Page MenuHomeFeedback Tracker
Feed Advanced Search

May 10 2016

Christian_K added a comment to T66290: Make Tracers A Light Source.

What there are people voting against a realism feature???
Tracers DO ILLUMINATE THE ENVIRONMENT in real life, some more, some less depending on caliber, color and obviously distance to objects/ground.

In ArmA1 (yes ArmA1!!!) this was done by the infamous ACE-Mod without any performance loss. A light source was added to every tracer round fired and did the job quite well.

And remember: ArmA1 had a very old engine state compared to ArmA3 with low to none love for lighting at all. Imagine this with ArmA3s Lighting improvements.

Proof Videos RL:

May 10 2016, 2:35 AM · Arma 3
ShotgunSheamuS added a comment to T66290: Make Tracers A Light Source.

Well then pirx, then that would add allot to game play and immersion if the light illuminates surrounding objects and environment, mix that in with what laywiin said about the different tracers and it's affect to NVG as well and this topic can become a much wanted effect.

As i mentioned,.i don't know what the impact is, i only imagine it to be resourceful as having plenty of dynamic lighting requires resources, i have never used the mid myself though, but if you d say it has little to no impact, and the devs justify that, then that would be an awesome feature.

May 10 2016, 2:35 AM · Arma 3
gpha5e added a comment to T66290: Make Tracers A Light Source.

with a better optimized engine it would be awesome

May 10 2016, 2:34 AM · Arma 3
armapirx added a comment to T66290: Make Tracers A Light Source.

I use tracer light mod and it didn't cause any performance drop, even on my old computer. The light is visible only at night and the ground is being lit even if bullet is travelling few meters above. Tracers also lit up nearby objects, like trees, when shooting into a forest. So yes, it has an impact on game play and immersion, because tracers are more visible and have more dramatic appearance. There was a debate on the forums and it was finally decided, with the support of real tracers firing movies, that they do lit up the ground, while flying low.

May 10 2016, 2:34 AM · Arma 3
bigpickle added a comment to T66290: Make Tracers A Light Source.

I very much doubt it would strain anyone's rig. Its a tiny light source not a large one like a fire or such.

Did you ever use BD Tracer mod for Arma2?

I had an awful right back then and there was a virtually no fps drop at all in a full on fire fight with that mod running.

Get away from thinking that light source means fires or that equivalent lighting up the environment for tens of meters, the light source used for the tracer would only be equal to the bullet size.

May 10 2016, 2:34 AM · Arma 3
ShotgunSheamuS added a comment to T66290: Make Tracers A Light Source.

No I've never used that mod, but still, can only imagine it having to use more resources, other than that, if the tracer gives off such minimal amount of light, then what's the point even doing it if you won't really be seeing the effect, if the tracer glows like it does now, then i see no problem with the current state of it. So tell me exactly how it will make an impact on game play, or even the immersion if it's a light source that wouldn't even light up it's surroundings a meter or so?

May 10 2016, 2:34 AM · Arma 3
knister added a comment to T66290: Make Tracers A Light Source.

Tracers also seem not bright enough at night.

May 10 2016, 2:34 AM · Arma 3
ShotgunSheamuS added a comment to T66290: Make Tracers A Light Source.

I'm with laywiin on this, and tracers light up, which makes them a light source, but as i say, i would much rather it be an option as having hundreds of dynamic light sources flying around, i imagine it to be putting heavy strain on any ones rig.

May 10 2016, 2:34 AM · Arma 3
laywiin added a comment to T66290: Make Tracers A Light Source.

....

May 10 2016, 2:34 AM · Arma 3
ceeeb added a comment to T66290: Make Tracers A Light Source.

Related to #6041

May 10 2016, 2:34 AM · Arma 3
laywiin added a comment to T66290: Make Tracers A Light Source.

