In T82591#2605667, @Wulf wrote:Fixed in Dev build 151825.
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Wed, Dec 4
Wed, Dec 4
mickeymen changed Reproducibility from reproducibility:none to reproducibility:always on T186969: OPFOR not react on civilians attacks, while BLUFOR and INDEPENDENT sides react!.
mickeymen renamed T186969: OPFOR not react on civilians attacks, while BLUFOR and INDEPENDENT sides react! from OPFOR not will react on civilians attacks, while BLUFOR and INDEPENDENT sides will react! to OPFOR not react on civilians attacks, while BLUFOR and INDEPENDENT sides react!.
mickeymen updated the task description for T186969: OPFOR not react on civilians attacks, while BLUFOR and INDEPENDENT sides react!.
mickeymen updated the task description for T186969: OPFOR not react on civilians attacks, while BLUFOR and INDEPENDENT sides react!.
Nov 18 2024
Nov 18 2024
mickeymen edited Steps To Reproduce on T186554: Update 2.18 broke "Set Mode" and "Set AI Mode" modules in the editor (+ repro mission).
Oct 25 2024
Oct 25 2024
Oct 23 2024
Oct 23 2024
May 20 2024
May 20 2024
mickeymen updated the task description for T181330: it is impossible to throw a grenade into the back of a truck or into other open vehicle spaces.
mickeymen updated subscribers of T168103: [Feature Request] Make it possible to customize a laser sight's laser attributes.
In T168103#2518935, @Vestarr wrote:It would save me a lot of trouble with my project, and it's kinda holding me back with my mod. I currently have to attach a custom Draw3D handler to render that IR laser without a dot using drawLaser command under specific conditions just for that one case. I wish I could just tell it that beamThickness must be 0 and dotSize must be 0.15 and have the same results as we have with colored laser attachments, except in IR.
mickeymen added a comment to T175507: Laser attachment parameters (beam width and dot size) not working on IR lasers.
BIS please respond!
May 9 2024
May 9 2024
mickeymen updated subscribers of T126046: The hand grenade flies through the glass without any physical contact.
In T126046#2602464, @NikkoJT wrote:I think you need to read a bit more carefully.
KK added a revision number (i.e. the change number for the problem being fixed) and changed the task status to Feedback, as in "waiting for feedback on whether the fix worked".
May 6 2024
May 6 2024
mickeymen updated subscribers of T126046: The hand grenade flies through the glass without any physical contact.
@Bis! 9 years have passed, Instead of fixing it, you only change the status of this problem, 9 years later! Looool!
Mod makers fixed this themselves a long time ago!
The Grenade Window Breaker mod works for both hand and UGL grenades...
@Bis! 9 years have passed, Instead of fixing it, you only change the status of this problem, 9 years later! Looool!
Apr 23 2024
Apr 23 2024
I think during combat injured AI after getting order 'get treat from medic' must take prone position and medic on healing start needs proning too. All animations will applied by auto, just force the wounded man to prone after the medic has received the order to treat him, the medic himself will also prone before treating him, or he will run as usual, go prone a few meters away and crawl to the wounded man…
In any case, AI should not be frozen like it is happens now
Mar 11 2024
Mar 11 2024
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.
Feb 29 2024
Feb 29 2024
mickeymen renamed T169320: AI-subordinate with launcher will ignore of player commanding, unmask the player and his squad from AI-subordinate with launcher will ignore of player commanding to AI-subordinate with launcher will ignore of player commanding, unmask the player and his squad.
Dec 8 2023
Dec 8 2023
mickeymen updated subscribers of T177680: In Spectator mode, the animated character icon does not match the color of his faction and it does not disappear after the animation is over..
@NikkoJT thank you for clarification
mickeymen added a comment to T177680: In Spectator mode, the animated character icon does not match the color of his faction and it does not disappear after the animation is over..
I didn't understand much of what you said. In your screenshot, I also see red units with blue icons.
A red soldier should not have a blue icon.
Also, the icon of an animated character should not remain after the death or exit from the animation of this animated character.
Can't it be fixed?
Dec 5 2023
Dec 5 2023
Sep 11 2023
Sep 11 2023
mickeymen updated the task description for T175232: Wheeled vehicles, with destroyed wheels, will always spawn the corpses of its crews underground only.
mickeymen updated the task description for T175232: Wheeled vehicles, with destroyed wheels, will always spawn the corpses of its crews underground only.
Sep 5 2023
Sep 5 2023
mickeymen renamed T175232: Wheeled vehicles, with destroyed wheels, will always spawn the corpses of its crews underground only from Vehicle's without wheels, will spawn the corpses of its crews underground to Wheeled vehicles, with destroyed wheels, will always spawn the corpses of its crews underground only.
mickeymen renamed T175232: Wheeled vehicles, with destroyed wheels, will always spawn the corpses of its crews underground only from Vehicle's without wheels, in the most cases will spawn the corpses of its crews underground to Vehicle's without wheels, will spawn the corpses of its crews underground.
mickeymen updated the task description for T175232: Wheeled vehicles, with destroyed wheels, will always spawn the corpses of its crews underground only.
mickeymen updated the task description for T175232: Wheeled vehicles, with destroyed wheels, will always spawn the corpses of its crews underground only.
mickeymen edited Steps To Reproduce on T175232: Wheeled vehicles, with destroyed wheels, will always spawn the corpses of its crews underground only.
