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RickOShay
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Mar 25 2013, 6:22 PM (329 w, 6 d)

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May 10 2016

RickOShay added a comment to T86367: It's still possible to Launch multiple simultaneous instances of Arma3 via the launcher..

Agreed - looking at the positive side. Just potentially an issue for someone who isn't aware they fired up more than one copy and then blame A3 for poor performance.

May 10 2016, 1:04 PM · Arma 3
RickOShay edited Steps To Reproduce on T86367: It's still possible to Launch multiple simultaneous instances of Arma3 via the launcher..
May 10 2016, 1:04 PM · Arma 3
RickOShay added a comment to T86355: Arma3.exe crash exception Integer (0xc0000094) occured in the application at location 0x013bb360.

Sorry this was a corrupt game file - reacquired and fixed. Delete ticket please.

May 10 2016, 1:04 PM · Arma 3
RickOShay edited Steps To Reproduce on T86355: Arma3.exe crash exception Integer (0xc0000094) occured in the application at location 0x013bb360.
May 10 2016, 1:04 PM · Arma 3
RickOShay edited Steps To Reproduce on T84744: Launcher Command Line parameters checkbox always checked if param entry box contains text.
May 10 2016, 12:15 PM · Arma 3
RickOShay edited Steps To Reproduce on T84735: [Feature request] Arma 3 Launcher needs a method of checking inter-mod dependencies before launching.
May 10 2016, 12:15 PM · Arma 3
RickOShay edited Steps To Reproduce on T84601: Arma 3 Launcher Exception thrown.
May 10 2016, 12:11 PM · Arma 3
RickOShay added a comment to T83917: Game crash: The instruction at 0x016f56cb referenced memory at 0x00000000..

@spOOkz - well spotted! The cause of the crash is vehicle respawn.

May 10 2016, 11:52 AM · Arma 3
RickOShay added a comment to T83917: Game crash: The instruction at 0x016f56cb referenced memory at 0x00000000..

Ok here are the files. Page file is managed by Windows. No over clocking.

I am more than happy to use the .EXE to help you resolve the issue

May 10 2016, 11:52 AM · Arma 3
RickOShay edited Steps To Reproduce on T83917: Game crash: The instruction at 0x016f56cb referenced memory at 0x00000000..
May 10 2016, 11:52 AM · Arma 3
RickOShay set Category to category:steamworkshop on T83566: Steam Workshop change request.
May 10 2016, 11:41 AM · Arma 3
RickOShay added a comment to T83531: Missing preview button in mission - Editor.

In this particular mission I have 15 chained triggers - each trigger activated by the previous one based on differing conditions using condition 'triggeractivated trigname' - is there a limit how many triggers can be chained?

May 10 2016, 11:40 AM · Arma 3
RickOShay edited Steps To Reproduce on T83531: Missing preview button in mission - Editor.
May 10 2016, 11:40 AM · Arma 3
RickOShay added a comment to T83383: Military symbols and Show / Hide module Error.

@TakeHomeTheCup - the issue is if an object has been hidden and simulation deactivated with the Show/Hide Object modifier - the object and any marker should not be visible. There are work arounds to this by changing the variable but in the above case this should not be necessary.

There is an associated issue with the Show/Hide Object modifier module. Objects that have been hidden with this module can still be bumped into - i.e. they are invisible but still seem to have a physical presence in game.

May 10 2016, 11:36 AM · Arma 3
RickOShay edited Steps To Reproduce on T83383: Military symbols and Show / Hide module Error.
May 10 2016, 11:36 AM · Arma 3
RickOShay added a comment to T83322: Using game logic Lock/Unlock when synced with a trigger connected to sector crashes the game.

Even if you place new sectors down without copy and pasting them - after unlocking a few sectors there is a massive frame rate drop for a few seconds when new sector is unlocked.

May 10 2016, 11:34 AM · Arma 3
RickOShay added a comment to T83322: Using game logic Lock/Unlock when synced with a trigger connected to sector crashes the game.

It seems to have something to do with the trigger unlock condition. For example I have an unlock logic synched to a sector which in turn is synched to a trigger Blufor. So when Blufor captured the sector the trigger can be used to activate a respawn position and simultaneously trigger the next sector objective. It is this process that seems to causes the freeze up imo.

