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May 10 2016

Belbo edited Steps To Reproduce on T79506: author or onLoadName aren't available as scripting commands.
May 10 2016, 9:24 AM · Arma 3
AgentRev added a comment to T79505: HandleScore always showing 1 when triggered with addScore.

I guess I'm going to stick to my trusty "_player addScore (_newTotal - score _player)"...

May 10 2016, 9:24 AM · Arma 3
Bohemia added a project to T79506: author or onLoadName aren't available as scripting commands: Arma 3.
May 10 2016, 9:24 AM · Arma 3
AgentRev added a comment to T79505: HandleScore always showing 1 when triggered with addScore.

I believe that addScore should never trigger HandleScore, or otherwise minimally have a boolean passed to the event code that says if it was triggered manually.

The most likely use for HandleScore is to cancel out all score changes done by the engine, so as to manage scores manually via addScore.

May 10 2016, 9:24 AM · Arma 3
Killzone_Kid added a comment to T79505: HandleScore always showing 1 when triggered with addScore.

there was recent note on changelog, stating that HandleScore can now be triggered by script. This was added deliberately, addScore didnt trigger handlescore before.

May 10 2016, 9:24 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T79505: HandleScore always showing 1 when triggered with addScore.
May 10 2016, 9:24 AM · Arma 3
Bohemia added a project to T79505: HandleScore always showing 1 when triggered with addScore: Arma 3.
May 10 2016, 9:24 AM · Arma 3
BL1P added a comment to T79504: Raise/Lower Weapons sounds seem too loud when coming from another player.

Heres a vid of it doing it

https://www.youtube.com/watch?v=1I6mot5vr2M&feature=youtu.be

May 10 2016, 9:24 AM · Arma 3
Bohemia added a project to T79504: Raise/Lower Weapons sounds seem too loud when coming from another player: Arma 3.
May 10 2016, 9:24 AM · Arma 3
DenisP added a comment to T79503: Destroying the helicopter instruments does not prevent use of them.

I suppose it depends on the damage that is done to the systems. Thanks for your support.

May 10 2016, 9:24 AM · Arma 3
Flipped edited Steps To Reproduce on T79504: Raise/Lower Weapons sounds seem too loud when coming from another player.
May 10 2016, 9:24 AM · Arma 3
DarkSideSixOfficial added a comment to T79503: Destroying the helicopter instruments does not prevent use of them.

Not entirely, but there's only so much BIS can do in terms of damage models for such a simplified version. However, gauges... That's another story, maybe. I'll up vote to help the cause because I would like to see advancements in certain areas.

May 10 2016, 9:24 AM · Arma 3
DarkSideSixOfficial added a comment to T79503: Destroying the helicopter instruments does not prevent use of them.

Wrong, when your instruments are destroyed, you are no longer able to recover warnings such as incoming missiles.

May 10 2016, 9:24 AM · Arma 3
DenisP added a comment to T79503: Destroying the helicopter instruments does not prevent use of them.

I didn't talk about missile warnings, but the instrument systems like the indicators and gauges. Having only missile warnings disabled when you've taken a direct hit to your helicopter's instruments is very unrealistic.

May 10 2016, 9:24 AM · Arma 3
DenisP edited Steps To Reproduce on T79503: Destroying the helicopter instruments does not prevent use of them.
May 10 2016, 9:24 AM · Arma 3
NeZz_DK added a comment to T79502: pressing "Toggle raise weapon" or "raise weapon" doesn't raise the weapon while crouched..

ups! tried to search for it but didn't succeed in finding the other report of the issue.

May 10 2016, 9:24 AM · Arma 3
Bohemia added a project to T79503: Destroying the helicopter instruments does not prevent use of them: Arma 3.
May 10 2016, 9:24 AM · Arma 3
Koala added a comment to T79502: pressing "Toggle raise weapon" or "raise weapon" doesn't raise the weapon while crouched..

dublicate of http://feedback.arma3.com/view.php?id=21141

May 10 2016, 9:24 AM · Arma 3
ruPaladin added a comment to T79501: new helicopter crash sound is very unrealistic.

