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May 10 2016

wkl9684gmailcom edited Steps To Reproduce on T66222: ArmA 3 error message "ArmA 3 Alpha has stopped working" received upon launch.
May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66222: ArmA 3 error message "ArmA 3 Alpha has stopped working" received upon launch: Arma 3.
May 10 2016, 2:32 AM · Arma 3
seseta edited Steps To Reproduce on T66221: Reload bug when prone.
May 10 2016, 2:32 AM · Arma 3
Deadfast added a comment to T66221: Reload bug when prone.

#8209 is a duplicate of this ticket but since it has more details I'll close this one instead.

May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66221: Reload bug when prone: Arma 3.
May 10 2016, 2:32 AM · Arma 3
MadDogX added a comment to T66220: reduce the level of realism.

3rd POV can be disabled in difficulty settings, so it is simply a configuration issue. Not a bug.

May 10 2016, 2:32 AM · Arma 3
Unknown Object (User) added a comment to T66220: reduce the level of realism.

i like that new players are getting into the ArmA community.

i hate it when these new players like you ask these kind of questions. the title makes no sense, its not related to the description of the ticket, and you can deactivate the 3rd camera view option in your menu, if in MP, that's up to the server-side settings

May 10 2016, 2:32 AM · Arma 3
arziben added a comment to T66220: reduce the level of realism.

it's a question of difficulty settings
it's not a problem and certainly won't be removed

May 10 2016, 2:32 AM · Arma 3
gia13mailru edited Steps To Reproduce on T66220: reduce the level of realism.
May 10 2016, 2:32 AM · Arma 3
Bohemia updated subscribers of T66220: reduce the level of realism.
May 10 2016, 2:32 AM · Arma 3
MadDogX added a comment to T66219: AI helicopters no longer land when a helipad is placed on a transport unload waypoint.

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 T66220: reduce the level of realism: Arma 3.
May 10 2016, 2:32 AM · Arma 3
P5cJzJtm added a comment to T66219: AI helicopters no longer land when a helipad is placed on a transport unload waypoint.

I'd say around 5 feet and every once in a while one of my troops gets injured.

May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66219: AI helicopters no longer land when a helipad is placed on a transport unload waypoint: Arma 3.
May 10 2016, 2:32 AM · Arma 3
vryoffbtdrummr added a comment to T66219: AI helicopters no longer land when a helipad is placed on a transport unload waypoint.

you say hovering. at what height?if they are low enough to the ground it shouldnt be a problem.

May 10 2016, 2:32 AM · Arma 3
P5cJzJtm edited Steps To Reproduce on T66219: AI helicopters no longer land when a helipad is placed on a transport unload waypoint.
May 10 2016, 2:32 AM · Arma 3
SnIpErIT edited Steps To Reproduce on T66218: Stretching neck on speed boat.
May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66218: Stretching neck on speed boat: Arma 3.
May 10 2016, 2:32 AM · Arma 3
CSRKryssar added a comment to T66218: Stretching neck on speed boat.

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
kentska60 edited Steps To Reproduce on T66217: Hack my coop server.
May 10 2016, 2:32 AM · Arma 3
MadDogX added a comment to T66217: Hack my coop server.

This is related to the recent hacks, which I'm sorry to say are not to be tracked publicly. Therefore, this ticket will be closed.

Some fixes for these issues have been released in the dev build, but restarting your game should before you create your server should normally do the trick.

Also, see here for more information: http://forums.bistudio.com/showthread.php?149411-How-to-change-between-stable-Arma-3-Alpha-versions-amp-release-candidates-STEAM-client

Closing. If you wish to discuss this issue further, I would recommend using the forums.

May 10 2016, 2:32 AM · Arma 3
armapirx added a comment to T66216: Requesting Feature for Equipment Loadout by Pouches on Vest.

http://feedback.arma3.com/view.php?id=7586
Requested already.

Customizing vests would be great, especially for campaigns, where you have to acquire equipment and then carry it from mission to mission. But it's Alpha release and the primary reason is to have more realistic infantryman loadouts + more varied and interesting inventory system.

May 10 2016, 2:32 AM · Arma 3
Bohemia updated subscribers of T66216: Requesting Feature for Equipment Loadout by Pouches on Vest.
May 10 2016, 2:32 AM · Arma 3
ceeeb added a comment to T66216: Requesting Feature for Equipment Loadout by Pouches on Vest.

The keywords are:

Duplicate of #7586

May 10 2016, 2:32 AM · Arma 3
Stalker1 added a comment to T66216: Requesting Feature for Equipment Loadout by Pouches on Vest.

Yes, it is. Sorry. I don't think I can close my own post

May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66217: Hack my coop server: Arma 3.
May 10 2016, 2:32 AM · Arma 3
MadDogX added a comment to T66216: Requesting Feature for Equipment Loadout by Pouches on Vest.

