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May 10 2016

Deadfast added a comment to T72002: Land_Net_Fence_Gate_F stops rendering at certain angles.

Thanks, missed that one. Closing.

May 10 2016, 6:01 AM · Arma 3
Deadfast edited Steps To Reproduce on T72001: Land_Net_Fence_Gate_F very hard to interract with.
May 10 2016, 6:01 AM · Arma 3
Deadfast edited Steps To Reproduce on T71999: Altis - misplaced STOP sign at 068160.
May 10 2016, 6:01 AM · Arma 3
Deadfast edited Steps To Reproduce on T71998: Altis - sign and bush on road at 093123.
May 10 2016, 6:01 AM · Arma 3
Deadfast added a comment to T71890: Wall Object on Road - 25331983 Altis.

Sorry, my bad, they looked nearly identical and I thought it was one of those silly duplicated issues.

Could you please covert the images to JPG please? They take a solid minute for me to load.

May 10 2016, 5:58 AM · Arma 3
Deadfast added a comment to T71765: Net Fence (Gate) disappears depending on view angle.

The class name is <i>Land_Net_Fence_Gate_F</i>.

May 10 2016, 5:54 AM · Arma 3
Deadfast added a comment to T71765: Net Fence (Gate) disappears depending on view angle.

Problem still present in 1.09.113293.

May 10 2016, 5:54 AM · Arma 3
Deadfast added a comment to T71344: Soldiers will not fire on dangerous civilians.

Closing as a duplicate, thanks.

May 10 2016, 5:43 AM · Arma 3
Deadfast added a comment to T71098: Driver of Zamak transport has no death pose..

Confirmed in 0.77.109940 for all Zamak trucks.

May 10 2016, 5:35 AM · Arma 3
Deadfast added a comment to T71061: Playing dead while in vehicles-multiplayer exploit.

<b>@micovery</b>
Considering what you have to do to activate this "feature" it's not much of one ;)

You'd be best creating a feature request for that, of course searching first to make sure one doesn't exist already.

May 10 2016, 5:34 AM · Arma 3
Deadfast added a comment to T71061: Playing dead while in vehicles-multiplayer exploit.

Confirmed in 0.77.108906.

May 10 2016, 5:34 AM · Arma 3
Deadfast added a comment to T71027: Please add alternative syntax to BIS_fnc_codePerformance .

Ah, good point, setting as reviewed.

May 10 2016, 5:33 AM · Arma 3
Deadfast added a comment to T71027: Please add alternative syntax to BIS_fnc_codePerformance .

It's not as simple when you look at the source for the function. You'd need an extra call that would skew the testing.

May 10 2016, 5:33 AM · Arma 3
Deadfast added a comment to T70683: Cannot add vehicle weapon to another vehicle.

Did you try addMagazineTurret?

May 10 2016, 5:21 AM · Arma 3
Deadfast added a comment to T70680: Different caliber damages.

You only need one shot to the head to kill, even with a pistol: http://www.youtube.com/watch?v=hZaxOpBWcGE

May 10 2016, 5:21 AM · Arma 3
Deadfast added a comment to T70662: Cloud movements inconsistant, changing direction too often.

Closing, duplicate of #12046.

May 10 2016, 5:20 AM · Arma 3
Deadfast added a comment to T70649: (An Automatic Kalashnikov Series).

doodles12345, personal attacks are not allowed here and will lead to your account being suspended.

May 10 2016, 5:20 AM · Arma 3
Deadfast added a comment to T70646: Typing in multiplayer doesn't block the actions in the background.

Duplicate of #1533, closing.

May 10 2016, 5:20 AM · Arma 3
Deadfast added a comment to T70616: Chenge positions in Locked vehicle & aircraft.

Again, this is a problem with a community-made content, please contact its author. There is nothing BIS can do about it. Closing.

May 10 2016, 5:19 AM · Arma 3
Deadfast added a comment to T70615: Property protection !!!!!!!!!!!!!.

I'm sorry but this is a problem with a user mission and has to be resolved by its author, not BIS. Closing the ticket.

May 10 2016, 5:19 AM · Arma 3
Deadfast added a comment to T70581: MXSW light machine gun has a folded bipod model, but no way to use it.

Duplicate, closing.

May 10 2016, 5:18 AM · Arma 3
Deadfast added a comment to T70460: Add "cursorToWorld" command.

