Duplicate of 19804.
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May 10 2016
Oh, thank you.
I did not realize that changing the menu "background" color affected that text. The top bar background color changes immediately, but I had to restart the game for that text color to apply. I happened to have it selected on black as a choice for the top bar, and did not associate the settings change with that text as it was probably the next day I noticed.
I feel a bit silly knowing this was something I changed, but I agree there could probably be an improvement anyway. :)
We have made some changes in presets and colors. This shouldn't be an issue anymore. Marking as resolved.
Hi, you can change color of these texts in Configure > Game Options > Colors > Menu > Background. Anyway, it is more workaround than proper solution, because this will change more than just texts in Field Manual.
We will look at this issue and try to find more suitable solution. Thanks for feedback!
Thank you, Bohemia. You're the Best!
No problem, we thank you for the reports. Please do not hesitate to report some more issues if you find them, and I will fix it.
All corrected, some impressive bug catches. Thanks a lot and keep them coming if you find more.
Numbers error most likely caused by the wrong path to the texture
paa' />% 1 ||should be|| paa' />%1
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.
Hello,
thank you for your report and files. It seems that your problem is that DirectX crashes. This may be from various reasons, such as outdated DirectX, outdated drivers, overclocked CPU or GPU [by manufacturer or user] and many more.
Sadly, there is nothing that can be done from our site. I linked this problem to bug number #0000579, where you can read useful tips in comments.
Sorry for the inconvenience, have a nice day.
Issue sounds somewhat similar to this post http://feedback.arma3.com/view.php?id=19719
My issue, http://feedback.arma3.com/view.php?id=19814
Think it might be related somewhat as well. I played Arma 3 with same setup for long time no issue, its only in last month or so ive started getting alot of issues with A3.
If you look at the rpt20140716.7z it is a crash after about 27 minutes no mods. All crashes were on a dedicated server running no mods as well.
Could you please remove all the mods and see if it crashes again?
Dupe of #19701. Transferring status and assignment there.
Hell no. The new system is pretty close to how it is. Try lowering your weapon when not in use or take off your ruck before an engagement. It'll help you recover from all that running around and getting shot at.
You can't even run for more than 10 seconds without becoming fatigued. To top it off, if you stop running and just walk at the crawl speed that it places you at, your fatigue bar continues to rise. You are forced to completely stop and take a breather for your brief walk. On top of that you can never shoot cause if you are slightly fatigued, or not at all, your weapon will sway like crazy.
I don't see how this got anymore realistic at all. Last I checked soldiers go through intense physical training and are able to run more than 50m without tiring themselves completely out. Lets get this issue patched please? Gameplay is completely broken at the moment. I also believe that the way it was before was perfect. If its not broken don't fix it. Why would you go and mess with two game components so large as sway and fatigue when the game is already in full release? That is something you are suppose to have figured out in beta.
Also just curious, is this a programming bug where they mistyped a number. EX: Currently is fatigue after 50m, was it suppose to be fatigue after 500m and they just forgot a zero? Cause that would make a lot of sense.
Maybe make it so if you shift+click that settings window could pop up, that way its still user-friendly for both people who dont want to bother with advanced features and peeps who want full control over everything.
"how waypoints should work
- first set a position for a waypoint
- settings window will open
- do your settings, click ok
- not until then the waypoint is active"
I quite like this idea
hi iceman,
i have no videocapturing software atm.
try to test another scenario tomorrow.
Could you please upload a video showing the problem?
If you join after the other units are in they only move to the next waypoint then you have to start issuing orders.
If your already in you still have to issue commands.
You can have use the waypoint to setpos you out of the vehicle for 0.3 of a second and then pop you back in that gives AI commander enough time to issue the next order.
It's not really any sort of fix.
The difference between A2/OA and A3 is that you have to press the direction keys to take command if your not in the drivers group.
In A3 you are forced to take command as the vehicle will just stop at the next waypoint.
I just checked in A2/OA and there is a difference.
There can be quite a delay when the player moves into the gunner seat but eventually it does follow the waypoints in A2/OA
oukej says "Waypoints should not be ignored as long as the player does not give any directional move orders."
But waypoints are being ignored so it's clearly a bug.
This is still an issue.
As soon a a unit not grouped to the driver enters the gunner seat the driver will stop at the first waypoint and then wait for orders.
The player could be a civilian but he still is given command as soon as he's placed in the gunner position.
In A2/OA you have to take command by pressing a direction key at least and also be part of the drivers group.
How can the gunner be expected to command a vehicle while trying to take out enemy units and looking backwards.
