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May 10 2016

FrankDaTank1218 added a comment to T84205: Recent DEV branch broke Battleye for me.

UPDATE: Fixed itself. Must've have just been intermittent Battleye server issues.

May 10 2016, 12:00 PM · Arma 3
Bohemia added a project to T84206: Configured init statements of class is only executed for players.: Arma 3.
May 10 2016, 12:00 PM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T84205: Recent DEV branch broke Battleye for me.
May 10 2016, 12:00 PM · Arma 3
Bohemia added a project to T84205: Recent DEV branch broke Battleye for me: Arma 3.
May 10 2016, 12:00 PM · Arma 3
JasperRab set Category to category:virtualarsenal on T84204: Add Classname to Virtual Arsenal.
May 10 2016, 12:00 PM · Arma 3
Bohemia added a project to T84204: Add Classname to Virtual Arsenal: Arma 3.
May 10 2016, 12:00 PM · Arma 3
Bohemia added a project to T84203: Syncronization lines cannot be deleted on Map view if they are completely inside a trigger: Arma 3.
May 10 2016, 12:00 PM · Arma 3
Alwarren set Category to category:edeneditor on T84203: Syncronization lines cannot be deleted on Map view if they are completely inside a trigger.
May 10 2016, 12:00 PM · Arma 3
Koala added a comment to T84202: Sound issue - sound attenuation on scaffolding.

Great, I thought, you will never take notice of my ticket and that sound issue.

May 10 2016, 12:00 PM · Arma 3
Grichard added a comment to T84202: Sound issue - sound attenuation on scaffolding.

Already working on it ;) Will be fixed in game soon. I will let you know once it will be done.

May 10 2016, 12:00 PM · Arma 3
Koala edited Steps To Reproduce on T84202: Sound issue - sound attenuation on scaffolding.
May 10 2016, 12:00 PM · Arma 3
Koala added a comment to T84201: Dev-branch: unarmed characters emit double footstep sounds and double shoe prints.

Issue got fixed in dev-branch 1.53.132643 (https://forums.bistudio.com/topic/140837-development-branch-changelog/page-32#entry2918917)

Please close

May 10 2016, 12:00 PM · Arma 3
Bohemia added a project to T84202: Sound issue - sound attenuation on scaffolding: Arma 3.
May 10 2016, 12:00 PM · Arma 3
Koala edited Steps To Reproduce on T84201: Dev-branch: unarmed characters emit double footstep sounds and double shoe prints.
May 10 2016, 12:00 PM · Arma 3
Bohemia added a project to T84201: Dev-branch: unarmed characters emit double footstep sounds and double shoe prints: Arma 3.
May 10 2016, 12:00 PM · Arma 3
Fiddi edited Steps To Reproduce on T84200: 'Vehicle respawn Module' not respawning helicopter destroyed by water..
May 10 2016, 12:00 PM · Arma 3
Bohemia added a project to T84200: 'Vehicle respawn Module' not respawning helicopter destroyed by water.: Arma 3.
May 10 2016, 12:00 PM · Arma 3
loutralep edited Additional Information on T84199: Add an achievement for finishing scooting missions.
May 10 2016, 12:00 PM · Arma 3
TurtleArcade added a comment to T84198: Very hard shadows on all objects.

They are all from 2013.

May 10 2016, 12:00 PM · Arma 3
Koala added a comment to T84198: Very hard shadows on all objects.

That is right, but that does not mean, they are forgotten (at least one ticket got assigned and another ticket got acknowledged).

As far as I can see, that is your first ticket.

For the future, please keep the feedback tracker clean. As you can see, there are at least nearly 26.000 tickets with nearly 100.000 comments.

First use the search function.
If you can't find a similar thread, create a new one.
If there is a similar thread, vote for it and write a little message for a push.

May 10 2016, 12:00 PM · Arma 3
Bohemia added a project to T84199: Add an achievement for finishing scooting missions: Arma 3.
May 10 2016, 12:00 PM · Arma 3
Koala added a comment to T84198: Very hard shadows on all objects.

Hello, have you tried to use the search function?