I will believe that burning powder is a light source?

some other hints on this source wiki

There are three types of tracers: bright tracer, subdued tracer and dim tracer. Bright tracers are the standard type, which start burning immediately after exiting the muzzle. A disadvantage of bright tracers is that they give away the shooter's location to the enemy; as a military adage puts it, "tracers work
both ways". Bright tracers can also overwhelm night-vision devices, rendering them useless. Subdued tracers burn at full brightness after a hundred or more yards to avoid giving away the gunner's position. Dim tracers burn very dimly but are clearly visible through night-vision equipment.

some tracer rounds: http://www.youtube.com/watch?v=3F7HDUwrMEs

Another thing to notice, is that the tracers in Arma III Goes out of view for the player they just dissepear in sight. like something is wrong, they just get deleted after so far distance, this looks very bad.

Look at the video to see how a tracer round slowly fade into nothing " Burning up" As so far in arma 3 they burn and stopp. not slowly fade.

thats something BIS could have fixed easy, and it would make the effect of tracers look much better!

May 10 2016, 2:34 AM · Arma 3
bigpickle added a comment to T66290: Make Tracers A Light Source.

tracer are not a light source in real life! seriously?

May 10 2016, 2:34 AM · Arma 3
ShotgunSheamuS added a comment to T66290: Make Tracers A Light Source.

it would be nice, but if so, so as not to impact performance, make it only a variable that will be enable if dynamic lights are set to very high or ultra.

May 10 2016, 2:34 AM · Arma 3
Bohemia updated subscribers of T66290: Make Tracers A Light Source.
May 10 2016, 2:34 AM · Arma 3
Unknown Object (User) added a comment to T66290: Make Tracers A Light Source.

tracers are not a light source IRL

May 10 2016, 2:34 AM · Arma 3
bigpickle edited Steps To Reproduce on T66290: Make Tracers A Light Source.
May 10 2016, 2:34 AM · Arma 3
Bohemia added a project to T66290: Make Tracers A Light Source: Arma 3.
May 10 2016, 2:34 AM · Arma 3
Astaroth added a comment to T66289: Warning Message: Cannot load texture a3\characters_f\common\data\helmet_heli_spc_co.paa..

I am unable to reproduce. Can you write some step to reproduce please? Thank you.

May 10 2016, 2:34 AM · Arma 3
MadDogX added a comment to T66289: Warning Message: Cannot load texture a3\characters_f\common\data\helmet_heli_spc_co.paa..

Apparently fixed.

May 10 2016, 2:34 AM · Arma 3
kju-PvPscene added a comment to T66289: Warning Message: Cannot load texture a3\characters_f\common\data\helmet_heli_spc_co.paa..

seems fixed in beta

May 10 2016, 2:34 AM · Arma 3
ShotgunSheamuS added a comment to T66288: driving over characters have no impact?.

I guess you could say duplicate to 1066, though I've always heard crash sound when hitting objects, including trees, may perhaps be due to sound overhaul, noticed as of yesterdays update silenced weapons play no sound either. But anyways, this is more about hitting AI and players alike with vehicles, not just limited to trees, and optionally also a physical effect such as "bounce" when going over said AI or player. So i agree with related, or update description of ticket 1066 to include sound of hitting AI and players as well.

Thanks MadDog =)

May 10 2016, 2:34 AM · Arma 3
kju-PvPscene edited Steps To Reproduce on T66289: Warning Message: Cannot load texture a3\characters_f\common\data\helmet_heli_spc_co.paa..
May 10 2016, 2:34 AM · Arma 3
LolaLimelight added a comment to T66288: driving over characters have no impact?.

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

May 10 2016, 2:34 AM · Arma 3
Bohemia added a project to T66289: Warning Message: Cannot load texture a3\characters_f\common\data\helmet_heli_spc_co.paa.: Arma 3.
May 10 2016, 2:34 AM · Arma 3
ceeeb added a comment to T66288: driving over characters have no impact?.

Edited 2013/05/08:

Duplicate of #1066
Related to #2169

May 10 2016, 2:34 AM · Arma 3
MadDogX added a comment to T66288: driving over characters have no impact?.

#1066 is related to crash -sounds-. This ticket is about the physical impact of driving over people. Two different issues, to my mind. :)

May 10 2016, 2:34 AM · Arma 3
ShotgunSheamuS added a comment to T66288: driving over characters have no impact?.

