Ok. I'll hold off with the videos, then.
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May 10 2016
Is now fixed in the Dev Branch. Scheduled for 1.52 Patch.
Thanks a lot for helping us improve the game!
No mods.
I'll make a video.
We are sadly unable to reproduce the issue. Could you please provide more info? Are oyu using blastcore by any chance?
we managed to reproduce it. Thank you for your time.
i got a ticket up for that today http://feedback.arma3.com/view.php?id=26358
Related Dev Blog entry:
26-10-2015
EXE rev. 133085 (game)
Fixed: Turning in the deadzone during combat pace
This fix has resolved the original issues, but introduced a new bug. If player starts moving from stationary, the player gets rotated to face the direction the weapon was aimed at. This is most obvious when jogging or when prone (player is only partially rotated toward weapon direction when walking or using combat pace)
Wow....... With such tutorial "How to" i'm sure they will finally reproduce it.... ;)
same here !
This issue is simple to reproduce in current dev build 1.53.132850.
Here are some repro steps that create the bug in three different situations:
- In mission editor, place the player as a BLUFOR Rifleman
- Preview mission
- Press Escape, select configure, select game
- Set Aiming Deadzone to 100%
- Click OK, press Escape to return to the game
- Raise your rifle optics
- Move the mouse left and right, noting the behaviour of the rifle (rifle swings across field of view, when it reaches the boundary of aiming deadzone, the player turns/field of view rotates as expected).
- Press and hold W to move forward. Repeat step 7, this time noting the player is unable to turn/rotate the field of view. (BUG: player is unable to turn while running forward, with rifle optics raised).
- Stop, lower optics. Turn on Combat Pace (C).
- Move mouse left and right, noting the behaviour of the rifle (rifle swings across field of view, when it reaches the boundary of aiming deadzone, the player turns/field of view rotates as expected).
- Press and hold W to move forward. Repeat step 10, this time noting the player is unable to turn/rotate the field of view. (BUG: player is unable to turn while moving forward at combat pace, with rifle optics lowered).
- Stop. Switch movement mode to walking. Turn off combat pace (C).
- Move mouse left and right, noting the behaviour of the rifle (rifle swings across field of view, when it reaches the boundary of aiming deadzone, the player turns/field of view rotates as expected).
- Press and hold W to move forward. Repeat step 13, this time noting the player is unable to turn/rotate the field of view. (BUG: player is unable to turn while walking forward, with rifle optics lowered).
- Repeat steps 3-14, but this time alter aiming deadzone setting to approximately 75%. Notice turning while moving forward is now possible, but slower than when not moving forward.
- Repeat steps 3-14, but this time alter aiming deadzone setting to approximately 50%. Notice turning while moving forward is now possible, with no noticeable reduction in turning speed.
Heh, typically. But wait, you have vehicle customisation! / i dont get it why they do things like that and doesnt fixing the major problems.
it's not Changed in 1.52... still have this issue.
I have noticed that the bigger dead zone the slower you turn. If you have 0% you turn in an instant, 50% you turn fast, 60% slower, 70% barely 70+% not at all.
Any change in 1.52? Can't try it myself right now..
Its broken when set HIGH 90-100% and in weapon sights mode.
Turning direction is impossible while walking forward.
Stable 1.50
Confirmed +1
still present.... What info is needed more?
It actually is an issue with deadzone set to maximum (maybe over 50% is enough). Running is ok but running in tactical stance and walking is not. Here's video how to reproduce the issue: https://www.youtube.com/watch?v=XRIpE2ASVDU
This is hapeing on max deadzone setting and if you turn C key (to keep your weapon ready to fire)
I use full deadzone (weapon bounding box) and I can't turn using the mouse when I walk while looking through my sights.
Stable 1.50.
I'm unable to reproduce the issue with the repro Vlad provided. Could you guys please check if the issue is present on DevBranch too?
Now I tried this issue in devBranch, It has the same problem.
