got wrong name: Arma 3.
May 10 2016, 10:42 AM · Arma 3
R3vo set Category to category:editor on T81813: Marksmen DLC music has got wrong name.
May 10 2016, 10:42 AM · Arma 3
Koala added a comment to T81812: When aiming down the sight screen gets black.

Yeah, that's right. I didn't pay attention. Sorry

May 10 2016, 10:42 AM · Arma 3
enex added a comment to T81812: When aiming down the sight screen gets black.

^

Although different scopes and not with vest but with backpack.
So it's more related then duplicated.

May 10 2016, 10:42 AM · Arma 3
enex added a comment to T81812: When aiming down the sight screen gets black.

Without RCO works without problems.
Without backpack works (assault pack) right.

May 10 2016, 10:42 AM · Arma 3
Koala added a comment to T81812: When aiming down the sight screen gets black.

Related to #0023281

May 10 2016, 10:42 AM · Arma 3
Bohemia updated subscribers of T81812: When aiming down the sight screen gets black.
May 10 2016, 10:42 AM · Arma 3
enex edited Steps To Reproduce on T81812: When aiming down the sight screen gets black.
May 10 2016, 10:42 AM · Arma 3
Bohemia added a project to T81812: When aiming down the sight screen gets black: Arma 3.
May 10 2016, 10:42 AM · Arma 3
Electricleash added a comment to T81811: Inventory, visual glitch when dragging items.

Confirmed, seeing this though not quite so extreme an example. Virtual map probably increases the effect.

May 10 2016, 10:42 AM · Arma 3
yalo35 added a comment to T81810: Arma 3 stops working in MP(koth) randomly, sometimes in 5 min, sometimes10-15..

New dumps uploaded

May 10 2016, 10:42 AM · Arma 3
Bohemia added a project to T81811: Inventory, visual glitch when dragging items: Arma 3.
May 10 2016, 10:42 AM · Arma 3
R3vo edited Steps To Reproduce on T81811: Inventory, visual glitch when dragging items.
May 10 2016, 10:42 AM · Arma 3
yalo35 added a comment to T81810: Arma 3 stops working in MP(koth) randomly, sometimes in 5 min, sometimes10-15..

I just added the files. But the older ones is gone because i deleted everything related to game before reinstall.

May 10 2016, 10:42 AM · Arma 3
yalo35 set Category to category:gamecrash on T81810: Arma 3 stops working in MP(koth) randomly, sometimes in 5 min, sometimes10-15..
May 10 2016, 10:42 AM · Arma 3
Adam added a comment to T81810: Arma 3 stops working in MP(koth) randomly, sometimes in 5 min, sometimes10-15..

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.

May 10 2016, 10:42 AM · Arma 3
Bohemia added a project to T81810: Arma 3 stops working in MP(koth) randomly, sometimes in 5 min, sometimes10-15.: Arma 3.
May 10 2016, 10:42 AM · Arma 3
penatoliygmailcom added a comment to T81809: PDW accuracy.

http://www.youtube.com/watch?v=LsngH15nLTM

May 10 2016, 10:42 AM · Arma 3
penatoliygmailcom set Category to category:balancing on T81809: PDW accuracy.
May 10 2016, 10:42 AM · Arma 3
Bohemia added a project to T81809: PDW accuracy: Arma 3.
May 10 2016, 10:42 AM · Arma 3
Bohemia updated subscribers of T81807: Limited TrackIR head movement inside ground vehicles (horizontal movement is missing).
May 10 2016, 10:42 AM · Arma 3
FeralCircus set Category to category:featurerequest on T81807: Limited TrackIR head movement inside ground vehicles (horizontal movement is missing).
May 10 2016, 10:42 AM · Arma 3
penatoliygmailcom edited Steps To Reproduce on T81808: Little cosmetic bug on small arms shooter place..
May 10 2016, 10:42 AM · Arma 3
Bohemia added a project to T81807: Limited TrackIR head movement inside ground vehicles (horizontal movement is missing): Arma 3.
May 10 2016, 10:42 AM · Arma 3
Bohemia added a project to T81808: Little cosmetic bug on small arms shooter place.: Arma 3.
May 10 2016, 10:42 AM · Arma 3
penatoliygmailcom added a comment to T81806: ASP-1 KIR accuracy.

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.

May 10 2016, 10:42 AM · Arma 3
TheMasterofBlubb added a comment to T81806: ASP-1 KIR accuracy.

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.

May 10 2016, 10:42 AM · Arma 3
oomwar added a comment to T81806: ASP-1 KIR accuracy.

