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May 10 2016

Unknown Object (User) added a comment to T75457: FPS Multiplayer Sucks.

actually arma 3 does has better graphics than BF4. And like i said, its a known issue, FPS on the MP are not client-side-related, so its all about the server you join in. if you join a close server with no NPC and just players you will notice the FPS will not change from the FPS you get when playing in the editor or SP

May 10 2016, 7:36 AM · Arma 3
LonelyKnightGT added a comment to T75457: FPS Multiplayer Sucks.

70 fps on BF4 , 20 Fps Arma 3 .

That sucks

May 10 2016, 7:36 AM · Arma 3
Unknown Object (User) added a comment to T75457: FPS Multiplayer Sucks.

known issue........ but dont expect much when you are using a freaking i3

May 10 2016, 7:36 AM · Arma 3
tyl3r99 added a comment to T75457: FPS Multiplayer Sucks.

theres already 1000 tickets like this mate

May 10 2016, 7:36 AM · Arma 3
LonelyKnightGT edited Steps To Reproduce on T75457: FPS Multiplayer Sucks.
May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75457: FPS Multiplayer Sucks: Arma 3.
May 10 2016, 7:36 AM · Arma 3
Moody73 added a comment to T75456: Random crashes.

Hardware is not overclocked.

Benchmark crashed two times, after a few seconds.

May 10 2016, 7:36 AM · Arma 3
Astaroth added a comment to T75456: Random crashes.

It can be some hardware issue or unstable hw overclock, if your pc shuts down.
Could you please try some DX11 benchmark? (for example: free version of this benchmark: unigine.com/products/valley/) set DX11 and high or ultra settings and let run some longer time.

May 10 2016, 7:36 AM · Arma 3
Astaroth added a comment to T75456: Random crashes.

Could you please upload more crashdumps? Only one is in package. One crashdump is .rpt + .bidm + .mdmp file with same name.
Thank you.

May 10 2016, 7:36 AM · Arma 3
Moody73 edited Steps To Reproduce on T75456: Random crashes.
May 10 2016, 7:36 AM · Arma 3
Moody73 added a comment to T75456: Random crashes.

Uploaded another ZIP-file
This are all Dumps that are in specified folder.
I guess they are generated when the game freezes,
the rest of the time my PC just shuts down.

May 10 2016, 7:36 AM · Arma 3
Astaroth added a comment to T75455: PHYSX Crash.

Identical crashdumps with 17019.
Please don't report one crash with same crashdumps files more times. These files were attached in report 17019. Thank you.

May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75456: Random crashes: Arma 3.
May 10 2016, 7:36 AM · Arma 3
MY3bIKAHT edited Steps To Reproduce on T75455: PHYSX Crash.
May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75455: PHYSX Crash: Arma 3.
May 10 2016, 7:36 AM · Arma 3
Astaroth added a comment to T75454: Game crashes and errors.

No crashdump files in folder, .rpt files only. It sounds like hw issue, did you try other DX11 games? Could you please try some DX11 benchmark? (for example: free version of this benchmark: unigine.com/products/valley/) set DX11 and high or ultra settings and let run some longer time.
Thank you.

May 10 2016, 7:36 AM · Arma 3
Astaroth added a comment to T75454: Game crashes and errors.

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.

May 10 2016, 7:36 AM · Arma 3
shadowmaster added a comment to T75454: Game crashes and errors.

Thank you for taking the time and looking into this i will do the benchmark.

May 10 2016, 7:36 AM · Arma 3
shadowmaster added a comment to T75454: Game crashes and errors.

Ok i have uploaded the files(i used 7zip for the folder)

May 10 2016, 7:36 AM · Arma 3
shadowmaster added a comment to T75454: Game crashes and errors.

Soory it's the only time it crashes no problem with anything else

May 10 2016, 7:36 AM · Arma 3
shadowmaster edited Steps To Reproduce on T75454: Game crashes and errors.
May 10 2016, 7:36 AM · Arma 3
Bohemia updated subscribers of T75454: Game crashes and errors.
May 10 2016, 7:36 AM · Arma 3
falagor added a comment to T75453: Campaign 2 episode bad translations to Spanish.

No more info provided.

