Dito with the little channel in the capital town, it behaves as the sea. Also would have hoped it had running water, but the water does not move.
May 10 2016
Rabbits like salty carrots, it´s a fact.
The point of clouds concealing aircrafts is a bit mute really. the clouds are so high that choppers will always fly under it and jest if they want use clouds as cover has to go to 2km (or something), way out of range of bullets. The only thing that will hit the jet is an AA launcher or other auto-targeting lock system that can deal with jets. The lock will go right through the clouds so nada concealment.
And from the chopper perspective... I really want to see a slider in the weather settings of the editor where you can set the cloud altitude. Default hight is realistic, but you really can use lower clouds in a lot of missions.
The clouds does not really use that much resources (compared to grass for example), so either way is fine for me. I can imagine that players with old pc´s want to get every frame they can gain.
Havent tested it, but this was also happening in arma2.
I read yesterday that more modules will be added alongside with the campaign. Yay :>
They are also hard to place on the map, usually there is a part floating above ground. It can only be placed on a flat surface. And you can't sink it into the ground with elevation.
It is pretty much still the same as the AI pathing issues in arma2 when you try to setup waypoints over a pier.
I notice that the piers in other town have the same issue. AI can not walk over the pier. They search for the nearest road to walk over.
I only have this when I change resolution and then start up ArmA again. The mouse cursor behaves as the previous resolution. I think it happens only when you set the resolution lower then monitor resolution.
If you want seagull sounds etc, then you want to add those sounds too yes (did that already). The general environment sounds are quite basic in ArmA, some crickets and wind guts, an occasional bird and a basic sea/shore sound and thats it.
I do like to see turbine sounds available in the editor though. I like to see all the ArmA2 editor sounds in the arma3 editor. ArmA2 had nice factory/machine sounds, generator, radio garble and things like that, arma3 does not (yet).
Or a mission maker just adds turbine sounds if he feels there needs to be sounds for it.
Yeah thats true, the oil pumps do have sounds. Point taken :)
The default active palet of sounds in A3 is basic all around at this moment, and in the editor there are not that many sounds to work with (yet). So it is kinda expected that mission makers add their own sounds to make things more lively.
There is one engine sound from A2 that goes well with the turbines.
I placed myself on the north island and used a trigger with ´setObjectViewDistance 50´ and it is still the same thing, look at one direction ang get 20+ fps, look an other direction and its 1fps. So it is apparently not the object loading. Also still the graphic glitch. When I turn m y character the model sinks into the ground with spreaded arms and legs (default model pose) and bald head.
Same. on the saltlake airfield I can look at one direction and have no problem, looking in an other direction and I have 1 fps. Placing myself between some towns or the airfield I have 1fps everywhere I (try to) look. Seems like the loading/rendering of objects are going crazy. No problems on Stratis.
Oh and I have Vista 32bit if that matters.
Still have the issue after todays update. All is fine at one moment (doing a mission) second later it is instantly 1-2 fps and the lod issues appear again. Aborting to main menu does not recover the fps, have to alt F4 out of the game and restart.
I have only 3Gb ram, but i have increased the virtual memory a lot (12Gb max), it uses max 5.5Gb virtual memory.
Update> I have just spend 3 hours on Altis creating a mission and I did not had any problems now. I spend the time on a small part of Altis, about 1.5km radius.
Whatever the problem is, it was not there where I was, performance was good!
Besides the roads is there an other thing on Altis at some locations that causes this?
Not completely fixed yet. I already commented on the forum about it. It runs good till I got to a town (Athira). First time it was instantly 0-1 fps, second attempt the issue came back after walking around in the town for a few minutes. Including the lod issues and the glitchy looking player character.
Edit; the location does not seem to matter much. Was flying along the east coastline just now and it happened again that it went down to 0 fps, it was not even an urban area.
Did not had any problems after disabling that pbo file.
Same experience here. And also have the graphic glitch reported above me where the player character starts to get rubbery and weird.
I noticed it too. It does not even has to be night time, at 18:30 (more or less) the AI already does that (still pretty light).
Cheers Grillob! If you would not have wrote it here I would not know :) I hardly use modules, because I am used to make missions the old way. Seems to work fine the module, besides that they will not use waypoints if they start in cache, because group leaders are also placed in cache.
Hey dark, that option is there indeed, but it is is not usuable without speicial rights on this website. I get access denied when I try to change the ticket status.
This ticket can actually be closed now that a community member has made a good cache script for arma 3. Can't hurt to have a module for it of course.
Yes I would like to see this too. Also to note, the GPS_video function still does not work. I need it back! And also, the last cutscene I made with playvideo the video wass all stuttery and low resolution while it was a 1920x1080 video in HD.
Well it has kinda the same result as for performance, but it is different. The scripts I pointed too is for AI groups that are already spawned on the map. I personally do not like to spawn groups in missions, but have them on the map persistently, at least for most missions.. It would be extremely handy if you could simply place a ´cache´ module and sync AI groups to the module and have a slider in the module that lets you set the rendering range, or something like that.
