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May 10 2016

amooei added a comment to T81067: leader can't access his units inventory when they are in a vehicle.

still not fixed in 1.40 update.

May 10 2016, 10:19 AM · Arma 3
amooei added a comment to T81067: leader can't access his units inventory when they are in a vehicle.

still not fixed in 1.42 update.

May 10 2016, 10:19 AM · Arma 3
amooei edited Steps To Reproduce on T81067: leader can't access his units inventory when they are in a vehicle.
May 10 2016, 10:19 AM · Arma 3
amooei added a comment to T81066: game crash sometimes.

Arma 3(3) uploaded.

May 10 2016, 10:19 AM · Arma 3
Bohemia added a project to T81067: leader can't access his units inventory when they are in a vehicle: Arma 3.
May 10 2016, 10:19 AM · Arma 3
amooei added a comment to T81066: game crash sometimes.

New Arma 3(2).rar uploaded.

May 10 2016, 10:19 AM · Arma 3
Iceman added a comment to T81066: game crash sometimes.

Hello,
thank you for the report. Sadly, there is no valuable data in the crashdumps. Could you please try to upload more of them from the current Stable version? Thank you very much.

May 10 2016, 10:19 AM · Arma 3
KetsuCorp edited Steps To Reproduce on T81065: Issue regarding CfgGlasses and water hiding them (forced to use NVG).
May 10 2016, 10:19 AM · Arma 3
Bohemia added a project to T81066: game crash sometimes: Arma 3.
May 10 2016, 10:19 AM · Arma 3
amooei edited Steps To Reproduce on T81066: game crash sometimes.
May 10 2016, 10:19 AM · Arma 3
SnakePlissken added a comment to T81064: Being able to use binoculars on vehicles, also as driver..

Good thinking!

+1

May 10 2016, 10:19 AM · Arma 3
Killzone_Kid added a comment to T81064: Being able to use binoculars on vehicles, also as driver..

you can use binocs in ffv positions in helis. as for being able to use on quads +1

May 10 2016, 10:19 AM · Arma 3
Bohemia added a project to T81065: Issue regarding CfgGlasses and water hiding them (forced to use NVG): Arma 3.
May 10 2016, 10:19 AM · Arma 3
Zirfly added a comment to T81064: Being able to use binoculars on vehicles, also as driver..

+ 1

May 10 2016, 10:19 AM · Arma 3
Eugune added a comment to T81064: Being able to use binoculars on vehicles, also as driver..

Up vote.

May 10 2016, 10:19 AM · Arma 3
Shields added a comment to T81064: Being able to use binoculars on vehicles, also as driver..

@EricTViking exactly! Upvoted.

May 10 2016, 10:19 AM · Arma 3
EricTViking added a comment to T81064: Being able to use binoculars on vehicles, also as driver..

This would be handy in the helos too.

May 10 2016, 10:19 AM · Arma 3
otreblA_SNAKE_ITA edited Steps To Reproduce on T81064: Being able to use binoculars on vehicles, also as driver..
May 10 2016, 10:19 AM · Arma 3
Fireball added a comment to T81063: Steam In-game Overlay are locking in keyboard controls.

Please specify if this still happens.

I heard of the issue alike the Alt-Tab problem, where keys are stuck after going to Steam Overlay and back in the game, but they can be released by pressing the key(s) again, not that they were permanently unresponsive.

May 10 2016, 10:19 AM · Arma 3
Bohemia added a project to T81064: Being able to use binoculars on vehicles, also as driver.: Arma 3.
May 10 2016, 10:19 AM · Arma 3
Fireball added a comment to T81063: Steam In-game Overlay are locking in keyboard controls.

I took the liberty to modify the ticket to include the Alt-Tab issue.

EDIT: Reverted; the originally described issue is not reproducible to me.

May 10 2016, 10:19 AM · Arma 3
Koala added a comment to T81063: Steam In-game Overlay are locking in keyboard controls.

@Zectbumo: Just change the key for the overlay (f.e. Home or End). That will resolve the alt-tab problem.

May 10 2016, 10:19 AM · Arma 3
mbamg added a comment to T81063: Steam In-game Overlay are locking in keyboard controls.

