- User Since
- Mar 9 2013, 5:10 PM (387 w, 4 d)
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it unfortunately is the classname.
Jul 10 2020
Jul 5 2020
May 28 2020
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Mar 14 2020
Added a repro file and steps:
- load the mission in Eden (world: VR) and start it
- listen to the volume of player saying the sample sound
- the player will be moved to cargo seat of the quad, switch to external camera as requested
- listen to the volume again
- switch to internal camera as requested
- listen to the volume again.
Aug 16 2019
Aug 23 2018
Fixed a long time ago (in a galaxy far, far away…) by locking fire mode change during reload :-)
I second this statement ^ (-:
May 10 2018
hi, any update?
Hi, any update on this?
Apr 11 2018
Tested right now with the RC and it didn't happen.
Apr 6 2018
…I didn't find the upload button at first. Here it is!
Apr 5 2018
Hi Wulf and Vitdom,
Mar 23 2018
Just to make sure about the severity of the problem, as soon as you "properly" turn in (wait until the end of the animation) then turn out, everything is back to normal.
the problem occurs when you turn in >then< before the anim is done, turn out.
Mar 21 2018
Hello (I'm late at the party),
my comment was valid when posted and was concerning Arma 2. It seems this behaviour changed in Arma 3, I then invite you to add your note.
My comment was about an observed behaviour at the time and is obviously not the official word for it ;-)
Mar 19 2018
Tested and still present in today RC, v1.83.144509
it happened in the devBranch before the RC as well as in the RC, I need to re d/l the current devBranch to check.
Mar 16 2018
Sep 12 2017
Even going back or diagonal gets you back to prone iirc. Thanks for the report!
Aug 23 2017
My screenshot was taken on the 1.77.142670...? (see bottom-right)
Aug 21 2017
Aug 1 2017
Inventory issue still present in 1.72.142223 . Nothing else to report!
Sep 24 2016
It is (almost) fixed!
Sep 21 2016
may I add the MH6? The reflection is *not* mirrored.
^ this is more like the mirror is a screen showing the recorded helicopter... the body of the helicopter should appear on the right, not the left.
(actually, this has been bugging me since TKOH!)
Sep 13 2016
All the issues can be found in v1.65.138345, I edit the bug description.
Sep 10 2016
I should add that in version 1.65.138309, setting enableTeamSwitch = 0 (or false) in description.ext doesn't forbid TeamSwitch.
(see BiKi Description.ext)
Sep 8 2016
I think it might be related to whether BattlEye is enabled or not. After opening BE port, my friends can join the game on a Steam invite (they couldn't before)
I think the issue you describe here may be related to the beta issue #2. It should be reproducible with player controlled soldiers.
Sep 7 2016
beta issue #1 has been fixed in v138285 (see devBranch Changelog)
Aug 28 2016
upping three times on a Sunday might not be the best thing to make things go forward :)
things here are not immediate, you may want to wait some time before upping.
Can this ticket be considered Done?
Aug 26 2016
this topic can be closed, I guess :-)
May 10 2016
it looks fixed in devBranch 1.35.128021
hotfix incoming for 1.26 I hope :)
I have to go against your statement as I encounter it 100% times in vanilla.
- as a soldier, switch to handgun
- lean left
- _walk_ forward
- note that the rifle on your back stays where it is while you go forward.
*walking* forward with *handgun* while *leaning left* and *standing up* <- these are all the needed steps, and I get the result for sure. I even checked the install w/ Steam to be sure...
please give it another try, and give me the feedback?
seems fixed in 1.43dev (maybe even in 1.42) !!
EDIT: fixed in 1.42
updated from "lean left" to "lean left (stance modifier + left = left sidestep)" :-)
Thank you for your feedback (and your vote!)
still present in 1.30, 1.32, 1.33.127735...!
aaand in 1.41.129399 as well.
still present in 1.26.126789...
still present in 1.20 =( any news on it?
still present in 1.18 ;-)
tested right now in the editor, same issue here.
place a unit over water and set its altitude to 1
setPos'ing over the water is giving wrong animation, even after game init.
press "F" to switch weapon mode and you will see the game will think the soldier has scuba suit and fins.
player switchMove "" will do the trick.
seems solved in 1.26 (maybe even before)
Wow. Just wow. I'll downvote. My reason? Your manners. End of discussion.
@tyler2, you keep on showing videos of the game /not doing what you want/ instead of providing links that /reality is not present in the game/. I agree after some huge explosives nearby the C4 should be "deleted" (aka not working anymore), but it should not trigger "just like this" just because *you want*.
as of 1.26 (and before I'm sure) the TeamSwitch interface doesn't open anymore if you press it and are the only unit on the map (still, the cursor appears and disappears - and setAccTime 1 is executed!)
TeamSwitch is still the default option, am I only one of the few to believe it should be changed the other way?
same behaviour in 1.42, without setAccTime.
TeamSwitch works in MP according to respawn=5 (http://community.bistudio.com/wiki/Description.ext#respawn)
I don't think you want to be able to play (by default) every role in a 10-soldiers squad, or being able to switch to enemy side ; to me TeamSwitch is the second option and should be declared by the mission designer, not be the default behaviour.
I don't think it is ; you play more MP missions in SP (in coop or versus, aka multiple sides) than you play coop where you want teamSwitch activated. I don't think teamSwitch is the option people chose first.
I noticed (in EXE rev. 08432 at least) that it is impossible to switch to another unit when you are dead if there is only one unit left.
resolved in EXE rev. 08339 !
I encountered this bug, you can avoid this by releasing any direction then pressing "swim up (X or C by default, don't remember)
"proper" body position will be detected to the surface and your guy will be - finally - breathing.
add shaking camera and fatigue to the soldier so he is a bit out of breath and it gets close to perfect :)
thanks – and I know there are workarounds ;-)
@SilentSpike : it worked in OFP/A1/A2, iirc – and this is why it "shocked" me when it didn't work
still present in 1.26.126789
I am insisting on this one as this is restricting (or making other operations to make it possible for) possible values.
I think he meant local/distant regarding the unit in MP :-)
Granted be your wish!
upvoted .. .. .. ?
Be sure to prepare your lip balm though ;o)
May 9 2016
it is not random at all, here's a repro :
- just fire one round
- when the magazine is removed, press "F" (firing rate change)
- wait for the end of the reload animation, then press "F" again to come back to the semi firing mode.
the magazine will be removed and the cocking handle will be far back, in semi only. press "F" to go to auto and it will be back to normal!
last EXE version is 113567 according to http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2576487&viewfull=1#post2576487
this is Arma 3 feedback site not DayZ SA...?
you can get this with keys, RCtrl+L IIRC - it's up to you to reassign though.
feature request though: being able to taxi with "normal" flight model :-)
any news on that one?