In T166035#2331729, @Dwarden wrote:vanilla units without any mods video would be welcomed
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Aug 11 2022
Aug 11 2022
mickeymen renamed T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups from Setting "Completion Radius" inside any waypoint not will work for AI-group, it will works ONLY for players! to Setting "Completion Radius" inside any waypoint not will work for AI-groups.
mickeymen updated the task description for T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
mickeymen updated the task description for T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Jun 27 2022
Jun 27 2022
Jun 23 2022
Jun 23 2022
@Cyruz I suggested a good solution above. By default, this disappears, just like it would in real life. But in the properties of the object there should be a checkbox - "do not delete in case of destruction of buildings".
Or do you think that each user will have the skills of scripting knowledge?
In T63050#2330713, @Cyruz wrote:If an object was placed floating, I'd rather it was kept floating. Admins/mission makers can script the rest, deleting stuff is undesired.
Jun 18 2022
Jun 18 2022
mickeymen updated the task description for T166035: Please cure ugly movement bugs in prone position!.
That bug is not related to vanilla animations.
mickeymen added a comment to T165786: In spectator mode, icons for all Turret class are not displayed..
BIS, thank you too, because you don't forget about A3
That bug is not related to vanilla animations
Jun 17 2022
Jun 17 2022
mickeymen updated the task description for T166035: Please cure ugly movement bugs in prone position!.
Jun 9 2022
Jun 9 2022
mickeymen updated the task description for T165786: In spectator mode, icons for all Turret class are not displayed..
mickeymen renamed T165782: Repair Range is too big from Repair Range is too big. Looks inadequate to Repair Range is too big.
Jun 7 2022
Jun 7 2022
thank you for for clarification
Jun 6 2022
Jun 6 2022
In T63050#2322629, @NikkoJT wrote:However, the idea of such a system is still flawed.
In T63050#2322623, @NikkoJT wrote:Some static objects, such as sandbag walls, don't have physics simulation at all - they're always fixed in place. You could place one in midair to begin with and it would stay there. The only possible solution for these objects would be to delete them when the building is destroyed, and it wouldn't be safe for the engine to do that automatically (it could accidentally delete something the missionmaker doesn't want it to). The best way to handle those is for the missionmaker to use an event handler or trigger to delete them when the building is destroyed.
In T63050#2307214, @BIS_fnc_KK wrote:Should be fixed in 149354
Jun 2 2022
Jun 2 2022
In T73168#2306607, @BIS_fnc_KK wrote:Leaving ragdoll simulation on the dead bodies is costly, however Im going to add scripted solution to be able to temporary enable ragdoll on dead bodies
May 20 2022
May 20 2022
May 18 2022
May 18 2022
In T63050#2307214, @BIS_fnc_KK wrote:Should be fixed in 149354
May 17 2022
May 17 2022
ok i got it
Is it even possible to make a ragdoll without a time limit? So that each corpse always responds to external influences (weapon inpacts, environment morphing)
If the ragdoll had no time limit, then this problem wouldn't exist.
I'm not using the dev version, I hope in the next stable build, this will no longer be.
May 16 2022
May 16 2022
In T164782#2307183, @BIS_fnc_KK wrote:Should be fixed in 149354
May 11 2022
May 11 2022
Apr 29 2022
Apr 29 2022
mickeymen updated the task description for T159062: Too late appearance of the reloaded projectile on the RPG-7 tube..
mickeymen added a comment to T159062: Too late appearance of the reloaded projectile on the RPG-7 tube..
Hey BIS!
mickeymen renamed T159062: Too late appearance of the reloaded projectile on the RPG-7 tube. from Too late appearance of the shell on the RPG-7 tube after reloading. to Too late appearance of the reloaded projectile on the RPG-7 tube..
mickeymen renamed T163651: After update 2.08, the player can't switch Titan Compact/PCML fire modes! from After update 2.08, the player can't switch Titan Compact/PCML fire modes! to FIXED.
Mar 29 2022
Mar 29 2022
mickeymen edited Steps To Reproduce on T163937: Fire mode in player interface has a chance not match current fire mode, when using Anti Personnel Missile..
mickeymen added a comment to T163937: Fire mode in player interface has a chance not match current fire mode, when using Anti Personnel Missile..
apart from showing topdown on UI, it doesn't show it in weapon UI
Mar 28 2022
Mar 28 2022
mickeymen added a comment to T163937: Fire mode in player interface has a chance not match current fire mode, when using Anti Personnel Missile..
Same in 2.06
Mar 27 2022
Mar 27 2022
mickeymen edited Steps To Reproduce on T163937: Fire mode in player interface has a chance not match current fire mode, when using Anti Personnel Missile..
mickeymen updated the task description for T163937: Fire mode in player interface has a chance not match current fire mode, when using Anti Personnel Missile..
Mar 21 2022
Mar 21 2022
mickeymen added a comment to T163771: Enemy AI, will always know the location of the player who put the explosive/mine..
This is strange, but now, I also could not reproduce this problem! Maybe update 2.08 fixed that. Maybe some kind of mod influenced this before.
Now I disabled all my mods and did 3 tests. After explosion on my mine AI squad says - "Attack Rifleman!", but they do not move towards my location. Yes, the AI shouldn't order to attack the soldier and say"Attack Rifleman", because the AI didn't see me, but that's not a big problem. Generally the AI doesn't move towards my position. I'm wrong, you can close my ticket:/
mickeymen added a comment to T163771: Enemy AI, will always know the location of the player who put the explosive/mine..
If you cannt reproduce this issee, then I'll do a repro mission for you, I need some time
I'm not the only one seeing this issue. One person even tried to make a mini mod to fix it.