Closing dupe.

May 10 2016, 2:32 AM · Arma 3
Stalker1 edited Steps To Reproduce on T66216: Requesting Feature for Equipment Loadout by Pouches on Vest.
May 10 2016, 2:32 AM · Arma 3
Bohemia updated subscribers of T66215: Requesting AI Command Option TRAVELING OVERWATCH.
May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66216: Requesting Feature for Equipment Loadout by Pouches on Vest: Arma 3.
May 10 2016, 2:32 AM · Arma 3
MadDogX added a comment to T66215: Requesting AI Command Option TRAVELING OVERWATCH.

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 T66215: Requesting AI Command Option TRAVELING OVERWATCH: Arma 3.
May 10 2016, 2:32 AM · Arma 3
Stalker1 edited Steps To Reproduce on T66215: Requesting AI Command Option TRAVELING OVERWATCH.
May 10 2016, 2:32 AM · Arma 3
MadDogX added a comment to T66214: Standard Operation Procedures Regarding Stances for Controlled AI.

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 T66214: Standard Operation Procedures Regarding Stances for Controlled AI: Arma 3.
May 10 2016, 2:32 AM · Arma 3
Stalker1 added a comment to T66214: Standard Operation Procedures Regarding Stances for Controlled AI.

You never stand in a combat zone. The problem with combat and stealth behaviors is that they move slower than the player. Maybe if they just allow the players speed to override the AI's position it would be fine. The AI's #1 priority should be to stay in formation.

May 10 2016, 2:32 AM · Arma 3
Stalker1 edited Steps To Reproduce on T66214: Standard Operation Procedures Regarding Stances for Controlled AI.
May 10 2016, 2:32 AM · Arma 3
armapirx added a comment to T66214: Standard Operation Procedures Regarding Stances for Controlled AI.

Yes, but how to tell the AI, if it's in the combat zone or if it's in a safety of airbase? Also on long missions, taking place on the whole island, when you have to travel on foot significant distances between objectives, it would be extremely tiring to crouch with a backpack all the time. It's up to leading player or mission designer to set the correct behaviour for the situation, and as such, standing and Safe have some uses.

In the post above I only made a comment about stances. The slow motion of AI under Stealth and Combat is another matter and can be a huge problem, when you have to actually move, for example breaking contact or assaulting position dynamically. But on other occasions, this extra care on AI's side saves their lives.

If only we could have two variants of Stealth and Combat: careful and dynamic.

May 10 2016, 2:32 AM · Arma 3
Bohemia updated subscribers of T66214: Standard Operation Procedures Regarding Stances for Controlled AI.
May 10 2016, 2:32 AM · Arma 3
armapirx added a comment to T66214: Standard Operation Procedures Regarding Stances for Controlled AI.

I was thinking about the same issue. Whenever I look at a map and automatically take a knee, my digital buddies just stand there happily and enjoy the beauty of Stratis.

My proposition would be a little different, in that any AI representing trained army should:

  • on Aware behaviour: always crouch when stationary (and prone when player lays down or when enemy was spotted, but this works already)
  • on Safe behaviour: stand when stationary (like they do it now)

Stealth and Combat stances are generally fine, they either run, lay down or crouch behind cover.

May 10 2016, 2:32 AM · Arma 3
Laxemann edited Steps To Reproduce on T66213: [Editor] Dropdown menu for texture selection.
May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66213: [Editor] Dropdown menu for texture selection: Arma 3.
May 10 2016, 2:32 AM · Arma 3
Ender added a comment to T66212: AAR/Replay.

well, i was searching on the forums before posting for something similiar but didnt found anything. sorry for the repost

May 10 2016, 2:32 AM · Arma 3
MadDogX added a comment to T66212: AAR/Replay.

If it's a dupe, it would be nice if you could post the ID. A quick search didn't turn up any previous requests for this functionality.

May 10 2016, 2:32 AM · Arma 3
CXN2615 added a comment to T66212: AAR/Replay.

I do have reported this though...
http://feedback.arma3.com/view.php?id=6412

May 10 2016, 2:32 AM · Arma 3
CSRKryssar added a comment to T66212: AAR/Replay.

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

May 10 2016, 2:32 AM · Arma 3
Bohemia added a comment to T66212: AAR/Replay.

DUPE!

May 10 2016, 2:32 AM · Arma 3
DarkWanderer added a comment to T66212: AAR/Replay.

Firmly believe this should be a script suite. There were some community ones for ArmA 2

May 10 2016, 2:32 AM · Arma 3
Bohemia updated subscribers of T66212: AAR/Replay.
May 10 2016, 2:32 AM · Arma 3
Ender edited Steps To Reproduce on T66212: AAR/Replay.
May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66212: AAR/Replay: Arma 3.
May 10 2016, 2:32 AM · Arma 3
MadDogX added a comment to T66211: Urban prone switch while crouch.