No no no no, not a duplicate ceeeb, read the description carefully =)

May 10 2016, 2:34 AM · Arma 3
Bohemia added a project to T66288: driving over characters have no impact?: Arma 3.
May 10 2016, 2:34 AM · Arma 3
Bohemia updated subscribers of T66288: driving over characters have no impact?.
May 10 2016, 2:34 AM · Arma 3
ShotgunSheamuS edited Steps To Reproduce on T66288: driving over characters have no impact?.
May 10 2016, 2:34 AM · Arma 3
CSRKryssar added a comment to T66287: Unable to update to 0.55/most recent patch.

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, 2:34 AM · Arma 3
DarkWanderer added a comment to T66287: Unable to update to 0.55/most recent patch.

To "update" to 0.55 (which is DEV version) you need to opt-in to Steam "beta" program for the game (it's called development builds). It's enabled in the game properties - like here: http://img.netupd8.com/steam-eurotruck2-beta-linux-testing.png

May 10 2016, 2:34 AM · Arma 3
Bohemia added a project to T66287: Unable to update to 0.55/most recent patch: Arma 3.
May 10 2016, 2:34 AM · Arma 3
Gazza edited Steps To Reproduce on T66287: Unable to update to 0.55/most recent patch.
May 10 2016, 2:34 AM · Arma 3
Astaroth added a comment to T66287: Unable to update to 0.55/most recent patch.

You have to switch to dev version for this update.

Right click on Arma III in your Steam Library>Properties>Betas>development build
This version may not stable and it can contain more bugs, than Stable Arma 3 Alpha version.

May 10 2016, 2:34 AM · Arma 3
Phalanx added a comment to T66286: Characters sink when placed on the Spartan monument.

Confirmed reproducible in latest Stable 0.72.107486

May 10 2016, 2:34 AM · Arma 3
Khan added a comment to T66286: Characters sink when placed on the Spartan monument.

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

May 10 2016, 2:34 AM · Arma 3
MadDogX added a comment to T66286: Characters sink when placed on the Spartan monument.

I can still reproduce this in today's dev build.

May 10 2016, 2:34 AM · Arma 3
Astaroth added a comment to T66286: Characters sink when placed on the Spartan monument.

It should be fixed, check and close please. Thank you.

May 10 2016, 2:34 AM · Arma 3
HKFlash edited Steps To Reproduce on T66286: Characters sink when placed on the Spartan monument.
May 10 2016, 2:34 AM · Arma 3
Bohemia added a project to T66286: Characters sink when placed on the Spartan monument: Arma 3.
May 10 2016, 2:34 AM · Arma 3
Bohemia updated subscribers of T66286: Characters sink when placed on the Spartan monument.
May 10 2016, 2:34 AM · Arma 3
Astaroth added a comment to T66285: Crash.

Can you please upload .rpt and .mdmp files to some free sharing services? Thank you.

May 10 2016, 2:34 AM · Arma 3
Fireball added a comment to T66285: Crash.

Outdated. Open a new ticket if new issues arise.

May 10 2016, 2:34 AM · Arma 3
Call_911 added a comment to T66285: Crash.

Tried to upload mdmp an rpt but file upload fails do to file size

May 10 2016, 2:34 AM · Arma 3
Bohemia updated subscribers of T66285: Crash.
May 10 2016, 2:34 AM · Arma 3
Call_911 edited Steps To Reproduce on T66285: Crash.
May 10 2016, 2:34 AM · Arma 3
Bohemia added a project to T66285: Crash: Arma 3.
May 10 2016, 2:34 AM · Arma 3
ceeeb added a comment to T66284: Vary Intellegence of AI.

The game already lets the mission creator adjust idividual AI skills:

http://community.bistudio.com/wiki/Mission_Editor:_Units#Skill
http://community.bistudio.com/wiki/setSkill
http://community.bistudio.com/wiki/setSkill_array

Users can adjust all AI skills in the difficulty tab.

Related to #3639

May 10 2016, 2:34 AM · Arma 3
MadDogX added a comment to T66284: Vary Intellegence of AI.

As ceeeb points out, this is already possible. Certain other AI issues already have tickets, so this one can be closed.

May 10 2016, 2:34 AM · Arma 3
twistedelmo added a comment to T66284: Vary Intellegence of AI.

