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May 10 2016

stuzer05 edited Steps To Reproduce on T81018: Make special vehicle to tow choppers and planes.
May 10 2016, 10:17 AM · Arma 3
Bohemia added a comment to T81017: Taru take damage (ATRQ) when transporting cars [VIDEO].

Sorry but this doesn't happen with other choppers. Huron for example doesn't have this problem at all. If this is not a bug, the same thing should happen with all the choppers...

UPVOTED

May 10 2016, 10:17 AM · Arma 3
Koala added a comment to T81017: Taru take damage (ATRQ) when transporting cars [VIDEO].

Related to of http://feedback.arma3.com/view.php?id=21343 (assigned)
and http://feedback.arma3.com/view.php?id=22551

May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T81018: Make special vehicle to tow choppers and planes: Arma 3.
May 10 2016, 10:17 AM · Arma 3
stuzer05 added a comment to T81017: Taru take damage (ATRQ) when transporting cars [VIDEO].

But! It's always ATRQ goes damage. And only on Taru chopper!

May 10 2016, 10:17 AM · Arma 3
stuzer05 added a comment to T81017: Taru take damage (ATRQ) when transporting cars [VIDEO].

Can you fix it?

May 10 2016, 10:17 AM · Arma 3
Vitdom added a comment to T81017: Taru take damage (ATRQ) when transporting cars [VIDEO].

I do not believe this is a bug. It is intentional and it is the loadmaster's responsibility to ensure the load is behaving in a safe way to keep it from damaging the helicopter when stressing the helicopter.

After looking at the video, this looks more like an issue with the sling-ropes and their inconsistent physics that damage the helicopter when they shouldn't have.

May 10 2016, 10:17 AM · Arma 3
stuzer05 edited Steps To Reproduce on T81017: Taru take damage (ATRQ) when transporting cars [VIDEO].
May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T81017: Taru take damage (ATRQ) when transporting cars [VIDEO]: Arma 3.
May 10 2016, 10:17 AM · Arma 3
stuzer05 edited Steps To Reproduce on T81016: Taru new functions and vehicle inventory.
May 10 2016, 10:17 AM · Arma 3
otreblA_SNAKE_ITA added a comment to T81015: Second inventory in vehicles for special loot.

Ok, I got it! Then I suggest you to update the description and make it very clear and complete, so the feature request will be useful for Bohemia! :)

May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T81016: Taru new functions and vehicle inventory: Arma 3.
May 10 2016, 10:17 AM · Arma 3
stuzer05 added a comment to T81015: Second inventory in vehicles for special loot.

I mean second inventory in vehicle for special loot. For example to load ammo box, mortar (not disassembled), squadbike or kart into vehicle.

May 10 2016, 10:17 AM · Arma 3
otreblA_SNAKE_ITA added a comment to T81015: Second inventory in vehicles for special loot.

Please, make a more correct and clear report. This one looks almost useless (also because actually you can transport stuff with vehicles)

May 10 2016, 10:17 AM · Arma 3
stuzer05 edited Steps To Reproduce on T81015: Second inventory in vehicles for special loot.
May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T81015: Second inventory in vehicles for special loot: Arma 3.
May 10 2016, 10:17 AM · Arma 3
stuzer05 edited Steps To Reproduce on T81013: Taru blow up when change flight model.
May 10 2016, 10:17 AM · Arma 3
stuzer05 edited Steps To Reproduce on T81014: Mortar don't count kills.
May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T81014: Mortar don't count kills: Arma 3.
May 10 2016, 10:17 AM · Arma 3
KDN added a comment to T81012: Respawn Dome Stopped working.

This issue has been FIXED with today's Dev branch update.
Many Thanks :)

May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T81013: Taru blow up when change flight model: Arma 3.
May 10 2016, 10:17 AM · Arma 3
KDN added a comment to T81012: Respawn Dome Stopped working.

If the respawn tents are deployed when the mission is run in a Server/client machine then they are recognized properly by the respawn position menu.

