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May 10 2016

Bohemia updated subscribers of T75602: Player can't move when placed into water with a non-water gun.
May 10 2016, 7:40 AM · Arma 3
Peter added a comment to T75602: Player can't move when placed into water with a non-water gun.

Hopefully some Dev can take a look on this.

May 10 2016, 7:40 AM · Arma 3
sproyd edited Steps To Reproduce on T75602: Player can't move when placed into water with a non-water gun.
May 10 2016, 7:40 AM · Arma 3
Killzone_Kid added a comment to T75601: cicadas sound not allocated to a place in the world but to a player.

Did you check the back seat? :)

Upvoted

May 10 2016, 7:40 AM · Arma 3
Krudanze added a comment to T75601: cicadas sound not allocated to a place in the world but to a player.

:D i did but there were none. maybe theyre in my head. i gotta stop smoking that ish

May 10 2016, 7:40 AM · Arma 3
gutsnav added a comment to T75600: Standing behind jet engine does not affect player.

This should be under Health System, not Game Physics. Also to make the title a little more clear maybe change it to "Standing behind jet engine does not affect player".

+1

May 10 2016, 7:40 AM · Arma 3
FeralCircus added a comment to T75601: cicadas sound not allocated to a place in the world but to a player.

Upvoted...
Nearly ALL of the ambient sounds are non positional and locked inside the players head.
When you rotate the whole world rotates with you :-z

May 10 2016, 7:40 AM · Arma 3
Bohemia added a project to T75601: cicadas sound not allocated to a place in the world but to a player: Arma 3.
May 10 2016, 7:40 AM · Arma 3
Krudanze edited Steps To Reproduce on T75601: cicadas sound not allocated to a place in the world but to a player.
May 10 2016, 7:40 AM · Arma 3
L3TUC3 added a comment to T75600: Standing behind jet engine does not affect player.

The same for RPG/NLAW/Titan and related systems backblasts.

May 10 2016, 7:40 AM · Arma 3
Bohemia updated subscribers of T75601: cicadas sound not allocated to a place in the world but to a player.
May 10 2016, 7:40 AM · Arma 3
Fireball added a comment to T75599: Assigning global variable to object immediately after its creation doesn't make the variable global.

Mass-closing all resolved issues not updated in the last month.

Please PM me in BI Forums (http://forums.bistudio.com/member.php?55374-Fireball) if you feel your bug was closed in error.

May 10 2016, 7:40 AM · Arma 3
macieksoft added a comment to T75600: Standing behind jet engine does not affect player.

Standing in front of engine inlet should cause a death aswell. You can be sucked into engine and turbine inside will chop you just like a carrot :-)

Same thing with helo's rear rotor.

May 10 2016, 7:40 AM · Arma 3
Bohemia updated subscribers of T75600: Standing behind jet engine does not affect player.
May 10 2016, 7:40 AM · Arma 3
Bohemia added a project to T75600: Standing behind jet engine does not affect player: Arma 3.
May 10 2016, 7:40 AM · Arma 3
dvorato edited Steps To Reproduce on T75600: Standing behind jet engine does not affect player.
May 10 2016, 7:40 AM · Arma 3
Killzone_Kid added a comment to T75599: Assigning global variable to object immediately after its creation doesn't make the variable global.

seems fixed in latest dev

May 10 2016, 7:40 AM · Arma 3
Killzone_Kid added a comment to T75599: Assigning global variable to object immediately after its creation doesn't make the variable global.

@Fank your example has very little to do with this ticket. Map placed buildings are streamed, this is why setting variable on them is unreliable. I think this is mentioned onwiki somewhere too.

Edit...yeah, look at setvariable page on wiki, there is a note about it.

May 10 2016, 7:40 AM · Arma 3
R3vo added a comment to T75599: Assigning global variable to object immediately after its creation doesn't make the variable global.

Wow, I was searching for mistake in my script, and now I see it was a bug afterall...

