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May 10 2016

oukej added a comment to T79386: Add A Magazine Proxy.

We are really sorry. This limitation is unfortunately going to stay in Arma 3 :( At least in the foreseeable future.

Thanks a lot for your understanding

May 10 2016, 9:20 AM · Arma 3
oukej added a comment to T79380: If group owns a vehicle, "Get in" waypoint ignores "Load" waypoint synchronization.

Thank you for the report!

May 10 2016, 9:19 AM · Arma 3
oukej added a comment to T79380: If group owns a vehicle, "Get in" waypoint ignores "Load" waypoint synchronization.

Is now fixed in the dev branch.

Thank you for helping us improve the game!

May 10 2016, 9:19 AM · Arma 3
oukej added a comment to T79378: AIs walk hundreds of meters away after a "Get out" waypoint.

The leader was fleeing (probably got scared of snakes outside of the safety of his wagon ;).

Should be fixed in the next dev. build.

Thanks a lot!

May 10 2016, 9:19 AM · Arma 3
oukej added a comment to T79378: AIs walk hundreds of meters away after a "Get out" waypoint.

Thank you for the report. It seems to be affected also by the location (I wasn't able to reproduce it on the airport). Can you pls confirm?

May 10 2016, 9:19 AM · Arma 3
oukej added a comment to T79308: Joystick controls are deleted if game is launched with joystick unplugged.

Thanks for the report!

I wasn't able to reproduce this issue on my side. The control bindings should reappear once the controller has been connected again (before launching the game).

Afaict it could have gone wrong in case the Windows assigned the same device a different ID. (can be checked in the registry or easily using the USBDeview)

Please, report back if you manage to find any further info!

Thanks a lot!

May 10 2016, 9:16 AM · Arma 3
oukej added a comment to T79300: Ai shooting solution : limited there vision.

The AI has a vision dependable on the current light conditions, NVGs, optics used and the AI skill. The AI also has an audible reception. And then there's the engagement range dependable on optics and weapon's AI fire modes.

The maximal detection range is also dependable on the visibility range defined in Video options (so the AI doesn't shoot beyond player's visible range)

If you see a specific situation where the detection was clearly impossible but still happened, please report it with an attached repro scenario (as simple as possible).

Thanks!

May 10 2016, 9:16 AM · Arma 3
oukej added a comment to T79278: AI won't move in Cargo by group leader command.

Thank you for the report and links!

Will continue about this issue in 20934.

May 10 2016, 9:15 AM · Arma 3
oukej added a comment to T79120: The AI infantry is too accurate at shooting at the pilot of a littlebird..

Hey, thanks for the feedback!

We are aware of the issue when AI aims at the pilots and is very effective at killing them. It comes from the configuration of crew vulnerability in the vehicles (which also allows the AI to even fire at the vehicle with small arms). While it makes sense that AI aims at the crew positions in a ground soft vehicle, it does not make that much sense when aiming at a fast moving air vehicle.

We'll see if an improvement is feasible.

May 10 2016, 9:10 AM · Arma 3
oukej added a comment to T79069: AI have "Visual hearing".

If the AI hears a shot or a bullet hits a ground around the AI, it will start scanning the horizon for a possible threat, eventually also entering the combat behavior.

The closer the source the better direction estimate. So instead of scanning the horizon, the AI turns immediately to the source. It already knows that there's a possible threat from the audible information, so once it has a visual confirmation it can immediately open fire.

However the AI shouldn't be able to place a precise shot because at that point it's still penalized by distraction and the fast turn.

Could you please provide more detailed info? (ideally a repro mission where a clearly wrong behavior would reliably happen)

Thanks a lot!

May 10 2016, 9:08 AM · Arma 3
oukej added a comment to T79067: AI and player auto spot seems to think riflemen are pilots..

Hey, thank you for the feedback!

Could you please write down the repro steps or attach a repro mission where it happens?
Thanks a lot!

May 10 2016, 9:08 AM · Arma 3
oukej added a comment to T78996: AI vehicles won't drive on Roads anymore.

Should be back to "normal" :)

May 10 2016, 9:06 AM · Arma 3
oukej added a comment to T78996: AI vehicles won't drive on Roads anymore.

Thank you for the report!

Was introduced by recent AI fixes/optimizations. We're on it!

May 10 2016, 9:06 AM · Arma 3
oukej added a comment to T78989: AI move through the wall.

Thanks, based on the vid I was able to reproduce it somewhat by altering two "move to a position" orders and confuse the AI to the point it stopped moving.