@Fireball,

  1. Helicopter blows up.
  2. Helicopter in fire.
  3. You don't hear any explosion sound or sound of fire.
  4. You hear only engine failure sound.
  5. Engine failure sound plays twice in xH-9 crash.
May 10 2016, 9:24 AM · Arma 3
Bohemia added a project to T79502: pressing "Toggle raise weapon" or "raise weapon" doesn't raise the weapon while crouched.: Arma 3.
May 10 2016, 9:24 AM · Arma 3
NeZz_DK edited Steps To Reproduce on T79502: pressing "Toggle raise weapon" or "raise weapon" doesn't raise the weapon while crouched..
May 10 2016, 9:24 AM · Arma 3
Fireball added a comment to T79501: new helicopter crash sound is very unrealistic.

To be honest, I found the old sound (which was way too loud and sounded like a unfinished sound loop) much more horrible and am happy for the change!

May 10 2016, 9:24 AM · Arma 3
DarkSideSixOfficial added a comment to T79501: new helicopter crash sound is very unrealistic.

True, the short amount of time isn't work putting in effort to change the sounds when new ones will be here so soon.

May 10 2016, 9:24 AM · Arma 3
Krzmbrzl added a comment to T79501: new helicopter crash sound is very unrealistic.

Yeah I see your point but why should they change the sounds so short before the will be replaced anyhow? Either they want to try out the new samples before they are an official Part of their DLC or they want to keep them for the new Sound model. But however they need Feedback for this so they can see how the new sounds work. And even if I am totally wrong it can't be bad for them to know what the community thinks about their recent changes.

May 10 2016, 9:24 AM · Arma 3
heyvern69 added a comment to T79501: new helicopter crash sound is very unrealistic.

I hope they have volume sliders on helicopter sounds - to help with hearing TeamSpeak or in-game voice comms.

May 10 2016, 9:24 AM · Arma 3
ruPaladin added a comment to T79501: new helicopter crash sound is very unrealistic.

Probably, we will not see massive enhancement in sounds because heli DLC will be published in 20 days.

May 10 2016, 9:24 AM · Arma 3
DarkSideSixOfficial added a comment to T79501: new helicopter crash sound is very unrealistic.

Edit: they are working on sounds, and you may notice a massive enhancement difference after the heli DLC.

May 10 2016, 9:23 AM · Arma 3
Krzmbrzl added a comment to T79501: new helicopter crash sound is very unrealistic.

Yes I know but right now it sounds unrealistic and I wanted them to know.

May 10 2016, 9:23 AM · Arma 3
Bohemia added a project to T79501: new helicopter crash sound is very unrealistic: Arma 3.
May 10 2016, 9:23 AM · Arma 3
Krzmbrzl edited Steps To Reproduce on T79501: new helicopter crash sound is very unrealistic.
May 10 2016, 9:23 AM · Arma 3
Bohemia updated subscribers of T79501: new helicopter crash sound is very unrealistic.
May 10 2016, 9:23 AM · Arma 3
Bohemia added a project to T79500: Steering with wheel not clear: Arma 3.
May 10 2016, 9:23 AM · Arma 3
StJimmy added a comment to T79499: Cannot raise weapon while crouched.

Yep this issue is fixed. Nice :)

May 10 2016, 9:23 AM · Arma 3
kickstart edited Steps To Reproduce on T79500: Steering with wheel not clear.
May 10 2016, 9:23 AM · Arma 3
Koala added a comment to T79499: Cannot raise weapon while crouched.

Sorry, I forgot to crouch and then try to lower and raise the gun. My fault ;)

May 10 2016, 9:23 AM · Arma 3
StJimmy added a comment to T79499: Cannot raise weapon while crouched.