May 10 2016, 7:40 AM · Arma 3
Killzone_Kid added a comment to T75599: Assigning global variable to object immediately after its creation doesn't make the variable global.

This seems to also happen on mission start during init phase (time = 0)

  • spawn {

waitUntil {time > 0}; //<- to make sure we passed init
obj = createVehicle ["C_Offroad_01_F", position player, [], 0, "NONE"];
obj setvariable ["myvar","test",true];
publicVariable "obj";
};

This of course is a workaround, real fix is needed.

May 10 2016, 7:40 AM · Arma 3
Killzone_Kid added a comment to T75599: Assigning global variable to object immediately after its creation doesn't make the variable global.

This looks like a multiple cause problem.

The variable doesnt broadcast if time == 0
If var is assigned immediately it does broadcast but when object changes locality the variable stops broadcasting, unless it was not assigned immediately.

So in order for variable to broadcast reliably

it cannot be assigned during init (time == 0)
it cannot be assigned to object immediately after object creation

Please fix this already this is embarrassing!

May 10 2016, 7:40 AM · Arma 3
Killzone_Kid added a comment to T75599: Assigning global variable to object immediately after its creation doesn't make the variable global.

Todays update "Fixed: Problem with setVariable command sending empty value"

Does not fix this issue.

May 10 2016, 7:40 AM · Arma 3
Fank added a comment to T75599: Assigning global variable to object immediately after its creation doesn't make the variable global.

It's very easy reproduceable:
use
setVariable ["test123", true];
on every building in the map for example Altis
and create a addaction that will only show if the variable test123 on the cursorTarget exist.
And ull see it will work sometimes.

May 10 2016, 7:40 AM · Arma 3
Killzone_Kid added a comment to T75599: Assigning global variable to object immediately after its creation doesn't make the variable global.

Doesn't matter if vehicle is created on the client or server

May 10 2016, 7:40 AM · Arma 3
Bohemia updated subscribers of T75599: Assigning global variable to object immediately after its creation doesn't make the variable global.
May 10 2016, 7:40 AM · Arma 3
Iceman added a comment to T75598: Not work GetVariable after reconnect.

Primary issue of this problem is: 17240.

May 10 2016, 7:40 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75599: Assigning global variable to object immediately after its creation doesn't make the variable global.
May 10 2016, 7:40 AM · Arma 3
Bohemia added a project to T75599: Assigning global variable to object immediately after its creation doesn't make the variable global: Arma 3.
May 10 2016, 7:40 AM · Arma 3
Patriot added a comment to T75598: Not work GetVariable after reconnect.

I trying using script on server:
while{true}do{
publicvariable "obj";
sleep 1;
};

  • this not resolve trouble.
May 10 2016, 7:40 AM · Arma 3
Killzone_Kid added a comment to T75598: Not work GetVariable after reconnect.

You're right, I was assigning variable manually and it worked. The problem seems to do with the assignment in the same frame. I have made ticket explaining this better http://feedback.arma3.com/view.php?id=17240

in short, this works every time:

  • spawn {

obj = createVehicle ["C_Offroad_01_F", position player, [], 0, "NONE"];
sleep 0.1;
obj setvariable ["myvar","test",true];
publicVariable "obj";
}

May 10 2016, 7:40 AM · Arma 3
dima30rus added a comment to T75598: Not work GetVariable after reconnect.

UP UP решите проблему!

May 10 2016, 7:40 AM · Arma 3
makbeth added a comment to T75598: Not work GetVariable after reconnect.

Same thing. Pls fix this as soon as possible! We can't complete the mission until u fix this bug. Tnx in advance!

May 10 2016, 7:40 AM · Arma 3
Patriot added a comment to T75598: Not work GetVariable after reconnect.

Updated description and added attache

May 10 2016, 7:40 AM · Arma 3
Nevsky added a comment to T75598: Not work GetVariable after reconnect.

Same problem!

May 10 2016, 7:40 AM · Arma 3
SonixApache added a comment to T75597: Fire has a very large radius with little to no indication.