May 10 2016, 9:06 AM · Arma 3
oukej added a comment to T78974: Grass cutter object is blocking AI movement paths.

Hey, thanks for your feedback!

I currently can't reproduce this issue. I believe this was fixed with recent pathfinding improvements.

Could you please confirm?

May 10 2016, 9:06 AM · Arma 3
oukej added a comment to T78915: Better HMD support for Aircraft with camera vector source.

Has been done properly in the engine, no need to fake the correct behavior :)

May 10 2016, 9:04 AM · Arma 3
oukej added a comment to T78877: score is computed based on object config attribute "faction".

Thank you for the report!

May 10 2016, 9:03 AM · Arma 3
oukej added a comment to T78804: Weapon Inertia: freeaim issue.

Fixed some time ago

May 10 2016, 9:01 AM · Arma 3
oukej added a comment to T78788: AI get stuck in a running animation..

Thank you for the report!

There are several AI pathfinding improvements inbound. Unfortunately they also introduced this severe bug. The issue will be fixed in the nearest Dev build update. We're sorry for the inconvenience.

May 10 2016, 9:00 AM · Arma 3
oukej added a comment to T78733: AddCamShake not working on Dev Branch.

It's currently working like that - camera shake in difficulty options disables all camera shakes (explosion, vehicle passing, G-loading, scripted...).
Subject to review, but we can't promise anything.

May 10 2016, 8:59 AM · Arma 3
oukej added a comment to T78733: AddCamShake not working on Dev Branch.

Please see http://feedback.arma3.com/view.php?id=21609#c102215

May 10 2016, 8:59 AM · Arma 3
oukej added a comment to T78624: Loss of 60% Joystick Throttle Traverse.

Please also check the comment here - http://feedback.arma3.com/view.php?id=6888#c74964 - for solution.

Thanks for the feedback!

May 10 2016, 8:56 AM · Arma 3
oukej added a comment to T78526: TrackIR should zoom based on head, not body, direction..

Hey, thanks for your feedback.

Try switching off the TrueView in TrackIR configuration and see if it helps. Please, let us know!

May 10 2016, 8:54 AM · Arma 3
oukej added a comment to T78526: TrackIR should zoom based on head, not body, direction..

Glad to help!

May 10 2016, 8:54 AM · Arma 3
oukej added a comment to T78379: The list of actions that AI not able to do, but should do..

...there's no fantastic difficult task
Smart AI must use everything in the game.

http://www.bistudio.com/company/careers ;)

May 10 2016, 8:50 AM · Arma 3
oukej added a comment to T78379: The list of actions that AI not able to do, but should do..

Hey & thanks for the list of ideas.

I will quickly reply with some notes.

  1. AI NEVER SHOOTS IN THE INFANTRY FROM MISSILE LAUNCHER.
    • can be configured (and was like that in early Alpha), but it's better when the AI saves the valuable ammo for the real threats
  1. AI NOT ABLE USE LASER SIGHTS.
  2. AI NOT ABLE USE FLASHLIGHT.
    • better left out as an option for the designer but not autonomous AI behavior (you may not always want them to do it)
  1. AI OF UAV OPERATOR CLASS, NOT ABLE ACTIVATE ANY DRONE.
    • can be ruled out, not possible
  1. AI NOT ABLE USE REPAIR.
    • Already available. AI with repairing ability can be ordered by a group leader to repair an immobile vehicle that is assigned to the group (It won't repair friendly vehicles around the battlefield at random). AI with a repair (rearm/refuel/heal) vehicle and a SUPPORT waypoint assigned will be called in by friendly vehicles.
  1. AI NOT ABLE TO USE SELF TREATMENT, WITHOUT ORDER.

It is when it's its own leader. You don't take a poo unless the leader allows you to.

Leaving the rest unanswered for now. Please bear in mind that more autonomous AI != better AI. Some of the described actions are better left out as scripting commands or as modular options as they may not universally fit.

May 10 2016, 8:50 AM · Arma 3
oukej added a comment to T78349: MRCO Optics same as 10x RCO/ARCO.

Has been fixed as a part of field of view improvements, description has been update accordingly.

Thanks for the report!

May 10 2016, 8:49 AM · Arma 3
oukej added a comment to T78319: Health nearly don't affact the accuracy of AI.

Was fixed in https://forums.bistudio.com/topic/150500-development-branch-captains-ai-log/page-3#entry2831466

Thanks for helping us improve the game!

May 10 2016, 8:48 AM · Arma 3
oukej added a comment to T78269: TankX simulation vehicles unable to move in water.

