I had the exact same issue while using the M.C.C. Sandbox mod. Upon deactivating the mod and restarting the game the issue appeared to be resolved and the AAF officer began speaking to me without him or his men opening fire.
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May 10 2016
Could you please try without mods? Thank you.
I know why that happened. M.C.C. automatically makes AAF hostile. What are the regular AI set to (AAF) so that I can just change allegiance in the editor (M.C.C.)
This is also true for crawling with binoculars.
issue fixed.
Haha, one would think that adding parachute only on server would behave as if you have added only 1 parachute, but I guess this is what causing multiple parachutes. If you add parachute to each unit of group 1 when you move them to cargo and comment it out in drop1 script, everything works.
@KillZone I would assume theyre global commands if the backpacks are added several times?
drop 2 works fine for me, as for drop 1 my bet is on
http://feedback.arma3.com/view.php?id=15298#c57190
addbackpack and removebackpack being local commands
what if you get rid of -nosplash -cpuCount=8 -high -maxMem=2048-nopause -world=empty -nologs
to test default settings?
-maxMem=2048-nopause
probably should have space in between too
-maxMem=2048 -nopause
I got rid of all the launch parameters and it still crashed
Disabled mods and it still crashes
mod=@a3gCP1.0;@a3gMP;@extras;@PansyChenarus;@XMedSys; -nosplash -cpuCount=8 -high -maxMem=2048-nopause -world=empty -nologs
Why don't you turn off all the mods and see if it fixes the problem
Problem fixed. Available in the editor as a module.
I agree that vegetation and the ground need more contrast, but everything else is fine IMO.
Maybe even make mud tracks like in Spin Tires :D
Duplicate of #0005996.
This would make a significant visual improvement. This should apply to attack helicopters also.
Found countermeasure key for rebinding. Issue can be closed.
If you're trying to replicate Arma 2 OA controls, why aren't you using the Arma 2 preset?
C isn't for countermeasures, G is. Also, you can rebind all of them in the config files.
shadow distance should reset back to manually set profile value after every mission/preview start.
I guess it's supposed to work as a temporal override like setViewDistance.
its just that it looks like if you complain about the recoil on arma 3 not going backwards like in arma 2.
And i agree, with a combat scope the aim sway just walking was too fucking big, maybe bigger than with red dots or iron sights
Sorry if i wasn`t clear about this thing. The recoil is just fine for me, i'm talking about sight's sway while aiming. It's very excessive, slow, soft and regular. If you point your finger against the wall and you try to hold it still, you will see that its movement is not like the one in the game, by a long shot.
One last thing, could somebody tell me if i messed it up with my English? Did i made mistakes?
I don't understand the Problem. I like the gunsway like it is
Make a new ticket about sight alignment
Changed My Mind. Upvoted.
@Kreu...
EXACTLY leave it as it is :-)
Isn't this fixed by using PiP 3d scopes?
Here's a cool little video that shows how the slightest bit of movement can dramatically alter the sight alignment.
The gun in the video represents a pistol but the longer the distance between the rear sight (notch) and the front sight (post or blade) the more exaggerated the movement will be.
http://youtu.be/jo0kKQt6S9E
I agree that there would be some slight movement of the scope that's for sure, but are we sure it's so massive IRL like it currently is in the game? I really think not.
@FrankHH
Yes the weapon is tucked into your cheek (stock weld) so that you get the same view of the sights as closely as possible every time you fire so as not to affect the zero.
The pivot point of the weapon is in your shoulder at the back of the but and will still move independently to the head as you move and breath causing the sighs to move independently to your line of sight.
Because the sights are so close to the eye (average of a few of inch depending on the build of the person) Just the slightest bit (mm) of movement on the weapon can cause a massive parallax effect down the sights.
Bingo FrankHH,
You hit the nail on the head. Frankly, I think many gamers like the alcoholic gun sway effect because they think it's somehow realistic and it gives them bragging rights when they can hit a target while going through crystal meth detoxification jitters.
The question is . . . is the gun sway done well??? And I think you're right. With the scope, it should move with the camera, not swing the gun (or binoculars) all over the place like a street corner crack addict.
@Feral Circus, the sway of the scope as you look through it is all wrong. It should move with the camera. As of now it doesn't make any sense since the weapon is stuck to your cheek.
I think 'Migueloide' is talking about the sway of the scope as you look through it.
I personally think it's fine as long as you use the correct stance and hold your breath (right mouse button) before firing.
If the 3D scope sway is what this ticket is about, sadly he was not enough clear. This is probably why he got so many downvotes.
Before i start bashing about this ticket (because obviously this has been discussed a lot).
Have you ever fired a gun? or do you use guns usually? i dont want to look like an idiot, while at the same time i dont fully understand your question.
You are complaining about how the recoil is always in the same direction with the same force? or that there should be more of a "shaking" effect?
@DrDeath - I Agree
i just want to ask because if he is complaining about the recoil not moving the sight back to its original position as unrealistic he is just wrong.
Mass closing tickets marked as resolved more than 1 month ago.
If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.
should be fixed since DEV 125317 and will be distributed today(19.6.2014)
thanks BIS :)
will only continue to recommend ARMA 3 when it gets fixed. Please duping is killing the mods!
Hello guys,
thank you for reporting this issue (and sorry that it took so long). It has been reproduced, assigned and we'll try to solve it by the next update.
Thank you.
Wow, I'm surprised this hasn't gotten a single note from a Dev in the entire 4 and a half months it's been open and being exploited!
This bug is a game-breaker. Please fix!
Important issue, please fix
Many people only get ArmA for the mods, you know this. Duping is a HUGE issue for the mods that are a GIANT source of your cash revenue. You owe it to them to fix this as it is not something they can do.
This bug is being abused in a big way. Completely game-breaking.
This is an important issue and affects gameplay in a major way.
We can't have a fair game with this issue!
This becomes a breaking issue on any mission with finite resources. The team that dupes no longer has to worry about resource management.
Rarity of items is compromised by creating an infinite quantity
Just came across this issue. Reverted 20 times to no avail :/
This happened to me, too. After some reverts, I see the pilot is supposed to come out of the ruins building and talk to you. Sometimes this doesn't happen.
Cutscene should be start after this dialogue. Did you try restart mission and try more times? Thank you for more info.