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May 10 2016

cobra4v320 edited Steps To Reproduce on T76168: Make "nvgoggles" simulated objects respect "visionMode" and "thermalMode".
May 10 2016, 7:53 AM · Arma 3
cobra4v320 edited Steps To Reproduce on T76167: Make "nvgoggles" simulated objects respect "visionMode" and "thermalMode".
May 10 2016, 7:53 AM · Arma 3
cobra4v320 added a comment to T74007: Moored Mines are too sensitive.

At what point anywhere above did I say these were not magnetic? They are set at 10 meters maybe 5 meters would be better? The Naval mine experts are out in force on the feedback tracker. Back on topic, it would be nice to be able to change the magnetic mine to a contact mine, mineMagnetic = 0. How do we use the CfgMineTriggers that are found in the config?

May 10 2016, 6:56 AM · Arma 3
cobra4v320 edited Steps To Reproduce on T74007: Moored Mines are too sensitive.
May 10 2016, 6:56 AM · Arma 3
cobra4v320 added a comment to T73761: Zone Restriction Module never terminates.

Trying to delete the trigger or module also has no effect.

May 10 2016, 6:50 AM · Arma 3
cobra4v320 edited Steps To Reproduce on T73761: Zone Restriction Module never terminates.
May 10 2016, 6:50 AM · Arma 3
cobra4v320 edited Steps To Reproduce on T73680: setHit for rear wheels on cargo van does not work.
May 10 2016, 6:49 AM · Arma 3
cobra4v320 added a comment to T73680: setHit for rear wheels on cargo van does not work.

This has been fixed in the latest DEV Update. Can somebody else confirm?
http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2531121&viewfull=1#post2531121

May 10 2016, 6:49 AM · Arma 3
cobra4v320 added a comment to T73088: Fences at Kamino are not showing the fence only the poles.

This is only effecting the DEV Branch

May 10 2016, 6:29 AM · Arma 3
cobra4v320 edited Steps To Reproduce on T73088: Fences at Kamino are not showing the fence only the poles.
May 10 2016, 6:29 AM · Arma 3
cobra4v320 added a comment to T71109: Error message: Zone Restriction Module synched with Trigger and set "apply to: objects in synchronized triggers".

Place the zone restriction module.
Create a trigger over the area you want. blufor/opfor present
Synchronize the trigger to the module.
Synchronize the unit to the module.

http://forums.bistudio.com/showthread.php?164637-How-to-use-zone-restriction&p=2512152&viewfull=1#post2512152

May 10 2016, 5:36 AM · Arma 3
cobra4v320 added a comment to T70918: Sway of binoculars/rangefinders/designators is way to crass and nauseating.

I'm glad this is fixed, the sway is absolutely ridiculous and not realistic at all.

May 10 2016, 5:29 AM · Arma 3
cobra4v320 added a comment to T68609: Some problems with the parachute.

This is my fix for this until it gets fixed:
http://forums.bistudio.com/showthread.php?167042-AI-HALO-Jump-Example-Mission

May 10 2016, 4:00 AM · Arma 3
cobra4v320 added a comment to T68055: Requesting Hangliders.

Here you go,hang glider.
http://www.armaholic.com/page.php?id=21036

May 10 2016, 3:40 AM · Arma 3
cobra4v320 added a comment to T67681: Flashlight is too dim, unfocused, never blinds you, especially when you wear NVG and it lights though walls (In short, it SUCKS).

Tactical flashlight with LED like surefire are much brighter. The lights in game are equivalent to a mag light. I have a surefire fury that outputs 1000 lumens. Anybody who says flashlights have no place on the battlefield have never been to battle.

May 10 2016, 3:28 AM · Arma 3
cobra4v320 added a comment to T66747: Zora Groups or Zone Restriction with Zora is not working..

http://forums.bistudio.com/showthread.php?164637-How-to-use-zone-restriction&p=2512152&viewfull=1#post2512152

May 10 2016, 2:54 AM · Arma 3
cobra4v320 edited Steps To Reproduce on T66160: attachTo command on crates will not allow you to put items from crate into inventory.
May 10 2016, 2:30 AM · Arma 3
cobra4v320 edited Steps To Reproduce on T65597: Camp Rogain hesco barrier floating above the ground.
May 10 2016, 2:05 AM · Arma 3
cobra4v320 added a comment to T65000: Ammunition: 100Rnd_65x39_caseless_mag default ammo is firing tracers.

