FIXED in DEV version. 110188 I'd say that this patch will be distributed to public tomorrow, so please give me a feedback
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May 10 2016
seems like you have discovered my own internal command for debug purposes. well ok, the one way is to hide them.. or I can just fix it ;-)
Bug is still actual in beta
removeUniform does not seem to in multiplayer.
Problem still exists in latest stable.
This command should ideally remove all storage functionality from a unit and leave it visually intact so that one cannot interact with units inventory. Would be useful making dead units unlootable.
Thank you for reporting this issue to us. We appreciate it, keep up the good work and help comuinty and developers to build better game for all.
Well thought out...I approve, all excellent suggestions.
Please read the how-to-guide before posting: http://feedback.arma3.com/how-to-user.html.html
Collecting multiple reports/requests into a single ticket is not helpful. Also, some of the items on your list are duplicates.
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.
Resolved according to reporter.
Mass closing resolved issues not updated since November.
has duplicate: http://feedback.arma3.com/view.php?id=14481
Uploaded UPDATED_clearItemCargoGlobal_repro.Stratis.rar which contants repro mission with updated classnames.
Issue is still not fixed, it is impossible to properly clear items from containers in MP game as of now.
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.
^ agree 100% with everything you said
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.
+1 and helmet glass can have HUD for lock targets by head as in real planes
thanks for your work
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.
We are very sorry, this issue was closed as no-bug.
For future reporting please refer to "how to guide" http://feedback.arma3.com/how-to-user.html.html
behaviour changed so the character goes just to kneel. This is best we can do, allowing prone on big slopes causes even more severe problems.
This occurs at any point of the island which has a slope of the ground surface is more than about 30-40 degrees. I believe that a game character under any circumstances should not perform any actions without my orders. I think that this is not a bug, it's a decision the developer is very similar to the one that can not be shot from a grenade launcher in the supine position. This is a very strange decision in my opinion.
Northweast from Camp Rogain
I was stalking guard tower on vehicle showcase:
4956.01,5943.38,0.00273132 (crawling on a heading 222 deg)
another walkthrough:
4965.29,5956.11,0.00332642 (heading 230 deg)
Here I was spotted and killed by the guards in the tower.
Cliffs between Agia Marina and Airbase
I was crawling up the hill to a sniper position:
2448.11,5767,-0.000518799 (heading 153 deg)
Northweast from Camp Tempest
I was exiting from water there on scuba showcase:
1830.55,3621.33,-0.00211859 (heading 128 deg)
It's a VERY steep terrain between the rocks, which could be possibly navigated, with the help of some gear. Even a knife sticked into the soil, to create a supporting point, would do. It would be a slow upward drag, on your belly, with both arms and legs pulling you up. But in Arma3 you can't crawl there, while walking uphill is possible.
North from Camp Rogain
Another find from vehicle showcase, I was crawling there to stealthy sneak into the camp:
5016.9,5968.1,-9.15527e-005 (heading 172 deg)
After my character stood up, I quickly dashed forward and got prone, only to stand up again a few steps further:
5016.57,5960.8,-0.000274658
In the current Dev version, character stands up only to a crouch, but it's still wrong. The ideal outcome, when encountering too steep or otherwise impassable terrain, would be to stop the character's movement there and leave up to player's choice, whether to change stance or to move back and find another way.
Default movement stance on a very steep terrain should be prone, when moving up (climbing) or down (sliding). When moving across such very steep terrain, it should be possible to walk or crouch-walk, but with a possibility to slip and fall down, especially when moving fast.
Can you write coordinates of some place, where this issue happens? Write into watch field "position player" in debug console [Esc]. Number which will be shown are your coordinates. Thank you.
Yes, Confirmed, seriously annoying!
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.
@ceeeb: the default stance on very steep terrain, should be prone. It would simulate climbing or crawling on both legs and arms. Sliding down would also happen in the prone position, possibly with rolling effect. If rolling, the speed would increase, until the character hits something or rolls down to a flat terrain. Character could be injured or killed in the process, exactly as during an accident in the mountains.
Related (but NOT duplicate) of #2149.
