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May 10 2016

SeiferFirehart added a comment to T83084: FIXED.

Exacte. 1 of those spares probably land in a weapon.

May 10 2016, 11:25 AM · Arma 3
R34P3R added a comment to T83084: FIXED.

1 Mag + 1 AT loaded in weapon ?

May 10 2016, 11:25 AM · Arma 3
Bohemia added a project to T83084: FIXED: Arma 3.
May 10 2016, 11:25 AM · Arma 3
mickeymen edited Steps To Reproduce on T83084: FIXED.
May 10 2016, 11:25 AM · Arma 3
Bohemia added a comment to T83083: Need Ability to Disable Head Movement.

finally the ability to control ai head movement. very welcomed

May 10 2016, 11:25 AM · Arma 3
Nitro added a comment to T83083: Need Ability to Disable Head Movement.

Is this really going to happen?

May 10 2016, 11:25 AM · Arma 3
Bohemia added a comment to T83083: Need Ability to Disable Head Movement.

Very excited about this. Will it be a command for the config. Something like allowHeadMovement = 0?

May 10 2016, 11:25 AM · Arma 3
Bohemia added a comment to T83083: Need Ability to Disable Head Movement.

would this be a command for the config or an ingame command, like, _unit disableAI "headMovement", I wonder?

May 10 2016, 11:25 AM · Arma 3
Bohemia added a comment to T83083: Need Ability to Disable Head Movement.

I should point out that this ticket is more about disabling head movement for animations. You know, when you play an animation on an AI, and their head is swinging left, right, up, down - looking all over the place but at the player the AI unit is meant to be looking at / talking to.

That said, the hand wiping can be a little distracting. Might be worth setting up a second thread for idle anims?

Cheers :)

May 10 2016, 11:25 AM · Arma 3
Bohemia added a comment to T83083: Need Ability to Disable Head Movement.

Hell yeah! So many of the animations involve AI moving their head all over the place. Please BIS, don't forget about this one :D

May 10 2016, 11:25 AM · Arma 3
Adam added a comment to T83083: Need Ability to Disable Head Movement.

;)

May 10 2016, 11:25 AM · Arma 3
Koala added a comment to T83083: Need Ability to Disable Head Movement.

@Benargee

I know, that and how TrackIR is working. From my own experience, there is a big difference, if you just look on your monitor from distance (with TrackIR) or you have the feeling, to be in the game (with a HMD). Every shaking or swiping hands infront of your view would be distracting or can cause nauseated feelings.

May 10 2016, 11:25 AM · Arma 3
Bohemia added a comment to T83083: Need Ability to Disable Head Movement.

This is assigned? WOO! :D Very, very exciting news!

May 10 2016, 11:25 AM · Arma 3
Bohemia added a comment to T83083: Need Ability to Disable Head Movement.

You can really see the difference by setting damage to 1 on an AI character and then playing a cutscene animation. No head movement - it's brilliant! Trouble is, you're stuck with a dead unit :P

May 10 2016, 11:25 AM · Arma 3
Koala added a comment to T83083: Need Ability to Disable Head Movement.

A feature to disable head animations would be great. Especially if Bohemia Interactive decides to support the virtual reality head mounted displays. Nothing would be more anoying than a shaking head and a hand, that wipes your virtual sweat from your forehead.

May 10 2016, 11:25 AM · Arma 3
Benargee added a comment to T83083: Need Ability to Disable Head Movement.

@Koala

Arma 3 already has head tracking in the form of TrackIR. This would also currently be an issue for those users too. Headtracking would be handled the exact same. If it is not giving TrackIR users issues, then it won't affect VR goggle users either.

May 10 2016, 11:25 AM · Arma 3
Bohemia updated subscribers of T83083: Need Ability to Disable Head Movement.
May 10 2016, 11:25 AM · Arma 3
SeiferFirehart added a comment to T83083: Need Ability to Disable Head Movement.

Totally agreed.

May 10 2016, 11:25 AM · Arma 3
Bohemia added a comment to T83083: Need Ability to Disable Head Movement.

Yes, yes! A thousand times yes!

May 10 2016, 11:25 AM · Arma 3
Bohemia edited Steps To Reproduce on T83083: Need Ability to Disable Head Movement.
May 10 2016, 11:25 AM · Arma 3
Bohemia added a project to T83083: Need Ability to Disable Head Movement: Arma 3.
May 10 2016, 11:25 AM · Arma 3
DusterBuster added a comment to T83082: Bipod.

