In T166456#2338036, @dedmen wrote:yes it is, most likely wont fix
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Jul 14 2022
Jul 14 2022
simkas12 renamed T166591: M1 Garand scope alternate sight from M1 Garand alternate sight to M1 Garand scope alternate sight.
Wetzer added a comment to T166456: Land_WiredFence_01_xxx: Mesh wire with ocean/water in background are not rendered.
TRAGER added a comment to T118270: Asset-Browser search is case sensitiv if the first letter an umlaut.
UPD: fixed on all branches since 149760
In T166554#2338485, @Bob_Murphy wrote:Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
The radio module is well outside my mission area. As you can see in the video, the rounds drop before the dialogue is finished. The code in the description.ext is the code from above, and it's worked just fine until yesterday. Opening a new mission and putting down a radio module and not customizing the description.ext in any way, of course, works perfectly.
Jul 13 2022
Jul 13 2022
Please note that these weapons have a melee mode as well.
So when no ammunition is visible, you are in that mode and can hit with the buttstock.
This is as designed. :)
Nevertheless, thank you for your ticket.
Bob_Murphy moved T166436: AI using 9P111 Malyutka does not engage vehicles from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Bob_Murphy moved T166546: Gunsights on F-100 and MiG-19 seem to auto-zero from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Bob_Murphy moved T166563: Frames Drop In "The Bra" from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Please note that we are not in the position to fix issues with mods by 3rd parties.
Hence we unfortunately can not do anything about that.
Please contact the mod creators regarding that.
Thank you very much for your understanding.
Bob_Murphy moved T166560: 1918 Bar bipod deployment sound is wrong from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Bob_Murphy moved T166554: M1 Garand's sight doesn't have animation while zeroing from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Bob_Murphy moved T166553: M2 carbine's 30 rounds magazine causes broken texture from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Bob_Murphy moved T166551: Doors on UH-1D Dust-off have option to open/close, but the action menu button does not animate them. from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Scarecrow1625 added a comment to T166403: The phenomenon of trees appearing and disappearing like blinking..
Ok, I should i check that.
Bob_Murphy moved T166550: Voice protocol of INDFOR Asian factions. from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Bob_Murphy moved T166573: M203 Grenade launcher has wrong zero from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Bob_Murphy moved T166565: M203 zeroing seems off from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Bob_Murphy moved T166566: Radio Module Setup Changes from Backlog to Awaiting Reply on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Bob_Murphy moved T166570: F-100D not configured for Master Arm module from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Bob_Murphy moved T166571: M14 compatibility with M14A1 bipod from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Bob_Murphy moved T166572: UH-1D Bushranger Twin M60's (Only one firing) from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Bob_Murphy moved T166544: UH-1D Iroquois Bushranger (vn_b_air_uh1d_03_06) from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Duplicate of https://feedback.bistudio.com/T166565
VWWrath added a comment to T166551: Doors on UH-1D Dust-off have option to open/close, but the action menu button does not animate them..
I've noticed the same issue, the doors work fine on the UH-1B dustoff though
I've found the same. For me: zeroing the weapon to 300m gives a range of 100m, anything less than 300m and the round will drop short, potentially injuring the player.
Resolved how? It still happens
What's your module editor setup?
Try reinstalling Visual Studio C++ Redistributable 2013 64bit.
And maybe DirectX
Asmo added a comment to T166561: [Feature request] setMarkerType(+Local) variants to utilize missionCfg defined markers .
The difference with this ticket is that I do not suggest mixing this functionality into main syntax but to add an alternative one which should probably solve any compatibility issues.
dedmen closed T166266: AI Helicopters try to avoid things that don't even have a collision as Resolved.
Won't fix
Logics are Logics and that will not change.
If you need it for some reason you can do
configOf logic >> "sideVirtual"
dedmen added a comment to T166403: The phenomenon of trees appearing and disappearing like blinking..
Last time this happened to me it was because my game ran out of memory.
Because its very hard to reproduce we will probably not spend much time on this
Asmo updated the task description for T166561: [Feature request] setMarkerType(+Local) variants to utilize missionCfg defined markers .
Your attached report log is completely empty. There are no logs in there.
Please provide more information about whats going on
dedmen added a comment to T166409: [Feature Request] New syntax for `hideObject` command to hide specific LODs.
It seems that it might be possible to turn off Geometry, Fire Obstruction, Visual Obstruction.
But I don't think we'll do that
dedmen added a comment to T166456: Land_WiredFence_01_xxx: Mesh wire with ocean/water in background are not rendered.
yes it is, most likely wont fix
dedmen changed the status of T166472: nearestObjects can't detect ammo parent classes from New to Feedback.
Yeah, inheritance check only works for AI entities, which mine obviously isn't... I don't know why that code is there, the other commands you mentioned indeed don't have it
repro, place explosive specialist in VR, place down claymore mine, run command
Fixed, should be in 2.10
dedmen set Ref Ticket to AIII-55268 on T166521: Request: do3DENAction "ToggleVegetation" work in scenario.
Would be easy to implement, but I'm unsure about security in MP.. But if players can run scripts its over anyway so its probably fine
Cloud file provider is not running
kju-PvPscene edited Additional Information on T153161: [Feature Request] New scripting command: assignedVehiclePositions.
kju-PvPscene edited Additional Information on T153136: [Feature Request] New scripting command: assignedVehicles.
kju-PvPscene edited Additional Information on T153139: [Feature Request] New scripting command: unassignVehicle and unassignVehicles.
kju-PvPscene edited Additional Information on T153136: [Feature Request] New scripting command: assignedVehicles.
kju-PvPscene edited Additional Information on T153136: [Feature Request] New scripting command: assignedVehicles.
Jul 12 2022
Jul 12 2022
LouMontana updated the task description for T166543: [Feature Request] assignedVehicles <group> getter command.
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