Security features such as the ones you requested are already planned and being worked on, but are not to be tracked/discussed publicly.
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May 10 2016
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.
Please post in english only.
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 =)
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
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.
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..
Thanks!
Tested in last public release, bug is fixed, thanks.
Do you have still this issue? It should be fixed in latest version.
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.
This is still the alpha with limited content. The full game will have much more and varied units and weapons.
Reported fixed by author.
this is 2035...Who says Iran cant have this technology?
Its not the US army alone, its NATO. And opfor is Iran, most weapons are based on real life ones or prototypes.
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.
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!
This looks to be fixed since last public patch
I can confirm this issue seems to be fixed (at least in the dev build). Thanks!
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...
More than two months passed, this obvious and straight-forward bug is still not fixed. What the hell?
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.
Closing as dupe of #4180. Images have been transferred.
Duplicate of #4180
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
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
Re-opening, it seems somewhat different from #7773.
This problem still happens rarely, usually noticable with ragdolls, sometimes when player dies nearby bushes or walls fall down.
Seems to be fixed. Marking as such. :)
Mass close.
Confirmed all fixed :)
We did the testing and vehicles and ragdolls no longer cause breakable objects to fall.
Bug videotaped. Lamp posts are not local to the driver of Offroad.
http://www.youtube.com/watch?v=twOdQaVj5lk#t=44s
Objects are still falling over. They dont fall over for any vehicles anymore but whilst on foot they still do.
This should be taken care of in next update. Please let us know. Revision where it is fixed is : 105683.
Related to #7773
Mass close.
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.
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 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.
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.
Do you have still this issue, if yes, can you please add crashdumps from beta? Thank you.
Happened instantly when soldier with SDV was shot dead.
Do you have still this issue, if yes, can you please add crashdumps from beta? Thank you.
Mass closing resolved issues not updated since November.
Yep, canMove ignores the wheels under vehicle. :-(
Still an issue.
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.
Should be fixed in next dev branch update.
Yeah works as intended now.
I've just checked - everything is fine!
Mass-closing resolved issues not updated in 10 days.
should be already fixed. can someone give me a feedback?
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;
}
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. :)
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!
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.
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.
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.
Or you can create a unit, add him proper uniform and lock his inventory. (If there was a command to lock it)
The same point as having removeAllWeapons and removeWeapon commands I guess.
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.
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.
Why it is a nightmare?
{player removeWeapon _x} forEach (weapons player)
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.
kylania, maybe we should ask to introduce a command that would lock vehicle inventory instead
i don't understand what's the problem, simply remove everything except uniform, there is no logic in your words
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.
haha :)
this command is on the wiki: https://community.bistudio.com/wiki/removeAllContainers