^^ and let us know pls

https://forums.bistudio.com/topic/140837-development-branch-changelog/page-35#entry2961647

May 10 2016, 8:47 AM · Arma 3
oukej added a comment to T78269: TankX simulation vehicles unable to move in water.

Missing status or dev'v comments don't mean we are not aware of the issue, request or bug or we haven't read what you write. We read everything :)

You may find some answers in here: https://www.reddit.com/r/arma/comments/2snr1o/arma_3_update_138_rc_release_candidate/cnry64c

I'd also like to ask you to use our Forums (forums.bistudio.com) for discussions.
Please avoid posting any comments on Feedback Tracker that do not contain relevant information, add details or are not useful for identification or solution of a given issue. Such comments neither help us deal with the issues nor make the process any faster.
Try to keep it strictly technical and to the point ;)

Thanks a lot for your continuous support and working with us on improving the game!

May 10 2016, 8:47 AM · Arma 3
oukej added a comment to T78257: FlyInHeight doesn't work on all aircrafts (AI keeps climbing).

Yup, found out this applies to both gunships in the game (even without the command they still climb when flying (not just hovering)). The others are fine.

May 10 2016, 8:47 AM · Arma 3
oukej added a comment to T78257: FlyInHeight doesn't work on all aircrafts (AI keeps climbing).

Hey! Thank you for the report.

Have you observed similar behavior on any other helicopter than Ah-99?

May 10 2016, 8:47 AM · Arma 3
oukej added a comment to T78230: Make AI less likely to go prone.

Hey! Kju is right, I've had it made so.

Thanks for the suggestion. We'll see if we can do something about it.

Repro mission, where the AI goes prone reliably in an urban area (exposing itself, limiting its maneuverability) or somewhere in the open (while there are cover opportunities nearby could help. (sadly, many of the rocks on the map are not usable by the AI due to a mistake done in the earlier development. We are truly sorry about that :( )

May 10 2016, 8:46 AM · Arma 3
oukej added a comment to T78209: Grouped Vehicles Travelling on Roads Sometimes Turn 180 Degrees and then Back Again.

Thanks for the report!

Have you observed this behavior on a straight road or was there a crossroad on the spot where the AI decided to turn (and turn back)?

Could you eventually pinpoint a location on Altis or Stratis where you have observed this issue?

Thank you!

May 10 2016, 8:45 AM · Arma 3
oukej added a comment to T78201: AI is also shooting you when you are hidden.

I've checked it again and it doesn't seem working like I thought it should. However using hideObject on an active unit is still something the command wasn't intended for and it may not be AI-friendly when used so.

So far I can't promise any change in the behavior, but will investigate the issue.

May 10 2016, 8:45 AM · Arma 3
oukej added a comment to T78201: AI is also shooting you when you are hidden.

Hey! Thank you for the report.

That is true and it is an intended behavior. HideObject does only hide an object visually. It's e.g. often used with enableSimulation false to hide something you want to enable / reveal later in the mission or to manage performance of the scenario.

The AI only looses the visual detection on a hidden object, however the AI still has audible (and ev. radar) detection. Usually it would be the footsteps what reveals you, on the other hand footsteps should not allow the AI for friend-or-foe identification. Other sounds (fire, shouting) could however.

May 10 2016, 8:45 AM · Arma 3
oukej added a comment to T78185: Laser Designation Visibility when flying.

Hello and thanks for the feedback!

The devices used for guided weaponry target designation (impulses coded in accordance with the ordnance) are often SWIR and are generally not visible in NVGs. (yes, there is a little visible dot our LD creates - that could be considered as a bug)

For a visual target designation, lasers with shorter wavelenght, visible in NV are used ( IZLID http://www.youtube.com/watch?v=EgvuGFaT7Qw ).
I find our weapon-mounted lasers quite fitting for this purpose - what do you think?

May 10 2016, 8:45 AM · Arma 3
oukej added a comment to T78185: Laser Designation Visibility when flying.

@Demongod - good suggestions. The IR strobes may fit in http://feedback.arma3.com/view.php?id=5947 , configurable laser intensity taken into consideration (however I find current lasers relatively strong enough even for fast moving CAS)

@maskedkhan - I am sorry for the confusion. The locking as it is now isn't something we are completely satisfied with and I would generally like to avoid patching up functionality on it until we are able to revise the tech.

Currently it combines two factors - a meta-game awareness helper and an actual part of weapon guidance. The first one works only on lower difficulties (named not so descriptive as "Auto Guide AT").
I guess that is where you'd like the laser targets to be included in the possible target selection, right?

