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
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May 10 2016
70 fps on BF4 , 20 Fps Arma 3 .
That sucks
known issue........ but dont expect much when you are using a freaking i3
theres already 1000 tickets like this mate
Hardware is not overclocked.
Benchmark crashed two times, after a few seconds.
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.
Could you please upload more crashdumps? Only one is in package. One crashdump is .rpt + .bidm + .mdmp file with same name.
Thank you.
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.
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.
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.
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.
Thank you for taking the time and looking into this i will do the benchmark.
Ok i have uploaded the files(i used 7zip for the folder)
Soory it's the only time it crashes no problem with anything else
No more info provided.
Hi. In the 3 episodes the phrase between missions is not translate to spanish the subtitles are in English
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!
Autosave moved, fix should make it into the next dev build.
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.
Agreed and voted up.
yes, if there is joystick, then it may be controllable, not like now.
It's a modified engine... soo
Also flashlights in Dayz Standalone(ALPHA) works perfectly during day... soo
Still in v1.22.
I tried in version 1.10.114.486 and it works. I tried with NATO explosives specialist and explosive charge.
My version is 1.11.11.4602; use binoculars to put explosive
- Animation set GUARD removed from BIS_fnc_ambientAnimCombat.
- List of available animation sets updated; GUARD removed, WATCH added.
You are welcome. :)
I see they work just fine - brill! Thanks!
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.
The ambientAnimCombat is a beautiful little function - and it'd be amazing to get this animation playing properly.
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.
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.
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.
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!
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!
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.
No, I can confirm - this has been an issue for a long, long time.
Actually mate, I think you are(other than myself!)
And I thought I was the only one that noticed this.
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.
Seems to be related to certain vehicles only, according to duped tickets.
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.
I can confirm this is also a problem in single player missions.
Duplicates (none have significant number of votes): #14128, #11423
In co-op multiplayer I've seen the following happen several times with the fatigue:
- 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.
- 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.
I can confirm that too.
/upvoted
Confirmed here.
^ ^ 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?
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.
Reopening thus.
This is still not fixed...
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.
Thanks
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.
This is SO not fixed...
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.