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May 10 2016

Bohemia added a project to T84417: Game crashes when joining esseker server: Arma 3.
May 10 2016, 12:06 PM · Arma 3
Bohemia added a project to T84416: Keep getting a error message: Arma 3.
May 10 2016, 12:06 PM · Arma 3
Adam added a comment to T84416: Keep getting a error message.

Please try to reproduce the issue without any mods.

May 10 2016, 12:06 PM · Arma 3
Poolie123 edited Additional Information on T84416: Keep getting a error message.
May 10 2016, 12:06 PM · Arma 3
Bohemia added a project to T84415: BIS_fnc_dynamicGroups does not show insignia defined in description.ext in its UI: Arma 3.
May 10 2016, 12:06 PM · Arma 3
Larrow set Category to category:endgamedynamicgroups on T84415: BIS_fnc_dynamicGroups does not show insignia defined in description.ext in its UI.
May 10 2016, 12:06 PM · Arma 3
tom_48_97 added a comment to T84414: FSM Editor Encoding.

In this context, the strings should be part of the stringtable.xml which is used for such situation and the string localization.

The following page explains all you need about this process:
https://community.bistudio.com/wiki/Stringtable.xml

May 10 2016, 12:06 PM · Arma 3
TutSi added a comment to T84413: Ai see through fallen vegetation and objects.

Happen to me too

May 10 2016, 12:06 PM · Arma 3
Dardo edited Steps To Reproduce on T84414: FSM Editor Encoding.
May 10 2016, 12:06 PM · Arma 3
Bohemia added a project to T84414: FSM Editor Encoding: Arma 3.
May 10 2016, 12:06 PM · Arma 3
Arkhir added a comment to T84413: Ai see through fallen vegetation and objects.

Yeah, I was disappointed to find out that AI spots me just as easily if I hide inside a knocked down tree.

May 10 2016, 12:06 PM · Arma 3
FightingPower added a comment to T84413: Ai see through fallen vegetation and objects.

https://www.youtube.com/watch?v=fAiis5chnCY&feature=youtu.be

Please fix it! This happen INDEPENDLY OF MODS

May 10 2016, 12:06 PM · Arma 3
FightingPower edited Steps To Reproduce on T84413: Ai see through fallen vegetation and objects.
May 10 2016, 12:06 PM · Arma 3
Bohemia added a project to T84413: Ai see through fallen vegetation and objects: Arma 3.
May 10 2016, 12:06 PM · Arma 3
Adam added a comment to T84412: 0x00000001 - STATUS_WAIT_1.

Hello,

First of all try launching the game without mods. If the issue persists
try following possible solutions for the issue.

Update the graphics card drivers to a newer version.
Rollback the graphics card drivers to an older version.
Check the temperature of your GPUs and CPUs.
Disable the Steam Overlay.

May 10 2016, 12:06 PM · Arma 3
SolaireofAstora set Category to category:featurerequest on T84411: Breaching Charge, Destructible Walls and Repelling from roof..
May 10 2016, 12:06 PM · Arma 3
Bohemia added a project to T84411: Breaching Charge, Destructible Walls and Repelling from roof.: Arma 3.
May 10 2016, 12:06 PM · Arma 3
sirishswar set Category to category:errormessage on T84412: 0x00000001 - STATUS_WAIT_1.
May 10 2016, 12:06 PM · Arma 3
Bohemia added a project to T84412: 0x00000001 - STATUS_WAIT_1: Arma 3.
May 10 2016, 12:06 PM · Arma 3
F2kSel added a comment to T84409: No grenade explositon sound.

Apers mine is still silent

May 10 2016, 12:06 PM · Arma 3
R3vo set Category to category:virtualarsenal on T84410: ASP-1 Kir 12.7mm: Range display in VA does not represent correct range.
May 10 2016, 12:06 PM · Arma 3
Koala added a comment to T84410: ASP-1 Kir 12.7mm: Range display in VA does not represent correct range.

According to the author the issue seems to be resolved

May 10 2016, 12:06 PM · Arma 3
Bohemia added a project to T84410: ASP-1 Kir 12.7mm: Range display in VA does not represent correct range: Arma 3.
May 10 2016, 12:06 PM · Arma 3
ozzbik added a comment to T84409: No grenade explositon sound.

