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Fri, Dec 13

TRAGER added a comment to T182166: Other players cannot see visual effects (fire, light, smoke) on launcher shot in MP.

Apparently, vehicle weapons are have same problem

  1. download & launch repro mission on dedicated server
  2. left AI-crew tank firing at right tank
  3. no any particles on firing main caliber, only flash(zasleh) animation (3d model)

see video https://youtu.be/o-NXBUI7-Xg

Fri, Dec 13, 11:03 AM · Arma 3

Nov 25 2024

TRAGER added a comment to T161323: BIS_fnc_setUnitInsignia's image missing after remove/change uniform.
  1. place unit, exec player forceAddUniform 'U_B_CombatUniform_mcam'
  2. exec [player, "BI"] call BIS_fnc_setUnitInsignia;
  3. exec player forceAddUniform 'U_B_CombatUniform_mcam_vest'
  4. exec [player] call BIS_fnc_getUnitInsignia;

result - insignia class name was return although no picture on clan selection

Nov 25 2024, 9:44 AM · Arma 3

Nov 22 2024

TRAGER added a comment to T161323: BIS_fnc_setUnitInsignia's image missing after remove/change uniform.

With lastest dev update insignia will not be lost after take off and putting on again for same uniform object.
But if unit put on new(other class name) uniform BIS_fnc_setUnitInsignia will return false and no imagine will show

Nov 22 2024, 3:36 AM · Arma 3
TRAGER added a comment to T155459: Units with insignia + unsupported uniform cause graphical issues with JIP.

This change seems affect to issue T161323, can't reproduce on the latest dev update

Nov 22 2024, 3:29 AM · Arma 3

Nov 19 2024

TRAGER renamed T182834: Clusters and UXO sound shaders issues from Cluster bombs use non separated explosion sounds for 'distance' range to Clusters and UXO sound shaders issues.
Nov 19 2024, 11:18 AM · Arma 3

Nov 15 2024

TRAGER created T186451: Grenade launcher ammo explode using Hand Grenade sounds instead of its own separate explosion sounds.
Nov 15 2024, 6:13 PM · Arma 3

Nov 14 2024

TRAGER updated the task description for T184578: Environmental sounds configuration issues.
Nov 14 2024, 2:49 PM · Arma 3
TRAGER renamed T184578: Environmental sounds configuration issues from Livonia environmental sounds configuration issues to Environmental sounds configuration issues.
Nov 14 2024, 2:39 PM · Arma 3

Nov 5 2024

TRAGER added a comment to T124855: Sound bug with plane.

Best reproduction example is:

  1. spawn class B_Plane_Fighter_01_F in Eden any world in fly with AI pilot
  2. start mission and move your camera avay jet from a ~2km
  3. then move closer to jet and listen that no any sound played (even super close to jet)
  4. wait ~20 sec and sound will appear instantly
Nov 5 2024, 12:11 PM · Arma 3
TRAGER added a comment to T128495: the police boat "C_Boat_Civil_01_police_F" hasn't got a siren..

Indeed, the siren on police boats has a place. How nice that it is very easy to implement, we need next actions:

  1. in CfgVehicles → Boat_Civil_01_base_F → Sounds add this code see Pastebin
  2. in CfgVehicles → Boat_Civil_01_base_F → UserActions add this code see Pastebin

Look at the result - https://youtu.be/Z3Sr42D0J1g, same as @madpat3 requested via video

Nov 5 2024, 11:41 AM · Arma 3

Oct 28 2024

TRAGER updated the task description for T175392: Placed(Spawned) animals work bad if mission launched on Dedicated Server (+ tweak request).
Oct 28 2024, 3:09 PM · Arma 3

Oct 25 2024

TRAGER updated the task description for T185821: Missile launcher of AWC 302 Nyx (AA) has no shot sound due to non-existing class.
Oct 25 2024, 3:28 PM · Arma 3
TRAGER created T185821: Missile launcher of AWC 302 Nyx (AA) has no shot sound due to non-existing class.
Oct 25 2024, 3:18 PM · Arma 3

Oct 23 2024

TRAGER added a comment to T175392: Placed(Spawned) animals work bad if mission launched on Dedicated Server (+ tweak request).

