- User Since
- Mar 15 2013, 6:57 PM (339 w, 4 d)
May 1 2018
Oct 30 2017
Be nice if this could be fixed. Having someone in an M2 turret magically kicked out the vehicle is silly, he should be able to stay inside it, have a incapped animation in it and just not be able to do anything
May 15 2017
Seeing you're probably about to work on this ticket, I'd like to make an additional request for OUTSIDE filling. This is very helpful if you want to mark an AO and have everything outside the polygon filled.
Apr 8 2017
Apr 3 2017
Mar 4 2017
Feb 10 2017
Let me make it a bit clearer.
Yes, this error has been present ever since the command has been reintroduced.
Feb 9 2017
Feb 8 2017
This is somewhat connected to https://feedback.bistudio.com/T79651 , however I'm not advocating for chat tabs, just the reasoning is the same.
May 10 2016
http://feedback.arma3.com/view.php?id=25743 just made pretty much duplicate ticket. It's when the center of the vehicles goes below terrain level that it automatically switches back to surface alignment.
Because it's a 50% bonus when you have binoculars compared to when you not have binoculars. Exact same same gear, but give them a binoculars and they get a serious speed increase.
Agree with this, unless putting your rifle on back is made possible.
Right now having a primary weapon without binoculars makes you a lot slower then having a primary weapon and not having binoculars. That on it's own makes absolutely no sense but it's forced because if you don't have binoculars you have to run with your weapon in your hands.
Please fix this.
For anyone having problems with this, you can do a workaround by removing one more magazine than needed and then adding back one using addMagazine. That'll re-enable the usage of that type.
Seems like these commands work for the main turret only. In vehicles with a gun on the commander seat (Slammer up for example) it doesn't show the magazines either.
Because of this it's also impossible to get the ammo count for magazines for the Wildcat, seeing they don't fall under a turret. Only magazinesTurret [-1] shows the magazines loaded in the helicopter, but have no ammo count details available.
Perfect, thanks for the quick solution.
Same problems on tacbf server. Usually about 60%-80% crashes and it comes in waves. Shows beclient.dll
Bad performance is fixed. Not sure whether it was patch 1.20 or something else going on. Flickering cursor there still (Just a bit though), but way less bothersome.
No mods used.
With the repo mission I get 30 FPS when I move my cursor on the ArmA screen. When I move it off the ArmA screen I get 150 FPS. When I close the dialog I get 110 FPS.
Tested with graphical settings:
Interface Size: Small
Objects: Very High
Dynamic Lights: High
Postprocess: 0 / 0 / 0 / 0 / Disabled / Disabled
Antialiasing: 4x / All Trees / FXAA High / Standard
Got three people to try and reproduce. No luck. I use crossfire myself and have tried turning it off, but no luck again. It's a real shame because the combination of dialogs and maps seem my game run terrible (The FPS issue isn't really a problem, but scripts seem to run way way slower).
Performance is also very bad when opening Dialog on top of map. Normal map view about 90 FPS zoomed. Open dialog and see FPS drop to about 14.
I do have a xbox360 controller but the USB receiver is not connected. Do keep in mind that that joystick shows up as 3 seperate devices (Both in Windows and ArmA), so it still falls under multiple controllers.
Opening control in singleplayer is fine. I can change stuff, it gets saved and everything works correct. When I open controls in multiplayer it ALWAYS removes my joystick as device and the only way to fix it is by restarting the game.
Same problem here
Windows 8 x64
Logitech G940 Joystick (Registers as 3 controllers. Joystick, throttle, pedals)
Logitech G13 (Joystick function is completely disabled in windows hardware though)
Same problem here still: http://imgur.com/XJeSGiX
Got the same problem here. Any knows what the hell is causing this? Not even disconnecting joystick or anything.
I just wish they would change the speed for on/offroad all together. With the new physics it might be possible to make sure you have less grip making it very hard to drive fast, but at least you're able to when you want to (And you're a good driver). This magical engine limiter when you drive on anything that isn't a perfect pavement is annoying as hell.
Please please please. I remember playing CoD2 (for me the first multiplayer game that I played a lot) and there you could download modes from HTTP servers. I'm guessing a ton of other games also had this feature before that. Could be amazing, seeing there's so much stuff you could implement in a mission file (Think textures/sounds included in missions for that semi-mod feeling). Not practically doable with downloading from servers, but with a quick HTTP download? Heck yeah!
Still causes a crash.
Hello there, seeing there's lots of discussing about suppression here, I might as well post this here in the hopes of getting some general feedback. I'm working on suppression for the TacBF mod (Dale, who made plenty of posts here, is in that team as well). Either give feedback here or what you think or on the youtube video (preferably the youtube video). The values of effects are quite easy to tune and it doesn't require other mods and is fully scripted. It could be added to any multiplayer server without any problems. Eventually it'll be released to the public as well.
Oh yes please oh please. I'd already be happy with a simple selector that doesn't use the default windows input, but full control over which outputs to use would be amazing (More realistic also (I just put that word in because I know people in the Arma community like it)
May 9 2016
Please please do this. It seems so much more logical to just say what type of rails a certain weapon has and then adding the required rail to the attachment. That way it's all compatible as well. Right now if you make an attachment you need to edit all the normal weapons to make sure they can use the attachment.... Even more of a problem: If person A releases a weapon mod and person B releases a mod with attachments, person A will need to update his own mod again to use person B his attachments. With a clear system person A can just says it uses Rail X and person B can prepare his attachments to work with all guns that have a Rail X.
The fact that they are working on it doesn't mean you can't give feedback about it. I have keybinds for pistol switching (;) and launcher switching (lCtrl+;) and would like to have the ability (Alternate options like that are always good if you ask me) (Not force people to remove it) to turn those options of from the scroll menu.
Could use a bit less spread and really need the fire modes back. Somewhere halfway between Arma3 and Arma2 seems like a good choice.