Duplicate of #799, closing.
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Arma 3 Activity
May 10 2016
Still not fixed in 1.18. A massive issue in towns.
this might be fixed now in 1.12, can you verify ?
Just registered to post this bug, i experienced it on Samtra's king of the hill mission actually... I could probably find the id of the exact building if helpful.
Something additional: I believe this also causes server-wide lag whilst the person is being continuously thrown up into the air and falling back down -- my friend confirmed he was getting lag when he saw it happening to me..
..then we both got shot and someone ran over to our bodies (for ammo i presume)
...and it started throwing them up into the air, causing me lag despite being dead. (which i took as further evidence it was causing server-wide-lag, but it could've been because i was observing it)
you can disable the animals but it also kills all the ambient noises also. would be nice to turn off the stupid rabbits etc. especially in MP as the animals are local to the player.
There is command to disable animals and ambient but this only work for custom mission in editor, not for the MP.
But Bees and Butterflies is the part of environment. That's why this games is simulator. Maybe you want to have bullets without bulletdrop? Or disable everything that you can't "handle"?
I Agree, I Don't Need Butterflies, Bee's, and etc, But Still Want Sound, So Please Give us a Simple way to disable these in the editor for what ever map we are using for our mission build thanks.
Maybe have them disabled by default and only in the game via modules? I agree there's way too many damn snakes. I'm tired of these damn snakes on my damn island!
"note: to disable animals completely on islands, all you need mod which
in
cfgWorlds >> Island_name >> AmbientA3
sets value
maxCost = 0;" --dwarden
Sorry but I don't understand.
I should create a file with parameters you have entered or what? Cause i can find cfgWorlds only in Arma3Tools folder and there is no line: maxCost.
EDIT: Ok, I know what you mean now - config viewer. So, I should create a txt file with what values? Then convert to .bin and pack to PBO and place into the main game folder right? Will this work with multiplayer?
I think it is more about the frequency at which we see them. Seeing 7 snakes after walking 100 meters is too much, I have to say.
I doubt it makes a significant impact on performance, but there should be an option to turn off the clientside animals (snakes and rabbits). The chickens, goats, dogs and maybe some others can only be placed by the mission maker and they're synced between all clients (or are they?), so if you turn them off, it could ruin some missions.
I for one love the snakes, fish, rabbits, chickens, etc. They don't seem to make any real hit on performance. That being said, there should be an OPTION (Note: snakes, rabbits, & fish are usually client side, so unless you have chicken / goat phobia it should just be an option to turn off the client side animals, as not to ruin someone else's game) to turn off ambient animals (snakes & rabbits) for people with phobias / other reasons.
I read that this is some cost on performance, when I was searching for a solution to my problem. Most of the people got snakes or spiders fobia - but we have only snakes ingame. So like I mentioned earlier - this shouldn't be a big deal for devs.
multiplayer FPS is up to the server, if you get good FPS in singleplayer then you dont get bad performance, ArmA 3 Netcode was done even worse than in ArmA 2, so the AI fuck up the server and the more fucked up the server is the more fucked up all clients connected get.
And your system specs? was this on single player? or multiplayer?
Upload pictures? This isn't really descriptive at all. I'm not sure what the original textures were.
Might or might not be related to this issue http://feedback.arma3.com/view.php?id=16103
This has been fixed for a while.
#6843
This shouldn't be in the Game Physics category.
I can break glass too (by shooting).
Are you asking for a "gun-butt" option to smash the window? That would be cool, and useful for knocking enemy soldiers down to the ground.
Er, as can I? Not sure I understand your ticket, sorry. Downvoted
I can break it.
/downvoted
Thanks Koala, closing as duplicate of #0002927.
That ticket is a dublicate of http://feedback.arma3.com/view.php?id=2927
and http://feedback.arma3.com/view.php?id=16007
Please use the search function before posting new tickets.
The sound for doors opening must be synced with animation phase so that if i only open the door half way it doesnt play the whole thing.