Upon checking the rpt files I found the following error (when throwing a frag grenade):
Cannot load sound 'a3\sounds_f\arsenal\explosives\grenades\explosion_he_grenade_03.wss'

The sound indeed does not exist in the pbo. The only grenade sounds are named:
grenade_01.wss
grenade_02.wss
grenade_03.wss
G_40mm_HE_01.wss
G_40mm_HE_02.wss
G_40mm_HE_03.wss
mini_grenade_01.wss
mini_grenade_02.wss
mini_grenade_03.wss

I've uploaded a full .rpt (with game start).
Problem seems to remain even after going back to stable version.

May 10 2016, 12:06 PM · Arma 3
ozzbik added a comment to T84409: No grenade explositon sound.

Problem is solved in current dev version (wss files do exist)

May 10 2016, 12:06 PM · Arma 3
Koala added a comment to T84409: No grenade explositon sound.

related to #0026061 and #0026068

May 10 2016, 12:06 PM · Arma 3
R3vo added a comment to T84409: No grenade explositon sound.

Also ich muss erstmal sagen es läuft flüssig alles gut bis auf eine Sache , seit dem ich im Arma 3 Dev Modus bin wegen dem Arma 3 Eden 3D Editor habe ich bei benutzung von Granaten und Sprengstoff keinen Sound mehr ... Obtisch ist die Explosion da aber der Sound fehlt . Das wäre das einzige Problem was ich bis jetzt gefunden habe.

Loose translation of the ticket:

First of all I have to say everything runs smoothly, however, since I've been using the dev branch - because of Eden 3D Editor- grenades and explosives make no sound. Visually the explosion exits. That's the only issue I've found so far.

-end of translation-

Issue still exist, game version 1.53.132763

May 10 2016, 12:06 PM · Arma 3
Moricky added a comment to T84409: No grenade explositon sound.

Hi, thanks for your report, but please post it in English next time. Even broken English is better than none ;)

Translation: Grenades don't have sounds in Steam dev. Unrelated to Eden, happens eveywhere.

May 10 2016, 12:06 PM · Arma 3
Eraiz set Category to category:sound on T84409: No grenade explositon sound.
May 10 2016, 12:06 PM · Arma 3
Bohemia updated subscribers of T84409: No grenade explositon sound.
May 10 2016, 12:06 PM · Arma 3
Bohemia added a project to T84409: No grenade explositon sound: Arma 3.
May 10 2016, 12:06 PM · Arma 3
Koala added a comment to T84408: Shooting in burst mode = no reloading.

According to the author the issue seems to be resolved

May 10 2016, 12:06 PM · Arma 3
SomeSangheili edited Steps To Reproduce on T84408: Shooting in burst mode = no reloading.
May 10 2016, 12:06 PM · Arma 3
Bohemia added a project to T84408: Shooting in burst mode = no reloading: Arma 3.
May 10 2016, 12:06 PM · Arma 3
Nou edited Steps To Reproduce on T84407: checkVisibility command does not take into account fog..
May 10 2016, 12:06 PM · Arma 3
Bohemia added a project to T84407: checkVisibility command does not take into account fog.: Arma 3.
May 10 2016, 12:06 PM · Arma 3
Nou edited Steps To Reproduce on T84406: checkVisibility command argument order improvements..
May 10 2016, 12:06 PM · Arma 3
Bohemia added a project to T84406: checkVisibility command argument order improvements.: Arma 3.
May 10 2016, 12:06 PM · Arma 3
HungerGamer45 added a comment to T84405: The game crashes and gives me this error code ( 0x00000001) i looked it up and nothing came up.

Thanks I will disable the overlay and I'm getting a new gpu this Christmas

May 10 2016, 12:06 PM · Arma 3
HungerGamer45 edited Steps To Reproduce on T84405: The game crashes and gives me this error code ( 0x00000001) i looked it up and nothing came up.
May 10 2016, 12:06 PM · Arma 3
Adam added a comment to T84405: The game crashes and gives me this error code ( 0x00000001) i looked it up and nothing came up.

Hello,
The game is unable to initialize a graphical subsystem. Possible solutions:

Update the graphics card drivers to a newer version.
Rollback the graphics card drivers to an older version.
Check the temperature of your GPUs and CPUs.
Disable the Steam Overlay.

May 10 2016, 12:06 PM · Arma 3
HerrMonster added a comment to T84404: Arma 3 Shadowplay crash at Windows 10.

Hello?

