UPDATE: Fixed itself. Must've have just been intermittent Battleye server issues.
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May 10 2016
Great, I thought, you will never take notice of my ticket and that sound issue.
Already working on it ;) Will be fixed in game soon. I will let you know once it will be done.
Issue got fixed in dev-branch 1.53.132643 (https://forums.bistudio.com/topic/140837-development-branch-changelog/page-32#entry2918917)
Please close
They are all from 2013.
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.
Hello, have you tried to use the search function?
Just take a look at following tickets:
#0002359
#0007501
#0008233
Best regards
hi, please include also binarize.mdmp and if possible the source data. Thank you.
Duplicate of #25847
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 :)
Confirmed, also when only copying the waypoint and not it's unit, and then pasting, the unit is pasted at [0,0,0]
Thank you for your help with adressing this. I will take a look ASAP ;)
Video from youtube, just released:
https://youtu.be/PPNDEr6gifM
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.
Off course my troll voted it down... thank you, now i know why people want death penalty
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!!!!!!
This also happens to me for AI soldiers, they sometimes float about 0.5 m above ground.
Sorry, I misread your description
This is a duplicate of #0022291
I closed your ticket.
Hello :)
I checked it out and fixed it ;) you should be able to check it out in tomorow DEV update. Have a nice day :)
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:
- 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.
- 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.
- 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?
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.
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.
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.
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.
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.
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.
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.
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.
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
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...
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.
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.
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.
I have had this issue with some objects in some mods.
Confirmed.
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.
Does the issue persists when no mods are used?
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 ;)
Thanks sadovsf :)
Hello :)
Thank you for heling us out with adressing this. I will take a look on it and let you know ASAP ;)
Also running into this issue, and can repro in the editor itself if you place the marker, save the mission, then reload.
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.