Thanks, missed that one. Closing.
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May 10 2016
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.
The class name is <i>Land_Net_Fence_Gate_F</i>.
Problem still present in 1.09.113293.
Closing as a duplicate, thanks.
Confirmed in 0.77.109940 for all Zamak trucks.
<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.
Confirmed in 0.77.108906.
Ah, good point, setting as reviewed.
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.
Did you try addMagazineTurret?
You only need one shot to the head to kill, even with a pistol: http://www.youtube.com/watch?v=hZaxOpBWcGE
Closing, duplicate of #12046.
doodles12345, personal attacks are not allowed here and will lead to your account being suspended.
Duplicate of #1533, closing.
Again, this is a problem with a community-made content, please contact its author. There is nothing BIS can do about it. Closing.
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.
Duplicate, closing.
No more intensive than shooting your rifle.
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.
No problem, closing as no change required then.
It's already possible:
<i>house setVariable ["bis_disabled_Door_<doorID>", 0]</i>
Duplicate of #1083, closing.
This is a duplicate and rather useless, see 10726.
It is only displaying errors. If it is constantly displaying errors, I guess there is a constant stream of errors.
There isn't one. And please cut down on the "noob special ED aimbot fake-assistance" attitude.
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.
Indeed a duplicate, closing.
This is a duplicate of #3537, closing.
PBOs already support LZMA compression for whichever files you chose to apply it to, see Mikero's tools.
Closed per request.
Duplicate of #1483, closing.
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.
I've updated the title to be a bit more understandable.
Duplicate of #4847, closing. Unfortunately that is already closed as won't fix.
Indeed a duplicate of #3909, closing.
Closing.
The ability to equip enemy uniforms has been removed, the only way to get around it is scripting.
Duplicate of #112.
For inspiration, VBS' <b>binocularWeapon</b>: http://resources.bisimulations.com/wiki/binocularWeapon
Closed.
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.
Duplicate of #6428, closing.
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).
Closing since this is a duplicate of #4774.
I've resolved the ticket.
<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.
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.
Issue closed then.
I cannot reproduce this either. Could you please attach some screenshots and your RPT file (see the how to guide)?
Caseless ammunition has no casings, not a bug.
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).
Pretty much a duplicate of #1483.
Duplicate of #8212, closing.
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.
PLEASE DO NOT WRITE IN ALL CAPS.
Also, this ticket is too vague to be useful, therefore I will close it.
Duplicate of #1785, closing.
I don't understand what the reported issue is. Please elaborate.
You still haven't answered my question what was actually broken but I'm glad it no longer is now.
I am sorry, I do not understand what the issue is about. Please elaborate.
Duplicate of #1077, closing.
Duplicate of #1899, closing.
Duplicate of #8254, closing this issue.
This ticket is indeed a duplicate of #2452.
Closing.
My personal trick:
<i>
#define var(x) private #x; x
var(_my) = "test";
</i>
Expands to:
<i>private "_my"; _my = "test";</i>
Please provide the map grid coordinates where this happens.
The game does support 5.1 sound but clearly some are having issues with it. Changing category.
I'll reopen #6263.
Confirmed in Dev 0.57.105093.
Duplicate of #2548, please continue there. I'll close this ticket.
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).
Please confirm by adding a 0.1s sleep prior to assigning your handleDamage.
Caused by #6644 by any chance?
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>.
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:
- It takes 4 pistol shots to kill a person when shooting him in the chest but only 3 when shooting him in the abdomen
- Blood textures will not be applied when shooting a person in the chest as opposed to anywhere else
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.
<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.
I don't understand what this ticket is about, please elaborate.
This is a duplicate of #666. Closing.
Duplicate of #1759, closing.
Please attach the script, I have never seen anything like this.
Duplicate of #3909. Closing.
#8209 is a duplicate of this ticket but since it has more details I'll close this one instead.
Indeed a duplicate, thanks. Closing.
Duplicate of #6740, closing.
Updated the ticket description to better reflect the reported problem.
This is a duplicate of #2927 and #5890. Closing.
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.
Please read this and provide the necessary information: http://feedback.arma3.com/how-to-user.html.html
The role of a marksman is to extend the effective range of a squad, not sneak around on his own.