To say that units all go through the same training is a bit off in my opinion. IRL you have a small percent (app 10%) that are combat units, while the vast majority are support soldiers. Then within that tenish percent there are those that have seen combat and those that haven't, and also some have had different specialized training.

That aside, I was more just suggesting that there shouldn't just be one skill lvl for all AI as it is unrealistic in my eyes.

I like your idea about the dampening of abilities if you move out of your selected slot while in game. You should start a thread about that.

May 10 2016, 2:34 AM · Arma 3
ShotgunSheamuS added a comment to T66284: Vary Intellegence of AI.

When i said they had the same training, I am referring to basic training, ignoring their specialized roles because I specifically mentioned how that they differ in their roles, they are all pretty much equal when they all are handed a basic assault rifle or side arm, and this I am also referring to those you are bound to meet on the battlefield, i am excluding support roles that aren't there on the battlefield necessarily pointing a gun at you, though even they probably have gone through basic training. So let me just clear that up =)

In that regard, they all are pretty much the same skill level, as they all go through weeks if not months of the same training. If you bring in specialized roles now, obviously a sniper would be more accurate than a support gunner, and this isn't really limitation on skill per role as it is the weapon.

So hopefully that is much clearer now. But to achieve what you want, best bet is to have AI moral and bravery affected after taking out their strongest unit, which would be squad leader, but I think that already is something implimented, perhaps not exactly like that though, but those characteristics are there.

As for opening another ticket, I have been highly demotivated doing things people suggest I do, the last time someone told me hey you should make a seperate ticket for that, it got closed for being a duplicate, and honestly it isnt always easy to find exactly what you looking for if you dont have the right words. So i rather not =) I am sure the devs will read this portion anyway, and if they think it is worth doing, maybe they will, or maybe i will come accross a ticket that is bringing up said issue, after all I have read others who also felt this was too much like CoD so for all I know, that ticket does exist..

May 10 2016, 2:34 AM · Arma 3
ShotgunSheamuS added a comment to T66284: Vary Intellegence of AI.

it's neat idea, but units all go through the same training, so they are all pretty much equal in skill, and really only differ in their roles, so you wont likely find a varience as such where one shoots better than the other, perhaps only when someone is handed a weapon without any training and expected to fight.

The real difference comes with experience, veterans have more experience, and as such can read and predict a battle better than a "noob" in order to make the better judgement calls on the field with the right tactics, but then it only affects the tactics used since the lesser experienced may probably not think 2 or 3 steps ahead.

So really, I can't say I am in favour of variety of skill since it will really differ so minimal, that it wont really be worth doing.

The rank markings however, VBS has that, and it isn't a bad idea. If you could somehow determine who a squads leader is and gun him down, you could break the squads moral and performance, as well as their ability to work well together, then again, there will be someone else next in line to take charge, so it should weaken the squad none the less since it's lesser experienced members taking over, but i dont know if it will really be worth implimenting that much since you could pretty much wipe a squad out before they even realize what happened.

As far as the skill level goes, i think that is pretty much worked in already. However it would be neat if th player could be locked to a skill level instead of being a jack of all trades. Disregarding basic stuff, the special role skills is what I am on about. Say if for example I am support gunner, it shouldn't really be possible in game to now be able to fly a chopper, or pickup a sniper rifle and wipe out an entire squad as if I am a sniper, or heal my team mates as if I am a profesional medic. Agreed it shouldn't be rocket science to be able to pickup and operate a sniper rifle, or AT launcher, or bandage a team mate, but I think the player should be penalised somehow for stepping out of their role, and the impact must be negative enough to force the player to play the role he was assigned to do, but also not too negative to make it seem impossible.

Well thats my 2c worth.

May 10 2016, 2:34 AM · Arma 3
twistedelmo edited Steps To Reproduce on T66284: Vary Intellegence of AI.
May 10 2016, 2:34 AM · Arma 3
Bohemia added a project to T66284: Vary Intellegence of AI: Arma 3.
May 10 2016, 2:34 AM · Arma 3
MadDogX added a comment to T66283: engine noise.

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, 2:34 AM · Arma 3
Bohemia added a comment to T66283: engine noise.

