Issue seems to have been resolved. I can't reproduce any longer. Please close this ticket.
May 10 2016
Issue seems to have been resolved. This issue can be closed please.
Damn that was quick! Well done guys.
Btw I just realized that if the vehicle engine is on when the vehicle is hidden you can still hear the sound once hidden.
This important ticket is now almost exactly a year old! Please BIS - assign this to someone.
Bumping. I think this ticket needs to be given priority! Come on BIS please allocate this to someone.
A few more months and this important ticket will be a year old! A moderator will probably just close soon due to inactivity. I had this happen before. You have to wonder how that works - we the customers go to the trouble of reporting issues and keep the ticket alive - but due to BIS inactivity it gets closed!? Go figure. Well all we can do is hope - and keep annoying them with stupid messages like this one until it gets assigned or we die of boredom.
Confirm still not fixed as of end Jan 2015.
respawnOnStart = 0 has no effect - on start players are spawned at respawn_west or alternative spawn points and not at mission start position.
Would really appreciate it if you could fix this issue.
We can work around it but it's kind of IMPORTANT!
Confirm this issue still exists post 1.26 (yawn). It's now four months since this ticket was created and still no fix. This is a very serious issue and makes mission editing very tricky. I think it's fair to say that all players expect there to be a reliable working respawn (and revive) system in Arma3. And as far as content creators go, we expect a simple reliable method to incorporate this functionality into the levels we make - without this feature breaking our missions every few months when a new patch is released.
Please escalate this issues importance.
This issue also relates to the respawn module and BIS_fnc_addRespawnPosition / BIS_fnc_removeRespawnPosition. It seems if you add a respawn position at startup via any method (module, respawn_west marker, or BIS_fnc) with respawnOnStart = 0 - players are spawned to one of the predefined spawn points as previously mentioned.
The most reliable work around seems to be to delay the creation of a respawn point until post mission start. I'm sure there is a proper work around but since this is a really important issue I don't see why we (BIS customers) should constantly have to find solutions to these kind of problems!
Really wish this issue would be assigned to someone. Don't understand why it hasn't even been reviewed yet. It's a fairly serious issue.
I can confirm as of latest build this function does not set the effects of the live feed.
Four months and no response! I have reported issues going back nearly a year now and they haven't even been looked at - and some are not trivial issues. It's almost like we are wasting our time reporting issues to BIS.
They just mass close tickets because they haven't been looked at! (by BIS!)Go figure. Perhaps we should just stop all the product testing and see if that wakes BIS up.
This causes major issues if you have respawn positions close to each other - since the respawn positions end up having the same 'auto generated name' from the map position The consequence is that the menu position seems to jump continuously from one point to another making it difficult to choose one position. This is a major bug and needs fixing urgently please.
This causes major issues if you have respawn positions close to each other - since the respawn positions (respawn module) end up having the same 'auto generated name' from the map position The consequence is that the menu position seems to jump continuously from one point to another making it difficult to choose one position. The 'name' field in the module is being ignored. This is a major bug and needs fixing urgently please. Relates to ticket 0018467.
Would be great to have this fixed! But I'm not holding my breathe. Probably get closed 'due to inactivity' in 6 months?!
Same problem - if Steam are responsible - BIS should fire them or get compensation! This needs to be fixed immediately. I wasted hours testing for mod incompatibility only to discover that Steam or latest patch was at fault.
Sure I sent one illustrating non-existent mods in folder but ARMA3 showing they are enabled under Expansions.
I wish they would fix these animation issues. Good example of how difficult it is to manage the animationState using playmove, playmovenow, switchmove is to try creating a simple carry / drop sequence - (used by most revive scripts) - and synching these animations in MP - is a major pain and near impossible to get a reliable and decent effect.
Ok thanks, that explains things more clearly. You can understand why many users are confused by it's presence and missing Skirmish init.
Misc -> Skirmish trigger is still there with no explanation of how to use it without Skirmish init. Why is this still in the modules list then?
And why are modules removed without any concern or explanation - given all the missions created with these modules?
