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May 10 2016

japapatramtara added a comment to T66241: removeAllContainers leaves unit with uniform model even though their uniform is removed.

FIXED in DEV version. 110188 I'd say that this patch will be distributed to public tomorrow, so please give me a feedback

May 10 2016, 2:33 AM · Arma 3
japapatramtara added a comment to T66241: removeAllContainers leaves unit with uniform model even though their uniform is removed.

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 ;-)

May 10 2016, 2:33 AM · Arma 3
SaMatra added a comment to T66241: removeAllContainers leaves unit with uniform model even though their uniform is removed.

Bug is still actual in beta

May 10 2016, 2:33 AM · Arma 3
Blake added a comment to T66241: removeAllContainers leaves unit with uniform model even though their uniform is removed.

removeUniform does not seem to in multiplayer.

May 10 2016, 2:33 AM · Arma 3
MessiahUA added a comment to T66241: removeAllContainers leaves unit with uniform model even though their uniform is removed.

Problem still exists in latest stable.

May 10 2016, 2:33 AM · Arma 3
Killzone_Kid added a comment to T66241: removeAllContainers leaves unit with uniform model even though their uniform is removed.

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.

May 10 2016, 2:33 AM · Arma 3
SaMatra edited Steps To Reproduce on T66241: removeAllContainers leaves unit with uniform model even though their uniform is removed.
May 10 2016, 2:33 AM · Arma 3
Bohemia updated subscribers of T66241: removeAllContainers leaves unit with uniform model even though their uniform is removed.
May 10 2016, 2:33 AM · Arma 3
DanWerwolf added a comment to T66241: removeAllContainers leaves unit with uniform model even though their uniform is removed.

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.

May 10 2016, 2:33 AM · Arma 3
Bohemia added a project to T66241: removeAllContainers leaves unit with uniform model even though their uniform is removed: Arma 3.
May 10 2016, 2:33 AM · Arma 3
mwnciboo added a comment to T66240: Collection of thoughts on how to make driving vehicles more realistic.

Well thought out...I approve, all excellent suggestions.

May 10 2016, 2:33 AM · Arma 3
MadDogX added a comment to T66240: Collection of thoughts on how to make driving vehicles more realistic.

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.

May 10 2016, 2:33 AM · Arma 3
Bohemia updated subscribers of T66240: Collection of thoughts on how to make driving vehicles more realistic.
May 10 2016, 2:33 AM · Arma 3
Scogol edited Steps To Reproduce on T66240: Collection of thoughts on how to make driving vehicles more realistic.
May 10 2016, 2:33 AM · Arma 3
Bohemia added a project to T66240: Collection of thoughts on how to make driving vehicles more realistic: Arma 3.
May 10 2016, 2:33 AM · Arma 3
Bohemia added a project to T66239: Player freezes when trying to get out of a support transport helo after reaching destination.: Arma 3.
May 10 2016, 2:33 AM · Arma 3
MadDogX added a comment to T66239: Player freezes when trying to get out of a support transport helo after reaching destination..

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, 2:33 AM · Arma 3
isprant edited Steps To Reproduce on T66239: Player freezes when trying to get out of a support transport helo after reaching destination..
May 10 2016, 2:33 AM · Arma 3
Fireball added a comment to T66238: clearItemCargoGlobal is not global and functions exactly like clearItemCargo.

Resolved according to reporter.

May 10 2016, 2:33 AM · Arma 3
Fireball added a comment to T66238: clearItemCargoGlobal is not global and functions exactly like clearItemCargo.

Mass closing resolved issues not updated since November.

May 10 2016, 2:33 AM · Arma 3
Bohemia updated subscribers of T66238: clearItemCargoGlobal is not global and functions exactly like clearItemCargo.
May 10 2016, 2:33 AM · Arma 3
Killzone_Kid added a comment to T66238: clearItemCargoGlobal is not global and functions exactly like clearItemCargo.

has duplicate: http://feedback.arma3.com/view.php?id=14481

May 10 2016, 2:33 AM · Arma 3
SaMatra added a comment to T66238: clearItemCargoGlobal is not global and functions exactly like clearItemCargo.