If all sectors are active at mission start the mission does not freeze up.

Btw when the sector is captured and the unlock triggers a new spawn point and new sector - the screen flashes back to the menu screen very quickly in both cases.

May 10 2016, 11:34 AM · Arma 3
RickOShay added a comment to T83322: Using game logic Lock/Unlock when synced with a trigger connected to sector crashes the game.

Yep have same issue. Ive seen lots of others comment on forums also with same issue. It possibly has something to do with copy and pasting an existing sector module. Only seems to happen with unlock sequential sectors.

It is exceptionally difficult to test sequential sector missions - missions freeze up as stated above irrespective of the side the player is on or if he is a civilian and outside any sector at the time of the freeze. RPT files don't indicate any cause either.

May 10 2016, 11:34 AM · Arma 3
RickOShay added a comment to T82868: ImageToPaa Error by converting JPGs to PAA.

Update - after some more testing I have discovered the bit that isn't working in Image2PAA. If you drag and drop into the processing list and check the box "Use custom" for output then you get the failed to process notification and Image2PAA cashes. If however you use just use 'Add source directory' then it seems to work fine. Same files being processed and same location.

May 10 2016, 11:18 AM · Arma 3
RickOShay added a comment to T82868: ImageToPaa Error by converting JPGs to PAA.

Started in Steam and as mentioned I validated cache and reacquired +/- 56 files. Still not working - so I decided to delete A3Tools and red/l the massive 1.2 GB or whatever. Really annoying.

May 10 2016, 11:18 AM · Arma 3
RickOShay added a comment to T82868: ImageToPaa Error by converting JPGs to PAA.

Just verified A3 Tools and had to reacquire files. Image to Paa still fails to process files to Paa. Tried image 1024x1024 jpg png and tga. All fail.

May 10 2016, 11:18 AM · Arma 3
RickOShay added a comment to T82868: ImageToPaa Error by converting JPGs to PAA.

I can confirm that Image to Paa isn't working - I have just re downloaded the 1.2 GB of A3 tools and reinstalled and tried again. Same issue. I even tried with multiple different image types (jpg, png, tga) 1024x1024 with bit depths. Same issue - if I run check image list the files are all apparently fine to be processed. But fail on conversion. Please fix. Btw A3 Tools were launched from within Steam if that makes any difference.

May 10 2016, 11:18 AM · Arma 3
RickOShay added a comment to T82759: Using a trigger to activate a sector when the trigger is activated by another sector capture casues indefinite loading time.

Yep I have same issue. Seems its a wide spread one based on forums.

May 10 2016, 11:15 AM · Arma 3
RickOShay edited Steps To Reproduce on T82508: Arma3 does not close down when exiting back to the Launcher..
May 10 2016, 11:05 AM · Arma 3
RickOShay added a comment to T82394: Re mapping controls binds Joystick and key.

Please upvote this ticket - it's still not fixed - 9 months after logging. BIS need to filter inputs from joystick controllers for certain classes - like infantry movement. No one uses a joystick to move around and as stated above most joysticks don't have a clearly marked center or neutral zone. It should be a simple issue to fix - just look back a year ago - when this issue wasn't an issue!

My previous suggestion allowing users to uncheck inputs from certain devices on each binding class is a good solution.

May 10 2016, 11:01 AM · Arma 3
RickOShay added a comment to T82394: Re mapping controls binds Joystick and key.

It's now 5 months since this issue was logged and it seems Adam is quite happy with the current state of double binding key mappings - if a joystick is plugged in. Adam just for fun - reset your keys with a joystick plugged in and then remap 10 random keys. Make sure your joystick throttle is in the up or down position first. Note my comment above about most throttles not having a center 0 position.

This issue only cropped up in the last 6 months.

I have a number of friends who just started playing Arma3 (I've played nearly 5000 hrs) - without exception they all complain about the key mapping process when a joystick is plugged in - "why hasn't someone fixed this?" is the standard question.

Surely it can be reverted? Or better still see my suggestion above. If there is a new key binding system coming that will replace the current process - then please at least let us know so we don't waste any more of our time!