May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75454: Game crashes and errors: Arma 3.
May 10 2016, 7:36 AM · Arma 3
Ltluis added a comment to T75453: Campaign 2 episode bad translations to Spanish.

Hi. In the 3 episodes the phrase between missions is not translate to spanish the subtitles are in English

May 10 2016, 7:36 AM · Arma 3
falagor added a comment to T75453: Campaign 2 episode bad translations to Spanish.

Hello. Thanks for the feedback, but unless you give us some specific examples (sentences, words) to correct, we cannot do anything. So if you find a bad translation, please share it here with us and we will fix it. Thank you!

May 10 2016, 7:36 AM · Arma 3
Ltluis edited Steps To Reproduce on T75453: Campaign 2 episode bad translations to Spanish.
May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75453: Campaign 2 episode bad translations to Spanish: Arma 3.
May 10 2016, 7:36 AM · Arma 3
chose added a comment to T75451: Bad autosave point (SPOILER).

Autosave moved, fix should make it into the next dev build.

May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75452: some weapons on servers (mod or vanilla) don't make sound on single shot / single fire mode: Arma 3.
May 10 2016, 7:36 AM · Arma 3
MrTomii edited Steps To Reproduce on T75452: some weapons on servers (mod or vanilla) don't make sound on single shot / single fire mode.
May 10 2016, 7:36 AM · Arma 3
zaidtherion edited Steps To Reproduce on T75451: Bad autosave point (SPOILER).
May 10 2016, 7:36 AM · Arma 3
ParaMedicGer added a comment to T75451: Bad autosave point (SPOILER).

Same here, very annoying... as if I haven't already reverted this mission often enough.

The missione where you have to ambush and steal the truck and as soon as you have the truck at the hideout the chopper appears. So far so good but then the autosave comes while the chopper is starting to shoot and you will die right after autosave.

Make the autosave when you reach the base or something like that...would be better.

May 10 2016, 7:36 AM · Arma 3
masonh4288 added a comment to T75450: Cannot take direct control of UGV variants.

Agreed and voted up.

May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75451: Bad autosave point (SPOILER): Arma 3.
May 10 2016, 7:36 AM · Arma 3
vantyto added a comment to T75450: Cannot take direct control of UGV variants.

yes, if there is joystick, then it may be controllable, not like now.

May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75450: Cannot take direct control of UGV variants: Arma 3.
May 10 2016, 7:36 AM · Arma 3
gutsnav edited Steps To Reproduce on T75450: Cannot take direct control of UGV variants.
May 10 2016, 7:36 AM · Arma 3
Bohemia updated subscribers of T75449: Skin Colour Doesn't Change Appropriately When Applying African Face.
May 10 2016, 7:36 AM · Arma 3
Bohemia updated subscribers of T75450: Cannot take direct control of UGV variants.
May 10 2016, 7:36 AM · Arma 3
indeedpete edited Steps To Reproduce on T75449: Skin Colour Doesn't Change Appropriately When Applying African Face.
May 10 2016, 7:36 AM · Arma 3
AD2001 added a comment to T75448: Headlights not working in daytime in shadows of dark buildings.

It's a modified engine... soo

May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75448: Headlights not working in daytime in shadows of dark buildings: Arma 3.
May 10 2016, 7:36 AM · Arma 3
TTc30 added a comment to T75448: Headlights not working in daytime in shadows of dark buildings.

Also flashlights in Dayz Standalone(ALPHA) works perfectly during day... soo

May 10 2016, 7:36 AM · Arma 3
WarDoG edited Steps To Reproduce on T75448: Headlights not working in daytime in shadows of dark buildings.
May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75449: Skin Colour Doesn't Change Appropriately When Applying African Face: Arma 3.
May 10 2016, 7:36 AM · Arma 3
Bohemia updated subscribers of T75447: Possible Optimisation of the vehicle status "Bar".
May 10 2016, 7:36 AM · Arma 3
Bohemia updated subscribers of T75446: Typo in Modules -> Intel -> Headquarters Entity.
May 10 2016, 7:36 AM · Arma 3
L3TUC3 edited Steps To Reproduce on T75446: Typo in Modules -> Intel -> Headquarters Entity.
May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75447: Possible Optimisation of the vehicle status "Bar": Arma 3.
May 10 2016, 7:36 AM · Arma 3
L3TUC3 added a comment to T75446: Typo in Modules -> Intel -> Headquarters Entity.

