White door? Im certain that the open\close door icon that appears is for the door below. Seems to occur in a few places. If you head outside and look at the building, there is an upstairs room but im thinking its not enterable. The open door icon appears to use getpos and not getposalt
May 11 2016
May 10 2016
For me, seems to only happen if I run a long distance without doing anything but running. If I stop to sit every now and then or drink or loot is appears to be ok. When it occurs I cannot control anything and must close the game to restart, switching servers appears to make no change.
Just add this to the INIT of your player:
this allowdamage false; this addbackpack "b_kitbag_base"; (unitBackpack this) addmagazineCargo ["SatchelCharge_Remote_Mag",4];
the allowdamage simply stops you taking any damage while testing to save time.
I should probably update the issue description. Will try to get that done tonight.
Any updates here?
PS. You are right. I now see where I have made my mistake. The patch talks about them having changed demo charge"s" and I rolled with that when the feedback title should read Satchel Charges and is therefore only indirectly associated with the feedback I referenced. Crossed wires. My bad. However I still believe there is a problem with the satchel charges.
The SITREP reads:
"Decreased damage, range and weight of demo charges (it was too huge and devastating for its purposes - http://feedback.arma3.com/view.php?id=14849 - and caused capacity issues for BLUFOR divers)"
Im assuming "charges" is plural and includes both charge types? It must as satchels have also changed.
@vryoffbtdrummr Not complaining. Feedback. If im wrong im wrong. If I was complaining I would have ranted in the forums.
The item that has changed with the patch is SatchelCharge_Remote_Mag
So a demo charge, which has less strength than a satchel charge, is able to blow up the ammobox?
If thats the case then there is definitely an issue here...
I have just tested this and your right. Demo charges placed beside the ammobox will destroy the ammobox. Satchel charges placed beside the ammobox will not destroy the ammobox.
Do I simply have this back to front. If the satchel charge has the power of approximately two and a half demo charges's then there is certainly a problem here.
Either way I can now happily change to using DemoCharge_Remote_Mag and my mission works again.
So why do the forums get better responses than the feedback tracker we have been asked to use? hmm.
Sick of watching my SSD getting smashed while memory tried to load\unload textures. I'm not across compiling for different architecture, but how hard can it really be?
Come on BIS please! This should be given priority, or at least please advise if this is in the pipeline or whats stopping it for the layman.
We deserve to know, especially considering those who paid for the supporters edition. Dont know that they (or I) would do that again. Or those who may have upgraded their hardware in anticipation.
Hey guys, thx for helping out with this.
I cannot for the life of me work out how to switch to the Steam in server browser list [instead of default Gamespy?
Windows Firewall is disabled (netsh firewall set opmode disabled) and Server is in DMZ.
If your suggestion were the case the clients running Steam\Arma 3 in 'Run as Administrator' mode wouldn't make a difference is my understanding. There is no link between the two?
I have this issue, spent a lot of time trying to understand what is different about my server that the client must be running in admin mode for it to show the correct ping. Mainly because others in the list show the correct ping without me doing this???
I know that running as admin client side appears to resolve the problem but as stated, not everyone will be doing this. Very frustrating, My head may explode here.
Voted down then changed my mind. This must not be possible during combat as it will see us end up with ppl unrealistically jumping around to avoid getting shot, similar to what occurs in other non simulation run and gun first person shooters.
I see no reason why good or great add ons should not be implemented? Sure, option it up for those who want less HUD.
movies and games :D
@76. You really should spent more time focusing on your current customer base instead of coming in here to troll. We all know Origin pales in comparison.
I still think these should be reported though. These hacks (where log files are included) may be able to be passed onto the Battleye folk. They may actually want this information should the particular hack not have been covered off.
Can a member of staff clarify if they would like to see these logged please?
May 9 2016
Domexy's ideas are great. Also it would be really nice if you could step back with the same key. IE. press A to step left out, then A again to step left in. This means you could constantly lean with Q held, and simply step out and in without fumbling for the D key.
A friendly fire option would be good.
Also, I believe you can stop the enemy from spawn killing if you set the mission up in such a way.
Maybe they could have a higher level of fidelity on this.
eg. allow enemy kills but disable TK in spawn area (or any other area)
Sure it occurs in battle, but for mine the real issue lays at spawn.
I'm very new to this but here is how I got it to work.
- Open the editor
- Create a helicopter unit (opfor Ka-60)
- Name unit
- Create a squad with the initialisation 'this moveincargo [unit name]'
- Set helicopter waypoint 'TRANSPORT UNLOAD' to designated LZ spot
- ** Place a Helipad (Invisible) right over the top of the "TRANSPORT UNLOAD'
- Set additional waypoint for helicopter
The "Helipad (Invisible)" can be found under...