True duplicate of closed tickets #1211 and #1883
The player can only stand on very steep terrain. Entering this terrain in any other stance will cause the player to stand up. On extremely steep terrain, the player will slide down the hill on his feet.
I don't think the current solution to steep terrain is very realistic, but I can not think of an obviously better solutions either...
Well, how do you explain the ability to carry a rifle, a backpack and a grenade launcher at the same time?
Simple - try to strap a backpack and two big drawing tubes (https://www.google.com/search?q=drawing+tube) on your back - that's a simple task. You can easily walk with this - because the backpack stabilizes the tubes; also, one of them will be in your hands most of the time.
And then, as a contra-example, try to put 3 drawing tubes and walk with them, then pull out a random one into hands. That becomes an awkward and clumsy task.
Carrying 3 rifles is totally and utterly not needed. That's a common sense limitation, not some artificial one.
We are very sorry, this issue was closed as no-bug.
For future reporting please refer to "how to guide" http://feedback.arma3.com/how-to-user.html.html
Well, how do you explain the ability to carry a rifle, a backpack and a grenade launcher at the same time? I'm just asking to add the ability to take the grenade launcher instead of a backpack and take a rifle instead of a grenade launcher. The point here is not about convenience but about incomprehensible limitation which does not allow me to take a rifle instead of a grenade launcher, or take the rifle / grenade launcher instead of a backpack.
I disagree with your original Premise why would you need 2 rifles on your back and one in hands?
we don't do this in the field. Neither do Special Forces. Carrying Multiple weapons means multiple ammunition, unless of course they use the same ammunition but then why would you need multiple Weapon systems that do the same thing?
For the weight of the second rifle systems you could just take more ammunition for your own rifle or take a different weapon system.
This isn't an issue of whether you can, this is an issue of simulation, In the real world you will see a Soldier with Possibly two Weapon systems and a Pistol. A Rifle and AT system, A Rifle with extra ammuntion for another Weapon system (Like a SAW belt or Ammunition for a GPMG) or Squad Automatic Weapon or a Grenadier with UGL and extra Rounds. Occasionally Marksmen will carry a 7.62mm Rifle as well as 5.56mm one, but then they don't carry an AT launcher as well!!
Real soldiers carry items like Water, First Aid kits and extras like signal flares, maps, orders, radios etc. So they always have a Patrol pack or backpack on.
I do agree with the Grenade launcher, as a Secondary but it might yet come to pass. The real issue is can you carry the ammunition. The M4/M203 is quite capable Weapon system with extra Grenades over carrying a Pistol. etc etc.
You just don't see modern soldiers tooled up like Arnie in the film "Commando". Because it slows you down, and if you cannot run quickly in all your gear, you are an easy target.
Basically, same proposal as here: http://feedback.arma3.com/view.php?id=5374
But I really disagree with having more than 2 "main" (non-pistol) weapons (as you suggest), because having 2 weapons on the same shoulder is asking for awkward situation when they entangle between each other. Remeber, you should also be able to shoot from pistol (and that means hanging all 3 rifles on your back). And a separate slot for pistol is perfectly backed up (holster).
Seems to be a dupe of your ticket from earlier today. Why create a second one about the same issue?
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.
I'm encountering the same problem when I use
Civilian setFriend [Civilian, 0];
To create Deathmatch missions.
This makes it impossible for the civilians to pick up anything from boxes (they don't show up in the action menu and there is no icon for the box).
Other Parties are unaffected.
#2426
Duplicate of #2426
We are very sorry, this issue was closed as duplicate.
You can monitor this issue's progress here #7141
Also please report one issue per post. Thank you.
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.
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.
As of beta this only applies to the AH-9 and MH-9. All other helicopters render drawline3d through glass
still relevant as of the latest dev build. no change in details
Issues specific to Wasteland can only be fixed by the Wasteland devs, not by BIS. Posting these problems here on the official tracker won't get them fixed.
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.
This also happens with AI fired and player fired mortars!
It's resolved. I deleted a few things that interfere with gaming and the like and the game runs beautifully.
Nope, sorry that's the only thing that worked for me.
Closing as fixed.
I have this most of the time, but I waited for a couple of seconds or ALT - TABBED and it works perfectly fine.
Tried that solution a few times, to no avail. Any other ideas?