Thanks for the Info, than this ticket can be closed

May 10 2016, 11:25 AM · Arma 3
TheMasterofBlubb added a comment to T83082: Bipod.

The most famous sentence:"It's a feature not a bug!"

May 10 2016, 11:25 AM · Arma 3
Shields added a comment to T83082: Bipod.

That is a feature called weapon resting, not a bug.

May 10 2016, 11:25 AM · Arma 3
Bohemia added a project to T83082: Bipod: Arma 3.
May 10 2016, 11:25 AM · Arma 3
DusterBuster set Category to category:weaponstabilization on T83082: Bipod.
May 10 2016, 11:25 AM · Arma 3
Bohemia added a project to T83081: PIP + Quality of PIP and influence on productivity of system. The landscape in the PIP window does not influence FPS.: Arma 3.
May 10 2016, 11:25 AM · Arma 3
Lex edited Steps To Reproduce on T83081: PIP + Quality of PIP and influence on productivity of system. The landscape in the PIP window does not influence FPS..
May 10 2016, 11:25 AM · Arma 3
Bek added a comment to T83080: (feature request) allow the usage of weapon memory points for alternate sight.

+1 you should be able to refer to the weapon's memory points (perhaps using some prefix, or memory point names should have a rethink (to avoid cases where you'd have two "eye" memory points for example) but that could just come down to intelligent use of naming conventions).

Otherwise as Alwarren said having "eye" memorypoint in the scope isn't really feasible; the current implementation should be improved.

May 10 2016, 11:25 AM · Arma 3
Alwarren added a comment to T83080: (feature request) allow the usage of weapon memory points for alternate sight.

*sigh* Do you even know what I am talking about?

I *am* a modder. I did, among other things, the CUP Weapon pack. In that pack, we have a number of eastern weapons like AK's, Bizon, Saiga12k and others that all use Dovetail side mounts. Dovtail mounts are made in such a way that you can still peek underneath them to see the weapon's original iron sights. These optics do not have a backup sight, since the original weapon's iron sight fills that purpose.

Now, the problem is, a Dragunov is very different from an AK-74 or a Bizon. Putting a memory point in the memory LOD of the optic is out of question, it will never align properly with the iron sights of the weapon. Therefore, it would be nice if modders could specify that the original 'eye' point of the weapon's memory LOD could be used instead, making such sights usable AND accurate.

I hope that makes my point clear

May 10 2016, 11:25 AM · Arma 3
SeiferFirehart added a comment to T83080: (feature request) allow the usage of weapon memory points for alternate sight.

You should contact creators of the mod not ArmA staff about that. Vanilla ArmA 3 has scopes with alternate sights.

May 10 2016, 11:25 AM · Arma 3
Alwarren added a comment to T83080: (feature request) allow the usage of weapon memory points for alternate sight.

Of course you can, but by that argumentation, you don't need backup sight. I don't want to have to remove the PSO-1 from an AK all the time I go into close quarter, it's neither realistic nor practical.

And I am referring to mod weapons because there are no Dovetail mounts in the base game, last time I checked.

May 10 2016, 11:25 AM · Arma 3
SeiferFirehart added a comment to T83080: (feature request) allow the usage of weapon memory points for alternate sight.

Why are you referring to mod weapons? In ArmA 3 you can access iron sights by detaching the scopes.

May 10 2016, 11:25 AM · Arma 3
Bohemia updated subscribers of T83080: (feature request) allow the usage of weapon memory points for alternate sight.
May 10 2016, 11:25 AM · Arma 3
Bohemia added a project to T83080: (feature request) allow the usage of weapon memory points for alternate sight: Arma 3.
May 10 2016, 11:25 AM · Arma 3
Alwarren edited Additional Information on T83080: (feature request) allow the usage of weapon memory points for alternate sight.
May 10 2016, 11:25 AM · Arma 3
KobaYoba set Category to category:explosives on T83078: Reeds absorb the explosion damage..
May 10 2016, 11:25 AM · Arma 3
nbonnin edited Steps To Reproduce on T83079: Advanced UAV Waypoint mode.
May 10 2016, 11:25 AM · Arma 3
Bohemia added a project to T83079: Advanced UAV Waypoint mode: Arma 3.
May 10 2016, 11:25 AM · Arma 3
Bohemia added a project to T83078: Reeds absorb the explosion damage.: Arma 3.
May 10 2016, 11:25 AM · Arma 3
KobaYoba edited Additional Information on T83077: Animation of planting the bomb with binoculars in hand..
May 10 2016, 11:25 AM · Arma 3
Bohemia added a project to T83077: Animation of planting the bomb with binoculars in hand.: Arma 3.
May 10 2016, 11:25 AM · Arma 3
nbonnin edited Steps To Reproduce on T83076: UAV Camera is shakey W/ possible solutions and feature request.
May 10 2016, 11:25 AM · Arma 3
Bohemia added a project to T83076: UAV Camera is shakey W/ possible solutions and feature request: Arma 3.
May 10 2016, 11:25 AM · Arma 3
debug edited Additional Information on T83075: Ghillie/Camo to match Tanoa.
May 10 2016, 11:25 AM · Arma 3
Bohemia added a project to T83075: Ghillie/Camo to match Tanoa: Arma 3.
May 10 2016, 11:25 AM · Arma 3
Bohemia added a project to T83074: still.... rotored or fixed wing craft spawned at z=0 (alt) sometimes exploding when player gets in!: Arma 3.
May 10 2016, 11:25 AM · Arma 3
BigBoss added a comment to T83073: [1.48rc] different control/movement bugs and glitches.

