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- User Since
- Mar 6 2013, 12:14 AM (613 w, 4 d)
Mar 7 2018
Jul 9 2016
Arma basic issue, as it contains no "drop yourself down a ladder until you can grab it, to climb the rest" animation. In order to fix that, they'd either have to create an advanced "ladder-boarding-mechanism" which requires probably a hilarious amount of effort for a little feature, or simply make fit ever ladder model to extend 1 man length above the ground (as we know it from jumping boards on swimming pools).
Jul 6 2016
In fact the issue occurs only if you climb a very long ladder, like a radio tower. The climbing sound stops only if you are e.g. 2/3 climbed up a radio tower.
Jul 4 2016
Repro video now available in ticket.
Jul 3 2016
Jul 2 2016
Jul 1 2016
Jun 21 2016
Closing as fixed. Thanks for the feedback.
Jun 19 2016
May 31 2016
May 10 2016
Can you please attach a demo repro mission?
You can roll back to 1.46 and test if it really occurred with 1.48 (within 1.47 dev cycle) or if external influences, such as drivers or OS patches are to blame:
"The Legacy Build branch always contains the previous main branch version. It lets users switch to it in case of major issues with a new version, or just to compare the differences. Currently it contains update 1.46 and its access code is Arma3Legacy146."
Go to properties of the Steam library entry of Arma 3 and go to Betas, enter the access code there and switch to the legacy branch using the drop-down.
Sorry about the open/close, neede to fix a typo in my last message :/
Marking this one dupe of #22335 as it has more and better pictures (daytime).
Make sure you verify 1.46 RC:
Hmm, maybe you're into something. Can you please make a repro mission with a proper hall?
Yep, what Shields said.
I think it is to avoid the very funny of animations while moving, often displayed with players are bored and waiting somewhere (e.g. on a chopper pick-up).
After all, running (or even moving normally) while looking straight up seems very awkward and not realistic (well, try running across an acre while looking straight up; you'll soon fall over straight).
Re-opening on user request.
What if you disable deadzone? Can I close the ticket?
Dupe of #23567.
The problem is, that current animations are not interruptable afaik. So, long repair animations will render you helpless; for the same reason there is currently no revive animation in Endgame mode.
Then again, you would have to design an interruptable repair process (e.g. hitpoints slowly counting up on individual components during repair animations).
Once all this is solved you'd have a workable solution (in-engine). So either you don't make any animation at all, but have a progress bar and make it an interruptable process, or it won't be an "easy fix" at all.
No, that means that there is somewhere a feature request now, below the giant batch of many other requested features and improvements. And for everyone, HIS (or her) feature request is of coursethe most important.
Dupe of #23567.
Can you please try to write down your issue in your original language or ask someone who knows English to translate it for you? The translator you use potentially obfuscates your statement.
Then, please never write down your e-mail in a public space, it will attract spam bots.
If I would try to understand what you wrote, I would say you played a mission like "King of the Hill" which implemented name tags above the players heads. This is not related to the game, but to the mission.
Thanks for the feedback! Question is; is that in 1.43 Dev or already in 1.42? We shall see...
I don't think it's exactly a dupe, since it refers to changes between two dev builds, if I read that correctly.
Improved title, forwarded.
Well, it's a recoilless rifle which uses a 12.7mm projectile. Not sure of the purpose of this weapon as it is even too weak to penetrate (vehicle) armor.
You could say it can be used to silently punch big holes through a human body at close(r) ranges. You can also punch big holes with a .45 magnum, but that one will make a lot of noise.
Also in contrary to a PDW (which also could be silenced), with which you punch many small holes into a body, and is probably similarly effective at close combat, but maybe not at 100-400m - at least not by the amount of rounds required to kill someone.
So there you have it - guess that's how you have to think of that rifle.
Adam, alright, I can live with that, but why allow zeroing up to 600m? Ah well, screw it.
Here:
https://www.youtube.com/watch?v=NDopc6qQRtE
Maybe it's just me, but 1 out of 10 shots in average is not very good. And it's certainly not zeroing, since you can see the wide lateral dispersal of the bullets too.
Ok, then at least remove any zeroing above 1000m - this is ridiculous.
Dupe of #21268.
Caused by AMD Gaming Evolved aka Raptr:
Default Hotkey Ctrl-M for muting game audio while streaming/recording.
Fixed in dev build.
Improved title and forwarded.
Cannot repro - it's only hard to hit at larger ranges, but if you hit, the enemy goes down.
How is it now? According to #23492, we should have improvement.
Awesome ticket, thanks! I was thinking myself, that the sound was unrealistically silent at close distances - or that everyone was using suppressors.
Cheers, thanks for feedback.
Resolved now?
Marking resolved, thanks for the feedback.
Very old issue. Maybe oukej wants this one? :-)
Please specify if this still happens.
I heard of the issue alike the Alt-Tab problem, where keys are stuck after going to Steam Overlay and back in the game, but they can be released by pressing the key(s) again, not that they were permanently unresponsive.
I took the liberty to modify the ticket to include the Alt-Tab issue.
EDIT: Reverted; the originally described issue is not reproducible to me.
Will mark it fixed (probably by overall code improvements) for now. Please follow up, if it needs to be re-opened.
Please consider making a new report using the aids and recommendations provided in this ticket.
I don't work for BI if that was you were aiming for, I'm doing this in my spare time.
I was saying for a good bug report, this report is overloaded. Please edit it to make a clear case.
Information overload. Too many commands mentioned, finally you're referring to editor waypoints.
Please make your case clear, narrow it down, avoid wall of text.
OK, marking resolved, not a A3 bug, thanks guys.
Resolved in 1.46.
Dupe of #21268.
OK, please peruse the forum/Skype/Discord channels. Seems to be a support issue.
Can you please attach the mission for repro?
Maybe discuss this in the forums. I'm sure someone who got it to work will be able to help you there.
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Thanks for the update. For further discussion or help, please visit the BI forums (http://forums.bistudio.com).
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You shouldn't play using VPN, as there might be traffic not returning properly to the player or UDP streams are simply becoming unreliable.
There is - to best of my knowledge - no intentional blocking, but it might simply not be intended to play A3 MP using VPN. Usually there's also no reason to do so.
Thanks for the update.
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Yeah, Jimmy meant dev branch, pretty sure. With some luck this still goes into 1.46.
Re-assigned. I already conveyed the issue (again) to Iceman.
It shouldn't be that hard to reproduce now, given all the videos and instructions here.
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