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May 10 2016

Iceman added a comment to T77178: wrong death soldier animation in chopper pilot/copilot.

Hi,

thank you for reporting the issue. It has been assigned to our animation department.

Have a nice day!

May 10 2016, 8:20 AM · Arma 3
JoeOBrien added a comment to T77177: Car sound on dirt road.

This is really annoying in MP because if you're in the gunner position of an MRAP or something, you can't hear what anybody is saying because the noise is so loud.

May 10 2016, 8:20 AM · Arma 3
Bohemia added a project to T77178: wrong death soldier animation in chopper pilot/copilot: Arma 3.
May 10 2016, 8:20 AM · Arma 3
Iceman added a comment to T77177: Car sound on dirt road.

Thank you for the video.

May 10 2016, 8:20 AM · Arma 3
sisollazzo added a comment to T77177: Car sound on dirt road.

I've already reported this, but no one voted it up. The title of the issue is "Sound of vehicles and airkraft is too laud". You cannot hear notthing!!!!

May 10 2016, 8:20 AM · Arma 3
Stalkarn added a comment to T77177: Car sound on dirt road.

I'm sorry I forgot to say that the sound is when you are inside the vehicle. I uploaded a video that show this.

May 10 2016, 8:20 AM · Arma 3
Stalkarn edited Steps To Reproduce on T77177: Car sound on dirt road.
May 10 2016, 8:20 AM · Arma 3
Iceman added a comment to T77177: Car sound on dirt road.

Hello,

thank you for submitting the ticket. I was not able to reproduce the problem, would it be possible to upload a short video describing it? It would be a big help.

Thank you very much.

May 10 2016, 8:20 AM · Arma 3
Bohemia added a project to T77177: Car sound on dirt road: Arma 3.
May 10 2016, 8:20 AM · Arma 3
Bohemia updated subscribers of T77177: Car sound on dirt road.
May 10 2016, 8:20 AM · Arma 3
MadDogX added a comment to T77176: Helo wont repair.

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, 8:20 AM · Arma 3
Iceman added a comment to T77176: Helo wont repair.

Hello,

as the_Demongod points out, it is necessary to reproduce the problem with vanilla game without any mods.

If you succeed reproducing it, please type a note and I will reopen the ticket. Otherwise it is resolved as "No bug." Thank you.

May 10 2016, 8:20 AM · Arma 3
Bohemia added a project to T77176: Helo wont repair: Arma 3.
May 10 2016, 8:20 AM · Arma 3
cyckuan added a comment to T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated.

Yes true.

May 10 2016, 8:20 AM · Arma 3
the_Demongod added a comment to T77176: Helo wont repair.

the only part of that I understood was "red damage" and "toolkit." I don't know why the Breaking Point Forum directed you here, but this is a place to deal with Arma 3 issues, you are talking about mods which are not affiliated with Bohemia Interactive, so reporting this issue here will not get your question answered.

If you can reproduce the bug with vanilla Arma 3 aircraft you can post here, but otherwise please direct this issue to the makers of your aircraft mod.

May 10 2016, 8:20 AM · Arma 3
SaMatra added a comment to T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated.

Its still a problem, using allMissionObjects is bad approach because it is VERY slow command unlike entities or vehicles.

May 10 2016, 8:20 AM · Arma 3
lb2910 edited Steps To Reproduce on T77176: Helo wont repair.
May 10 2016, 8:20 AM · Arma 3
cyckuan added a comment to T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated.

Its ok to close this.

May 10 2016, 8:20 AM · Arma 3
cyckuan added a comment to T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated.

vehicles, entities, nearEntities do not pick up GroundWeaponHolder.

nearObjects and nearestObjects do pick up GroundWeaponHolder.

It seems that entities and nearEntities pick up everything in "ReammoBox_F" but not "ReammoBox". Legacy issue? GroundWeaponHolder falls under ReammoBox whereas most of Arma 3 crates are in ReammoBox_F.

Two interim workarounds to this issue:

  1. nearObjects is not so costly afterall e.g.

systemChat str count (position player nearObjects ["GroundWeaponHolder",10000000]) doesnt seem to cost any more if the range value is lower. Perhaps, the function has to loop through the entire object space anyway to work out distance to the reference position. Still, its a cost to have to work out the distance.

