See T182408: [1.2.0.124] {AI} {Driving} The driving AI is magically aware of distant AT Mines and plots its route to avoid them for more details.
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Sep 17 2024
Sep 5 2024
In 1.2.1.66 Experimental, the AI will drive over the mine and be destroyed, instead of going over the pass into Green Valley.
Aug 24 2024
you're not subject to Intel 13/14th generation CPU issues?
Aug 23 2024
persists in 1.2.0.124
this has been fixed as of 1.2.0.124
Aug 22 2024
persists in 1.2.0.124
Aug 19 2024
You might want to rename this to "BSOD on startup when multiple network adapters enabled"
Aug 10 2024
Aug 3 2024
duplicates T179922: Bugged deployed radio spawn, T180578: [1.1.0.42] Bugged deployed radio spawn, T175284: [0.9.9.87] Sometimes a player can spawn inside rock when the player with radio backpack stands on it, T170749: If players spawn on a player with a radio, they may get stuck in various objects, T169754: [ver0.9.7.61] Multiplayer Conflict Arland get stuck in boulders when spawning on backpack radio
Aug 2 2024
Jul 31 2024
Jul 30 2024
how does the DayZ repacking mechanic compare to the ArmA3 ACE mod implementation (repacks all magazines of the same type via a progress bar; takes about one second per bullet), or that of the Reforger ACE mod (manually drag partial magazines on top of one another; instantaneous)?
Jul 27 2024
the intent here is for squad leaders to have a short range radio to communicate with fire teams, and a long-range radio to communicate with platoon-level leaders. the ability to switch between two radios is obviously of little use in Conflict, but is very important for organized milsim PVE units. in ArmA 3, a different keybind is used to talk on each radio, which is simple and intuitive. Reforger has to work with console controllers, so unfortunately we seem to be stuck with a convoluted and clunky workaround involving multiple key presses and keybinds.
Jul 26 2024
This particular error looks exactly the same as getting out of the flipped car and being moved under the map. The only difference is that the came disconnected me while I was driving and I hit the wall of a building while being disconnected. When I reconnected, the game erroneously recognised my position and moved me half-way under the map. Additionally I have been registered as still driving. All this is perfectly visible in the vide.
Jul 22 2024
duplicate of T182947: Vehicle HUD not showing
Jul 18 2024
probably related to whatever is causing T181863: [Experimental 1.2.1.76] Incorrect characters spawn in certain vehicles or no characters spawn at all
persists in [1.2.0.92]
persists in [1.2.0.92]
appears to be fixed in 1.2.0.92.
persists in [1.2.0.92]
Soviet technical. gunner faction is correct (Soviet), but gunner model is wrong (US)
Jul 16 2024
I guess also close T181159: [Exp] Low Ready not functioning then
Jul 13 2024
@purechaos
okay, I see the sharp jerky movements that you're referring to now. I apologize for my somewhat combative attitude up above.
Jul 12 2024
surely this is intentional, since iron sights are not 2D screen overlays, in real life you have to actually physically move the gun to keep your sights aligned when you move from side to side, and guns are heavy objects with momentum and inertia, not weightless laser pistols
what exactly are you complaining about?
@purechaos
I don't want to appear facetious, but weren't you advocating for this kind of thing in T182736: [Overhaul request] Make suppression and gun & character movement matter/better?
Jul 10 2024
@Laxemann wrote some of the most widely-used immersion mods for ArmA 3, collected here: LAxemann's immersion essentials.
- Suppress: Video games generally can barely recreate one thing: The fear of losing your life. This mod is supposed to change this dramatically. https://www.youtube.com/watch?v=E8Q_KF-u1UI
- Immerse: CamShake for explosions, even distant ones! Slight "twitching" when someone or something fires nearby. A new, small thingy simply called recoil which applies a little screenshake when firing your weapons, intended to make shooting feel more satisfying and punchy. A slight radial blur and darkens the screen a bit for a split second when firing.
- Align: tries to give you the feeling of actually holding a gun by adding subtle motions when initially lining up your sights and after that while trying to keep them aligned.
There is also:
- Simple Suppress: vignette-like texture (similar to Squad), doesn't use color corrections nor blur effects. https://www.youtube.com/watch?v=p_nvHzj3T58
Jul 9 2024
that video was quite illuminating,
it would also help the QA team, since @Geez would not have to keep asking, "which server did this occur on?"
related to T181501: GM does not save waypoint
Jul 6 2024
Jul 5 2024
double check that, after you bound the key, it didn't default to double tap, in a similar way that attempting to rebind "select grenade launcher" will always default to long-hold rather than single tap.
these low-poly buildings are assets from Arma 2 and 3 (and possibly, Operation Flashpoint) which have been converted to work in Reforger by third-party modders. there's no way in the world that Bohemia would have time or resources to update these ancient models, especially since none of their official maps are set in the middle-east.
@CocoNuts
the actual ticket subject posted by slamsgt does indeed match the duplicate into which it was merged. if robretotpk has found a new bug then he/she should start a new ticket.
Jul 4 2024
confirmed still in 1.2.0.76
no mines. convoy drives north, turns east, arrives at levie.
@Socrates
oh, interesting. i just tested T181274: AI weird movement behaviour on the new build and it looked like it had been fixed.
this appears to have been fixed in 1.2.0.76. thanks!
tested, persists in 1.2.0.76
do they, in addition to not vaulting the obstacle, also start to stutter-move around it, as shown here?
this has been fixed, so you can close the ticket.
I was able to reproduce this consistently. the AI would *never* drive towards the road blocked by mines, it would always pick another route.
the servers run by BI are clearly marked with the word "official" somewhere in their name. all other non-official servers are run by random members of the public. BI have no control over public servers, their hardware, or anything else to do with them. in addition, this server is heavilly modded, and is running DAYZ which is a total conversion mod. it's not BI's job to debug problems when they may very possibly be introduced poorly-coded mods.
related to T182085: Bad servers? and T181059: Terrible lag on official servers
Jul 3 2024
Jul 2 2024
Jul 1 2024
In T182085#2623657, @sonsoeg wrote:
Jun 29 2024
in ArmA 3, left click spawns a crewed vehicle, while alt-left-click spawns an empty vehicle. there's also an settings checkbox which reverses this behaviour, so that by default empty vehicles are placed.
https://www.youtube.com/watch?v=vcdp989a9co
Jun 28 2024
The save file:
Jun 27 2024
! In T177223#2623142, @Geez wrote:
Thank you, does it also occur on the current experimental or just stable? (or both?)
has your Dynamic Range slider changed?
could this be due to the Select Direct/Radio Talk keybind also being bound to another key that you're using?
i haven't used it in the editor, sorry. the author is here as @bacon_8008
Jun 26 2024
and still persists in the official release 1.2.0.70
Bacon's Loadout Editor
https://reforger.armaplatform.com/workshop/606B100247F5C709
Jun 1 2024
er, has it been fixed?
May 30 2024
still happening 2 years later :)
May 29 2024
In T181493#2614143, @71thVasily wrote:+ for roadblaock they should come to the roadblock before rerouting. They shouldnt know that there is a roadblock