No more intensive than shooting your rifle.

May 10 2016, 5:13 AM · Arma 3
Deadfast edited Steps To Reproduce on T70425: Cannot go up steep stairs with weapon raised.
May 10 2016, 5:12 AM · Arma 3
Deadfast added a comment to T70407: BIS_fnc_arrayPush.

Please post the full error message (either take a screenshot or copy it from C:\Users\<User>\AppData\Local\Arma 3\arma3_YYYY-MM-DD_hh-mm-ss.rpt) and the code that triggers the error.

May 10 2016, 5:11 AM · Arma 3
Deadfast added a comment to T70399: Add a way to disable and enable house doors using scripts.

No problem, closing as no change required then.

May 10 2016, 5:11 AM · Arma 3
Deadfast added a comment to T70399: Add a way to disable and enable house doors using scripts.

It's already possible:
<i>house setVariable ["bis_disabled_Door_<doorID>", 0]</i>

May 10 2016, 5:11 AM · Arma 3
Deadfast added a comment to T70385: TRANSICTION MOVEMENT.

Duplicate of #1083, closing.

May 10 2016, 5:10 AM · Arma 3
Deadfast added a comment to T70383: Action menus are retarted,as dyslecxi want's to say.

This is a duplicate and rather useless, see 10726.

May 10 2016, 5:10 AM · Arma 3
Deadfast added a comment to T70377: Script UI always displayed..

It is only displaying errors. If it is constantly displaying errors, I guess there is a constant stream of errors.

May 10 2016, 5:10 AM · Arma 3
Deadfast added a comment to T70375: Aiming without zoomed in causes the Crosshairs to jump to objects "like an aimbot".

There isn't one. And please cut down on the "noob special ED aimbot fake-assistance" attitude.

May 10 2016, 5:10 AM · Arma 3
Deadfast added a comment to T70375: Aiming without zoomed in causes the Crosshairs to jump to objects "like an aimbot".

Sure, this behavior could be disabled. That would bring us back to the era of A2 where the crosshair doesn't jump but doesn't actually reliably indicate what you're aiming at in 3rd person either.

May 10 2016, 5:10 AM · Arma 3
Deadfast added a comment to T70373: Helicopter Rappelling/Fast Rope.

Indeed a duplicate, closing.

May 10 2016, 5:10 AM · Arma 3
Deadfast added a comment to T70275: Head raises while reloading.

This is a duplicate of #3537, closing.

May 10 2016, 5:06 AM · Arma 3
Deadfast added a comment to T70269: PBO with Compression by default.

PBOs already support LZMA compression for whichever files you chose to apply it to, see Mikero's tools.

May 10 2016, 5:06 AM · Arma 3
Deadfast added a comment to T70269: PBO with Compression by default.

Closed per request.

May 10 2016, 5:06 AM · Arma 3
Deadfast added a comment to T70259: Having a "favorites" section list for multiplayer.

Duplicate of #1483, closing.

May 10 2016, 5:05 AM · Arma 3
Deadfast added a comment to T70255: Hackers.

Hi,
Everyone is well aware that script kiddies exist and BattlEye is still work in progress. There is no point giving them any undue attention, it's what they want.

I'll close this ticket.

May 10 2016, 5:05 AM · Arma 3
Deadfast added a comment to T70247: Scopes have missing faces inside visible with high floating zone value.

I've updated the title to be a bit more understandable.

May 10 2016, 5:05 AM · Arma 3
Deadfast added a comment to T70246: Characters don't pull trigger when the weapon is out of ammo, even when you click LMB..

Duplicate of #4847, closing. Unfortunately that is already closed as won't fix.

May 10 2016, 5:05 AM · Arma 3
Deadfast added a comment to T70245: [Proposal] For Fast Roping off of Helicopters..

Indeed a duplicate of #3909, closing.

May 10 2016, 5:05 AM · Arma 3
Deadfast added a comment to T70240: Vehicle water physics fails at high velocity.

Closing.

May 10 2016, 5:05 AM · Arma 3
Deadfast added a comment to T70223: [Feature] Make 'recognition uniforms' system for AI..

The ability to equip enemy uniforms has been removed, the only way to get around it is scripting.

May 10 2016, 5:04 AM · Arma 3
Deadfast added a comment to T70221: Addition of "Invert Y-Axis" checkbox on Air Vehicle control page..

