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May 10 2016

Bohemia added a project to T66255: MH-9 position choice.: Arma 3.
May 10 2016, 2:33 AM · Arma 3
MadDogX added a comment to T66254: Massive BattlEye improvement.

Security features such as the ones you requested are already planned and being worked on, but are not to be tracked/discussed publicly.

May 10 2016, 2:33 AM · Arma 3
T-Bone edited Steps To Reproduce on T66254: Massive BattlEye improvement.
May 10 2016, 2:33 AM · Arma 3
Bohemia added a project to T66254: Massive BattlEye improvement: Arma 3.
May 10 2016, 2:33 AM · Arma 3
Basxt edited Steps To Reproduce on T66253: When entering a invisible target soldier you appear to be sitting in the air. (screens).
May 10 2016, 2:33 AM · Arma 3
MadDogX added a comment to T66253: When entering a invisible target soldier you appear to be sitting in the air. (screens).

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
ShepardSVK edited Steps To Reproduce on T66252: Problem s vykonom pri zapnutych tienoch..
May 10 2016, 2:33 AM · Arma 3
MadDogX added a comment to T66252: Problem s vykonom pri zapnutych tienoch..

Please post in english only.

May 10 2016, 2:33 AM · Arma 3
Bohemia added a project to T66253: When entering a invisible target soldier you appear to be sitting in the air. (screens): Arma 3.
May 10 2016, 2:33 AM · Arma 3
ShotgunSheamuS added a comment to T66251: Hunter headlights VERY weak..

Point noted. I haven't actually jumped in an ifrit at night, did very few night ops, should probably setup editor quick mission.

About the shadows, I've noticed that, like the AH9 has soft shadows and the mounted weapons have hard shadows, and then the ka60 has all hard shadows. Personally i would like objects near the ground or surfaces to have hard shadows, oor character, vehicles etc, and then objects higher like trees etc to have soft shadows, but that's just me.

Back on topic about the lighting, really needs to be brighter, I'm sure they will be writing on it, but no harm showing discontent with the current state and reminding the devs that they need to work on it =)

May 10 2016, 2:33 AM · Arma 3
Bohemia added a project to T66252: Problem s vykonom pri zapnutych tienoch.: Arma 3.
May 10 2016, 2:33 AM · Arma 3
CSRKryssar added a comment to T66251: Hunter headlights VERY weak..

We are very sorry, this issue was closed as duplicate.

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
ShotgunSheamuS added a comment to T66251: Hunter headlights VERY weak..

the lighting overall seems too damn weak, even with flashlight attachment on weapon it is weak to use for night time CQB without NVG's. and for this reason, people will most probably still up the gamma in game -_-

ARMA2 had good bright lighting, and it should be about the same in the new lighting engine.

May 10 2016, 2:33 AM · Arma 3
Bohemia added a comment to T66251: Hunter headlights VERY weak..

The ifrit has very bright lights but it illuminates a HUGE chunk of the world, they are still doing tests with city lights and I suspect that they will jump to vehicles afterward...then again they worked on the new shadows and we still have various objects and vehicles still using the old shadows..

May 10 2016, 2:33 AM · Arma 3
Bohemia added a project to T66251: Hunter headlights VERY weak.: Arma 3.
May 10 2016, 2:33 AM · Arma 3
Bohemia edited Steps To Reproduce on T66251: Hunter headlights VERY weak..
May 10 2016, 2:33 AM · Arma 3
Fireball added a comment to T66250: Crash in multiplayer lobby when you try to assign player to some role and they chose role before you released their name.

Thanks!

May 10 2016, 2:33 AM · Arma 3
SaMatra added a comment to T66250: Crash in multiplayer lobby when you try to assign player to some role and they chose role before you released their name.

Tested in last public release, bug is fixed, thanks.

May 10 2016, 2:33 AM · Arma 3
Astaroth added a comment to T66250: Crash in multiplayer lobby when you try to assign player to some role and they chose role before you released their name.

Do you have still this issue? It should be fixed in latest version.

May 10 2016, 2:33 AM · Arma 3
Bohemia added a project to T66250: Crash in multiplayer lobby when you try to assign player to some role and they chose role before you released their name: Arma 3.
May 10 2016, 2:33 AM · Arma 3
ShotgunSheamuS added a comment to T66249: Suggest: Same kind of units/weapons for both sides feels ridiculous.

