Page MenuHomeFeedback Tracker
Feed Advanced Search

May 10 2016

Killzone_Kid added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

OK I found a little bug. Make a unit then kill it, open its inventory and drag compass or goggles or radio to your inventory. The first time take doesn't fire, if you drag it back, put is fired, if you take it again take is fired this time.

May 10 2016, 2:31 AM · Arma 3
PolarisUK added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

Reloading really shouldn't fire this specific EH. That's not helpful though because items/clothing/equipment can be "taken" without the gear being open. I'm fine with there being a reloading EH but it shouldn't be part of the "Take" EH. The magazine is not changing container and isn't being taken or put by the player.

May 10 2016, 2:31 AM · Arma 3
PolarisUK added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

Yes but the vast majority of the time the magazine isn't depleted so you're just showing the switching of two magazines.

May 10 2016, 2:31 AM · Arma 3
Killzone_Kid added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

I actually quite like the fact that you can now detect when player is reloading.

@PolarisUK use findDisplay 602 to filter TAKE. It will return display if gear is open.

May 10 2016, 2:31 AM · Arma 3
PolarisUK added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

The "Take" EH fires when reloading. Could reloading please be ignored by the "Take" EH?

May 10 2016, 2:31 AM · Arma 3
Killzone_Kid added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

I've just tested both handlers, couldn't find any problems. Well done japapatramtara! I owe you a beer :)

May 10 2016, 2:31 AM · Arma 3
PolarisUK added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

The fact that it doesn't return both the new and previous container is actually really irritating.

May 10 2016, 2:31 AM · Arma 3
PolarisUK added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

Thank you for taking the time to improve this EH, I think a lot of people will appreciate it.

In my opinion the EH should eventually return [unit,from container,to container,new item,old item].

from container - the slot/container the item was originally in
to container - the slot/container the item is now in
new item - the classname of the item moved
old item - if an item was replaced (ie a slot) then it returns the previous item's classname

Blocking the action with returning true/false would also be helpful.

Obviously these are simply ideas for the future when you have the time.

May 10 2016, 2:31 AM · Arma 3
SaMatra added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

I assume it just deletes item off player and creates it back in the container?

May 10 2016, 2:31 AM · Arma 3
SaMatra added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

japapatramtara, thanks for the information. Also isn't "HandleDamage" EH already does something like that with allowing mission designer to change damage behavior before actually applying the damage?

May 10 2016, 2:31 AM · Arma 3
Killzone_Kid added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

@japapatramtara LOL dev branch update notes say the fix is in today's build, but it is obviously not. Damn it would have been good weekend :)

May 10 2016, 2:31 AM · Arma 3
japapatramtara added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

SaMatra:
sorry, but your solution could be really beneficial, but quite hard to implement. We would have to change the whole EH system, callers, etc.. so maybe some day in a future, but not now.

May 10 2016, 2:31 AM · Arma 3
PolarisUK added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

I don't think it's really a necessary feature for the EH. I scripted a 'restricted items' feature last night, it's really not that difficult.

May 10 2016, 2:31 AM · Arma 3
Killzone_Kid added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

Big improvement yet still quite buggy.,

  1. Backpack still doesn't register TAKE.
  2. weapon to inventory doesnt trigger put but transferring it back triggers take
  3. weapon items to inventory (not magazines) like weapon do not trigger put but do trigger take

Keep up a good work we are almost there! :)

May 10 2016, 2:31 AM · Arma 3
japapatramtara added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

Killzone_Kid: situations from your bug report has been fixed in DEV. 110480 and will be distributed soon ;-)

May 10 2016, 2:31 AM · Arma 3
PolarisUK added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

Ideally it'd return the new classname and the previous classname as well.

May 10 2016, 2:31 AM · Arma 3
SaMatra added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

Is there any chance we could make this event handler allow or forbid take or put operations depending on event handler's code returned value (true of false)?