Duplicate of #112.

May 10 2016, 5:04 AM · Arma 3
Deadfast added a comment to T70207: PLEASE CLOSE.

Closed.

May 10 2016, 5:04 AM · Arma 3
Deadfast added a comment to T69558: Add scripting commands to get the currently equipped items in the night vision and binocular slots.

For inspiration, VBS' <b>binocularWeapon</b>: http://resources.bisimulations.com/wiki/binocularWeapon

May 10 2016, 4:40 AM · Arma 3
Deadfast added a comment to T69414: Inability to rotate head in vehicles.

Closed.

May 10 2016, 4:34 AM · Arma 3
Deadfast added a comment to T69405: ARMA 3 Beta - still feels clunky and still has major issues.

Please remember that this is a bug tracer, you have to report individual issues. For general feedback like this you should use the forums instead. Furthermore, I believe most of the issues you mentioned have already been reported.

As such, I will close this ticket.

May 10 2016, 4:34 AM · Arma 3
Deadfast added a comment to T69338: Download missing mods when joining a server.

Duplicate of #6428, closing.

May 10 2016, 4:31 AM · Arma 3
Deadfast added a comment to T68394: Take your Time Bohemia!.

I'm sure BIS appreciates the gesture but please keep in mind this is a place to report individual issues. General matters such as this can be discussed on the forums (http://forums.bistudio.com).

May 10 2016, 3:52 AM · Arma 3
Deadfast added a comment to T68296: shells not ejecting from ejection port..

Closing since this is a duplicate of #4774.

May 10 2016, 3:50 AM · Arma 3
Deadfast added a comment to T68268: Both the 9mm Submachineguns have no recoil when fired full auto .

I've resolved the ticket.

May 10 2016, 3:49 AM · Arma 3
Deadfast added a comment to T68268: Both the 9mm Submachineguns have no recoil when fired full auto .

<i>I feel the recoil under Full auto is not bad,but too heavy under semi and burst</i>

There is <b>no</b> recoil.

May 10 2016, 3:49 AM · Arma 3
Deadfast added a comment to T68268: Both the 9mm Submachineguns have no recoil when fired full auto .

I am able to put 30/30 rounds though a window at 200m full auto. The fact that there is recoil in single shot mode while there isn't any in full auto doesn't make sense.

May 10 2016, 3:49 AM · Arma 3
Deadfast added a comment to T68252: BETA - "Night" Showcase full of bugs.

Issue closed then.

May 10 2016, 3:48 AM · Arma 3
Deadfast added a comment to T68252: BETA - "Night" Showcase full of bugs.

I cannot reproduce this either. Could you please attach some screenshots and your RPT file (see the how to guide)?

May 10 2016, 3:48 AM · Arma 3
Deadfast added a comment to T68187: No empty shells fired out from the bluefor weapons.

Caseless ammunition has no casings, not a bug.

May 10 2016, 3:45 AM · Arma 3
Deadfast added a comment to T67947: Bullet shells should not disappear..

AH-9 already drops particle-based cartridges that react to the ground when particle quality is set to very high. I don't see a problem with implementing a similar feature to personal weapons (as long as the old method is still available to fall back to with lower particle quality settings).

May 10 2016, 3:37 AM · Arma 3
Deadfast added a comment to T67943: Server history.

Pretty much a duplicate of #1483.

May 10 2016, 3:36 AM · Arma 3
Deadfast added a comment to T67942: Hands are misplaced when starting to crawl.

Duplicate of #8212, closing.

May 10 2016, 3:36 AM · Arma 3
Deadfast edited Steps To Reproduce on T67941: Invalid #include should not crash the game.
May 10 2016, 3:36 AM · Arma 3
Deadfast added a comment to T67940: Player doesn't cast shadows from dynamic light sources.

Not just the player, nothing casts shadows from any light source beside sun/moon. That is covered in #4180.

I'll close this as a duplicate.

May 10 2016, 3:36 AM · Arma 3
Deadfast added a comment to T67934: ADD MORE WEAPONS.

PLEASE DO NOT WRITE IN ALL CAPS.

Also, this ticket is too vague to be useful, therefore I will close it.

May 10 2016, 3:36 AM · Arma 3
Deadfast added a comment to T67933: STANCE IN VEHICLES TO COVER.

