- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Advanced Search
Oct 4 2016
Jul 6 2016
This seems to be resolved
Jul 2 2016
Jun 27 2016
Jun 22 2016
Jun 16 2016
May 11 2016
I was thinking you drop it to do anything else, like the Jerry Can. But if it took up one hand and allowed things like eating, that would be an entirely new item behavior.
May 10 2016
Edited as I realized the RHS mods caused this.
It appears to be connected to the RHS mods.
UPDATE: Fixed itself. Must've have just been intermittent Battleye server issues.
Distance is perfect now, I can faintly hear shots at 1.3-1.5km
Seriously Vlad?
Like I said, more people who know nothing about guns making recommendations for them in a simulator.
SUPPRESSED (they aren't silencers) weapons are still pretty damn loud, especially sniper calibers, the suppressor reduces the sounds ability to be directionally tracked, but it is still audible for a good distance, far more than 20 or even 200 meters.
You gave yourself the advice that will help you with the fact that snipers aren't invisible, insta-kill angels of silent death.
"Shoot and get the hell out of there."
Snipers displace after a few shots, at least shots taken in rapid succession.
"Medium" and "low" settings aren't available options for view distance it is a slider, no other graphic option limits how long you can make the distance.
What EXACTLY is wrong with the sound being audible from that range when you yourself admitted before the update it was fine? Before the update you could still hear sniper shots from far away!
Your complaints and statements are full of contradictions.
I'm not presuming anything, you just aren;t making sense.
There is NO LOGIC that supports the idea that " Gunshot sounds travel slightly too far" why do you think your request is disliked more than liked? Because people with brains know that gunshots actually go MUCH FARTHER than they do now.
There is no drop down setting for distance, period! Are you even palying the same game?
You aren't making sense because you said the last build's sound was fine, but it also allowed you to hear snipers at these distances, so why was the last build okay? It DOESN'T MAKE SENSE.
So you're mad that you can't snipe in silence? IDK if you know this, but you can hear guns over 1km. Get better at sniping and repositioning.
This latest DEV build has gunshots becoming MUTE at 400m which is ridiculous, I hope they didn't listen to you. If you don't understand how guns work, don't make recommendations about them in a very realistic game.
You are seriously complaining that a sniper caliber weapon can be heard at a mere FIVE HUNDRED METERS!?
I'm tired of arcade kiddies saying what Arma should be.
How un-spottable do you expect to be?
If you need to be impossible to find to not be frustrated then you aren't a good sniper.
You keep talking about maximum view distance and then say 1.4km is too far, 1.4km is FAR below the max viewing range. The default is 2km and can go to 12KM!.
"I understand that it's a realistic game, but in terms of the view distance to sniping range ratio, it's like sniping from across the map and being able to hear where the shot came from. You nugget."
You can see FAR MORE THAN 1.4KM and it's perfectly reasonable to hear an assault rifle caliber or higher beyond 1km.
You DO NOT UNDERSTAND SNIPING, this isn't battlefield 1.4km isn't across the map.
"And try shooting a (real person) target 1.4km away using a silencer.
(That's most likely a 2 shot to kill incase you didn't know)"
Silencers reduce long range effectiveness, deal with it. You want sniping to be unbeatable and that would ruin the game. You want to have unlimited range, be silent, and insta-kill, that's not realistic, it's not even fun, buzz off!
If you don't like a realistic game, stop playing it. Snipers can be found at 1km+, deal with it. You just want to sit back at range and shoot people with no vulnerability, that's nonsense.
You do realize that mean sound is broken at it's core right now. Right?
This was fixed, close the issue
@Killzone_Kid "Regular"
Extended Armor protection is off
So you wanna tell me about how the human skulls of the CSAT, AAF, and NATO soldiers have evolved to be made out of steel?
The issue is HEADSHOTS, TO THE FACE do not consistently kill in one shot. That 5.56 and 6.5 hit the exposed pelvic areas, the face, neck, shoulder areas that the body armor pieces and helmets clearly don't cover and it is doing as little damage as if it was hitting the middle of a heavy chest plate at a shallow angle. The types of ammo HAVE ALWAYS kept up with the types of armor. Not too mention AAF are in reality a VERY tiny army with guns like the F2000 made in 2001, making it 34 years old in the game, and many decades old vehicles in all areas but their MRAP. Why would they have super armor? The NATO soldiers also are suffering budget cuts and they are getting shot by advanced 6.5mm rounds, 6.5mm rounds will do well against armors well into the forsee-able future, especially in areas where the main armor vest doesn't cover. The armor simulation is not good enough, only if you hit the main vest at a shallow angle should rounds to so little damage, anywhere else it should take NO MORE than 3 shots to neutralize a guy, more like 1-2 shots in most cases.