May 10 2016, 2:31 AM · Arma 3
Killzone_Kid added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

events Take and Put have never been designed for community usage so we can't guarantee a full functionality. Anyway I'm going to take a look what I can do for you

Sorry dude, these EHs were announced in one of the SITREPs or SPOTREPs so I guess they were meant for community after all. Anyway, if you can fix it, I will buy you a beer :)

May 10 2016, 2:31 AM · Arma 3
gammadust added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

To keep it only two eventhandlers (Put and Take), one could condense them into...

PUT:

  • item slot* TO inventory**
  • subcontainers*** TO inventory
  • inventory TO ground
  • item slot TO ground
  • backpack TO ground

TAKE:

  • ground TO inventory
  • ground TO item slot
  • ground TO backpack
  • inventory TO item slot
  • inventory TO backpack

*item slot represents also weapon slots, magazine slots, NVG slot, Glasses/Goggles, etc.

  • inventory represents combat fatigues like items
    • subcontainers represents carriers and backpacks like items

Basically the biderection would be:
PUT == inner TO outer
TAKE == outer TO inner

the scripter would only require to make an additional check onto which level (of 3 possible) the item was placed.

May 10 2016, 2:31 AM · Arma 3
japapatramtara added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

gammadust: many thanks for nice overview of Take and Put behavior ;-) I tried to cover your description in DEV. 110425(not in steam distribution yet).

In future I'm planning to extend Take and Put arguments by some additional information like (drag started from vest/uniform/backpack/body/weapon and was placed in ground/crate,... ) but now I have some other issues with higher priority to do

May 10 2016, 2:31 AM · Arma 3
japapatramtara added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

events Take and Put have never been designed for community usage so we can't guarantee a full functionality. Anyway I'm going to take a look what I can do for you

May 10 2016, 2:31 AM · Arma 3
PolarisUK added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

There really should be a fully functional version for the community. Thank you for trying though, I think many developers will appreciate it. As long as it works in both cases for the main slots I think everyone will be happy.

May 10 2016, 2:31 AM · Arma 3
PolarisUK added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

The "PUT" EH fires for removing headgear but the "TAKE" EH doesn't fire for equipping it. There's quite a few situations I've found where either "PUT" or "TAKE" won't work but the other one will.

May 10 2016, 2:31 AM · Arma 3
PolarisUK added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

It would be really nice if this was resolved soon please.

May 10 2016, 2:31 AM · Arma 3
PolarisUK added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

I honestly can't believe this still hasn't been fixed! It's a pretty useful EH to a wide range of modifications. I can confirm the strange behaviour as well, it's not consistent at all.

It would also be nice if the EH returned the classname of the previous item as well as the new one.

May 10 2016, 2:31 AM · Arma 3
Killzone_Kid added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

Related: http://feedback.arma3.com/view.php?id=12834

May 10 2016, 2:31 AM · Arma 3
gammadust added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

^^ I trust your experiments. I left some room for mistery since these events suggest a biderectional, hence 2 places possible. Yet between ground, inventory, associated slot (and subcontainers), those make at least 3 distinct places. In theory the events can only distinguish so much.

May 10 2016, 2:31 AM · Arma 3
Killzone_Kid added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

There is no mystery. Put backpack down - event fires, take backpack up - event doesnt fire. The only mystery is why is it still broken?

May 10 2016, 2:31 AM · Arma 3
gammadust added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

upvoted.

But maybe there is some obscure logic to it. Maybe we just need to know what that logic is.

May 10 2016, 2:31 AM · Arma 3
bewilderbeest added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

Yep, very frustrating. Please give this some attention, your developer community could do so much with this!

May 10 2016, 2:31 AM · Arma 3
Bohemia updated subscribers of T66186: [FIXED] "Put" and "Take" event handlers are bugged.
May 10 2016, 2:31 AM · Arma 3
Killzone_Kid added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

It is still broken

May 10 2016, 2:31 AM · Arma 3
Killzone_Kid added a comment to T66186: [FIXED] "Put" and "Take" event handlers are bugged.

So 3 months on we are now in Beta and the 2 event handlers have not been fixed and are pretty useless right now. If I take my watch and put it on the ground it fires Put even handler but if I put it back into items is doesn't fire Take nor does it fire if I pick it with default action from the ground. Why? because it goes into items straight away.