  1. get the client to tell the server that a GroundWeaponHolder is created and have the server clean up the GroundWeaponHolder after a certain delay.

player addEventHandler ["Put",{
private ["_container"];
_container = _this select 1;
if (_container isKindOf "GroundWeaponHolder") then {

		
		serverRegisterGWH = _container;
		publicVariableServer "serverDespawnGWH";

};
}];

"serverDespawnGWH" addPublicVariableEventHandler {
[_this select 1] spawn {

		private ["_obj"];
		_obj = _this select 0;
		sleep 120;
		if (!isNull _obj) then { deleteVehicle _obj; };

};
};

May 10 2016, 8:20 AM · Arma 3
SaMatra added a comment to T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated.

Or you can use allMissionObjects "GroundWeaponHolder" which is fairly slow by might be better than nearObjects.

May 10 2016, 8:20 AM · Arma 3
cyckuan added a comment to T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated.

allMissionObjects is more elegant :)

May 10 2016, 8:20 AM · Arma 3
SaMatra added a comment to T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated.

Its a problem indeed, GroundWeaponHolder should be returned by entities command.

May 10 2016, 8:20 AM · Arma 3
WhatsCS added a comment to T77174: Arma always crashes on loading add ons.

I too am getting this issue as of today. I can link my .rpt file if you would like but all it gets to is Item STR_CONTROLS_TOOLTIPS_IN_MAP listed twice

EDIT: everything STR_ is being listed as twice, I'll upload my rpt

May 10 2016, 8:20 AM · Arma 3
cyckuan edited Steps To Reproduce on T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated.
May 10 2016, 8:20 AM · Arma 3
Bohemia updated subscribers of T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated.
May 10 2016, 8:20 AM · Arma 3
Bohemia added a project to T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated: Arma 3.
May 10 2016, 8:20 AM · Arma 3
Iceman added a comment to T77174: Arma always crashes on loading add ons.

Hello,

would it be possible to upload crashdupms the next time it crashes for you?
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When package will be smaller than 5000k, you can attach it here. When package is bigger, please use some free sharing service and post link here.

How to find correct crashdump file:
Try to make the crash happen
Look into crashdump folder
Upload crashdump with latest date in name (crashdump is rpt + bidmp + mdmp file with same name)

Thank you.

http://feedback.arma3.com/how-to-user.html

May 10 2016, 8:20 AM · Arma 3
Killzone_Kid added a comment to T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated.

They are different types so it is expected I guess.

May 10 2016, 8:20 AM · Arma 3
Quibbles added a comment to T77174: Arma always crashes on loading add ons.

I just finished validating the game files after deleting the add ons folder. It reached initializing add ons and then it gave me the game has stopped working message, I waited ten seconds, staring at my phone out of anger, and it did load.

May 10 2016, 8:20 AM · Arma 3
Bohemia added a project to T77174: Arma always crashes on loading add ons: Arma 3.
May 10 2016, 8:20 AM · Arma 3
Bohemia updated subscribers of T77174: Arma always crashes on loading add ons.
May 10 2016, 8:20 AM · Arma 3
Quibbles edited Steps To Reproduce on T77174: Arma always crashes on loading add ons.
May 10 2016, 8:20 AM · Arma 3
the_Demongod added a comment to T77173: Error in eject animation from airplanes.

I believe this has to do with the issue involving the fact that that animation is purely tied to altitude. If you spawned a house way up in the air (above 300m I believe) and placed a unit in it, it would be stuck in the HALO animation.

May 10 2016, 8:20 AM · Arma 3
Bohemia updated subscribers of T77173: Error in eject animation from airplanes.
May 10 2016, 8:20 AM · Arma 3
casper edited Steps To Reproduce on T77173: Error in eject animation from airplanes.
May 10 2016, 8:20 AM · Arma 3
Bohemia added a project to T77173: Error in eject animation from airplanes: Arma 3.
May 10 2016, 8:20 AM · Arma 3
Peter added a comment to T77173: Error in eject animation from airplanes.

What we need is ejection seats...and then problem solved.

May 10 2016, 8:20 AM · Arma 3
Killzone_Kid added a comment to T77172: Introduce "ExtensionReady" Event Handler to work with callExtension.

some valid points here ^^^

multiextension/multiuser I see it this way. Upon extension call, id is returned on submission. this id is then also passed back with result in _this array in extensionReady event handler.