The standard non-tracers magazines should not have tracers. Hence "non-tracer".

The standard magazines should have a tracer every 5 rounds or so.

A magazine full of tracers should fire a tracer every shot.

Tracers work both ways and if its a stealth mission you would not want the enemy seeing were the shots are coming from.

May 10 2016, 1:44 AM · Arma 3
cobra4v320 added a comment to T64930: Only Diver Explosive Specialist can defuse naval mines.

If thats the case then maybe I should submit a ticket to only allow pilots to use a helicopter or other aircraft? Tanks should only be used by crewman, etc.

May 10 2016, 1:42 AM · Arma 3
cobra4v320 added a comment to T64930: Only Diver Explosive Specialist can defuse naval mines.

It should be up to the mission makers who can and cannot carry the minedetector and toolkit. Using your same logic AT launchers should only be used by Rifleman AT and Snipers and marksman should only be able to use sniper rifles and pilots should only be able to fly and etc etc etc. Do you want to be limited to only certain characters who can do this or that or allow mission makers decide who can and cannot perform a function?

May 10 2016, 1:42 AM · Arma 3
cobra4v320 edited Steps To Reproduce on T64930: Only Diver Explosive Specialist can defuse naval mines.
May 10 2016, 1:42 AM · Arma 3
cobra4v320 added a comment to T64504: Weapon and Item selection during briefing.

Still no item, uniform, attachments, or headgear for description.ext. Is this being worked on? Will it ever be fixed?

May 10 2016, 1:27 AM · Arma 3
cobra4v320 added a comment to T64504: Weapon and Item selection during briefing.

This is still not working as of 9/12 and the game has been released. I would like to be able to allow players to select their own gear prior to the mission being started not wasting time picking through boxes.

This is the only forum post I could really find on it: http://forums.bistudio.com/showthread.php?148254-Description-ext-weapon-selection

May 10 2016, 1:27 AM · Arma 3
cobra4v320 added a comment to T64037: Wrong round for the EBR Sage.

No it isnt...LOL. I have this same rifle in my weapon safe right now.

May 10 2016, 1:11 AM · Arma 3
cobra4v320 edited Steps To Reproduce on T64037: Wrong round for the EBR Sage.
May 10 2016, 1:11 AM · Arma 3
cobra4v320 added a comment to T64037: Wrong round for the EBR Sage.

This has been updated in the latest DEV Update (0.53.103754) :D THANK YOU!

May 10 2016, 1:11 AM · Arma 3
cobra4v320 added a comment to T63774: Unreal Explosions In ARMA 3.

Cant stop laughing "pokemonballs".

May 10 2016, 12:57 AM · Arma 3
cobra4v320 added a comment to T63413: Using removeAllContainers while underwater freezes game.

Here is a video of what is going on http://www.youtube.com/watch?v=1nVzqcpspHo&feature=youtu.be

May 10 2016, 12:39 AM · Arma 3
cobra4v320 added a comment to T63413: Using removeAllContainers while underwater freezes game.

The workaround is removeVest, this does not freeze or slow down the game.

May 10 2016, 12:39 AM · Arma 3
cobra4v320 edited Steps To Reproduce on T63413: Using removeAllContainers while underwater freezes game.
May 10 2016, 12:39 AM · Arma 3
cobra4v320 added a comment to T63282: Mines do not stay underwater in rough seas.

Already been reported: http://feedback.arma3.com/view.php?id=4231

May 10 2016, 12:35 AM · Arma 3
cobra4v320 added a comment to T62598: Moored Naval Mines do not follow the motion of heavy waves and are seen floating in the air..

Already reported: http://feedback.arma3.com/view.php?id=3374

May 10 2016, 12:07 AM · Arma 3
cobra4v320 added a comment to T62573: SCUBA : cannot take binoculars on ennemies body.

I did not have this issue, I left clicked and dragged to the binocular slot.

May 10 2016, 12:07 AM · Arma 3

May 9 2016

cobra4v320 added a comment to T62423: Swimming at land.

I already created a ticket for this 3/8, ticket 0002441 with video, not sure of why they closed mine.