May 10 2016, 12:06 PM · Arma 3
Bohemia added a project to T84404: Arma 3 Shadowplay crash at Windows 10: Arma 3.
May 10 2016, 12:06 PM · Arma 3
HerrMonster edited Steps To Reproduce on T84404: Arma 3 Shadowplay crash at Windows 10.
May 10 2016, 12:06 PM · Arma 3
Bohemia added a project to T84405: The game crashes and gives me this error code ( 0x00000001) i looked it up and nothing came up: Arma 3.
May 10 2016, 12:06 PM · Arma 3
R3vo added a comment to T84402: Feature Request - Nvidia WaveWorks for realistic sea behaviour.

Definitely an awesome technology and it would enhance Tanoa quite a lot.

May 10 2016, 12:06 PM · Arma 3
Bohemia added a project to T84403: Shotguns in Arma: Arma 3.
May 10 2016, 12:06 PM · Arma 3
Dardo added a comment to T84402: Feature Request - Nvidia WaveWorks for realistic sea behaviour.

Wow , that's awesome! Nice feature!

May 10 2016, 12:06 PM · Arma 3
SolaireofAstora edited Additional Information on T84403: Shotguns in Arma.
May 10 2016, 12:06 PM · Arma 3
Koala added a comment to T84402: Feature Request - Nvidia WaveWorks for realistic sea behaviour.

At least, the ticket got acknowledged.

It would be great, if we will receive more informations or updates.

Keep up the good work

May 10 2016, 12:06 PM · Arma 3
Koala edited Additional Information on T84402: Feature Request - Nvidia WaveWorks for realistic sea behaviour.
May 10 2016, 12:06 PM · Arma 3
SolaireofAstora added a comment to T84402: Feature Request - Nvidia WaveWorks for realistic sea behaviour.

This would be fucking amazing in A3! Up voted this!

May 10 2016, 12:06 PM · Arma 3
SomeSangheili added a comment to T84402: Feature Request - Nvidia WaveWorks for realistic sea behaviour.

Well they are going to upgrade the water fog and give the water reflections (which is really awesome). And in the Tanoa trailer I think I saw shoreline waves

May 10 2016, 12:06 PM · Arma 3
Bohemia updated subscribers of T84402: Feature Request - Nvidia WaveWorks for realistic sea behaviour.
May 10 2016, 12:06 PM · Arma 3
Bohemia added a project to T84402: Feature Request - Nvidia WaveWorks for realistic sea behaviour: Arma 3.
May 10 2016, 12:06 PM · Arma 3
Manzarek added a comment to T84401: Servers with more than ~ 125 players show 0 players connected.

Hello,
It seems that it is now fixed.
Thank you George of the jungle

May 10 2016, 12:06 PM · Arma 3
George_ added a comment to T84401: Servers with more than ~ 125 players show 0 players connected.

Hello,

I've tested it on the current stable version and I get correct values, can you please confirm that the issue is still present? Is it in in-game or Steam browser?

I've attached a screen from in-game browser.

There was an issue with number of players on Steam side. The protocol is using 1B value but it was returned by the Steam SDK as signed. We knew about it, we handled the negative values in the game and calculated correct number. The wrong number was still shown in server browser in the Steam client. Looks like the issue was acknowledged by Steam as in current Steam client since server browser shows correct values.

May 10 2016, 12:06 PM · Arma 3
Manzarek added a comment to T84401: Servers with more than ~ 125 players show 0 players connected.

up

May 10 2016, 12:06 PM · Arma 3
Manzarek added a comment to T84401: Servers with more than ~ 125 players show 0 players connected.

Day 5: Dear diary, it's been five days since i reported this bug and it is still unnoticed, i'll keep checking everyday in the hope of a reply. I am not giving up !

May 10 2016, 12:06 PM · Arma 3
Manzarek added a comment to T84401: Servers with more than ~ 125 players show 0 players connected.

so you answer everyone but me?

May 10 2016, 12:06 PM · Arma 3
Manzarek added a comment to T84401: Servers with more than ~ 125 players show 0 players connected.

up

May 10 2016, 12:06 PM · Arma 3
Manzarek added a comment to T84401: Servers with more than ~ 125 players show 0 players connected.

The remote tab show the correct number tho

May 10 2016, 12:06 PM · Arma 3
Bohemia added a project to T84401: Servers with more than ~ 125 players show 0 players connected: Arma 3.
May 10 2016, 12:06 PM · Arma 3
Manzarek set Category to category:serverbrowsersteam on T84401: Servers with more than ~ 125 players show 0 players connected.
May 10 2016, 12:06 PM · Arma 3
chris579 set Category to category:featurerequest on T84399: Adding a "Reload" unit eventhandler.
May 10 2016, 12:06 PM · Arma 3
Bohemia added a project to T84400: Add a getter command for the terrain quality setting: Arma 3.
May 10 2016, 12:06 PM · Arma 3
Bohemia added a project to T84399: Adding a "Reload" unit eventhandler: Arma 3.
May 10 2016, 12:06 PM · Arma 3
greenfist added a comment to T84398: Ai tanks standind behind the created cover (turret UNCOVERED) dont see enemy vehicles at all.