Duplicate of #1785, closing.

May 10 2016, 3:36 AM · Arma 3
Deadfast added a comment to T67932: Duplicit trees animations.

I don't understand what the reported issue is. Please elaborate.

May 10 2016, 3:36 AM · Arma 3
Deadfast added a comment to T67931: Rolling with collimator focused.

You still haven't answered my question what was actually broken but I'm glad it no longer is now.

May 10 2016, 3:36 AM · Arma 3
Deadfast added a comment to T67931: Rolling with collimator focused.

I am sorry, I do not understand what the issue is about. Please elaborate.

May 10 2016, 3:36 AM · Arma 3
Deadfast added a comment to T67930: SNAKE CAN OPEN DOORS.

Duplicate of #1077, closing.

May 10 2016, 3:36 AM · Arma 3
Deadfast added a comment to T67929: ALLOW STANCES WITH BINOCULARS.

Duplicate of #1899, closing.

May 10 2016, 3:36 AM · Arma 3
Deadfast edited Steps To Reproduce on T67633: [Steam Alpha] Mouse wheel scrolling in the Controls options moves the entire menu.
May 10 2016, 3:27 AM · Arma 3
Deadfast added a comment to T67283: Window shards and breaking sounds still occuring when shooting through broken window..

Duplicate of #8254, closing this issue.

May 10 2016, 3:14 AM · Arma 3
Deadfast added a comment to T66963: Firing from Choppers.

This ticket is indeed a duplicate of #2452.

Closing.

May 10 2016, 3:02 AM · Arma 3
Deadfast added a comment to T66696: Make "private" command return the variable reference.

My personal trick:

<i>
#define var(x) private #x; x

var(_my) = "test";
</i>

Expands to:

<i>private "_my"; _my = "test";</i>

May 10 2016, 2:52 AM · Arma 3
Deadfast added a comment to T66677: trees and objects out of place since update.

Please provide the map grid coordinates where this happens.

May 10 2016, 2:51 AM · Arma 3
Deadfast added a comment to T66658: 5.1 sound issues.

The game does support 5.1 sound but clearly some are having issues with it. Changing category.

May 10 2016, 2:51 AM · Arma 3
Deadfast added a comment to T66622: 0006263: Disembark eject.

I'll reopen #6263.

May 10 2016, 2:49 AM · Arma 3
Deadfast edited Steps To Reproduce on T66574: Weapon disconnects from your hands upon moving prone while aiming up.
May 10 2016, 2:47 AM · Arma 3
Deadfast added a comment to T66571: [0.57.105093 Dev] Reloading while stance adjusting alters reload time of weapons.

Confirmed in Dev 0.57.105093.

May 10 2016, 2:47 AM · Arma 3
Deadfast added a comment to T66563: Support for lefties (change hand).

Duplicate of #2548, please continue there. I'll close this ticket.

May 10 2016, 2:46 AM · Arma 3
Deadfast added a comment to T66547: "Script pauseOnload.sqf not found" when ESC is hit during mission play in editor.

Confirmed in Dev 0.57.105093.

In the meantime this can be fixed by creating an empty file called <i>pauseOnLoad.sqf</i> in Arma 3's directory (...\Steam\steamapps\common\Arma 3).

May 10 2016, 2:45 AM · Arma 3
Deadfast added a comment to T66410: Handledamage doesn't work on players.

Please confirm by adding a 0.1s sleep prior to assigning your handleDamage.

May 10 2016, 2:40 AM · Arma 3
Deadfast added a comment to T66410: Handledamage doesn't work on players.

Caused by #6644 by any chance?

May 10 2016, 2:40 AM · Arma 3
Deadfast added a comment to T66409: Strange damage distribution.

Re-tested in 1.19.124337, huge improvement can be observed.

I did notice there is still a (now quite small) zone between the head and the chest which doesn't seem to be be correctly associated to the hitpoints correctly and shooting it produces little component damage. See the attached picture <i>head_body_gap.png</i>.

May 10 2016, 2:40 AM · Arma 3
Deadfast added a comment to T66409: Strange damage distribution.

