Thank you! It's now synced and visible. Really happy about the fix.
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Jun 3 2021
Feb 12 2021
Any news now that a lot of small issues seem to be getting some attention? This functionality is still sorely missed and has been for over five years now.
Aug 10 2019
Is there a reason this hasn't been fixed or even looked at? It is a massive immersion breaker and makes it impossible to tell which way someone's looking.
Jan 31 2017
Would a better description or a video help in making this higher priority?
Jun 16 2016
Since this hasn't been fixed yet are we to assume it is intended as part of network optimization or has it just been forgotten? It's an important part of immersive gameplay and there's no reason for it to have been removed when it's still present for mouse look.
May 10 2016
This has been working perfectly for years and in multiple games. What happened?
I also had a great setup where I had the stance keys bound to "Adjust". This meant I simply held down my desired stance and could adjust stance without issues. The issue I have now is that I have to create multiple-key binds such as Left Ctrl(Crouch)+W(A,S,D) which add a delay for checking key presses and also makes them behave strangely when pressed in opposite order. I appreciate that many will prefer this new method but I would prefer if it both options could coexist.
I'm curious as to why the change was made at all. From what I've seen the centered rotation axis is preferable in a majority of cases. My biggest issue with the current stable branch implementation is rotating on stairways and entering a falling state. That never happened with the centered one, did it?
It is now finally resolved in dev-branch. Here's hoping for 1.50.
It is now finally resolved in dev-branch. Here's hoping for 1.50.
From what I can tell this isn't fixed in dev-branch 1.49.131612 (Please confirm). Has there been a regression? I also couldn't find it in the changelog but I don't know when it was supposedly fixed and may not have looked close enough.