I tested the main battle tanks, and their "eyes" are really low. Like around 1.30m height, while the actual viewpoints (driver, gunner, commander) are all much higher than that.

Funny thing is that even the tank away from the wall in the attached mission don't know about the other, even though its whole turret is clearly visible from all altitudes. Seems like any part above that 1.3m can't be detected.

edit. added a screenshot of a perfectly hidden tank. Apparently hull-down is very viable tactic...

May 10 2016, 12:06 PM · Arma 3
R3vo set Category to category:scripting on T84400: Add a getter command for the terrain quality setting.
May 10 2016, 12:06 PM · Arma 3
OMAC added a comment to T84398: Ai tanks standind behind the created cover (turret UNCOVERED) dont see enemy vehicles at all.

Oh man. That is not good at all. Does the problem occur when a tank is behind a low wall in the terrain that covers the hull only? Or some piles of garbage?

May 10 2016, 12:06 PM · Arma 3
TutSi added a comment to T84398: Ai tanks standind behind the created cover (turret UNCOVERED) dont see enemy vehicles at all.

It seems every object like this create barrier for visibility Walls, sandbags, even bridge, when only hull is covered.

May 10 2016, 12:06 PM · Arma 3
TutSi added a comment to T84398: Ai tanks standind behind the created cover (turret UNCOVERED) dont see enemy vehicles at all.

I tested it with all defence objects like concrete bariers, sandbags etc. Its seems to block vision completly.

May 10 2016, 12:06 PM · Arma 3
OMAC added a comment to T84398: Ai tanks standind behind the created cover (turret UNCOVERED) dont see enemy vehicles at all.

Heavens, what a nasty bug. Hopefully the problem is just with those sandbags...

May 10 2016, 12:06 PM · Arma 3
TutSi added a comment to T84398: Ai tanks standind behind the created cover (turret UNCOVERED) dont see enemy vehicles at all.

Upvoting. I tested all tanks bugs as i play mainly armored vehicles, and this bug right next tu Physx failures, and lack of reverse abilities for ai is most gamebraking issue.

EDit:
Was this readed? more than 2 weeks passed.... And bug is serious.

May 10 2016, 12:06 PM · Arma 3
FightingPower added a comment to T84398: Ai tanks standind behind the created cover (turret UNCOVERED) dont see enemy vehicles at all.

It happen WITH AND WITHOUT MODS
https://youtu.be/XmSk9a20krM

May 10 2016, 12:06 PM · Arma 3
TutSi added a comment to T84398: Ai tanks standind behind the created cover (turret UNCOVERED) dont see enemy vehicles at all.

BUMP?

May 10 2016, 12:06 PM · Arma 3
FightingPower added a comment to T84398: Ai tanks standind behind the created cover (turret UNCOVERED) dont see enemy vehicles at all.

Look at attached missions.

May 10 2016, 12:06 PM · Arma 3
FightingPower edited Steps To Reproduce on T84398: Ai tanks standind behind the created cover (turret UNCOVERED) dont see enemy vehicles at all.
May 10 2016, 12:06 PM · Arma 3
Bohemia added a project to T84398: Ai tanks standind behind the created cover (turret UNCOVERED) dont see enemy vehicles at all: Arma 3.
May 10 2016, 12:06 PM · Arma 3
Bohemia updated subscribers of T84398: Ai tanks standind behind the created cover (turret UNCOVERED) dont see enemy vehicles at all.
May 10 2016, 12:06 PM · Arma 3
FightingPower added a comment to T84397: Commands "dostop this" and "commandstop this" are not working for vehicles.

But in case of tanks - will be able to trun turret? I'm making tanks entrebched on defent position and want them move after defend. There is no option to stop the tanks on place - i even created waypoints to hold the place WITH timer and it wasnt working (so after timer counts to zero, vehicle will move).

May 10 2016, 12:06 PM · Arma 3
FightingPower added a comment to T84397: Commands "dostop this" and "commandstop this" are not working for vehicles.

In case of tanks - there is NO WORKING COMMAND.

