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May 10 2016

DRACUS added a comment to T75550: Problem with the explosive satchel : not logical damage.

same here +1

May 10 2016, 7:39 AM · Arma 3
Bohemia added a comment to T75550: Problem with the explosive satchel : not logical damage.

+1

May 10 2016, 7:39 AM · Arma 3
heyvern69 added a comment to T75550: Problem with the explosive satchel : not logical damage.

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.

May 10 2016, 7:39 AM · Arma 3
Bohemia added a project to T75551: Arma 3 freezing/crashing: Arma 3.
May 10 2016, 7:39 AM · Arma 3
macieksoft added a comment to T75550: Problem with the explosive satchel : not logical damage.

Yep, vote up.

I placed satchel (big one not the small one) under (already damaged) truck and truck was still there.

May 10 2016, 7:39 AM · Arma 3
SnIpErIT added a comment to T75550: Problem with the explosive satchel : not logical damage.

+1

May 10 2016, 7:39 AM · Arma 3
Kirill added a comment to T75550: Problem with the explosive satchel : not logical damage.

vote up

May 10 2016, 7:39 AM · Arma 3
Bohemia updated subscribers of T75550: Problem with the explosive satchel : not logical damage.
May 10 2016, 7:39 AM · Arma 3
SaMatra added a comment to T75549: Destroyed pre-placed map buildings damage everything around them on populated servers.

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.

May 10 2016, 7:39 AM · Arma 3
Dwarden added a comment to T75549: Destroyed pre-placed map buildings damage everything around them on populated servers.

shall be fixed now

May 10 2016, 7:39 AM · Arma 3
Fireball added a comment to T75549: Destroyed pre-placed map buildings damage everything around them on populated servers.

Mass-close of resolved tickets not updated in last two weeks.

May 10 2016, 7:39 AM · Arma 3
killjoer3f edited Steps To Reproduce on T75550: Problem with the explosive satchel : not logical damage.
May 10 2016, 7:39 AM · Arma 3
Bohemia added a project to T75550: Problem with the explosive satchel : not logical damage: Arma 3.
May 10 2016, 7:39 AM · Arma 3
millhauz added a comment to T75549: Destroyed pre-placed map buildings damage everything around them on populated servers.

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

May 10 2016, 7:39 AM · Arma 3
Bohemia added a project to T75549: Destroyed pre-placed map buildings damage everything around them on populated servers: Arma 3.
May 10 2016, 7:39 AM · Arma 3
Deadfast added a comment to T75548: Bullets do too little damage after penetrating a wall.

Bullets traveling at the speed of a butterfly won't do much damage, I don't see a problem here.

May 10 2016, 7:39 AM · Arma 3
Bohemia updated subscribers of T75549: Destroyed pre-placed map buildings damage everything around them on populated servers.
May 10 2016, 7:39 AM · Arma 3
SaMatra edited Steps To Reproduce on T75549: Destroyed pre-placed map buildings damage everything around them on populated servers.
May 10 2016, 7:39 AM · Arma 3
Killzone_Kid added a comment to T75549: Destroyed pre-placed map buildings damage everything around them on populated servers.

possibly related http://feedback.arma3.com/view.php?id=17210

May 10 2016, 7:39 AM · Arma 3
Kirill added a comment to T75548: Bullets do too little damage after penetrating a wall.

The problem is that the speed of 6.5 mm (after breaking weak toque old brick wall) - like a butterfly. This is a problem.

May 10 2016, 7:39 AM · Arma 3
Dscha added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

Still existing in 1.54.

May 10 2016, 7:39 AM · Arma 3
Radek added a comment to T75548: Bullets do too little damage after penetrating a wall.

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.