May 10 2016, 8:20 AM · Arma 3
MaHuJa added a comment to T77172: Introduce "ExtensionReady" Event Handler to work with callExtension.

This is related to #17943 - nearly duplicate except this issue deals with one very specific implementation suggestion without many of the pitfalls I mentioned in a note there.

---

Even with all of the below resolved, I'd like to point out the nature of this proposal:
It's about moving complexity away from the extension (worker threads) to sqf (continuations).
Away from where a few 'highly skilled wizards' (relatively speaking) have tools and languages that help deal with complexity,
to where the majority of users (sqf scripters often with no "real" programming experience) appear to be struggling with things like code structure as it is.

---

There are some deeper questions that need answering.

  • If several calls are made to the same extension, should they be queued up until the extension returns or should they be launched in parallel?

The latter would require that the functions are reentrant, and if the extension will "do something meaningful" it also has cross-call resources that need properly synchronized access.
In no case would it be appropriate to put all extensions in the same queue.

  • How will you handle multiple extensions being called?

Analogous to putting them all in the same queue; you cannot suspend calls to one extension (e.g. acre) while waiting for another (a database call).
More importantly, how do you recognize which extension sent a return value back to you?
Two options OTOH:
addMissionEventHandler ["ExtensionReady_MyExtension", {hint _this}];
or making _this an array of ["extensionname","string"]

  • How will you know if the return value is meant for you?

Imagine that when a player joins, you do a database check to get the data for that user.
Now two players joined at nearly the same time. You just got an answer back. Which object do you apply it to?
If we assume the queue above, you could track this manually in a sort of parallel queue, but it would be a chore and it would be error prone.
Another solution is to expand on the above: make _this ["extensionname",something,"output"] as a result of
"extensionname" callextensioncb [something,"input"];

  • Performance? Return value latency?

At what times can the EH fire? I'm going to assume this will be checked at most once per frame.
Will a new thread be created for every request?
Will this be the game handling a "worker thread" for the extension instead of the extension writer?

  • Backward compatibility

Can be achieved in two ways. Overloading on right side being string vs array, or a new command like callextensioncb.

----

"Then create a sqf loop that would call extension until the result is ready to be collected."
Actually, you could do it all as
_ret = call compile ("ext" callextension "input")
and let the returned "reference" be the code for that loop, with the reference number embedded.
Again, moving the complexity about to where we have better tools for dealing with it.

May 10 2016, 8:20 AM · Arma 3
Bohemia updated subscribers of T77172: Introduce "ExtensionReady" Event Handler to work with callExtension.
May 10 2016, 8:20 AM · Arma 3
Goblinbutt edited Steps To Reproduce on T77171: Static titan launchers idea/alternate solution?.
May 10 2016, 8:20 AM · Arma 3
Bohemia added a project to T77172: Introduce "ExtensionReady" Event Handler to work with callExtension: Arma 3.
May 10 2016, 8:20 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T77172: Introduce "ExtensionReady" Event Handler to work with callExtension.
May 10 2016, 8:20 AM · Arma 3
Bohemia updated subscribers of T77171: Static titan launchers idea/alternate solution?.
May 10 2016, 8:20 AM · Arma 3
Bohemia added a project to T77171: Static titan launchers idea/alternate solution?: Arma 3.
May 10 2016, 8:20 AM · Arma 3
Bohemia added a project to T77170: Game version not up to date??: Arma 3.
May 10 2016, 8:20 AM · Arma 3
Rhino edited Steps To Reproduce on T77170: Game version not up to date??.
May 10 2016, 8:20 AM · Arma 3
Iceman added a comment to T77170: Game version not up to date??.

Hello,

could you please verify your game files via Steam?
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335

After then, please try to run your Arma as an admin.

Thank you.

May 10 2016, 8:20 AM · Arma 3
Peter added a comment to T77169: [REQUEST] Please reintroduce Arma 2 medical system (or similar) back into Arma 3.

Agreed. Waiting for this too long...but for whatever reason I guess those improvements will come on those Dlcs..

May 10 2016, 8:20 AM · Arma 3
masonh4288 added a comment to T77169: [REQUEST] Please reintroduce Arma 2 medical system (or similar) back into Arma 3.

YEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!!!!!!!!!