After some testing the problem seems to have been improved, but not so much completely fixed. Some fires still have very large range. Will update with more information as testing continues.

May 10 2016, 7:40 AM · Arma 3
Killzone_Kid added a comment to T75598: Not work GetVariable after reconnect.

obj variable will obviously be "undefined" when you reconnect. You have to broadcast it if you want to have its value on reconnect:

obj = "C_Offroad_01_F" createVehicle (position player);
publicVariable "obj";

May 10 2016, 7:40 AM · Arma 3
Bohemia added a project to T75598: Not work GetVariable after reconnect: Arma 3.
May 10 2016, 7:40 AM · Arma 3
Patriot edited Steps To Reproduce on T75598: Not work GetVariable after reconnect.
May 10 2016, 7:40 AM · Arma 3
Patriot added a comment to T75598: Not work GetVariable after reconnect.

variable "obj" can be replaced on cursortarget or using publicvariable "obj"; - but this not resolve trouble.

May 10 2016, 7:40 AM · Arma 3
millhauz added a comment to T75597: Fire has a very large radius with little to no indication.

There was a fix for http://feedback.arma3.com/view.php?id=17190 in exe rev. 115141 which is already on Steam dev and it should also fix this

Can you please check if this is still happening? Thank you.

May 10 2016, 7:40 AM · Arma 3
cancerouspete added a comment to T75597: Fire has a very large radius with little to no indication.

thats about how far, if not farther i'd stay away from a burning tank with flames that big - that screen shot shows flames 15-18 feet tall. thats a big fire in real life.

-maybe i could suggest a heat-wave effect for the players screen when they get in that radius, but prior to damage

May 10 2016, 7:40 AM · Arma 3
gonza added a comment to T75597: Fire has a very large radius with little to no indication.

In my team we are playing with 1 revive (no re-spawn)so dying like that is very boring.

Yesterday 1 guy was dead near a car in fire (5 M) and a medic come to him to revive him but the medic was killed by the fire at 5 M but nothing alert him that its to hot.

in real life you know that it's to hot before dying.

May 10 2016, 7:40 AM · Arma 3
Bohemia updated subscribers of T75597: Fire has a very large radius with little to no indication.
May 10 2016, 7:40 AM · Arma 3
pops added a comment to T75597: Fire has a very large radius with little to no indication.

There is this nice HUD flame effect when you're close to a fire, but it regularly seems to glitch when playing MP. No feedback, just instant death. Might be related to the building damage wave bug.

May 10 2016, 7:40 AM · Arma 3
Bohemia added a project to T75597: Fire has a very large radius with little to no indication: Arma 3.
May 10 2016, 7:40 AM · Arma 3
DarkDruid added a comment to T75596: Change in CursorTarget priority causes issues with scripts that rely on it.

Resolved - fixed.

May 10 2016, 7:40 AM · Arma 3
MadDogX added a comment to T75596: Change in CursorTarget priority causes issues with scripts that rely on it.

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, 7:40 AM · Arma 3
Dr_Eyeball added a comment to T75596: Change in CursorTarget priority causes issues with scripts that rely on it.

Thanks for the rapid fix.

May 10 2016, 7:40 AM · Arma 3
SonixApache edited Steps To Reproduce on T75597: Fire has a very large radius with little to no indication.
May 10 2016, 7:40 AM · Arma 3
DarkDruid added a comment to T75596: Change in CursorTarget priority causes issues with scripts that rely on it.

This bug should be fixed in next dev branch update (today). We are really sorry for any inconvenience caused by this issue.

May 10 2016, 7:40 AM · Arma 3
Fokis added a comment to T75596: Change in CursorTarget priority causes issues with scripts that rely on it.

This is greatly affecting the Breaking Point and Arma 3 in general. Please add urgency to this issue. Thanks!

May 10 2016, 7:40 AM · Arma 3
AD2001 added a comment to T75596: Change in CursorTarget priority causes issues with scripts that rely on it.

This is slightly offtopic, but how exactly is this bug affecting Breaking Point?