May 10 2016, 2:31 AM · Arma 3
Bohemia added a project to T66186: [FIXED] "Put" and "Take" event handlers are bugged: Arma 3.
May 10 2016, 2:31 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T66186: [FIXED] "Put" and "Take" event handlers are bugged.
May 10 2016, 2:31 AM · Arma 3
Astaroth added a comment to T66185: Game crashed while receiving data from MP server.

Do you have .bidmp and .mdp files for this crash? I need them too.

May 10 2016, 2:31 AM · Arma 3
MadDogX added a comment to T66185: Game crashed while receiving data from MP server.

Closing due to lack of info / response in over a month.

If the issue is still reproducable for you, please create a new ticket for it and make sure to include all requested information / files.

May 10 2016, 2:31 AM · Arma 3
Dogheadfish added a comment to T66185: Game crashed while receiving data from MP server.

No, I don't, sorry, that was all the files in the folder.

May 10 2016, 2:31 AM · Arma 3
Dogheadfish edited Steps To Reproduce on T66185: Game crashed while receiving data from MP server.
May 10 2016, 2:31 AM · Arma 3
Simon1279 added a comment to T66184: More NATO factions.

And why not we're in mediterranean envivorment how about Italian troops, wich are an important military force in NATO sometimes italians generals leads NATO operations, and i believe in mediterranean envivorment italians are in their "habitat"

Italian 1st regiment carabiniers paratroppers Tuscania (the elite of IT special forces)

May 10 2016, 2:31 AM · Arma 3
mwnciboo added a comment to T66184: More NATO factions.

Yeah that is "Pointe Du Hoc", went there on a Battlefield Tour. Turned out the guns were removed and replaced with telegraph Poles, but the Rangers still got up that cliff. The Cliff is insane, especially when you consider grenades raining down on you, and then Machine Gun fire as you Crest. It's stunning they took that position.The Story of 1st Sgt. Leonard Lomell is particularly amazing.

We Digress....I would love to see the following in ARMA 3

  1. Bundeswehr Panzer Grenadiers
  2. French Foreign Legion
  3. The Royal Canadian Regiment
  4. 82nd Airborne Division
  5. Netherlands Marine Force
  6. Danish Guard Hussar

But actually much of this will be done by the MOD Community.

May 10 2016, 2:31 AM · Arma 3
Bohemia added a project to T66185: Game crashed while receiving data from MP server: Arma 3.
May 10 2016, 2:31 AM · Arma 3
CSRKryssar added a comment to T66184: More NATO factions.

This suggest was processed by our team and will be looked into. We thank you for your feedback.

May 10 2016, 2:31 AM · Arma 3
Unknown Object (User) added a comment to T66184: More NATO factions.

or another example would be something du hoc, i remember i think it was either rangers, who fought in that place and climbed all the way up that hill just to destroy the flaks and the artillery there so they could let the army, marines and the rest of the allies disembark more safely into normandy in '44.

Yes, ArmA 3 should have a realistic application to the SF groups, either in mass, small ops, undercover, patrols (like in vietnam), etc.

May 10 2016, 2:31 AM · Arma 3
mwnciboo added a comment to T66184: More NATO factions.

I agree we should have SF, but we should also have the "Grunts" so to speak.

I think your point about A campaign is great. Having an SF unit go in and neutralise something prior to a Big Air drop or a Big Amphibious landing would be an Excellent idea and it is what we do.

SF doing a Surgical strike to open the way for the Follow on Forces.

Operation Barras was a good example of this. We smashed them with a combination of Special Forces and Elite infantry.

http://en.wikipedia.org/wiki/Operation_Barras

On top of this Large Scale Special Forces Raids have been on a few occasions and they are Outrageous in scope. I would like to see this in the game as well. Good examples being.

http://en.wikipedia.org/wiki/Raid_on_Pebble_Island
http://en.wikipedia.org/wiki/Battle_of_Mogadishu_(1993)
http://en.wikipedia.org/wiki/Death_of_Osama_bin_Laden

And this one...Not much talked about openly, but it was a biggy!
http://www.telegraph.co.uk/news/worldnews/asia/afghanistan/1364035/Wounded-SAS-men-were-in-cave-raid.html

May 10 2016, 2:31 AM · Arma 3
jack_zattack519 added a comment to T66184: More NATO factions.