Duplicate http://feedback.arma3.com/view.php?id=20964

May 10 2016, 9:23 AM · Arma 3
DenisP added a comment to T79499: Cannot raise weapon while crouched.

It's still possible to raise the weapon while crouched by pressing LMB, but I agree that you should be able to raise it by double-tapping LCtrl as well.

May 10 2016, 9:23 AM · Arma 3
Koala added a comment to T79499: Cannot raise weapon while crouched.

That issue is resolved in the latest dev branch 1.35.127847

May 10 2016, 9:23 AM · Arma 3
MulleDK19 added a comment to T79499: Cannot raise weapon while crouched.

Duplicate of http://feedback.arma3.com/view.php?id=21029

May 10 2016, 9:23 AM · Arma 3
Koala added a comment to T79499: Cannot raise weapon while crouched.

related to http://feedback.arma3.com/view.php?id=21144

May 10 2016, 9:23 AM · Arma 3
Bohemia updated subscribers of T79499: Cannot raise weapon while crouched.
May 10 2016, 9:23 AM · Arma 3
TrueCruel added a comment to T79499: Cannot raise weapon while crouched.

@Koala

Tried it with the todays small patch, still bugged.

May 10 2016, 9:23 AM · Arma 3
Koala added a comment to T79499: Cannot raise weapon while crouched.

I can't reproduce the issue in the latest stable branch. Seems to be fixed.

May 10 2016, 9:23 AM · Arma 3
EvroMalarkey added a comment to T79498: Campaign saving lost after update.

Iceman, the campaign cheat would be solution if this was case only for some people, but I think that everyone have this problem. Take a look at this - http://forums.bistudio.com/showthread.php?184306-New-Update-Can-t-resume-campaign

You should hotfix this.

May 10 2016, 9:23 AM · Arma 3
Bohemia added a project to T79499: Cannot raise weapon while crouched: Arma 3.
May 10 2016, 9:23 AM · Arma 3
Fireball added a comment to T79498: Campaign saving lost after update.

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, 9:23 AM · Arma 3
TrueCruel edited Steps To Reproduce on T79499: Cannot raise weapon while crouched.
May 10 2016, 9:23 AM · Arma 3
schmidt added a comment to T79498: Campaign saving lost after update.

Can you please create profile with unlocked campaigns in zip format and place a download link here?

May 10 2016, 9:23 AM · Arma 3
OskarW85 added a comment to T79498: Campaign saving lost after update.

I have the same problem with campaign reverting. But also after I reset campaign I can't restore mid-mission save with same "Cannot load campaign descriptions" error.

May 10 2016, 9:23 AM · Arma 3
Cahuete added a comment to T79498: Campaign saving lost after update.

Thank's Iceman

I used the cheats to unlock all the campaign, restart the last mission and all ok now.
I cross my fingers !!!

May 10 2016, 9:23 AM · Arma 3
schmidt added a comment to T79498: Campaign saving lost after update.

@Iceman, there is no Numpad keyboard on my Macbook Pro, which is needed to enter cheat codes. Is there any other way to enter it?

May 10 2016, 9:23 AM · Arma 3
Iceman added a comment to T79498: Campaign saving lost after update.

Hello,
this looks like some compatibility issue. We did not encounter it during our testing (and we switch between branches really a lot). As a workaround, please use a campaign unlocking cheat and revert from the last mission you have played. Thank you.

https://community.bistudio.com/wiki/ArmA:_Cheats

May 10 2016, 9:23 AM · Arma 3
schmidt added a comment to T79498: Campaign saving lost after update.

Well, I tried to create a new profile and add activeKeys[]=
{
"M00",
"M01",
"M02",
"M03",
"M04",
"M05",
"M06",
"M07",
"M08",
"M09",
"M10",
"TT01",
"TT02",
"TT03",
"TT04",
"TT05",
"TT06"
};
but it doesn't help.