I still don't understand - on the one hand you say Skirmish has been removed and replaced with the Site module and then you say that Skirmish trigger has been retained in the modules because it's needed for starting a Skirmish?! The link you posted simply says that Skirmish has been done away with in favour of Site modules. So why is Skirmish Trigger still there and how do you use it given there is no info in the editor.
Sound is very general? Sounds like a euphemism. The issue here is why should we? It's not like ARMA3 is that new anymore. And sound is one thing that could be fixed relatively easily with some effort.
I've been playing with some ARMA3 sound mods - Speedofsound and JRS something or other. They both are a big improvement but still a long way off. Anything would be an improvement over the vanilla sounds in the game. Given sound is such a critical part of the imersion process why doesn't BIS fix this? Are they expecting the community to do all the work for them? Most of the sounds in ARMA3 are so basic they kill the game for me.
@B00tsy - before just spouting off maybe your should check your facts first. Currently it seems we can target certain lights like street lights but not the lights in the Airport buildings.
As indicated we either need a module to toggle lights in a demarcated area so we can simulate a black out or have the ability to toggle the lights in certain buildings. Airfields are critical areas for mission builders. This has a duplicate ticket 0013489.
@Pesoen so let me get this STRAIGHT. You are saying that a virtual catch 22 of sexism and oppression would be created if BIS adds female characters that are able to be undressed - like the male characters in Arma3.
As you know Arma2 has had female character models for some time, and from what I understand, Arma2 is still doing really well. More importantly I haven't heard of a single case of "sexification" as you put it - in Arma2. I might be a little out of touch with mainstream 'sexification' so correct me if I'm wrong.
Sure certain deviants that play Arma3 could spontaneously remove their female clothing whilst on a public server and create an international virtual incident. There is clearly a risk of this happening.
Perhaps once Arma3 releases this feature you should immediately logoff the server you are on. Then start a private game with rogerx and Dr Death so that you guys can continue this weird fascination you obviously have with female avatars in the privacy of your own private server. In this way Arma3 can continue without the risk of implosion.
@Dr Death - not cool! You deliberately put quotes on that comment to pass it off as a BIS statement. From what I have read from the BIS developers they are expanding and recently employed a lot of new talent - so I think the reverse is now true they have the resources to add female civilians and potentially female soldiers. This is a necessary requirement if nothing more than to make civilian life more realistic than it is now.
@Dr Death - you are kidding me is that a formal BIS reply to this issue - can you post the link please. I am going to take this issue further.
It's a pity that some Arma3 players are so socially maladjusted, biased and bigoted. Over two thirds of the 1,900 votes on this issue vote for the inclusion of female characters and this includes female civilian models which will obviously be very useful for mission makers. (Incidentally the vote count for only female civilian models would probably be significantly higher).
So rogerx this 'bug' as you prefer to put it is not concluded. On the contrary in fact, the need for female characters is clearly there and the bulk of the people have voted for this feature to be added in future releases of Arma3.
And you can continue to spout forth until you are blue in the face - the bottom line is the Arma community has spoken and you aren't going to change the outcome.
vlad_8011 and rogerx perhaps you guys should get together and play a really manly game of Arma3 together - you seem well suited.
@rogerx - I thought you already did ;)
I thought this was an issue tracker not a personal forum for certain people to dominate and show their ignorance, bias and how socially maladjusted they are.
@firstname.lastname@example.org - basically this sums up the issue. Well said. Having numerous mods to 'patch' the game's missing content just doesn't work - currently.
Jeez reading the majority of these posts I feel like I just lost 3 minutes of my life! Could we all agree that adult female and boy and girl civilians are needed? This would make the towns a little more believable and if I remember correctly that's what we are trying to do - make ARMA3 as realistic as possible. The debate about the need for female soldiers can wait imo. Of course once we have female civilians what's to stop them occasionally picking up a gun........
The 2 images show a vehicle with 2 missing tyres - once repaired the tyres appear sunken into the surface.
This is a major bug and needs to be fixed!
Hello Bohemia - anyone out there?
When is this issue going to get fixed - it's a serious issue so why has it not even been looked at yet? It completely breaks the game and any mission you are making. And sure I could find a work around - but why should I have to?