Its is a bug people;
- Set aiming deadzone to some vaule > 0
- on selected scenario start moving forward
- try to turn WITH AIMING - its impossible
Also i you push [C} button (slower run, allways aim) you will unable to turn at all.
player is turning, but while doing so, he is not aiming at all.
Its game related, not software, its beacuse new FoV feature
I'm not imitating Chriss Walken, how you get such idea?
I simply remove all file from the "dta" and simply remove the " keycode.txt " file located root of the game, and i have move the save folder in the other folder (from the document folder) , and then I re check file from steam . Now I can turn, is just very very slow ... ( with / without acceleration mouse) but it is already well ... we progress ^^' and sorry AGAIN for my bad english... [juste move (don't remove) the save folder to a other folder... i thing the prob is from this, dont delete the other file]
ps : If you have the bug, and if you zoom, it's possible to turn left/right, but you will stay with the zoom .... and i'ts not a bad key binding or conflict (in the keyboard config)
Okay, i search, i certainly find a solution
I also have this issue, but the solution for me is to reduce the Aiming Deadzone to about the middle. It only occurs when I have it set to high levels.
In the changelog of the update (I'm not sure what that means, but perhaps that ...i use google translate) : Fixed: Player characters no longer stand up from crouch when lowering / raising their weapon while turning left / right.
???
I don't think this has anything to do with the bug since I'm not experiencing it.
hi , I have the same problem since the last update ! with / without mods and re install ... I search how since yesterday (it's me who commented on your video @yhp8470 ) ... and sorry for my english.
I have no idea what could be the source of your problems. GPU drivers?.. Really no idea. Just in case try to update all software needed to run ArmA like DirectX, gpu drivers, net framework and stuff.
vlad 8011// I almost play no addons.
+1, Confirmed, upvoted. This happen if you will have weapon prepared to fire, and walk, not, that turn animation works, but weapon is moving down then (no aiming).
Vlad can you explain it again without imitating Christopher Walken? I have no issues with aiming deadzone since last update.
Works just fine, check your game cache integrity maybe.
I tried Cache integrity and Re-install. but it's not solved....
Disable all mods, i'll check it out
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
Never had a problem using that Size other than the sheer wait for processing.
Obviously its the cell size that is usually the issue in most cases , whilst the number of Faces never changes with cell size , The amount Viewable on the screen does if the cell size is small . A 1.5 gb Greyscale Heightmap seems very exxcessive so i must assume its either very very detailed or maybe its got something wrong.
If its detailed and your suing a small cell size then you need to be giving things around 5- 12 hours to crunch in my experience , whilst its not acceptable it is possible .
Its best to reduce View distances etc in Bulldozer and Game before loading too .
5-12 hours, holy crap. That is a very long time to wait for processing only 1.5GB of data. Looking at the CPU and RAM when attempting it doesn't appear the PC is doing anything.
Yeah agreed. They should either remove it or make it work. Its very frustrating having to deal with such low fidelity height maps on larger terrains.
As someone who has tried working with an 8192 x 8192 heightfield as well, it's hopeless. It eventually got to the point where I wasn't even able to open Buldozer without Terrain Builder freezing or crashing, so I was forced to revert back to a heightfield of 4096 x 4096 to continue working on it.
If we look at Dynamic Groups,
https://community.bistudio.com/wiki/Dynamic_Groups#DYNAMIC_GROUPS
it would not be a function, but rather a option for the BIS_fnc_dynamicGroups.
Please implement something like this, would be awesome!
Function, not command.
No work for BIS this time.Google Kinect as Track IR there are many tutorials for kinect v1 and v2.
The problem is not the priority(open door vs self treatment), but the fact that the animation treatment cannot be interrupted. http://feedback.arma3.com/view.php?id=6228
Version 1.5 and the AI is still buggy = I can't play the campaign which I paid money for = I'm slowely get pissed
Could you provide a .pbo to disable the new supression/awareness system?
Just for clarification - there's no new or modular "supression/awareness system" really. There have been suppression effect added to events (bullet hitting nearby) that already existed in the game. These effects are only: lowered accuracy, path preference and recently added smoke throwing. The detection distances were only slightly adjusted (in majority cases they were lowered). The title of the issue may be misleading.