This should be possible now.

May 10 2016, 2:32 AM · Arma 3
samogon edited Steps To Reproduce on T66211: Urban prone switch while crouch.
May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66211: Urban prone switch while crouch: Arma 3.
May 10 2016, 2:32 AM · Arma 3
stonestriker edited Steps To Reproduce on T66210: First aid stuck in sound/status loop due to reloading.
May 10 2016, 2:32 AM · Arma 3
Deadfast added a comment to T66209: Grenades doesn't break glass in houses.

Indeed a duplicate, thanks. Closing.

May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66210: First aid stuck in sound/status loop due to reloading: Arma 3.
May 10 2016, 2:32 AM · Arma 3
ceeeb added a comment to T66209: Grenades doesn't break glass in houses.

Duplicate of #7337

May 10 2016, 2:32 AM · Arma 3
dovafox added a comment to T66209: Grenades doesn't break glass in houses.

Show us the location of the window on map on a screenshot?
Would apperciate that.

May 10 2016, 2:32 AM · Arma 3
samogon edited Steps To Reproduce on T66209: Grenades doesn't break glass in houses.
May 10 2016, 2:32 AM · Arma 3
MadDogX added a comment to T66208: Picture-in-picture screen flickering still happening to me.

Known issue, not just you: #436

May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66209: Grenades doesn't break glass in houses: Arma 3.
May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66208: Picture-in-picture screen flickering still happening to me: Arma 3.
May 10 2016, 2:32 AM · Arma 3
Sonic557 edited Steps To Reproduce on T66208: Picture-in-picture screen flickering still happening to me.
May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66207: mods autoload: Arma 3.
May 10 2016, 2:32 AM · Arma 3
samogon edited Steps To Reproduce on T66207: mods autoload.
May 10 2016, 2:32 AM · Arma 3
MadDogX added a comment to T66206: No entrry 'config.bin/CfgMarkers.Warning.

Thanks for pointing it out. Closing as duplicate.

May 10 2016, 2:32 AM · Arma 3
Deadfast added a comment to T66207: mods autoload.

Duplicate of #6740, closing.

May 10 2016, 2:32 AM · Arma 3
Emmoth added a comment to T66206: No entrry 'config.bin/CfgMarkers.Warning.

I can confirm that it's the civilian module that is causing the error msg.

I just deleted my Civilian modules from the mission and the warning msg don't show anymore.

Spezialkrafte.Stratis.7z [^] (9,628 bytes) 2013-05-04 10:23

May 10 2016, 2:32 AM · Arma 3
wallside added a comment to T66206: No entrry 'config.bin/CfgMarkers.Warning.

Duplicate of http://feedback.arma3.com/view.php?id=8007

May 10 2016, 2:32 AM · Arma 3
Unknown Object (User) added a comment to T66206: No entrry 'config.bin/CfgMarkers.Warning.

I shall tell you that this error message pop ups for me usually in the road between agia marina and the airstrip pathway

May 10 2016, 2:32 AM · Arma 3
Spayd added a comment to T66206: No entrry 'config.bin/CfgMarkers.Warning.

this always happens to me when i use a civilian settlement module. I get the error along with a hint that says "auto jede"

May 10 2016, 2:32 AM · Arma 3
Emmoth added a comment to T66206: No entrry 'config.bin/CfgMarkers.Warning.

Would be nice to know what that Error means exactly, so that I can check for bugs in my missions.

May 10 2016, 2:32 AM · Arma 3
Emmoth edited Steps To Reproduce on T66206: No entrry 'config.bin/CfgMarkers.Warning.
May 10 2016, 2:32 AM · Arma 3
MadDogX added a comment to T66205: task destination not working, units not spawnig in the locations marked on editor map.

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
FPSunlim1ted edited Steps To Reproduce on T66205: task destination not working, units not spawnig in the locations marked on editor map.
May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66206: No entrry 'config.bin/CfgMarkers.Warning: Arma 3.
May 10 2016, 2:32 AM · Arma 3
Sniperwolf572 added a comment to T66204: disableCollisionWith has no effect.

Confirmed.

I distinctly remember trying this with two hunters in the early alphas and the engine respected the "disableCollisionWith" between two of them.

The documentation and neokika's comment on the forum also leads me to believe that this is a bug.

May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66205: task destination not working, units not spawnig in the locations marked on editor map: Arma 3.
May 10 2016, 2:32 AM · Arma 3
Astaroth added a comment to T66204: disableCollisionWith has no effect.

This commmand doesn't disable collision between PhysX objects. I changed to feature request.

May 10 2016, 2:32 AM · Arma 3
Killzone_Kid added a comment to T66204: disableCollisionWith has no effect.