May 10 2016, 7:40 AM · Arma 3
Hurtz72 added a comment to T75596: Change in CursorTarget priority causes issues with scripts that rely on it.

Ya this has broken TacBF and Breaking Point. I can't believe it was a known issue in Dev Branch and BI decides to push it out to stable branch anyway. Not good.

May 10 2016, 7:40 AM · Arma 3
vbawol added a comment to T75596: Change in CursorTarget priority causes issues with scripts that rely on it.

same here, upvoted

May 10 2016, 7:40 AM · Arma 3
Dr_Eyeball added a comment to T75596: Change in CursorTarget priority causes issues with scripts that rely on it.

How did an already reported bug get into the stable branch from the dev branch?
This bug has broken our mod. I certainly hope there is a hot-fix for this soon.
Up-voting.

May 10 2016, 7:40 AM · Arma 3
Dr_Eyeball added a comment to T75596: Change in CursorTarget priority causes issues with scripts that rely on it.

It seems actions added via addAction are also not working, making it unusable.
However, actions added via class UserActions {}, do work.

May 10 2016, 7:40 AM · Arma 3
Killzone_Kid added a comment to T75596: Change in CursorTarget priority causes issues with scripts that rely on it.

It is not just soldier. There is a toilet box on Stratis that is inside bounding box of near building. It always returns the building when pointing at the toilet.

Upvoted

May 10 2016, 7:40 AM · Arma 3
SaMatra added a comment to T75596: Change in CursorTarget priority causes issues with scripts that rely on it.

Still broken, now on stable. This issue breaks everything that relies on cursorTarget inside and near buildings and must be fixed ASAP.

Example 1:
http://cloud-3.steampowered.com/ugc/3334093094596418401/B7E852D6D7F76A0528CA2CF76B6482C64DA9E776/
Looking at ground weaopn holder with weapon, I have inventory actions but cursor target still reports "Inn garden"

http://cloud-2.steampowered.com/ugc/3334093094596433616/04D032E96F1810137D84283D6718D9813FEEEEE9/
Looking bit higher, now cursor target is ground weapon holder as it should have been in both cases

Example 2:
http://cloud-4.steampowered.com/ugc/3334093094596472141/AAF16AEFFF24B821F5EC0ED0A9124FE3E8E52692/
Looking through 3 objects: Laptop, Camping table and Garden Inn. Cursor target reports Garden Inn, laptop functions are inaccesible.

http://cloud-3.steampowered.com/ugc/3334093094596486445/21F0C7D4FFB380D598FA83608CFAF51827E08D45/
Now there is nothing but laptop in line of sight, cursor target reports it properly

May 10 2016, 7:40 AM · Arma 3
DeathMittens added a comment to T75596: Change in CursorTarget priority causes issues with scripts that rely on it.

This has caused a medical revive script in use since Alpha to no longer be functional within buildings.
Upvoted.

May 10 2016, 7:40 AM · Arma 3
Bohemia updated subscribers of T75596: Change in CursorTarget priority causes issues with scripts that rely on it.
May 10 2016, 7:40 AM · Arma 3
commy2 added a comment to T75595: WeaponHolderSimulated is parented by thingX, Thing.

That's intentional.

May 10 2016, 7:40 AM · Arma 3
cyckuan edited Steps To Reproduce on T75595: WeaponHolderSimulated is parented by thingX, Thing.
May 10 2016, 7:40 AM · Arma 3
Bohemia updated subscribers of T75595: WeaponHolderSimulated is parented by thingX, Thing.
May 10 2016, 7:40 AM · Arma 3
Bohemia added a project to T75596: Change in CursorTarget priority causes issues with scripts that rely on it: Arma 3.
May 10 2016, 7:40 AM · Arma 3
Bohemia added a project to T75595: WeaponHolderSimulated is parented by thingX, Thing: Arma 3.
May 10 2016, 7:40 AM · Arma 3
SonixApache edited Steps To Reproduce on T75596: Change in CursorTarget priority causes issues with scripts that rely on it.
May 10 2016, 7:40 AM · Arma 3
ECID added a comment to T75593: Removing all magazines of one type and re-adding the same magazine will generate one too many.

can confirm this as still happening.