OK, todays version of 1.52rc (1.52.132483) has fixed issue 2 again. Thanks!
P.S.: None of your change logs seem to mention this fix. Did you fix this unintentionally? ;-)

May 10 2016, 11:25 AM · Arma 3
froggan edited Steps To Reproduce on T83074: still.... rotored or fixed wing craft spawned at z=0 (alt) sometimes exploding when player gets in!.
May 10 2016, 11:25 AM · Arma 3
FightingPower added a comment to T83073: [1.48rc] different control/movement bugs and glitches.

With glitch about geting into the wayy it works with stones as well. As of the issue nr 3 its one of most rated issue to fix since two years, but as burkhar says its complicated. Walking in buildings should be fixed and it would be get rid of the stone problems as wel

May 10 2016, 11:25 AM · Arma 3
burkhar added a comment to T83073: [1.48rc] different control/movement bugs and glitches.

Hello, issue 1. is fixed in 1.49 DEV branch and will be part of stable 1.50 update. Working on other parts - however some of the issues are technically complicated and I have no ETA yet.

Thank you for your feedback and have a very nice day!

May 10 2016, 11:25 AM · Arma 3
BigBoss added a comment to T83073: [1.48rc] different control/movement bugs and glitches.

Unfortunately, todays version of 1.52rc reintroduced issue 2. I hope this change will be reverted again for the 1.52 final.

May 10 2016, 11:25 AM · Arma 3
BigBoss added a comment to T83073: [1.48rc] different control/movement bugs and glitches.

Hello,

I can confirm that issues 1. and 2. are fixed in 1.50rc. For issue 3., there exists an other ticket (as mentioned by Fighting Power). And the mentioned glitch is at least more complicated now:

Walking with lowered pistol against a wall and stopping there still makes the character to be slightly pulled into the wall, but simply pressing "s" afterwards is not sufficient anymore. You have to press "a" or "d" to walk sideways and use the mouse to rotate the body through the wall.

So I think the "correct" fix would be to _not_ make the character being pulled into the wall at all...

As the first three issues are fixed/duplicates, you might either close this ticket or keep it open to track the fixing of the glitch.

P.S.: Thank you very much for fixing the first two issues already! *thumbs up*

May 10 2016, 11:25 AM · Arma 3
BigBoss set Category to category:controls on T83073: [1.48rc] different control/movement bugs and glitches.
May 10 2016, 11:25 AM · Arma 3
Bohemia added a project to T83073: [1.48rc] different control/movement bugs and glitches: Arma 3.
May 10 2016, 11:25 AM · Arma 3
Bohemia updated subscribers of T83072: local HC crashes on todays dev, client and dedi are fine.
May 10 2016, 11:25 AM · Arma 3
Killzone_Kid added a comment to T83072: local HC crashes on todays dev, client and dedi are fine.

fixed

May 10 2016, 11:25 AM · Arma 3
Adam added a comment to T83072: local HC crashes on todays dev, client and dedi are fine.

I'm unfortunately unable to reproduce.

May 10 2016, 11:25 AM · Arma 3
Killzone_Kid set Category to category:gamecrash on T83072: local HC crashes on todays dev, client and dedi are fine.
May 10 2016, 11:25 AM · Arma 3
Bohemia added a project to T83072: local HC crashes on todays dev, client and dedi are fine: Arma 3.
May 10 2016, 11:25 AM · Arma 3
ruger392 added a comment to T83071: Arma 3 launcher does not start.

Thank you, fine sir. This fixed the issue.