Added astaroth comment to wiki http://community.bistudio.com/wiki/disableCollisionWith

May 10 2016, 2:32 AM · Arma 3
F2kSel added a comment to T66204: disableCollisionWith has no effect.

The command does work but not in the way you'd expect.

it only seems to disable soldiers and vehicles and not vehicle to vehicle / object to object collisions.

Vehicle to Vehicle would be useful when using attachto command to stop damage.

May 10 2016, 2:32 AM · Arma 3
gobbo added a comment to T66204: disableCollisionWith has no effect.

Vehicle to Vehicle would be useful when using attachto command to stop damage.

Which is exactly what I was hoping to do with this command. Tired of vehicles blowing up because the attached object collides with it. ;)

Guess it's not really a bug report but more of a feature request, then.

May 10 2016, 2:32 AM · Arma 3
Bohemia updated subscribers of T66204: disableCollisionWith has no effect.
May 10 2016, 2:32 AM · Arma 3
gobbo edited Steps To Reproduce on T66204: disableCollisionWith has no effect.
May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66204: disableCollisionWith has no effect: Arma 3.
May 10 2016, 2:32 AM · Arma 3
MadDogX added a comment to T66203: Missing water effects.

Duplicate of #1036 and #6889.

Please search before posting and read the how-to-guide before creating tickets. Collecting multiple reports/requests into the same ticket is not helpful, for example.

May 10 2016, 2:32 AM · Arma 3
GepardenK edited Steps To Reproduce on T66203: Missing water effects.
May 10 2016, 2:32 AM · Arma 3
bdfriend added a comment to T66202: Recoil pushes the weapon in the wrong direction.

Another recoil myth presented by someone who has never shot a rifle?

C'mon, stop it!
Please, go get a real rifle (huge differences of the recoils) and a shooting instructor and spend some hours on a shooting range. At least, you guys at BI.

Reading the rubbish about the "Weapon Sway" in the "Bootcamp Update" implies rather clearly, that you do not prioritize realism, but gameplay...

May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66203: Missing water effects: Arma 3.
May 10 2016, 2:32 AM · Arma 3
CSRKryssar added a comment to T66202: Recoil pushes the weapon in the wrong direction.

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
Blueteamguy added a comment to T66202: Recoil pushes the weapon in the wrong direction.

0002425

I'm pretty sure that this covers the issue. Also: guns do recoil pretty consistently in real life, back and slightly upward and right (or left if its a lefty setup) mostly has something to do with bolt orientation or something like that. Don't totally understand it but i know its mostly the bolt. Point is when you have mass-produced (nearly identical round-to-round) ammo firing from the same gun over and over, the behavior is gonna be pretty consistent.

May 10 2016, 2:32 AM · Arma 3
paravbs added a comment to T66202: Recoil pushes the weapon in the wrong direction.

Rifles recoil up and to the right due to the rifling of the barrel, and this has nothing to do with whether you're right-handed or left-handed. I'm a left-handed shooter in RL, and which way do AR-15's recoil when I fire them? Up and to the right.

May 10 2016, 2:32 AM · Arma 3
Deadfast added a comment to T66202: Recoil pushes the weapon in the wrong direction.

Updated the ticket description to better reflect the reported problem.

May 10 2016, 2:32 AM · Arma 3
Akinari-san added a comment to T66202: Recoil pushes the weapon in the wrong direction.

You also have to take in mind that most rifles in ArmA 3 will fire the new 6.5mm Grendel caliber which has a higher recoil than the 5.56mm NATO.

May 10 2016, 2:32 AM · Arma 3
Scorpion added a comment to T66202: Recoil pushes the weapon in the wrong direction.

i think you are misunderstanding what i am trying to say. I am trying to say that the recoil should not be as consistent as it is. Right not it is going up and to the right in the exact same spot. fair enough it may move that direction the majority of the time but that has to be a chance that the weapon will move in another direction.

and yes i was wrong about putting this issue under animations.

May 10 2016, 2:32 AM · Arma 3
Unknown Object (User) added a comment to T66202: Recoil pushes the weapon in the wrong direction.

there is like......... around 40 tickets just like this one, and what does the recoil has to do with the "animations"?

May 10 2016, 2:32 AM · Arma 3
Sigma-6 added a comment to T66202: Recoil pushes the weapon in the wrong direction.

To reproduce this in real life:
1: Obtain an assault rifle.
2: Fire said assault rifle right handed.
3: Observe that the barrel climbs consistently up and to the right.

May 10 2016, 2:32 AM · Arma 3
Unknown Object (User) added a comment to T66202: Recoil pushes the weapon in the wrong direction.

sigma, what if i am left handed?

May 10 2016, 2:32 AM · Arma 3
Bohemia added a project to T66202: Recoil pushes the weapon in the wrong direction: Arma 3.
May 10 2016, 2:32 AM · Arma 3