Mass closing resolved tickets from last month.
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Advanced Search
May 10 2016
Confirmed by Xeno. Can you please make a different ticket (unless it exists already) for
"Also when you create crew of MK6 mortar, 2 soldiers created, one on the mortar and one on top of the first soldier's head LOL. Is this intended too?"
Thanks.
thanks for the explanation
If there are any objects which stop the bullets on an incorrect firegeometry (i.e. invisible above or next the object), the exact object needs to be reported and fixed.
For this ticket I assume this is due to bad aiming (i.e. only sights are above obstacle, not the barrel). Open a new ticket with the problematic object if there are any.
Mass closing resolved tickets from last month.
Mass-closing resolved issues not updated in 10 days.
Mass closing resolved tickets from last month.
Dedicated server problem is known and fix coming soon, I hope: #12524
For your ticket, please go to http://forums.bistudio.com - this is not the place to ask about editing questions.
The main issue I can see, that they're only passengers and yet they turn the headlights back on, once you - as driver - get out.
Dupe of #9319, lens flare is mentioned there.
marking fixed
Then it must be implemented for every helicopter; that would be a "feature" ticket. Remembering many other chopper simulators and real life footage, there is no such "air hole" when helos are banking at sufficient speed.
Closing down.
But...but...it's not the RAH-66, it's the AH-99. It's the future, it's better.
Confirming fixed.
Looks like a bug to me.
Dupe of #4351.
Mass closing resolved issues not updated since November.
Mass closing resolved tickets from last month.
Mass-closing all resolved issues not updated in the last month.
Please PM me in BI Forums (http://forums.bistudio.com/member.php?55374-Fireball) if you feel your bug was closed in error.
So is it broken or not?
Mass-closing resolved issues not updated in 10 days.
Mass closing resolved tickets from last month.
Mass closing resolved tickets from last month.
Definitely needs more info about which heli types are affected and possibly a repro mission.
Should be easy to reproduce in the editor using different helicopters.
Mass-closing resolved issues not updated in 10 days.
Dupe of #7856.
I believe in A2, if you marked yourself as "injured" (radio 5-4, I believe), then squad leaders from other groups would order their medics to help you, if they grew aware of you.
Mass closing resolved tickets from last month.
Needs crash dumps. Please attach them from your C:\Users\<username\Appdata\Local\Arma 3\.
Is this issue resolved (i.e. not a bug)?
Mass closing resolved tickets from last month.
What is exactly the expected AI behaviour, if you had to define a ruleset for the game?
Reminds me to how AI used it in A2/OA:
http://www.youtube.com/watch?v=9BPepER96go
Dupe of #9688.
Actually, I can see that it has been internally assigned (private comment, 2 months back), but it seems like that the priority is too low or maybe other bugs always fill up the queue above that bug.
Not sure, maybe Iceman knows more.
Any repro steps toward successfully executing the repro mission or is it self-explaining?
That's a feature request, because I wouldn't call that, what you want, a "backpack".
It would require a whole new inventory slot(s), either for the parachute or the waist bag(s).
This is rather a "World" type of issue.
Thanks.
Correct, it's last spotted place and will update/remove once you revisited that spot and see the unit again (or confirm its vanishing).
It's even a dupe of #12270.
Dupe of #10616.
Mass-close of resolved tickets not updated in last two weeks.
Mass closing resolved tickets from last month.
What the others said. Closing down.
Mass-closing resolved issues not updated in 10 days.
Mass closing resolved tickets from last month.
Im closing this as "no bug" since #2208 indicates most likely only a missing sound for the player.
To compare how it actually sounds to the AI, try sneaking up crouched with the rifle lowered.
I'm afraid currently there is simply no way to sneak up silently enough and would need a feature request.
ceeeb, I believe crouched lowered pistol walking only makes no noise for the player, but to the AI it's probably equally loud, as doing the same move with a rifle.
So this might not be a bug, but it would simply mean that there is no reliable way to sneak up to an AI.
Mass-closing resolved issues not updated in 10 days.
Closing as "no bug" according to developer feedback.
Mass closing resolved issues not updated since November.
Mass closing resolved tickets from last month.
Mass closing resolved tickets from last month.
I'm stopping it. You can also make polls in the BI forums.
This ticket is useless per se.
BIS has stopped making "quick-and-dirty" fixes to satisfy the few. If they pick up something they're determined to make it right and to make correct hit animations it will take probably more than what you think it does.
If you look at animations changes in the last few versions, only with 1.46 binocs animations where added already (see #23964, #24275). I think they have a new animator (burkhar) who needed the time to work into the game and has proven to be able to pick up things with 1.46. Depending on what's now due for the expansion, he might now be able to look into such things, but - as always - this is only my external observation with no special insights.
No it makes no sense and you can't. I think the animators are very well aware of the different issues.
Everybody has other priorities; others want more FPS, those want to have bullet-in-chamber accounting, these want female soldiers.
