reflex sight/collimators don't have an alternative view above the sights
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Feb 15 2025
Ah I didnt think to try out for AI, thank you very much
Feb 14 2025
It was ignored for player used weapons, not for AI.
2.20 also adds config entry for map controls
useRealViewport = 1 to enable it by default, then you don't need to use script command
Fixed in https://feedback.bistudio.com/T189016
due to backwards compatibility you need to run a command, or add a config entry to enable it.
Fixed in https://feedback.bistudio.com/T189016
due to backwards compatibility you need to run a command, or add a config entry to enable it.
Fixed in https://feedback.bistudio.com/T189016
due to backwards compatibility you need to run a command, or add a config entry to enable it.
Okey.
Due to backwards compatibility, we need to mess around a bit.
Per @dedmen request here is a PBO where once this issue works the suppressor (on MX rifle) should reduce the recoil o 25% of its original value when not prone, or if prone to 5%. Other fields like the hit coef dont appear to work, so if it gets fixed then with this suppressor they should do 10x more damage (Picked an extreme value to test with). I imagine typicalSpeed value also doesnt work, unsure how to test on my end.
Feb 13 2025
ctrlMapSetPosition, ADDS the position of the controls group, to the position of the map.
I believe there is none unless we use EachFrame/Draw3D and call it a day. Smooth transition wouldn't be a concern to consider IMO, from what I can see firing an EH upon cameraView has changed is good enough to detect Visual/Pilot LOD change etc.
However and just thouht of, "BeforeCameraViewChanged" might be an addition to suppress the viewmode update etc I guess. Not really sure how it would have a usecase, so just sayin'.
In T188318#2754101, @dedmen wrote:Won't fix. I have no idea where to look.
Feb 12 2025
2.20
Is there currently some non-eventhandler script way to detect this?
"cameraView" command?
Won't fix. I have no idea where to look.
Very nice find, thank you.
Video of the abuse of this problem in multiplayer embedded:
Me ha pedido Dedmen que agregue un pbo en cual se pueda replicar el problema, ademas de eso os envio una captura del error que sale simplemente seleccionando el modulo de curva rica, el de la linea de tiempo o el de el punto de clave de llave rica el que tiene un simbolo de llave.
I honestly believe, that it's not really the issue, that civilians or their vehicles getting damaged. It's the Mission Eventhandler "BuildingChanged". Every damage on "buildings" get tracked (I guess this was intended anyway, also for fences and other objects) but the problem is, that AI drives over everything too. Means fences, tiny objects and other things. Limit the check only for the player would minimize the risk for the Mission getting failed.
Feb 10 2025
Feb 8 2025
Feb 7 2025
This person visibly has a problem, fixating and harassing on Arma/BattlEye. Banned on request, please resume your usual activities
Can I suggest, this command should be able to take a position as a parameter
is it hard to implement those variables for vest, heagear (/ weapons)?
This problem also affects the use of BIS_fnc_exportEditorPreviews, the resulting images are very lightened. As we can see, the BI author who makes Editor Previews for vanilla assets has no such problems. Can he please share a secret so that we don't have to keep using batch proces in photoshop to correct images?
Feb 6 2025
Title correction:
The problem is that inAreaArrayIndexes throws an error on profiling branch if you pass it an array of marker strings as the left-hand input. This works correctly on stable 2.18.
Confirmed as fixed closing.
Edit: nevermind i thought this ticket was for Reforger
Feb 5 2025
tested in 2.18 - seems fixed.
Feb 4 2025
Nevermind problem fixed, selections issue.
Feb 3 2025
Feb 1 2025
Jan 31 2025
I'm Donnovan, BattlEye is amazing.
Ban me please!
Jan 30 2025
For reforger this would be awesome as well! You immediately get an idea of how intense things are on the other side.
Jan 29 2025
Jan 28 2025
Jan 27 2025
Jan 26 2025
This is a crash report I forgot to upload.
Jan 25 2025
It was never fixed for me, and for players on my server.
I have an i9 with 32 Gb RAM, RTX 3080 Ti and a 1 Tb NVMe drive and another 2 Tb NVMe drive, but it is supposed to work with anything in the minimum requeriments or above.
And i tried many hosting ways, at home, game server, cloud and dedicated (Linux and Windows).
My situation is or I turn BE off, or no Arma server.
Jan 23 2025
Stamina breath sounds class SoundBreath still can not be heard by other players
I thought it was done by design, but then I saw the “fixed” prefix in the changelogs for that change, maybe it should be audible too in MP?
Jan 22 2025
Just want to add these issues still persist.
I'm having exactly the same issue. Mic Only works in 32-bit. Still no fixes?
Did you try verifying game files via Steam?