Client crashing is pretty persistent when using Zeus and getting shot by player as controlled unit.
Didn't happen before 1.54
Client crashing is pretty persistent when using Zeus and getting shot by player as controlled unit.
Didn't happen before 1.54
Duplicate of #0018190
Sorry, I completely forgot about it - makes me look like an idiot.
I have uploaded a video describing the problem and hereby I summon lord Pettka to fix teh configs pls
unless it's an engine issue
Thanks for constantly keeping your game up to date, and thanks for not ditching the community like some other devs do.
No, the changes saved properly, the thing is there still were leftovers in addOnsAuto[]={} and addOns[]={} even after deleting content from the addons.
There is no XM8 PDA in ArmA III.
Please refrain from posting mod issues on this feedback tracker :) The thing you're talking about is courtesy of Exile mod.
Yup, this would be much faster than manually applying custom loadouts using "arsenal" module.
I would like it to return an array of arrays containing every possible vehicle turret — and that includes driver's turret.
Do you think this is a bad idea? Well, the workaround is simple enough; I can always add [-1] to the array if I wish to have it there.
I've noticed this anoying buzz sound also occurs when vehicle weapon is being reloaded.
Yeah, I was disappointed to find out that AI spots me just as easily if I hide inside a knocked down tree.
reproduced with success
Ares does that already, it would be absolutely lovely to see that default in the game.
Currently there's a shortcut only for looking through unit's eyes
https://community.bistudio.com/wiki/allowCrewInImmobile
This is long time resolved.
Is it possible our server config somehow influences this?
I don't know how can I provide you with neccessary info, or if it's just our server.
I'll try to provide you with a youtube link of split-screen recording, all I've got for now is the screenshot I'm uploading.
Screenshot uploaded.
Orange line marks 630 meters.
My friend, playing as a spotter, couldn't see the bulletholes and dust effects I made while shooting the 2 furthest shots, but I could see them clearly.
He has seen the nearest bullethole and dust effect kick in after hit though.
I think it has something to do with speeds or angles. Did you try to put the UAV on loiter orbit Adam? It might not be the case when flying straight towards the target.
Missile seems to skip to the right or left usually, the error is very small though 5-10m, negligible for most cases.
I don't know if laser skipping has to do something with it, since you can launch these missiles without laser and they still guide in the middle of crosshair.
https://www.youtube.com/watch?v=3EwQYQB8sfM
Laser quirks on the building; actual laser is very far off the crosshair.
http://imgur.com/8BdOosn,VFWXzzC
Reproduced succesfully, sometimes laser acts crazy. Happened in community modded content as well as in the vanilla UAV.
Hi. Excuse me if I worded myself poorly; there is no problem with rebinding them.
The issue is the fact that deleting them from "Helicopter Controls" tab also deletes them from "Plane Controls" tab, which shouldn't be the case since some of the other controls are differentiated.
Examples of proper differentiation between plane and helicopter controls:
(helicopter / airplane)
Cyclic forward / Nose down
Cyclic backward / Nose up
Cyclic left / Bank left
Cyclic right / Bank right
Collective raise / Increase thrust
Collective lower / Decrease thrust
Examples of no differentiation in controls:
Right pedal / Right pedal
Left pedal / Left pedal
Right turn / Right turn
Left turn / Left turn
I hope you understand what's the matter now.
While it was a big problem for me, I managed to find a workaround for this by just unbinding "turn left" completely, and binding my mouse to bank in airplane. Since cyclic controls and bank/pitch controls are different - it is perfectly possible to achieve what I want.
I guess you can close it, since it's possible to have this workaround I just mentioned.
Sorry I took your time - I should think about it earlier.
I agree, you're right, I'm just posting a temporary solution you can use.
Reproduced succesfully and confirmed. Drag-and-drop tends to stop working in vehicles, right click works though.
The idea is nice and simple. +1, would like to see it.
Yes please.
This and also muzzle brakes.
Yeah man, I wouldn't have made it without you and your blog, already found it earlier. Thanks a lot.
http://feedback.arma3.com/view.php?id=23888 somewhat related.
Server was last updated 24/4/15. I believe it's the latest version. I've just read that the issue happens with php generated squad .xml's.
We host our own squad.xml on our website, so that's why it might be working.
Yeah. It works, generally. Sometimes it bugs out, but it's due to Zeus and how respawns work I think, rather than our server.
Cannot reproduce, squad.xml works on our linux server.
related to 0023873
This, and also more civilian cars in the DLC as paid content :D
Only from a certain height. Like units placed in air in Zeus Interface.
+1
yessss please, I've complained about similar things in my UAV suggestion
+1
How is this not fixed yet? :/
How is that even (not)working? I understand it might be complicated to fix an issue like that, but it seems to be a quite basic feature.
Myself, I have never made any vehicle for A3, but I tried to reproduce using different vehicles from other mods.