I also aggree with this !
You have sound for Walking, Running, Shooting, Reloading and Vehicles.
So why is there No sound for when you open a door ?.
this would add more realism to the game, Especially in Multiplayer, as you will now make sure you close every door behind you, so that you can hear someone opening the door when you are sniping from an Upper Level room.
Small arms make small black holes in vehicles they shoot... Maybe this could also work with RPGs, AP shells, and the like? Of course also replacing the small holes with a better texture like when Mortars hit.
I've added a picture - I mean, I just feel it doesn't look very good and could be done better. :)
However, yeah, it could be improved,
http://www.altair.com.pl/files/magazines/articles/0/739/panc_01.jpg
It's proper damage texture for armored vehicles.
Don't get me wrong - LOVE what you've all done so far. Just playing devil's advocate :) A3 looks stunning.
Sure - I'll do it later!
Black splotches of paint. +1
Could you attach sreenshot please?
Do you use mods?
Thank you for more info.
It's not just the Gorgon.
your missing the point that waypoints are placed on initialization - and thus placement radius. cycle should loop the waypoints placed, not reinitialize them.
but eitherway, agree or not, it is the current functionality, described clearly in the wiki, and to change it could potentially break other missions and backward compatibility. so i'd recommend requesting a new feature, or use one of the many easy ways to accomplish what you are trying to do
a good example would be a patrol mission that should have random waypoints on mission start, but when you are patrolling the waypoint loop, it should be the same waypoints to walk around and guard...thats how personally i expect cycle to work. these are my waypoints. cycle them.
I'm not missing the point and I do understand what you're saying and I've also read the wiki :-)
I'm not to good with scripting so it's not easy or simple to me.
What I'm saying is that the random waypoints cycled randomly to infinity and now they don't any more because the cycle is breaking the cycle :-z, so to change it back how it was before would fix everyones missions that use this function including mine :-)
The cycle seemed to reinitialise the process making the waypoints random every time
Surely cycle should repeat the process, thus cycling through waypoints that have random placement radii.
Otherwise it is not a cycle and it has just created it's own fixed waypoints, defeating the object of the placement radius.
It did work as I described and the units locations in my missions were completely random with every cycle.
Recently it has become stuck to the initial locations of each waypoint and repeated each time.
It was a very noticeable change and my missions are not random any more as a result.
So it was broken and now has recently become fixed : )
It is called 'placement radius' not 'move-to radius' (although something to that effect would be handy; but considering the ease with which that can be scripted, i doubt they'll build it into the game anytime soon)
If you'd like to change this ticket title to requesting that sort of random mechanic be included i will support it, otherwise i'd say this ticket should be closed as its not a bug.
I agree it may seem that should be the result, but if you check the wiki it has always been that way:
https://community.bistudio.com/wiki/Mission_Editor:_Waypoints#Placement_Radius
"Placement Radius
This option works in a similar way to a objects placement radius. The waypoint will be placed at random within a circle of the given radius, in meters. Note that the waypoint's position is set during mission initialization, so a group that uses a Cycle loop to go to a waypoint with a placement radius more than once will always move to the same location. If the waypoint is attached to an object, the waypoint HUD marker will appear at a random location for players, until they know of the object it is attached to, when the HUD marker will reposition itself onto the object."
Hi, please report your issue via link "Contact Form" on this page: http://faq.bistudio.com/search?q=Question
Our support should be able to help you better, Feedback Tracker is more for bugs and suggestions related to the game itself. Thank you for understanding.
Hi,
I need your .rpt file. Rpt file is here: C:\Users\<Name>\AppData\Local\Arma 3\
Start game
Play until you will have this issue
Check folder with .rpt and attach here .rpt file with latest date in name
Thank you.
i have attached the file you have asked for.
Hi,
I checked your .rpt file and it looks, that this issue is caused by graphic card(out of memory). Did you try play on lower graphic settings? Thank you for more info.
+1