Ok so basically who cares if this breaks the game.
What is there to debate about this? Status 'reviewed' is like saying we looked at it and decided it's not a bug it's a feature!
In addition the AI players sink into the ground as they are dragged around by their parachutes. Note this only happens when AI is grouped to player as far as I can tell.
Given that we are now way past final release date this should have been fixed already - its a major bug! Come on Bohemia - you can't expect your users to fix your code.
As far as fast roping is concerned the RAV Lifter mod has fully functional ropes and animation. Fast roping used to work reasonably well but apparently the recent DLC has broken it and Raven appears to not be supporting or developing it anymore. So this feature is for me a must have. We just need to push this as a priority. If you agree vote. Upvoted +1000
Yep it would also be nice if there was some basic lighting on the informal airstrips. It would also be nice if all building lights were on - on the main airports.
Good point the taxi waypointing isn't good. Try creating an ambient airtraffic taxi takeoff loop using land or land at - the AI on most airfields just land and then cut across the runways and head directly for the entry point of the runway they ignore any taxiways before taking off again. In most cases they either get damaged or stuck. Would be great if there were proper taxi takeoff land taxi takeoff waypoint loops. In particular we need park waypoints. If you give AI a get out waypoint at the airfields they just leave the plane in the middle of the runway which obviously isn't ideal.
Fixed in latest dev build.
Stratis still needs blue taxi lights as of Dev build 1.09.
Altis has been fixed - thanks!
And now after the 'big fix' of 27 Sept both airfields don't have taxiway lights!
One step forward and another back.
@AD2001 I'm not sure what game you are looking at but Stratis taxi lights have not been resolved in the latest dev build. Altis yes Stratis no. Taxi lights are the blue ones that show the path from hangars to runway.
Please check your facts before posting.
I know about fireplace burning, smoke and chemlights. None of which are ideal for marking the airfield. The burning oil drum used to be in ARMA2 but I cannot find it in ARMA3. What ever lighting we use needs to be visible from a minimum of about 500m.
No arming, no refueling, no repair in ARMA3 - great! None of these features work correctly. Only solution is to get another vehicle - which is hardly practical in the middle of a war!
We need a rearm module! I'm not sure how I triggered it but I saw a whole page of support options - which worked briefly but I haven't been able to bring that Support menu up again. It said work in progress - so I guess the support feature is in the bulging pipeline - if you'll excuse the pun.
Of course the community has numerous support scripts out there but I for one am getting damn tired of having to add 100's of addons just to make ARMA3 function well.
It's improved considerably. There is a still an issue with regards to path finding to the Inn gardens/gazebo on both Altis and Stratis.
AI do eventually find their way to the stairs leading into the Inn gardens/gazebo.
So I personally don't think it's worth spending time on - please close if you agree. Thanks for checking this issue out in any event.
Issue has been fixed.
Looks like this issue has been fixed in latest dev build.
Agree ! We need more official working sea assets.
@AD2001 - not sure what your point is. Are you saying that we are expecting too much from BIS?
@gutsnav - that's very cool - just goes to show what the community can do - and begs the question why isn't this functionality in ARMA3 if complete outsiders can do this kind of thing?! I would be happy if we could just walk on the trawler!
Yes one would think that BIS could at least make a few larger ships driveable - particularly considering how few assets there are in ARMA3. The community can't be expected to fill in all the gaps! The recently ported Nimitz adds a new dimension to sea missions - we need more official working sea assets in ARMA3.
@TakeHomeTheCup Nope they have to be grouped with the unit they are to follow. Ungrouped units do not follow. Grouping also applies to unit1 dofollow unit2 and commandfollow. Based on the grouping dependency these commands and the follow waypoint have limited application.
There is a 'follow' waypoint type in Arma3 - but it doesn't appear to work. You can use commandfollow or dofollow commands. Alternatively you could use a join waypoint and synch to the lead group. But first prize is getting the follow waypoint type to work.
@rogerx> Actually the fog array works with older maps although the height falloff seems to work differently - I assume it has something to do with height calculation maybe a ATL / ASL calculation issue.