May 10 2016, 11:01 AM · Arma 3
RickOShay added a comment to T82394: Re mapping controls binds Joystick and key.

How do these issues not get picked up in testing before the new version goes public? It's these highly annoying and frustrating issues that put a lot pf people off Arma3. Luckily I'm not one of them. But I know a lot of my friends have given up on Arma3 after playing for a few hours simply because they find the game too frustrating. Issues like this are unacceptable in a game like Arma3.

May 10 2016, 11:01 AM · Arma 3
RickOShay added a comment to T82394: Re mapping controls binds Joystick and key.

The point is that no one in their right mind is going to use a double bind keyboard + joystick combination for infantry movement - surely BIS should switch off joystick binding for this input category - alternatively add a checkbox option to bind inputs from controllers on each section - common, infantry movement, etc? This would allow us to filter only specific control inputs i.e. keyboard, mouse, joystick, TrackIR, game controller etc. for each section.

And while we are at it - when mapping a joystick preset the inputs for aircraft using a Logitech Extreme 3D are mostly missing and only some are applied for helicopters. So the apply preset or map option needs some work as well.

May 10 2016, 11:01 AM · Arma 3
RickOShay added a comment to T82394: Re mapping controls binds Joystick and key.

Since most joysticks don't have a throttle mid point marker or notch - it's very difficult to center the slider. If you can find the slider mid point - it does remove the double binding - but why has this issue cropped up in the new release - we never had this issue before? Is there now a reverse function for planes? This would be useful when moving a plane from a hangar.

May 10 2016, 11:01 AM · Arma 3
RickOShay added a comment to T82394: Re mapping controls binds Joystick and key.

@Adam: Joystick has been centered - if it was a simple matter of recalibration I would not have reported the issue. This happens on all machine's using Logitech Extreme 3D Pro and most likely all others joysticks.

This issue was not present in previous A3 releases. Clearly the input detection in Arma3 is now too sensitive and picking up dead zone inputs or it's a USB sensing issue.

Please get this issue fixed urgently.

May 10 2016, 11:01 AM · Arma 3
RickOShay edited Steps To Reproduce on T82394: Re mapping controls binds Joystick and key.
May 10 2016, 11:01 AM · Arma 3
RickOShay added a comment to T80756: Cannot change stance when exiting back to Virtual arsenal.

Nope once stance is set in the VA you can't change it. You have to go to TRY then change the stance then back to VA. Trust me I wouldn't have logged this if I hadn't checked it.

Why would clicking on an asset change the stance?

The other important issue is that it saves the current stance when you save the loadout.

May 10 2016, 10:08 AM · Arma 3
RickOShay edited Steps To Reproduce on T80756: Cannot change stance when exiting back to Virtual arsenal.
May 10 2016, 10:08 AM · Arma 3
RickOShay added a comment to T80747: Arma3 does not shut down reliably / all of the time when started with Launcher.

I have been doing a lot of testing and I am convinced that this issue is not mod specific. I am also pretty certain that this has nothing to do with BattleEye - since the no shutdown issue has been present for some months now prior to BE installation.

The mods I am running currently are A3MP (map pack), Drift No fatigue, Jurassic Arma - Raptor Pack and Reduced Weapon Sway. It appears to relate to mod load timing and memory allocation rather than any specific mod. With vanilla Arma3 (no mods) - A3 shuts down fine.

Interestingly I have noticed that Steam In-game Overlay process - gameoverlayui.exe start up is delayed when mods are being loaded and that it takes a longer than normal time to shut down when the Arma3 process is killed or when A3 terminates normally when no mods are running.

< 45 minutes later

Having monitored Steam GameOverlayUI shut down timing it seems this process does not terminate smoothly as indicated above once Steam detects Arma3 process termination. Process monitor indicates multiple attempts to shut down this exec.

So I'm pretty sure after more testing that this issue relates to the GameOverlayUI. If I switch off Steam overlay In-game (Steam>Settings>In-Game>Uncheck box) and then fire up Arma3 with multiple mods - Arma3 appears to shut down normally.

It is possible that the GameOverlayUI process 'stalls' after a lengthy Arma3 start up. The only thing I can think of is that when A3 loads mods there is a start up timing issue due to mod loading time and probably a related memory allocation/address problem.