Uploaded UPDATED_clearItemCargoGlobal_repro.Stratis.rar which contants repro mission with updated classnames.

May 10 2016, 2:33 AM · Arma 3
SaMatra added a comment to T66238: clearItemCargoGlobal is not global and functions exactly like clearItemCargo.

Issue is still not fixed, it is impossible to properly clear items from containers in MP game as of now.

May 10 2016, 2:33 AM · Arma 3
CSRKryssar added a comment to T66237: AI sent into buildings in custom missions are not situationally aware (stare at walls).

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, 2:33 AM · Arma 3
Bohemia added a project to T66238: clearItemCargoGlobal is not global and functions exactly like clearItemCargo: Arma 3.
May 10 2016, 2:33 AM · Arma 3
SaMatra edited Steps To Reproduce on T66238: clearItemCargoGlobal is not global and functions exactly like clearItemCargo.
May 10 2016, 2:33 AM · Arma 3
BallisticChicken edited Steps To Reproduce on T66237: AI sent into buildings in custom missions are not situationally aware (stare at walls).
May 10 2016, 2:33 AM · Arma 3
ryanbeckey0 added a comment to T66237: AI sent into buildings in custom missions are not situationally aware (stare at walls).

^ agree 100% with everything you said

May 10 2016, 2:33 AM · Arma 3
Bohemia added a project to T66237: AI sent into buildings in custom missions are not situationally aware (stare at walls): Arma 3.
May 10 2016, 2:33 AM · Arma 3
CSRKryssar added a comment to T66236: Cannot enter vehicles occupied by another side (Causes multiple problems).

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, 2:33 AM · Arma 3
Bohemia added a comment to T66235: sun visor for pilots.

+1 and helmet glass can have HUD for lock targets by head as in real planes

May 10 2016, 2:33 AM · Arma 3
Bohemia updated subscribers of T66236: Cannot enter vehicles occupied by another side (Causes multiple problems).
May 10 2016, 2:33 AM · Arma 3
Bohemia added a project to T66236: Cannot enter vehicles occupied by another side (Causes multiple problems): Arma 3.
May 10 2016, 2:33 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T66236: Cannot enter vehicles occupied by another side (Causes multiple problems).
May 10 2016, 2:33 AM · Arma 3
SnIpErIT added a comment to T66235: sun visor for pilots.

thanks for your work

May 10 2016, 2:33 AM · Arma 3
SnIpErIT edited Steps To Reproduce on T66235: sun visor for pilots.
May 10 2016, 2:33 AM · Arma 3
Bohemia added a project to T66235: sun visor for pilots: Arma 3.
May 10 2016, 2:33 AM · Arma 3
CSRKryssar added a comment to T66235: sun visor for pilots.

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, 2:33 AM · Arma 3
CSRKryssar added a comment to T66234: AI is stuck with a pistol after changing the primary weapon, supplying rifle ammo won't help.

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

May 10 2016, 2:33 AM · Arma 3
Bohemia updated subscribers of T66234: AI is stuck with a pistol after changing the primary weapon, supplying rifle ammo won't help.
May 10 2016, 2:33 AM · Arma 3
armapirx edited Steps To Reproduce on T66234: AI is stuck with a pistol after changing the primary weapon, supplying rifle ammo won't help.
May 10 2016, 2:33 AM · Arma 3
Bohemia added a project to T66234: AI is stuck with a pistol after changing the primary weapon, supplying rifle ammo won't help: Arma 3.
May 10 2016, 2:33 AM · Arma 3
Vespa added a comment to T66233: Spontaneous change of character positions on slopes, rocks, uneven surfaces.

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.

May 10 2016, 2:33 AM · Arma 3
tyler2 added a comment to T66233: Spontaneous change of character positions on slopes, rocks, uneven surfaces.

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.

May 10 2016, 2:33 AM · Arma 3
armapirx added a comment to T66233: Spontaneous change of character positions on slopes, rocks, uneven surfaces.

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.