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.

May 10 2016, 10:42 AM · Arma 3
penatoliygmailcom set Category to category:balancing on T81806: ASP-1 KIR accuracy.
May 10 2016, 10:42 AM · Arma 3
penatoliygmailcom added a comment to T81806: ASP-1 KIR accuracy.

Iam check guns on bots.... one bot team have kir, other have pdw-2000....... pdw always win on any distances......

May 10 2016, 10:42 AM · Arma 3
penatoliygmailcom added a comment to T81806: ASP-1 KIR accuracy.

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!!!!!

May 10 2016, 10:42 AM · Arma 3
Adam added a comment to T81805: Durring battle the AI very often buries his face into the wall, turning his back to the enemy..

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.

May 10 2016, 10:42 AM · Arma 3
mickeymen added a comment to T81805: Durring battle the AI very often buries his face into the wall, turning his back to the enemy..

@Adam
Please not ignore this point/ because this issue, today is not resolved.

May 10 2016, 10:42 AM · Arma 3
mickeymen added a comment to T81805: Durring battle the AI very often buries his face into the wall, turning his back to the enemy..

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

May 10 2016, 10:42 AM · Arma 3
Bohemia added a project to T81806: ASP-1 KIR accuracy: Arma 3.
May 10 2016, 10:42 AM · Arma 3
mickeymen added a comment to T81805: Durring battle the AI very often buries his face into the wall, turning his back to the enemy..

"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!

May 10 2016, 10:42 AM · Arma 3
FrankHH added a comment to T81805: Durring battle the AI very often buries his face into the wall, turning his back to the enemy..

I should point out that the last pic was chuckle worthy.

May 10 2016, 10:42 AM · Arma 3
mickeymen added a comment to T81805: Durring battle the AI very often buries his face into the wall, turning his back to the enemy..

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...

May 10 2016, 10:42 AM · Arma 3
Bohemia added a project to T81805: Durring battle the AI very often buries his face into the wall, turning his back to the enemy.: Arma 3.
May 10 2016, 10:42 AM · Arma 3
mickeymen added a comment to T81804: The small fences often catches in the trap vehicles..

@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.

May 10 2016, 10:42 AM · Arma 3
mickeymen edited Additional Information on T81805: Durring battle the AI very often buries his face into the wall, turning his back to the enemy..
May 10 2016, 10:42 AM · Arma 3
FightingPower added a comment to T81804: The small fences often catches in the trap vehicles..

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.

May 10 2016, 10:42 AM · Arma 3
FightingPower added a comment to T81804: The small fences often catches in the trap vehicles..

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"

May 10 2016, 10:42 AM · Arma 3
mickeymen added a comment to T81804: The small fences often catches in the trap vehicles..

"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

May 10 2016, 10:42 AM · Arma 3
mickeymen added a comment to T81804: The small fences often catches in the trap vehicles..

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

May 10 2016, 10:42 AM · Arma 3
mickeymen added a comment to T81804: The small fences often catches in the trap vehicles..

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.

May 10 2016, 10:42 AM · Arma 3
Adam added a comment to T81804: The small fences often catches in the trap vehicles..

I was able to reproduce it using the hunter and its scheduled for a fix. Thank you for your feedback.

Cheers!

May 10 2016, 10:42 AM · Arma 3
mickeymen added a comment to T81804: The small fences often catches in the trap vehicles..

@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.

  1. Place tank or any vehicle.
  2. Run on road fence.
  3. Try to use rotation.
  4. 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!

May 10 2016, 10:42 AM · Arma 3
mickeymen added a comment to T81804: The small fences often catches in the trap vehicles..

ok, I will try repro this

May 10 2016, 10:42 AM · Arma 3
mickeymen added a comment to T81804: The small fences often catches in the trap vehicles..

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;!?

May 10 2016, 10:42 AM · Arma 3
Adam added a comment to T81804: The small fences often catches in the trap vehicles..

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.

May 10 2016, 10:42 AM · Arma 3
Bohemia added a project to T81804: The small fences often catches in the trap vehicles.: Arma 3.
May 10 2016, 10:42 AM · Arma 3
Bohemia added a comment to T81803: 'Mission failed' on user joining.

Was unable to recreate using the above. However we did experience the problem again last night.

  1. Three of us playing, slot 1, 2 and 3
  2. Took Camp Maxwell
  3. Player three's internet connection failed and he dropped
  4. All players are alive
  5. He rejoined into the same slot (3)
  6. Mission failed
May 10 2016, 10:42 AM · Arma 3
Adam added a comment to T81804: The small fences often catches in the trap vehicles..