May 10 2016, 12:06 PM · Arma 3
FightingPower edited Steps To Reproduce on T84397: Commands "dostop this" and "commandstop this" are not working for vehicles.
May 10 2016, 12:06 PM · Arma 3
JoeOBrien added a comment to T84397: Commands "dostop this" and "commandstop this" are not working for vehicles.

doStop doesn't prevent units from engaging. If you want a group or single unit to stay put with doStop, you must use groupName enableAttack false. Or unitName disableAI "MOVE", but then the unit will be stuck on the spot, unable to turn.

May 10 2016, 12:06 PM · Arma 3
FightingPower added a comment to T84397: Commands "dostop this" and "commandstop this" are not working for vehicles.

So how i can stop the vehicle? This command must work for both. Who is downvotin all tickets? Doest the stupidness comes even for games feedback tracker? This people is simply sick.

May 10 2016, 12:06 PM · Arma 3
Kreu added a comment to T84397: Commands "dostop this" and "commandstop this" are not working for vehicles.

As far as i know, this script only works for infantry. It also doesn,t work for units in groups. I don't know any script that disables the AI to move when they are in a vehicle.

May 10 2016, 12:06 PM · Arma 3
Bohemia updated subscribers of T84396: disableTIEquipment true does not disable vehicle thermal PiP monitor.
May 10 2016, 12:06 PM · Arma 3
Bohemia added a project to T84397: Commands "dostop this" and "commandstop this" are not working for vehicles: Arma 3.
May 10 2016, 12:06 PM · Arma 3
Shane_Martin1992 edited Steps To Reproduce on T84396: disableTIEquipment true does not disable vehicle thermal PiP monitor.
May 10 2016, 12:06 PM · Arma 3
Bohemia added a project to T84396: disableTIEquipment true does not disable vehicle thermal PiP monitor: Arma 3.
May 10 2016, 12:06 PM · Arma 3
jgwm01 set Category to category:edeneditor on T84395: x-cam project not crossing over ATL/ASL conflict.
May 10 2016, 12:05 PM · Arma 3
rogerx added a comment to T84394: Aircraft cockpit monitors pitch-black during night.

Watch everybody break-out into their "happy dance", as I think few expected this. (Note my sarcasm. ;-)

May 10 2016, 12:05 PM · Arma 3
Koala added a comment to T84394: Aircraft cockpit monitors pitch-black during night.

According to the author the issue seems to be resolved

May 10 2016, 12:05 PM · Arma 3
Bohemia added a project to T84395: x-cam project not crossing over ATL/ASL conflict: Arma 3.
May 10 2016, 12:05 PM · Arma 3
rogerx added a comment to T84394: Aircraft cockpit monitors pitch-black during night.

Shrugs. So leaving a parked vehicle along the runway (or elsewhere) and turning on the vehicle's (or aircraft's) exterior lights two hours before dusk and traveling elsewhere, and then returning after dark (or during dusk) at the airport (or elsewhere) is useless? Not too also mention by law, Canadians are required to drive with their headlights on.

May 10 2016, 12:05 PM · Arma 3
SomeSangheili added a comment to T84394: Aircraft cockpit monitors pitch-black during night.

It seems to happen randomly for all vanilla aircraft gauges/monitors and cars' speedometers. Modded vehicles seem fine.

And I believe lights not turning on during the day is on purpose because they're useless during the day

May 10 2016, 12:05 PM · Arma 3
SomeSangheili added a comment to T84394: Aircraft cockpit monitors pitch-black during night.

Fixed in 1.54 (tested in RC build)

May 10 2016, 12:05 PM · Arma 3
SomeSangheili added a comment to T84394: Aircraft cockpit monitors pitch-black during night.

EDIT: restarted the game in vanilla and now they're pitch black again...it seems this bug is a random occurance

May 10 2016, 12:05 PM · Arma 3
rogerx added a comment to T84394: Aircraft cockpit monitors pitch-black during night.

Does this bug occur with all jets and all rotary aircraft, or just some of aircraft?

In the past, I've also seen some vehicles with the lights being unable to be turned on during daytime in general.

May 10 2016, 12:05 PM · Arma 3
SomeSangheili added a comment to T84394: Aircraft cockpit monitors pitch-black during night.

EDIT: played with RHS Escalation on and all the vanilla cockpit monitors are now illuminted, except for the Buzzard, Wipeout, Blackfoot and Kajman

May 10 2016, 12:05 PM · Arma 3