Also, I see that in my previous profile that array contains all missions I passed.
So, probably the problem with new update is that is ignores that array. Probably, it was replaced with something else.

May 10 2016, 9:23 AM · Arma 3
runekn added a comment to T79498: Campaign saving lost after update.

Mine has reverted to Signal Lost aswell.

May 10 2016, 9:23 AM · Arma 3
schmidt edited Steps To Reproduce on T79498: Campaign saving lost after update.
May 10 2016, 9:23 AM · Arma 3
Fireball added a comment to T79497: Command enablePersonTurret not exist on stable 1.32.

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, 9:23 AM · Arma 3
Bohemia added a project to T79498: Campaign saving lost after update: Arma 3.
May 10 2016, 9:23 AM · Arma 3
Skaronator added a comment to T79497: Command enablePersonTurret not exist on stable 1.32.

Alright updated the wiki page

May 10 2016, 9:23 AM · Arma 3
Cahuete added a comment to T79498: Campaign saving lost after update.

Same problem since update 1.32.127722:
cannot load campaign description from bank
Windows 8.1 64

May 10 2016, 9:23 AM · Arma 3
Bohemia added a project to T79497: Command enablePersonTurret not exist on stable 1.32: Arma 3.
May 10 2016, 9:23 AM · Arma 3
Bohemia updated subscribers of T79497: Command enablePersonTurret not exist on stable 1.32.
May 10 2016, 9:23 AM · Arma 3
Iceman added a comment to T79497: Command enablePersonTurret not exist on stable 1.32.

That is because Firing from vehicles (as a feature) is present only on dev branch. It will be merged into Stable along with the Helicopters DLC release.

May 10 2016, 9:23 AM · Arma 3
madbull edited Steps To Reproduce on T79497: Command enablePersonTurret not exist on stable 1.32.
May 10 2016, 9:23 AM · Arma 3
Tourorist added a comment to T79496: Need a command to find currently selected muzzle.

If identical, as Lachesis580 points out, then mods should probably close this one.

May 10 2016, 9:23 AM · Arma 3
Bohemia updated subscribers of T79496: Need a command to find currently selected muzzle.
May 10 2016, 9:23 AM · Arma 3
ussrlongbow added a comment to T79496: Need a command to find currently selected muzzle.

yeah, please close as DUP.

May 10 2016, 9:23 AM · Arma 3
Lachesis580 added a comment to T79496: Need a command to find currently selected muzzle.

http://feedback.arma3.com/view.php?id=18341

May 10 2016, 9:23 AM · Arma 3
Fireball added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

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, 9:23 AM · Arma 3
Bohemia added a project to T79496: Need a command to find currently selected muzzle: Arma 3.
May 10 2016, 9:23 AM · Arma 3
ussrlongbow edited Steps To Reproduce on T79496: Need a command to find currently selected muzzle.
May 10 2016, 9:23 AM · Arma 3
highhead added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

PS: You also fixed ZEUS #adminLogged with it ;)
http://feedback.arma3.com/view.php?id=21163

May 10 2016, 9:23 AM · Arma 3
wolfenswan added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

Will the fix be implemented in a hotfix for 1.32?

May 10 2016, 9:23 AM · Arma 3
dazhbog added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

serverCommandAvailable now behaves as it did before and a new command serverCommandExecutable has been created that can be used to check if a command can be executed via serverCommand (https://community.bistudio.com/wiki/serverCommandExecutable).

May 10 2016, 9:23 AM · Arma 3
Iceman added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

Hey, the command will be reverted and should function as before on Steam Dev rev. 127800 and higher. Could you please confirm that it works as it is supposed to? Thank you.

May 10 2016, 9:23 AM · Arma 3
SINE added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

Thanks Anton, I hope to receive the answer, too.

This broke #adminLogged, which was used for the Zeus module f.e.

