Page MenuHomeFeedback Tracker
Feed Advanced Search

May 10 2016

Telkwa added a comment to T66799: Cannot fire over cubicle walls in Military Offices in some stances.

I can fire over these walls.

May 10 2016, 2:55 AM · Arma 3
Telkwa edited Steps To Reproduce on T66795: Steel portable offices and grenade..
May 10 2016, 2:55 AM · Arma 3
Telkwa edited Steps To Reproduce on T66737: Abort Button.
May 10 2016, 2:53 AM · Arma 3
Telkwa added a comment to T66684: remapping "Mouse Right/ Mouse Left" to any controls causes a crash.

Pretty much same as the issue I reported 8236

I had to edit my Arma3AlphaProfile file manually. It's in your My Documents.

Look for these two lines and edit them as I have them below mouse left and mouse right.
keyHeliCyclicLeft[]={1048576};
keyHeliCyclicRight[]={1048577};

May 10 2016, 2:51 AM · Arma 3
Telkwa added a comment to T66616: Broken windows still play "glass hit" sounds when fired through.

Oooh the stairwell I see.

May 10 2016, 2:49 AM · Arma 3
Telkwa added a comment to T66616: Broken windows still play "glass hit" sounds when fired through.

I was in the tower firing at all windows and only one continued to make the breaking glass sound after the windows were completely smashed out. If you have a different result, maybe its different depending on the weapon.

May 10 2016, 2:49 AM · Arma 3
Telkwa added a comment to T66616: Broken windows still play "glass hit" sounds when fired through.

Only one window does this, bring out compass, 230 degrees.

May 10 2016, 2:49 AM · Arma 3
Telkwa added a comment to T66598: Drag MouseLeft to LeftPedal.

Now it freezes on everything I drag and drop on any control screen. Was working earlier.

May 10 2016, 2:49 AM · Arma 3
Telkwa edited Steps To Reproduce on T66598: Drag MouseLeft to LeftPedal.
May 10 2016, 2:49 AM · Arma 3
Telkwa added a comment to T66588: Distant AI see through object..

8204 is about tracking your position even when they can't see you. This issue is not related. Did you watch the video. The issue here is not only that they know where I am but that they know when to fire on me based on the material I am behind, supposedly non see through material.

May 10 2016, 2:48 AM · Arma 3
Telkwa added a comment to T66588: Distant AI see through object..

Additionally I believe they don't fire when I place myself between the them and the mud brick wall is that they are aware their rounds cannot penetrate the wall so they cease fire. When I move to put the door between them and myself they are aware their rounds can penetrate the door to kill me and so begin firing. Hence they can see when I'm behind the door and when I am not.

May 10 2016, 2:48 AM · Arma 3
Telkwa edited Steps To Reproduce on T66588: Distant AI see through object..
May 10 2016, 2:48 AM · Arma 3
Telkwa edited Steps To Reproduce on T66587: Distant AI see through object..
May 10 2016, 2:48 AM · Arma 3
Telkwa added a comment to T66566: AI knows the enemy position at all times, no matter what.

Okay great, thanks GhostOne.

May 10 2016, 2:47 AM · Arma 3
Telkwa added a comment to T66566: AI knows the enemy position at all times, no matter what.

More evidence with a teleport script.

http://youtu.be/AG3hqXViEP0

May 10 2016, 2:47 AM · Arma 3
Telkwa added a comment to T66566: AI knows the enemy position at all times, no matter what.

^ After this last video I'm not sure why they would need more info at this point before investigating the problem. The videos posted thus far make it perfectly clear it is easy to reproduce.

I suspected it had something to do with a designated leader providing this bugged info to AI squad members.

I laughed and almost sprayed my monitor with coffee when Benny Hill theme song came on lol. Nice touch. The Alpha AI theme song!

May 10 2016, 2:47 AM · Arma 3
Telkwa added a comment to T66566: AI knows the enemy position at all times, no matter what.

The key to invoking this bug 100% is to kill an AI belonging to a group of 3 or more.

I created 3 scenarios. I wanted to see if killing them, leaving a blood trail or just being spotted will invoke this bug.

I hid in the same location, and ran on the same path.