Just happened to me. So I'm playing Domination on -SAS- server and fly a UAV from the MHQ. When it gets shot down, I lose control of a lot of keys, such as directional, escape menu, inventory, stances, lookaround (alt), but I can still talk and use team key (u).

Opening and closing the Steam Overlay does not remedy the problem. The only way to end it is to restart the game.

This was a common problem in ArmA II, and I'm surprised that this has reappeared in ArmA III. Perhaps the bug is in the game mode.

May 10 2016, 10:19 AM · Arma 3
Zectbumo added a comment to T81063: Steam In-game Overlay are locking in keyboard controls.

I have something similar happen. If I alt-tab out and then back into the game then the first time I hit shift the overlay pops up and I lose control of the game until I shift+tab to remove the steam overlay.

May 10 2016, 10:19 AM · Arma 3
Bohemia updated subscribers of T81063: Steam In-game Overlay are locking in keyboard controls.
May 10 2016, 10:19 AM · Arma 3
Bohemia added a project to T81063: Steam In-game Overlay are locking in keyboard controls: Arma 3.
May 10 2016, 10:19 AM · Arma 3
Bohemia updated subscribers of T81062: Not possible to set/access namedPipe.
May 10 2016, 10:19 AM · Arma 3
Jagblade edited Steps To Reproduce on T81063: Steam In-game Overlay are locking in keyboard controls.
May 10 2016, 10:19 AM · Arma 3
Bohemia added a project to T81062: Not possible to set/access namedPipe: Arma 3.
May 10 2016, 10:19 AM · Arma 3
NeoArmageddon edited Steps To Reproduce on T81062: Not possible to set/access namedPipe.
May 10 2016, 10:19 AM · Arma 3
camobear edited Steps To Reproduce on T81061: The GMB lynx has zeroing issues.
May 10 2016, 10:19 AM · Arma 3
Bohemia added a project to T81061: The GMB lynx has zeroing issues: Arma 3.
May 10 2016, 10:19 AM · Arma 3
ErikTrak added a comment to T81060: Zamak middle tyre has wrong destroyed model state.

This problem still exits however the changelog of 1.40 update shows it get fixed:

•Fixed: Zamak tires deflate correctly when destroyed

May 10 2016, 10:19 AM · Arma 3
ErikTrak edited Steps To Reproduce on T81060: Zamak middle tyre has wrong destroyed model state.
May 10 2016, 10:19 AM · Arma 3
Bohemia added a project to T81060: Zamak middle tyre has wrong destroyed model state: Arma 3.
May 10 2016, 10:19 AM · Arma 3
ErikTrak added a comment to T81059: Truck steering wheel incorrect position.

With 1.46 the same problem appeared again. I guess its not a bug but a feature from now.

May 10 2016, 10:19 AM · Arma 3
StJimmy added a comment to T81059: Truck steering wheel incorrect position.

Lol maybe the hands were clipping through the wheel inner supports when it was right way so quick fix was to turn it upside down :D

May 10 2016, 10:19 AM · Arma 3
Bohemia added a project to T81059: Truck steering wheel incorrect position: Arma 3.
May 10 2016, 10:19 AM · Arma 3
ErikTrak edited Steps To Reproduce on T81059: Truck steering wheel incorrect position.
May 10 2016, 10:19 AM · Arma 3
Bohemia edited Steps To Reproduce on T81058: 1 Member in Group always 'Slips' from his Parachute!.
May 10 2016, 10:19 AM · Arma 3
Bohemia updated subscribers of T81057: diag_log executes and performs write IO within render thread causing simulation/render blocking.
May 10 2016, 10:19 AM · Arma 3
Bohemia added a project to T81058: 1 Member in Group always 'Slips' from his Parachute!: Arma 3.
May 10 2016, 10:19 AM · Arma 3
millhauz added a comment to T81056: AI initial synchronization causes FPS "Stutter" on all clients as large initial spawn packet is deserialized.

Please provide more specific repro on this issue. Im unable to reproduce it.