Just take a look at following tickets:

#0002359
#0007501
#0008233

Best regards

May 10 2016, 12:00 PM · Arma 3
TurtleArcade edited Steps To Reproduce on T84198: Very hard shadows on all objects.
May 10 2016, 12:00 PM · Arma 3
Bohemia added a project to T84198: Very hard shadows on all objects: Arma 3.
May 10 2016, 12:00 PM · Arma 3
Bohemia added a project to T84197: Add command take position on window or wall-corner: Arma 3.
May 10 2016, 12:00 PM · Arma 3
loutralep edited Additional Information on T84197: Add command take position on window or wall-corner.
May 10 2016, 12:00 PM · Arma 3
BIS_cooper added a comment to T84196: Binarise crash error code -1073741819..

hi, please include also binarize.mdmp and if possible the source data. Thank you.

May 10 2016, 12:00 PM · Arma 3
Moricky added a comment to T84195: APERS Tripwire Mine different rotation.

Duplicate of #25847

May 10 2016, 11:59 AM · Arma 3
Schultzit set Category to category:tools on T84196: Binarise crash error code -1073741819..
May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84196: Binarise crash error code -1073741819.: Arma 3.
May 10 2016, 11:59 AM · Arma 3
Bohemia updated subscribers of T84196: Binarise crash error code -1073741819..
May 10 2016, 11:59 AM · Arma 3
mipa111 edited Steps To Reproduce on T84195: APERS Tripwire Mine different rotation.
May 10 2016, 11:59 AM · Arma 3
sadovsf added a comment to T84194: Copy and pasting waypoint crashes client.

So i found an issue and fix is on it's way to you ;) you should be able to recheck it in next DEV update.
Have a nice day :)

May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84195: APERS Tripwire Mine different rotation: Arma 3.
May 10 2016, 11:59 AM · Arma 3
Waffle_SS added a comment to T84194: Copy and pasting waypoint crashes client.

Confirmed, also when only copying the waypoint and not it's unit, and then pasting, the unit is pasted at [0,0,0]

May 10 2016, 11:59 AM · Arma 3
sadovsf added a comment to T84194: Copy and pasting waypoint crashes client.

Thank you for your help with adressing this. I will take a look ASAP ;)

May 10 2016, 11:59 AM · Arma 3
Flurp edited Steps To Reproduce on T84194: Copy and pasting waypoint crashes client.
May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84194: Copy and pasting waypoint crashes client: Arma 3.
May 10 2016, 11:59 AM · Arma 3
TutSi added a comment to T84193: AI CANNOT REVERSE WHILE THERE ARE OBJECTS NEARBY.

Video from youtube, just released:
https://youtu.be/PPNDEr6gifM

May 10 2016, 11:59 AM · Arma 3
TutSi added a comment to T84193: AI CANNOT REVERSE WHILE THERE ARE OBJECTS NEARBY.

Upvoting x 1000 like someone just writed on facebook - how many years more we have to wait to fix THIS BASIC FEATURE!!!!!!??????? New repro step:
Try any tracked vehicle in any city/little vilage, any objects nearby.
I really hope this will be fixed in NEXUS update.

May 10 2016, 11:59 AM · Arma 3
FightingPower added a comment to T84193: AI CANNOT REVERSE WHILE THERE ARE OBJECTS NEARBY.

Off course my troll voted it down... thank you, now i know why people want death penalty

May 10 2016, 11:59 AM · Arma 3
FightingPower added a comment to T84193: AI CANNOT REVERSE WHILE THERE ARE OBJECTS NEARBY.

Thats it. Today gameplay, this one from yesterday, and 2 days before..... I can clearly say that game is unplayable if you operate tanks. I'm in T-90, javelin in the air, giving order to reverse (behind the building) and tank start to rotate..... Its STUPID!!!!!!

May 10 2016, 11:59 AM · Arma 3
FightingPower edited Steps To Reproduce on T84193: AI CANNOT REVERSE WHILE THERE ARE OBJECTS NEARBY.
May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84193: AI CANNOT REVERSE WHILE THERE ARE OBJECTS NEARBY: Arma 3.
May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84192: Feature Request: Could terrain processor process a BMP file/mask and automatically create a shapefile: Arma 3.
May 10 2016, 11:59 AM · Arma 3
DigitalCenturion set Category to category:terrainprocessor on T84192: Feature Request: Could terrain processor process a BMP file/mask and automatically create a shapefile.
May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84191: AI is not able to target GMG correctly in vehicles with more than one weapon: Arma 3.
May 10 2016, 11:59 AM · Arma 3
R3vo added a comment to T84190: Eden placed objects sometimes move position on mission start.

This also happens to me for AI soldiers, they sometimes float about 0.5 m above ground.