You mentioned the issue was constant whining and concern of hearing loss, is this due to the repeated sound, the audio of the engine and from the interior or exterior view? Hunter or Ifrit?

May 10 2016, 2:34 AM · Arma 3
twistedelmo added a comment to T66283: engine noise.

That would be from the higher pitch of the engine being able to carry farther. It also would depend on the ATV. While any engine revved up is going to make a significant noise compared to an idling one, my point was that they kind of went overboard in game.

May 10 2016, 2:34 AM · Arma 3
Snipedhunter added a comment to T66283: engine noise.

In real, the engine behaves the same way - or you think that with Engine On you can hear whispering of enemies far from you?

/Downvoted

May 10 2016, 2:34 AM · Arma 3
laywiin added a comment to T66283: engine noise.

hes right actualy. there are some sound problems connected to the vehicles. they just doesnt fit together with the other sounds, they are extreme loud.

Tho in reality driving on a ATV/quadbike rl you would not hear much of youre environment.

there should tho or could be a own option for the engine and vehicle sound in sound options.

I dont see this as a critical thing anywhere tho.

May 10 2016, 2:34 AM · Arma 3
Bohemia added a comment to T66283: engine noise.

Don't forget that military vehicles and civilian vehicles are built for different purposes, you aren't going to have the same silent drive in a civilian vehicle that you would in say a humvee where you have to yell to have a conversation because the engine is so loud.

May 10 2016, 2:34 AM · Arma 3
Bohemia added a comment to T66283: engine noise.

Yes I did say that, and yes I have been in one though it may have had a bad muffler or none, who knows it was a one off. All I know is I had to practically yell to speak to the other guy.

As for the ATV, I live in the country and the neighbor two houses down has a four wheeler. I was sitting down in my living room with a window open and I could hear the thing clear as day so no they aren't quiet either.

As for the gunshots...couldn't say, never been in a vehicle getting shot, I don't know if you would hear the bullet or just the impact.

May 10 2016, 2:34 AM · Arma 3
twistedelmo added a comment to T66283: engine noise.

Wow did you really just say that?! First of all its a HMMWV not a humvee, and I doubt you have been around one if you think you have to shout when it's turned on. Yes there is a difference between the purpose of vehicles in the civilian or military sector. However, besides and 88 (which is a mechanic tank) I have never had to shout or scream around a running vehicle.

Yes you probably wouldn't hear much of the environment, but you would probably hear a lot more wind on the ATV than the engine per my experience. As for the other vehicles you would probably hear no environment at all but the engine would definitely not be as loud as the game portrays. In any case you would hear gun fire (within a reasonable distance) no matter the vehicle.

May 10 2016, 2:34 AM · Arma 3
twistedelmo added a comment to T66283: engine noise.

no not remove it, but do something to dull it after a certain time period or break up the monotony of waaaaa-waaaa-waaaa-waaaaa-waaaa-waaaaa-waaaa-waaaaa-waaaa-waaaaa. I personally get really tired of hearing it from one side of the island to the next.

May 10 2016, 2:34 AM · Arma 3
AD2001 added a comment to T66283: engine noise.

You want the devs to remove the engine sound?

May 10 2016, 2:34 AM · Arma 3
linkinx added a comment to T66283: engine noise.

I don't see the problem, you can always tweak the sound in your settings.

May 10 2016, 2:34 AM · Arma 3
twistedelmo edited Steps To Reproduce on T66283: engine noise.
May 10 2016, 2:34 AM · Arma 3
Unknown Object (User) added a comment to T66282: Helicopter and vehicle controls.

i got used to using space as "fire" too, fixes my problem with using aircrafts too

May 10 2016, 2:34 AM · Arma 3
Bohemia added a project to T66283: engine noise: Arma 3.
May 10 2016, 2:34 AM · Arma 3
MadDogX added a comment to T66282: Helicopter and vehicle controls.

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, 2:34 AM · Arma 3
cissev edited Steps To Reproduce on T66282: Helicopter and vehicle controls.
May 10 2016, 2:34 AM · Arma 3
puTuq added a comment to T66282: Helicopter and vehicle controls.