May 10 2016, 8:20 AM · Arma 3
the_Demongod added a comment to T77169: [REQUEST] Please reintroduce Arma 2 medical system (or similar) back into Arma 3.

I know, same here. I'm just really confused as to why they would take it out in the first place.
Like, it's obvious that moving features from A2 to A3 isn't hard (look at autohover, landing autopilot, high command, how locking works, and the entire squad management system, just to name a few), so I don't see why they would take a more complex system and simplify it. It just removes depth from the game, adding to the effect that "there's no content" as everyone says.
It would be almost like taking ejecting from aircraft out. Sure, you don't use it *that* often, but when you need to, it saves your virtual life, allowing for search and rescue missions and the like.
It can do nothing but add to the game, and now it's been taken out :/

May 10 2016, 8:20 AM · Arma 3
B00tsy added a comment to T77169: [REQUEST] Please reintroduce Arma 2 medical system (or similar) back into Arma 3.

I do miss the old first aid modules.

May 10 2016, 8:20 AM · Arma 3
Bohemia added a project to T77169: [REQUEST] Please reintroduce Arma 2 medical system (or similar) back into Arma 3: Arma 3.
May 10 2016, 8:20 AM · Arma 3
SolEden added a comment to T77168: [Request] Server switch Function or Scripting Command.

Ok, well this isn't something I searched for. I want a command you can connect to an other server with, not only send an message. For example:
The command could be "ClientConnectTo" with parameters ip and port and can only executed if not is Server, like this:

_ip = anyIP;
_port = 2302;
if(!isServer)then
{

ClientConnectTo [_ip,_port];

};

And if you execute this you will be automaticly connected to this Server. There could also be an Command for "isServerFull" (returns true or false also returns false if Server is not reachable)

_ip = anyIP;
_port = 2302;
if((!isServer) AND (!isServerFull[_ip,_port]))then
{

ClientConnectTo [_ip,_port];

};

May 10 2016, 8:20 AM · Arma 3
GLTLegislator added a comment to T77168: [Request] Server switch Function or Scripting Command.

Why is this not voted up? It's a great idea!

May 10 2016, 8:20 AM · Arma 3
the_Demongod edited Steps To Reproduce on T77169: [REQUEST] Please reintroduce Arma 2 medical system (or similar) back into Arma 3.
May 10 2016, 8:20 AM · Arma 3
Killzone_Kid added a comment to T77168: [Request] Server switch Function or Scripting Command.

like this? https://community.bistudio.com/wiki/sendAUMessage

May 10 2016, 8:20 AM · Arma 3
kju-PvPscene added a comment to T77168: [Request] Server switch Function or Scripting Command.

Sorry I was mistaken - I am referring to:
https://community.bistudio.com/wiki/sendUDPMessage

May 10 2016, 8:20 AM · Arma 3
kju-PvPscene added a comment to T77168: [Request] Server switch Function or Scripting Command.

Search the CIT on sendAUMessage for the state of it and the context it was made.

May 10 2016, 8:20 AM · Arma 3
Killzone_Kid added a comment to T77168: [Request] Server switch Function or Scripting Command.

Thanks .kju I found nothing.

May 10 2016, 8:20 AM · Arma 3
Iceman added a comment to T77167: big bug anti gameplay : glitch walk through a wall.

Hello,

thank you for reporting the issue. Unfortunately, I do not speak French, we will have to get by with English. Could you please describe what the problem is? I understand that car is stuck in wall (or not?) and then some glitching happens. Could you please upload a video showing the roots of the problem?

Merci

May 10 2016, 8:20 AM · Arma 3
Bohemia added a project to T77168: [Request] Server switch Function or Scripting Command: Arma 3.
May 10 2016, 8:20 AM · Arma 3
SolEden edited Steps To Reproduce on T77168: [Request] Server switch Function or Scripting Command.
May 10 2016, 8:20 AM · Arma 3
vinzwanted added a comment to T77167: big bug anti gameplay : glitch walk through a wall.

Sorry , i m not a native english speaker, so what....! Speak french why english people come to a french server and speak english, you don't speak french ????