So, I am guessing the issue is related to the Dedicated Server environment

May 10 2016, 10:17 AM · Arma 3
KDN edited Steps To Reproduce on T81012: Respawn Dome Stopped working.
May 10 2016, 10:17 AM · Arma 3
Bohemia updated subscribers of T81011: owner returning invalid clientID which breaks setGroupOwner.
May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T81012: Respawn Dome Stopped working: Arma 3.
May 10 2016, 10:17 AM · Arma 3
Terox added a comment to T81011: owner returning invalid clientID which breaks setGroupOwner.

Upvoted.
HC still needs a lot of work to make it fully automated which is where it should be

May 10 2016, 10:17 AM · Arma 3
zorrobyte edited Steps To Reproduce on T81011: owner returning invalid clientID which breaks setGroupOwner.
May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T81011: owner returning invalid clientID which breaks setGroupOwner: Arma 3.
May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T81010: Zeus kills heli rotor: Arma 3.
May 10 2016, 10:17 AM · Arma 3
henoik edited Steps To Reproduce on T81010: Zeus kills heli rotor.
May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T81009: MK200 has "shells hitting the ground" sound, but no visible shell ejection: Arma 3.
May 10 2016, 10:17 AM · Arma 3
supercereal4 edited Steps To Reproduce on T81009: MK200 has "shells hitting the ground" sound, but no visible shell ejection.
May 10 2016, 10:17 AM · Arma 3
mickeymen added a comment to T81008: Required action/animation to throw on the ground the current useless weapon..

Good thoughts, guys. @PiepMGI I was also concerned about the endless list of weapons in the menus (6) My issue here: http://feedback.arma3.com/view.php?id=24622

May 10 2016, 10:17 AM · Arma 3
PiepMGI added a comment to T81008: Required action/animation to throw on the ground the current useless weapon..

Voted up. By the way add also the possibility to designate (cursortarget) the weapon on ground, then order an AI unit of your group to take this weapon. (You are not forced to drop an empty weapon!) At this time, this order lists all available weapons in an unknown huge radius, without any logic of distance, and jam action menu (6).

May 10 2016, 10:17 AM · Arma 3
mickeymen added a comment to T81008: Required action/animation to throw on the ground the current useless weapon..

Who asked to vote against this!? Before pressing "down" use brain!
If you don't like this "button", then you will be able to turn it off in game settings!
Do not prevent others to simplify the control of the game!

Who is down this, answer me a simple question:
If a player wants to throw away the empty and useless launcher, why this player should do three things!?

  1. OPEN INVENTORY
  2. CLICK ON THE USELESS WEAPON
  3. CLOSE INVENTORY

In real life people will do only one action!
This is equivalent to a single button in the game.

May 10 2016, 10:17 AM · Arma 3
Shields added a comment to T81008: Required action/animation to throw on the ground the current useless weapon..

Would be usefull for single-use launchers. +1

May 10 2016, 10:17 AM · Arma 3
mickeymen added a comment to T81008: Required action/animation to throw on the ground the current useless weapon..

One man already tried make this ability via mod: http://www.armaholic.com/page.php?id=29642
I contacted him, but, unfortunately, he cant create special animations for this/

May 10 2016, 10:17 AM · Arma 3
mickeymen edited Steps To Reproduce on T81008: Required action/animation to throw on the ground the current useless weapon..
May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T81008: Required action/animation to throw on the ground the current useless weapon.: Arma 3.
May 10 2016, 10:17 AM · Arma 3
zorrobyte edited Steps To Reproduce on T81007: If Headless Client is kicked/rejoins, spawns as seagull and game logic clientID = server.
May 10 2016, 10:17 AM · Arma 3
Iceman added a comment to T81007: If Headless Client is kicked/rejoins, spawns as seagull and game logic clientID = server.

Hello,
this has been fixed on Steam Dev.