I revisited this in 0.77.109936. The issue still exists but it different - where previously shooting somebody in the chest produced damage to other parts and lethal head damage, shooting a person in the chest now produces very little component damage (<0.1 even with a rifle). This leads to two problems:

  1. It takes 4 pistol shots to kill a person when shooting him in the chest but only 3 when shooting him in the abdomen
  2. Blood textures will not be applied when shooting a person in the chest as opposed to anywhere else
May 10 2016, 2:40 AM · Arma 3
Deadfast added a comment to T66409: Strange damage distribution.

Re-tested in 1.05.111758, the issue described in my previous comment is still present - chest isn't considered to be a part of body.

May 10 2016, 2:40 AM · Arma 3
Deadfast added a comment to T66409: Strange damage distribution.

<b>@Loki</b>: A hit in the chest applies more damage to your head than to your body. Realistically, a hit to the center mass would be more deadly than a hit to the stomach, but looking at the sample character model - unless it was changed - this isn't intentional, the fact that shooting your upper arm causes head damage suggests that as well. And even if it were intentional, calling your chest a head is not the way to go. There should be a separate hit zone for it.

<b>@taunkatruck</b>: Your testing is flawed then, it takes one shot to the head no matter what: http://youtu.be/hZaxOpBWcGE. You should check you don't have extended armor enabled. Just because I only showed myself testing it with one weapon and one unit doesn't mean I didn't test it with others, I did. The results were exactly the same, no matter what gear the unit was wearing. That's actually how I discovered this, I wanted to make a unit wearing a bulletproof vest more resistant to body damage. Cue my surprise when they all died of headshots. If you don't believe me, the mission I tested this with is attached, you can try it yourself with different units and gear.

May 10 2016, 2:40 AM · Arma 3
Deadfast edited Steps To Reproduce on T66409: Strange damage distribution.
May 10 2016, 2:40 AM · Arma 3
Deadfast added a comment to T66406: EBR is an assault rifle.

I don't understand what this ticket is about, please elaborate.

May 10 2016, 2:40 AM · Arma 3
Deadfast added a comment to T66365: No difference between the 6-character and the 8-character.

This is a duplicate of #666. Closing.

May 10 2016, 2:39 AM · Arma 3
Deadfast added a comment to T66357: The cars brake when you eject..

Duplicate of #1759, closing.

May 10 2016, 2:38 AM · Arma 3
Deadfast added a comment to T66334: Bad Recall.

Duplicate, closing.

May 10 2016, 2:36 AM · Arma 3
Deadfast added a comment to T66330: One line comments sometimes block the read of the file..

Please attach the script, I have never seen anything like this.

May 10 2016, 2:36 AM · Arma 3
Deadfast added a comment to T66293: Rappelling! From Helicopters onto roofs, from the roof to the ground, down cliff faces, into the water!.

Duplicate of #3909. Closing.

May 10 2016, 2:35 AM · Arma 3
Deadfast added a comment to T66221: Reload bug when prone.

#8209 is a duplicate of this ticket but since it has more details I'll close this one instead.

May 10 2016, 2:32 AM · Arma 3
Deadfast added a comment to T66209: Grenades doesn't break glass in houses.

Indeed a duplicate, thanks. Closing.

May 10 2016, 2:32 AM · Arma 3
Deadfast added a comment to T66207: mods autoload.

Duplicate of #6740, closing.

May 10 2016, 2:32 AM · Arma 3
Deadfast added a comment to T66202: Recoil pushes the weapon in the wrong direction.

Updated the ticket description to better reflect the reported problem.

May 10 2016, 2:32 AM · Arma 3
Deadfast added a comment to T66188: Add opening sounds to doors and add the ability to open them silently, but slow.

This is a duplicate of #2927 and #5890. Closing.

May 10 2016, 2:31 AM · Arma 3
Deadfast added a comment to T66026: Water comes into vehicles in 3rd person but not 1st. (video included).

The game always renders the player vehicle (your character or whatever vehicle you're sitting in) in the foreground, regardless of what the spatial coordinates are. I believe the intention was to prevent visible clipping.

May 10 2016, 2:24 AM · Arma 3
Deadfast added a comment to T65891: unable to play with windows 7.

Please read this and provide the necessary information: http://feedback.arma3.com/how-to-user.html.html

May 10 2016, 2:18 AM · Arma 3
Deadfast added a comment to T65881: Tracers at the bottom of 30Rnd magazines are a liability.

The role of a marksman is to extend the effective range of a squad, not sneak around on his own.

May 10 2016, 2:17 AM · Arma 3