May 10 2016, 8:45 AM · Arma 3
oukej added a comment to T78152: gunner can also drive.

Hey! Thanks for the report.

Players will assume the "commanding" role in a vehicle where there has been only AI (unless he or she is already a subordinate). Afaik Arma 2 had the same behavior and I don't recall any recent change that could have affected this behavior. But I can be wrong - can you confirm please when did you observe a change for the first time?

Waypoints should not be ignored as long as the player does not give any directional move orders.

To check who's in command you can use https://community.bistudio.com/wiki/effectiveCommander

Thank you!

May 10 2016, 8:44 AM · Arma 3
oukej added a comment to T78149: Static heavy weapons do not return fire at infantry at longer ranges (edited: Expand to all vehicle-based AI please).

Has been fixed by https://forums.bistudio.com/topic/150500-development-branch-captains-ai-log/page-3#entry2808281

Thank you!

May 10 2016, 8:44 AM · Arma 3
oukej added a comment to T78132: The 'Healt/Armor' doesn't work..

Hey! Thank you for the feedback!

The Health slider currently intentionally fills the hitpoints only up to 97%. I am not sure whether a slider without exact value should allow for changing the alive/dead status of the unit.

Otherwise, for more comfort especially if you want to manage more units I'd generally suggest utilizing forEach and its variants ( https://community.bistudio.com/wiki/forEach ) for more comfort and control. (Run "(_x setDamage 1) forEach [array of units]" )

For now I'll just leave this request open for voting ;)

May 10 2016, 8:44 AM · Arma 3
oukej added a comment to T78028: AI AT Soldier will not target specified target if he has chosen his own target.

http://forums.bistudio.com/showthread.php?159711-Development-Branch-Captain-s-AI-Log&p=2940772&viewfull=1#post2940772

Thank you for helping us improve the game!

May 10 2016, 8:40 AM · Arma 3
oukej added a comment to T77999: AI Pathing bug in second campaign mission 'Situation Normal'.

You're welcome. Enjoy the rest of the campaign! And I am sorry for the inconvenience.

May 10 2016, 8:40 AM · Arma 3
oukej added a comment to T77999: AI Pathing bug in second campaign mission 'Situation Normal'.

This is strange. However, restarting whole campaign should not be necessary.

There was a update yesterday, can you please confirm that the issue is still happening?

If it is, could you please attach the savegame from your profile in Documents\Arma 3\Saved?

Just in case you can also try rechecking the integrity of local data, but it would be pretty weird if corrupted data had such consequences.

May 10 2016, 8:40 AM · Arma 3
oukej added a comment to T77999: AI Pathing bug in second campaign mission 'Situation Normal'.

Hey and thank you for the report!

I went thru the mission ensuring that autorifleman and CLS die in the ambush but the leader still went correctly to the Rendezvous point.

Did it happen once or does it happen repeatedly (after resuming the mission from a prev. save) for you?
Couldn't you have possibly some mods enabled? (esp. AI-related ones)

May 10 2016, 8:40 AM · Arma 3
oukej added a comment to T77946: AI walk through setPos'd static objects [repro mission].

It should be now fully fixed in Dev Branch.
Please, let us know, if you bump into any issue reg. this.
Thanks a lot!

May 10 2016, 8:39 AM · Arma 3
oukej added a comment to T77946: AI walk through setPos'd static objects [repro mission].

Hey madbull! No worries. It means it has been checked, successfully reproduced and transferred into our internal pipelines.

Now, you may ask what is the difference between "reviewed" and "acknowledged" ;) Acknowledgement may usually (not always) suggest it's been recognized by a dev as a valid issue we'd like to do something about (votes/popularity also plays a role even though it may not always seem so ;)). An update of FT guidelines is planned soon - that should make all these things more clear.

As for this issue - it's still unsure - setPos'd objects work correctly if command is used in the mission init, so it's also a question of the command's use definition/limits.

iac. thanks a lot for the feedback and we'll try to keep you informed about any decisions or ev. fixes!

May 10 2016, 8:39 AM · Arma 3
oukej added a comment to T77944: AI should use dead zone aiming.

AIII-11599

May 10 2016, 8:39 AM · Arma 3
oukej added a comment to T77902: Add command to force helo reflectors to be turned on.

Hey, thank you for your feedback.