May 10 2016, 11:25 AM · Arma 3
BISWizard added a comment to T83071: Arma 3 launcher does not start.

Hello,

there's an issue with automatic repair of corrupted user settings. Corrupted user settings is not detected correctly and the application the continue to run and crash because of it.

Try to run following hotfix, it will remove corrupted settings: http://arma.jiripolasek.com/files/CorruptedUserSettingsHotfix.zip

May 10 2016, 11:25 AM · Arma 3
ruger392 edited Steps To Reproduce on T83071: Arma 3 launcher does not start.
May 10 2016, 11:25 AM · Arma 3
Bohemia added a project to T83071: Arma 3 launcher does not start: Arma 3.
May 10 2016, 11:25 AM · Arma 3
amooei added a comment to T83069: game sometimes won't launch for me and stuck on arma 3 logo screen.

OK both issues are now fixed, you can confirm it, thanks.

May 10 2016, 11:25 AM · Arma 3
chris579 edited Steps To Reproduce on T83070: Profilenamespace gets resetted when having a preprocessor error in an addon.
May 10 2016, 11:25 AM · Arma 3
Bohemia added a project to T83070: Profilenamespace gets resetted when having a preprocessor error in an addon: Arma 3.
May 10 2016, 11:25 AM · Arma 3
amooei added a comment to T83069: game sometimes won't launch for me and stuck on arma 3 logo screen.

no I just have steam overlay and sweetfx.

May 10 2016, 11:25 AM · Arma 3
amooei added a comment to T83069: game sometimes won't launch for me and stuck on arma 3 logo screen.

seems works but if I don't use sweetfx I encounter with this issue that I reported you before and you didn't investigate that:

http://feedback.arma3.com/view.php?id=22296

so what now?

May 10 2016, 11:25 AM · Arma 3
Adam added a comment to T83069: game sometimes won't launch for me and stuck on arma 3 logo screen.

Try launching the game without SweetFX and see if that works.

May 10 2016, 11:25 AM · Arma 3
amooei set Category to category:gamestartup on T83069: game sometimes won't launch for me and stuck on arma 3 logo screen.
May 10 2016, 11:25 AM · Arma 3
Adam added a comment to T83069: game sometimes won't launch for me and stuck on arma 3 logo screen.

Are you by any chance using razer synapse or overwolf overlay?

May 10 2016, 11:25 AM · Arma 3
RobGB added a comment to T83068: D3D Error - DXGI_ERROR_DEVICE_REMOVED every 2 - 3 minutes of starting up the game..

Defiantly Shadowplay. Been playing without it enabled for a good hour and no crashes. It's a shame it's not compatible atm.

May 10 2016, 11:25 AM · Arma 3
PiepMGI added a comment to T83068: D3D Error - DXGI_ERROR_DEVICE_REMOVED every 2 - 3 minutes of starting up the game..

Where is it resolved???
This is an heavy problem V1.48, windows 10. GTX970, no shadowPlay.

I just had this shit looking at the config viewer from editing a mission with one unit (player) placed. What heavy environment!

The minimum to write is why you consider as resolved!
BE CREDIBLE!

May 10 2016, 11:25 AM · Arma 3
Bohemia added a project to T83069: game sometimes won't launch for me and stuck on arma 3 logo screen: Arma 3.
May 10 2016, 11:25 AM · Arma 3
RobGB added a comment to T83068: D3D Error - DXGI_ERROR_DEVICE_REMOVED every 2 - 3 minutes of starting up the game..

I had Nvidia's Shadowplay running and have turned it off, I don't seem to have crashed straight the way, I need to test it more but i'm hoping that it's Shadowplay causing the problem.

May 10 2016, 11:25 AM · Arma 3
RobGB edited Steps To Reproduce on T83068: D3D Error - DXGI_ERROR_DEVICE_REMOVED every 2 - 3 minutes of starting up the game..
May 10 2016, 11:25 AM · Arma 3
DarkSideSixOfficial added a comment to T83067: Add Holster Keybind in Controls Now That We Have Visual Pistol Holster.

@SilverDude Hehe, i was unaware, guess i should have searched, but the the addition of this shouldn't be complicated to add in game at all, would be another little touch to make things feel just that much better.

May 10 2016, 11:25 AM · Arma 3
SilverDude added a comment to T83067: Add Holster Keybind in Controls Now That We Have Visual Pistol Holster.

Yes please!

Even though I'd already seen a ticket like this *cough* ~duplicate~ *cough*.