The game is in ALPHA. Patience.

May 10 2016, 2:31 AM · Arma 3
mwnciboo added a comment to T66184: More NATO factions.

I'm sorry Dr Death but the following:-

"actually, i am sure marines in both UK and US sides are not elite infantry, just a joint force with somewhat different training and equipment, they are not exactly better than the army."

What you wrote Is utter nonsense. The Royal Marine Commando's have the Longest Basic training of any Infantry in the World, their Ethos, fitness and training eclipses that of the British Army by a Considerable margin.

The USMC also have considerable Training, their Ethos, fitness and Training eclipses that of the US Army.

So by Elite Infantry, I mean Elite Assault Infantry. Other good examples are the US Airborne, Rangers and British Parachute Regiment, French Foreign Legion. These are some of the worlds finest Assault Infantry, they are the Tip of the Spear and used to lead Assaults. They are the 1st in, they are given the tough nuts to crack, and their histories and ethos show just how resilient they are as fighting units, especially when other units would have withdrawn or surrendered.

Special Forces are great at what they do, but you never have enough of them and they are extremely, extremely expensive to train and the numbers of recruits are low (unless you lower the standards and then, well they aren't that special anymore are they?).

So ARMA for me should be about Line Infantry and Elite Assault Infantry. Not about BLADES running around in 4 Men Patrols doing close Target Recce, or surgical Strikes. I want to be the Sledgehammer not the Scalpel.

As a retired OF-3, and Graduate of the Staff College in the UK, believe me when I say Marines of Almost all countries are an Elite Formation.

May 10 2016, 2:31 AM · Arma 3
Unknown Object (User) added a comment to T66184: More NATO factions.

mwnciboo, you convinced me, however, there is still the fact that Spec ops are being used in real life for different missions, maybe in the campaign of the game you play the first parts as a SOF in a unit that must strike first, get intel, destroy AA to support friendly troops (pretty much the same thing as the campaign in Arma 2) or just stealth missions, i know they are not universal, they are not armed with nanosuits (i REALLY love that thing...)and they are not chuck norris/Rico Rodriguez/Gordon Freemans.

But if they do exist, then it must be because of something.

and in real life, there are several missions wich include large amounts of navy seals (30 or around) doing missions together (example, the elimination of "bin laden"), and if we go REALLY back in time, in the vietnam war, Seals were just a small group of people used in recon/assaults wich had lots of air support.

i know they are not the main focus, but it WOULD be realistic to have them.

and like stated before, if you really take a close look, the units used already in arma 3 have pretty much a Spec Ops equipment

May 10 2016, 2:31 AM · Arma 3
samogon added a comment to T66184: More NATO factions.

Why only NATO?
OPFOR in A3 alpha is almost equal to BLUFOR.BLUFOR doesn't have superior firepower now,that it was in A2OA.Balance between sides allows to create enjoyable PvP missions.

May 10 2016, 2:31 AM · Arma 3
Unknown Object (User) added a comment to T66184: More NATO factions.

actually, i am sure marines in both UK and US sides are not elite infantry, just a joint force with somewhat different training and equipment, they are not exactly better than the army.

and Special forces are not THAT useless, but most of their jobs is to get intel, or they can do like in vietnam and bring back the LRRP, now THOSE guys were REALLY needed in SF missions.

May 10 2016, 2:31 AM · Arma 3
Snipedhunter added a comment to T66184: More NATO factions.

I think it will be in the game later.

May 10 2016, 2:31 AM · Arma 3
Unknown Object (User) added a comment to T66184: More NATO factions.

Rangers or ainrborne/paratroopers are elite infantry, and mwnciboo, the reason why people like SOF missions is because the REAL LIFE SOG missions are quite interesting and really hard, after all, the players/soldiers MUST BE trained, hard, smart and good at what they do, but yeah, the concept of a special operator has been twisted too much nowdays.

besides, i am pretty sure the units in arma 3 are the Spec ops ones, i mean, i dont know since when the US army uses a standar pistol and 2 mags for a common rifle man and changed the size from 12-13 soldiers per squad to 10

May 10 2016, 2:31 AM · Arma 3
mwnciboo added a comment to T66184: More NATO factions.