May 10 2016, 7:39 AM · Arma 3
Bohemia added a project to T75548: Bullets do too little damage after penetrating a wall: Arma 3.
May 10 2016, 7:39 AM · Arma 3
Bohemia updated subscribers of T75548: Bullets do too little damage after penetrating a wall.
May 10 2016, 7:39 AM · Arma 3
Kirill edited Steps To Reproduce on T75548: Bullets do too little damage after penetrating a wall.
May 10 2016, 7:39 AM · Arma 3
PiepMGI added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

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.

May 10 2016, 7:39 AM · Arma 3
VIPeR2511 added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

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.

May 10 2016, 7:39 AM · Arma 3
PhonicGames added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

1.52?

May 10 2016, 7:39 AM · Arma 3
Paramedic256 added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

Nothing changed here, but why???

May 10 2016, 7:39 AM · Arma 3
thedog88 added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

for the love of god fix this!

May 10 2016, 7:39 AM · Arma 3
Benargee added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

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.

May 10 2016, 7:39 AM · Arma 3
Lester added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

I don't care about Patching this or any other Issue now !

ArmA3 was deinstalled 1 minute ago!

May 10 2016, 7:39 AM · Arma 3
sms added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

@Iceman: If this issue is 'assigned', why it is in 'acknowledged' state?

May 10 2016, 7:39 AM · Arma 3
Lester added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

It's annoying ... killed in days ... wouldn't patched in month !

Still exists in 1.28.127008 !

May 10 2016, 7:39 AM · Arma 3
SaMatra added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

Year later ticket still needs attention.

May 10 2016, 7:39 AM · Arma 3
Lester added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

... and it still exists 8 months later in
1.32.127785 !

May 10 2016, 7:39 AM · Arma 3
Lester added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

Still exist in 1.22.125300 !

May 10 2016, 7:38 AM · Arma 3
Iceman added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

Hello,

thank you for submitting the ticket, it has been assigned to our animation department.

May 10 2016, 7:38 AM · Arma 3
Lester added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

Problem still exists in stable 1.16.123633 !

May 10 2016, 7:38 AM · Arma 3
Lester added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

Still in 1.13.116053

it's very annoying that nothing happens in all that weeks :(

May 10 2016, 7:38 AM · Arma 3
Lester added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

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

May 10 2016, 7:38 AM · Arma 3
Peter added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

This should be checked by developers ASAP

May 10 2016, 7:38 AM · Arma 3
Lester added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

Still in Version 1.13.115833

May 10 2016, 7:38 AM · Arma 3
Lester added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

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 !

May 10 2016, 7:38 AM · Arma 3
Bohemia updated subscribers of T75547: units above 100m autoactivates "halofreefall_non" animation.
May 10 2016, 7:38 AM · Arma 3
Lester added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

Seems to corresponding with issue #0012610 here are some kind of inverted problem !

May 10 2016, 7:38 AM · Arma 3
Lester added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

Still in Version 1.10.115.121

May 10 2016, 7:38 AM · Arma 3
Bohemia added a project to T75547: units above 100m autoactivates "halofreefall_non" animation: Arma 3.
May 10 2016, 7:38 AM · Arma 3
Unknown Object (User) added a comment to T75546: [feature request] Add dog (and probably other missing animals) into editor.

why are they like that? because arma 3 is not finished

May 10 2016, 7:38 AM · Arma 3
Lester edited Steps To Reproduce on T75547: units above 100m autoactivates "halofreefall_non" animation.
May 10 2016, 7:38 AM · Arma 3
macieksoft added a comment to T75546: [feature request] Add dog (and probably other missing animals) into editor.

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 :-)

May 10 2016, 7:38 AM · Arma 3
macieksoft edited Steps To Reproduce on T75546: [feature request] Add dog (and probably other missing animals) into editor.
May 10 2016, 7:38 AM · Arma 3
Unknown Object (User) added a comment to T75546: [feature request] Add dog (and probably other missing animals) into editor.

insert original doge joke here<

May 10 2016, 7:38 AM · Arma 3
Unknown Object (User) added a comment to T75546: [feature request] Add dog (and probably other missing animals) into editor.