Now I think the miss of variables is not a bug but just must not be publichet over net is ok
However, you can make sure that the function does not work by the following parts of the function that do not work:

  1. A land animal will not be lost if it falls into water
  2. The animal will not make a sound
  3. the animal will not react to danger as it would in a single player game

and more…

Oct 23 2024, 4:14 PM · Arma 3

Oct 21 2024

TRAGER added a comment to T185379: AI knows where you are if vehicle was hit by a Mine.

Same for infantry any explosives T82957

Oct 21 2024, 11:10 PM · Arma 3

Oct 11 2024

TRAGER added a comment to T185228: 2.18 Autonomous toggle on UAV not working.

last line of comment noted it

Oct 11 2024, 12:34 PM · Arma 3

Oct 8 2024

TRAGER added a comment to T185228: 2.18 Autonomous toggle on UAV not working.

https://feedback.bistudio.com/T179257#2672396 related

Oct 8 2024, 10:14 PM · Arma 3

Sep 27 2024

TRAGER added a comment to T156035: sound error.


Seems was forgotten to rename files after copy & paste for male01rus and male03rus

nowneed rename to
veh_infantry_s_1 - Copyveh_infantry_p_1
veh_infantry_s_2 - Copyveh_infantry_p_2
veh_infantry_s_3 - Copyveh_infantry_p_3
Sep 27 2024, 12:56 PM · Arma 3

Sep 26 2024

TRAGER added a comment to T117142: Make Eden editor use setGroupIdGlobal.

I can confirm! Eden attribute works fine on dedicated server in current dev branch

Sep 26 2024, 12:27 PM · Arma 3

Sep 20 2024

TRAGER added a comment to T159347: !alive vehicles continues plays siren sound.

If so I want to represent you solution from this comment https://feedback.bistudio.com/T159347#2635883

Sep 20 2024, 1:22 PM · Arma 3
TRAGER added a comment to T179257: Switching to UAV gunner camera breaks controls.

Can not confirm, just got it in lastest dev build 152211 on dedicated server

Sep 20 2024, 12:50 PM · Arma 3

Sep 18 2024

TRAGER updated the task description for T184578: Environmental sounds configuration issues.
Sep 18 2024, 4:06 PM · Arma 3

Sep 14 2024

TRAGER created T184595: Wrong afternoon ambient sound file path in Tanoa configuration.
Sep 14 2024, 1:56 PM · Arma 3
TRAGER renamed T184593: Count of destroyed Terrain objects in MP are duped depending on the number of players on the dedicated server from Count of destroyed objects in MP are duped depending on the number of players on the dedicated server to Count of destroyed Terrain objects in MP are duped depending on the number of players on the dedicated server.
Sep 14 2024, 11:31 AM · Arma 3
TRAGER renamed T184593: Count of destroyed Terrain objects in MP are duped depending on the number of players on the dedicated server from Objects to Count of destroyed objects in MP are duped depending on the number of players on the dedicated server.
Sep 14 2024, 11:24 AM · Arma 3
TRAGER created T184593: Count of destroyed Terrain objects in MP are duped depending on the number of players on the dedicated server.
Sep 14 2024, 11:21 AM · Arma 3
TRAGER created T184591: Transmitter Tower - extra text in RU translation.
Sep 14 2024, 10:07 AM · Arma 3
TRAGER updated subscribers of T184588: VirtualReammoBox_F, VirtualReammoBox_small_F display name inverted.

Looks like localization side issue @falagor

Sep 14 2024, 9:51 AM · Arma 3
TRAGER updated the task description for T184578: Environmental sounds configuration issues.
Sep 14 2024, 7:15 AM · Arma 3

Sep 13 2024

TRAGER created T184578: Environmental sounds configuration issues.
Sep 13 2024, 6:34 PM · Arma 3

Sep 10 2024

TRAGER added a comment to T184412: Fix Illumination towers, add lights on them.

