Ticket about the attenuation and distance of 3D voice comms:
http://feedback.arma3.com/view.php?id=16790
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May 10 2016
We need this ASAP.
/upvoted
I think, the whole voice over network option needs a polish.
It's not a big issue, but since Armed Assault I would like to have seperate sliders for the different VON channels (because of the annoying side channel spammers):
http://feedback.arma3.com/view.php?id=16196
Up voted. Devs, please take a look at this.
We need dxdiag and files from this folder for solve your problem. C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When package will be smaller than 2,097k, so you can attach here. When package will be bigger, please use some free sharing service and post link here. Thank you.
Nothing Here
The file you're looking for has been deleted or moved.
Kneeling and Sitting are two very different firing positions so your post is a little miss leading.
But as for the kneeling position having the same stability as the standing, you can see that the in-game kneeling position is un-supported, so basically from the waist up there is no change in stance.
In a real kneeling position you would rest your left elbow just behind your left knee (assuming your right handed) which would offer a more stable firing position, this however is not modelled in game.
Sitting position , I mean knee.
It's not about accuracy rifle , weapon accuracy constant. It's about gun control during shooting , rifle control should be easier in a sitting position (knee) . Long ago I fired AK74 in different positions, and I can tell exactly what sitting position (knee) is more stable than the standing position , in turn lying position is more stable than the sitting position (knee) . More stable position greatly affects a person's ability to absorb recoil , this leads to better accuracy , in this you can see by visiting any site on Small Arms . Change of position has a great influence on the accuracy of a single fire mode , the automatic is less influence , but it is still there.
Ben85+
In fact, there is little change, you move the center of mass (recoil force rifle) closer to the ground (support). It also gives an advantage (if to seek help from physics) is certainly not as significant if to rest the elbow to the knee.
if its the recoil, i agree, note that i haven't been able to test this out myself but even if its a little recoil reduction it should still be present
In this case, I mean:
Recoil weapons - the energy that strikes man on the shoulder, this value is constant.
Accuracy of fire - a value throws up rifle, or the distance between the holes on the wall :)
The distance between the holes on the wall when firing from a standing position can not be the same as when firing from a sitting position.
Sitting is by default accomplished by going Prone and holding Ctrl while pressing W.
I suppose by "sitting" you mean crouching, correct?
ok, i dont know how to say this to you but:
the position does NOT change the accuracy of the weapon, the weapon will remain with the same accuracy, i dont care what COD or BF or some arcadish shoter told you, its not logically possible that going from standing up to prone the rifle magically is more accurate.
this is not a problem, its a misunderstanding.
Rifle throws up in both cases are identical.
In this video:
- standing position
- sitting position
- lying position
Is this about accuracy or recoil? Where is sitting in that video?
That worked Killzone, thank you!
I'm having a lot of problem arming launchers with the selectWeapon command - I opened a thread on it, but now I've seen this one. I guess it's a related problem right? KillZone - you're a pillar of the Arma3 community - you've been amazingly helpful with so many scripting issues - so, respect where respect is due! Kudos.
@JCae
try this:
0 = this spawn {
_this addWeapon "Binocular";
waitUntil {"Binocular" in weapons _this};
_this selectWeapon "Binocular";
};
The reason it doesn't work for you is AI doesn't have binocs in inventory when you order it to select it. By making sure it has binocs before hand solves it.
I think Killzone_Kid gave valid and useful hints here.
To me selectweapon "Throw" was working fine within ArmA3 1.08 and not later, so i think that whatever is broken, it was broken within DEV builds just after 1.08.
@PartyHead Dude Druid acknowledged that *something* is broken, not that *it* is broken I can read too you know. But whatever, if you think I don't want this fixed, you are wrong. If you think I am not helping, fine I'll leave.
Also having same issue. I am attempting to give a civilian the binoculars and have them stand using it. When i use the code below, he does not select it. I've switched to the unit as player and its the only item in his inventory.
Code in INI line:
this addWeapon 'Binocular'; this selectWeapon "Binocular";
BTW if you are wondering why i am using a civilian, its because i am attempting to use this unit as a decoy and not alert my AI team when i have to search for him as a bomb spotter. I am adding a addaction and script to then arrest the unit.
@KillZone, don't take it personal, but I have the feeling that your input in this case was not helping.
- Your points seem 'academic' and too much about semantics, whether it's 100% broken or 80% broken or whatever
- Your examples address very specific unusual circumstances where it does work or requires elaborate workarounds
This gives me a feeling of frustration, because, for example, I'm not interested in removing allweapons of AI or use selectWeapon only on the player.
I think the reporters of a ticket are more interested in either proof that something is working/not working as intended or a reasonable workaround for specific situations.
@Killzone_Kid can you please stop cluttering up this report with useless information that is of no help to the Dev's DarkDruid has already replied back on the Dev scripting forum that they acknowledge it is broken and they will take a look into it.
The fact that a unit will select binoculars when binoculars are all the unit has does not mean selectWeapon is working as you say 100%. The function of selectWeapon is to select between weapons which it does not do at the moment, so therefore yes it is definitely and 100% broken.
selectWeapon is definitely broken at the moment and if you want to see what it is suppose to work and look like just convert my repro mission attached to this report into an Arma 2 mission and watch what the unit in the mission does, which is how it should work in Arma 3. This command hasn't always been broken in Arma 3 it did use to work how its suppoes to once, and has been broken since the last stable patch before the recent one.
@PartyHead: good to hear that it once worked as expected (I never played ArmA2, OFP only). Mixed infantry attacking vehicles get massacred because infantry with launchers fire too late (rifles firing first). I want to use 'selectWeapon' on infantry with launchers to force them to fire early on targeted vehicles.
