You can press space whilst running to avoid this. The reason the person stops (correct me if I'm wrong mods) is to nerf the running-faster-with-your-hands-up thingy. When sprinting at "ready" you're charging, and to avoid abuse you've got to stop to interact. I dunno why it happens when you walk normally though.
Dec 13 2018
Dec 11 2018
May 10 2016
This isn't a bug, it's a feature of the ARMA engine, bullets originate from the muzzle, and not from the sights. Just make sure you have enough clearing when shooting at someone. (I'd say 15-20 cm extra after the optics have cleared.
The ironsights are precise (at the zeroed distance) and you would encounter the same "bug" irl when aiming around corners, but irl you have the advantage of depth perception, which makes it easier to spot that a barrel isn't clear of the corner.
Sorry for just copypasta, but it's the same issue man, there are some minor bugs, but mostly positioning of the rifle.
I don't mind this actually. IF you panic, you would be able to move even if you're typing. In the mod, flying a chopper and accidentally hit the chat button when changing channel = panic & death. when typing you just twitch a bit forward, would've been bad if you walked a whole step or two, but you don't.
Remember that the bullets aren't originating from the ironsights/scopes, but from the barrel which is lower than the reticles. There can be some bugs with the solid position of rocks, buildings and terrain, but it's mostly the difference between the optics (which is mounted higher than the iron sights) that makes your gun hit the object. This happens too when barely leaning around a corner.
Correct me if I'm wrong mods; To avoid the "invisible player" bug, when the server and client desyncs the server is forcing the player to the server side position, which won't be correct compared to the "client" (well it would be if you stand still during a desync) You're not able to switch weapon during a desync, and the 30m teleport is because of a small desync probably caused by a bottlenecked bandwidth.
This is because of desync guys. You're not able to open doors, or change weapons when you're desynced to the server.
I was able to reproduce this event Kira. When you have a SKS on your back (empty), and one 10 round clip in your inventory;
-pick up another SKS in your hands,
-then load the SKS in your inventory by dragging the 10rnd clip in your inventory screen
-exit inventory screen and press R
-you will now load the empty SKS in your hands with another 10rnd clip.
-empty the SKS you have in your hands, and you've now got a spare clip.
This does hovewer seem to just work once, and only if you currently do not have any other clips for the SKS in your inventory (you'd be loading them instead, like it should be)
I hope you will be able to reproduce this scenario with my instruction.
I noticed that this only occurs with a large FOV, as the crosshair itself then probably is smaller than 1px. I've countered this by decreasing the FOV which also makes the optics way lager. this could be fixed by using an universal FOV for zoomed optics, due to the possibility of abusing the FOV for better accuracy.
I found a stack with over 19000 5.56 bullets today. They were ruined though, but splitting the mag made half of them pristine. Both those bugs should be fixed asap
If I'm not mistaken this is because of the fix to prevent "invisible players" so when desync is complete the server overrides the clients position, thus causing the rubber-banding. This probably happens in cities due to the larger amount of data transferred server-client client-server, making the connection bottleneck.
I've read that many containers and/or players increase bandwith at this current patch, but they're working on it guys.