Light on this object always be allowed to enable, by default animation and lights state is off
Use this code to enable lights

_this animateSource ["Lights_Hide",0];
_this switchLight 'ON'
Sep 10 2024, 3:44 PM · Arma 3

Sep 6 2024

TRAGER added a comment to T184224: Script Error when debriefing class is not defined (Profiling Version).

This error fixed in dev see T182822

Sep 6 2024, 4:13 AM · Arma 3

Sep 5 2024

TRAGER added a comment to T174022: Jets DLC some scripts incorrect work in MP.

I think setPhysicsCollisionFlag would be a great solution to issue № 9

Sep 5 2024, 11:22 AM · Arma 3

Sep 4 2024

TRAGER added a comment to T184104: (T-100) MBT_02_Engine_RPM0/1/2/3_INT_SoundSet, Soundset/Soundshadow classes are not exist..

MBT_02_Engine_EXT_Burst_Sound(Shader)Set and MBT_02_Engine_INT_Burst_Sound(Shader)Set also do not exist, however the sound files is existing in data


Plus not added to soundSets(Ext)Int={}; of MBT_02_base_F and MBT_02_railgun_base_F classes

Sep 4 2024, 1:16 PM · Arma 3

Sep 2 2024

TRAGER added a comment to T184104: (T-100) MBT_02_Engine_RPM0/1/2/3_INT_SoundSet, Soundset/Soundshadow classes are not exist..

Plus one error MBT_02_Servo02_Int_SoundSet missed in soundSetsInt={}; of MBT_02_base_F and MBT_02_railgun_base_F classes

Sep 2 2024, 4:54 PM · Arma 3

Aug 12 2024

TRAGER created T183621: Camouflage variant of RPG-42 is protected weapon for no technical reason.
Aug 12 2024, 8:19 AM · Arma 3

Aug 11 2024

TRAGER added a comment to T180412: Weapon's bipods sounds are no audible for other players.

I would also like to note that all other weapon sounds can be heard by other players: switching range on iron sight, switching fire selector. It seems that only the sounds of the bipod cannot be heard

Aug 11 2024, 10:50 AM · Arma 3

Aug 5 2024

TRAGER added a comment to T124855: Sound bug with plane.

For some reason there is a delay for the sound. When jet enters in the target's hearing range, only after a few seconds (more than 20 I think) sounds from its engines appear, usually during this time jet leaves and we received such sound behavior.
Make sure of this we can by attaching jet to the approaching of the target's hearing range and waiting until the target start hear engines, then continue the approach to the target; in this case, all sounds will work
see https://www.youtube.com/watch?v=LfF4gJQz6m0

Aug 5 2024, 10:04 AM · Arma 3
TRAGER added a comment to T124855: Sound bug with plane.

Neophron, Xi'An, Buzzard, Blackfish do not have such problems seems because they use the old way of sounds in the configuration. The new ones are soundSets and have the above noted problems
Reading the configuration you can find out that the Jet should be audible starting from 5000 km from rear and front
This is not happening even close, watch the video: the sound you will hear comes from the player at the airport (all external sounds are off so you will only hear the jet sounds)

https://youtu.be/e-Hcm_X-PKU

the first sound responce in video at 00:34 time code

Aug 5 2024, 7:59 AM · Arma 3

Aug 4 2024

TRAGER added a comment to T164449: 7.62 & 6.5 Miniguns and Coaxial machine guns tail Sound Sets are glitchy.