Mission supplied.
I remember this behavior in arma 2.
Its beacuse gunner in offroad is like commander place. AI obey orders from commander place no matter if they are in your group or not.
Dont see need to change that.
Some have said that this is a 'feature' - which is ok, nothing wrong with the gunner being able to issue commands - however, I think there needs to be a way to either disable this 'feature' or allow for the gunner to be subordinate to the driver somehow - either by being outside the group or by being outranked. That way, the player can be a gunner and travel on a predetermined path, rather than be able to take detours which the mission maker has not anticipated. I feel it would really open up some brilliant opportunities - as well as immersive cutscenes! Plus, yeah, it's sort of crazy being able to boss a CSAT driver about- fun as it may be! :)
Maybe something like 'disableCommand true'? Then again, I think perhaps it'd just be best and easier for non-group members / subordinates to not be able to command the AI driver?
There should at least be a command have the driver to return to the previous Waypoints as once you take over your stuck being in command.
There is also a difference between a preplaced crewed vehicle and one that you are placed in.
If your placed in the vehicle you have to issue orders all the time even the driver had waypoints to follow before getting in.
This also happens if there is a commander in as well.
Basically if your moved into a vehicle with AI you will be commander.
Does that mean if you're already in a vehicle and AI join you, that you're not in command? That might be the workaround I could use?
Could do with a command maybe? To disable the gunner as commander? There should be a way to stop the player interfering with AI movement.
Hi, Oukej - ok - we noticed this the first time a couple of days ago on Dev branch but it is the same on Stable. Essentially, if you enter the Offroad vehicle as the gunner, you assume command and can give direction which override AI's waypoints. It does not matter if the player is subordinate. For instance, the AI driver can be a Colonel and you can be a Private - but you are in command. Also, it doesn't matter if the player is in another group. In fact, the AI driver can be a civilian and you can still give them directions. The trouble is, we can't create a cutscene/mission where the player is in the gunner position and is made to follow a predetermined route. Here's some community comments, etc.: http://forums.bistudio.com/showthread.php?180630-Stop-Player-Being-Able-to-Give-Commands-to-Driver!
Thanks for the response, Oukej - know you're mega busy! It really, really is appreciated. If you need a repro or anything, give us a shout.
As well, you can order OPFOR if they're the driver and you're the BLUFOR gunner! I tried that workaround! :P
Hey! Thanks for the report.
Players will assume the "commanding" role in a vehicle where there has been only AI (unless he or she is already a subordinate). Afaik Arma 2 had the same behavior and I don't recall any recent change that could have affected this behavior. But I can be wrong - can you confirm please when did you observe a change for the first time?
Waypoints should not be ignored as long as the player does not give any directional move orders.
To check who's in command you can use https://community.bistudio.com/wiki/effectiveCommander
Thank you!
Lol... a Blufor gunner can tell an Opfor driver where to drive? Cool!
Confirmed, even if the driver is in another group and has waypoints to drive to when player gets in as gunner the player has to guide the vehicle.
Waypoints are ignored and driver won't move without gunner commanding him.
This wasn't the behaviour in A2, as long as you were not in the same group you could just be a gunner while AI driver drove you around.
Is this a Dev Build issue or has it always been the case and I just never noticed? :)
Has been fixed by https://forums.bistudio.com/topic/150500-development-branch-captains-ai-log/page-3#entry2808281
Thank you!
This definitely needs some attention.
You can play as a blufor marksman and fire a few rounds at an OPFOR static HMG raised facing away from you at 300m distance.
It takes up to 20 rounds in broad daylight, standing upright without concealment for the AI to return fire.
Any news concerning a fix for this issue? Have not seen anything related to this in the various development threads so far while its status is assigned here.
Yes, exactly that. :)
Not happening.
If you mean adding ammo for different weapons, to make a custom ammo bearer, then +1.
He said it on the official forums because a lot of people were asking about it. They released all the unbinarised content so that people can port it themselves.
In which relation Marek said that? And for what reason ?
Marek Španel himself said that this won't be happening.
If it's using the old simulation it happens, you'd better contact him directly on the BI boards.
Old simulations are broken, land vehicles are even worse.
Thanks! Marking as fixed.
Thanks for the feedback! All mentioned errors should be fixed in dev branch after the next update (it comes today probably). Could you please check it and let me know, if everything is fixed? Thank you
Great! Almost all errors were fixed. There is only one left. (See ScreenShot №5)
Fixed. Thanks!
Similar errors in bootcamp dlc files.
http://feedback.arma3.com/view.php?id=19800