same here +1
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Arma 3 Activity
May 10 2016
+1
Place 20 satchels at the base of a small tree ---> It won't knock it down.
But if you get into a pick-up truck & slam into that small tree, it falls down.
Doesn't make any sense.
Yep, vote up.
I placed satchel (big one not the small one) under (already damaged) truck and truck was still there.
+1
vote up
Failed to test this issue on dev version as there are no populated servers with good testing environment. Local tests with two players are not enough to see if this was fixed or not.
shall be fixed now
Mass-close of resolved tickets not updated in last two weeks.
this should be fixed in exe rev. 115141, which is already on the Steam dev
Can you please check and retest this issue and let me know if this is still happening? Thank you
Bullets traveling at the speed of a butterfly won't do much damage, I don't see a problem here.
possibly related http://feedback.arma3.com/view.php?id=17210
The problem is that the speed of 6.5 mm (after breaking weak toque old brick wall) - like a butterfly. This is a problem.
Still existing in 1.54.
If you want shoot to walls use the biggest bullets or sniper. In youtube you have a movie with muzzle vectory where is all explained.
By the way, this free fall doesn't end when player reaches the ground. If you make player allowdamage false, for mission tests, secured chutes or else, you can't exit of this anim once in ground. The only way i have found is to enter in arsenal view.
I do not know how it is coded but there needs to be some delay before the animation cuts in, or even an 'if on RoadwayLOD check'. I have a very long 'test' bridge made up of multiple 40m long platforms at absolute height of 700m; it spans a 2.5km canyon/gorge. I can walk my character (and drive vehicles) the full length without any issue and I can base jump off of it too. The issue arises for me when I attempt to disembark from whatever vehicle I am in. I have tried all vanilla vehicles and I always end up stuck in the Halo animation.
1.52?
Nothing changed here, but why???
for the love of god fix this!
Well, not sure if this is relevant, but somebody was able to avert the problem.
https://www.youtube.com/watch?v=KdqVedVJcck
I haven't dug through the files to see how, but at least it's not impossible.
I don't care about Patching this or any other Issue now !
ArmA3 was deinstalled 1 minute ago!
@Iceman: If this issue is 'assigned', why it is in 'acknowledged' state?
It's annoying ... killed in days ... wouldn't patched in month !
Still exists in 1.28.127008 !
Year later ticket still needs attention.
... and it still exists 8 months later in
1.32.127785 !
Still exist in 1.22.125300 !
Hello,
thank you for submitting the ticket, it has been assigned to our animation department.
Problem still exists in stable 1.16.123633 !
Still in 1.13.116053
it's very annoying that nothing happens in all that weeks :(
In 1.15.116121 the unit can be ported above 100m via
player setpos (player modelToWorld [0,0,200])
But if there a object with a roadway the unit still neverending float above this instead of standing on this roadway.
Added a repro mission to see the difference between 200m and below 100m
below the unit stand on the Hescos, above the unit hovers in halo-anim
This should be checked by developers ASAP
Still in Version 1.13.115833
Also in Version 1.10.115.186
A unit can walk via Roadway above the 100m barrier, but if it lose the contact to the objects roadway the freefall anim is executed and there is no way to leave this animation !
Seems to corresponding with issue #0012610 here are some kind of inverted problem !
Still in Version 1.10.115.121
why are they like that? because arma 3 is not finished
There are also other animals that are missing in editor. You can place them by a module or by script, but why not as object, like bunny?
I personally want a wildboar from ArmA 2 :-)
insert original doge joke here<
Actually, looks like a blonde german shephard, wich sometimes are used for scouting. But yeah, he looks like that japanese dog usually linked with the joke "doge"
That picture looks hilariously photoshopped (I know it isn't, but still). This editor feature would add more creative possibilities.
+1
I gess that in alpha the ragdoll was given a better weight. I saw how the soldiers flight hits by grenade launchers with a realistic effect. For some reason this effect is not there anymore. You can hit a soldier with a 50 cal and will not fly, it will only fall.
I agree with the non tearing into pieces policy of modern shooters but I wanna see some realistic physical efects.
I feel that ragdoll should be better. Upvoted.
In principle - I agree - but I don't know if Arma3 is too far gone to implement this sort of thing...?
I definitely think that the ragdolls are in need of some serious tweaking. However, I still believe that fixing the GPU/CPU under utilization should be their number one priority.
Still upvote if you believe the ragdolls need fixing though.
I run a dedicated server, and have set the difficulty on elite and to no avail, group markers still present
You can already disable both of theses in the difficulty settings.
/downvoted
Uh. Yes you can. If people could just decide their difficulty individually it'd be extremely unbalanced.
The server decides the difficulty. If you don't want the markers, make or play on a server that doesn't have the difficulty set to easy.
For single player you surely can. For MP which was clearly in the title you cannot. /downvote AD2001 -
This is why nothing gets fixed in this game, because people think they know how to fix it. This has been attempted on many levels. If you like to play the game singleplayer it is simple to go into game settings and remove friendly/enemy tags and be done with it, but that counts towards AI, not towards other human players.
If you're hosting the server you can do it as well. If you aren't, scripting is going to help you.
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.
This looks like it is fixed now. Reopen if you have more info.
Tried to play again for the first time since the 7th of Feb. Still crashing in wasteland. Tried two different sandbox mods. Attached are my two separate dump files. I turned my graphics settings to standard for both attempts.
Hi,
do you have these PhysX crashes in actual version?
Last crash I joined a server and sat in one spot. After about 5-8 minutes the game crashed. I was in windowed mode.
crashed again, after 2 minutes or so in a GSN wasteland server. I had removed all cache files, config file, and profiles prior to entering. Was in a helicopter as copilot when the second crash occurred.
Their counterparts, the inbasepatrolling animations don't work either. I tried switchMove and playMove - they're bugged.