On an empty helicopter you can use
player action ["collisionlightOn", VEHICLE]
for collision lights and
player action ["lightOn", VEHICLE]
for the search light.
https://community.bistudio.com/wiki/ArmA:_Actions#LightOff

The AI will however manage the lights on its own depending on its current behavior and the searchlight is not included.

Will keep you informed.

May 10 2016, 8:37 AM · Arma 3
oukej added a comment to T77879: Action with keyboard holding.

Could you please verify that you have

"Optics" or "Optics temporary" bound

Few other tips

  1. The "Optics Mode" is a switch - you have to enter the optics to see the result (RMB click or Num0 by default)
  2. RMB Hold can be bound as a different action (by default holding breath and zooming in), make sure you only "click" the RMB when switching the optics mode.

I was not able to experience any issues on Apple MB110. What type of KB do you have?

May 10 2016, 8:37 AM · Arma 3
oukej added a comment to T77879: Action with keyboard holding.

It is not available or is it not working when bound to the "Optics Mode" action?

Could you please attach a screenshot of your settings? (similar to https://www.dropbox.com/s/t1mtd76oif6imst/Arma3Int_DX11%202014-07-07%2018-07-37-46.png )

May 10 2016, 8:37 AM · Arma 3
oukej added a comment to T77879: Action with keyboard holding.

In the binding menu you should see a column on the right side of the window with available combinations. Look for Left Ctrl+Sec. Mouse Btn. and drag it over to the keys already assigned to the action.

May 10 2016, 8:37 AM · Arma 3
oukej added a comment to T77845: Glitching into everything because of the rotation point..

https://forums.bistudio.com/topic/140837-development-branch-changelog/page-32#entry2921906

May 10 2016, 8:36 AM · Arma 3
oukej added a comment to T77845: Glitching into everything because of the rotation point..

I'm terribly sorry, but we won't deliver it in 1.52. 1.52 will still contain the offset rotation axis.

The current state on Dev Branch is centered rotation axis in all situations. This won't be implemented in 1.52 and after that we'll be aiming for a kind of a hybrid between offset and centered rot. axis, hopefully getting as much out of our current animation and collision system as we can. In the end it will still be a tradeoff.

Although we'd really like, fixing this completely goes beyond Arma 3's animation system possibilities.

May 10 2016, 8:36 AM · Arma 3
oukej added a comment to T77845: Glitching into everything because of the rotation point..

We are really sorry to disappoint you - it won't stay in for the 1.50 patch, but we're still on it, we'll put it back in the dev branch after the release and 1.52 should hopefully finally include as good solution as we can do it within the current limitations.

May 10 2016, 8:36 AM · Arma 3
oukej added a comment to T77803: static launcher sights problem.

Can't reproduce. Is this still valid?

May 10 2016, 8:35 AM · Arma 3
oukej added a comment to T77792: GM6 Lynx and M320 LRR not zeroed correctly.

FYI the precision of zeroing was improved recently - should be in the next dev branch update.

May 10 2016, 8:35 AM · Arma 3
oukej added a comment to T77792: GM6 Lynx and M320 LRR not zeroed correctly.

Hey and thanks for the feedback!

Could you please clarify what weapon is this issue related to?

May 10 2016, 8:35 AM · Arma 3
oukej added a comment to T77775: M4 Scorcher - Fire Mission Waypoint - Guns De-Elevate for Last 3 Rounds.

Hey, thank you for the report. You mention that the issue occurs also in other game types - do you mean Zeus game types (with the Fire Mission WP) or has it happened to you also when using Support modules or even when ordering an arty subordinate to fire at position?

May 10 2016, 8:34 AM · Arma 3
oukej added a comment to T77728: Waypoint completion radius does not work for AI units.

Hey! Thanks for the report.

The completion radius works against AI checks. If the AI has nothing else to check it won't find out that the WP is completed until it securely reaches the very waypoint.

In COMBAT behavior the checks are performed almost constantly making the AI realize a WP has been completed soon after crossing the completion radius.

I agree it probably isn't much intuitive, but I can't tell you now whether changing this behavior would even be feasible.

For now I'll play a dead fish and wait for more feedback/votes ;)

---

Also note that the distance a WP completion is checked by the AI differs according to the type of vehicle used.

May 10 2016, 8:33 AM · Arma 3
oukej added a comment to T77725: TrackIR/FreeTrack sensetivity.

The thing behind This is, that there should be an Option to deactivate TrackIR while looking through a scope.

For that (deactivation) please use http://feedback.arma3.com/view.php?id=9816

May 10 2016, 8:33 AM · Arma 3
oukej added a comment to T77725: TrackIR/FreeTrack sensetivity.