Military standards are pretty much the same world wide in a sense i imagine, so of course both sides will be balanced, all militaries pretty much have the same class of troops, same class of vehicles, and same class of weapons etc. Doesn't make sense why one side would be more powerfull than the other =/

Also as stated, why the cross mix of arsenal, it is because blufor is NATO and not the US specifically.

May 10 2016, 2:33 AM · Arma 3
SaMatra edited Steps To Reproduce on T66250: Crash in multiplayer lobby when you try to assign player to some role and they chose role before you released their name.
May 10 2016, 2:33 AM · Arma 3
MadDogX added a comment to T66249: Suggest: Same kind of units/weapons for both sides feels ridiculous.

This is still the alpha with limited content. The full game will have much more and varied units and weapons.

May 10 2016, 2:33 AM · Arma 3
Bohemia added a project to T66249: Suggest: Same kind of units/weapons for both sides feels ridiculous: Arma 3.
May 10 2016, 2:33 AM · Arma 3
Fireball added a comment to T66248: addItemCargoGlobal adds NVGoggles as weapon over the network.

Reported fixed by author.

May 10 2016, 2:33 AM · Arma 3
vryoffbtdrummr added a comment to T66249: Suggest: Same kind of units/weapons for both sides feels ridiculous.

this is 2035...Who says Iran cant have this technology?

May 10 2016, 2:33 AM · Arma 3
GepardenK added a comment to T66249: Suggest: Same kind of units/weapons for both sides feels ridiculous.

Its not the US army alone, its NATO. And opfor is Iran, most weapons are based on real life ones or prototypes.

May 10 2016, 2:33 AM · Arma 3
TasmanskyCert edited Steps To Reproduce on T66249: Suggest: Same kind of units/weapons for both sides feels ridiculous.
May 10 2016, 2:33 AM · Arma 3
ThePatchelist added a comment to T66248: addItemCargoGlobal adds NVGoggles as weapon over the network.

How is the severity on this issue still none?

Can anyone in charge please review the severity of this issue and change it into something close to major?
Because it definitley is a major issue - right now it takes a huge feature completely out of every multiplayer game.

May 10 2016, 2:33 AM · Arma 3
noripper added a comment to T66248: addItemCargoGlobal adds NVGoggles as weapon over the network.

I was hoping this obvious bug is being fixed with the beta.... unfortunately it wasn't. NVGoggles not usable in multiplayer without using weird workaround implementations!

May 10 2016, 2:33 AM · Arma 3
SaMatra added a comment to T66248: addItemCargoGlobal adds NVGoggles as weapon over the network.

This looks to be fixed since last public patch

May 10 2016, 2:33 AM · Arma 3
noripper added a comment to T66248: addItemCargoGlobal adds NVGoggles as weapon over the network.

I can confirm this issue seems to be fixed (at least in the dev build). Thanks!

May 10 2016, 2:33 AM · Arma 3
ThePatchelist added a comment to T66248: addItemCargoGlobal adds NVGoggles as weapon over the network.

SaMatra since you have access to a pretty big community why don't you just "advertise" this issue so it gets upvoted and probalby fixed "faster", even though it shouldn't be that much of a problem to fix...

May 10 2016, 2:33 AM · Arma 3
SaMatra added a comment to T66248: addItemCargoGlobal adds NVGoggles as weapon over the network.

More than two months passed, this obvious and straight-forward bug is still not fixed. What the hell?

May 10 2016, 2:33 AM · Arma 3
ThePatchelist added a comment to T66248: addItemCargoGlobal adds NVGoggles as weapon over the network.

Upvoted, because it definitely needs to be fixed asap!

Is there some kind of ETA for a possible fix to this issue, since it is open and assigned for a while now?
Because right now NVGoggles are basically not-usable in multiplayer games, what makes gameplay in the night pretty much useless.

May 10 2016, 2:33 AM · Arma 3
Bohemia updated subscribers of T66248: addItemCargoGlobal adds NVGoggles as weapon over the network.
May 10 2016, 2:33 AM · Arma 3
SaMatra edited Steps To Reproduce on T66248: addItemCargoGlobal adds NVGoggles as weapon over the network.
May 10 2016, 2:33 AM · Arma 3
MadDogX added a comment to T66247: Dynamic Shadow Sources (Feature Request).