I only have one settings issue where the game UI gets messed up in relation to the mouse pointer. Changed arma to lower resolution, set UI scale to normal. I restart ArmA and my mouse pointer is not aligned with where I am clicking. Have to go to settings and redo the resolution and UI scale to fix it.
Dont have the other issues reported in the OP.
Yes the real issue is that vehicles do not respawn on the same spot (start pos) nor exactly on markers. If you have several vehicles lined up and they respawn they can just explode because the spawn on a H-barrier or on top of an other vehicle. Quite a mess!
Nope I haven´t. IF it is possible through the commander seat that would be annoying cos you would have to change seats just to pop smoke. it should be possible in the gunner seat. (who in arma actually uses the commander seat?)
Ok, it indeed works in the commander seat. The commander seat can´t do anything other then pop smoke. It has no MG gun it can fire!
And @ Mldri, I am using a MP mission with 2 AI units playing the role as commander and gunner (though I have to switch to gunner seat often, because AI is blind as a bat)... and as a commander giving the AI driver the commands to move forward/left/right is undoable so as a player you basically have to drive and when you have contact switch to the gunner seat. You would be right if there would be 3 players inside the Panther, so again.. that rarely happens.
And edit to add, that arma is just as much a single player game... all depends on the mission makers.
I had a similar issue after I released an update of a mission on workshop. Downloading the updated version resulted in it being stuck at 99% and then got the message that the Steam file failed downloading, pls try again. I had to upload the same mission again as a new workshop item, the old one was corrupted and nobody could download it anymore, while there was nothing wrong with the mission. My guess is that something went wrong during the upload to the cloud.
This is a year old ticket :)
I experienced it with one of my missions (Panther patrol) back then, but tbh I hardly have driven APC's since then. So not even sure if the issue still exists.
I played the mission for 10 minutes just now and tested it and I did not had the issue so far. I have to play the mission from begin to end to know for sure though. What I did notice is that the AI is twitchy and has an other bug that I reported: http://feedback.arma3.com/view.php?id=18525 <-- this bug is more serious actually.
One word, scrollwheel.
thank you, will give that a go.
duplicate. Made a better report of it.
I have reported the same issue with the plastic chair.
Not just H-barriers, but also buildings etc (if they will become available as empty objects in the editor).
Yes that is a bit annoying. I still have to use script code to sink objects into the ground.
There should always be some contrast so that you can make out basic shapes as rocks and trees and houses. In arma 2 a moonless night was a completely black screen, you were basically blind. Now in amra 3 it has improved quite a bit. The darkest dips in the night are still to dark unless you have bright horizon to look at, but it's way better then the old black screen :)
About the lighting... I think it is much better now then in arma 2, the pitch black night killed the gameplay totally if you did not had a NVG on your head. So no, it is not to bright at all, it is now finally playable and for my taste it can even be a bit lighter in the night. Realism shealism, a game needs to be playble at night without NV... even if it is a simulator game.
"why people already owning a2 should pay again for the exact same content ? that's a non sense."
It is hardly the same, it will be upgraded A2 content. It is probably a lot of work to port everything over to A3 without any bugs and glitches. I would be happy to pay some money to have properly working A2 content in A3.
I am very much for integrating ArmA 2 into ArmA 3. Instead of having seperate versions it should be one big ArmA universe with all content on the latest A3 engine. I would be happy to pay for that.
Make a bugfree AiA and release it as a paid dlc, everyone will be happy.
I listened to the heavy breathing for the first time through a headset and notice now that some of the breating sounds are cut off before the sound actualy ends, sounds very abrubt. Maybe add a fade to the individual sounds?
Pls no reverse. I do like the idea mentioned of having a towing vehicle for jets, but I rather have BI working on more important things first.
It indeed happens regularly in Agia, but it can just as well happen on other random locations that AI will get stuck and get unresponsive. There are several tickets about this already. Some of them mentioning the old 'pistol bug' from ArmA2.
And on a side note, you can drive tanks onder water, it is a submarine. You only get ejected if you are 500 meters into the ocean, close to shore you can drive under water, pop up above the water and shoot and go under water again to hide from AT fire... without being ejected or drowning.
lock range depends on view distance. 12k view is 12k lock range.
I Think this idea of dedicating the stances to the scrollwheel have been mentioned and discussed by several community members over the months already. Not so sure if the devs want to pick up on this idea.
The scrollwheel should ideally be used for you to scroll through different stances easy, quickly and intuitively. The only point I want to add here.
@Raoul1234: Don't get me wrong please I love the FarCry editor! If Arma would have an editor like that where you can create a map on the spot (creative and intuitive as painting a picture) + amazing 3d editing it would be a 1000% better.
This is not a FarCry editor.
I have yet to see the first seagull in the game, been playing since alpha.