I'm sorry to disappoint you. We can't do. (the sensitivity of TIR relates to its center (unlike mouse), it wouldn't work nicely if you zoomed in while looking to the side)

Anyway, thanks for the feedback & idea!

May 10 2016, 8:33 AM · Arma 3
oukej added a comment to T77706: wounded ai still using mg.

I can't reproduce the issue. When I kill the AI behind a static weapon, its fire ceases. Wounding the AI in a static weapon doesn't make it change stance (and it can't as long as it is inside a vehicle).

Could you please add repro steps, repro mission or a video with the mentioned behavior?

May 10 2016, 8:33 AM · Arma 3
oukej added a comment to T77706: wounded ai still using mg.

No worries. I'll mark it as resolved but feel free to reopen/re-add a ticket if you bump into it again. Thank you!

May 10 2016, 8:33 AM · Arma 3
oukej added a comment to T77706: wounded ai still using mg.

Hey! Could you please specify the issue?

May 10 2016, 8:32 AM · Arma 3
oukej added a comment to T77589: Mission Objects Leak Not Removable by Script Commandset.

I'll do a diag_log of these empty detectors prior to delete, and also a diag_log of the time-of-death of players and anything else relevant i can think of.

Any luck?

(you can also utilize the https://community.bistudio.com/wiki/logEntities command)

May 10 2016, 8:29 AM · Arma 3
oukej added a comment to T77589: Mission Objects Leak Not Removable by Script Commandset.

"Yes, with zero use of 'createTrigger' on server or client, there is still accumulation of 'emptyDetector' at [0,0,0]."

Do you, please, have any such test mission where this could be observed? (I&A uses triggers)
Or should just one simple MP scenario with many playable units and nothing else be enough to reproduce this?

May 10 2016, 8:29 AM · Arma 3
oukej added a comment to T77589: Mission Objects Leak Not Removable by Script Commandset.

Do you what respawn type/settings were used in the scenario?
Thanks a lot

May 10 2016, 8:29 AM · Arma 3
oukej added a comment to T77589: Mission Objects Leak Not Removable by Script Commandset.

One more thing - any official modules or functions are used?

Really appreciate your help, thanks!

May 10 2016, 8:29 AM · Arma 3
oukej added a comment to T77589: Mission Objects Leak Not Removable by Script Commandset.

So it can happen even without triggers created or scripts that could create them or modules (incl. Respawn)?

I've done some testing, but hasn't been able to achieve that so far :/

May 10 2016, 8:29 AM · Arma 3
oukej added a comment to T77589: Mission Objects Leak Not Removable by Script Commandset.

Hey! We'd definitely need more on this. Could you please attach or send me the mission, rpt and output from the allmissionobjects when such thing happens?

Regarding the EmptyDetector - do I get it right, that you create some on the client side, client disconnects, EmptyDetector gets transferred to the server, you attempt to delete it there but it's not possible, correct?

Does it happen reliably to you? Under what circumstances?

---

Regarding #smokesource and #destructioneffects - under what circumstances has the allMissionObjects returned these? Could you please provide more info - any mods used, config adjustments?

Thanks a lot!

May 10 2016, 8:29 AM · Arma 3
oukej added a comment to T77583: missing 'knownMine side' command.

Here you go:

    https://community.bistudio.com/wiki/allMines
    https://community.bistudio.com/wiki/detectedMines
    https://community.bistudio.com/wiki/mineDetectedBy

Thank you for your feedback!

May 10 2016, 8:29 AM · Arma 3
oukej added a comment to T77576: Tank Gunners dont aim.

Thank you for the report!

There is an inconsistency in T/R usage because it serves two purposes - creating a meta-game visual aiming aid and also for ordering a gunner to aim at target. We'll see what can be done about it.

In the meantime I'd suggest using the command menu [2] to manually select a target (although it is not as convenient).

May 10 2016, 8:29 AM · Arma 3
oukej added a comment to T77576: Tank Gunners dont aim.

Should be improved - http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2721184&viewfull=1#post2721184

The gunner should always aim on a valid alive target designated by the commander.

May 10 2016, 8:29 AM · Arma 3
oukej added a comment to T77463: AI will drive non-amphibious vehicles into the ocean in an attempt to keep in formation.

(All the AI (except general AI issues) get assigned to me automatically ;)

The AI in tanks tries to avoid the sea and usually doesn't go in there intentionally. If you go and take bath they won't follow you.

But it seems buggy sometimes and either the AI plans a wrong path (going thru the deep water) or doesn't brake enough to stop itself from entering the water.