May 10 2016, 9:23 AM · Arma 3
highhead added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

Thank you, working again in DEV! If there is an alternative (and usable) method for admin-checks/actions im sure serverCommand/Available can be removed fully. Thanks again! And I would really appreciate if deploy an hotfix so this gets to stable.

May 10 2016, 9:23 AM · Arma 3
Anton added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

Is this just a case of waiting for some period and then the serverCommandAvailable function works to detect if you're an admin again, or does it have to be called from a UI handler?

I'm trying to work around http://feedback.arma3.com/view.php?id=21163 by detecting if the unit is an admin in script without any UI necessary and only allowing Zeus in that case - I was planning to do use the serverCommandAvailable command to detect admins (of any type) by whether they could #kick.

Is there a pure-script workaround for this?

May 10 2016, 9:23 AM · Arma 3
Killzone_Kid added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

Dont forget badmin and madmin :-)

May 10 2016, 9:23 AM · Arma 3
Dwarden added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

isAdmin isn't optimal as there are two different admin types (logged-in vs voted-in)
so more like command returning the type (not admin, someadmin, anotheradmin)

May 10 2016, 9:23 AM · Arma 3
highhead added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

yeah i figured out that much, putting a loop/EH on a player that gets setvariabled each frame or each userInput :)

May 10 2016, 9:23 AM · Arma 3
Tyrghen added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

It's working for me until we find something better.
At least I have less refactoring with that solution.

Thanks again to Killzone for those useful informations!

May 10 2016, 9:23 AM · Arma 3
highhead added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

Happy it works in your case, Tyrghen! I will share anything for the situation in here, as soon as I find it!

May 10 2016, 9:23 AM · Arma 3
Killzone_Kid added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

@highhead you can make it call back the function you need after check. But yea isAdmin is needed, I see Iceman is on the case!

May 10 2016, 9:23 AM · Arma 3
highhead added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

Whereas this code can be used to hint/print if a servercommand is available when simulation runs, or a button is pressed it cannot be used in a regular function, that just checks the adminstate... The first also throws all kind of deserialization errors if wrapped in a function or called in debug console on dedi.

Also when trying to use that code snippet in a function with a global var beeing set when the EH fires just fails, as obv. the draw EH doesnt fire at the same time when the function is called...

To be clear:
What is now broken/disabled and desperatly needed is a similar functionality like serverCommandAvailable "#kick" was, that determines if a client is the admin.

ergo...
_isAdmin = serverCommandAvailable "#kick"
_isAdmin = call fnc_isServerAdmin
_isAdmin = isAdmin (future)

Of course I am happy if someone in here manages to write such a function with the workarounds stated above.

May 10 2016, 9:23 AM · Arma 3
Killzone_Kid added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

"You still cannot use #kick playerID or #kick playerName."

Yes you can

pressing the kick button on the map will kick you by uid:

with uiNamespace do {
ctrl = findDisplay 12 ctrlCreate ["RscButton", -1];
ctrl ctrlSetPosition [0,0,0.5,0.1];
ctrl ctrlCommit 0;
ctrl ctrlSetText "Kick";
ctrl ctrlAddEventHandler ["ButtonDown",
{

		if (serverCommandAvailable "#kick") then {
			serverCommand format ["#kick %1", getplayeruid player];
		} else {
			hint "You need to be logged in as admin to do this";
		};

}];
};

May 10 2016, 9:23 AM · Arma 3
Tyrghen added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

You still cannot use #kick playerID or #kick playerName.
So I fail to see how it would help for an Admin UI.

Posting the result of your ui event handler to a variable defeats the purpose of having an engine command that you cannot tamper with.

Your solution is clever though and the only way I currently see to fix all the scripts relying on serverCommandAvailable.
Thanks for sharing and being so responsive.

The issue remains though that you want your scripts to react on whether you're an admin or not.

