Hello Commander_Falcon.
We have not been able to reproduce the issue on our end.(
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Jun 27 2024
Yeah, something is wrong with grouping, yesterday there was like 10 squads named (Atlas Red 2), and all players where automatically switching between squad teams. its Major bug, makes game unplayable.
In T181801#2629271, @hacost1809 wrote:Issue still exists in stable 1.2.0.70
In the video I uploaded, you can see in the first part that I'm trying to get into the scenario and it doesn't let me play with the mods
Jun 26 2024
Makes the game unplayable to be honest. Needs patch ASAP
can confirmed, people are just tossed around squads
Can confirm, sometimes low ready does not work.
Issue still exists in stable 1.2.0.70
Guys, thanks for your support ;)
More unstandard melee weapons, in the form of bayonets, shovels, grandmothers cast iron pan, could open the way to something more wacky for modders (Everon Golden Age of Piracy) or potential April fools side project.
As of 1.2.0.70 (Steam), it seems that forced move no longer causes AI to sit idle in their vehicles in front of gates but rather push through and ignore gates and try to drive around them. Whether this is now the intended result or just a different bug outcome I'm not really sure.
Also it seems that Levie base's gates are causing problems for AI once again, trying with multiple vehicles(UAZ, Ural, Humvee) together with the UAZ having a full squad in it but the other two vehicles with just a driver:
Note that the vehicle on the road ends up driving right over to where the other squad ends up, all three vehicles having been given a move waypoint to the inside of Levie base, but with both the UAZ and the Truck being given forced move orders(as I was testing forced move functionality with gates) and the humvee being given a regular move order.
Some notes about this in regards to the new stable 1.2.0.70 (Steam) version;
and still persists in the official release 1.2.0.70
Bacon's Loadout Editor
https://reforger.armaplatform.com/workshop/606B100247F5C709
Issues still present in 1.2.0.70 STABLE as you can see (it's literally my first actions playing 1.2.0.70) :
1.2.0.70 still present
hell yeah, all they do if they dont build antennas is clearing Ai for the enemy
HI,
I have the same problem. An entiere squad wipe out, all dead and have their dead body despawn of the area but the living quarter was still 100%.
The other problem is there non way to retrieve lost AI. If a player take a AI squad with him but had to disconect before retrieve the squad to the camp it's impossible to retrieve them because they are not visible on the map to planish a find and rescue mission.
In T181284#2629019, @offiziellerhauptmann wrote:I also have the same issue, unmodded. The resolution looks awful and it has nothing to do with low or high settings, it looks like you’re playing at 480p. To recreate the issue, I deleted and reinstalled the game and if Xbox shows a sync menu, you click off and cancel no matter what. After I recreated it on experimental this is what causes the issue for me. I have no other “sync saves” on base game, so now I’m stuck with this awful resolution. I’m tried everything, resetting, hard restart, deleting over and over, and simply trying to play. Nothing works.
I also have the same issue, unmodded. The resolution looks awful and it has nothing to do with low or high settings, it looks like you’re playing at 480p. To recreate the issue, I deleted and reinstalled the game and if Xbox shows a sync menu, you click off and cancel no matter what. After I recreated it on experimental this is what causes the issue for me. I have no other “sync saves” on base game, so now I’m stuck with this awful resolution. I’m tried everything, resetting, hard restart, deleting over and over, and simply trying to play. Nothing works.
Are there plans to be able to refund or replenish A.I.?
it does feel that sometimes i will find random A.I. in out of the way places and it's like finding a lost camper, you don't know who's it is and they don't know who they belong to and they don't know where they are going.
The other point is on combat losses as having a squad of one guy isn't exactly combat effective, especially as having to wait for him to die really just encourages the player to execute their own men.
Jun 25 2024
It probably might be seem the same on the US side, didn't test it yet
In T181959#2628865, @HavocHound wrote:Geez, what is the status of this? This is an incredibly easy thing to confirm internally and fix.
Geez, what is the status of this? This is an incredibly easy thing to confirm internally and fix.
Seems to be that at very least Reforger Workbench Experimental fails to read some settings:
Nope, I haven't touched animation graphs at all, and I'm not using any other mods as dependencies.
Honestly, it is kinda self-resolved with 1.2.0.66 update, it no longer crashes for me .
Hello again.
Have you modified any animation graph on your mod? Or any of the loaded mods?
In T182085#2628690, @Mischkov wrote:
Edit :
Server has been back online a few minutes later with a fresh new map. So it probably crashed when I posted this comment the first time.
"Everybody" moved to this server now that will be the one that might crash next :
[OFFICIAL] Conflict Full - 11478073 (EU-FFM)
Can you please provide exact time of the last occurrence?
The responsible team has been able to confirm the issue and they are looking into it.
I have had an AI squad completely wiped out - all dead. The percentage at the living quarters was still 100%.
Hello Socrates.
We have tested this extensively but we were unable to reproduce the issue on our end.
Regards,
Geez
Hello Mischkov.
Currently there are no plans to address this.
Regards,
Geez
Resolved for one of the upcoming updates.
In T182178#2626104, @EricTViking wrote:Thanks. Can I ask, if AI players are killed or transported away from their home base is the percentage of AI supposed to reduce at the home base so I can spawn more AI?
Would be cool. I imagine setting up ambushes and AA positions on common routes, or even trying to transport a construction truck and build some AA on a island. It would make little sense but having like a bonus point out on the 'Isle d' Erquy' that would require chopper insertions to cap would be fun... unless you are the guy needing off of it. The islands themselves are pretty cool. Lots of hidden little detail and extra attention, especially the beaches.
Problems still occuring. You took 1 day to ask which server we struggled on and we said all EU server. Why has this not gone to awating internal testing?
Jun 24 2024
I really like this idea. We tossed around doing it on WCS but we have enough supplies regenerating at main base that it's not really necessary. But something to keep in mind if this is done, it lends an advantage to the Russian team as they can fit 400 supplies in the Mi-8 compared to the 290 in the UH-1H.
@Geez hi ^_^