Elite Assault Infantry (like the USMC, US Airborne, Rangers, British Para's, Royal Marines) are very highly trained Infantry, lets be honest most Special Forces (in the UK at least) come from this background. I do know that US Navy Seals recruit directly from the Civil Populous.

The problem I have is that 99% of Special Forces are dull, get in, do the job get out. Usually Close Target Recce, Designation of key targets, attacking specific sites. They are expensive assets you don't throw them at anything, thats what your line infantry is for, patrolling and sweeping areas, holding positions and doing the lions share of the work.

Special Forces, emphasis on the Special because in Computer Games they are featured everywhere and in such numbers we should really called them "Common Forces".

The attraction for me to OPERATION FLASHPOINT and something that has carried through the series, is Section Attacks, Platoon Attacks and Company sized Assaults. The ability to actually be an infantryman and use proper tactics and Infantry Weapons.

I think if ARMA goes down the Special Forces road too far, I think it will lose one of the Unique Selling Points of the series.

May 10 2016, 2:31 AM · Arma 3
samnicho added a comment to T66184: More NATO factions.

Ok, thank you. I did look it up and I only found a bit saying that the U.S. 7th division would be the playable NATO faction.

I am all in favour for more infantry, that's why I was asking for more nations. But elite forces are also something I'd like to see, especially airborne Infantry, like the Parachute regiment or the U.S. equivalent. With easy to organise para jumps and HALO jumps.

May 10 2016, 2:31 AM · Arma 3
Helari added a comment to T66184: More NATO factions.

ARMA 3 will have many nato countries and most of the units in selection will apparently be special forces judging from media released.

Edit: Why do people wonder why there's very little content variety when the game isn't even in beta? I bet some people are making suggestions asking for tanks or helicopters.

May 10 2016, 2:31 AM · Arma 3
Unknown Object (User) added a comment to T66184: More NATO factions.

placeholders, guys, placeholders.

May 10 2016, 2:31 AM · Arma 3
mwnciboo added a comment to T66184: More NATO factions.

Why Special forces? Special forces go in, and if all goes well they aim not to get into fire-fights. What we want in this Game is Line Infantry, or Elite Infantry not Special Forces.

Remember OPERATION FLASHPOINT, the Special Forces Missions were tense, but actually weren't as good as the ones with the larger Platoon or Company attacks.

It is the curse of Modern Computer gaming, as soon as you introduce modern military it always "Tends towards Special forces".

SF make up a tiny % of the fighting strength of NATO forces. I say more respect for the Humble Professional Infantryman.

May 10 2016, 2:31 AM · Arma 3
samnicho edited Steps To Reproduce on T66184: More NATO factions.
May 10 2016, 2:31 AM · Arma 3
Bohemia added a project to T66184: More NATO factions: Arma 3.
May 10 2016, 2:31 AM · Arma 3
Fireball added a comment to T66183: AI won't engaging after getting ordered through the menu (VIDEO).

Thanks.

May 10 2016, 2:31 AM · Arma 3
ceeeb added a comment to T66183: AI won't engaging after getting ordered through the menu (VIDEO).

I only see repeated target commands in the youtube video linked?

I have tested in both Arma2:CO and OFP:R. There is currently no difference in the behaviours between these games and Arma 3 Alpha (dev build). Telling an AI to target an enemy he can't shoot will not make him move, and you can only tell him to target the unit once (with audio).

May 10 2016, 2:31 AM · Arma 3
papyrabbit08 added a comment to T66183: AI won't engaging after getting ordered through the menu (VIDEO).

Ha ha! Cool man, I didn't see it that way. I never had to use it like that, but I agree, it is the same in the others games. So you have to order to target and then 3-4 (engage command) to order to attack? Thank you then.
THE TOPIC CAN BE SET AS CLOSED.

May 10 2016, 2:31 AM · Arma 3
papyrabbit08 added a comment to T66183: AI won't engaging after getting ordered through the menu (VIDEO).

