still not fixed in 1.40 update.
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Arma 3 Activity
May 10 2016
still not fixed in 1.42 update.
Arma 3(3) uploaded.
New Arma 3(2).rar uploaded.
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.
Good thinking!
+1
you can use binocs in ffv positions in helis. as for being able to use on quads +1
+ 1
Up vote.
@EricTViking exactly! Upvoted.
This would be handy in the helos too.
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.
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.
@Zectbumo: Just change the key for the overlay (f.e. Home or End). That will resolve the alt-tab problem.
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.
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.
This problem still exits however the changelog of 1.40 update shows it get fixed:
•Fixed: Zamak tires deflate correctly when destroyed
With 1.46 the same problem appeared again. I guess its not a bug but a feature from now.
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
Please provide more specific repro on this issue. Im unable to reproduce it.
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;
};
Hello,
could you please check this on 1.40 version? Let me know how it behaves, please. Thank you very much.
No repro on latest dev.
Will mark it fixed (probably by overall code improvements) for now. Please follow up, if it needs to be re-opened.
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)
Unable to reproduce.
- How did you get target ID?
- It is send to all clients only if ID is 0.
jaynus: the details you gave to Dwarden - it was from client, not server
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.
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...
It is not working on the current attached test mission. Please provide 100% steps to reproduce and correct test mission. Thank you
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:
- place the following unit:
Faction: Civilians
Class: Men (Story)
Unit: Nikos (Formal)
- put this in the units init box:
this addWeapon "hgun_ACPC2_F"
- start mission
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.
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.
So that's what causes some invisible weapon bugs :o
In case with grenadier, this should change underbarrel grenade type, when grenade launcher is selected
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.
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.
No mods. My "Walk or run toggle" is LCTRL and sights RMB. Might the issue lie somewhere in that specific combination?
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?
"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.
_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.
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!!!!!
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.