May 10 2016, 11:59 AM · Arma 3
Soldia edited Steps To Reproduce on T84191: AI is not able to target GMG correctly in vehicles with more than one weapon.
May 10 2016, 11:59 AM · Arma 3
Koala added a comment to T84190: Eden placed objects sometimes move position on mission start.

Sorry, I misread your description

May 10 2016, 11:59 AM · Arma 3
Bohemia edited Steps To Reproduce on T84190: Eden placed objects sometimes move position on mission start.
May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84190: Eden placed objects sometimes move position on mission start: Arma 3.
May 10 2016, 11:59 AM · Arma 3
rubixpieguy set Category to category:other on T84189: Australian Defence Force in Tanoa.
May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84189: Australian Defence Force in Tanoa: Arma 3.
May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84188: Allow more possibilities for grabbing items, optics.: Arma 3.
May 10 2016, 11:59 AM · Arma 3
Koala added a comment to T84188: Allow more possibilities for grabbing items, optics..

This is a duplicate of #0022291

I closed your ticket.

May 10 2016, 11:59 AM · Arma 3
PiepMGI edited Additional Information on T84188: Allow more possibilities for grabbing items, optics..
May 10 2016, 11:59 AM · Arma 3
Loophole edited Steps To Reproduce on T84187: "Play as Multiplayer" is not handling additional data files.
May 10 2016, 11:59 AM · Arma 3
sadovsf added a comment to T84187: "Play as Multiplayer" is not handling additional data files.

Hello :)
I checked it out and fixed it ;) you should be able to check it out in tomorow DEV update. Have a nice day :)

May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84187: "Play as Multiplayer" is not handling additional data files: Arma 3.
May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84186: Return and Revamp the Legendary Ramparts - Base Building Structures: Arma 3.
May 10 2016, 11:59 AM · Arma 3
DarkSideSixOfficial set Category to category:featurerequest on T84186: Return and Revamp the Legendary Ramparts - Base Building Structures.
May 10 2016, 11:59 AM · Arma 3
Gilatar added a comment to T84185: AI will not shoot at Striders/Hunters/Ifrits (even with LMGs/MMGs).

I think that would be a good compromise, joostSidy. I do agree that it's pointless for enemies to open fire with small arms unless they're actively being threatened by the vehicle. My issue with the problem in the first place is:

  1. It's hard to set up ambushes when these vehicles are used. You need some kind of AT or grenade launcher in the ambush group, and most of the time the shots miss the vehicle or doesn't damage the vehicle enough.
  1. Driving a Hunter into a group of AI will get no offensive reaction. They will either stand around like normal or become alerted, going prone and moving out of the way.
  1. Light or medium machine guns absolutely can and will disable these vehicles if the fire is concentrated enough. All it takes is a couple of controlled bursts at the wheels or windshield to disable the vehicle or its driver. The AI not utilizing their LMGs/MMGs is just absurd.

But since this doesn't affect other, lighter vehicles, is there a line or class in the configuration for these vehicles that make the AI not engage them? Or this something just inherent in the AI configuration itself?

May 10 2016, 11:59 AM · Arma 3
joostSidy added a comment to T84185: AI will not shoot at Striders/Hunters/Ifrits (even with LMGs/MMGs).

Would maybe a good compromise be for the ai to only shoot with small arms at close range, say closer than 100m? to reflect the desperate attempt?

Else it would be dumb ai reveiling their positions firing at a vehicle they know has armor protection. And ineffective firing with the Lynx at the whole vehicle, not specifically the weak parts would be annoying as well if the Lynx guy is on your side.

May 10 2016, 11:59 AM · Arma 3
Kreu added a comment to T84185: AI will not shoot at Striders/Hunters/Ifrits (even with LMGs/MMGs).

I don't think it makes sense to let the ai shot at vehicles, if they don't target weak spots. It wouldn't have any effect. If the ffiring on weak spots doesn't work, can we at least have one not so heavy armored vehicle for every faction? Of course this is not so important as other issues. But at the moment the game gets boring as soon as you give the players a ifrit,hunter or strider and the enemy doesn't hase vehicles too. I already won with a strider against 60FIA soldiers and 3 weapond offroader by shooting the AT first and roadkilling the rest. I also don't want to use mods because i crate missions for a big community and don't want to splitt the community.

May 10 2016, 11:59 AM · Arma 3
eraser1 added a comment to T84185: AI will not shoot at Striders/Hunters/Ifrits (even with LMGs/MMGs).

oukej, with all due respect, I don't think you understand the issue.