May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T81007: If Headless Client is kicked/rejoins, spawns as seagull and game logic clientID = server: Arma 3.
May 10 2016, 10:17 AM · Arma 3
BlackoutSTi added a comment to T81006: All vehicles are spawning "sunk" into the ground and are unusable.

Iceman- I was/am using the latest PhysX at the time of the report. I ran update via nVidia Experience application to make sure. Said PhysX was already the latest version.

I reverted to an earlier point in the campaign. Played through without this issue happening again. Haven't had it happen since. I do have a bunch of addons installed now, but at the time of the original post, I did not have any installed.

May 10 2016, 10:17 AM · Arma 3
pops added a comment to T81006: All vehicles are spawning "sunk" into the ground and are unusable.

I encountered this bug many times now. I'm running no mods however a server where I've seen it many times does allow some mods (sound mods, visual mods). I haven't seen it happen on a pure vanilla server.

May 10 2016, 10:17 AM · Arma 3
Bohemia added a comment to T81006: All vehicles are spawning "sunk" into the ground and are unusable.

I was watching a friend last night. While his game was paused, the wheels of the vehicle he was in sank into the ground up to axle depth. Another vehicle he approached was above ground, but sank into the ground as he approached. Two savegames that did not have the bug were bugged after he restarted Arma, probably because the bugged state was saved when he exited the mission and reloaded when he resumed.

May 10 2016, 10:17 AM · Arma 3
Bohemia added a comment to T81006: All vehicles are spawning "sunk" into the ground and are unusable.

This is famous physx bug, even BI says it will be fixed by game updates, so dear ICEMAn dont tell us this is drivers fault. Blackout STi, i had the same issue and its hone when i switched to Dev version (newest of course)

May 10 2016, 10:17 AM · Arma 3
donmyrmi added a comment to T81006: All vehicles are spawning "sunk" into the ground and are unusable.

same's here..

May 10 2016, 10:17 AM · Arma 3
BlackoutSTi added a comment to T81006: All vehicles are spawning "sunk" into the ground and are unusable.

I cannot get this to behave properly... I am stuck completely because the vehicles in "Bingo Fuel" is stuck/sunk. I started the game with a new profile and did a bunch of missions. Vehicles drove okay. I ran into another bug in "Common Enemy" when regrouping with Miller. He will not move. He is also stuck. *Sigh* I love the game, but it is buggy. Please help me out with this :(

May 10 2016, 10:17 AM · Arma 3
Iceman added a comment to T81006: All vehicles are spawning "sunk" into the ground and are unusable.

Hello,
we are still unable to reproduce the problem. Could you please try to download and install the newest PhysX drivers?
http://www.nvidia.com/object/physx-9.14.0702-driver.html

May 10 2016, 10:17 AM · Arma 3
BlackoutSTi added a comment to T81006: All vehicles are spawning "sunk" into the ground and are unusable.

If I can get past the new issue, I will report back if the vehicles are still stuck during "Bingo Fuel". Hopefully I can get past this new problem to test this one!

May 10 2016, 10:17 AM · Arma 3
BlackoutSTi added a comment to T81006: All vehicles are spawning "sunk" into the ground and are unusable.

I posted a clip of the issue here:
https://www.youtube.com/watch?v=hmRtUXY3-xc

I tested this on a different computer, with different hardware (still nVidiaw/ updated drivers) and all the vehicles did the same thing to me. I used the same saved game and config files (from 'My Documents/Arma 3' - Replaced the entire directory with the one from my computer) and launched the "Bingo Fuel" mission.

Coincidentally, I reverted back to the default 'My Documents/Arma 3' directory, and restarted the campaign. The truck in the beginning worked great. With that said, it worked great on my machine as well (when I first got the game).

May 10 2016, 10:17 AM · Arma 3
BlackoutSTi added a comment to T81006: All vehicles are spawning "sunk" into the ground and are unusable.

