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May 10 2016

tyl3r99 added a comment to T76005: Floating loot, floating debris in Single / Multiplayer, Builds Using Weapons Holders..

confirmed also "debris / loot" floating in the air and on roofs

May 10 2016, 7:49 AM · Arma 3
tyl3r99 added a comment to T76005: Floating loot, floating debris in Single / Multiplayer, Builds Using Weapons Holders..

info/repro's has been sent across to you guys via other means of communication

has there been any progress Dwarden?
let me know buddy

May 10 2016, 7:49 AM · Arma 3
tyl3r99 added a comment to T75963: When playing ELITE & VETERAN mode the map centres on your position at the start of the mission giving away your exact position.

i think when you open map it should be zoomed out central of course (middle of map) and when you zoom in its just where ever your cursor is

May 10 2016, 7:49 AM · Arma 3
tyl3r99 added a comment to T75805: Combine Zeus with the 2D Editor.

related to my ticket...

http://feedback.arma3.com/view.php?id=17340

May 10 2016, 7:45 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T75699: Make Zeus's 3d editor compatibilities into the arma 3 editor.
May 10 2016, 7:42 AM · Arma 3
tyl3r99 added a comment to T75458: add the distance to the rearm action to the action menu like the target menu.

nice one! would be good if the AI was smart enough to decide where to go for ammo....

sounds like we need to tell the AI to breathe at the moment lol

May 10 2016, 7:36 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T75458: add the distance to the rearm action to the action menu like the target menu.
May 10 2016, 7:36 AM · Arma 3
tyl3r99 added a comment to T75457: FPS Multiplayer Sucks.

theres already 1000 tickets like this mate

May 10 2016, 7:36 AM · Arma 3
tyl3r99 added a comment to T75207: give us back our lamps and base lights in the editor.

cant that be fixed then? then we have our lights back

May 10 2016, 7:30 AM · Arma 3
tyl3r99 added a comment to T75207: give us back our lamps and base lights in the editor.

using the addon mentioned above... works great guys get it

May 10 2016, 7:30 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T75207: give us back our lamps and base lights in the editor.
May 10 2016, 7:30 AM · Arma 3
tyl3r99 added a comment to T75188: Damage on static objects doesn't transfer to JIP players.

yep I also did the repro and it worked

May 10 2016, 7:30 AM · Arma 3
tyl3r99 added a comment to T74994: Illumination flares - Mortar flare not bright enough, sochor/scorcher lacking flares.

can be related to this thread for information
http://forums.bistudio.com/showthread.php?170472-Increasing-lifetime-of-mortar-illumination-rounds&p=2584133#post2584133

May 10 2016, 7:25 AM · Arma 3
tyl3r99 added a comment to T74935: arma 3 homepage incorrect spelling on countdown to ep.2 campaign.

it seems to have been fixed :/

weird.....

May 10 2016, 7:23 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T74935: arma 3 homepage incorrect spelling on countdown to ep.2 campaign.
May 10 2016, 7:23 AM · Arma 3
tyl3r99 added a comment to T74911: Dying from destroyed buildings when near, in MP.

if you would like any attention from BI... i strongly suggest a repro mission.

many thanks

May 10 2016, 7:23 AM · Arma 3
tyl3r99 added a comment to T74907: Floating rocks and other stuff on both Altis and Stratis.

did you have fog enabled?
can you produce a repro mission?
what are your view distance object distance settings

thank you

May 10 2016, 7:22 AM · Arma 3
tyl3r99 added a comment to T74871: Battlefield firefight ambient produces config error and does not work.

Yeah will close when I test it when I'm home later tonight

Cheeeeers pettka!

May 10 2016, 7:22 AM · Arma 3
tyl3r99 added a comment to T74871: Battlefield firefight ambient produces config error and does not work.

issue has been fixed in 1.10 thanks again

May 10 2016, 7:22 AM · Arma 3
tyl3r99 added a comment to T74871: Battlefield firefight ambient produces config error and does not work.

Ok not to worry pettka :)

Can someone on dev branch please test this in a couple of days please?
I'm on stable branch and really want to avoid downloading all that data and changing back
As I have a solid state drive

May 10 2016, 7:22 AM · Arma 3
tyl3r99 added a comment to T74871: Battlefield firefight ambient produces config error and does not work.

