Use freelok (Alt) if you want to have the camera move around. It shouldn't move around automatically as that's a huge distraction, head movement inside aircraft is always available though.
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May 10 2016
i think his camera is stuck when he is inside a vehicle.
Downvoted because i haven't experienced
The camera does move with the aircraft because you're inside the vehicle and the camera is in the characters head.
Haven't voted because I'm not sure if I've misunderstood your issue.
Dupe of #16515.
Try:
Reinstall drives to beta (suggesting use geforce experience) in "clean" mode and don't uncheck physx etc.
Verifity files.
Game works now for me :)
sorry about that:
https://www.mediafire.com/?wfvp4fj16x0ewag
https://www.mediafire.com/?s03azh89evb0u1n
I have more files of that nature from 20/1/14 also. So if you need them please let me know and will upload them straight away.
anymore news on this as the game is unplayable due to these crashes
Also gamerOSD causes crashes (if you have it. Its also with smartdoctor)
I need arma3_2014-01-23_12-09-22.rpt and arma3_2014-01-23_12-09-22.bidmp file too. Could you please upload too? Thank you.
http://www.mediafire.com/download/04w59euhn5mvz5p/arma3_2014-01-23_12-09-22.mdmp
As requested files from arma 3 doco folder.
We need 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.
Could not repro recently.
Add even more vivid and disgusting example:
http://www.youtube.com/watch?v=QaT2ecVHuew&feature=youtu.be
The AI is so stupid that it can't avoid even large objects.
It urgently needs treatment...
The AI is not able to avoid the elementary obstacle.
@Kreu
Add this video-example: http://www.youtube.com/watch?v=vwBe8X0v8LQ&feature=youtu.be
Its very common issue.
It exists since ArmA 1.
And it will be almost impossible to fix (requires too much work)...
Is there a possibility to have a look into the path finding process? Because except for some SQF commands like <b>nearRoads</b>, I couldn't find anything, not in the pbo files or anywhere else.
But in my opinion it was in Arma 2 already bether
The only thing that absolutely confuses me is the collision detection of AIs driving vehicles. It's like they can't see the rock they're constantly ramming for the last 30 minutes.
The pathfinding in general isn't that bad, as long as they stay on the road and there are no sharp turns or bends to be taken.
Yeah, when they get stuck they don't seem to understand they have to reverse.
Resolved a while ago.
It does kinda fall. Then after that. Yeah. It vanishes.
I wonder, what the PhysX-part in Arma 3 is for? ...only simulating the vehicles? What about that stuff here: http://www.youtube.com/watch?v=VLwMzr-hBII
Come on Bohemia, don't give us, what Operation Flashpoint gave us 12 years ago. It is 2014 and we still see vintage stuff in the game.
Also the office buildings, the Kavala hospital, the airport terminal, the military offices, the crane, and more.
It'd be lovely just to have a bit of rubble like with the other models...
Yeah - bit weird isn't it? Just would like to see a bit of wreckage left - those things are massive.
I destroyed a turbine and it just disappears +1
It's not just the wind turbines that don't have damaged models...
I'm getting it too.
On Bingo Fuel, Miller said he had killed the officer.
At the start of the mission in which you meet Miller at the boat, he is saying that there are patrols about, and if we hadn't messed up the enemy wouldn't be this organised (suggesting the officer wasn't killed).
Will be fixed, thanks.
Yes, VAC is awesome. ARMA3 AI is not. :-/
Wow cheers for the link :) gonna have to check that out
Apologies, no issue. Reporter error.
Forgot to add these are non scheduled condition evaluations as well, which will take priority over other scripts
which you all knew of course..since it says resolved up there..(facepalm).. guess it´s bedtime
While the way addaction works with other objects is very good, I fear asking to optimise it to benefit adding action to player may break this functionality. So I'm closing the ticket, leave it as it is.
I have added a note to wiki about there being a condition before condition is evaluated. This does not apply to when action is added to player, so the optimization request stands.
"NOTE: condition in general is evaluated every frame. If action is added to some object and not to player, condition will only get evaluated IF player is closer than 15m to the object AND is looking at the object. If action is added to player, the condition evaluated all the time."
to explain that a little: I used waypoint commands to set the to safe.. giving the result I described in my last comment.. now I additionally use this on those units: _grp = group _unit; _grp setBehaviour "SAFE";
> works like a charme .. they all lower their weapons they way they should ;)
I do use Dev mode and it was working fine until yesterdays update.
I have the same issue if they are in my group with the exception of the pilots they still responds to the commands.