Anyway hope this is of some help.

May 10 2016, 10:08 AM · Arma 3
RickOShay added a comment to T80747: Arma3 does not shut down reliably / all of the time when started with Launcher.

I have been doing some testing and it seems to relate to launching Arma3 with mods activated via the launcher, then Alt tabbing back to the desktop from within editor. Cannot replicate issue without mods activated. It might have something to do with delayed write or swapping or file locks.

Arma3 closes down without issue and reliably with mods running if launched via Steam link and same switching process mentioned above.

So if it's most likely a mod issue - I suggest you close this ticket and dup please since it clearly like looking for a needle in a haystack and not a major issue.

May 10 2016, 10:08 AM · Arma 3
RickOShay edited Steps To Reproduce on T80747: Arma3 does not shut down reliably / all of the time when started with Launcher.
May 10 2016, 10:08 AM · Arma 3
RickOShay added a comment to T80712: [Feature request] Fast Roping.

Since Take on has this capability it is clear that BIS is planning to include this feature in a DLC. How this will work who knows? The RAV Lifter mod has fully functional ropes and animation. Fast roping used to work reasonably well but apparently the recent DLC has broken it and Raven appears to not be supporting or developing it anymore. So this feature is for me a must have. We just need to push this as a feature - if u agree vote. Upvoted +1000

May 10 2016, 10:07 AM · Arma 3
RickOShay edited Steps To Reproduce on T80638: Custom sound size and limit of sounds used in user created missions needs increasing & better documentation.
May 10 2016, 9:59 AM · Arma 3
RickOShay added a comment to T80617: Virtual Arsenal - impossible to see player character if arsenal placed in dark area or night.

@SilentSpike certainly is possible. See ASOR gear selector available at a friendly Armaholic near you. In fact many missions makers have been using this as an alternative to VAS and VA because it has this functionality and a virtual bg. Lôôk at the file I uploaded. So vote for this ticket please. It needs fixing.

May 10 2016, 9:59 AM · Arma 3
RickOShay added a comment to T80617: Virtual Arsenal - impossible to see player character if arsenal placed in dark area or night.

Thanks - again this is not always practical. I reckon a great solution would be to add a virtual and or customizable background as an option.

May 10 2016, 9:59 AM · Arma 3
RickOShay edited Steps To Reproduce on T80617: Virtual Arsenal - impossible to see player character if arsenal placed in dark area or night.
May 10 2016, 9:59 AM · Arma 3
RickOShay added a comment to T80502: Waypoint type 'Follow' and commandfollow / dofollow do not appear to work correctly.

@joostSidy thanks - I can easily work around these limitations - but I think this additional functionality would be helpful to those who do not want to script.

May 10 2016, 9:55 AM · Arma 3
RickOShay edited Steps To Reproduce on T80502: Waypoint type 'Follow' and commandfollow / dofollow do not appear to work correctly.
May 10 2016, 9:55 AM · Arma 3
RickOShay added a comment to T80493: Say3D needs a Global equivalent like call CBA_fnc_globalSay3d to easily play 3D sound on all clients.

Yep I know but its tricky to get say3D to work reliably within an Addaction command for example even using BIS_fnc_MP. I really think ARMA3 needs a native command that can do what CBA_fnc_globalSay3d can do without us having to install CBA framework (I know most people have it installed already).

May 10 2016, 9:55 AM · Arma 3
RickOShay edited Steps To Reproduce on T80493: Say3D needs a Global equivalent like call CBA_fnc_globalSay3d to easily play 3D sound on all clients.
May 10 2016, 9:55 AM · Arma 3
RickOShay edited Steps To Reproduce on T80439: Launcher mission/mod/addon management , submission process and flagging system for Steam Workshop.
May 10 2016, 9:53 AM · Arma 3
RickOShay added a comment to T80352: SetObjectTextureGlobal - texture not updating / visible until player moves close to object.

Also - once the custom texture has displayed correctly in game - subsequent views display the texture correctly. This applies to the editor and MP levels which are restarted.

i.e. if the texture doesn't display the first time the mission is loaded and if you can get the texture to display by moving very close to the textured object or viewing the object with a scope - forcing the object to redraw correctly (get loaded and cached), subsequent previews seem to work correctly. It's the first load that is problem. It looks like this issue is some kind of texture caching/refresh issue.

