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
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
Related to of http://feedback.arma3.com/view.php?id=21343 (assigned)
and http://feedback.arma3.com/view.php?id=22551
But! It's always ATRQ goes damage. And only on Taru chopper!
Can you fix it?
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.
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! :)
I mean second inventory in vehicle for special loot. For example to load ammo box, mortar (not disassembled), squadbike or kart into vehicle.
Please, make a more correct and clear report. This one looks almost useless (also because actually you can transport stuff with vehicles)
This issue has been FIXED with today's Dev branch update.
Many Thanks :)
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
Upvoted.
HC still needs a lot of work to make it fully automated which is where it should be
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
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).
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!?
In real life people will do only one action!
This is equivalent to a single button in the game.
Would be usefull for single-use launchers. +1
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/
Hello,
this has been fixed on Steam Dev.
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.
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.
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.
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)
same's here..
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 :(
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
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!
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).
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?
Hi Iceman,
I am not using any mods. The game settings are all default as well.
Hello,
are you using any community mods?
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.
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.
It seems after further testing it's happening to all weapons after some time firing them. Very strange.
Are you using any community mods?
3D Editor is already on the way
Why? He wants it as an option. Like a parameter or a variable for servers/missions.
No.
So even though civilians are on a separate side, they act "with" the independent side?
"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.
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.
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.
@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!
"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!
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...
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).
Nice to see that.
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
@Iceman - thanks, mate! Worked like a charm!
Thank you, Iceman - I'll do that! :) Not running any mods though.
to be more precise, 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.
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.
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).