you can already disable 3rd person view in difficulty settings on server
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May 10 2016
[sorry, I know it's not for discussion]
People like 3rd person because of this exploit, nothing else. If someone wants play without wall peaking, then he/she will join to a 1st person server. The bigger "fov" and arguments like that are just trying to justify seeing over walls.
Distributing any resource to fix this "problem" would be a bad idea and a waste of time and energy IMO, but I'm no dev... so...
Anyways, there's a mod for a custom 3rd person camera.
It would be great to have advanced options for server settings, since I am sure there are alot of people who like to use vehicles with 3rd-person.
-Maybe a limited 3rd-person for infantry as option? Like a camera over the shoulder or so.
I do even catch myself using this exploit, what I think is kind of unfair for my enemies.
Yes but that still leaves wall peeking to an extensive problem in the vast majority of servers.
This is a way to improve and thus fix any of the problems of third person view without having to resort to outright removing it.
yeah I guess its not a complete waste of money, and I was going to update the computer eventually. Any thoughts on what spefically i need to upgrade? im running 2002 windows xp
OK thanks very much I thought it might be, could you possibly explain what I need precisely e.g more memory,updated windows or a new graphics card..?
The good news is you can always try again after you upgraded your PC
Unfortunatelly, you do not meet the minimal system requirements to play the game. Your system (Windows XP) is not supported. Please consider updating your system. To check the official system requirements, please visit this page:
http://arma3.com/buy#requirements
Resolving the ticket as no bug.
Hello,
Thank you for reporting the issue.
We need crash dump files from this folder to analyze your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package, please?
Archive smaller than 5000 KB can be attached directly to the ticket. For bigger archives, please use some free sharing service and post link here.
How to find correct crashdump file:
Try to make the crash happen
Look into crashdump folder
Upload crashdump with latest date in name (crashdump is rpt + bidmp + mdmp file with same name). Please try to provide as many crashdumps as possible, it helps us investigating the problem in a big way.
Thank you.
"there could be cases where you might wanna change the amount of bullets in an already existing mag."
see
"For this you need to know exact id of the magazine and AFAIK this is WIP in Arma 3, so not really usable.
"
You can change ammo in loaded mag, since you can id as the mag loaded into weapon.
"To clearify, by "spawn" I mean createVehicle ["someMag", ...]."
It will still need to create weaponholder, so might just do it yourself.
To update this a bit:
ArmA 3 allows to <b><i>addMagazine</i></b> with a custom number of rounds, so this could be used as a workaround for <b><i>setMagazineAmmo</i></b>.
The ArmA 3 command <b><i>magazinesAmmo</i></b> returns all rounds for all magazines on a vehicle, grouped by class name. But it doesn't say anything about a single mag, like <b><i>magazineAmmo</i></b> does in DayZ.
"_rounds = magazineAmmo magazine"
What is magazine param? Object? Then you can forget about it as Arma 3 has no such mechanics yet. String classname? Then how do you expect engine to understand which magazine you want ammo for if player has several mags with the same classname?
"AFAIK" ;-)
To clearify, by "spawn" I mean <i>createVehicle ["someMag", ...]</i>.
Can you perform the same thing with the GroundWeaponHolder as with an ammo box? If so, my question would be, why they had to create a special command for DayZ. Plus, there could be cases where you might wanna change the amount of bullets in an already existing mag.
"because AFAIK you can currently only spawn full mags."
You sure about that?
It's supposed to be used on magazine object - e.g. mags laying on the ground - not for mags in the inventory. In the mentioned script it's used to minimize the amount of usable rounds in a mag when it's thrown into a fire (backed by some random popping sound when a bullet explodes by the heat).
In Arma 3, I'd consider this useful for instance to spawn mags with a custom amount of rounds, because AFAIK you can currently only spawn full mags.
the reason I asked was because how you're supposed to know to which magazine to add ammo? For this you need to know exact id of the magazine and AFAIK this is WIP in Arma 3, so not really usable.
It is a DayZ command, but there are no links to a wiki or so. All the commands I posted here, I found looking at the DayZ source code. You can find it e.g. in
modules_dayz.pbo\scripts\event\event_ammo.sqf
"magazine setMagazineAmmo number"
Is this Dayz command? do you have a link?
Command "allPlayers" has just been added for the dev branch:
confirmed
in Kuma for example:
hint str (allTurrets vehicle player); []
hint str (allTurrets [vehicle player, false]); []
hint str (allTurrets [vehicle player, true]); [[0],[0,0]]
human turrets listed as main turrets
Close this one as it is a copy of http://feedback.arma3.com/view.php?id=22723
Sorry!
I Believe that the matrix has been fixed in the current stable and this is no longer an issue. Thanks for your efforts! This ticket can be closed.
We were using RHS, and the tank was also from RHS.
Hello,
this error should be fixed already on the Dev Branch. However, did it happen to you with no mods enabled?
So,now there was a new crah which included (rpt,mdmp and bidmp). I am hopefully you can help me. Thank you
Hello,
is it possible for you to upload the complete crashdumps (rpt + bidmp + mdmp with the same name)? Thank you.
ok, the mdmp isn't included in the config-folder
'L' Key toggles light/laser on/off on weapon
'CTRL' +'L' keys toggle light on/off on helmet
'Shift' + 'L' keys toggle light on vest
'Windows' + 'L' toggle light on watch
'I have run out of function keys' + 'L' toggles light on glasses
Maybe CTRL+SHIFT+L or ALT+L
Extra info: Attaching a muzzle attachment like a silencer and removing it again will cause the right muzzle flash to pop up.
Hello,
Thank you for reporting the issue.
We need crash dump files from this folder to analyze your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package, please?
Archive smaller than 5000 KB can be attached directly to the ticket. For bigger archives, please use some free sharing service and post link here.
How to find correct crashdump file:
Try to make the crash happen
Look into crashdump folder
Upload crashdump with latest date in name (crashdump is rpt + bidmp + mdmp file with same name). Please try to provide as many crashdumps as possible, it helps us investigating the problem in a big way.
Thank you.
NPClient.dll crashing exactly
Hello, are you using any community mods? The situation you describe should not happen with default data, because the fatigue has been tweaked to minimum for the Tipping Point run.
no mods. I need to play more to confirm this but I feel like this bug occurs only at certain points in the campaign. For example, I had a save point where I could sprint normally, but when I arrived into a town (part of the same mission) I could no longer sprint.
Firing at a whatever car (from hatchback to HEMTT) with common BlueFor guns will lead to damage = 0 until the car is destroyed (damage = 1). No progressiveness except for minimum 7.62 cal (Zaphir) on a hatchback. This case is slightly responsive for damage count.
The results for damage status (between 0 and 1) are something like this:
- quads react (means !=0) for 6.5 cal (good news), but not hatchbacks! (shifting from 0 to 1 when exploding);
_ offroads keep damage at 0 with a 7.62. but are quickly destroyed. Hatchbacks take progressive damage (until about 0.2 then shift to 1) but seem to be more difficult to explode than offroads!
Take a .50 HMG and fire at Hunter or whatever military car IFRIT STRIDER HEMTT! There is no damage status else than 0 until you explode it.
Deep silence about this post.
In fact, as far as cars are concerned, all works as if fire geometry is insensitive to primary weapons/ HMG projectiles.
Upvoted mate :)
Hope they review it now
it's not available yet in 1.48 update.
Please enable this simple useful feature, thanks.
still not fixed in 1.44 update.