May 10 2016, 10:19 AM · Arma 3
Bohemia added a project to T81057: diag_log executes and performs write IO within render thread causing simulation/render blocking: Arma 3.
May 10 2016, 10:19 AM · Arma 3
jaynus edited Steps To Reproduce on T81057: diag_log executes and performs write IO within render thread causing simulation/render blocking.
May 10 2016, 10:19 AM · Arma 3
jaynus added a comment to T81056: AI initial synchronization causes FPS "Stutter" on all clients as large initial spawn packet is deserialized.

Run the below provided code with more than 15 clients connected to a dedicated server:

if(isServer) then {
repro001_delay = diag_tickTime + 10;

repro001_function = {

		if(diag_tickTime > repro001_delay) then {
			_group1 = createGroup west;
			"B_APC_Wheeled_01_cannon_F" createUnit [[0,0,0], _group1, ""];
			[repro001_handle, "onEachFrame"] call BIS_fnc_removeStackedEventHandler;
		};

};

repro001_handle = ["repro001", "onEachFrame", repro001_function] call BIS_fnc_addStackedEventHandler;
};

May 10 2016, 10:19 AM · Arma 3
Bohemia updated subscribers of T81056: AI initial synchronization causes FPS "Stutter" on all clients as large initial spawn packet is deserialized.
May 10 2016, 10:19 AM · Arma 3
jaynus edited Steps To Reproduce on T81055: AI Simulation updates on MP force client FPS loss on all clients due to network traffic.
May 10 2016, 10:19 AM · Arma 3
Iceman added a comment to T81055: AI Simulation updates on MP force client FPS loss on all clients due to network traffic.

Hello,
could you please check this on 1.40 version? Let me know how it behaves, please. Thank you very much.

May 10 2016, 10:19 AM · Arma 3
Bohemia updated subscribers of T81055: AI Simulation updates on MP force client FPS loss on all clients due to network traffic.
May 10 2016, 10:19 AM · Arma 3
Bohemia added a project to T81056: AI initial synchronization causes FPS "Stutter" on all clients as large initial spawn packet is deserialized: Arma 3.
May 10 2016, 10:19 AM · Arma 3
jaynus edited Steps To Reproduce on T81056: AI initial synchronization causes FPS "Stutter" on all clients as large initial spawn packet is deserialized.
May 10 2016, 10:19 AM · Arma 3
jaynus edited Steps To Reproduce on T81054: Network traffic deserialization causes poor MP client FPS performance.
May 10 2016, 10:19 AM · Arma 3
Bohemia added a project to T81055: AI Simulation updates on MP force client FPS loss on all clients due to network traffic: Arma 3.
May 10 2016, 10:19 AM · Arma 3
Bohemia updated subscribers of T81054: Network traffic deserialization causes poor MP client FPS performance.
May 10 2016, 10:19 AM · Arma 3
Bohemia added a project to T81054: Network traffic deserialization causes poor MP client FPS performance: Arma 3.
May 10 2016, 10:19 AM · Arma 3
jaynus added a comment to T81053: publicVariableClient propagates to all clients, thus not having expected behavior.

No repro on latest dev.

May 10 2016, 10:19 AM · Arma 3
Fireball added a comment to T81053: publicVariableClient propagates to all clients, thus not having expected behavior.

Will mark it fixed (probably by overall code improvements) for now. Please follow up, if it needs to be re-opened.

May 10 2016, 10:19 AM · Arma 3
zx64 added a comment to T81053: publicVariableClient propagates to all clients, thus not having expected behavior.

Tried to make a repro (attached with OA and A3 versions) but I can't seem to reproduce the issue even in OA 1.63.

You can observe when the test switches from using publicVariable to the more specialised versions with the network tab in resource monitor: http://i.gyazo.com/73f19b35e340902863a93e1c03da3270.png (orange line is filtering for my Arma client)

May 10 2016, 10:19 AM · Arma 3
hladas added a comment to T81053: publicVariableClient propagates to all clients, thus not having expected behavior.

Unable to reproduce.

  1. How did you get target ID?
  2. It is send to all clients only if ID is 0.

jaynus: the details you gave to Dwarden - it was from client, not server

May 10 2016, 10:19 AM · Arma 3
Nou added a comment to T81053: publicVariableClient propagates to all clients, thus not having expected behavior.