@KillZone 'So the problem is that AI changes to the "Binocular" momentarily and then defaults back to what it is holding. The problem is with AI refusing to use binoculars when ordered.'
And one would like to use 'selectWeapon' to do exactly that. So that means 'selectWeapon' is broken doesn't it? At this moment 'selectWeapon' seems pretty useless. I had the same problem with trying to force the AI to use a launcher.
@joost AIs have their own mind. If you take all weapons from AI it will select Binocs when ordered, so no selectWeapon is not broken, AI is. selectWeapon also works on player 100%.
I'm a little confused by your point Killzone. If selectWeapon only works when one weapon is available, it's broken isn't it? 'SELECT' implies choosing from multiple options.
I think the OP wishes (and I certainly do) a command that forces an AI to arm a specific weapon from its inventory list consisting of multiple weapons. It uses the selected weapon as primary weapon connected to a controllable condition (this goes for binocs, launchers, rifles, handguns and maybe grenades)
If such a command were created I think it would be useful to name it 'selectWeapon'.
@fabrizioT "Throw" ticket is kinds related but I fear selectWeapon not quite working with it is due to different system used in A3, mainly that you have a separate key for throwing items. Making throw stay would mean you could throw grenades with your LMB and not "G" key
Moved a note to other ticket:
http://feedback.arma3.com/view.php?id=14177
@DarkDruid:
Any chance we'll got this fixed soon?
@fabrizioT B_soldier_F doesnt have binoculars in the inventory, you are trying to make AI select non existent weapon. Add them first and it works:
this addweapon "binocular";
handle = this spawn {
sleep 1;
_this selectWeapon "Binocular";
hintc format["%1", currentweapon _this];
};
can't reproduce what you write.
Just tested on 10/01/2014 DEV version.
The following code, put into unit init field:
handle = this spawn {
sleep 1;
_this selectWeapon "Binocular";
hintc format["%1", currentweapon _this];
};
shows current weapon being the original weapon and not binocular even immediately after selectweapon execution.
So i think selectweapon is broken.
It worked fine till version 1.08 though.
---
Run the attached repro (selectweapon_bug_2.Stratis.zip).
Today's update fixed AI switching to handgun but it still refuses to switch to Binoculars.
Bah. You're right.
I originally tested the code with "Throw", then swapped to "Binocular" to keep on track with original report.
Forgot checking unit inventory.
Code:
handle = this spawn {
sleep 1;
_this selectWeapon "Throw";
hintc format["%1", currentweapon _this];
};
is not working right anyway.
I've seen this ticket of yours, looks related:
http://feedback.arma3.com/view.php?id=14177
Updating this with my finding to steer devs in right direction :)
The selectWeapon command works no problem. In fact if you do something like
bob selectWeapon "Binocular"; hint currentWeapon bob; sleep 1; hint currentWeapon bob
The first hint will show "Binocular" and the 2nd will show the current weapon AI is holding. So the problem is that AI changes to the "Binocular" momentarily and then defaults back to what it is holding. The problem is with AI refusing to use binoculars when ordered.
If you remove all weapons from AI and give it binocs, it will obey. Same happens in trying to persuade AI to use handgun. It will just hold on to the rifle.
Hope this helps.
both addWeapon and selectWeapon need unit to be local, you should revise your mission accordingly.
I have never had problem with selectWeapon.
I don't view this as an issue. Can you show me when they really spot you inhumanly fast and kill you on first shot?
Please don't make a video or mission with skill 1 (Super AI), as with that skill they're supposed to be very very skilled and superhumanly accurate too.
I am not able to reproduce in DEV version.
Hmm, I just tested this with me as Blufor Sniper unit at ~600m against a Squad of Opfors and conclusion is:
- I'm not spotted too soon, only after 4-5 shots they can pinpoint me
- Automatic Rifleman lays down a barrage of fire support on me once Im spotted
- Squad Leader and Team Leader try to snipe me down, both have (A)RCO scopes
- Other squaddies have mostly only red dots and don't shoot or give arbitrary fire support
Result:
The SL or TL eventually snipes me down if I disregard them too long, but they're not too accurate with default difficulty settings of the units and "Veteran" difficulty in game.
Good one!
Just upload your video on Youtube and give us the link :)
Suggestion: can you post a video of the bug and provide map coordinates?
Detail: edges of trees, vertical walls, vehicles also show the same problem
I'll try to post a video that does not exceed the upload limit
Mass-close of resolved tickets not updated in last two weeks.
Fixed, will be in the next update
We need dxdiag and files from this folder for solve your problem. C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When package will be smaller than 2,097k, so you can attach here. When package will be bigger, please use some free sharing service and post link here. Thank you.
make sure that you match the system requirements ^^
'Error E_OUTOFMEMORY"'
http://www.arma3.com/buy#requirements
Did you try other DX11 games?
Could you try dev version on Steam.
Right click on Arma III in your Steam Library>Properties>Betas>development build
This version may not stable and it can contain more bugs, than Stable Arma 3 version.
Thank you.
If you disable objects by setting "sceneComplexity = 1" , or fly away from the island for 40,000 meters, and then change the setting visibility of objects , but do not change the overall visibility , the FPS will change , and very significantly. This should not happen , as the scene has no objects. I ask to get rid of the bug that reduces FPS without changing the image quality. This bug can be seen in the picture number 2 , I'm getting there only 34 FPS ! , Compare the quality of graphics on the image number 2 and number 3 , the difference in graphics quality is not, and the difference in FPS twice .