May 10 2016, 11:25 AM · Arma 3
Bohemia added a project to T83068: D3D Error - DXGI_ERROR_DEVICE_REMOVED every 2 - 3 minutes of starting up the game.: Arma 3.
May 10 2016, 11:25 AM · Arma 3
DarkSideSixOfficial set Category to category:featurerequest on T83067: Add Holster Keybind in Controls Now That We Have Visual Pistol Holster.
May 10 2016, 11:25 AM · Arma 3
Koala added a comment to T83067: Add Holster Keybind in Controls Now That We Have Visual Pistol Holster.

You should also be able to put your primary weapon on the back with the same key. Hands free on demand.

May 10 2016, 11:25 AM · Arma 3
Chairborne added a comment to T83066: remove hardcoded "viewdriverinexeternal=0" for tanks.

Upvoted!!

May 10 2016, 11:25 AM · Restricted Project, Arma 3
Bohemia added a project to T83067: Add Holster Keybind in Controls Now That We Have Visual Pistol Holster: Arma 3.
May 10 2016, 11:25 AM · Arma 3
pastor399 added a comment to T83066: remove hardcoded "viewdriverinexeternal=0" for tanks.

I was not saying that the fix for my issues was the fix for this, i was intending to say, that i fixed my issue and as a result the vehicle now has this issue.

I was also making the observation that it is not a issue limited to APC/TANK simulation, it is actually more likely tied to the hideProxyInCombat property, as the exact same thing happens in a Car_F vehicle if you allow turn in and the driver does turn in, he is then invisible.

May 10 2016, 11:25 AM · Restricted Project, Arma 3
Fennek added a comment to T83066: remove hardcoded "viewdriverinexeternal=0" for tanks.

This is a different matter.
If you set hideProxyInCombat=0, you disable the option to turn in/out for the entire vehicle and every passenger will be forced to turn out, not just the driver. For some vehicles this may be usable (single person vehicles), but for others this is no good.

It doesnt fix the problem that you can't kill a driver by penetrating shots when he is turned in in a normal tank, because this command is unusable for a normal tank.

May 10 2016, 11:25 AM · Restricted Project, Arma 3
Fennek set Category to category:featurerequest on T83066: remove hardcoded "viewdriverinexeternal=0" for tanks.
May 10 2016, 11:25 AM · Restricted Project, Arma 3
pastor399 added a comment to T83066: remove hardcoded "viewdriverinexeternal=0" for tanks.

It looks like this is not only affecting tanks. My issue id=24782, was solved by using 'hideProxyInCombat = 1' in the Car_F class, which resulted in the driver being invisible in the external views.

May 10 2016, 11:25 AM · Restricted Project, Arma 3
Adam added a comment to T83065: Ejecting units destroy helicopter main rotor.

Fixed on Dev version!

May 10 2016, 11:25 AM · Arma 3
Bohemia added a project to T83066: remove hardcoded "viewdriverinexeternal=0" for tanks: Arma 3.
May 10 2016, 11:25 AM · Restricted Project, Arma 3
SaMatra edited Steps To Reproduce on T83065: Ejecting units destroy helicopter main rotor.
May 10 2016, 11:25 AM · Arma 3
Bohemia updated subscribers of T83065: Ejecting units destroy helicopter main rotor.
May 10 2016, 11:25 AM · Arma 3
Adam added a comment to T83064: The PIP control - "Ultra", is not present a real portrayal of the district..

Please refrain from duplicating issues. Thank you.

May 10 2016, 11:24 AM · Arma 3
Bohemia added a project to T83065: Ejecting units destroy helicopter main rotor: Arma 3.
May 10 2016, 11:24 AM · Arma 3
Bohemia added a project to T83064: The PIP control - "Ultra", is not present a real portrayal of the district.: Arma 3.
May 10 2016, 11:24 AM · Arma 3
Killzone_Kid added a comment to T83063: some one need DLC everyone need fix shitty ENGINE.

Thank you for your very constructive feedback

May 10 2016, 11:24 AM · Arma 3
Lex edited Steps To Reproduce on T83064: The PIP control - "Ultra", is not present a real portrayal of the district..
May 10 2016, 11:24 AM · Arma 3
Bohemia updated subscribers of T83062: x52 No longer responding in game?.
May 10 2016, 11:24 AM · Arma 3
Bohemia edited Steps To Reproduce on T83063: some one need DLC everyone need fix shitty ENGINE.
May 10 2016, 11:24 AM · Arma 3
Bohemia added a project to T83063: some one need DLC everyone need fix shitty ENGINE: Arma 3.
May 10 2016, 11:24 AM · Arma 3