RHS:USAF has M113 which is tracked and also can move in water. I'm not sure if that's external work-around, or if they got it to work somehow, but I thought it might be a valuable input.
I noticed it sometimes bugs out though and just stops, only being able to float, unable to move, but it doesn't sound like the issue described.
CTRL+F while in Zeus interface should result in a popup "search" window, which would yield results somewhere to pick from...
I see an exec option in the 'set Attributes - Objects' module, but that is already enabled and doesn't seem to do anything.
I used default skill levels playing on elite with 0.85 skill setting and 0.25 precission setting.
Yup, most of the stuff the ticket is about is probably not about vision, but rather weird bugs with sound/knowsAbout parameter.
Cannot reproduce any of the mentioned. Perhaps you're playing on faulty terrain, using bad LOD models for the vegetation, or poorly configured ground surfaces.
AI seems to notice me easier on the concrete/streets and worse in vegetation. Dense grass helps for stealth.
AI is blind in comparison to me when it comes to looking through bushes. AI unit definitely did not see me through it, while I could see his silhouette clearly and I could easily identify the uniform (we were about 5 meters apart, bush inbetween of us), but he just stood there, until he heared me moving, then after a while of AI's confusion I recieved fire.
I could effectively hide in the fog until I clearly saw AI silhouette, he started shooting at me when I got a little bit closer.
I noticed some different flaws though, notably with AI hearing:
It's worth to mention that the AI units saw me through vast amounts of fog after being initially detected.
Before the detection their visibility seemed to be influenced heavily by fog. Even if they "saw" me they couldn't identify -- so they didn't shoot.
After they knewAbout me, they started shooting through the fog. They also had some echolocating capabilities, being able to shoot over 50-70 meters with 20m visibility, using just the sounds I made.
There is also a bug with their hearing, regarding player turning, but it's already acknowledged and worked on.
Damnit, sorry for being such a messy error reporter and not doing the proper job first time.
I took some more time to go through the items in VR now and here's some more funny-sounding stuff I found:
The items are translated as "ASP-1 Kir (podpalany)", "Cyrus (podpalany)", "Navid (podpalany)", "Dwójnóg (podpalany)" and "Kahila (podpalana)";
Podpalany/a literally translates to "lit on fire"/"torched"/"smoked", it's sometimes also used to describe reddish-brown horses, it's not common to see it as a color, especially when talking about weapons.
Tan, as a coulor, should be translated to "jasnobrązowy", so we'd have Kir, Navid and Cyrus (jasnobrązowy), and Kahila (jasnobrązowa).
If this translation is too long for some reason, you can go with "beżowy" and "beżowa".
Both of these colours are valid translations of "tan" and would suit better than the current one.
Correct noun+adjective would be "Pistolet startowy". As in "I see a starter pistol"/"Widzę pistolet startowy".
"Lekka kamizelka GA (digi)" and "Lekka kamizelka (czarna)" are better equivalents, consistent with translations of other, similar vests.
We usually don't translate "headset" when refering to it, so I think the 1st translation is the most accurate and natural.
Currently the translation is (oliwkowa, głowa) which literally means (olive, head). As in body part.
I think these are the most cringe-inducing errors I could find, rest is generally OK. I'm sorry if I missed something, I tried to be more accurate.
And thank you for constantly improving the game :)
I'll avoid littering the tracker with a new ticket -- several items have localization errors as well.
For example:
Vest (press) is translated to Kamizelka (naciśnięie) instead of Kamizelka (prasa).
"naciśnięcie" means "press" as in the act of pressing something.
"prasa" means "press" as in press release.
It works just fine when you take control of a commander unit in Zeus interface. It also seems to work fine on stable.
I'm going to have to bump this one, as I don't want to put a duplicate ticket on the subject.
Why wasn't it fixed with the lovely sound update we got with Marksmen? Explosive charge sounds is kinda ridiculous and spoils many stealthy demolition ops in pvp.
As long as they're portrayed in non-combat roles, I don't care. But I think there are other priorities than that.
It would be nice to have some in-engine support for female models, though, even only for civilians.
http://feedback.arma3.com/view.php?id=23888
somewhat related
That is simply not true for Altis and Stratis, you must be playing on poorly configured terrain.
"assault" waypoint is a good idea, would be sweet both in Zeus and editor. Currently ARES mod provides Zeus with extended funcionality, so you can order AI to search the building, but I'd love to see BIS take on that, since we've seen some new waypoint types added recently.
While I don't think the tracers should be removed as they are useful, I do think we should have alternate magazines with no tracers at all.
Some modders sure can add them, but I don't see one reason why shouldn't these magazines be part of native content.
[quote]so its no impossible , and it works well ![/quote]
It doesn't work well with how players resolved it, that's why BIS should take on it. Upvoted.
Disappointed it didn't happen with Marksmen DLC...