Yep - I managed to get it working but it would be nice if they added a slider to allow for easy changes in fog altitude and falloff - it's a tedious process trying to get low altitude fog exactly right.
@rogerx> Odd though the fog array command seems to be the same but the functionality seems to not work like it did. If you use 0 setFog [1, 0.01, 0]; theoretically according to the wiki (time setFog [fogValue, fogDecay, fogBase]) you should get fog that starts at full density, that decays fairly rapidly with altitude and that starts on the ground. However all I get is a slight haze - I can't seem to replicate the cool ground fog seen in Dslyecxi's video: https://www.youtube.com/watch?v=77Ab5YpwIFE
Yep totally agree - we need more weather effects like snow. Maybe BIS only bought the cloud sim module ;). I would also like to see the advanced fog system working like it did in the A3Beta. The fog array seems to have stripped down functionality.
How can you down vote something that fundamentally affects the realism and immersion of ARMA3 (excuse the pun) simply because in your view attempting to more realistically replicate the movement of water would waste Bohemia's time and resources? The engine of ARMA3 needs some major work - this would be part of that 'work'. The reporter vote system is not a personal prioritization process on behalf of Bohemia - it's more one of agree/disagree with the issue. From what I can see from reading 100's of tickets the majority of ARMA supporters agree that the engine is dire need of improvement particularly when it comes to the visual and physical environment. This issue I think is important since it highlights the bigger and broader environment issue mentioned above.
As of Dev patch 25/9 the runway lights look much better. They look better from far at least. From short distances the lights have a bloom around them. Tested in harsh weather and different seasons. The main airfield in Stratis doesn't have taxiway lights or red end of runway warning lights. Airfield lighting now needs to be sorted out it's far too dark. This issue has been created in a separate ticket.
It would be nice if all runways could have some lighting. But I suppose we will have to live with placing lights on the smaller airfields ourselves - assuming we had some. Now all we need is for all the airport buildings to be lit up properly and we are cooking or a module that toggles lights within a radius!
Runway lights should illuminate the runway. Also Control tower and terminal building lights should be on.
@Gekkibi I was not suggesting that the lights should illuminate the surroundings. There are two basic issues - one dealing with lighting the surrounding airfield buildings this is covered in a separate ticket and two they should implement a proper runway lighting system.
What I was saying is that the airfield lights are far from ideal at the moment. The developers on ARMA3 should consider implementing runway lighting more realistically:
- Approach Light Systems (ALS)
- Visual Glideslope Indicators
- Runway End Identifier Lights
- Runway Edge Light Systems
- In-runway Lighting incl Runway Centerline Lighting System,Touchdown Zone Lights, Taxiway Centerline Lead-Off Lights, Taxiway Centerline Lead-On Lights, Land and Hold Short Light
- Runway Status Lights
Obviously its going to be a trade off between features and performance.
Apart from the above it would be great if the developers could implement a module that allows you to switch on/off lights within a certain radius of the module. This would allow you cut power to an area i.e. town dependent on mission requirements. Airport building lights would also be able to be switched on and off using this module.
Failing this feature request - that all airfield lighting is re-looked and fixed. It is far from acceptable at present.
Runway lights flicker almost like the lights are below the mesh. They are almost invisible from even short distances (500m) when flying at night. They should be clearly visible from at least 500m. The airports also have most lights switched off - which is a great pity since it ruins the effect. This applies to today's dev build Sept 20. All airfield lights are still way too weak and cannot be seen from any realistic distance.
My fault. This issue should be split into 2. The first issue that of runway lights appears to have been fixed - thanks very much - looks great now. This issue was listed under a separate ticket and is now closed.
The second issue is there is no lighting inside airport buildings and control towers etc. That is the issue this ticket is highlighting. This is still an issue in latest dev 1.09 build.
Just push the gamma up fairly high and all the plants and grass appear bright green and navy blue. Gamma adjustment shouldn't make this happen.
Great! Issue seems to have been fixed. I have 4 x machines running 32 bit Win7 and 1 x Win7 64 bit. All running fine now. Excellent map!