If it works can it slip into main branch please lord pettka?

May 10 2016, 7:22 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T74871: Battlefield firefight ambient produces config error and does not work.
May 10 2016, 7:22 AM · Arma 3
tyl3r99 added a comment to T74369: [REQ] A patrol waypoint with a radius.

^ yep you are correct there, it only chooses the random pos once at mission start.
even if it was able to re calculate the waypoint over and over would be enough for me

May 10 2016, 7:10 AM · Arma 3
tyl3r99 added a comment to T74369: [REQ] A patrol waypoint with a radius.

so will the "cycle" waypoint have to have a radius too? so when they loop both waypoints be random?

May 10 2016, 7:10 AM · Arma 3
tyl3r99 added a comment to T74369: [REQ] A patrol waypoint with a radius.

So every time the unit goes back to the first waypoint with the radius, he will be random every time?
So yeah... It will be technically patrolling around a radius.

I will try this but still would be a nice addition something little and useful to make it that much easier for people

May 10 2016, 7:10 AM · Arma 3
tyl3r99 added a comment to T74369: [REQ] A patrol waypoint with a radius.

update.

ive tried what you said and it doesn't work to how i was hoping.
i placed 2 waypoints literally on top of eachother, 1 was move (safe, limited) and a cycle waypoint.

i watched the unit literally walk to a position and walk to another and he REPEATED the same path over and over.
he did not randomly patrol that radius. (i.e. not in a single line but all over)

hmmm :(

May 10 2016, 7:10 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T74368: [REQ] when selecting the "dismissed" option under waypoint a radius option appears in the waypoint menu..
May 10 2016, 7:10 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T74369: [REQ] A patrol waypoint with a radius.
May 10 2016, 7:10 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T74308: feature req: make PLAYER be able to call "Area Clear".
May 10 2016, 7:09 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T74181: add more ambient sounds/effects for mission makers.
May 10 2016, 7:06 AM · Arma 3
tyl3r99 added a comment to T74174: Ambient combat sounds have disappeared from the trigger effects menu.

fixed in 1.10

May 10 2016, 7:06 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T74174: Ambient combat sounds have disappeared from the trigger effects menu.
May 10 2016, 7:06 AM · Arma 3
tyl3r99 added a comment to T73657: addUniform is NOT Global.

hope they fix this soon... :(

May 10 2016, 6:48 AM · Arma 3
tyl3r99 added a comment to T73645: Scripting Command: addMagazineCargoEx for Bullet Counts.

upvoted as my vote will make the difference ;)

May 10 2016, 6:47 AM · Arma 3
tyl3r99 added a comment to T73627: Inventory/ Loadout editor.

^ chill out... we have all been waiting for this yet we are not crying about it

May 10 2016, 6:46 AM · Arma 3
tyl3r99 added a comment to T73627: Inventory/ Loadout editor.

yesss that equipment tab made me jump around the room!!!!

May 10 2016, 6:46 AM · Arma 3
tyl3r99 added a comment to T73313: All ArmaVerse in official DLC packs.

you do know that BI do not have the time or resources to "port" over all the other content right... let alone test it all works

however the community has already started doing this..

May 10 2016, 6:38 AM · Arma 3
tyl3r99 added a comment to T73183: requesting more blood and gore to arma 3.

Hang on a second... I'm not asking for this to be right this second buddy,
Simply if it was added on a to do list would be ok for me.

But everyone is entitled to their opinion arnt they

May 10 2016, 6:31 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T73183: requesting more blood and gore to arma 3.
May 10 2016, 6:31 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T72862: add the original OFP soundtracks to arma 3.
May 10 2016, 6:23 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T72860: when AI respawn they're on combat all the time.
May 10 2016, 6:23 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T72861: make it so AI and players keep the custom loadout when respawned...i.e. flashlights and no NVG.
May 10 2016, 6:23 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T72678: please make vehilces have the mud/dirt effect on the paintwork/body of vehicle..
May 10 2016, 6:19 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T72580: Add more millitary objects in the editor i.e. field hospital etc....
May 10 2016, 6:16 AM · Arma 3
tyl3r99 added a comment to T72551: playSound3D command is half broken on the server.

any news?

May 10 2016, 6:16 AM · Arma 3
tyl3r99 added a comment to T72435: Make the independent FIA placeable in the editor again. (scope=public).