I do not have time to translate correctly when I'm angry !!! because lot of player who takes advantage of flaws in the game (it's not against English people), but in general these players are English people. So if you find my English not good, this is probably true, but your comment isn't constructive then thank you, get out!
May 10 2016, 8:20 AM · Arma 3
Bohemia updated subscribers of T77168: [Request] Server switch Function or Scripting Command.
May 10 2016, 8:20 AM · Arma 3
Bohemia updated subscribers of T77167: big bug anti gameplay : glitch walk through a wall.
May 10 2016, 8:20 AM · Arma 3
the_Demongod added a comment to T77167: big bug anti gameplay : glitch walk through a wall.

Sounds like your problem is related to google translate to me, BI can't do anything about that :P

May 10 2016, 8:20 AM · Arma 3
AD2001 added a comment to T77167: big bug anti gameplay : glitch walk through a wall.

Not being a native English speaker is NOT an excuse for your English being this horrible.

May 10 2016, 8:20 AM · Arma 3
Bohemia added a project to T77167: big bug anti gameplay : glitch walk through a wall: Arma 3.
May 10 2016, 8:20 AM · Arma 3
vinzwanted edited Steps To Reproduce on T77167: big bug anti gameplay : glitch walk through a wall.
May 10 2016, 8:20 AM · Arma 3
Iceman added a comment to T77166: Out of Memory.

Hello,

could you please upload your DX-Diag file? It would help us a lot.
You can find how to get your file here:
http://www.matrixgames.com/forums/tm.asp?m=1597548

Thank you.

May 10 2016, 8:20 AM · Arma 3
Bohemia updated subscribers of T77165: Units added to "Zeus editable objects" and setPos'd into place use their old position for the cycle waypoint.
May 10 2016, 8:20 AM · Arma 3
wolfenswan edited Steps To Reproduce on T77165: Units added to "Zeus editable objects" and setPos'd into place use their old position for the cycle waypoint.
May 10 2016, 8:20 AM · Arma 3
Shakurai edited Steps To Reproduce on T77166: Out of Memory.
May 10 2016, 8:20 AM · Arma 3
Bohemia added a project to T77166: Out of Memory: Arma 3.
May 10 2016, 8:20 AM · Arma 3
Bohemia added a project to T77165: Units added to "Zeus editable objects" and setPos'd into place use their old position for the cycle waypoint: Arma 3.
May 10 2016, 8:20 AM · Arma 3
mp5gosu added a comment to T77164: P: Drive UAC problems.

It seems like you didn't map your working dir correctly. P Drive Batch uses the dos command "subst", therefore it needs the rights to map the dir AND the drive.

My game is also not installed on C:, it's on H: and Tools are on E:.
if you take a look at the settings.ini (https://community.bistudio.com/wiki/P_drive/settings), you will be able to point to correct paths since Arma's P Drive Batch isn't perfect (indeed).
If you use the settings.ini, registry values are not needed to configure the batch correctly.

Additionally: As P:\ is just a substitute of a working path, Arma 3 CoreFiles have to be unbin'ed and in root of P(your working path) - which is a direct mirror of the game structure - to use with buldozer and packing. This means, if you are using a texture that comes with the game, you are just referencing the path, P: is NOT the absolute path, it is simply a "placeholder" for the packed game structure.

Anyways, it might help to lower or temporarily disable UAC permissions or take ownership of your involved folders.

The RTM errors are not caused by this, they are somehow faulty or simply do not exist or any other bug is involved.

May 10 2016, 8:20 AM · Arma 3
deanosbeano added a comment to T77164: P: Drive UAC problems.

"Anyways, it might help to lower or temporarily disable UAC permissions or take ownership of your involved folders."

That wouldnt help anybody at all with windows 8.1 im afraid as it will cause 3 FPS in Bulldozer and game , as stated at MS "some Apps may freeze by disabling UAC" , Arma3 is one of those apps.

Anyway for the record its fixed now for me now i got a rollback thanks to BIS , for anyone else who wants a dirty fix : Always run all tools via steam , its a pain in the ass and your whitelist will be reset if you start any tool before P: . and always steam as Admin.

As for RTMS , sorry but if a prefix of o: is there and not in config or Binary p3d it is the same cause as i stated in 18842

May 10 2016, 8:20 AM · Arma 3
Bohemia updated subscribers of T77164: P: Drive UAC problems.
May 10 2016, 8:20 AM · Arma 3
deanosbeano added a comment to T77163: [Solved]WRP not Binarised during Packing.