I have bound T with fire/trigger, since that's the only key I could think of, that was the closest to one of my hands and also unused.

May 10 2016, 2:34 AM · Arma 3
MadDogX added a comment to T66281: shadow issues.

Duplicate of #470.

May 10 2016, 2:34 AM · Arma 3
Bohemia added a project to T66282: Helicopter and vehicle controls: Arma 3.
May 10 2016, 2:34 AM · Arma 3
twistedelmo edited Steps To Reproduce on T66281: shadow issues.
May 10 2016, 2:34 AM · Arma 3
Wardealer added a comment to T66280: [Feature Req] Introduce new scripting command to prevent breakable objects (fences, lamps) from breaking by collision (canBreak).

Interesting, we can change our votes of choice!
I upvote only if not everything goes invincible :p

May 10 2016, 2:34 AM · Arma 3
Bohemia added a project to T66281: shadow issues: Arma 3.
May 10 2016, 2:34 AM · Arma 3
SaMatra added a comment to T66280: [Feature Req] Introduce new scripting command to prevent breakable objects (fences, lamps) from breaking by collision (canBreak).

I changed "vehicle" to "object" so it will be more clear what command should do.

May 10 2016, 2:34 AM · Arma 3
Wardealer added a comment to T66280: [Feature Req] Introduce new scripting command to prevent breakable objects (fences, lamps) from breaking by collision (canBreak).

I see.I agree it would be nice to have this option on the map editor, or make some certain objects invincible, while others not.
Now I am sorry for downvoting, since it seems easy to implement.

May 10 2016, 2:34 AM · Arma 3
Killzone_Kid added a comment to T66280: [Feature Req] Introduce new scripting command to prevent breakable objects (fences, lamps) from breaking by collision (canBreak).

This ticket needs some attention, it will be 2 years soon

May 10 2016, 2:34 AM · Arma 3
SaMatra edited Steps To Reproduce on T66280: [Feature Req] Introduce new scripting command to prevent breakable objects (fences, lamps) from breaking by collision (canBreak).
May 10 2016, 2:34 AM · Arma 3
Wardealer added a comment to T66280: [Feature Req] Introduce new scripting command to prevent breakable objects (fences, lamps) from breaking by collision (canBreak).

I believe they have already dealt with this and it is on purpose likewise. I don't find it very unrealistic as it is. Actually, I don't understand why it should be changed and why so many upvotes (?)
The reasons why it should remain as it is:
1.Tactical option.We can choose to destroy on purpose, e.g.break down a fence with ifrit to make a passage, break lamp posts to turn off lights from an area.
2.Various vehicles collision effects have already been adjusted. E.g. Quad bikes cannot break same stuff with ifrits, arma2 Tanks bring down trees easily.
3.If this suggestion will be applied, then tanks will also not be able to break a post.
Since SaMatra says "...any kind of vehicle..." is seems he means that there are some vehicles that should not be able to break certain objects, e.g. hunter vs post, or quad vs fence.
But if I have to pick between such unbreakable objects and objects that break
by quads, I would prefer the 2nd...

May 10 2016, 2:34 AM · Arma 3
Bohemia updated subscribers of T66280: [Feature Req] Introduce new scripting command to prevent breakable objects (fences, lamps) from breaking by collision (canBreak).
May 10 2016, 2:34 AM · Arma 3
SaMatra added a comment to T66280: [Feature Req] Introduce new scripting command to prevent breakable objects (fences, lamps) from breaking by collision (canBreak).

No I mean an ability to make certain objects completely invincible to collision with vehicles (currently you can apply allowDamage false to a lamp post and even hit from tank shell will not break it down but if you collide with it, it will go down). There will be plenty of uses for such scripting command, for example if you make public night time cooperative mission and you have lamp posts on the base you will likely want to make lamp posts invincible so that they will light up the area for players that join the game and spawn at base. Yes it is not realistic but ArmA is not a simulator of breakable lamp posts and such moments can be unrealistic for sake of smoother experience for the players if mission designer needs it.

May 10 2016, 2:34 AM · Arma 3
Bohemia added a project to T66280: [Feature Req] Introduce new scripting command to prevent breakable objects (fences, lamps) from breaking by collision (canBreak): Arma 3.
May 10 2016, 2:34 AM · Arma 3
Khan added a comment to T66279: blank interface.

