Confirming that this is still an issue.
Mar 14 2018
Nov 27 2017
There doesn't even be any need to change the target's inventory; merely opening the loadout editor on them and pressing "ok" to exit without making any changes will render anything inside his uniform/vest/backpack unlootable.
Jul 12 2016
Updating with recent pictures and to confirm issue still exists.
May 10 2016
Oh thanks, da12thMonkey, I had not thought about using the 1mx1m object. The observed angle of the object should, at 250m, be 4mil:
a = s*1000/d
s = 1
d = 250
a = 1*1000/250
a = 4
This is what it looks like to me: http://cloud-4.steamusercontent.com/ugc/38620363499573714/D9F0FC29207FD8AB329B664F70BD1D06AC4EC043/
You can clearly see the target size does not match what it is supposed to be.
EDIT: attached picture for easier access
Size is consistent, but every single soldier being 1,96m tall is extremely unrealistic, even if the mil-dots are correct and the issue is with the size of the models.
I haven't got a primary source but according to this thread http://forums.bistudio.com/showthread.php?150149-Soldier-s-Height&p=2340429&viewfull=1#post2340429 the soldier height should be 1,82m "according to samples released".
Thank you for the exact measurements. In my opinion they serve to highlight the issue instead of writing it off.
Whoops. Similar to ID 0004063: http://feedback.arma3.com/view.php?id=4063 added tags on the other one to make it easier to find in the search.
Repro mission uploaded and updated the description etc to better match current behaviour I can be certain of.
If possible, a working temporary fix is to delete all cargo from any nearby vehicles. This of course means you can't place any ammo or equipment crates either, so it's a pretty shoddy workaround.
I'm aware of the correct way to do it, which is why I described the addWeapon-method as old (it was used for NVGs in the previous games). I reported this because, even if the command should not be used, the way it functions is clearly not intentional.
You would know this if you read the previous comments, where someone already told me to use addItem and I responded with almost this exact same message.
@SaMatra: Yes, I know you're supposed to use addItem, which is why I described the addWeapon command as "old"; it is the one the previous games used. Regardless of whether you're supposed to use the addWeapon command, however, it doesn't seem like being able to add invisible but useable NVGs would be an intended feature.
It is a minor issue (and I probably should've put severity as trivial), but it is a bug and I thought I'd report it.
Like DarkDruid said, use the execVM command to execute sqf scripts. It works fine, I just tested it.
Can you also confirm my finding that if you remove the Alamut from the same units and give them an NLAW, they flawlessly switch to the launcher?
This seems to be an issue with the OPFOR launcher, as the same units engage the same targets fine if given an NLAW.
May 9 2016
This discussion is amazingly confusing and so I went into the editor and tested it myself, aiming at the nose and using the standard BLUFOR rifleman, my findings:
At 20, 50, and 75m, the bullet hits the target in the head.
At 100m, it goes very slightly above.
At 150m and beyond, it goes above, though I'm not sure how much.
At 300m the bullet hits approximately at the point of aim.
This seems realistic to me, I don't see what the problem is.
Yeah like I said, I don't see a problem.
Reiber what weapon and sight were you using? Maybe the issue is with a particular scope/rifle combination, but I already tested both the MX with RCO and the Katiba with ARCO (both of which work realistically) and I'm not going to go over all of the different combinations in the alpha just to test an issue which, frankly, seems like a load of bollocks.
I tried. Still didn't work.
- Restart into safe mode
- Use Driver Cleaner on NVIDIA
- Restart normally
- Install Beta Drivers again
- Restart computer
- Try to run the alpha again
- Observe crash
I then installed the drivers again and now it works.
arma3.rpt for one crash:
C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3.exe
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3.exe"
Exe timestamp: 2013/03/06 01:37:50
Current time: 2013/03/06 01:44:27
Type: Public Alpha
Item STR_DISP_OPT_DISABLED listed twice
Item STR_WORD_DIST100 listed twice
Item STR_WORD_DIST1000 listed twice
Item STR_WORD_DIST200 listed twice
Item STR_WORD_DIST500 listed twice
Item STR_WORD_DIST2000 listed twice
Item str_disp_hintc_continue listed twice
Updating base class Default->GdtAsphalt, by a3\map_data\config.bin/CfgSurfaces/carpet/
Updating base class Default->GdtStratisDirt, by a3\map_data\config.bin/CfgSurfaces/mud/
Updating base class RscControlsGroup->RscControlsGroupNoScrollbars, by a3\ui_f\config.bin/RscDisplayMain/controls/ModIcons/
Updating base class RscPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayMain/IconPicture/
Updating base class RscListBox->RscCombo, by a3\ui_f\config.bin/RscDisplayCustomizeController/Steepness/
DX11 - Initializing DX11 engine.
DX11 - Detecting best GPU adapter.
DX11 - Detected best GPU adapter 0 : "NVIDIA GeForce GTX 460", benchmark result = 1000, level coef = 100, total result = 100000
DX11 - Using DXGI adapter 0.
- adapter description : NVIDIA GeForce GTX 460
- adapter vendor ID : 4318
- adapter device ID : 3618
- adapter subsys ID : 2203914307
- adapter revision : 161
- dedicated video memory : 1025966080
- dedicated system memory : 0
- shared system memory : 3220779008
Error: JoystickDevices - CoInitilizeEx return 80010106
Detected Joystick: T.16000M
0 ... X Axis [1,30] 1 ... Y Axis [1,31] 5 ... Z Rotation [1,35] 6 ... Slider [1,36]
Error: CoInitilizeEx (XAudio2-1st trial) return 80010106
Error: Audio - enumeration output devices failed.
Warning: Audio device creation failed, attempt to create default audio:
SamplesPerSec: 44100, channels: 2, bitsPerSample: 16
Error: CoInitilizeEx (XAudio2-2nd trial) return 80010106
Error: Mastering voice creation failed - no sound will be played, with error: 88960001.
DX11 error : Cannot create DX11 device : E_OUTOFMEMORY
Resolution failed: 1920x1080x (60 Hz)
ErrorMessage: Cannot create DX11 device:
Adapter (NVIDIA GeForce GTX 460) Fullscreen Resolution 1920x1080, format R8G8B8A8_UNORM, refresh 60 Hz Error E_OUTOFMEMORY"
Installed the new NVIDIA Beta drivers, which has fixed the issue.
After turning off my computer for the night and attempting to run the alpha again, the problem came back. I reinstalled the beta display drivers and it works again.
Is this an issue with the drivers not maintaining installation properly after a reboot or an issue with the game?
It appears I have to reinstall the beta drivers after every single game reboot. Have installed as administrator etc, but to me it looks like a driver issue and not an Arma 3 one.
Contents of Arma 3 Alpha folder in User/AppData/Local: http://www.sendspace.com/file/19uhzf
Tried reinstalling directx, display drivers, and the game. Still doesn't work.