Agreed, how about a button that simply makes all items listed virtually available. Just a "select all" style button on the top left or a virtual Arsenal button near the "Clear" option.
But we also need a simple way to add virtual arsenal boxes in the 2D editor too, for non-zeus ops.
Still not giving me clear instruction. Which code goes into init? I tried the obvious one on the page and all of the others in init, none worked.
Turns out having VAS in a SP mission also causes it.
Thank you. When will this stable update go live?
Link to video demonstration of glitch (thanks to Youtube and BIS Forum user "Coulumful"):
I have not had it happen without mods. VTS_WeaponResting or TMR Modular Realism (because it has a weapon resting feature). HLC_Core and it's weapon packs allegedly also do it.
@N3croo I put in alot of work isolating this issue, it is only present with said mods in singleplayer, and applies to all semi auto and/or full auto capable weapons. This is absolutely, in my instance, tied to mods. Perhaps another, different circumstance is causing it for you since it seems to apply differently. I suggest you figure out your particular cause and report that as separate.
@Fireball The modders didn't break it, BI did, therefore at the very least BI and you could explain the changes that caused this in detail to modders to see what they must change to accommodate.
Of course, you could just officially add weapon resting into the game, but BI seems to want to ignore this glaring shortcoming for some reason. Even though modders have shown that overall it is easy to implement.
The weird thing is why does it apply only in singleplayer?
TBH I wouldn't mind more robust aim detriment for being completely out of breath, it would discourage ridiculously heavy loadouts. But it shouldn't be this wacky, immersion breaking shaking that looks cartoonish. Perhaps instead you should shake as much as you do when you hold down Hold Breath/ Zoom for too long, but it just lasts until you rest and catch breath.
WAS my favorite optic. LOL Bohemia Introllactive.
I apologize if I was a bit venomous in the descriptions, but this game is great when functioning and this game-breaking damage issue keeps reappearing and disappearing in an irritating manner. I would like a response. I will edit the emotional crap out of the issue.
Thanks
ADDENDUM: This is only an issue in Zeus missions where Zeus can't be switched off to control a "Player" unit. If there is a player unit, Remote Control of a unit allows Aim-down sights.
Now I can't aim down sights in remote control mode.
It is the 9x21mm gyurza, the 9x21mm IMI is essentially 9x19, the cartridge was simply lengthened to enable civilian legality.
9x21mm IMI is not likely the caliber because:
-It offers no performance advantage over 9x19mm
-Is a civilian competition caliber.
The 9x21mm Gyurza is more advanced, more powerful, and higher velocity than the 9x21mm and is made for military/law enforcement application.
Saying it should be closer to the power of .45 is legitimate, especially at range.
@Dr.Death
Cool? Yes
Want it? Yes
Practical? A large, fairly rural region occupied by a larger force? What makes you think Guerilla presence or tactics are impractical?
Relevant to the Campaign (this is the most nonsensical)? To quote the Campaign Summary on the Official Arma 3 site:
"Caught up in a situation beyond their control, a botched withdrawal traps the men of Task Force Aegis and a clandestine group of UKSF operators in a fight for survival. With only a crippled LOCAL RESISTANCE to turn to, they must rapidly adapt to overcome an unforgiving environment and defeat a brutal enemy."
NOT having Guerrillas is actually LESS in line with the campaign than having them in.
Plus the series has always had Asymetrical warfare involving guerrillas since OPF: Resistance
Effort? All I'm saying take the SDAR model, add some rails, make it a DMR, then you could use maybe an APS Underwater rifle model, just modify it to use the games 5.56 dual purpose and STANAG mags.
Pic of APS rifle: http://upload.wikimedia.org/wikipedia/commons/5/55/APS_underwater_rifle_REMOV.jpg
It's not throwing away "all the effort that was put into it."
It's just using it's model to make a Green Army unique DMR which isn't present currently, and it allows the SDAR to have a more authentically appropriate model. Even if they changed the model they could still use the same code and ballistics. Swapping models isn't terribly involved, just ask any competent modder.
I like that is like that, you can't look at a GPS and aim down the sights at the same time effectively in real life either.
I think this is realistic that most lock on rockets make it drop from the sky. Destroying the main rotor makes it do that, rockets lock on to engines, located at the base of the main rotor so most successful missile hits should critically damage the rotor that way.