Weapons such as mounted .50 cal tripods don't need to aim at weakspots. Same with GM6 Lynx APDS and such. If the AI is within reasonable combat range of a Strider/Hunter/Ifrit and is armed with a powerful weapon (at least a mounted .50 cal tripod) then they should just start shooting at the vehicle. No need to worry about weakspots.

May 10 2016, 11:59 AM · Arma 3
joostSidy added a comment to T84185: AI will not shoot at Striders/Hunters/Ifrits (even with LMGs/MMGs).

I get your point Gilatar, but be careful what you wish for. In an earlier version infantry did fire at MRAPS. However, if they just fire at the vehicle, it is very ineffective.

I was very irritated in missions where I liked to ambush MRAPS with launchers, but my squad opened fire with small arms, before the launchers could fire. This usually led to the squad being detected early and wiped out.

May 10 2016, 11:59 AM · Arma 3
Gilatar added a comment to T84185: AI will not shoot at Striders/Hunters/Ifrits (even with LMGs/MMGs).

I agree with eraser1. I just think it would be nice for them to just blind fire with small arms in a desperate attempt to do some damage. It just feels so weak to set up ambushes with multiple RPGs and grenade launchers for them to be effective now. Would be a lot more intense (and realistic) if they just fired small arms even though it wouldn't really have any effect unless they got lucky hitting the wheels.

May 10 2016, 11:59 AM · Arma 3
Gilatar added a comment to T84185: AI will not shoot at Striders/Hunters/Ifrits (even with LMGs/MMGs).

In my opinion they don't even have to target weak spots; I would just like them to engage the vehicles at all. It's just weird to drive around AI in a Hunter with them just sitting there starting blankly at me.

May 10 2016, 11:59 AM · Arma 3
oukej added a comment to T84185: AI will not shoot at Striders/Hunters/Ifrits (even with LMGs/MMGs).

Hey and thanks for the report!

This would require a completely new functionality for the AI to be able to aim at vehicles' weak spots. I'm afraid there are issues of higher priority and also whether it's even desired is questionable (AI might become very effective at immobilizing vehicles).

Leaving it open for now.

May 10 2016, 11:59 AM · Arma 3
Gilatar added a comment to T84185: AI will not shoot at Striders/Hunters/Ifrits (even with LMGs/MMGs).

Same as my issue: http://feedback.arma3.com/view.php?id=26837

Although in my testing they would engage the CSAT Ifrits with small arms.

Voted up nonetheless.

May 10 2016, 11:59 AM · Arma 3
Kreu added a comment to T84185: AI will not shoot at Striders/Hunters/Ifrits (even with LMGs/MMGs).

You can disable the turret of the strider, hunter and ifrit with nearly every weapon. I would really like to see the Ai engaging the turret

May 10 2016, 11:59 AM · Arma 3
eraser1 added a comment to T84185: AI will not shoot at Striders/Hunters/Ifrits (even with LMGs/MMGs).

The underlying issue is that the AI treats MRAPs the same as heavily armored vehicles. Even AI with the GM6 Lynx and APDS rounds will not shoot at the MRAPs.
The APDS rounds can disable wheeled IFV's like the Gorgon!

Even AI on mounted .50 cal guns (tripods/offroad armed) will simply not engage MRAPs. That makes no sense, because those .50 cals can more than easily dispatch an MRAP.

I really hope this is fixed by 1.52, because it makes no sense that somebody in a strider can simply run over all of the AI, even if they are all armed with LMGs/MMGs/HMGs, and Anti-Materiel rifles.

EDIT: It wasn't fixed in 1.52 (not surprised, it was reported right before the patch). If this could at least be looked at, that'd be great...

May 10 2016, 11:59 AM · Arma 3
Bohemia updated subscribers of T84185: AI will not shoot at Striders/Hunters/Ifrits (even with LMGs/MMGs).
May 10 2016, 11:59 AM · Arma 3
joostSidy added a comment to T84185: AI will not shoot at Striders/Hunters/Ifrits (even with LMGs/MMGs).

This is a delicate issue. It used to be the other way around where ai where firing pointlessly on armored vehicles and getting wiped out before the AT guy could launch. I don't want that situation back!

It would be nice if AI fired and have a good opportunity to destroy MRAPS with high-calibre weapons.