Here is a version of the prove video without shot sounds so you can hear only echoes (tails) sounds
= https://youtu.be/UeHAksqCHzM =

A video with vanilla example of a weapon whose sound set has the correct value will be very useful I think → https://youtu.be/G6Ttod9sGPs
Watch the video, this is the class LMG65mmBody_tail_SoundSet, its vanilla value is frequencyRandomizer=1; and this is correct, there is no glitches in the echo sound. Let's change the value to 0, and then glitches appears, same glitches as for sound set classes ​​where in the table column from ticket description «has frequencyRandomizer param ?» has "no"
Same we can do with e.g. Rifle_Tail_Base_SoundSet, then most rifles will have same glithes

Aug 4 2024, 2:45 PM · Arma 3
TRAGER added a comment to T164449: 7.62 & 6.5 Miniguns and Coaxial machine guns tail Sound Sets are glitchy.

Here is a version of the prove video without shot sounds so you can hear only echoes (tails) sounds

https://youtu.be/UeHAksqCHzM

Aug 4 2024, 2:09 PM · Arma 3

Aug 2 2024

TRAGER added a comment to T159917: Projectile incoming sounds doesn't work if shot was fired from a distance more than a ~1000m.

Are there any situations coded to prevent these sounds from playing?
I noticed while playing KOTH that artillery shells will play these sounds not on every incoming
No repro found, so want to ask about restrictions, maybe sound source limits...

Aug 2 2024, 6:06 PM · Arma 3
TRAGER created T183309: Promet 6.5 assault rifle uses wrong shot sound set for full auto fire mod.
Aug 2 2024, 5:45 AM · Arma 3

Jul 31 2024

TRAGER added a comment to T165776: Throwables impact sound does not work as should due missing soundHit param into most CfgSurfaces classes.

I created a .cpp file with the example needed work to make the sounds of impacts the surface correct:

Jul 31 2024, 3:06 PM · Arma 3
TRAGER added a comment to T159347: !alive vehicles continues plays siren sound.
  1. move in ambulance
  2. enable siren
  3. move out
  4. move in again
  5. turn off siren
  6. listen carefully, set your audio volume to max, you will hear quiet siren

Maybe something went wrong with current dev build, I'll retest on new one

Jul 31 2024, 4:49 AM · Arma 3

Jul 30 2024

TRAGER added a comment to T159347: !alive vehicles continues plays siren sound.

Fixed: Siren could be heard twice when entering an ambulance while the siren is playing

still can be heard twice on dev but sound volume is much lower, see video https://youtu.be/aE-eLPtQo5I

Jul 30 2024, 12:56 PM · Arma 3
TRAGER added a comment to T179381: [Feature Request] Allow binocular use with static weapons..

We can use compass (and clock) while turret control, which like binoculars one-hand needed. Seems strange unable to use the binoculars I suppose.
When we have binoculars in our hand and go sit in the turret, the bino will remain in our hand and can be used

Jul 30 2024, 11:04 AM · Arma Reforger
TRAGER added a comment to T183242: Zeus Error Codes.

\RscDisplayDebriefing error known and fixed on current dev

Jul 30 2024, 10:53 AM · Arma 3

Jul 26 2024

TRAGER added a comment to T183117: HandleHeal doesn't trigger when commanding unit to heal at a vehicle.

How do you order unit to heal themselves from vehicle, all I get is 'treat self' and that works fine when you order it and unit uses medkit, triggers handle heal

Jul 26 2024, 1:59 AM · Arma 3

Jul 25 2024

TRAGER added a comment to T183105: Parachute landing and open sounds is not used.

pastebin example to make it work https://pastebin.com/kDxdaSHP

Jul 25 2024, 9:47 AM · Arma 3
TRAGER created T183105: Parachute landing and open sounds is not used.
Jul 25 2024, 7:36 AM · Arma 3

Jul 15 2024

TRAGER added a comment to T154752: Edit Terrain Object module door locking is not working properly in multiplayer.