Yes, it is the way I did it. I mean, I did it as in OFP, Arma 1 and Arma 2... I select the unit, and then order to engage (or target if you want) through the 2-menu. In the other games, the unit then acknowledge and begging to walk in the enemy direction.

May 10 2016, 2:31 AM · Arma 3
ceeeb added a comment to T66183: AI won't engaging after getting ordered through the menu (VIDEO).

Although the subtitles (and voices) do suggest you are ordering your unit to engage the enemy (that's a separate problem), the target menu only tells you unit to fire upon a target (if possible, without moving to enable them to do so). Engage tells them to move to a suitable position to fire upon their currently nominated target.

Correct way to command AI currently is:
2, target that AI (F2, 2, 2)
2, engage (F2, 3, 4)

or

2, engage at will (F2, 3, 5) (unit will engage any target that gets designated to it)
2, target that AI (F2, 2, 2)

May 10 2016, 2:31 AM · Arma 3
Bohemia added a project to T66183: AI won't engaging after getting ordered through the menu (VIDEO): Arma 3.
May 10 2016, 2:31 AM · Arma 3
Fank added a comment to T66182: Crash - Fault address: 0052A78D 01:0012978D.

Issue closed as obsolete. If you encounter this problem again, please create another ticket. Thank you.

May 10 2016, 2:31 AM · Arma 3
papyrabbit08 edited Steps To Reproduce on T66183: AI won't engaging after getting ordered through the menu (VIDEO).
May 10 2016, 2:31 AM · Arma 3
SaOk added a comment to T66182: Crash - Fault address: 0052A78D 01:0012978D.

Hi, it turned out that crashing was from soldiers carrying SVD's which kju fixed later for him mod. Same with these two reports:
http://feedback.arma3.com/view.php?id=7881
http://feedback.arma3.com/view.php?id=7882

These tickets can be closed, but I will sent crashdumps if new ones appear.

May 10 2016, 2:31 AM · Arma 3
Bohemia added a project to T66182: Crash - Fault address: 0052A78D 01:0012978D: Arma 3.
May 10 2016, 2:31 AM · Arma 3
Astaroth added a comment to T66182: Crash - Fault address: 0052A78D 01:0012978D.

Do you have still this issue, if yes, can you please add crashdumps from beta? Thank you.

May 10 2016, 2:31 AM · Arma 3
Fireball added a comment to T66181: Bullets pass through the white trees.

Mass close.

May 10 2016, 2:31 AM · Arma 3
SaOk edited Steps To Reproduce on T66182: Crash - Fault address: 0052A78D 01:0012978D.
May 10 2016, 2:31 AM · Arma 3
Gugla added a comment to T66181: Bullets pass through the white trees.

Fire geometry not icluded. Thanks for feedback

May 10 2016, 2:31 AM · Arma 3
Bohemia updated subscribers of T66181: Bullets pass through the white trees.
May 10 2016, 2:31 AM · Arma 3
danil-ch edited Steps To Reproduce on T66181: Bullets pass through the white trees.
May 10 2016, 2:31 AM · Arma 3
Bohemia added a project to T66181: Bullets pass through the white trees: Arma 3.
May 10 2016, 2:31 AM · Arma 3
MadDogX added a comment to T66180: When dropping pistol while crouched he doesn't change back to rifle.

In that case it can be closed. :)

May 10 2016, 2:31 AM · Arma 3
TTc30 edited Steps To Reproduce on T66180: When dropping pistol while crouched he doesn't change back to rifle.
May 10 2016, 2:30 AM · Arma 3
TTc30 added a comment to T66180: When dropping pistol while crouched he doesn't change back to rifle.

I'm aware it's a duplicate now

May 10 2016, 2:30 AM · Arma 3
Bohemia added a project to T66180: When dropping pistol while crouched he doesn't change back to rifle: Arma 3.
May 10 2016, 2:30 AM · Arma 3
wallside added a comment to T66179: Roof-landed helicopters float in the air.

Fixed for the first screenshot but not for the second (which is the gas station south of Agia Marina).