May 10 2016, 2:33 AM · Arma 3
Astaroth added a comment to T66233: Spontaneous change of character positions on slopes, rocks, uneven surfaces.

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.

May 10 2016, 2:33 AM · Arma 3
Bohemia added a comment to T66233: Spontaneous change of character positions on slopes, rocks, uneven surfaces.

Yes, Confirmed, seriously annoying!

May 10 2016, 2:33 AM · Arma 3
CSRKryssar added a comment to T66233: Spontaneous change of character positions on slopes, rocks, uneven surfaces.

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, 2:33 AM · Arma 3
armapirx added a comment to T66233: Spontaneous change of character positions on slopes, rocks, uneven surfaces.

@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.

May 10 2016, 2:33 AM · Arma 3
ceeeb added a comment to T66233: Spontaneous change of character positions on slopes, rocks, uneven surfaces.

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...

May 10 2016, 2:33 AM · Arma 3
Bohemia added a project to T66233: Spontaneous change of character positions on slopes, rocks, uneven surfaces: Arma 3.
May 10 2016, 2:33 AM · Arma 3
tyler2 edited Steps To Reproduce on T66233: Spontaneous change of character positions on slopes, rocks, uneven surfaces.
May 10 2016, 2:33 AM · Arma 3
Bohemia updated subscribers of T66233: Spontaneous change of character positions on slopes, rocks, uneven surfaces.
May 10 2016, 2:33 AM · Arma 3
DarkWanderer added a comment to T66232: Proposal to amend the inventory.

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.

May 10 2016, 2:33 AM · Arma 3
CSRKryssar added a comment to T66232: Proposal to amend the inventory.

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

May 10 2016, 2:33 AM · Arma 3
tyler2 added a comment to T66232: Proposal to amend the inventory.

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.

May 10 2016, 2:33 AM · Arma 3
mwnciboo added a comment to T66232: Proposal to amend the inventory.

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.

May 10 2016, 2:33 AM · Arma 3
DarkWanderer added a comment to T66232: Proposal to amend the inventory.

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).

May 10 2016, 2:32 AM · Arma 3
tyler2 edited Steps To Reproduce on T66232: Proposal to amend the inventory.
May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66232: Proposal to amend the inventory: Arma 3.
May 10 2016, 2:32 AM · Arma 3
MadDogX added a comment to T66231: Mortars Have Become Bugged.

Seems to be a dupe of your ticket from earlier today. Why create a second one about the same issue?

May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66231: Mortars Have Become Bugged: Arma 3.
May 10 2016, 2:32 AM · Arma 3
bigpickle edited Steps To Reproduce on T66231: Mortars Have Become Bugged.
May 10 2016, 2:32 AM · Arma 3
MadDogX added a comment to T66230: issue setFriend function.

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, 2:32 AM · Arma 3
Bohemia added a project to T66230: issue setFriend function: Arma 3.
May 10 2016, 2:32 AM · Arma 3
replikant added a comment to T66230: issue setFriend function.

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.

May 10 2016, 2:32 AM · Arma 3
Mariodu62 edited Steps To Reproduce on T66230: issue setFriend function.
May 10 2016, 2:32 AM · Arma 3
Bohemia updated subscribers of T66229: Does not ask to save after making progress, then trying to exit the editor..
May 10 2016, 2:32 AM · Arma 3
MadDogX added a comment to T66228: AT mine detonates after vehicle passes over it..

#2426

May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66229: Does not ask to save after making progress, then trying to exit the editor.: Arma 3.
May 10 2016, 2:32 AM · Arma 3
TheBoat edited Steps To Reproduce on T66229: Does not ask to save after making progress, then trying to exit the editor..
May 10 2016, 2:32 AM · Arma 3
ceeeb added a comment to T66228: AT mine detonates after vehicle passes over it..

Duplicate of #2426

May 10 2016, 2:32 AM · Arma 3
noah895 edited Steps To Reproduce on T66228: AT mine detonates after vehicle passes over it..
May 10 2016, 2:32 AM · Arma 3
Khan added a comment to T66227: Shot turtle, didn't fall to the ocean floor.