Look here:
http://feedback.arma3.com/plugin.php?page=Vote/list_bugs
And to spell it out again for you: I am not BIS - I'm a volunteer moderator and otherwise player, just like you.
Let's put it that way:
This is probably a rather a misfeature and purely cosmetic issue - it basically works, it just doesn't look pretty.
Then there are many other issues which are beyond "doesn't look pretty" and to "fix" this particular thing probably a LOT of effort has to put in in order to make something that looks nice AND is not a cheap and dirty hack that might even break more than it fixes.
So taking these 2-3 factors in consideration, you really should not expect that this on top of the stack.
But what you could do, is a nice music machinima video, which uses those funny animation bloops as rocking dance moves. That would be hilarious. :-)
I beg to differ; I personally prefer some sort of hit indicator other than blinking crosshairs (BF anyone?).
There are so many more tickets open and bugs not fixed, this is just yet another, don't make it any more special.
My bad, I used the three initial videos you provided for a better overview, updated it for you.
Can you improve the base ticket with your videos?
Thanks. Meanwhile I'll ask if that's still an open bug ticket, internally, but you can tell by the Dev Video Blog that animation was certainly very busy in the last few month.
Maybe now is the time to have this issue looked at again.
To be fair, I marked it resolved according to the dev branch CL, not they did. But the fact remains, that the fix was/is sloppy.
Confirmed fixed in dev build.
Mass closing resolved tickets from last month.
As mentioned, there is a vehicle respawn module in the editor already.
Mass closing resolved tickets from last month.
Mass closing resolved tickets from last month.
Mass closing resolved tickets from last month.
Mass closing resolved tickets from last month.
Mass closing resolved tickets from last month.
Reopen on author request.
Mass-closing resolved issues not updated in 10 days.
Mass-closing resolved issues not updated in 10 days.
Mass closing resolved tickets from last month.
I believe that type of rockets/missiles, that are supposed to be shot down by CRAM are still to be implemented in the game (besides the mortar mentioned above).
I agree with the general sentiment, to consider firegeo e.g. for ballistic missiles or artillery ammo, but for the game to calculate and transmit firegeo on chopper guided/unguided missiles (MP!) sounds rather a like a waste of resources to me.
Dupe of #10816.
This is the reason why this ticket is useless:
just give up on this ticket and do a new one without all the words that pissed people off because it insinuated that they were assisted while they weren't
If you want to achieve anything just word it properly in a factual, non-condescending way, else you'll only achieve getting ignored.
Plus, falconx1, consider yourself warned. I can't even guarantee that you're not banned for your attitude towards everyone, insulting and calling names.
Thank you.
Probably there should be a config option on glasses which have specific functionality to override the predefined or config'd goggles.
falconx1, there is no aimbot, it's just an indicator. that said I'll shut this ticket down.
Thanks!
Mass closing resolved tickets from last month.
Jep, it's fixed.
Closing as fixed.
Could you please describe how you reproduced the issue most quickly for your analysis, cyckuan?
The thing is that, a server in the wild that occasionally runs into the problem does not mean it's easy to reproduce.
In order to fix the issue a developer needs to reproduce it (more or less) "on key press" in order
a) to understand and debug the problem
after trying a fix
b) to verify that the fix is working
So, if it's related to MP desync you would probably need to run the server for XX hours first and if it doesn't occur it means that you need players playing a mission.
Maybe it's enough if the players are idling, so you can spawn clients, but maybe they need to be actively playing.
Maybe it's related to certain scripts activated remotely and locally on clients a the same time, or overlapping on multiple clients activating them alternating etc. etc.
So, if it's a mission element, you need to discover which one causes it and you need to extract it for the repro.
If it's only a server condition you need a way to reproduce the server condition in order to debug it and you can imagine the devels at BI probably have better things to do than playing Invade & Annex for 4+ hours or so only to MAYBE create an error condition which still needs to be analyzed then.
If it relates to MP desync you need probably something like a virtual firewall with packet queue in order to simulate packet loss and/or high latency, which alone wouldn't be the issue, but then combined potentially with mission elements and multiple (active) players it becomes complex.
You can see, unless you can easily reproduce it from "scratch", it's no easy fix.
Problem is most likely creating a reliable repro. Most of the repro steps were mainly guess work.
On the upside, server stability is being worked on, thus the problem might be less likely occurring, but if it's also related to netcode desync with multiple players it's gonna return like an old but hated "friend".
Updated repro steps, definitely related to server FPS.
EDIT: It also happens to e.g. co-pilot seats.
Marking resolved. Will be closed if nobody opposes.
Mass closing resolved tickets from last month.
Thanks.
Mass closing resolved tickets from last month.
Should be fixed with #14658, as of today's dev build.
Mass closing resolved tickets from last month.
Mass-closing resolved issues updated only last year - assuming fixed correctly.
Cheers!
Mass closing resolved tickets from last month.
Mass closing resolved tickets from last month.
Mass closing resolved tickets from last month.