May 10 2016, 11:59 AM · Arma 3
eraser1 edited Steps To Reproduce on T84185: AI will not shoot at Striders/Hunters/Ifrits (even with LMGs/MMGs).
May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84185: AI will not shoot at Striders/Hunters/Ifrits (even with LMGs/MMGs): Arma 3.
May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84184: "alive (_this select 0)" will return "true" when using MPKilled EH on a non-local unit: Arma 3.
May 10 2016, 11:59 AM · Arma 3
Bohemia added a comment to T84183: Some mod's add objects where the object Name/Text will not display.

I have added a second example screen shot "New_Example.png". Note the item on the left 'Shoot house - Wall' will show a name within the editor placement list, but the item on the right will not as its name is blank. In this case, the class name should be displayed, the item that shows on the second line when you mouse over the object within the editor after its been placed.

May 10 2016, 11:59 AM · Arma 3
eraser1 edited Steps To Reproduce on T84184: "alive (_this select 0)" will return "true" when using MPKilled EH on a non-local unit.
May 10 2016, 11:59 AM · Arma 3
Bohemia added a comment to T84183: Some mod's add objects where the object Name/Text will not display.

Hmm with the lack of votes I guess no one else finds this a issue? With the number of missions I do make for our group, I am running into this much more often with the 3d editor now, and I would hope it would be a small change to help address.

May 10 2016, 11:59 AM · Arma 3
spectre884 added a comment to T84183: Some mod's add objects where the object Name/Text will not display.

I have had this issue with some objects in some mods.

May 10 2016, 11:59 AM · Arma 3
MulleDK19 added a comment to T84182: Unable to place chemlight within Editor.

Confirmed.

May 10 2016, 11:59 AM · Arma 3
Bohemia edited Additional Information on T84183: Some mod's add objects where the object Name/Text will not display.
May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84183: Some mod's add objects where the object Name/Text will not display: Arma 3.
May 10 2016, 11:59 AM · Arma 3
Wetsuit06 added a comment to T84181: Status_Access_Violation.

Yes. I've removed all of the mods and the same result happens when trying to play MP. I've also reinstalled the game and I still get the same error.

May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84182: Unable to place chemlight within Editor: Arma 3.
May 10 2016, 11:59 AM · Arma 3
Bohemia edited Steps To Reproduce on T84182: Unable to place chemlight within Editor.
May 10 2016, 11:59 AM · Arma 3
Adam added a comment to T84181: Status_Access_Violation.

Does the issue persists when no mods are used?

May 10 2016, 11:59 AM · Arma 3
Bohemia updated subscribers of T84181: Status_Access_Violation.
May 10 2016, 11:59 AM · Arma 3
Wetsuit06 edited Steps To Reproduce on T84181: Status_Access_Violation.
May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84181: Status_Access_Violation: Arma 3.
May 10 2016, 11:59 AM · Arma 3
sadovsf added a comment to T84180: "RECTANGLE" markers do not keep rotation.

So problem solved! :)
Problem was that marker had correct rotation set but in wrong units (radians instead of degrees). Issue is now fixed and on it's was to you ;)

May 10 2016, 11:59 AM · Arma 3
Bohemia added a comment to T84180: "RECTANGLE" markers do not keep rotation.

Thanks sadovsf :)

May 10 2016, 11:59 AM · Arma 3
Bohemia edited Steps To Reproduce on T84180: "RECTANGLE" markers do not keep rotation.
May 10 2016, 11:59 AM · Arma 3
sadovsf added a comment to T84180: "RECTANGLE" markers do not keep rotation.

Hello :)
Thank you for heling us out with adressing this. I will take a look on it and let you know ASAP ;)

May 10 2016, 11:59 AM · Arma 3
Bohemia added a comment to T84180: "RECTANGLE" markers do not keep rotation.

Also running into this issue, and can repro in the editor itself if you place the marker, save the mission, then reload.

May 10 2016, 11:59 AM · Arma 3
ToneR added a comment to T84179: Role assignment / Lobby screen is blank.

I fixed the Problem, It was the DS-Lite IPv6, my Provider was changing to DualStack-Lite.
When i realized it, i was trying to connect from the neighbours connection, he used standard IPv4
and it was working.

So i was telling my Provider the problem and he change back to IPv4 at my home and now it works perfektly again.

May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84180: "RECTANGLE" markers do not keep rotation: Arma 3.
May 10 2016, 11:59 AM · Arma 3
ToneR edited Steps To Reproduce on T84179: Role assignment / Lobby screen is blank.
May 10 2016, 11:59 AM · Arma 3