You buy white smoke grenade you get 2 of em.
You clear inventory

Yo buy 1 white smoke and 1 red smoke:
you get 2 white and 2 reds

you buy 1 white smoke, a red smoke and a IR grenade, a chemlight, one of each magazine.
You get 2 white smokes, 2 red smokes, 2 chemlight, 1 IR grenade, 1 of each magazines.

May 10 2016, 7:40 AM · Arma 3
Varanon added a comment to T75593: Removing all magazines of one type and re-adding the same magazine will generate one too many.

Note: This bug report is still valid

May 10 2016, 7:40 AM · Arma 3
Meatball edited Steps To Reproduce on T75594: Invulnerable Parachutist that Doesn't open his chute gets stuck in 'free falling' animation when hitting the ground..
May 10 2016, 7:40 AM · Arma 3
Bohemia updated subscribers of T75594: Invulnerable Parachutist that Doesn't open his chute gets stuck in 'free falling' animation when hitting the ground..
May 10 2016, 7:40 AM · Arma 3
SilentSpike added a comment to T75593: Removing all magazines of one type and re-adding the same magazine will generate one too many.

So this is what had me very confused the other day. Yeah, can also confirm it still happens.

May 10 2016, 7:40 AM · Arma 3
Bohemia added a project to T75594: Invulnerable Parachutist that Doesn't open his chute gets stuck in 'free falling' animation when hitting the ground.: Arma 3.
May 10 2016, 7:40 AM · Arma 3
Bohemia updated subscribers of T75593: Removing all magazines of one type and re-adding the same magazine will generate one too many.
May 10 2016, 7:40 AM · Arma 3
Killzone_Kid added a comment to T75593: Removing all magazines of one type and re-adding the same magazine will generate one too many.

I can confirm, what a funny bug.

It seems if you run addmagazine command for the first time it works as intended, any subsequent use adds +1 mag. Just do this, so you have time open inventory and see it happening in front of your eyes :)

  • spawn {

sleep 3;
player removeMagazines "Chemlight_blue";
sleep 3;
player addMagazines ["Chemlight_blue", 3];
};

1st time it adds 3 lights and then always 4, it is like there is a buffer or something that doesn't get cleared.

May 10 2016, 7:40 AM · Arma 3
Jrog added a comment to T75593: Removing all magazines of one type and re-adding the same magazine will generate one too many.

Same here. Happens when the addMagazine command is run for the first time. Relates to chemlights and smokes.

May 10 2016, 7:40 AM · Arma 3
Bohemia added a project to T75593: Removing all magazines of one type and re-adding the same magazine will generate one too many: Arma 3.
May 10 2016, 7:40 AM · Arma 3
Varanon edited Steps To Reproduce on T75593: Removing all magazines of one type and re-adding the same magazine will generate one too many.
May 10 2016, 7:40 AM · Arma 3
Bohemia updated subscribers of T75592: AI drivers do not use the bridge in Agia Marina.
May 10 2016, 7:40 AM · Arma 3
Bohemia added a project to T75592: AI drivers do not use the bridge in Agia Marina: Arma 3.
May 10 2016, 7:40 AM · Arma 3
Bohemia added a project to T75591: AI ordered into offroad vehicle fail to respond to move orders since last update.: Arma 3.
May 10 2016, 7:40 AM · Arma 3
Bohemia updated subscribers of T75590: Saitek X52 throttle issue with fixed wing.
May 10 2016, 7:40 AM · Arma 3
Bohemia updated subscribers of T75591: AI ordered into offroad vehicle fail to respond to move orders since last update..
May 10 2016, 7:40 AM · Arma 3
Bohemia edited Steps To Reproduce on T75592: AI drivers do not use the bridge in Agia Marina.
May 10 2016, 7:40 AM · Arma 3
Bohemia edited Steps To Reproduce on T75591: AI ordered into offroad vehicle fail to respond to move orders since last update..
May 10 2016, 7:40 AM · Arma 3
Chooie edited Steps To Reproduce on T75590: Saitek X52 throttle issue with fixed wing.
May 10 2016, 7:40 AM · Arma 3
Bohemia added a project to T75589: Beep Beep sound when you reverse with a truck.: Arma 3.
May 10 2016, 7:40 AM · Arma 3
oukej added a comment to T75588: setUnitPos No Longer Forces Unit in Position Since Update.