May 10 2016, 8:27 AM · Arma 3
oukej added a comment to T77448: AI plane flight using way-points is severely lacking.

There's a flyInHeight command that should do the trick.
https://community.bistudio.com/wiki/flyInHeight

Let me know if that works for you or if you need additional info.

May 10 2016, 8:26 AM · Arma 3
oukej added a comment to T77445: AI as vehicle drivers ram up next AI vehicles or players vehicles rear end..

Hey! Thanks for the report.
As far as I can tell this applies reliably only to some vehicles in specific environments, right? (e.g. Slammer) Or have you experienced this issue regardless the vehicle (4W, 6W, 8W, tracked...) and road type?

May 10 2016, 8:26 AM · Arma 3
oukej added a comment to T77406: bad a.i.

Duplicate of multiple other separate reports (18517, 4512, 10726...)
For general feedback please use http://forums.bistudio.com/showthread.php?159710-AI-Discussion-(dev-branch)

Thank you!

May 10 2016, 8:26 AM · Arma 3
oukej added a comment to T77325: AutoSpot=0 in difficulty settings has no effect in MP.

It may well report that Autospot is set at 0 but the problem is that Player characters in MP games call out enemy spotted etc when they should not.

That's also what I was unable to reproduce. My avatar doesn't report an enemy even if I'm directly looking at him with the autoSpot switched off. With it enabled the avatar reports a contact immediately.

I'm afraid autospot means also autoreport linked with cursortarget: http://feedback.arma3.com/view.php?id=23023 [^] (see video)

A different issue. To be dealt with in that linked report.
So far the only way how to check what the character is looking/aiming at are quite expensive scripted raycasts. We intend to provide simpler way how to do it.

May 10 2016, 8:24 AM · Restricted Project, Arma 3
oukej added a comment to T77325: AutoSpot=0 in difficulty settings has no effect in MP.

I'm unable to reproduce the issue on a hosted server. Having a "Regular" preset with autospot=0 the server and with autospot=1 on the client, the server still enforces autospot=0 and it's also correctly returned on both by the script command.

Will try the dedicated later.

In case you have some more detailed info, please let us know.

May 10 2016, 8:24 AM · Restricted Project, Arma 3
oukej added a comment to T77322: AI Do Not React to being Shot by Handguns.

Got fixed during the development. The AI flinches on every single hit.

Thank you for the report!

May 10 2016, 8:24 AM · Arma 3
oukej added a comment to T77312: Parallax free HUD's needed for aircraft.

True, I am sorry. Have just tested it at work properly with the TIR and roll axis really breaks it even in that case.

May 10 2016, 8:24 AM · Arma 3
oukej added a comment to T77312: Parallax free HUD's needed for aircraft.

Yup, confirming it now. It is still that one particular character (pilot) bug. It seems like we fixed only part of the issue (it only works when the view is centered with slight head movement due to centrifugal force) and it gets broken once you enter freelook or if use head-tracking device.

Try to enter the plane as rifleman and everything will work as it should.

Thanks for the visual cue!

May 10 2016, 8:24 AM · Arma 3
oukej added a comment to T77312: Parallax free HUD's needed for aircraft.

Could you, please, provide a video depicting the issue?

We had this issue previously when the HUD elements were not collimated (if I am getting it right). But that was connected to a wrong memory point in some of the characters' models and was fixed in March.

Just a note - this does not apply to HMDs which do not currently work properly at all in A3.

May 10 2016, 8:24 AM · Arma 3
oukej added a comment to T77305: Character clipping because of rotation axis..

Please follow http://feedback.arma3.com/view.php?id=19487 from now on

May 10 2016, 8:23 AM · Arma 3
oukej added a comment to T77305: Character clipping because of rotation axis..

We are really sorry to disappoint you - it won't stay in for the 1.50 patch, but we're still on it, we'll put it back in the dev branch after the release and 1.52 should hopefully finally include as good solution as we can do it within the current limitations.

May 10 2016, 8:23 AM · Arma 3
oukej added a comment to T77295: AI does not realize APC has been destroyed.

This should now be fixed in the Dev branch.
Thank you for helping us improve the game!

May 10 2016, 8:23 AM · Arma 3
oukej added a comment to T77295: AI does not realize APC has been destroyed.

Got it. It needs correct timing;)
Thank you!

May 10 2016, 8:23 AM · Arma 3
oukej added a comment to T77295: AI does not realize APC has been destroyed.

Hey! Thanks for the report.