Oooooo I'm with viper

May 10 2016, 6:13 AM · Arma 3
tyl3r99 added a comment to T72435: Make the independent FIA placeable in the editor again. (scope=public).

Either way editing sqm of or join group or sqf spawning is silly...

If it was put on both sides the following can happen.

-players who wish to use them against blufor can....
-players who like them as they are can easily set it to friendly blufor...
-no scripting needed
-arguments no more

Or make then visible blufor and opfor and the same result (as above) will occur.

I really don't see the problem with them being visible in blufor and independant!!
Hell you can make them fight each other!
Friendly towards opfor, spawn the independant FAA and spawn the blufor FAA or whatever it's called and so forth..

It would be a win win situation for everyone!

Is anyone with me?

May 10 2016, 6:13 AM · Arma 3
tyl3r99 added a comment to T72435: Make the independent FIA placeable in the editor again. (scope=public).

i like vipers comment....

i mean why make it invisible... what was the actual point?

its like drinking AIR but the water is invisible.

May 10 2016, 6:13 AM · Arma 3
tyl3r99 added a comment to T72152: Stuttering on 64bit systems since build 109561 (32bit memory hotfix).

me and my bro also encountered this issue with the jet

May 10 2016, 6:05 AM · Arma 3
tyl3r99 added a comment to T72152: Stuttering on 64bit systems since build 109561 (32bit memory hotfix).

Hi dazhbog this starts to happen for me when playing the game for a while.
I'm simply creating missions, testing, messing around, but it seems that it's when your in Altis even by yourself do a 360 and it judders.

I'm not sure what everyone else is going to reply but for me it's on single player
And general game play. It's getting better after each update! But the issue is still present.

I will try as much as I can to get repros set up for you

May 10 2016, 6:05 AM · Arma 3
tyl3r99 added a comment to T72152: Stuttering on 64bit systems since build 109561 (32bit memory hotfix).

maddog, would you know what to look for in these files?

May 10 2016, 6:05 AM · Arma 3
tyl3r99 added a comment to T72152: Stuttering on 64bit systems since build 109561 (32bit memory hotfix).

dxdiag uploaded, now going for a spin on arma 3 without -nologs will upload rpt file soon

May 10 2016, 6:05 AM · Arma 3
tyl3r99 added a comment to T72152: Stuttering on 64bit systems since build 109561 (32bit memory hotfix).

a quick rpt file added, will keep -nologs off and will report again when its built up

May 10 2016, 6:05 AM · Arma 3
tyl3r99 added a comment to T72152: Stuttering on 64bit systems since build 109561 (32bit memory hotfix).

my pagefile is set to "let windows decide" or whatever it normally says on AUTO

May 10 2016, 6:05 AM · Arma 3
tyl3r99 added a comment to T72152: Stuttering on 64bit systems since build 109561 (32bit memory hotfix).

Where would the dxdiag be?

May 10 2016, 6:05 AM · Arma 3
tyl3r99 added a comment to T72152: Stuttering on 64bit systems since build 109561 (32bit memory hotfix).

I will attach these later on tonight, I will have to remove the nologs param ;)

May 10 2016, 6:05 AM · Arma 3
tyl3r99 added a comment to T72058: requesting arma 3 to be also 64bit.

yes but I bet the votes don't get carried over do they

May 10 2016, 6:03 AM · Arma 3
tyl3r99 added a comment to T72058: requesting arma 3 to be also 64bit.

thanks guys :) keep voting something needs to be done here

May 10 2016, 6:02 AM · Arma 3
tyl3r99 added a comment to T72058: requesting arma 3 to be also 64bit.

upvoted yours too... i know this will be closed as a duplicate but but but wont it show that its a problem?

i dont want my 16gb ram to be limited for 2gb i may aswell play arma 1,2,3 at the same time and still wont use it all.

may even be the cause of PIP flickering on some vehicles also

May 10 2016, 6:02 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T72058: requesting arma 3 to be also 64bit.
May 10 2016, 6:02 AM · Arma 3
tyl3r99 added a comment to T72052: Performance changes in ArmA3 | 64-bit Support (arma3.exe*32).

