If you use setPlayable command first then addSwitchableUnit command for the same unit it works
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May 10 2016
Are you sure it works in MP? I mean... does it add a new playable slot in the lobby for the created units? I'm on stable and cant get it to work here.
@dippysea: Do you mean in SP? Can you be a bit more specific? Just tried and it does not work in MP.
@devs: Any acknowledgement or possible workaround for this issue?
Any chance of at least investigating this issue?
Just did some testing. setplayable does not set unit playable in a sense that it does not appear in playableUnits array. However it is still possible to switch to a unit with selectPlayer regardless.
Still does not work.
It doesn't work even with dynamically created units i.e. createUnit
any acknowledgement on this issue?
Just tried this command in my mission as I really wanted the mechanic.. and it doesn't work, disappointing.
Hoping BIS will see this.
Edit: It may be worth looking at the addSwitchableUnit command too, since that doesn't seem to work either
This suggest was processed by our team and will be looked into. We thank you for your feedback.
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.
Not seeing any actual bug report here except general complaining about hackers. Such things don't really belong here. Try the forums.
On the ArmA 2 servers I always play on with some of my friends (some of them are the admins and moderators of these servers) we have Battleye, a Community Banlist and we also check the logs whenever possible to avoid getting hackers on the server. Till now, no hacker has ever managed to hack without being noticed, we definitely need these possibilities on ArmA 3 as well!
Sry mate, it seems to be working now and i cant get it to reproduce, maybe it was just a freak incident.
This can be deleted sry for the wasted time.
Can you provide us with more details like which weapons have this issue?
Thank you.
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 issue was processed by our team and will be looked into. We thank you for your feedback.
This suggest was processed by our team and will be looked into. We thank you for your feedback.
Considering that technically they could be equiped with smoke launcher that actually makes sense. /Upvoted.
@sarlac: I meant implemented. You can occasionally see it bug out when you're inside certain buildings, such as with the "blue doorframe bug" here in the tracker (#6436), where objects are obviously being incorrectly culled.
It's definitely there, just not working 100%.
If object culling wasn't implemented your computer would crash every time you started a game. Games like Arma just wouldn't be possible to do without it. Even the beastliest of the beastly computers wouldn't be able to handle Altis.
It is possible that Arma doesn't cull behind geometry, which the techniques for doing so were vastly improved with DX11(or 10, I can't remember), but I've never bothered finding out if that is the case.
DX 11 bought many improvements that improved performance with rendering in games, it's just that we've hardly seen them as most games have been DX9 compatible and unable to use techniques because the time spent implementing such techniques was not worth while for developers.
Oh? Curious...I sure hope then that they continue to work on it for A3 since it could be the difference between 30 someodd fps in a large city versus 10 if that.
Ran out the door to see if maybe it was terrain but no change, also crouched behind some hesco bags, putting my face right in it and no change, same with the big green wall.
This suggestion was processed by our team and will be looked into. We thank you for your feedback.
Supported /= implemented
Actually, occlusion culling has been supported since Arma2. Perhaps the implemetation isn't perfect - e.g. not everything is culled - but it is there.
Duplicate of #6248. Please search before posting.
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.
This issue is resolved in release build 1.00.109911
Nope, that's not how bug reporting works. Bugs without a proper description and "play" as repro steps will be closed.
Already possible in options key bindings. Make it how you want.
Duplicate of #112.
It would be good to add some selectable grip position.
like The "thumb over bore" May makes you hold recoil better,but get tired and unstable over shorter time.
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 duplicate.
Related to #4764
Issue closed as obsolete. If you encounter this problem again, please create another ticket. Thank you.
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.
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.
Duplicate of #1799. Please search before posting.
Duplicate of #2425.
Gepardenk, the aim for the game is for realism, not gameplay, even if this makes it harder, in real life the gun's recoil draws off and it gets recentered again. They should modify the recoil
Sniping and long distance engagements have always been too easy compared to real life in Arma 2. You can just point and shoot and kill almost anything at all ranges within seconds.
This is fixed by the heavy recoil in Arma 3. It makes long range shooting take much more effort to pull off. The recoil itself and how it is done may not be realistic, but the gameplay result is. Now players actually have to consentrate when aiming and they will not always hit at medium to long ranges.
I say bis should leave Arma 3 recoil where it is
ok it workes thanks
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.
Are you sure you are not using 256 color mode or other compatibility setting and your computer meets minimum system requirements?
If you are sure please send us dxdiag and files from this folder: "C:\Users\<Name>\AppData\Local\Arma 3 Alpha\" so we can look your issue.
Can you pack the files in winrar and upload it somewhere please?
When the *.rar will be smaller than 2.097k, you can attach it here. Thank you.
ok thanks sorry that i am late to reply
Agreed, this is a duplicate.
Duplicate of #3505
(highest voted ticket suggesting new method for grass at distance)
This was never feature of ArmA, although there are user created mods that do exactly what you want.