Still in v1.22.

May 10 2016, 7:36 AM · Arma 3
BTG edited Steps To Reproduce on T75447: Possible Optimisation of the vehicle status "Bar".
May 10 2016, 7:36 AM · Arma 3
exatamente edited Steps To Reproduce on T75445: explosive charge can not be armed.
May 10 2016, 7:36 AM · Arma 3
Astaroth added a comment to T75445: explosive charge can not be armed.

I tried in version 1.10.114.486 and it works. I tried with NATO explosives specialist and explosive charge.

May 10 2016, 7:36 AM · Arma 3
Bohemia updated subscribers of T75445: explosive charge can not be armed.
May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75446: Typo in Modules -> Intel -> Headquarters Entity: Arma 3.
May 10 2016, 7:36 AM · Arma 3
exatamente added a comment to T75445: explosive charge can not be armed.

My version is 1.11.11.4602; use binoculars to put explosive

May 10 2016, 7:36 AM · Arma 3
JiriWainar added a comment to T75444: GUARD AmbientAnimCombat makes Unit Draw Pistol after Raising Rifle Animation.
  • Animation set GUARD removed from BIS_fnc_ambientAnimCombat.
  • List of available animation sets updated; GUARD removed, WATCH added.
May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75445: explosive charge can not be armed: Arma 3.
May 10 2016, 7:36 AM · Arma 3
JiriWainar added a comment to T75444: GUARD AmbientAnimCombat makes Unit Draw Pistol after Raising Rifle Animation.

You are welcome. :)

May 10 2016, 7:36 AM · Arma 3
Bohemia added a comment to T75444: GUARD AmbientAnimCombat makes Unit Draw Pistol after Raising Rifle Animation.

I see they work just fine - brill! Thanks!

May 10 2016, 7:36 AM · Arma 3
MadDogX added a comment to T75444: GUARD AmbientAnimCombat makes Unit Draw Pistol after Raising Rifle Animation.

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.

May 10 2016, 7:36 AM · Arma 3
Bohemia added a comment to T75444: GUARD AmbientAnimCombat makes Unit Draw Pistol after Raising Rifle Animation.

The ambientAnimCombat is a beautiful little function - and it'd be amazing to get this animation playing properly.

May 10 2016, 7:36 AM · Arma 3
Bohemia added a comment to T75444: GUARD AmbientAnimCombat makes Unit Draw Pistol after Raising Rifle Animation.

Hello Jiri - here's what appears to be happening. The rifle (on the back of the unit in the Guard animation) disappears. I've made sure the unit is "FULL" or "ASIS". The unit was a rifleman. The rifle, however, is absent. Then, when the unit is aware of the player, they go to draw their rifle, but the rifle is invisible. Then, they draw their pistol.

May 10 2016, 7:36 AM · Arma 3
JiriWainar added a comment to T75444: GUARD AmbientAnimCombat makes Unit Draw Pistol after Raising Rifle Animation.

Hi Scott. I see, the "GUARD" is set to remove the weapon. It was originally meant to support the weapon and therefore it was allowed to be used in BIS_fnc_ambientAnimCombat.

But later I noticed that there is some serious clipping between the arms and the weapon. So I was forced to set it to remove the weapon and I forgot to disable it for the BIS_fnc_ambientAnimCombat.

I cannot allow the weapon for "GUARD" as it is used in campaign - it would cause clipping there.

Please use different animation set. Mose safe is "STAND". You can also try "WATCH" (="WATCH1") or "WATCH2", if you need more variations.

May 10 2016, 7:36 AM · Arma 3
JiriWainar added a comment to T75444: GUARD AmbientAnimCombat makes Unit Draw Pistol after Raising Rifle Animation.

Function BIS_fnc_ambientAnimCombat requires the unit to have a rifle weapon equipped and selected to work properly. When unit gets into combat state, actually acquires an enemy target within 300m or its release condition evaluates to true, the unit will try to interpolate to standing animation with rifle raised ("AmovPercMstpSrasWrflDnon").