Aug 12 2023
Aug 12 2023
mickeymen added a comment to T174676: Add getter for all SCRIPT handles created via "spawn" SQF command.
I propose the addition of a getter function that allows server administrators to retrieve all handles created via the "spawn" SQF command. This function would provide a list of SCRIPT handles that could be used to terminate the scripts, along with relevant information such as the script name, execution status, and any associated variables, etc.
Jul 25 2023
Jul 25 2023
mickeymen added a comment to T123627: Ai with waypoint "Seek and destroy", after too short time stop your searches and idle..
it was some kind of AI bot
Jul 22 2023
Jul 22 2023
mickeymen added a comment to T123627: Ai with waypoint "Seek and destroy", after too short time stop your searches and idle..
I understand your frustration with the "Seek and Destroy" waypoint in Arma3. It's disappointing when a feature doesn't work as expected, and it can impact the overall gaming experience, especially in a tactical game like Arma3 and click here to read more about the game developers take note of this feedback and work on improving the "Seek and Destroy" feature to make it more distinct and effective. Addressing these concerns would undoubtedly enhance the gameplay and offer a more immersive and engaging experience for players.
Jul 19 2023
Jul 19 2023
mickeymen added a comment to T174027: Inside the buildings, the AI falls through the floor (first floor only!).
Ai falls under floor of first level on maps of Livonia, CUP, Western Sahara, everywhere in buildings where there is an elevated ground floor.
By the way, how will the AI go through the walls on any maps! I'm so tired of this crap. Tis issue looks like a real shame(
Jul 17 2023
Jul 17 2023
mickeymen renamed T174027: Inside the buildings, the AI falls through the floor (first floor only!) from Inside the buildings, the AI falls through the floor. to Inside the buildings, the AI falls through the floor (first floor only!).
mickeymen updated the task description for T174027: Inside the buildings, the AI falls through the floor (first floor only!).
Jul 5 2023
Jul 5 2023
The Scale - is what has always distinguished the Arma3 series, from other miitary genre games .
May 11 2023
May 11 2023
Flares are useless (launcher)
Apr 27 2023
Apr 27 2023
mickeymen updated the task description for T171429: Hit of certain projectiles and explosions. FX is not adequate ( Christmas fireworks instead of a realistic burst ).
mickeymen added a comment to T171429: Hit of certain projectiles and explosions. FX is not adequate ( Christmas fireworks instead of a realistic burst ).
Good day!
Apr 11 2023
Apr 11 2023
mickeymen updated the task description for T171429: Hit of certain projectiles and explosions. FX is not adequate ( Christmas fireworks instead of a realistic burst ).
mickeymen updated the task description for T171429: Hit of certain projectiles and explosions. FX is not adequate ( Christmas fireworks instead of a realistic burst ).
mickeymen updated the task description for T171429: Hit of certain projectiles and explosions. FX is not adequate ( Christmas fireworks instead of a realistic burst ).
Apr 7 2023
Apr 7 2023
mickeymen updated the task description for T171429: Hit of certain projectiles and explosions. FX is not adequate ( Christmas fireworks instead of a realistic burst ).
mickeymen added a comment to T165786: In spectator mode, icons for all Turret class are not displayed..
In T165786#2325757, @Tenshi wrote:Thank you for reporting the issue.
We will see what we can do
Apr 2 2023
Apr 2 2023
mickeymen added a comment to T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
In T171294#2425174, @Leopard20 wrote:This needs new animation files which most likely won't happen at this stage of development.
Apr 1 2023
Apr 1 2023
mickeymen updated the task description for T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
mickeymen updated the task description for T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
mickeymen updated the task description for T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
mickeymen updated the task description for T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
mickeymen updated the task description for T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
Mar 5 2023
Mar 5 2023
mickeymen added a comment to T170806: Ability to prevent AI units walking (pathfinding) through an area via module/scripting.
Great idea! I would love to see this in the Arma3 editor
Mar 2 2023
Mar 2 2023
mickeymen edited Steps To Reproduce on T170679: AI doesn't leave static weapon, if that weapon has no ammo (he stay there forever!).
Mar 1 2023
Mar 1 2023
mickeymen updated the task description for T169320: AI-subordinate with launcher will ignore of player commanding, unmask the player and his squad.
mickeymen updated the task description for T169320: AI-subordinate with launcher will ignore of player commanding, unmask the player and his squad.
mickeymen renamed T169320: AI-subordinate with launcher will ignore of player commanding, unmask the player and his squad from Subordinate AI will out of control of the player commander (triple ignore of player commanding) to AI-subordinate with launcher will ignore of player commanding.
mickeymen added a comment to T170679: AI doesn't leave static weapon, if that weapon has no ammo (he stay there forever!).
also put yourself as the commander of this gunner nearby. When the game starts your gunner will say "no ammo" but will never leave his static weapon!