I unable to reproduce it anymore.

May 10 2016, 7:40 AM · Arma 3
Bohemia updated subscribers of T75589: Beep Beep sound when you reverse with a truck..
May 10 2016, 7:40 AM · Arma 3
killgio edited Steps To Reproduce on T75589: Beep Beep sound when you reverse with a truck..
May 10 2016, 7:40 AM · Arma 3
Bohemia added a project to T75590: Saitek X52 throttle issue with fixed wing: Arma 3.
May 10 2016, 7:40 AM · Arma 3
Bohemia added a comment to T75588: setUnitPos No Longer Forces Unit in Position Since Update.

Hi Killzone - sorry to be so vague, mate. I think I added a repro since your last post (I try and do that now!). I've tried your set up as above and cannot keep the unit in a crouching position. They crouch to begin with and then decide to stand up. This only occurs if an enemy is nearby. The trouble is, this issue is not consistent. I've had times when the command works perfectly, and other times when it has failed miserably. I'm not running any mods and I'm using the Dev build. Cheers for your help,

May 10 2016, 7:40 AM · Arma 3
Killzone_Kid added a comment to T75588: setUnitPos No Longer Forces Unit in Position Since Update.

Can you make a simple mission, 2 units and instructions on what to do to break it instead?

May 10 2016, 7:40 AM · Arma 3
Bohemia added a comment to T75588: setUnitPos No Longer Forces Unit in Position Since Update.

I'll see if I can replicate what's happening from a larger mission I'm making and then upload it :)

May 10 2016, 7:40 AM · Arma 3
Bohemia added a comment to T75588: setUnitPos No Longer Forces Unit in Position Since Update.

OK! I've isolated the problem. It seems that an enemy tank is causing the AI to break their crouching position. I have no idea why, but as soon as I got rid of it - the problem vanished.

May 10 2016, 7:40 AM · Arma 3
Bohemia added a comment to T75588: setUnitPos No Longer Forces Unit in Position Since Update.

I've made a video recording of the issue but it won't upload. I can email it to anyone interested.

May 10 2016, 7:40 AM · Arma 3
Bohemia added a comment to T75588: setUnitPos No Longer Forces Unit in Position Since Update.

Can confirm - AI won't remain in position.

May 10 2016, 7:40 AM · Arma 3
Killzone_Kid added a comment to T75588: setUnitPos No Longer Forces Unit in Position Since Update.

This ticket is useless without a repro, any repro. I tried again with today's build. This time made bob crouch:

bob setUnitPos "Middle";

Bob died like a hero not leaving his position crouching under fire. Does my set up work for you at least?

May 10 2016, 7:40 AM · Arma 3
Bohemia added a comment to T75588: setUnitPos No Longer Forces Unit in Position Since Update.

Certainly can't keep units in crouching or prone position.

May 10 2016, 7:40 AM · Arma 3
Bohemia added a comment to T75588: setUnitPos No Longer Forces Unit in Position Since Update.

Still not working - no mods running - nothing. Sometimes it works. Sometimes it doesn't. Usually when the unit open fires it will ignore the command...

May 10 2016, 7:40 AM · Arma 3
Bohemia added a comment to T75588: setUnitPos No Longer Forces Unit in Position Since Update.

I managed to sort it by disabling FSM - I think I've been getting some strange results, as units are post-ambientanimcombat... not sure how it's effecting them.

May 10 2016, 7:39 AM · Arma 3