Everyone should contribute to mad dogs ticket
It's being investigated and may be able to improve things for 64 bit users

May 10 2016, 6:02 AM · Arma 3
tyl3r99 added a comment to T72052: Performance changes in ArmA3 | 64-bit Support (arma3.exe*32).

full agree needs 64bit regardless... why have 64bit compatibility if your not going to Finnish the job?

you have upscaled the terrain by a huge amount but left us with the same shitty resource limitation

May 10 2016, 6:02 AM · Arma 3
tyl3r99 added a comment to T71936: when treading water if you look down the water goes see through (no textures or coulour).

Oh right, even if they could tweak it even a little bit that would be appreciated as it is quite bad :/

May 10 2016, 5:59 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T71936: when treading water if you look down the water goes see through (no textures or coulour).
May 10 2016, 5:59 AM · Arma 3
tyl3r99 added a comment to T71571: Rain does not effect windshields / player.

it wont affect anything as of yet until they do this rain overhaul

May 10 2016, 5:49 AM · Arma 3
tyl3r99 added a comment to T71409: ARMA 3 sound is still extremely basic (no acoustic simulation) very important audio features from ARMA 2 are missing.

yeah i understand that vanilla should be good anyway but lets face it... its not.

just use JSRS orrrr BIS should really invest in LordJarheads help...
employ JSRS!!

May 10 2016, 5:44 AM · Arma 3
tyl3r99 added a comment to T71409: ARMA 3 sound is still extremely basic (no acoustic simulation) very important audio features from ARMA 2 are missing.

solution..... download JSRS....sorted

May 10 2016, 5:44 AM · Arma 3
tyl3r99 added a comment to T71018: Make A3 engine backwards compatibility to A2/OA content a top priority post release..

i hope they do this, would make AiA awesomeeee

May 10 2016, 5:32 AM · Arma 3
tyl3r99 added a comment to T70865: Rifleman (Light) is no longer unarmed.

go progamer go!

i think it should stay as it is as it gives the nice effect of base patrols and base units..

anyhow if you dont like the weapons... "removeallweapons this; removeallitems this; removeallcontainers this"

May 10 2016, 5:27 AM · Arma 3
tyl3r99 added a comment to T70819: when treading water if you look down the water goes see through (no textures or coulour).

Oh right, even if they could tweak it even a little bit that would be appreciated as it is quite bad :/

May 10 2016, 5:26 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T70819: when treading water if you look down the water goes see through (no textures or coulour).
May 10 2016, 5:26 AM · Arma 3
tyl3r99 added a comment to T70730: AI do not follow load waypoints.

Do the following

Select unit you wish to be the transport make waypoint load somewhere
Now select the units that are being loaded and place a get in waypoint near the load waypoint and sync the waypoints together

May 10 2016, 5:23 AM · Arma 3
tyl3r99 added a comment to T70730: AI do not follow load waypoints.

more details needed

May 10 2016, 5:23 AM · Arma 3
tyl3r99 added a comment to T70709: Arma engine doesn't allow you to take out AI units silently if they are grouped to other AI units..

this annoys me also

May 10 2016, 5:22 AM · Arma 3
tyl3r99 added a comment to T70708: pistols do as much damage as a BB Gun.

@AD2001

pistol test was made without silencer and to a civilian not a soldier.
i have tried with a soldier and no different was found.

whose actually downvoted this?

May 10 2016, 5:22 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T70708: pistols do as much damage as a BB Gun.
May 10 2016, 5:22 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T70706: AI do not know when to change to Stagnag when above water. vice versa.
May 10 2016, 5:22 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T70689: no wind/sound effects when weather is really bad..
May 10 2016, 5:21 AM · Arma 3
tyl3r99 added a comment to T70688: no lightning sounds when lightning is present....

thats the one

May 10 2016, 5:21 AM · Arma 3
tyl3r99 added a comment to T70688: no lightning sounds when lightning is present....

i know i was kidding mate lol humor ;)

May 10 2016, 5:21 AM · Arma 3
tyl3r99 added a comment to T70688: no lightning sounds when lightning is present....

OFP is still WIP...