May 9 2016, 11:59 PM · Arma 3
cobra4v320 added a comment to T62387: Ai does not use lasers, flashlights etc.

Also take note that the AI will not use flashlights if they have NVGs on. So if you remove their NVGs and place the code below into the init.sqf they will use the flashlights if they are in behavior "combat".

{_x enableGunLights "AUTO"} forEach (units group player);

Using this in the init.sqf they will immediately turn on the lights regardless if they have nvgs or what their behavior is.
{_x enableGunLights "ForceOn"} forEach (units group player);

Hope this helps

May 9 2016, 11:58 PM · Arma 3
cobra4v320 added a comment to T62387: Ai does not use lasers, flashlights etc.

Place this into you init.sqf:
{_x enableIRLasers true} forEach (units group player);

Your AI must be in behavior "combat", in order for them to turn on the lasers.

The information in the wiki seems to be wrong, in order to use gunlights try this:

{_x enableGunLights "AUTO"} forEach (units group player);

May 9 2016, 11:58 PM · Arma 3
cobra4v320 added a comment to T62258: Picking Up Weapons and Magazines Annoying.

Load the magazines first then the rifle, there is no loading animation to wait for.

May 9 2016, 11:51 PM · Arma 3
cobra4v320 added a comment to T62009: silenced weapons are not stealthy, Difficult to make silent kill.

Regardless a bullet zipping by will still be noticed and you will also be able to tell the general direction that it is coming from. I own an AAC M4-2000 suppressor, it only makes the rifle hearing safe it is still very audible just below hearing safe 140dB.

May 9 2016, 11:39 PM · Arma 3
cobra4v320 added a comment to T61663: You can dive for an unlimited amount of time without a rebreather.

I didnt have this problem, remove re-breather, go underwater, within 45 seconds diver starts to blackout. Not sure of where you got 5 minutes.

May 9 2016, 11:16 PM · Arma 3
cobra4v320 added a comment to T61565: Magazines of 30 bullets are the same size (visual model) as those of 100 bullets.

The magazine you are talking about is the surefire 100 rounder, google search it. It is a little longer and goofy looking. I would recommend loosing the 100 rounder and either go to the smaller 60 rounder which this 100 rounder in game depicts or go to a drum. Nobody in the military will ever use the 100 rounder, how are you going to get in the prone? Check out this picture of the magazine. Also look up the 60 rounder.
http://www.shootingillustrated.com/wp-content/uploads/2011/01/Surefire-mags-2.jpg

May 9 2016, 11:12 PM · Arma 3
cobra4v320 edited Steps To Reproduce on T60903: Helicopter bounces off from water.
May 9 2016, 10:34 PM · Arma 3
cobra4v320 edited Steps To Reproduce on T60878: Jumping out of Assault Boat, character goes into rag doll and sinks to the bottom.
May 9 2016, 10:33 PM · Arma 3
cobra4v320 added a comment to T60819: Firing from vehicles.

Please add to the MH-9!!!!

May 9 2016, 10:04 PM · Arma 3
cobra4v320 added a comment to T60816: Diving is an hyperuman action.

This doesnt need to be placed into the game or fixed, thats why we have scripting. In fact there are at least 4 different threads on the forums regarding this very issue.

May 9 2016, 10:03 PM · Arma 3
cobra4v320 edited Steps To Reproduce on T60808: Dropping pistol then exiting gear menu, character goes into a swimming animation..
May 9 2016, 10:03 PM · Arma 3
cobra4v320 added a comment to T60433: Can't eject out of of a helicopter.

Try hitting VV, crashing into the water there is no eject option either, but hitting VV allows you to exit.

May 9 2016, 9:44 PM · Arma 3
cobra4v320 added a comment to T59122: Explosives dont kill Infantry at point Blank range.

Explosions are terrible, this also includes the grenade launchers. I dropped a grenade by my feet laid on top of it and it did not kill me.

May 9 2016, 6:40 PM · Arma 3
cobra4v320 added a comment to T58547: m14 EBR, is a US Armed Forces Weapon, and is Manufactured Here in the US by the US.

I agree with this and I am an owner of this rifle with a Sage stock, it should not be an Iranian weapon it should be U.S.

May 9 2016, 3:20 PM · Arma 3