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.

May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66228: AT mine detonates after vehicle passes over it.: Arma 3.
May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66227: Shot turtle, didn't fall to the ocean floor: Arma 3.
May 10 2016, 2:32 AM · Arma 3
CSRKryssar added a comment to T66226: Minigun sounds are way to unrealistic..

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, 2:32 AM · Arma 3
samnicho edited Steps To Reproduce on T66227: Shot turtle, didn't fall to the ocean floor.
May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66226: Minigun sounds are way to unrealistic.: Arma 3.
May 10 2016, 2:32 AM · Arma 3
noah895 edited Steps To Reproduce on T66226: Minigun sounds are way to unrealistic..
May 10 2016, 2:32 AM · Arma 3
Bohemia updated subscribers of T66226: Minigun sounds are way to unrealistic..
May 10 2016, 2:32 AM · Arma 3
MadDogX added a comment to T66225: drawLine3D not visible through mh-9 and ah-9 glass.

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, 2:32 AM · Arma 3
cancerouspete added a comment to T66225: drawLine3D not visible through mh-9 and ah-9 glass.

As of beta this only applies to the AH-9 and MH-9. All other helicopters render drawline3d through glass

May 10 2016, 2:32 AM · Arma 3
cancerouspete added a comment to T66225: drawLine3D not visible through mh-9 and ah-9 glass.

still relevant as of the latest dev build. no change in details

May 10 2016, 2:32 AM · Arma 3
cancerouspete edited Steps To Reproduce on T66225: drawLine3D not visible through mh-9 and ah-9 glass.
May 10 2016, 2:32 AM · Arma 3
MadDogX added a comment to T66224: Please wait for your player to setup.

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.

May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66225: drawLine3D not visible through mh-9 and ah-9 glass: Arma 3.
May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66224: Please wait for your player to setup: Arma 3.
May 10 2016, 2:32 AM · Arma 3
MadDogX added a comment to T66223: Virtual artillery is bugged, impacts are far off target.

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, 2:32 AM · Arma 3
Apex edited Steps To Reproduce on T66224: Please wait for your player to setup.
May 10 2016, 2:32 AM · Arma 3
bigpickle added a comment to T66223: Virtual artillery is bugged, impacts are far off target.

This also happens with AI fired and player fired mortars!

May 10 2016, 2:32 AM · Arma 3
bigpickle added a comment to T66223: Virtual artillery is bugged, impacts are far off target.

http://youtu.be/HmTK7BKx64k

May 10 2016, 2:32 AM · Arma 3
bigpickle edited Steps To Reproduce on T66223: Virtual artillery is bugged, impacts are far off target.
May 10 2016, 2:32 AM · Arma 3
wkl9684gmailcom added a comment to T66222: ArmA 3 error message "ArmA 3 Alpha has stopped working" received upon launch.

It's resolved. I deleted a few things that interfere with gaming and the like and the game runs beautifully.

May 10 2016, 2:32 AM · Arma 3
Unknown Object (User) added a comment to T66222: ArmA 3 error message "ArmA 3 Alpha has stopped working" received upon launch.

Nope, sorry that's the only thing that worked for me.

May 10 2016, 2:32 AM · Arma 3
MadDogX added a comment to T66222: ArmA 3 error message "ArmA 3 Alpha has stopped working" received upon launch.

Closing as fixed.

May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66223: Virtual artillery is bugged, impacts are far off target: Arma 3.
May 10 2016, 2:32 AM · Arma 3
Unknown Object (User) added a comment to T66222: ArmA 3 error message "ArmA 3 Alpha has stopped working" received upon launch.

I have this most of the time, but I waited for a couple of seconds or ALT - TABBED and it works perfectly fine.

May 10 2016, 2:32 AM · Arma 3
wkl9684gmailcom added a comment to T66222: ArmA 3 error message "ArmA 3 Alpha has stopped working" received upon launch.

Tried that solution a few times, to no avail. Any other ideas?

May 10 2016, 2:32 AM · Arma 3