Uploaded a .zip of my 'My Documents/Arma 3 directory' in case it helps. Is it possible that one of my config files is messed up?

http://derekfoulk.com/Arma%203.zip

May 10 2016, 10:17 AM · Arma 3
BlackoutSTi added a comment to T81006: All vehicles are spawning "sunk" into the ground and are unusable.

Hi Iceman,

I am not using any mods. The game settings are all default as well.

May 10 2016, 10:17 AM · Arma 3
Iceman added a comment to T81006: All vehicles are spawning "sunk" into the ground and are unusable.

Hello,
are you using any community mods?

May 10 2016, 10:17 AM · Arma 3
BlackoutSTi edited Steps To Reproduce on T81006: All vehicles are spawning "sunk" into the ground and are unusable.
May 10 2016, 10:17 AM · Arma 3
Bohemia updated subscribers of T81006: All vehicles are spawning "sunk" into the ground and are unusable.
May 10 2016, 10:17 AM · Arma 3
Iceman added a comment to T81005: Zubr revolver unable to reload.

Could you please disable all mods and verify your game files?
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
Please try again after that.

May 10 2016, 10:17 AM · Arma 3
Nightmare515 added a comment to T81005: Zubr revolver unable to reload.

Yes, CBA, Blastcore: Pheonex, Dragonfyre, Grace Sway, Mao blood mist, and my own personal mod which should have no effect. I've disabled dragonfyre before and that's how I found it, but it still happens with dragonfyre.

May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T81006: All vehicles are spawning "sunk" into the ground and are unusable: Arma 3.
May 10 2016, 10:17 AM · Arma 3
Nightmare515 added a comment to T81005: Zubr revolver unable to reload.

It seems after further testing it's happening to all weapons after some time firing them. Very strange.

May 10 2016, 10:17 AM · Arma 3
Iceman added a comment to T81005: Zubr revolver unable to reload.

Are you using any community mods?

May 10 2016, 10:17 AM · Arma 3
Nightmare515 edited Steps To Reproduce on T81005: Zubr revolver unable to reload.
May 10 2016, 10:17 AM · Arma 3
Killzone_Kid added a comment to T81004: Display of basic building floor plan and height of floor(s) needed in 2D editor..

3D Editor is already on the way

May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T81005: Zubr revolver unable to reload: Arma 3.
May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T81004: Display of basic building floor plan and height of floor(s) needed in 2D editor.: Arma 3.
May 10 2016, 10:17 AM · Arma 3
GracelessCicada edited Steps To Reproduce on T81004: Display of basic building floor plan and height of floor(s) needed in 2D editor..
May 10 2016, 10:17 AM · Arma 3
GracelessCicada edited Steps To Reproduce on T81003: Display of basic object dimensions needed somewhere in 2D editor.
May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T81003: Display of basic object dimensions needed somewhere in 2D editor: Arma 3.
May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T81002: Addition of a snap-to grid in 2D editor with adjustable cell-size and origin and azimuth: Arma 3.
May 10 2016, 10:17 AM · Arma 3
GracelessCicada edited Steps To Reproduce on T81002: Addition of a snap-to grid in 2D editor with adjustable cell-size and origin and azimuth.
May 10 2016, 10:17 AM · Arma 3
GracelessCicada edited Steps To Reproduce on T81001: Precise object adjustment needed in 2D Editor.
May 10 2016, 10:17 AM · Arma 3
TakeHomeTheCup added a comment to T81000: Option to remove restriction for side ENEMY to use vehicles together.

Why? He wants it as an option. Like a parameter or a variable for servers/missions.

May 10 2016, 10:17 AM · Arma 3
Unknown Object (User) added a comment to T81000: Option to remove restriction for side ENEMY to use vehicles together.

No.

May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T81001: Precise object adjustment needed in 2D Editor: Arma 3.
May 10 2016, 10:17 AM · Arma 3
el76 edited Steps To Reproduce on T81000: Option to remove restriction for side ENEMY to use vehicles together.
May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T81000: Option to remove restriction for side ENEMY to use vehicles together: Arma 3.
May 10 2016, 10:17 AM · Arma 3
TakeHomeTheCup added a comment to T80999: AI of NATO, FIA, CSAT not react on dangerous civilians with weapon! (1-video).

