Issue persists in latest stable (1.7.141838)
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Jun 7 2017
Issue persists in the latest stable (1.7.141838).
This issue has been around for much longer, here's my original report from Oct. 2014 T79418.
Issue persists in latest stable (1.7.141838).
Issue persists in latest stable (1.7.141838).
Issue persists in latest stable (1.7.141838).
Has been resolved/cannot reproduce in 1.7.141838.
The issue persists in latest stable (1.7.141838).
May 10 2016
The tree branch's (visual?) collision box interferes with the inventory system, similar things happen with various bushes. You can axe the bushes easily and retrieve the item but trees require many more hits to fell.
duplicate of #7413
I noticed this too and got confirmation from others. However I didn't notice it before the latest patch was applied. The wind speed and direction gets reset while this stutter occurs.
This is not how you use the feedback tracker.
I don't think an IFV w/o ATGMs is supposed to be able to handle an MBT (let alone 4) on its own. Lacking ATGMs, an IFVs should go up against other IFVs or smaller targets, like MRAPs and trucks. If you expect to see MBTs, have your infantry carry AT, move with friendly MBTs or have air support on standby.
Furthermore, the Marshall's main gun is a 40 mm Bofors, similar to the CV90. The only reference regarding a CV90's ammo capacity I found was from 12 years ago, saying that it can hold 232 rounds in total. But the CV90 is also classified as an ICV whereas the Marshall is classified as an APC. So despite having a similar main gun, their supposed roles differ.
Got the same issue, crash when opening the ingame server browser.
There is already an option: this enableFatigue false;
Simply add this to a character's init line to disable fatigue or ask a mission designer to include it.
If you want to disable fatigue independently from the mission parameters, then it's a downvote from me. Same conditions for everyone.
I uploaded a set of crash data and my dxdiag after this issue occurred again. Running vanilla, no subbed Workshop items. Crash happened after heavy stuttering, "Access violation" etc.
I've seen quite a few instances where the AI would seemingly spot and attack me through walls and ceilings. I think it may have to do with the prediction and the fact that the AI knows exactly if you're still a viable target. Also some objects seem to be partially see through for the AI, namely window shutters and closed doors. More than once I was shot through closed shutters, after the AI became aware of my position in that building.
Maybe it's a one time thing after launching the game? Or the mission.
Issue persists in latest stable 1.54.133570.
Issue persists in latest stable (1.48).
EvilKoala speaks the truth. The damage used to be even higher, but it was slightly reduced in one of the latest patches.
I agree, the ragdoll effect has become a little absurd. Together with the absurd hit effects quite the immersion breaker.
"Soldiers should fly back, according to the direction of the shot,..."
But no to Hollywood effects. There is very little to no impulse transferred when someone is hit, with or without body armor.
Pretty sure this is a duplicate of #21060.
I noticed this as well, but reproduction is not 100% possible. Sometimes the autonomous gun detonates, sometimes it doesn't.
They should never create a detonation like that.
I can confirm this is happening with more than just the Marksmen weapons. I noticed it with the MX SW too.
Issue persists in latest stable (1.54.133570).
Issue persists in latest stable (1.48).
Related to #18588.
Shouldn't it be possible to put the new ntdll.dll in the Arma 3 folder, so the program checks there for it first? I'd like to keep my Windows unaltered, especially when it's only Arma 3 having issues.
I noticed this too, items disappearing when trying to pick them up. However moving them from a container to the ground first is a work-around.
Duplicate of #9439
This happened only once yesterday.
The ARCO has a similar issue, white flickering in the black line just to the right of the center. Occurs since the new 3D scopes technology was introduced.
You can also die or get seriously injured when you deploy close to another player, who is also deployed. When moving around, the bodies collide and both players receive injuries.
Take a look at the current DEV branch: the SOS becomes the MOS, with reduced magnification compared to the LRPS.
Long known issue. Duplicate of http://feedback.arma3.com/view.php?id=2023
Indeed, those impacts are from the HMG. No change in behavior after today's update either, which specifically mentions tweaking of AI suppression.
Edit: I put up an autonomous HMG in the VA, bullets flying all over the place, not one hit. (see screenshot above)
Steps to reproduce updated and repro mission added.