May 10 2016, 2:30 AM · Arma 3
ceeeb added a comment to T66179: Roof-landed helicopters float in the air.

Related to (partial duplicate) of #2040

(If one has to be closed, I'd say keep this one as it is more clear)

May 10 2016, 2:30 AM · Arma 3
CSRKryssar added a comment to T66179: Roof-landed helicopters float in the air.

This issue was processed by our team and will be looked into. We thank you for your feedback.

Please keep the issue monitored to see when it is fixed.

May 10 2016, 2:30 AM · Arma 3
Bohemia added a project to T66179: Roof-landed helicopters float in the air: Arma 3.
May 10 2016, 2:30 AM · Arma 3
simast edited Steps To Reproduce on T66179: Roof-landed helicopters float in the air.
May 10 2016, 2:30 AM · Arma 3
CSRKryssar added a comment to T66178: Helicopter cyclic left and right inputs do not match for keyboard and joystick.

This issue was processed by our team and will be looked into. We thank you for your feedback.

Please keep the issue monitored to see when it is fixed.

May 10 2016, 2:30 AM · Arma 3
Bohemia updated subscribers of T66179: Roof-landed helicopters float in the air.
May 10 2016, 2:30 AM · Arma 3
Bohemia added a project to T66178: Helicopter cyclic left and right inputs do not match for keyboard and joystick: Arma 3.
May 10 2016, 2:30 AM · Arma 3
MadDogX added a comment to T66177: setFog breaks with very small decay value.

Mass closing ancient tickets with no activity for > 12 months; assume fixed or too trivial.

If this issue is still relevant in current dev build, please re-post.

May 10 2016, 2:30 AM · Arma 3
simast edited Steps To Reproduce on T66178: Helicopter cyclic left and right inputs do not match for keyboard and joystick.
May 10 2016, 2:30 AM · Arma 3
Killzone_Kid added a comment to T66176: camSetDir command is bugged.

Pretty sure by now this command is FUBAR. At least I tried, twice. Closed forever.

May 10 2016, 2:30 AM · Arma 3
Akryllax added a comment to T66176: camSetDir command is bugged.

Just found this didn't work. Proposed workarround: http://forums.bistudio.com/showthread.php?191470-Arma-3-camSetDir-workarround&p=2931463#post2931463

May 10 2016, 2:30 AM · Arma 3
Killzone_Kid added a comment to T66176: camSetDir command is bugged.

Reopening to try once more.

May 10 2016, 2:30 AM · Arma 3
Bohemia added a project to T66177: setFog breaks with very small decay value: Arma 3.
May 10 2016, 2:30 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T66177: setFog breaks with very small decay value.
May 10 2016, 2:30 AM · Arma 3
Killzone_Kid added a comment to T66176: camSetDir command is bugged.

closing as not fixable. it was broken for a long time and recent attempt to fix it went nowhere

May 10 2016, 2:30 AM · Arma 3
Killzone_Kid added a comment to T66176: camSetDir command is bugged.

@ceeeb camSetTarget is not the same, as camSetDir works with camCommit and therefore should allow for cam animation. Also camSetTarget [0,0,0] expected to turn camera towards map origin, but instead is ignored; camSetTarget [0,0,1], i.e. quite close but different from [0,0,0] would work though.

I'm reopening this as japapatramtara has recently attempted to fix the command. Will see how it goes.

May 10 2016, 2:30 AM · Arma 3
MadDogX added a comment to T66176: camSetDir command is bugged.

Mass closing ancient tickets with no activity for > 12 months; assume fixed or too trivial.

If this issue is still relevant in current dev build, please re-post.

May 10 2016, 2:30 AM · Arma 3
ceeeb added a comment to T66176: camSetDir command is bugged.

You can achieve the same result by using camSetTarget instead. Example:
_cam camSetTarget [(_pos select 0) + 1, (_pos select 1), (_pos select 2)];

May 10 2016, 2:30 AM · Arma 3
Killzone_Kid added a comment to T66176: camSetDir command is bugged.

Well MulleDK19 how is the spinning uncontrollably camera is working as intended?

May 10 2016, 2:30 AM · Arma 3