  1. I allowed myself to be seen by AI only, then ran off and hid. They gave up the search and returned to formation.
  1. I allowed AI to injure me only, then ran off and hid. They gave up their search and returned to formation.
  1. I killed an AI, I was not injured, then I ran off and hid. After they searched for a while you can see they spontaneously were assigned a way point right on top of me. They eventually came at me with numbers.

I created videos of all three scenarios but will upload just the Kill scenario for time sake.

Speculation: It seems when the two assigned AI soldiers are sent to hunt the Player down they give up after specified time and report to their leader. In all but the kill scenario the leader tells them to return to formation. In the Kill scenario when they report they can't find target, the leader seems to escalate the Intel provided to the hunting party and either is providing my location outright or assigns a way point right on top of the player. This is clearly seen in the video through Troop Monitor. This should be dubbed the psychic phenomena bug.

Also of note, after I uploaded the video I tested more scenarios. The bug can be reproduced as long as there are a minimum of three AI enemy linked in a formation regardless of rank or designated Squad/Team leader and if one of them is killed. If you spawn 2 AI enemy and kill one, the other never pursues player.

May 10 2016, 2:47 AM · Arma 3
Telkwa added a comment to T66566: AI knows the enemy position at all times, no matter what.

Video for the AI Kill scenario as described above. 5 1/2 minutes into their search they spontaneously knew where I was located.

https://www.youtube.com/watch?v=kxAeb2U_4OI

May 10 2016, 2:47 AM · Arma 3
Telkwa added a comment to T66566: AI knows the enemy position at all times, no matter what.

After testing this in Troop Monitor addon, I can see that the game gives an AI a way-point near the players position so as to increase the probability of an engage by practically 100%. Is this by design perhaps so that the player doesn't get bored and is always guaranteed a fire-fight. I'm not so sure the AI "knows" the position of the player, but from the looks of Troopmon3, they are definitely assigned a way-point right beside the player.

May 10 2016, 2:46 AM · Arma 3
Telkwa added a comment to T66566: AI knows the enemy position at all times, no matter what.

I can certainly reproduce this in every attempt I've made. AI should be challenging and smart but not inhuman. Maybe they are satellite tracking us.

May 10 2016, 2:46 AM · Arma 3
Telkwa added a comment to T64467: Quad bikes and assault boats cannot be moved manually.

Agreed, get an inch too close to a sandy beach and your boat becomes useless. Need push action for sure!

May 10 2016, 1:25 AM · Arma 3

May 9 2016

Telkwa added a comment to T62281: Breaching.

Why do you need to breach a door when doors cannot be locked.

May 9 2016, 11:54 PM · Arma 3
Telkwa added a comment to T60025: No female soldiers models available.

It would be ridiculous to only represent one race of people in the game why is it any different for gender. Not having female soldiers is no different than not having differences in skin tone.

May 9 2016, 8:32 PM · Arma 3
Telkwa added a comment to T58793: Implement a visual stance indicator.

You don't need to know what stance you are in. The stances are to minimize your silhouette while firing behind something or lessen your profile while covering open ground.

If you are behind a rock and you notice you are much higher than it is than lower your stance. If you are behind a wall and you can't see over it, than raise your stance. Your surroundings is your indicator you don't need a hud icon to tell you that.

Also you have a button to return to default.

May 9 2016, 3:32 PM · Arma 3
Telkwa added a comment to T58793: Implement a visual stance indicator.

My point is it does not matter if you are one inch higher or one inch lower than you think you are. So what. The only thing that matters is the cover that you are behind and whether or not you are exposed, the gauge is your cover i.e. surroundings. Once you leave cover for fire and move tactics who cares what stance you are in until you get to your next cover. If you are not behind cover and don't feel like you need to lessen your profile than return to default.

If you are moving behind cover and you can see the enemy then the enemy can see you, adjust the stance based on your cover not based on the condition of a HUD indicator.

May 9 2016, 3:32 PM · Arma 3
Telkwa added a comment to T58636: MK200 drained of ammo reload animation.

The animation being used is the one the character would use if he unloaded a non empty ammo box with another non empty ammo box.

Also reloading an empty ammo box with a full ammo box is missing the ammo belt and also the top cover animation. The sounds are there and the hand animation is there but not the weapon animation.

May 9 2016, 3:24 PM · Arma 3