Side: EMPTY > Object (Signs)...
"Here here, I was going to add this myself."
Even chest height, It surely is a move that is done IRL. May I also suggest that the V key be used for this action.
"This is alright, but maybe a 2 man move?" for even higher things for sure!
Dslyecxi suggests we feature request this in one of his (or Killroy's) vids from memory.
Its a +1 from me.
Also occurs when driving. Appears to be an issue with all vehicles.
Also affects non diver units.
No longer seem to be having this issue.
Hence note in additional Information.
Additional Information uploaded.
Here is the footage:
setCaptive true; would not work for me but I will retest and advise. my issue is slightly different where I just want to follow waypoints at speed under fire. The core issue though is under fire I believe.
I cant even get my chopper to fly past enemy, I have spent hours on this. If tried (together and in combinations):
chopper1 setSkill ["spotDistance", 0];
chopper1 setSkill ["spotTime", 0];
chopper1 setSkill ["courage", 1];
chopper1 disableAI "FSM";
chopper1 allowFleeing 0;
chopper1 setCombatMode "BLUE";
chopper1 setCaptive true;
It just doesn't work, very frustrating.
"the acceptance that some women have the capability to fight alongside men is progress toward equality."
My firm belief however is that ARMA 3 is a simulator and should therefore simulate the current reality.
Voted up and believe this should be looked at. However keep in mind that (some) soldiers are trained to be able to hold their breath for long periods of time.
@squishall Great feedback!!! You forgot Rambo though ;p
Tell me, are safety switches used at all IRL?
Simply, the recoil should match that of reality, end of story.
CTRL + Mouse wheel or Space + Mouse wheel or the like would work very smoothly, great idea!
Just Wasteland I believe.
This now appears to have been an issue with early builds of Wasteland. No longer occurring.
This is from user squishall in 0001421 and I would hate to see this sort of feedback left out.
As a 25yr. Infantryman with a good 10 of those years as a Rifle Company shooting instructor I can confidently say that the current modelling of muzzle rise (notice I didn't say recoil) in Arma 3 is wrong. By the way, it is also poorly done in Arma2 ACE.
Note that I have not fired any of the A3 weapons myself in real life.
We need to assume that the variables that go into shooting any firearm are equal across the board for each soldier in game. These variables are such things as strength, eyesight, training, experience, fitness, etc.
Calibre of round makes very little difference in muzzle rise because (in simple terms) the weapon itself is designed to compensate for the increased power as the calibre goes up. Things such as barrell weight, receiver operating mechanism, position of furniture (forestock, pistol grip, etc.), and many others.
In the prone position, wth a rifle, firing single rounds, and holding the weapon properly (which we assume is being done by the game soldier) the weapon will rise straight up and come back down into the same sight picture. The muzzle does not go up and to the right and stay there as it currently does in game. The amount of rise is of little significance in this case; however, I would cut it in half of what it currently is.
In the kneeling position unsupported, single round, the muzzle will rise and move slightly to the right but then it will come back down into, relatively, the same sight picture. Once again, in game it is too drastic and needs to be lessened in terms of how much it moves horizontally as well as vertically.
In the standing position unsupported, single rounds, the current model is not far off. I could live with it; however, the muzzle will come back down into a very loose ( may be off to the right and a little high) original sight picture.
I am not even going to talk about firing a rifle in automatic mode as, even in the prone position, hitting anything greater than 50 metres away is difficult at best. In fact we rarely if ever trained to fire from greater than 25 or 50 metres distance. At that range you need to aim at the lower left (in sitting, kneeling and standing position) of a man size target to have any chance of more than the first round making contact. Automatic fire is an option on modern rifles to be used in house clearing or short range firefights (such as counter-ambush) where amount of lead down range is more important for suppression than accuracy.
In regard to LMGs, MMGs, and the like, with bipod being used, and firing from the prone position the weapon comes straight back and does not rise in any significant way. The sight picture vibrates for obvious reasons but that is all. I also must add that firing one of these MGs from anything but the prone position or supported in other positions is a waste of ammo. Only Arnie Swartzeneggar (?) could possible hold one of these up for any period of time while firing auto to be of any use.
Completely agree. I find myself switching to 3PV to check my stance a lot.
I have this problem on Windows 8 for all games, updated to the beta release which resolved, still no overlay in ARMA 3 though. You are correct.