I was unable to reproduce the issue. Does it still happen to you? Are there any additional specific steps needed (waypoints, actions)?
Could you eventually please attach a repro mission?

Thank you!

May 10 2016, 8:23 AM · Arma 3
oukej added a comment to T77216: t-100 ai crew.

Could you please make a video? I am unable to repro the issue.

My driver turns and then keeps the direction correctly.
http://youtu.be/3_wMPd12aSs

May 10 2016, 8:21 AM · Arma 3
oukej added a comment to T77216: t-100 ai crew.

Hey, thank you for the report!

Unless the AI is initialized in the vehicle, the gunner's initial watch direction will be north. Once you start moving, unless the gunner has a target to aim at, the gunner AI will try to align the gun in the direction of the vehicles' movement.

Do you find it wrong or were you experiencing a different behavior?

May 10 2016, 8:21 AM · Arma 3
oukej added a comment to T77210: AI can spot a sniper (Spotter) using a silenced weapon in the middle of the night from over 500 meters after one shoot.

Hey, thanks for the report!

Could you please attach a repro mission? And more details (weapons, optics, time/weather, environment, ...)

In few attempts ranging from 300-500m at night with a silenced Mk18 and conversely with LRR. In both situations the AI didn't have a clue, where I am shooting from. (Mk18 - http://youtu.be/47huD1ZVq_A )

May 10 2016, 8:21 AM · Arma 3
oukej added a comment to T77202: Hide-module doesn't work for AI with radar + hidden objects always visible on radar.

Hey, thank you for the report!

hideObject and hideObjectGlobal are intended only to hide the visuals and do not alter the functionality of an object. (Except the functionality that comes with visuals - e.g. AI unable to visually confirm a target)

I'd probably suggest requesting a command to hide a vehicle from radar instead.

Is it intended behavior, that the hideObjectGlobal command does not work in the editor/ SP, while the global-counterparts of other commands do without any problems?

This should no longer be true and it should work correctly everywhere.

May 10 2016, 8:21 AM · Arma 3
oukej added a comment to T77146: AI consistently shoots at a point beneath infantry with Ghosthawk miniguns..

I find them quite deadly or missing the target in a random fashion. Your experience resembles as if the miniguns were incorrectly aligned, but they seem quite ok as well. Could you please eventually try it with different AI skill / difficulty and see at what approx. values the gunners miss too much?

Thanks a lot!

May 10 2016, 8:19 AM · Arma 3
oukej added a comment to T77141: Guard-waypoints should only affect certain "guarded by"-triggers when being synchronized.

Hey! Thank you for the suggestion.

It's a nice idea. It could however raise an issue - with an ability to create various sets of "Guarded by" triggers it could prove difficult to set and manage their order (and priority).

Leaving the ticket/idea open for more feedback.

May 10 2016, 8:19 AM · Arma 3
oukej added a comment to T77112: AI Vehicles Stopping in the Middle of Bridges (Only when grouped).

Hey, thank you for the ticket. I've quickly tried the road between Chalkeia and Panagia with a mixed convoy (MRAPs, trucks, armor) and it didn't stop at any of the bridges.

(Although still the convoys and bridges present quite an infamous combination ;/)

Your mission seems to be utilizing some custom convoy FSM, could that eventually be the cause?

You may want to try stripping down the mission and see if the behavior is the same with just the convoy and simple waypoints.

May 10 2016, 8:18 AM · Arma 3
oukej added a comment to T77107: Standard Keyboard Commands.

Thank you for the report. Have you tried the "Industry Standard" keyboard preset? That should get you as close as possible to other games' layouts without sacrificing much of the Arma's functionality.

May 10 2016, 8:18 AM · Arma 3
oukej added a comment to T77104: Give The Gunship Pilot Controls for Free Fire Rockets.

Hey, thanks for the report. Unfortunately this is currently impossible because it would also require teaching the AI how properly deal with these responsibilities and pilot/gunner coordination.

May 10 2016, 8:18 AM · Arma 3
oukej added a comment to T77087: Some vests kept alive after a grenade under foot.

Note what difficulty settings do you have selected. On Recruit and Regular the "Extended Armor" option is selected by default making player and AI units in his/her team more resilient

May 10 2016, 8:17 AM · Arma 3
oukej added a comment to T77059: AI vehicles won't move to waypoints on DEV.

We are sorry, no new EXE is going to be uploaded to today's DEVELOPMENT branch so this issue will still be present. We'll try to get a new EXE with this issue fixed there ASAP.

May 10 2016, 8:17 AM · Arma 3