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?

May 10 2016, 10:42 AM · Arma 3
mickeymen edited Steps To Reproduce on T81804: The small fences often catches in the trap vehicles..
May 10 2016, 10:42 AM · Arma 3
Bohemia added a project to T81803: 'Mission failed' on user joining: Arma 3.
May 10 2016, 10:42 AM · Arma 3
DimasL added a comment to T81802: Arma 3 Launcher Required for connecting to BattlEye enabled servers..

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.

May 10 2016, 10:42 AM · Arma 3
Bohemia edited Steps To Reproduce on T81803: 'Mission failed' on user joining.
May 10 2016, 10:42 AM · Arma 3
snajdanKBS added a comment to T81802: Arma 3 Launcher Required for connecting to BattlEye enabled servers..

when will be -useBE released?

May 10 2016, 10:42 AM · Arma 3
KamikazeXeX added a comment to T81802: Arma 3 Launcher Required for connecting to BattlEye enabled servers..

its already implemented snajdanKBS, my launcher is using it just fine

May 10 2016, 10:42 AM · Arma 3
BISWizard added a comment to T81802: Arma 3 Launcher Required for connecting to BattlEye enabled servers..

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.

May 10 2016, 10:42 AM · Arma 3
BISWizard added a comment to T81802: Arma 3 Launcher Required for connecting to BattlEye enabled servers..

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.

May 10 2016, 10:42 AM · Arma 3
KamikazeXeX added a comment to T81802: Arma 3 Launcher Required for connecting to BattlEye enabled servers..

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!

May 10 2016, 10:42 AM · Arma 3
Gekon added a comment to T81802: Arma 3 Launcher Required for connecting to BattlEye enabled servers..
  • 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.
May 10 2016, 10:42 AM · Arma 3
KamikazeXeX added a comment to T81802: Arma 3 Launcher Required for connecting to BattlEye enabled servers..

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?

May 10 2016, 10:42 AM · Arma 3
dazhbog added a comment to T81802: Arma 3 Launcher Required for connecting to BattlEye enabled servers..

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.

May 10 2016, 10:42 AM · Arma 3
nohrt set Category to category:launcher on T81802: Arma 3 Launcher Required for connecting to BattlEye enabled servers..
May 10 2016, 10:42 AM · Arma 3
Bohemia added a project to T81802: Arma 3 Launcher Required for connecting to BattlEye enabled servers.: Arma 3.
May 10 2016, 10:42 AM · Arma 3
Adam added a comment to T81801: Game closes upon loading up map with ammo boxes and players in it..

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.

http://feedback.arma3.com/how-to-user.html

May 10 2016, 10:42 AM · Arma 3
Bohemia added a project to T81801: Game closes upon loading up map with ammo boxes and players in it.: Arma 3.
May 10 2016, 10:42 AM · Arma 3
gvmmyworm edited Steps To Reproduce on T81801: Game closes upon loading up map with ammo boxes and players in it..
May 10 2016, 10:42 AM · Arma 3
Adam added a comment to T81800: Flight problems.

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.

May 10 2016, 10:42 AM · Arma 3
waggy65 edited Steps To Reproduce on T81800: Flight problems.
May 10 2016, 10:42 AM · Arma 3
Bohemia added a project to T81800: Flight problems: Arma 3.
May 10 2016, 10:42 AM · Arma 3
Adam added a comment to T81799: Arma 3 Crashes!.

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.

http://feedback.arma3.com/how-to-user.html

May 10 2016, 10:42 AM · Arma 3
Bohemia added a project to T81799: Arma 3 Crashes!: Arma 3.
May 10 2016, 10:42 AM · Arma 3
Pygmyl edited Additional Information on T81799: Arma 3 Crashes!.
May 10 2016, 10:42 AM · Arma 3
Adam added a comment to T81798: Arma3 Crash, only on MP, modded..

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.

May 10 2016, 10:42 AM · Arma 3
Benargee added a comment to T81798: Arma3 Crash, only on MP, modded..

If this only happens on a modded map, BIS cant do much.

May 10 2016, 10:42 AM · Arma 3
Gekon added a comment to T81797: launcher stays open when starting game and steam registers it as playing arma 3.

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.

May 10 2016, 10:42 AM · Arma 3
Furious set Category to category:gamecrash on T81798: Arma3 Crash, only on MP, modded..
May 10 2016, 10:42 AM · Arma 3
Bohemia added a project to T81798: Arma3 Crash, only on MP, modded.: Arma 3.
May 10 2016, 10:42 AM · Arma 3