Thanks for the report!
Confirmed as a bug with Shantou and Sampan boats.
A fix has been found.
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
All Stories
Jun 19 2021
As it is now just a small trivial tweak, updated severity as such
Following the hotfix, the images are the correct way round. Angles seem a bit off, but the general fix is now resolved.
In T85816#1130291, @Hortzy wrote:I will try this and let you know the results, thank you very much
Great video submission! Barbed wire has never slowed down the Infected, not since I have played, they are 100% berserkers. Now whether it doesn’t visibly damage them I cannot say. that would be an interesting test to intentionally lead them back and forth through barbed wire and see if they eventually expire…
Aside from gaming I also (pre-pandemic) participated in recreational historical armored combat. A shield is your life, and even with it you cannot block every blow from multiple attackers. I understand TRMZ though, I enjoyed that clip on Twttr to, attempting to close in 3 or 4 infected and getting knocked out. So my take is persistent blocking (as the animation shows) would block all the upper torso and head hits, but you might possibly get your arms trashed, and legs hits should still apply.
I personally find 1.13 a huge improvement over 1.12 with infected. It feels to be a huge jump forward. The overhead unblockable attack was an rng pain in 1.12 to me. With infected randomly doing those attacks three times in a row at times.
I liked it to be killed by a house, lol.
So then it should only be possible to range it for 0-200 and 3-800 meters, right? Currently, it's rangeable in increments of 100 meters, which shouldn't be possible.
Cheers, thanks. False alarm :)
Please close this ticket
How works rear sight:
The rear sight has two apertures for range. One aperture is marked 0-2 for short range from 0-200 meters and an unmarked aperture for normal range from 300 to 800 meters.
as intended
https://helidat.cz/photos/15142168710.jpg
Most if not all of the listed assets are now available in Eden Editor.
Yep I agree.
Thanks for the ticket. Please follow these steps and provide additional information: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
Hello, yeah I tried that and it still crashes. :)
Jun 18 2021
As mentioned before, even metal fences got destroyed the same way. Frame destroying also destroys the metal outside.
I can reproduce this issue on 1.13 Chernarus while playing on the UK 0-3 server. The door in question can be identified in the attached screenshot below.
After forcing the door open with a pickaxe, then locking it again, appears to have solved the problem and the Locked Door sound can now be heard again when trying to open it.
In T158068#2183728, @Geez wrote:Hello again.
It appears that there is a bug with the window and the WaitPreloadCamLoginState is related to kick from another session. Therefore this means there is still possibly an issue with the network. (What I have said in my previous comment is invalid)
Regards,
Geez
PS4 vesrsion.