I hope this will not be changed in any way. They changed the interior sounds when in a vehicle and it messes up any sound in ArmA3, everything sounds muted and messes up custom sounds and music.
Related to: http://feedback.arma3.com/view.php?id=5443
I read on the forum that there will be CQB improvemnts for the AI and also for indoor awareness. upvoting this ticket anyway as I really want better AI behaviour indoors. Yesterday I was playing again and opfor AI walk right past me when I was inside a building and he/it was just standing there looking at a wall.
Landing a jet with huge side winds, I want that.
wanted feature. upvoted.
I am not looking forward to flipping (with triple salto) over tanks when I drive over a tiny pebble or bump. I have done a ton of cursing and swearing in Arrowhead/Takistan after driving for 10 minutes to an AO and then getting flipped over by a tiny rock you could not see. So an unflip option would be great to have, even if it may not be realistic.
A cover system might actually be an option? you know an option where you can stick your character against a wall/rock and quickly press left/right/up to shoot from behind the cover.
I have only used it with other AI, the AI becomes playable and switchable (last time I tried). No idea if it actually creates new slots in the lobby.
You need to add 'AddSwitchableUnit' too. Works for me also in MP.
SetPlayble = ["Unit1", "Unit2"]; addSwitchableUnit = ["Unit1", "Unit2"];
Still does not work.
Now after the final release I am really mission a second 'real' airport on Altis + that the location of the large airport is not ideal (center of the map). And the soft airstrips are useless for jets, so having Stratis on the same map with an extra usable airfield would help a lot.
"If you ask me 3 maps. Stratis, Altis and Stratis + Altis."
If it is possible BIS, then why the heck not right. It also opens up possibilities to a whole new load of mission scenario´s and new addons. Things like Coast guard/NAVY patrols, amphibian assaults, country versus country (TVT), 2 major airfields thus a lot more potential for airforce missions, etcetera.
@b101uk: I have difficulty understanding what you are trying to point out, but I guess you are promoting the use of an aircraft carrier.
A carrier would definitely be nice to have, but I can come up with tons more mission scenario's and setups when both islands are together on the same map. I can't see why anyone would be against it really. Specially for airforce missions the extra island and a second huge airbase would be highly welcome to have! The only thing I think sucks about Altis without even have seen it in-game is the lack of a second large airbase on the opposite side (like Takistan) of the Island. Placing both island on the map would solve that problem + that it opens up tons of other scenario's and mission idea's.
I really want this. We need 2 airfields.
Indeed Also add any available object that is not by default in the editor yet. The old way of adding buildings with classnames is messy as you can't set the height of the buildings and objects, only the rotation.
It is a useful feature in coop military missions, such as an ammo bearer that aids his team. It is not so good for the more dayzz kind of scenario´s.
Try a different key for the screenshots? I use the 'insert' key for it and have no problems. F12 is by default used to cycle through AI team units if you have a large AI team (if I remember correctly).
This 'unresponsive AI' bug happens in lots of missions, it happened in ArmA 2 and also in the alpha.
See this ticket that also has a video link to a mission where the AI gets bugged out; http://feedback.arma3.com/view.php?id=5443
1 place where the AI gets bugged out often is under the first bridge in Agia Marina, seems to be a pathfinding issue, in other area's it seems to be the old 'pistol bug' where you see the AI team sitting with pistols drawn and unable to follow orders and move anymore (as shown in the video).
Try syncing the medic to you the player.
I see now what was wrong. The update changed the active profile to the default profile (that has no missions in the folder. It also reset all graphic settings.
Ticket can be closed.
Agreed. Also bring back the earthen ramp (the one with wood on the backside) and artillery (horseshoe shape) ramp. And all the other military objects from arma 2
I would not mind an option to control the haze. However, how the haze distance is now goes well with the fire distance of the underwater rifle.
Welcome to the ArmA 2d editor.
Agreed voted up.
The basic key setup is already 'normal'. w/a/s/d for movement,G for grenade, I for inventory, X for crouch, V for vault. What do you don't get about that?
-skipintro does not remove the logo's and 'this is war'. It takes just a few seconds anyway.
You need to double click his backpack to open it. But yeah, looting is a pain now.
This issue remains, It is almost impossible to open the gear of a dead soldier when you are in prone position, you always will get in the gear menu just the rifle of the dead AI instead of his gear. Only when going crouched and stand above (on top) of the AI you can open his gear.
like the 3th time I did that since the creation of this ticket (2013-04-03). It's a good idea and a needed feature, more people need to see it.
In general I like to see more improvements on the backend. We still have an ArmA 2 editor with a new UI end a few more modules and not structural core improvements like this idea that would make mission design much better.
This is the video I saw where I got the idea to create a ticket about it, credits for the idea goes to him.
Heruon It is not only useful for vehicles of course, but the AI in general. Micro managing movement would be a good thing for all the AI in a lot of mission scenario's.