This issue was fixed in dev branch for a while, you better download it and retest module work in mp for confirmation

Jul 15 2024, 9:02 PM · Restricted Project, Arma 3

Jul 13 2024

TRAGER created T182834: Clusters and UXO sound shaders issues.
Jul 13 2024, 11:30 AM · Arma 3

Jul 12 2024

TRAGER created T182814: Some explosion ammunition misses SoundSetExplosion={}; in configuration: no explosion adds, no echo(tail), no debris.
Jul 12 2024, 2:26 PM · Arma 3

Jul 9 2024

TRAGER added a comment to T159347: !alive vehicles continues plays siren sound.

Or

info from comment above can help to find a solution in engine? Maybe problem in soundSetsInt[]={}; and soundSetsExt[]={};? Why 'auto-detect' ext or int will give bug, but 'handwritten' ext or int in volume (CfgSoundShaders) not…
Any way we now have a full way to fix issue ヽ(ヅ)ノ

Jul 9 2024, 11:51 AM · Arma 3
TRAGER added a comment to T159347: !alive vehicles continues plays siren sound.

Forgot about comment above, here is 100% solution
of 2. issue with save all designed things:

  1. siren sound sets (CfgVehicles) needs move from soundSetsInt[]={}; and soundSetsExt[]={}; to the soundSets[]={};
  2. for each siren sound shader (CfgSoundShaders), in volume parameter, to the value need add a camPos, for interior one: (1-camPos), for exterior camPos

Check this .cpp file with done of example work to fix issue https://pastebin.com/navpYGWb

Jul 9 2024, 11:40 AM · Arma 3

Jul 8 2024

TRAGER added a comment to T159347: !alive vehicles continues plays siren sound.
Jul 8 2024, 4:11 PM · Arma 3

Jul 7 2024

TRAGER created T182700: MRAWS shot sound set: value duplication, missing 3rd short shot shader, added shader of other weapon.
Jul 7 2024, 10:24 AM · Arma 3

Jul 6 2024

TRAGER added a comment to T182669: Laser Guided shells not work without ballistic computer.

seems related T178412

Jul 6 2024, 1:52 PM · Arma 3

Jul 4 2024

TRAGER updated the task description for T159917: Projectile incoming sounds doesn't work if shot was fired from a distance more than a ~1000m.
Jul 4 2024, 12:23 PM · Arma 3

Jun 28 2024

TRAGER created T182471: Windows do not make their destruction sounds if explosion.
Jun 28 2024, 2:17 PM · Arma 3
TRAGER updated the task description for T164449: 7.62 & 6.5 Miniguns and Coaxial machine guns tail Sound Sets are glitchy.
Jun 28 2024, 1:33 PM · Arma 3
TRAGER updated the task description for T164449: 7.62 & 6.5 Miniguns and Coaxial machine guns tail Sound Sets are glitchy.
Jun 28 2024, 1:19 PM · Arma 3

Jun 27 2024

TRAGER created T182436: Errors in "numberOfWindows" config value of Wooden House (Small, v1).
Jun 27 2024, 11:46 AM · Arma 3

Jun 24 2024

TRAGER created T182345: Water explosion debris.
Jun 24 2024, 11:44 AM · Arma 3

Jun 20 2024

TRAGER updated the task description for T182166: Other players cannot see visual effects (fire, light, smoke) on launcher shot in MP.
Jun 20 2024, 3:36 PM · Arma 3

Jun 16 2024

TRAGER created T182166: Other players cannot see visual effects (fire, light, smoke) on launcher shot in MP.
Jun 16 2024, 6:55 AM · Arma 3

Jun 14 2024

TRAGER added a comment to T182110: First Aid Kits heal to 100% when Revive is enabled.

As it turned out, this was done by design see https://discord.com/channels/105462288051380224/108187245529268224/1251158707107139694

Jun 14 2024, 4:03 PM · Arma 3
TRAGER added a comment to T182110: First Aid Kits heal to 100% when Revive is enabled.