Closing as dupe of #4180. Images have been transferred.

May 10 2016, 2:33 AM · Arma 3
ceeeb added a comment to T66247: Dynamic Shadow Sources (Feature Request).

Duplicate of #4180

May 10 2016, 2:33 AM · Arma 3
Bohemia updated subscribers of T66247: Dynamic Shadow Sources (Feature Request).
May 10 2016, 2:33 AM · Arma 3
MadDogX added a comment to T66247: Dynamic Shadow Sources (Feature Request).

ceeeb is correct, so this ticket will be closed. But the images are so awesome, I felt compelled to attach them to the other ticket. :D

May 10 2016, 2:33 AM · Arma 3
Bohemia added a project to T66248: addItemCargoGlobal adds NVGoggles as weapon over the network: Arma 3.
May 10 2016, 2:33 AM · Arma 3
ShotgunSheamuS added a comment to T66247: Dynamic Shadow Sources (Feature Request).

Poorly my ass... Thats pretty good editing! and that does really look insanely gorgeous... I was hoping this would have been what we could expect from A3 with the new lighting, however meh, seems like i had my hopes too high, although I would love if BIS could impliment this!

+1

May 10 2016, 2:33 AM · Arma 3
Bohemia edited Steps To Reproduce on T66247: Dynamic Shadow Sources (Feature Request).
May 10 2016, 2:33 AM · Arma 3
Fireball added a comment to T66246: Physical objects cause breakable objects (fences, lamp posts) to fall down without direct contact.

Re-opening, it seems somewhat different from #7773.

May 10 2016, 2:33 AM · Arma 3
Bohemia added a project to T66247: Dynamic Shadow Sources (Feature Request): Arma 3.
May 10 2016, 2:33 AM · Arma 3
SaMatra added a comment to T66246: Physical objects cause breakable objects (fences, lamp posts) to fall down without direct contact.

This problem still happens rarely, usually noticable with ragdolls, sometimes when player dies nearby bushes or walls fall down.

May 10 2016, 2:33 AM · Arma 3
MadDogX added a comment to T66246: Physical objects cause breakable objects (fences, lamp posts) to fall down without direct contact.

Seems to be fixed. Marking as such. :)

May 10 2016, 2:33 AM · Arma 3
Fireball added a comment to T66246: Physical objects cause breakable objects (fences, lamp posts) to fall down without direct contact.

Mass close.

May 10 2016, 2:33 AM · Arma 3
JaFuzz added a comment to T66246: Physical objects cause breakable objects (fences, lamp posts) to fall down without direct contact.

Confirmed all fixed :)

May 10 2016, 2:33 AM · Arma 3
SaMatra added a comment to T66246: Physical objects cause breakable objects (fences, lamp posts) to fall down without direct contact.

We did the testing and vehicles and ragdolls no longer cause breakable objects to fall.

May 10 2016, 2:33 AM · Arma 3
SaMatra added a comment to T66246: Physical objects cause breakable objects (fences, lamp posts) to fall down without direct contact.

Bug videotaped. Lamp posts are not local to the driver of Offroad.
http://www.youtube.com/watch?v=twOdQaVj5lk#t=44s

May 10 2016, 2:33 AM · Arma 3
JaFuzz added a comment to T66246: Physical objects cause breakable objects (fences, lamp posts) to fall down without direct contact.

Objects are still falling over. They dont fall over for any vehicles anymore but whilst on foot they still do.

May 10 2016, 2:33 AM · Arma 3
Lynx added a comment to T66246: Physical objects cause breakable objects (fences, lamp posts) to fall down without direct contact.

This should be taken care of in next update. Please let us know. Revision where it is fixed is : 105683.

May 10 2016, 2:33 AM · Arma 3
SaMatra edited Steps To Reproduce on T66246: Physical objects cause breakable objects (fences, lamp posts) to fall down without direct contact.
May 10 2016, 2:33 AM · Arma 3
Bohemia updated subscribers of T66246: Physical objects cause breakable objects (fences, lamp posts) to fall down without direct contact.
May 10 2016, 2:33 AM · Arma 3
ceeeb added a comment to T66246: Physical objects cause breakable objects (fences, lamp posts) to fall down without direct contact.

