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Mar 2 2025
Mar 1 2025
Feb 28 2025
Feb 27 2025
Already fixed. Thanks for reporting!
Fixed, closing. Thanks for reporting!
Not sure about this one, forwarded to the Arma 3 team.
Feb 26 2025
addPlayerScores, addScore they also don't work if the player changes sides
we have to take detours
Feb 25 2025
This bug is quite serious for the Expeditionary Forces CDLC as the AAV9 is specifically marketed as being amphibious and able to do beach landings for the US Marines.
Feb 24 2025
In T188318#2754101, @dedmen wrote:Won't fix. I have no idea where to look.
Yeah can confirm and reproduce on my system as well. Fix would be much appreciated!
Feb 23 2025
This bug also affects CUP and RHS tracked amphibious vehicles. They cannot turn in water, but can move forward if their waypoint is in front of them.
Feb 22 2025
Painful this has gone unanswered for almost a year, bumping for hope it gets seen.
Feb 20 2025
Mirror was never implemented, the wiki was wrong, and the wiki has been fixed since then.
5/6 are fixed in 2.20
Feb 19 2025
Feb 17 2025
The crash happened inside Microsofts XAudio code. Nothing we can do about that. We cannot fix Microsoft's errors.
Well I don't know either...
You have submitted 7 crashes.
Each of these is something different, and they all look random and seem to make no sense, and I have never seen any of them before.
The crashing thing seems to be some joystick that you have attached, "vJoy Device"
The crash is actually inside a windows library, nothing we can do about that. Probably just remove your joystick or gamepad.
In the rpt log I also see there are some issues with your joystick
Feb 16 2025
Relates to T66212
Feb 15 2025
This is still an issue in CSLA 1.2, and also affects the new static turrets added in that update.
Sorry, you've misunderstood what this is about. I'm not talking about additional sights on the optic itself.
this is an engine (tidesystem) problem that we're trying to solve. We use "engine" water (sea) and currently boats float only when there is low tide - low water level.
more information about this issue can be found here on FT in this ticket: https://feedback.bistudio.com/T146448
reflex sight/collimators don't have an alternative view above the sights
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