Yes, many mission types could benefit from this. Like City Life for instance, by default the game would allow civilians and criminals to conceal pistols/machinepistols. This would also be good for a mission type me and my clan are devloping called "saboteur" where one team of soldiers defend targets in a city/town (Agia Marina for example) populated with AI civlians in which one civilian-factioned player has a pistol, a silencer, and some explosive chargers, problem is that the civlian "Saboteur" in ARMA 2 or in current ARMA 3 builds either has to have a backpack to store the pistol (which makes him look different from other civvies, ruining his cover), stash the pistol somewhere like a car until they need to get it, or just walk around brandishing it. The pistol holster option would fix the issue.
I just want to have sweet Commanche (sorry, ahem "AH99 Blackfoot" night attack missions but can't because infantry have super-stealth missiles of certain doom!
The people have spoken. GET ON WITH IT BIS!!!
It seems a recent update fixed this. You can report it as "resolved" if you like.
Agreed, the only reason they did that is laziness, to avoid coding in .45 ammo. It's the same reason the Vector Kriss is 9mm as well.
The problem with putting this in is that it depends on other implementations first before it is satisfying. There is no practical bleeding, you bleed as a visual effect, but can't bleed out and die. There is no official unconscious or revive state, and AI's accuracy (unlike players) are not effected by injury.
Here is how armor can be realistic and satisfying, any thing short just leads to units soaking up too much damage a la Battlefield:
- Body armor must be location-based. The whole body or even the whole vest shouldn't be protected, just the plated areas. That means neck, collarbone, and inner shoulder shots would be relatively unprotected.
- Range and angle of impact should matter. A less than 200m shot with a 6.5mm at a nearly perpendicular angle should shred through body armor. (These are 1st world armies, the default rounds are made to pierce armor). Even 5.56mm could be effective in that scenario.
- Deflected shot =/= painless or un-harming shot. You would still be in pain, still get sever bruising, and still have your performance hindered from bullet hits. It just wouldn't be as severe and you wouldn't bleed out. If a helmet stops a bullet, concussion effects should apply or if it is a high enough impact, a momentary black out or unconsciousness lasting from 30 seconds to several minutes should occur. Also, all of these should effect AI as much as players.
Until all of this is implemented. It should just take 1-3 shots to the body (1 shot being the norm) to kill, 1 headshot, and then legs and arms aren't too lethal. Basically Arma 2's system.
May 9 2016
We NEED this! People get nauseous from default FOV's. Not putting in this setting can literally make people sick. Additionally,for a game where situational awareness is paramount it's odd to have such a narrow FOV.
Melee should have three aspects:
- Rear silent takedowns (silent via smothering your enemy simultaneously so he can't scream). The person being attacked could counter it and break the takedown if they select a "counter" option in the context action menu fast enough.
- Frontal/side takedowns, these would take longer, and but the target would get a longer window to counter than from the rear, this would be less for stealth and more of a last ditch way to defend with minimal/no ammo.
- Stabbing/rifle butting/ pistol whipping (maybe even kicking?) similar to, but more refined than Dayz. The first hit stumbles the target for about 1 second, but it would take many hits to knock down the target, even then he is not dead, he must be executed in a way initiated similar to the takedowns. At any point until his death someone could kill the attacker and he will be alive, maybe needing first aid, but alive. This method would be a desperate way to kill, even more than front takedowns. More practically this could also be used to stun enemies at point blank range to allow you back off a bit and shoot them.
*This implementation along with them fixing pistols by not making them super weak would ensure melee could be implemented fairly realistically.
*Also unarmed attacks could be implemented, but you could only do rear takedowns (but unarmed means the counter window is just as big as an armed front takedown) or rifle-butt style melee via kicks and punches, but it would take far more hits to knock people down and finishing off downed targets would take much longer and the counter window would be substantial, so mainly it's just to stun enemies so you can get away, killing them unarmed would be the most risky option in the game.
Yes please! Unlike the ARMA 3 Beta where the scope is "3D" in the sense of you can see outside of the scope as well, the zoom isn't just applied to the scope but the field of view outside of it, this is both unrealistic and cuts down on situational awareness. In Red Orchestra 2 for example, you're scope is zoomed but everything outside of it is unzoomed giving you a wide, un-magnified view of things around the scope.
Yes! I believe this (specifically shooting out of Humvee windows) was in the ARMA 1 predecessor of VBS (VBS2 I think), so we know it is possible in-engine.