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"

May 10 2016, 7:38 AM · Arma 3
Bohemia added a project to T75546: [feature request] Add dog (and probably other missing animals) into editor: Arma 3.
May 10 2016, 7:38 AM · Arma 3
Bohemia updated subscribers of T75545: Information at the bottom in the editor (grid, coordinates, etc.) can be scrolled slightly.
May 10 2016, 7:38 AM · Arma 3
gutsnav added a comment to T75546: [feature request] Add dog (and probably other missing animals) into editor.

That picture looks hilariously photoshopped (I know it isn't, but still). This editor feature would add more creative possibilities.

+1

May 10 2016, 7:38 AM · Arma 3
Bohemia added a project to T75544: Shortcuts relying on modifier keys are not executed until the key is released: Arma 3.
May 10 2016, 7:38 AM · Arma 3
Bohemia updated subscribers of T75544: Shortcuts relying on modifier keys are not executed until the key is released.
May 10 2016, 7:38 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75544: Shortcuts relying on modifier keys are not executed until the key is released.
May 10 2016, 7:38 AM · Arma 3
Bohemia added a project to T75545: Information at the bottom in the editor (grid, coordinates, etc.) can be scrolled slightly: Arma 3.
May 10 2016, 7:38 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75545: Information at the bottom in the editor (grid, coordinates, etc.) can be scrolled slightly.
May 10 2016, 7:38 AM · Arma 3
Peter added a comment to T75541: Unrealistic ragdoll effects.

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.

May 10 2016, 7:38 AM · Arma 3
Richie72 edited Steps To Reproduce on T75542: 3D Vision is getting better but not quite there..
May 10 2016, 7:38 AM · Arma 3
Bohemia added a project to T75543: Ai cannot be instructed to lay more than one ATMine_Range_Mag.: Arma 3.
May 10 2016, 7:38 AM · Arma 3
spankeyMonkey edited Steps To Reproduce on T75543: Ai cannot be instructed to lay more than one ATMine_Range_Mag..
May 10 2016, 7:38 AM · Arma 3
Bohemia updated subscribers of T75543: Ai cannot be instructed to lay more than one ATMine_Range_Mag..
May 10 2016, 7:38 AM · Arma 3
Bohemia updated subscribers of T75542: 3D Vision is getting better but not quite there..
May 10 2016, 7:38 AM · Arma 3
Bohemia added a project to T75542: 3D Vision is getting better but not quite there.: Arma 3.
May 10 2016, 7:38 AM · Arma 3
Peter added a comment to T75541: Unrealistic ragdoll effects.

I feel that ragdoll should be better. Upvoted.

May 10 2016, 7:38 AM · Arma 3
Bohemia added a comment to T75541: Unrealistic ragdoll effects.

In principle - I agree - but I don't know if Arma3 is too far gone to implement this sort of thing...?

May 10 2016, 7:38 AM · Arma 3
Bohemia updated subscribers of T75541: Unrealistic ragdoll effects.
May 10 2016, 7:38 AM · Arma 3
TeddyShot added a comment to T75541: Unrealistic ragdoll effects.

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.

May 10 2016, 7:38 AM · Arma 3
Sevenflames edited Steps To Reproduce on T75540: AI soldiers do not obey to commands.
May 10 2016, 7:38 AM · Arma 3
Bohemia updated subscribers of T75540: AI soldiers do not obey to commands.
May 10 2016, 7:38 AM · Arma 3
TeddyShot edited Steps To Reproduce on T75541: Unrealistic ragdoll effects.
May 10 2016, 7:38 AM · Arma 3
clementsx added a comment to T75539: Multiplayer Group Markers/Crosshairs do not support realistic/tactical gamplay.