May 10 2016, 9:23 AM · Arma 3
Tyrghen added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

Nice, I had tried directly in the code of the dialog, using the "action" property and it didn't give any result.

Good to know it'll work that way.

@highhead

Well, the draw event can be used to refresh the content of a variable "isAdmin" which you can use in a high_fnc_isAdmin function while waiting for a better solution. At least that's what I'm planning on doing.
I think it's the CBA which used a hidden map object to trigger code on each redraw. I'd do the same with the snippet above.

May 10 2016, 9:23 AM · Arma 3
zx64 added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

The underlying issue is wanting to know if a user is the server admin (either by voting or by logging in).

For the future, it might be more robust to have a specific, more discoverable feature (e.g. isAdmin) for this rather than being another "one weird trick". ;-)

May 10 2016, 9:23 AM · Arma 3
Killzone_Kid added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

Actually just managed to make both commands work, so don't panic. Hold on while I wrap it in some script solution.

May 10 2016, 9:23 AM · Arma 3
highhead added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

We found a way with addDisplayEventhandler too, but its hacky

May 10 2016, 9:23 AM · Arma 3
Killzone_Kid added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

Yep, the good news is you can execute admin commands kick, lock etc, which work when executed from UI event handler, i.e. button push, UI load etc. So one can make own admin interface available to anyone, but only logged in admin can use it.

here is my "hacky" way to execute those commands:

with uiNamespace do {
ctrl = findDisplay 46 ctrlCreate ["RscMapControlEmpty", -1];
ctrl ctrlsetposition [0,0,0,0];
ctrl ctrlCommit 0;
eh = ctrl ctrlAddEventHandler [

		"Draw",
		{
			with uiNamespace do {
				hint str servercommandavailable "#logout"; 
				ctrl ctrlRemoveEventHandler ["Draw", eh]; 
				0 = ctrl spawn {
					disableserialization; 
					ctrlDelete _this
				};
			}
		}

];
};

but as zx64 suggested, isAdmin might be a good solution for simplicity

May 10 2016, 9:23 AM · Arma 3
Bohemia updated subscribers of T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.
May 10 2016, 9:23 AM · Arma 3
highhead added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

It seems to work still in some cases, like executing it in debug console.
Or in conditions of CBA FlexiMenu.

is there another way to detect admins now?

May 10 2016, 9:23 AM · Arma 3
Killzone_Kid added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

It is now truly returns whether or not server command is available. If it says false, this means executing serverCommand "kick" will also not work, where as before it was saying true, while serverCommand "kick" was also not working.

However as it happens, none of the server commands can be executed for real and servercommandavailable always returns false correctly.

Perhaps some server commands should be made available to admins only, this will solve the admin detection as well as make it possible to use those commands in scripts by admins.

May 10 2016, 9:23 AM · Arma 3
Bohemia added a project to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore: Arma 3.
May 10 2016, 9:23 AM · Arma 3
highhead edited Steps To Reproduce on T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.
May 10 2016, 9:23 AM · Arma 3
danczer added a comment to T79494: Superman Exploit aka Fire and see through any wall.

related tickets:
http://feedback.arma3.com/view.php?id=19535
http://feedback.arma3.com/view.php?id=20009

May 10 2016, 9:23 AM · Arma 3
Iceman added a comment to T79494: Superman Exploit aka Fire and see through any wall.

It has been acknowledged and the dev team is aware of it.

May 10 2016, 9:23 AM · Arma 3
danczer added a comment to T79494: Superman Exploit aka Fire and see through any wall.

Have you seen the Glitch fix video? http://youtu.be/kynv_woKPTo?t=1m54s
I think as a first iteration(hotfix) it would be enough.

May 10 2016, 9:23 AM · Arma 3
Iceman added a comment to T79494: Superman Exploit aka Fire and see through any wall.

Hey,
thanks for the report, I made it private already.

May 10 2016, 9:23 AM · Arma 3