Are you still experiencing the problem?

Please try verifying the intergrity of game cache in steam (right click on arma 3 -> properties -> Local files)

If this doesn't help, please send us your DxDiag info.

Thank you

May 10 2016, 2:34 AM · Arma 3
MadDogX added a comment to T66279: blank interface.

Closing due to lack of information / no response in a long time.

If this issue is still reproducable for you, please create a new ticket and make sure to include all necessary info / files.

May 10 2016, 2:34 AM · Arma 3
zarull edited Steps To Reproduce on T66279: blank interface.
May 10 2016, 2:34 AM · Arma 3
armapirx added a comment to T66278: AI can't leave small area within radio towers.

On one mission, I told the AI to plant a demo charge directly under one of these towers, the one farther in the perspective on the screen. He did it, but then got stuck and wasn't able to move. He just stood there and didn't react to move commands.

Now, with the latest 0.56 build, I tried to reproduce in the editor and this time he planted and moved from under the tower without problems. Also AI navigated the shed there, walked around all over the place and didn't stuck, not even once.

Previously there were "ground" objects around, but now they're gone. Looks like it's fixed.

May 10 2016, 2:34 AM · Arma 3
Fireball added a comment to T66278: AI can't leave small area within radio towers.

Mass close.

May 10 2016, 2:34 AM · Arma 3
Bohemia added a project to T66279: blank interface: Arma 3.
May 10 2016, 2:34 AM · Arma 3
CSRKryssar added a comment to T66278: AI can't leave small area within radio towers.

There is an option to add an object called "ground" in editor. It is a container. But as we try to reproduce on place you marked we wasn't able to find anything like that on this position by default.

If you meet this situation again:

1] make sure you have vanilla version of ARMA with no unofficial addons
2] Try it via editor
3] If it still occours / make a video or more screenshots from different angles so we can better locate this point.

Thank you.

May 10 2016, 2:34 AM · Arma 3
matt_gold added a comment to T66278: AI can't leave small area within radio towers.

updated to .56, this problem is no longer happening, at least not in this location.
I updated this morning and went into the editor and tried to reproduce the issue, and not only did my subordinates have no problem leaving the area to regroup, but there is no long a "ground" id present, which as you indicated is really a container. Someone there must have done a quick fix. Looks like it's problem solved! Thank you! (new fog looks FANTASTIC by the way, this game is the best game available and you guys are the best game-team in existence, and it's only an alpha!!)

May 10 2016, 2:34 AM · Arma 3
CSRKryssar added a comment to T66278: AI can't leave small area within radio towers.

So we are closing this issue as resoved. Thank you for your report and keep up the good work for the game and community.

May 10 2016, 2:34 AM · Arma 3
Bohemia updated subscribers of T66278: AI can't leave small area within radio towers.
May 10 2016, 2:34 AM · Arma 3
matt_gold edited Steps To Reproduce on T66278: AI can't leave small area within radio towers.
May 10 2016, 2:34 AM · Arma 3
DarkDruid added a comment to T66277: The "setplayable unit" command doesn't work.

It doesn't work for me in MP either (addSwitchableUnit seems to work in SP) and I doubt that example mentioned by B00tsy could work in Arma 3. This is way how to define a global variable, both these commands (and basically all commands in Arma) use different syntax.

May 10 2016, 2:34 AM · Arma 3
B00tsy added a comment to T66277: The "setplayable unit" command doesn't work.

I have only used it with other AI, the AI becomes playable and switchable (last time I tried). No idea if it actually creates new slots in the lobby.

May 10 2016, 2:34 AM · Arma 3
Bohemia added a project to T66278: AI can't leave small area within radio towers: Arma 3.
May 10 2016, 2:34 AM · Arma 3
B00tsy added a comment to T66277: The "setplayable unit" command doesn't work.

You need to add 'AddSwitchableUnit' too. Works for me also in MP.

SetPlayble = ["Unit1", "Unit2"]; addSwitchableUnit = ["Unit1", "Unit2"];

May 10 2016, 2:34 AM · Arma 3