Regarding the issue - can you try removing the Ghosthawk wreck in the upper left corner of the map and comment out line 206 in initMission.hpp ([3496.171,4916.087,0.000] nearestObject "Land_TTowerBig_2_F") setDamage 1;) And see if that helps? It did in my case. That would confirm that the issue is the same as http://feedback.arma3.com/view.php?id=23090
Thanks a lot!
can you try removing the Ghosthawk wreck & Land_TTowerBig_2_F
Yes, it worked. The AI will act normal.
Can you do something about it?
Great, thanks for verifying. We'll try to fix it :)
Thank you very much.
Thanks for the advice vlad
"(some mod, addon somehow not deleted by reainstall)"
Before reinstalling I searched my SSD and deleted everything related to Arma 3. Folders, Profiles, everything (I even cleaned the registry).
"switch this modulle off ai will broke"
How about setting the detection range to 0 meters.
Hello oukej
I have reinstalled the game (no Mods) and the AI issues are still there.
I have added a test-file for you (see attached files). Unzip it and throw the A_in2.stratis into your missions folder. Open it with the editor (Stratis) and hit preview. After the scene with Adams and the passing helicopter hit ESC and take a look at the AI with the splendid camera.
Picture 1) LZ Baldy, Grid 045053: BIS_LZ2Guard1,2,3,4 will go into combat mode and run around (mostly down the hill).
Picture 2) Mike-26, Grid 043038: All BIS_stationGuard's will go into combat mode and run around (and out of) the station. BIS_stationTruck1 sometimes will run over AAF soldiers.
Picture 3) Outpost, Grid 040045: All BIS_AA2Guard's will go into combat mode and leave their positions/waypoints.
---
What is RPT? EDIT: .rpt file added to attachments
---
Could you provide a .pbo to disable the new supression/awareness system?
What is PRT files - read "How to guide" on upper right part of site. Now, it they switch this modulle off ai will broke. I cant reproduce this thing. They need RPT so they can check that something is working with game (some mod, addon somehow not deleted by reainstall).
Hey, thank you for the report.
I'm sorry but I can't reproduce the issue.
The AAF groups stay on point X-ray until player reaches the overlook on Rogain.
Could you please provide more info and attach the RPT?
Hello, please see https://community.bistudio.com/wiki/Arma_3_Unusual_process_exit for possible fixes for your issue.
Hello, please take a look into the EDEN 3D-Editor (in the development branch for now).
There you can edit the equipment storage of all kind of land vehicles and choppers without the use of script commands and classnames.
Best regards
Hello, this issue only affects mods and as such is not official content of Bohemia Interactive. Please contact the mod creators and let them know about the issue. Thank you.
Hi
I'm sampling 20000 files not sure 53 is a good measure for how the programme will use page file , memory , cpu if the process you sample is so small
Maybe try a bigger sample from altis or so
In addition I can't rember if the last iteration was also poor , dos it also have this GUI checklist ?
Thanks for helping
Hi,
To be honest, I was not expecting the interface to be used with so many files. I will "try" (because such tests takes time) wider tests and prototypes.
The previous iteration of the UI didn't have the checklist this shouldn't impact (or very slightly).
Hi,
I ran some tests between the current and the previous version of ImageToPAA and the results show a difference but not a big one.
53 TGA files (359MB) have been used for the tests. Group A is the current version whereas the group B is the previous. The results are expressed in elapsed milliseconds between the beginning and the end of the process (including UI updates etc...).
A - Pass 1, Milliseconds: 105 965
A - Pass 2, Milliseconds: 105 769
B - Pass 1, Milliseconds: 105 756
B - Pass 2, Milliseconds: 105 483
Can you precise the file size and dimensions of the source files?
Hello,
Regarding the displayed time of the process, I'm very surprised because it's basic operation exitTime - startTime.
For the rest, I will make some tests and see if I can improve the current UI.