May 10 2016, 5:21 AM · Arma 3
tyl3r99 added a comment to T70688: no lightning sounds when lightning is present....

haha yeah we all know light travels faster than sound but...Jeez the lightning isnt like a galaxy away haha

May 10 2016, 5:21 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T70688: no lightning sounds when lightning is present....
May 10 2016, 5:21 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T70687: no wind effects when at very high altitudes or skydiving/parachuting.
May 10 2016, 5:21 AM · Arma 3
tyl3r99 added a comment to T70681: [Editor Feature Request] a small preview box showing man or object placement!.

new photo added with a better example

May 10 2016, 5:21 AM · Arma 3
tyl3r99 added a comment to T70681: [Editor Feature Request] a small preview box showing man or object placement!.

or just do both tickets haha

May 10 2016, 5:21 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T70681: [Editor Feature Request] a small preview box showing man or object placement!.
May 10 2016, 5:21 AM · Arma 3
tyl3r99 added a comment to T70641: (feature) Very simple way to manage objectives.

as long as they still can be syncd with normal triggers for example when unit reaches this area trigger is fired and task is complete but in a more simple fashion

upvoted 1000 times more (wishful thinking)

May 10 2016, 5:20 AM · Arma 3
tyl3r99 added a comment to T70641: (feature) Very simple way to manage objectives.

upvoted for the easier tasks bit!! not so sure about variables :/ i only know things like !alive playername and stuff like that lol

May 10 2016, 5:20 AM · Arma 3
tyl3r99 added a comment to T70621: Opfor helmets are so ugly..

they are shit.. lol i wish they wore something a bit nicer
not like fly helmets

May 10 2016, 5:19 AM · Arma 3
tyl3r99 added a comment to T70615: Property protection !!!!!!!!!!!!!.

or with 9000 he could buy VBS?

May 10 2016, 5:19 AM · Arma 3
tyl3r99 added a comment to T70615: Property protection !!!!!!!!!!!!!.

this would be down to the admin of the server not the game developers!!

and should learn to lock your vehicle.

-1 downvoted

May 10 2016, 5:19 AM · Arma 3
tyl3r99 added a comment to T70614: Plane tows/tugs.

hmmm this could be interesting but in my opinion it would hardly ever get used.

if they implemented a tug. i think because of minimal demand they would say you script it to pull a plane

May 10 2016, 5:19 AM · Arma 3
tyl3r99 added a comment to T70591: More accurate representation of unit placement within the editor....

my ticket would be more suitable

http://feedback.arma3.com/view.php?id=12322

May 10 2016, 5:18 AM · Arma 3
tyl3r99 added a comment to T70585: [DEV] Trees rendering overloads the GPU after 0.75.108432 patch.

my GTX690 has a hefty fan, i couldnt afford the liquid cooling one like my CPU but o well my rig is special lol

May 10 2016, 5:18 AM · Arma 3
tyl3r99 added a comment to T70579: Task modules not functioning the way they are supposed to... e.g.task 2 wont assign or complete....

less syncing needs to be done its mental... you zoom out and its like wtffff

blue lines everywhere

May 10 2016, 5:18 AM · Arma 3
tyl3r99 added a comment to T70579: Task modules not functioning the way they are supposed to... e.g.task 2 wont assign or complete....

i think the problem lies with the trigger itself not setting off all of its syncs...

maybe the trigger activation needs to be prolonged i reckon.

May 10 2016, 5:18 AM · Arma 3
tyl3r99 added a comment to T70579: Task modules not functioning the way they are supposed to... e.g.task 2 wont assign or complete....

ive narrowed it down to the ASSIGN module itself!! sometimes this module does not fire and will make the destination module have only 50% chance of working.

i just played a mission i made and it included the assign module also.
1st preview everything worked.
2nd preview after adding more enemy units and it did not fire when the trigger was activated...

i removed the assigned module and (annoying i now have to click every task manually) it works.. sorta

May 10 2016, 5:18 AM · Arma 3
tyl3r99 added a comment to T70579: Task modules not functioning the way they are supposed to... e.g.task 2 wont assign or complete....

the problem is back again..

@blackjack, this resolution no longer works for me for certain tasks lol
mostly task 2 and task 3

task 1 is fine.

i think triggers get overloaded and confused maybe

May 10 2016, 5:18 AM · Arma 3
tyl3r99 added a comment to T70579: Task modules not functioning the way they are supposed to... e.g.task 2 wont assign or complete....

@blackjack your a ledgend!!!

maybe BIS could make using the modules a bit more easier Jesus!

only taken me a week to figure this shit out.

May 10 2016, 5:18 AM · Arma 3