Related to #7773

May 10 2016, 2:33 AM · Arma 3
Bohemia added a project to T66246: Physical objects cause breakable objects (fences, lamp posts) to fall down without direct contact: Arma 3.
May 10 2016, 2:33 AM · Arma 3
Fireball added a comment to T66245: "Land_Bell_Tower_01_F" and "Land_Chapel_Small_F" have scope = 1 and cannot be created through createVehicle command.

Mass close.

May 10 2016, 2:33 AM · Arma 3
Tilion added a comment to T66245: "Land_Bell_Tower_01_F" and "Land_Chapel_Small_F" have scope = 1 and cannot be created through createVehicle command.

Scope of these objects is still the same, but the class names you mentioned are no longer valid. Those objects are now called Land_BellTower_01_V1_F and Land_Chapel_Small_V1_F.

May 10 2016, 2:33 AM · Arma 3
CSRKryssar added a comment to T66245: "Land_Bell_Tower_01_F" and "Land_Chapel_Small_F" have scope = 1 and cannot be created through createVehicle command.

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 T66245: "Land_Bell_Tower_01_F" and "Land_Chapel_Small_F" have scope = 1 and cannot be created through createVehicle command: Arma 3.
May 10 2016, 2:33 AM · Arma 3
MadDogX added a comment to T66244: Crash - Fault address: 008AAD84 01:004A9D84.

Mass closing ancient tickets with no activity this year; assume fixed or too trivial etc.

If this issue is still relevant in current dev build, please create a new ticket referencing this one and request for it to be re-opened.

May 10 2016, 2:33 AM · Arma 3
SaMatra edited Steps To Reproduce on T66245: "Land_Bell_Tower_01_F" and "Land_Chapel_Small_F" have scope = 1 and cannot be created through createVehicle command.
May 10 2016, 2:33 AM · Arma 3
MadDogX added a comment to T66243: Crash - Fault address: 008AACF4 01:004A9CF4.

Mass closing ancient tickets with no activity this year; assume fixed or too trivial etc.

If this issue is still relevant in current dev build, please create a new ticket referencing this one and request for it to be re-opened.

May 10 2016, 2:33 AM · Arma 3
SaOk edited Steps To Reproduce on T66244: Crash - Fault address: 008AAD84 01:004A9D84.
May 10 2016, 2:33 AM · Arma 3
Astaroth added a comment to T66244: Crash - Fault address: 008AAD84 01:004A9D84.

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

May 10 2016, 2:33 AM · Arma 3
Bohemia added a project to T66244: Crash - Fault address: 008AAD84 01:004A9D84: Arma 3.
May 10 2016, 2:33 AM · Arma 3
SaOk added a comment to T66244: Crash - Fault address: 008AAD84 01:004A9D84.

Happened instantly when soldier with SDV was shot dead.

May 10 2016, 2:33 AM · Arma 3
Astaroth added a comment to T66243: Crash - Fault address: 008AACF4 01:004A9CF4.

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

May 10 2016, 2:33 AM · Arma 3
Fireball added a comment to T66242: canMove returns true for helicopters with broken main rotor.

Mass closing resolved issues not updated since November.

May 10 2016, 2:33 AM · Arma 3
SaOk edited Steps To Reproduce on T66243: Crash - Fault address: 008AACF4 01:004A9CF4.
May 10 2016, 2:33 AM · Arma 3
Bohemia added a project to T66243: Crash - Fault address: 008AACF4 01:004A9CF4: Arma 3.
May 10 2016, 2:33 AM · Arma 3
Ligthert added a comment to T66242: canMove returns true for helicopters with broken main rotor.

Yep, canMove ignores the wheels under vehicle. :-(

May 10 2016, 2:33 AM · Arma 3
Fireball added a comment to T66242: canMove returns true for helicopters with broken main rotor.

Still an issue.

May 10 2016, 2:33 AM · Arma 3
Dr_Eyeball added a comment to T66242: canMove returns true for helicopters with broken main rotor.

The same problem exists for vehicles with missing/broken wheels.

In A2, 'canMove' would return false, but in A3, it returns true until the vehicle is almost destroyed. The prior behaviour in A2 is preferred.