Solved

My terrain Config was formulated on from Dev in tools v0:58 and the core config didnt spit any errors ;
however after update of tools Version 0.62
Problem was due to :
Version 0.62

Updated: New versions of core config files

Call stack:

Stack 0030D098 0034D098
mapfile: .map (empty 1)

SO my congif was now spitting too many errors and so wrp just not binned but copy direct unbinned
Updated My terrain config to be compatible based on errors in Bin log and all id ok now WRP Binarises

May 10 2016, 8:20 AM · Arma 3
deanosbeano edited Steps To Reproduce on T77164: P: Drive UAC problems.
May 10 2016, 8:20 AM · Arma 3
MadDogX added a comment to T77163: [Solved]WRP not Binarised during Packing.

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, 8:20 AM · Arma 3
Bohemia added a project to T77164: P: Drive UAC problems: Arma 3.
May 10 2016, 8:20 AM · Arma 3
deanosbeano edited Steps To Reproduce on T77163: [Solved]WRP not Binarised during Packing.
May 10 2016, 8:20 AM · Arma 3
ceeeb added a comment to T77162: When zooming in, the stars should stay the same and not zoom with the landscape....

Are you asking for the stars to remain constant size at all view magnifications? That was very recently introduced to the Dev build, see http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2669873&viewfull=1#post2669873

May 10 2016, 8:20 AM · Arma 3
MadDogX added a comment to T77162: When zooming in, the stars should stay the same and not zoom with the landscape....

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, 8:20 AM · Arma 3
Bohemia added a project to T77163: [Solved]WRP not Binarised during Packing: Arma 3.
May 10 2016, 8:20 AM · Arma 3
the_Demongod added a comment to T77162: When zooming in, the stars should stay the same and not zoom with the landscape....

seconded, this has recently been fixed

May 10 2016, 8:20 AM · Arma 3
jgaz-uk added a comment to T77161: Friends cannot see my server since the update to 1.18.

That's a no then...... is it?

May 10 2016, 8:20 AM · Arma 3
Bohemia added a project to T77162: When zooming in, the stars should stay the same and not zoom with the landscape...: Arma 3.
May 10 2016, 8:20 AM · Arma 3
Krudanze added a comment to T77161: Friends cannot see my server since the update to 1.18.

this is a serious problem. a game that relies 50% on multiplayer and you have to workaround to be able to play

May 10 2016, 8:20 AM · Arma 3
FeralCircus edited Steps To Reproduce on T77162: When zooming in, the stars should stay the same and not zoom with the landscape....
May 10 2016, 8:20 AM · Arma 3
Shotgundb8 added a comment to T77161: Friends cannot see my server since the update to 1.18.

Iceman has anything been done yet or even in the works in regards to this issue?

May 10 2016, 8:20 AM · Arma 3
GonzoTbita added a comment to T77161: Friends cannot see my server since the update to 1.18.

Also if you own Evolve apparently there's some sort of work around that lets you play Arma with your friends. You need both games running at the same time though.

May 10 2016, 8:20 AM · Arma 3
Krudanze added a comment to T77161: Friends cannot see my server since the update to 1.18.

i still cant see my friends server. neither he can see mine. i cant join him via steam overlay either (has it ever worked?). we used to play online coop no problem but now its not working. please this should be a priority

May 10 2016, 8:20 AM · Arma 3
jgaz-uk added a comment to T77161: Friends cannot see my server since the update to 1.18.

An update sitrep please Iceman. Is the problem ever going to be fixed?

May 10 2016, 8:20 AM · Arma 3
GonzoTbita added a comment to T77161: Friends cannot see my server since the update to 1.18.

I'm still angry at you.

May 10 2016, 8:20 AM · Arma 3
GonzoTbita added a comment to T77161: Friends cannot see my server since the update to 1.18.

I'm that guy who paid for that game you guys made...

May 10 2016, 8:20 AM · Arma 3
GonzoTbita added a comment to T77161: Friends cannot see my server since the update to 1.18.

Can Bohemia afford to make their own lobby system? Is it too hard? I don't know. How bad is this issue? Should I keep waiting or move on to other things? That's what I really want to know.

May 10 2016, 8:20 AM · Arma 3
jgaz-uk added a comment to T77161: Friends cannot see my server since the update to 1.18.

Thanks for the update Fireball, much appreciated.

May 10 2016, 8:20 AM · Arma 3