Ai falls under floor of first level on maps of Livonia, CUP, Western Sahara, everywhere in buildings where there is an elevated ground floor.
By the way, how will the AI go through the walls on any maps! I'm so tired of this crap. Tis issue looks like a real shame(
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Advanced Search
Jul 19 2023
Jul 17 2023
Jul 5 2023
The Scale - is what has always distinguished the Arma3 series, from other miitary genre games .
May 11 2023
Flares are useless (launcher)
Apr 27 2023
Good day!
Apr 11 2023
Apr 7 2023
In T165786#2325757, @Tenshi wrote:Thank you for reporting the issue.
We will see what we can do
Apr 2 2023
In T171294#2425174, @Leopard20 wrote:This needs new animation files which most likely won't happen at this stage of development.
Apr 1 2023
Mar 5 2023
Great idea! I would love to see this in the Arma3 editor
Mar 2 2023
Mar 1 2023
also put yourself as the commander of this gunner nearby. When the game starts your gunner will say "no ammo" but will never leave his static weapon!
Expected Behavior: The gunner of any static weapon without ammo must exit and remain nearby.
what repro do you need?
just place any static machine gun with gunner in the map and deprive it of ammo in the object properties
Feb 28 2023
Historic day!
Feb 27 2023
Feb 13 2023
Feb 12 2023
Jan 16 2023
Dec 12 2022
Dec 5 2022
In T167056#2385111, @BIS_fnc_KK wrote:Could you remove this multiplier?
No, too late to change it now, it can break backward compatibility
Nov 30 2022
In T167056#2385061, @BIS_fnc_KK wrote:
Nov 28 2022
Guys it was my fault, I was not attentive and misunderstood you in a hurry, also english is not my native language/ In general, I missed
Nov 26 2022
In T167056#2383734, @Wetzer wrote:
Nov 22 2022
Quoted The main build will take longer to be updated.
Nov 19 2022
In T167056#2353822, @Tenshi wrote:Yes, but until no understand version "rev 149887" - you mean current dev version? Does this mean that this will be fixed in the next stable release?
What he means is that on version 2.XX.149887 this should be fixed, so if your on any branch that has that or equal revision it should have the fix.
i think Dev gets updated as one of the first branches.
Sep 10 2022
In T167449#2354863, @LSValmont wrote:In T167449#2354732, @Leopard20 wrote:You can fix it yourself by setting the effective commander as the driver himself:
this addEventHandler ["GetIn", { params ["_veh"]; if (!isNull driver _veh) then { _veh setEffectiveCommander driver _veh; }; }]This would help advanced mission makers yes but entry level mission makers with just some EDEN experience and little scripting experience will not be able to enjoy this fix (actually a workaround).
To be honest one of the reasons why unmodded arma content is so uncommon/unthinkable for mission makers is that BI demands their players to come up with their own workarounds too much. I bet you learned scripting and eventually over the years became of of the most knowledgeable modders out there due to your own dissatisfaction with the state of the game in many regards. It shouldn't have to be that way in most cases, that players need to learn advanced scripting/modding just to make their missions more fun or less buggy specially when the feature is/was already present and it is just currently broken and/or incomplete for any reason.
Sep 9 2022
In T167449#2354732, @Leopard20 wrote:You can fix it yourself by setting the effective commander as the driver himself:
Sep 5 2022
What he means is that on version 2.XX.149887 this should be fixed, so if your on any branch that has that or equal revision it should have the fix.
i think Dev gets updated as one of the first branches.
In T167056#2353704, @BIS_fnc_KK wrote:It is fixed in rev 149887 but not for fleeing units, clearer now?
Yes, but until no understand version "rev 149887" - you mean current dev version? Does this mean that this will be fixed in the next stable release?
Sep 4 2022
In T167056#2353624, @BIS_fnc_KK wrote:rev 149887
Fleeing units will still ignore completion radius
In T167056#2353571, @jaj22 wrote:They just use their default type-dependent completion radius (which they don't always reach, separate issue) and ignore the command.
Aug 11 2022
Jun 27 2022
In T166035#2331729, @Dwarden wrote:vanilla units without any mods video would be welcomed
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
That bug is not related to vanilla animations.
BIS, thank you too, because you don't forget about A3
That bug is not related to vanilla animations
Jun 17 2022
Jun 9 2022
Jun 7 2022
thank you for for clarification
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
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 18 2022
In T63050#2307214, @BIS_fnc_KK wrote:Should be fixed in 149354
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
In T164782#2307183, @BIS_fnc_KK wrote:Should be fixed in 149354
May 11 2022
Apr 29 2022
Hey BIS!