Can confirm in current dev, as script repro use steps

  1. enable revive system see steps to reproduce ↑↑
  2. start scenario as MP
  3. exec player setDamage 0.3
  4. use first aid kit or exec player addItemToVest "FirstAidKit";player action ["HealSoldierSelf", player];
  5. exec getDammage player
  6. result → 0, expected 0.25
  7. try again 1-5 steps in SP, result will 0.25
Jun 14 2024, 2:25 PM · Arma 3

Jun 8 2024

TRAGER edited Steps To Reproduce on T181949: Interior footstep sounds are not implemented due configuration flaws of classes and paths.
Jun 8 2024, 8:49 AM · Arma 3
TRAGER updated the task description for T181949: Interior footstep sounds are not implemented due configuration flaws of classes and paths.
Jun 8 2024, 5:34 AM · Arma 3

Jun 7 2024

TRAGER created T181949: Interior footstep sounds are not implemented due configuration flaws of classes and paths.
Jun 7 2024, 3:24 PM · Arma 3

May 31 2024

TRAGER created T181711: Instant sound transition when player moves from interior to exterior, although there is a smooth transition when entering the building.
May 31 2024, 5:18 PM · Arma 3

May 28 2024

TRAGER created T181573: Promet and MX assault rifles sound shaders issues.
May 28 2024, 2:21 PM · Arma 3

May 23 2024

TRAGER added a comment to T133265: Buildings destroyed by Edit Terrain Object module don't appear properly for players in multiplayer on dedicated servers.

This fuction do some setHitPointDamage commands, can execution forceHitPointsDamageSync in module code be useful for MP work safety, maybe worth to add?

May 23 2024, 2:19 PM · Restricted Project, Arma 3

May 18 2024

TRAGER added a comment to T178856: Subsequent throwables impacts make no sound.

The tweak described in this ticket was done in the latest dev update
Can be closed, works good, thanks

May 18 2024, 5:38 AM · Arma 3
TRAGER added a comment to T165776: Throwables impact sound does not work as should due missing soundHit param into most CfgSurfaces classes.

Fixed: Any surface impact for grenades was using the ground impact sound

Lastest dev branch update fixed impact sounds for walls and objects but not for surfaces where players can move
See this picture, this is full metal object, after rev. 151825 the green part of object will sucsess play metal impact sound, but red part still will use the ground impact sound

May 18 2024, 5:34 AM · Arma 3

May 17 2024

TRAGER created T181237: Better sounds for grenades on foliage impact.
May 17 2024, 3:39 PM · Arma 3

May 6 2024

TRAGER added a comment to T180922: Game crash when opening map during mine placement.

T179616 same on stable during official conflict

May 6 2024, 11:08 AM · Arma Reforger

May 4 2024

TRAGER created T180926: Radio protocols when throw frag grenade won't work.
May 4 2024, 1:22 PM · Arma 3

May 2 2024

TRAGER created T180885: For AH-9 Pawnee his own miniguns Sound Sets not added into configuration.
May 2 2024, 4:32 PM · Arma 3
TRAGER added a comment to T178139: SPAR & Katiba assault rifles Interior Tail sounds are duped due to configuration value duplication.

Can confirm fix for Katiba and SPAR-16, thank you!
Vote up for fix silenced Mk200 see comment above

May 2 2024, 12:04 PM · Arma 3

Apr 30 2024

TRAGER created T180839: Add color marking channels of chat/VoN.
Apr 30 2024, 3:53 PM · Arma Reforger

Apr 28 2024

TRAGER created T180798: Audio option "microphone" slider seems not work.
Apr 28 2024, 5:45 PM · Arma 3

Apr 27 2024

TRAGER added a comment to T178138: Mk20 tail sound problem firing Katiba & Mk20 assault rifles at the same time.
soundShadersLimitwill play for player the 2 loudest sounds providing splendid sound immersion in good performance
customCategory="limit2";will hard drop any 2nd sound sample, which is extremely strange, because in a firefight, as a rule, there are more than these two assault rifles :)
Apr 27 2024, 4:13 PM · Arma 3

Apr 26 2024

TRAGER added a comment to T180412: Weapon's bipods sounds are no audible for other players.