Even if this is not reproducible in this test, this is how the code performs. Please look at the code and see if it is doing what is described.

May 10 2016, 10:19 AM · Arma 3
Bohemia added a comment to T81053: publicVariableClient propagates to all clients, thus not having expected behavior.

Maybe this is due to the fact that if you use publicVariableClient (on the Server), the Server has to send the BIG public variable to the client.

In this case is the Server that is suffering band problems and propagating these to all clients connected...

May 10 2016, 10:19 AM · Arma 3
millhauz added a comment to T81053: publicVariableClient propagates to all clients, thus not having expected behavior.

It is not working on the current attached test mission. Please provide 100% steps to reproduce and correct test mission. Thank you

May 10 2016, 10:18 AM · Arma 3
Bohemia updated subscribers of T81053: publicVariableClient propagates to all clients, thus not having expected behavior.
May 10 2016, 10:18 AM · Arma 3
commy2 added a comment to T81052: Invisible weapons in first person.

The uniforms model ("\A3\Characters_F_EPC\Civil\c_nikos_aged.p3d") has no pistol proxy in it's View Pilot-LOD.

The uniform "U_NikosAgedBody" can not be found in the Virtual Arsenal, because it's a protected class (scope = 1). However, the unit "C_Nikos_aged" can be set using the editor.

Repro Steps:

  1. place the following unit:

Faction: Civilians
Class: Men (Story)
Unit: Nikos (Formal)

  1. put this in the units init box:

this addWeapon "hgun_ACPC2_F"

  1. start mission
May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81053: publicVariableClient propagates to all clients, thus not having expected behavior: Arma 3.
May 10 2016, 10:18 AM · Arma 3
jaynus edited Steps To Reproduce on T81053: publicVariableClient propagates to all clients, thus not having expected behavior.
May 10 2016, 10:18 AM · Arma 3
Phantom added a comment to T81052: Invisible weapons in first person.

This happened in my mission I was working on as well which isn't Altis life. I tested this in the editor as well (maybe OP should've been more descriptive) but this seems to be affected to all handgun items. All handguns who uses U_NikosAgedBody will be invisible.

May 10 2016, 10:18 AM · Arma 3
Koala added a comment to T81052: Invisible weapons in first person.

Have you tried to reproduce that issue in the ARMA3 Virtual Arsenal?

I am asking, because Altis Life is not an official multiplayer mode from Bohemia Interactive.

Next thing: I can't find those "Business Casual" clothes in the Virtual Arsenal.

Please take your time, try to reproduce the issue (not in Altis Life) and post some pictures in your ticket.

If you can't reproduce the problem, it might be an issue with Altis Life.

May 10 2016, 10:18 AM · Arma 3
Phantom added a comment to T81052: Invisible weapons in first person.

So that's what causes some invisible weapon bugs :o

May 10 2016, 10:18 AM · Arma 3
njschildge edited Steps To Reproduce on T81052: Invisible weapons in first person.
May 10 2016, 10:18 AM · Arma 3
Killzone_Kid added a comment to T81051: Make Ctrl + R (Reload) cycle between different magazine types like Ctrl + G cycles through different grenade types.

In case with grenadier, this should change underbarrel grenade type, when grenade launcher is selected

May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81052: Invisible weapons in first person: Arma 3.
May 10 2016, 10:18 AM · Arma 3
Bohemia updated subscribers of T81051: Make Ctrl + R (Reload) cycle between different magazine types like Ctrl + G cycles through different grenade types.
May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81051: Make Ctrl + R (Reload) cycle between different magazine types like Ctrl + G cycles through different grenade types: Arma 3.
May 10 2016, 10:18 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T81051: Make Ctrl + R (Reload) cycle between different magazine types like Ctrl + G cycles through different grenade types.
May 10 2016, 10:18 AM · Arma 3
SomeSangheili edited Steps To Reproduce on T81050: Zodiacs/assault boats are too loud.
May 10 2016, 10:18 AM · Arma 3
Bohemia edited Steps To Reproduce on T81049: Object Textures for Heli DLC in Arma 3 Tools.
May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81050: Zodiacs/assault boats are too loud: Arma 3.
May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81048: Unable to throw grenades while using binoculars: Arma 3.
May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81049: Object Textures for Heli DLC in Arma 3 Tools: Arma 3.
May 10 2016, 10:18 AM · Arma 3
CHKilroy edited Steps To Reproduce on T81048: Unable to throw grenades while using binoculars.
May 10 2016, 10:18 AM · Arma 3
CHKilroy added a comment to T81046: Unable to enter sights while walking.