So even though civilians are on a separate side, they act "with" the independent side?

May 10 2016, 10:17 AM · Arma 3
mickeymen added a comment to T80999: AI of NATO, FIA, CSAT not react on dangerous civilians with weapon! (1-video).

@oukej

"To solve this you can set the Independents as friendly to Everybody in the editor in the Intel tab."

Unfortunately, this is not solution of this problem!
The AI should behave adequately always, regardless of the settings in the editor.
If the AI comes under attack, he should always respond!
The AI should not behave like robots.

May 10 2016, 10:17 AM · Arma 3
oukej added a comment to T80999: AI of NATO, FIA, CSAT not react on dangerous civilians with weapon! (1-video).

Thank you for the report!

Civilians are on the same side as Independent and will only become "renegade" (https://community.bistudio.com/wiki/sideEnemy) by killing friendly units (Independent and those that are assigned as friendly to Independent in the Intel tab)

If civilian unit becomes "renegade" (sideEnemy = true), then any other unit in the game will attack.

Civilian unit can't become renegade by shooting at units that are "enemy" to the independent. To solve this you can set the Independents as friendly to Everybody in the editor in the Intel tab.

May 10 2016, 10:17 AM · Arma 3
GrumpyOldMan added a comment to T80999: AI of NATO, FIA, CSAT not react on dangerous civilians with weapon! (1-video).

AAF shooting at civilians needs to be investigated further, do you have a quick reproduction mission to see what exactly is going on?
Might be related to the weird side relation that I've been experiencing in the past:
http://feedback.arma3.com/view.php?id=20036

You're right about the reaction to armed civilians, soldiers should react in a proper way, but as stated before, the game works in a way that the civilian side would always be the "no threat" side, you shouldn't take the meaning of "civilian" literally.

The civilians in A3 also run a different danger.FSM and won't act in a proper way either when being engaged, they will just try to flee or hide instead of trying to fight back.

If you want a proper reaction to armed "civilians" just add them to a side other than civilian.

May 10 2016, 10:17 AM · Arma 3
mickeymen updated subscribers of T80999: AI of NATO, FIA, CSAT not react on dangerous civilians with weapon! (1-video).

@Grumpy Old Man

"The sides in this game were never meant to take armed civilians into account."

Then why AAF shoots in the civilians!?

"As to your point that AI should see armed civilians as a thread I'd like to note that there are some countries where it's normal for civilians to be armed in public (Pakistan as a non US example)"
My friend, events in the Arma3 are far from Pakistan.

Events of Arma3 does not happen in Pakistan, note this) I think in Europe it's quite the opposite. Yes, maybe soldiers should not respond on civilian with a weapon in hand, but if this civilians attacked the soldiers, then should be an adequate response!
In the game the AI shoots even in the Union soldier if this soldier shoots allies!!!
So why is this same soldier must not shoot at civilians who opened fire on the Union troops!? What we have today in the game looks stupid.
Measures should be adequate!

  • PS: This issue is not possible to create a mission with the participation of armed civilians.
May 10 2016, 10:17 AM · Arma 3
mickeymen added a comment to T80999: AI of NATO, FIA, CSAT not react on dangerous civilians with weapon! (1-video).

"do you have a quick reproduction mission to see what exactly is going on?"

Added video example. There is no need to create a repro mission.
Try to repeat what you see in the video example. This quickly.
Any faction (exclude AAF) will not respond to the attack!

May 10 2016, 10:17 AM · Arma 3
TakeHomeTheCup added a comment to T80999: AI of NATO, FIA, CSAT not react on dangerous civilians with weapon! (1-video).

This would get out of hand if they did shoot at civilians who are armed/shoot at them. They would probably switch to a side that is an enemy side to the person they shot which would make the civilian allied to that side...