I can agree with 8-10 players in a section moaning together on wounded, this is performance and sound garbage ok
But the sound from the bipod of which there are 1-2pcs. per section IMO will only improve poor sound accompaniment from player to players. I suggest that the bipod sounds should not be local and make this the default in the vanilla Arma 3

Apr 26 2024, 12:39 PM · Arma 3
TRAGER renamed T165776: Throwables impact sound does not work as should due missing soundHit param into most CfgSurfaces classes from Hand Grenade Impact Sounds - not all triggering to Throwables impact sound does not work as should due missing soundHit param into most CfgSurfaces classes.
Apr 26 2024, 11:11 AM · Arma 3
TRAGER created T180743: «Side Channel» translated in RU incorrectly.
Apr 26 2024, 10:24 AM · Arma 3

Apr 24 2024

TRAGER added a comment to T180412: Weapon's bipods sounds are no audible for other players.

Ok authors can easy add this thing by scripting WeaponDeployed EH

Apr 24 2024, 12:40 PM · Arma 3
TRAGER renamed T173688: CfgAnimationSourceSounds: «SmallBellSound» and «TinyBellSound» has too small max audible distance value for this assets purpose from Livonian bell sounds has too small audible distance to CfgAnimationSourceSounds: «SmallBellSound» and «TinyBellSound» has too small max audible distance value for this assets purpose.
Apr 24 2024, 12:23 PM · Arma 3
TRAGER added a comment to T179776: Animation with sound from «CfgAnimationSourceSounds» won't update sound source position on player camera move.

also distance change ignores too https://youtu.be/MaslgfvHtwc

Apr 24 2024, 12:00 PM · Arma 3

Apr 19 2024

TRAGER created T180603: For all armor vehicles configured with default collision sounds for crash at Buildings, Armor, and Wood although data has these sounds.
Apr 19 2024, 3:46 PM · Arma 3

Apr 13 2024

TRAGER created T180487: Throwables triggers impact sound at throw moment not on hit the surface.
Apr 13 2024, 2:29 PM · Arma 3
TRAGER updated the task description for T180485: Unit footsteps on the Virtual Reality map using default sounds, although the game has VR sounds of footsteps and movements.
Apr 13 2024, 1:58 PM · Arma 3
TRAGER created T180485: Unit footsteps on the Virtual Reality map using default sounds, although the game has VR sounds of footsteps and movements.
Apr 13 2024, 1:55 PM · Arma 3
TRAGER created T180481: Ambient map Virtual Reality won't work.
Apr 13 2024, 11:46 AM · Arma 3

Apr 11 2024

TRAGER added a comment to T178500: Most human sounds not audible for other players.

can send two note:
If this sounds must triggers when player swiming so it won't work, on unit swim only water sounds appers

  • class SoundBreathSwimming
Apr 11 2024, 2:38 PM · Arma 3

Apr 10 2024

TRAGER added a comment to T158514: Vanilla medic heal action is too sensitive on movement.

Hello @Bis!

If the commander orders a medic to treat a wounded AI, then that wounded AI stops like a statue and will wait stands at full height without moving! During combat, this makes his behavior unnatural.

Please make sure so that the wounded AI-person awaiting treatment does not stand at full height during the battle, especially in combat mode, under enemy bullets.
It would be great if he expected to crouch or even lie down on the ground in a special animation.

Apr 10 2024, 3:31 PM · Arma 3
TRAGER created T180434: Role Assignment - player list scrollbar issue.
Apr 10 2024, 12:46 PM · Arma 3

Apr 9 2024

TRAGER added a comment to T178500: Most human sounds not audible for other players.

Found thing for c) scenario class SoundBurning
F3953191 ← repro scenario, start it as SP or hosted MP, take closer to AI on campfire flame, you are able to hear burning sounds from them;
But if launch it on dedicated server AI will not play burning sounds more.
see YT video how to repro

Apr 9 2024, 2:46 PM · Arma 3