May 10 2016, 2:33 AM · Arma 3
Bohemia updated subscribers of T66242: canMove returns true for helicopters with broken main rotor.
May 10 2016, 2:33 AM · Arma 3
DarkDruid added a comment to T66242: canMove returns true for helicopters with broken main rotor.

Should be fixed in next dev branch update.

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.

Yeah works as intended now.

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.

I've just checked - everything is fine!

May 10 2016, 2:33 AM · Arma 3
Bohemia added a project to T66242: canMove returns true for helicopters with broken main rotor: Arma 3.
May 10 2016, 2:33 AM · Arma 3
Fireball added a comment to T66241: removeAllContainers leaves unit with uniform model even though their uniform is removed.

Mass-closing resolved issues not updated in 10 days.

May 10 2016, 2:33 AM · Arma 3
SaMatra edited Steps To Reproduce on T66242: canMove returns true for helicopters with broken main rotor.
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.

should be already fixed. can someone give me a feedback?

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.

Should be fixed as in... http://feedback.arma3.com/view.php?id=7879#c54453 ?

Or was there another fix? Would be interesting to see the actial code for this fix. I'm imagining something like

removeAllContainers = {
removeBackpack _this;
removeVest _this;
removeUniform _this;
}

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

It's "fixed" as in it strips off the visual uniform as well as uniform, vest and backpack properly, but we'd still like some way of having a visual uniform on a body without any inventory please. :)

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.

Or you can remove all storage containers but leave everything visually intact and if you want to only display uniform then in addition you can exec removeBackpack and removeVest

@SaMatra "inventory" EH ДА!

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.

Either way using bug as a feature is not a good idea, I would wholehartedly introduction of scripting command that would lock specified vehicle inventory. Or better also introduce an event handler that would call when player tries to open inventory of something and returned value of execution would define if player can open inventory or not and also display appropriate mission designer defined message or anything else. For example:

player addEventHandler ["Inventory", {
_player = _this select 0;
_vehicle = _this select 1;

if(_vehicle isKindOf "Offroad_01_base_F") then {

		hint "You cannot access Offroad trunks";
		false

} else {

		true

};
}];

As well as having event handler, having a scripting command would be good too so you can completely remove Inventory option in action menu.

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

removeAllWeapons also removes magazines as well. Handy that. :)

I'm all for a "only display uniform" command.

unit addVisualUniform "classname" or something would be neat.

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.

Yeah ok, you can do that but it will require your average Jo have knowledge of loops "what is _x anyone?". What I'm saying is instead of making a pretty useful command out of it we got a ok shortcut command.

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.

Or you can create a unit, add him proper uniform and lock his inventory. (If there was a command to lock 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.

The same point as having removeAllWeapons and removeWeapon commands I guess.

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.

Killzone_Kid you're absolutely right in all cases, except, that removeAllContainers itself suggests, that it should literally remove all containers, but instead previously it didn't remove uniform and made a bug, so it's not right to simply "let it be"

I support addition of another separate command for you case.

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.

Not really. removeAllWeapons is pretty useful command because trying to remove all weapons one by one can turn into a nightmare. On the other hand removing backpack, vest and uniform is just that:

removeBackpack player;
removerVest player;
removeUniform player;

This is so simple and straightforward that adding a command that will do all that in one, is overkill.

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.

Why it is a nightmare?

{player removeWeapon _x} forEach (weapons player)

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

It's a shame this was "fixed". Leaving the uniform was a good way of having dressed soldiers without inventory for survival situations where we didn't want to be running around in our underwear. As well as the situation mentioned above with regards to unlootable bodies.

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.

kylania, maybe we should ask to introduce a command that would lock vehicle inventory instead

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.

i don't understand what's the problem, simply remove everything except uniform, there is no logic in your words

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.

Well, correct me if I'm wrong but what is the point of this command now? I can achieve the same result by just removing backpack, vest and uniform. As I mentioned before and as Kylania said the value of this command was in that the unit still looks dressed but has no storage containers. This is currently impossible to replicate by other means. AFAIK there are no commands that would disable storage functionality on fully dressed unit.

I'm actually pretty disappointed as it took developer time to tweak this command that could have been spent on some other bug fixes, and on top this command is now pretty useless.

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.

haha :)

this command is on the wiki: https://community.bistudio.com/wiki/removeAllContainers

May 10 2016, 2:33 AM · Arma 3