If you have the units with rifle weapons and they are switching to handguns after interpolating to "AmovPercMstpSrasWrflDnon", try to remove handguns. Might be caused by unit Ai preferring handgun over rifle.

May 10 2016, 7:36 AM · Arma 3
Bohemia added a comment to T75444: GUARD AmbientAnimCombat makes Unit Draw Pistol after Raising Rifle Animation.

Thanks for the response - it all makes sense now! I noticed some time ago that the Watch1 and Watch2 were removed from the BIS_fnc_AmbientAnimComabt - have they been added back in now? At the moment, the only standing animations that appear to be available are "STAND" and "LEAN". I'll check tomorrow when I have a chance. Again, thanks for the response. Much appreciated!

May 10 2016, 7:36 AM · Arma 3
Bohemia added a comment to T75444: GUARD AmbientAnimCombat makes Unit Draw Pistol after Raising Rifle Animation.

Thank you, Jiri, for taking the time to respond! I shall endeavour to try your solution and feel sure it will resolve the problem - again, many thanks!

May 10 2016, 7:36 AM · Arma 3
Bohemia added a comment to T75444: GUARD AmbientAnimCombat makes Unit Draw Pistol after Raising Rifle Animation.

Also, the ambientAnimCombat function can cause some odd death effects. If a unit is prone, sometimes they will instantly switch to standing when they're killed. Not consistent - it happens sporadically. Hard to reproduce.

May 10 2016, 7:36 AM · Arma 3
Kazanzakis added a comment to T75444: GUARD AmbientAnimCombat makes Unit Draw Pistol after Raising Rifle Animation.

No, I can confirm - this has been an issue for a long, long time.

May 10 2016, 7:36 AM · Arma 3
Bohemia added a comment to T75444: GUARD AmbientAnimCombat makes Unit Draw Pistol after Raising Rifle Animation.

Actually mate, I think you are(other than myself!)

May 10 2016, 7:36 AM · Arma 3
Bohemia added a comment to T75444: GUARD AmbientAnimCombat makes Unit Draw Pistol after Raising Rifle Animation.

And I thought I was the only one that noticed this.

May 10 2016, 7:36 AM · Arma 3
djotacon edited Steps To Reproduce on T75443: Unresponsive menu under some situations.
May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75443: Unresponsive menu under some situations: Arma 3.
May 10 2016, 7:36 AM · Arma 3
Bohemia edited Steps To Reproduce on T75444: GUARD AmbientAnimCombat makes Unit Draw Pistol after Raising Rifle Animation.
May 10 2016, 7:36 AM · Arma 3
Bohemia updated subscribers of T75444: GUARD AmbientAnimCombat makes Unit Draw Pistol after Raising Rifle Animation.
May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75444: GUARD AmbientAnimCombat makes Unit Draw Pistol after Raising Rifle Animation: Arma 3.
May 10 2016, 7:36 AM · Arma 3
Bohemia updated subscribers of T75443: Unresponsive menu under some situations.
May 10 2016, 7:36 AM · Arma 3
Bohemia updated subscribers of T75442: Player Order should have priority.
May 10 2016, 7:36 AM · Arma 3
thor5viking added a comment to T75441: Fatigue does not regenerate while in a vehicle.

I actually thought it had been fixed – I did not encounter it in v1.20. But it is back again today just after the v1.22 update. Slammer tank in single player mission – the same scenario that I played yesterday with v1.20 without encountering endless panting.

May 10 2016, 7:36 AM · Arma 3
Fireball added a comment to T75441: Fatigue does not regenerate while in a vehicle.

Seems to be related to certain vehicles only, according to duped tickets.

May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75442: Player Order should have priority: Arma 3.
May 10 2016, 7:36 AM · Arma 3
prasek edited Steps To Reproduce on T75442: Player Order should have priority.
May 10 2016, 7:36 AM · Arma 3
YarwoodUK added a comment to T75441: Fatigue does not regenerate while in a vehicle.

Please ensure that the fatigue does not "reset" as soon as you enter a vehicle (like it did in ARMA 2) as this will allow players to abuse the feature.

May 10 2016, 7:36 AM · Arma 3
ceeeb added a comment to T75441: Fatigue does not regenerate while in a vehicle.

I can confirm this is also a problem in single player missions.