Modern explosives need a blasting cap to go off. C4 won't detonate when set on fire, submitted to heavy blows or when it's shot at (queue Mythbusters video). I'd expect all explosives to be that stable by the year 2035. The fact that mines can be detonated by gunfire is simply because they're armed and the fuse is triggered when it is disturbed. IRL not every shot would lead to a detonation, most hits would probably render the mine inert.
Duplicate of #23244
Duplicate of #23244
Duplicate of #23244
I'd say change it to "Bandana", it is the more common expression afaik and it is even supported etymologically by the Hindhi "Bandhana" (not so much by the Tamil "Bandam"). Even though my browser's spell check prefers Bandanna...
Indeed, I always wondered why the muzzle flash would light up the area for so long. Compare a rifle muzzle flash with the impact flash of a cannon, for example that of the AH-99 Blackfoot. Maybe it's just a decimal point error?
I feel like a wimp in Arma 3 when I use a FAK, I used to play through OFP and Arma campaigns without using any healing at all. I remember crawling a whole mission in ArmA because my legs were hit. It's a challenge, it's supposed to be difficult and 100 % healing anywhere and anytime defeats the purpose of this game, you might as well just use "this allowDamage false;". If you want full healing create a action close to a bunk bed or something.
Sniper/marksman rifles shouldn't receive tracer rounds. This ticket is only regarding the new MMGs.
I'm sure they'll find some time to add them at some point.
Issue persists in latest stable 1.54.33570.
This can be marked as fixed, as I am unable to reproduce it with with today's build.
I noticed this too.
Upvoted, at least now we know that shotguns are possible.
This can be marked as resolved.
This bug is also famously featured in the Marksmen DLC Livestream http://www.twitch.tv/arma3official/b/633875336 @ 1 hour and 1 minute. Look at the action menu: Zipper5 says there's no HE on this tank. But there is, it's just named "Smoke Grenade (White)". :D
I did verify my steam data just after the update on Tuesday and everything was alright. I switched to DEV branch today so I guess whatever caused it should be fixed once I go back to stable.
I can't seems to reproduce this, neither in the VA accessible from the main menu nor in the VA during a mission. Both normal and all tracer magazines are available.
This might be a dumb advice but are you sure that you're using the revert option and not the replay option in the campaign menu?
I don't support the harsh tone, but I agree that some rather old issues should receive more attention, polish, support or fixing.
I assume this is related to #22926
Go read this: http://dev.arma3.com/post/oprep-shots-fired
The current changes are only the first step towards the long awaited SFX overhaul. Personally, I like the new M1911 sound much better than the old one, even in it's current state.
Just tested and it is 100 % reproducible in VA when switching weapons while the reload animation still plays. Afterwards all magazines vanish when reload is pressed, or when dragging and dropping a magazine on the magazine slot of a gun in the inventory screen. Sidearms and Launchers are also affected.
Use a gun with a long reload animation (MG, sniper rifle) when attempting to reproduce it.
Related to #22942
Duplicate of #17104
Great stuff!
It happened actually quite often. On the same server and during the same mission. Each time a large crash dump was generated.
edit: Can I check myself if the crash dump was corrupted? Then I won't upload it and only the ones that are ok. I've had 9 crashed total in a row. After the mission was restarted, it didn't happen again. But when it runs for longer, the problem occurs again.
Issue persists in latest stable 1.54.133570.
mikeymen, it was a reply to what you wrote: "when two wheels are damaged, for unknown reasons, the AI team remains"
The reason is not unknown. I assume some missions use this: https://community.bistudio.com/wiki/canUnloadInCombat
https://community.bistudio.com/wiki/setUnloadInCombat
I just noticed that they still abandon the vehicle, even when it was repaired by a repair specialist in the group.
Now on the topic of the actual ticket. I think it is related to this: #22401
The AI commander orders every occupant of a vehicle that was rendered inoperable to immediately exit said vehicle. Maybe a few seconds delay (fixed or random) before the crew exits could be added.
@tyl3r99
If there's a repair specialist in the group belonging to the vehicle, they will repair it.
@mikeymen
It's a mission parameter that prevents the AI from abandoning a vehicle. It's not random. If that parameter is not set, AI will abandon when more then 50% of the wheels or when all wheels on one side are gone.
I'm not sure when, but this seems to have been fixed.