Expected Behavior: The gunner of any static weapon without ammo must exit and remain nearby.
mickeymen added a comment to T170679: AI doesn't leave static weapon, if that weapon has no ammo (he stay there forever!).
what repro do you need?
just place any static machine gun with gunner in the map and deprive it of ammo in the object properties
Feb 28 2023
Feb 28 2023
mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Historic day!
mickeymen renamed T170679: AI doesn't leave static weapon, if that weapon has no ammo (he stay there forever!) from AI doesn't leave static weapon, if that weapon has no ammo to AI doesn't leave static weapon, if that weapon has no ammo (he stay there forever!).
Feb 27 2023
Feb 27 2023
mickeymen updated the task description for T170679: AI doesn't leave static weapon, if that weapon has no ammo (he stay there forever!).
Feb 13 2023
Feb 13 2023
mickeymen updated the task description for T170295: Black rectangles on the Altis map, when viewed from pilot place (Altis bug only!).
Feb 12 2023
Feb 12 2023
Jan 16 2023
Jan 16 2023
mickeymen renamed T128198: FIXED from The player with Titan-Launcher, automatically rises from prone to fully upright position (if Titan-Launcher has top fire mode) to FIXED.
Dec 12 2022
Dec 12 2022
mickeymen updated the task description for T169320: AI-subordinate with launcher will ignore of player commanding, unmask the player and his squad.
Dec 5 2022
Dec 5 2022
mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
In T167056#2385111, @BIS_fnc_KK wrote:Could you remove this multiplier?
No, too late to change it now, it can break backward compatibility
Nov 30 2022
Nov 30 2022
mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
In T167056#2385061, @BIS_fnc_KK wrote:
Nov 28 2022
Nov 28 2022
mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Guys it was my fault, I was not attentive and misunderstood you in a hurry, also english is not my native language/ In general, I missed
Nov 26 2022
Nov 26 2022
mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
In T167056#2383734, @Wetzer wrote:
Nov 22 2022
Nov 22 2022
mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Quoted The main build will take longer to be updated.
Nov 19 2022
Nov 19 2022
mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
In T167056#2353822, @Tenshi wrote:Yes, but until no understand version "rev 149887" - you mean current dev version? Does this mean that this will be fixed in the next stable release?
What he means is that on version 2.XX.149887 this should be fixed, so if your on any branch that has that or equal revision it should have the fix.
i think Dev gets updated as one of the first branches.
Sep 10 2022
Sep 10 2022
mickeymen added a comment to T167449: Please Fix - Loading AI-subordinates into the player's vehicle, will occurs ONLY if the player's driver currently is in formation with its commander!.
In T167449#2354863, @LSValmont wrote:In T167449#2354732, @Leopard20 wrote:You can fix it yourself by setting the effective commander as the driver himself:
this addEventHandler ["GetIn", { params ["_veh"]; if (!isNull driver _veh) then { _veh setEffectiveCommander driver _veh; }; }]This would help advanced mission makers yes but entry level mission makers with just some EDEN experience and little scripting experience will not be able to enjoy this fix (actually a workaround).
To be honest one of the reasons why unmodded arma content is so uncommon/unthinkable for mission makers is that BI demands their players to come up with their own workarounds too much. I bet you learned scripting and eventually over the years became of of the most knowledgeable modders out there due to your own dissatisfaction with the state of the game in many regards. It shouldn't have to be that way in most cases, that players need to learn advanced scripting/modding just to make their missions more fun or less buggy specially when the feature is/was already present and it is just currently broken and/or incomplete for any reason.
Sep 9 2022
Sep 9 2022
mickeymen added a comment to T167449: Please Fix - Loading AI-subordinates into the player's vehicle, will occurs ONLY if the player's driver currently is in formation with its commander!.
In T167449#2354732, @Leopard20 wrote:You can fix it yourself by setting the effective commander as the driver himself:
mickeymen changed Category from category:aicontrolcommanding to category:aiissues on T167449: Please Fix - Loading AI-subordinates into the player's vehicle, will occurs ONLY if the player's driver currently is in formation with its commander!.
Sep 5 2022
Sep 5 2022
mickeymen edited Steps To Reproduce on T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
What he means is that on version 2.XX.149887 this should be fixed, so if your on any branch that has that or equal revision it should have the fix.
i think Dev gets updated as one of the first branches.
mickeymen updated the task description for T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
In T167056#2353704, @BIS_fnc_KK wrote:It is fixed in rev 149887 but not for fleeing units, clearer now?
Yes, but until no understand version "rev 149887" - you mean current dev version? Does this mean that this will be fixed in the next stable release?
Sep 4 2022
Sep 4 2022
mickeymen edited Steps To Reproduce on T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
mickeymen updated the task description for T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
In T167056#2353624, @BIS_fnc_KK wrote:rev 149887
Fleeing units will still ignore completion radius
mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
In T167056#2353571, @jaj22 wrote:They just use their default type-dependent completion radius (which they don't always reach, separate issue) and ignore the command.
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