Mar 18 2022
Mar 18 2022
mickeymen updated the task description for T163771: Enemy AI, will always know the location of the player who put the explosive/mine..
Mar 17 2022
Mar 17 2022
mickeymen added a comment to T163651: After update 2.08, the player can't switch Titan Compact/PCML fire modes!.
Fixed in Hotfix 2.08!
Mar 11 2022
Mar 11 2022
should be fixed (and hotfixed) in 149041
mickeymen added a comment to T63451: When you pick up an empty weapon, a magazine from your inventory is automatically loaded into it..
Mag from uniform/vest/backpack won't auto-load but from the ground or cargo inventory mags auto-loading
Good repro thanks, I was able to reproduce this bug
Mar 10 2022
Mar 10 2022
mickeymen added a comment to T63451: When you pick up an empty weapon, a magazine from your inventory is automatically loaded into it..
2.08.149000
magazine from ground still auto-reloadSTEPS:
drop mag from your rifle on ground
drop rifle on the ground
pick up rifle
result - magazine loaded in rifle
mickeymen updated subscribers of T163651: After update 2.08, the player can't switch Titan Compact/PCML fire modes!.
Dear friends! This issue also is related to the following issue!
Since the Top Fire Mode creates a bug, the auto-stand up of the player character
Mar 9 2022
Mar 9 2022
mickeymen renamed T163651: After update 2.08, the player can't switch Titan Compact/PCML fire modes! from After update 2.08, the player can't switch Titan Compact's fire modes! to After update 2.08, the player can't switch Titan Compact/PCML fire modes!.
Mar 8 2022
Mar 8 2022
Alleluia! Today is a historic day in Arma3!
player got a patch 2.08, and now player can see that the weapon remembers its current fire mode, I've been waiting for this fix > 8 years!
Feb 19 2022
Feb 19 2022
Feb 7 2022
Feb 7 2022
Thanks you too! I hope this will be fixed and in the first person view it will be comfortable to shoot from the rear gunner position
Thank you too, let's polish our favorite game together!
Feb 6 2022
Feb 6 2022
mickeymen updated the task description for T163146: Units of the CTRG faction do not have icons, class fighters.
mickeymen updated the task description for T163134: NATO Speedboat Minigun have wrong rear gunner perspective.
Feb 5 2022
Feb 5 2022
mickeymen renamed T163134: NATO Speedboat Minigun have wrong rear gunner perspective from NATO Speedboat Minigun have vrong rear gunner perspective to NATO Speedboat Minigun have wrong rear gunner perspective.
Feb 2 2022
Feb 2 2022
@BIS_fnc_KK when patch adding this feature?
I'm already tired of waiting
Dec 28 2021
Dec 28 2021
Thank you @BIS_fnc_KK! I ask about this because I dreamed of such a function for 8 years.
Ok, now firemode also persists on weapon swap (Revision: 148605) please test thoroughly
Dec 6 2021
Dec 6 2021
mickeymen added a comment to T159062: Too late appearance of the reloaded projectile on the RPG-7 tube..
Nov 23 2021
Nov 23 2021
However, please consider the cargo loading for Zamak (cargo), it has a default cargo in its carcase, for this reason, all loadable boxes with ammunition will be loaded inside this 3D model (covered boxes) that already exist in this truck.
Nov 21 2021
Nov 21 2021
Nov 20 2021
Nov 20 2021
Today I bought and downloaded the Sahara DLC and this add-on solved the problem I was talking about. They all got cargo and platform trucks!!!
Now CSAT and Independents have the same ability to load cargo into their trucks! Aliluyah!
Nov 18 2021
Nov 18 2021
thank you, I'm glad, it remains to wait a little
It has been fixed in dev
mickeymen added a comment to T161658: OPTIONS/GAME/LAYOUT - element sizes do not correspond to the current version of the game.
@Tenshi Thank you!
Nov 15 2021
Nov 15 2021
mickeymen added a comment to T161769: The animations of characters for all actions on the ground level do not look appropriate..
Won't do.
Nov 5 2021
Nov 5 2021
So no we don't have plans to update the Pathfinding.
mickeymen updated the task description for T161769: The animations of characters for all actions on the ground level do not look appropriate..
Nov 4 2021
Nov 4 2021
Finally, I tried to use the script you gave in my mission and I noticed that after the lamp was destroyed, it could be turned on again!
Such "destruction" of electronics looks ridiculous, the script simply turns it off, while any player can turn it on again.
After all these puzzles, I want even more to be fixed in the game itself, BIS please fix it!
mickeymen updated the task description for T161747: The balance of hit-endurance of the T-100 Varsuk tank is distorted.
mickeymen edited Steps To Reproduce on T161747: The balance of hit-endurance of the T-100 Varsuk tank is distorted.
mickeymen updated the task description for T161747: The balance of hit-endurance of the T-100 Varsuk tank is distorted.
mickeymen updated the task description for T161747: The balance of hit-endurance of the T-100 Varsuk tank is distorted.
mickeymen updated the task description for T161747: The balance of hit-endurance of the T-100 Varsuk tank is distorted.
mickeymen updated the task description for T161747: The balance of hit-endurance of the T-100 Varsuk tank is distorted.
@TRAGER I want to thank you again!
i made an square out of tripwires and used zeus to guide different types of soldiers into the center.
Thank you, @TRAGER I will try! Still, I hope that this will be fixed in the game.
Oct 31 2021
Oct 31 2021
Oct 30 2021
Oct 30 2021
mickeymen renamed T161673: Trip-wire mine not works stable from Tripwire mine not works stable to Trip-wire mine not works stable.
mickeymen renamed T161673: Trip-wire mine not works stable from Tripwire mine does not work stable to Tripwire mine not works stable.
Oct 28 2021
Oct 28 2021
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