Duplicates (none have significant number of votes): #14128, #11423

May 10 2016, 7:36 AM · Arma 3
heyvern69 added a comment to T75441: Fatigue does not regenerate while in a vehicle.

In co-op multiplayer I've seen the following happen several times with the fatigue:

  1. No heavy breathing when I entered a vehicle, but when I drive (truck) or fly (helicopter) I immediately START heavy breathing. The faster I drive or fly, the louder I breath heavy.
  1. I've laid down inside an empty house. I wasn't breathing heavy. But I've left the game for 20 minutes to fold laundry (in real life), and when I came back to the game, my virtual soldier was breathing heavy . . . like he just ran 100 miles non-stop! But the game character was laying flat on the house floor, and didn't move 1 inch.
May 10 2016, 7:36 AM · Arma 3
Koala added a comment to T75441: Fatigue does not regenerate while in a vehicle.

I can confirm that too.

/upvoted

May 10 2016, 7:36 AM · Arma 3
machineabuse added a comment to T75441: Fatigue does not regenerate while in a vehicle.

Confirmed here.

May 10 2016, 7:36 AM · Arma 3
Bohemia added a project to T75441: Fatigue does not regenerate while in a vehicle: Arma 3.
May 10 2016, 7:36 AM · Arma 3
Bohemia updated subscribers of T75441: Fatigue does not regenerate while in a vehicle.
May 10 2016, 7:36 AM · Arma 3
Goomer edited Steps To Reproduce on T75441: Fatigue does not regenerate while in a vehicle.
May 10 2016, 7:36 AM · Arma 3
OMAC added a comment to T75440: SetTaskState Module not working correctly in MP.

^ ^ What NakedViking wrote is completely true, and has wasted many hours of my time using current stable build. Isn't this a bug? It really complicates using task modules if switch triggers cannot be synched to task modules without the trigger conditions being seen as already completed, when they have not.

By the way, I am seeing the switch trigger problem in editor for both SP and MP missions.

I think the switch trigger problem deserves its own ticket, if there isn't one already. Does anyone agree?

May 10 2016, 7:36 AM · Arma 3
NobleGas added a comment to T75440: SetTaskState Module not working correctly in MP.

I've run into a related issue: too many tasks and taskstate modules, and eventually (if I remember correctly, I'm at about... 20 tasks, with about 30 or so taskstates) the TaskState module stops working. All previous tasks work well enough, but trying to continue making the mission with more tasks becomes impossible, as tasks aren't being affected by any new taskstate modules.

May 10 2016, 7:36 AM · Arma 3
Fireball added a comment to T75440: SetTaskState Module not working correctly in MP.

Reopening thus.

May 10 2016, 7:36 AM · Arma 3
NakedViking added a comment to T75440: SetTaskState Module not working correctly in MP.

This is still not fixed...

May 10 2016, 7:36 AM · Arma 3
NakedViking added a comment to T75440: SetTaskState Module not working correctly in MP.

Funny enough, just as you posted that I was messing about in the editor. I don't know if this is me being stupid(most probably is), but if the trigger that creates the task is set to "Switch", it will be created already succeeded.

May 10 2016, 7:36 AM · Arma 3
dymo4 added a comment to T75440: SetTaskState Module not working correctly in MP.

Thanks

May 10 2016, 7:36 AM · Arma 3
john681611 added a comment to T75440: SetTaskState Module not working correctly in MP.

This has Been fixed but they cannot patch the game every time they have a fix. so it is currently running in development version waiting a stable patch. " Affected all modules with isGlobal=1 and isTriggerActivated=1. " this is a small bit of information on the route of the problem saying this was a problem for all modules with this code.

May 10 2016, 7:36 AM · Arma 3
Kill3rCat added a comment to T75440: SetTaskState Module not working correctly in MP.

This is SO not fixed...

May 10 2016, 7:36 AM · Arma 3
Unknown Object (User) added a comment to T75440: SetTaskState Module not working correctly in MP.

Dymo4, thank you, I couldnt say any better.
Guys how is it really fixed ? Can you explain ? Or even if so, what the hell does "Affected all modules with blabla" mean ? This is not resolved.

May 10 2016, 7:36 AM · Arma 3