May 10 2016, 10:17 AM · Arma 3
GrumpyOldMan added a comment to T80999: AI of NATO, FIA, CSAT not react on dangerous civilians with weapon! (1-video).

The sides in this game were never meant to take armed civilians into account.
In the past iterations armed civilian units were always under either west, east or resistance sides.

Mission makers need to take that into account when making missions with armed civilians (if you absolutely need a fourth hostile side that is).

As to your point that AI should see armed civilians as a thread I'd like to note that there are some countries where it's normal for civilians to be armed in public (Pakistan as a non US example).

May 10 2016, 10:17 AM · Arma 3
Iceman added a comment to T80998: Keep getting error messages on Stable branch.

Nice to see that.

May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T80999: AI of NATO, FIA, CSAT not react on dangerous civilians with weapon! (1-video): Arma 3.
May 10 2016, 10:17 AM · Arma 3
mickeymen edited Steps To Reproduce on T80999: AI of NATO, FIA, CSAT not react on dangerous civilians with weapon! (1-video).
May 10 2016, 10:17 AM · Arma 3
Iceman added a comment to T80998: Keep getting error messages on Stable branch.

Hello,
are you using any mods?
If so, please disable them all and verify your game data
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335

May 10 2016, 10:17 AM · Arma 3
Bohemia added a comment to T80998: Keep getting error messages on Stable branch.

@Iceman - thanks, mate! Worked like a charm!

May 10 2016, 10:17 AM · Arma 3
Bohemia added a comment to T80998: Keep getting error messages on Stable branch.

Thank you, Iceman - I'll do that! :) Not running any mods though.

May 10 2016, 10:17 AM · Arma 3
Bohemia edited Steps To Reproduce on T80998: Keep getting error messages on Stable branch.
May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T80998: Keep getting error messages on Stable branch: Arma 3.
May 10 2016, 10:17 AM · Arma 3
Scorch_052 added a comment to T80997: Implement hiddenSelections functionality in cfgWeapons.

to be more precise, implement hiddenselections functionality in cfgWeapons

May 10 2016, 10:17 AM · Arma 3
dedmen added a comment to T80997: Implement hiddenSelections functionality in cfgWeapons.

Hidden Selections are already implemented for Weapons.. But its not possible to change them via scripting commands because one can only get the name of the Primary Weapon not the object itself...
Thats importent for people doing Retextures because if something doesnt fit they would have to restart their arma or reload their mission to change the texture.

May 10 2016, 10:17 AM · Arma 3
TROPtastic added a comment to T80997: Implement hiddenSelections functionality in cfgWeapons.

It would be cool to see this functionality used to make functional ammo displays on guns, like the Eridanus Insurrection (Halo-universe mod) is hoping to do.

May 10 2016, 10:17 AM · Arma 3
Bohemia updated subscribers of T80997: Implement hiddenSelections functionality in cfgWeapons.
May 10 2016, 10:17 AM · Arma 3
Bohemia added a project to T80997: Implement hiddenSelections functionality in cfgWeapons: Arma 3.
May 10 2016, 10:17 AM · Arma 3
spacenavy90 edited Steps To Reproduce on T80997: Implement hiddenSelections functionality in cfgWeapons.
May 10 2016, 10:17 AM · Arma 3
msy edited Steps To Reproduce on T80996: AI is still "afraid" of moving in buildings and regardless of walls.
May 10 2016, 10:17 AM · Arma 3
Necromancer added a comment to T80995: Cannot unbind 'surrender' from Right_CTRL + End.

I did use mods when this first happened, but to test it without any mods i went into the Arma 3 Launcher and unchecked all mods, then started the campaign.

Here is a short video:
http://bestplay.tv/video/54d9ee0a17cc2/arma-iii/surrender

Also found this short discussion
http://steamcommunity.com/app/107410/discussions/0/43099721518786396/

I'm not sure how to check in-game what mods are loaded or show game version (up-to-date in steam).

May 10 2016, 10:17 AM · Arma 3