I didn't see a red "key conflict" notifier thing, but it looks like LCTRL+RMB defaults to Optic Mode, and removing that bind fixed this issue.

May 10 2016, 10:18 AM · Arma 3
CHKilroy edited Steps To Reproduce on T81047: Unable to use micro-stances with binoculars.
May 10 2016, 10:18 AM · Arma 3
Sniperwolf572 added a comment to T81046: Unable to enter sights while walking.

LCTRL is the only modifier which can be used in combination with the mouse buttons in the key mapping menu.

I'm going to take a wild guess and say that you have something bound to LCTRL+RMB?

In this case, LCTRL + RMB combo executes and takes precendence over RMB by itself, and that's where the conflict comes into play, which kinda makes sense.

May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81047: Unable to use micro-stances with binoculars: Arma 3.
May 10 2016, 10:18 AM · Arma 3
CHKilroy added a comment to T81046: Unable to enter sights while walking.

No mods. My "Walk or run toggle" is LCTRL and sights RMB. Might the issue lie somewhere in that specific combination?

May 10 2016, 10:18 AM · Arma 3
Sniperwolf572 added a comment to T81046: Unable to enter sights while walking.

I am unable to reproduce this.

I have my "Walk or run temporary" bound to Left Shift and my sights on the RMB. (https://www.youtube.com/watch?v=qjF6M0Fd0i0)

Any mods that could be intercepting the keybinds or maybe it's just a specific key combination which you are using that is making this happen?

May 10 2016, 10:18 AM · Arma 3
CHKilroy edited Steps To Reproduce on T81046: Unable to enter sights while walking.
May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81046: Unable to enter sights while walking: Arma 3.
May 10 2016, 10:18 AM · Arma 3
Zectbumo edited Steps To Reproduce on T81044: Intro is selected by default in streamlined layout even though not editing intro.
May 10 2016, 10:18 AM · Arma 3
_BARNS_ edited Steps To Reproduce on T81045: gun position after switch to pistol should be changed.
May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81045: gun position after switch to pistol should be changed: Arma 3.
May 10 2016, 10:18 AM · Arma 3
USteppin edited Steps To Reproduce on T81043: PhysX3_x86.dll random crash.
May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81044: Intro is selected by default in streamlined layout even though not editing intro: Arma 3.
May 10 2016, 10:18 AM · Arma 3
mickeymen added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

"There would be great, but i would add other behavior type named "Escape" or something"

Hi @TutSi ;) I think it's not the best idea, because the commander can't give orders to their subordinates. "Escape" - cannot be as order. This is a consequence of the cowardice of the soldier, who tries saves his life, not more.
Still I think the best option for AI will command and waypoint with the name -"BREAKTHROUGH". Such an order to subordinates will is more adequate.

May 10 2016, 10:18 AM · Arma 3
Bohemia added a project to T81043: PhysX3_x86.dll random crash: Arma 3.
May 10 2016, 10:18 AM · Arma 3
zeven added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

_unit disableAI "FSM";
_unit disableAI "AUTOTARGET";

Will make the unit follow the waypoint even when taking fire. He wont stop but he might use some smoke in an attempt to stay alive.

May 10 2016, 10:18 AM · Arma 3
TutSi added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

Now tell me genius how i can enter this on campaign mission? Why i must enter some script commands like that, when this is clearly bug? How i can enter this?! THIS NEED FIX!!!!!

May 10 2016, 10:18 AM · Arma 3
TutSi added a comment to T81042: Required new command/waypoint type "BREAKTHROUGH", for AI movement..

I know it would help greatly, to set something that our teammates would ignore enemy and just escape after the commander. There would be great, but i would add other behavior type named "Escape" or something..... Only then they could ignore all and follow commander.

May 10 2016, 10:18 AM · Arma 3