I run a dedicated server, and have set the difficulty on elite and to no avail, group markers still present

May 10 2016, 7:38 AM · Arma 3
Bohemia added a project to T75541: Unrealistic ragdoll effects: Arma 3.
May 10 2016, 7:38 AM · Arma 3
Bohemia added a project to T75540: AI soldiers do not obey to commands: Arma 3.
May 10 2016, 7:38 AM · Arma 3
Bohemia updated subscribers of T75539: Multiplayer Group Markers/Crosshairs do not support realistic/tactical gamplay.
May 10 2016, 7:38 AM · Arma 3
AD2001 added a comment to T75539: Multiplayer Group Markers/Crosshairs do not support realistic/tactical gamplay.

You can already disable both of theses in the difficulty settings.
/downvoted

May 10 2016, 7:38 AM · Arma 3
MulleDK19 added a comment to T75539: Multiplayer Group Markers/Crosshairs do not support realistic/tactical gamplay.

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.

May 10 2016, 7:38 AM · Arma 3
clementsx added a comment to T75539: Multiplayer Group Markers/Crosshairs do not support realistic/tactical gamplay.

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.

May 10 2016, 7:38 AM · Arma 3
AD2001 added a comment to T75539: Multiplayer Group Markers/Crosshairs do not support realistic/tactical gamplay.

If you're hosting the server you can do it as well. If you aren't, scripting is going to help you.

May 10 2016, 7:38 AM · Arma 3
clementsx edited Steps To Reproduce on T75539: Multiplayer Group Markers/Crosshairs do not support realistic/tactical gamplay.
May 10 2016, 7:38 AM · Arma 3
Bohemia added a project to T75539: Multiplayer Group Markers/Crosshairs do not support realistic/tactical gamplay: Arma 3.
May 10 2016, 7:38 AM · Arma 3
MadDogX added a comment to T75538: Arma 3 Has Stopped Working.

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, 7:38 AM · Arma 3
Nesquick added a comment to T75538: Arma 3 Has Stopped Working.

This looks like it is fixed now. Reopen if you have more info.

May 10 2016, 7:38 AM · Arma 3
gprintz added a comment to T75538: Arma 3 Has Stopped Working.

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.

May 10 2016, 7:38 AM · Arma 3
Astaroth added a comment to T75538: Arma 3 Has Stopped Working.

Hi,
do you have these PhysX crashes in actual version?

May 10 2016, 7:38 AM · Arma 3
gprintz added a comment to T75538: Arma 3 Has Stopped Working.

Last crash I joined a server and sat in one spot. After about 5-8 minutes the game crashed. I was in windowed mode.

May 10 2016, 7:38 AM · Arma 3
gprintz added a comment to T75538: Arma 3 Has Stopped Working.

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.

May 10 2016, 7:38 AM · Arma 3
gprintz edited Steps To Reproduce on T75538: Arma 3 Has Stopped Working.
May 10 2016, 7:38 AM · Arma 3
Bohemia added a project to T75538: Arma 3 Has Stopped Working: Arma 3.
May 10 2016, 7:38 AM · Arma 3
Bohemia updated subscribers of T75537: Adjust Left+Movement not same as Adjust Right+Movement.
May 10 2016, 7:38 AM · Arma 3
cypheir edited Steps To Reproduce on T75537: Adjust Left+Movement not same as Adjust Right+Movement.
May 10 2016, 7:38 AM · Arma 3
Bohemia added a project to T75537: Adjust Left+Movement not same as Adjust Right+Movement: Arma 3.
May 10 2016, 7:38 AM · Arma 3
woomdawg edited Steps To Reproduce on T75536: SLI performance.
May 10 2016, 7:38 AM · Arma 3
Kazanzakis added a comment to T75535: AmbientAnim WATCH1 & WATCH2 are Wrong.

Their counterparts, the inbasepatrolling animations don't work either. I tried switchMove and playMove - they're bugged.

May 10 2016, 7:38 AM · Arma 3
Bohemia added a project to T75536: SLI performance: Arma 3.
May 10 2016, 7:38 AM · Arma 3