I thought the two problems lower weapons and standing were related but this seems not to be the case as the lower weapons issue started a while back.
I will post start another thread later.
Also no mods either.
@F2K Sel: maybe you could try the development mode(note there's a approximate 600mb download), or just make a group of infantry in editor under your command see if that works, also with the mods which will change AI behaviour like FFIS could be the course of this issue, since it is not updated.
To this problem of AI not lowering their weapons, I am very upset about Bohemia interactive not responding or at least acknowledge that they are aware of this issue, I mean we all spend money on this, plus this is not a game changing request like set up bi-pods or actually add future weapons.
Just revert back to the old safe mode system, please, it is really annoying.
one year later the problem still occurs. it seems to be rather random..if i spawn 10 units in safe mode..maybe one will have his weapon lowered..on restart the same unit under the same conditions doesn´t...?!
ok, just tried the latest dev build, this problem is fixed, thx to the developer who read this thread and decide to fix it, and didnt even reply to tell me it is fixed, lol.
That didn't work either One unit stands the other remains on the ground.
Also units joining your group also ignore the stand command.
In fact AI groups are ignoring the stand command even when in safe mode.
This has no effect once they have gone prone.
{_x setunitpos "up"} foreach units grp
even single units won't respond to "up"
man setunitpos "Down"; works
man setunitpos "middle"; works
man setunitpos "up";// fails
you can use the "stand up" command.............. but yeah, id wish for them to understand that i want them stood up when moving, crouching when covering or staying still, and prone when taking cover/engaging
Running into this issue on a new mission I was creating. It is a stealth mission, where enemies would walk casually around town unalerted until you were detected, at which point they would become on alert (raise weapon) for a while. Since the release of the 'adapt' campaign, they always look like they are on alert since 'safe' combat behavior no longer works how it used to.
What I'm getting is if the group goes in to Combat Mode they crawl everywhere and you can't reset them using safe or careless. It looks funny seeing all the units wriggling around like worms but it's a total game breaker.
i still think that just commetning in it wont help, just update it ever so on the game version, but commenting with just "......" is gonna make moderators delete the comments.
And as much as this problem adressed is a problem, i dont think its a game-breaking bug that will make people stop playing.
LowerWeapon command doesn't work either...
....
bumping this with your own comments wont help.
Also: i confirm this
mate what else I can do, I hope I didn't enabled the auto update and still kept the last version, I like create missions with a bit of style, but this problem just ruins the experience, like they say Once You See It, It Can't Be Unseen.
I'm just gonna keep update this, until someone who will fix this, it might appear to be a trivial problem, but arma is all about immersion, and realism, I mean how hard could it be, the AI did lower their weapons before, just revert back to the old relax way-point system, love this game, but this couple of days, I didn't play arma because of this, please fix it. need my mission back.spend lots of time building it.
Just finished the Adapt campaign, this problem occur in the campaign as well, story AI such as stavrou and other patrols will not lower their guns in base, you will see in a base all other AI standing around doing talking animations, and sitting,relaxing, and boom there goes a dude holding his gun high and ready to shoot like his paranoid or something,who does that lol, sigh.
Hello anyone can Fix this issue, trying to create a mission, with a base, and army ,like the movie black hawk down, its just doesn't feel realistic watching bunch of ai spec ops acting all suspicious in my base animal farm. Please feel my pain and fix it.
really, no replies, come on,
This is still an issue (at least for me it is) I find disembarking from a boat with no rifle you become stuck. Can reproduce in virtual Reality map with one Nato Diver & one Empty boat. Drop rifle swim out embark, then disembark.
Suggest closing for now?
Looks fixed to me until a future version provokes this bug again.
I test edfathead's scenario and this bug still happens randomly when exiting the boat without a weapon. Sometimes the diver would be immobilized when exiting the driver's position, and sometimes not.
(On a side note, it would be nice to see more map missions on the coast capable of making use of divers.)
Thanks for the reminder, as I was preoccupied by AI cheating within multi-player last night. ;-)
I'll definitely check to see if this was fixed from yesterday's push of 1.12 stable version update, and report back.
I've just tested the same equipment load-out as stated previously and I had no problems swimming after ejecting from the boat within TF1776 servers. Still waiting to test this on the AWG Zulu (AnzusWarGames.info) server which I originally found this on, and seems they haven't upgraded their server to 1.12 stable yet. :-/
I finally was able to log into AWG Zulu after updating to the latest CBA mod, and have found this bug as been fixed as of 1.12 stable.