May 10 2016, 9:50 AM · Arma 3
RickOShay added a comment to T80352: SetObjectTextureGlobal - texture not updating / visible until player moves close to object.

This is a generic issue (and well known issue) that effects all people who make missions / mods etc. Just look at the forums - everyone experiences custom texture flashing in and out and late / non display of custom textures. This is a known issue - BIS has been aware of it since A2 days. I explained how to recreate the issue - above. It shouldn't be necessary to explain in any further detail.

May 10 2016, 9:50 AM · Arma 3
RickOShay added a comment to T80352: SetObjectTextureGlobal - texture not updating / visible until player moves close to object.

The issue seems to be much more prevalent when using jpg texture files.

May 10 2016, 9:50 AM · Arma 3
RickOShay added a comment to T80352: SetObjectTextureGlobal - texture not updating / visible until player moves close to object.

Interestingly if a custom texture is not displaying even at close distances <100m - using binoculars or scope and looking at the object forces the custom texture to display.

May 10 2016, 9:50 AM · Arma 3
RickOShay edited Steps To Reproduce on T80352: SetObjectTextureGlobal - texture not updating / visible until player moves close to object.
May 10 2016, 9:50 AM · Arma 3
RickOShay added a comment to T80279: Arma3 not shutting down when launched via the Launcher.

This duplicate with 0022389 - I had a problem with submission.

Please close this ticket.

May 10 2016, 9:48 AM · Arma 3
RickOShay edited Steps To Reproduce on T80279: Arma3 not shutting down when launched via the Launcher.
May 10 2016, 9:48 AM · Arma 3
RickOShay added a comment to T80277: Placing the respawn tent - results in audio message spamming - repeated for each member of squad..

The attached file shows the new respawn point message spamming - when you place the respawn tent. The notification message appears once for each team member as stated. Not sure why you could not reproduce - just open in editor - no mods loaded - Arma3 launched via launcher.

It makes no difference if there is a respawn_west marker or init/description file with mission and respawn type stated. The deployment of a respawn tent spams x no of messages - based on the size of the team.

Audio notification is now not playing at all for some reason. Maybe latest patch changed something. There should be 1 audio notification when deployed.

May 10 2016, 9:48 AM · Arma 3
RickOShay added a comment to T80277: Placing the respawn tent - results in audio message spamming - repeated for each member of squad..

Thanks a lot Iceman! Not a big issue but would be nice to have fixed.

May 10 2016, 9:48 AM · Arma 3
RickOShay edited Steps To Reproduce on T80277: Placing the respawn tent - results in audio message spamming - repeated for each member of squad..
May 10 2016, 9:48 AM · Arma 3
RickOShay edited Steps To Reproduce on T80276: Double clicking PLAY in launcher starts two instances.
May 10 2016, 9:48 AM · Arma 3
RickOShay added a comment to T80017: onEachFrame draws one frame and stops looping.

This problem seems to only be an issue if using CBA - confirmed that CBA RC4 breaks onEachFrame.

May 10 2016, 9:40 AM · Arma 3
RickOShay edited Steps To Reproduce on T79909: AH6 & MH6 (& other helis) - erratic WP movement and height management - terrified of trees!.
May 10 2016, 9:36 AM · Arma 3
RickOShay added a comment to T79566: Ran smoothe before 1.32, now stutters badly..

There is definitely an issue with sound since the new patch. Ticket 0021246 also relates to this. I've also noticed a deterioration in the general sound quality in Arma3 at 128 sound sources since applying patch (1.32). Sounds a little more rough and a little too much reverb or gravel with multiple sounds playing at the same time. I've also noticed occasionally when shutting down the editor since 1.32 there is a very brief sound that shuts off - almost like its reinitializing sound support. Almost like some sound playback was duplicated and still playing albeit muted in the menu and then becomes audible only after the editor starts to close. Definitely new since 1.32. Anyway sorry bit vague - difficult to describe. Hope this helps in some way.

May 10 2016, 9:26 AM · Arma 3
RickOShay added a comment to T79524: BIS_fnc_ambientAnim removes headgear.

It seems the only way to stop the headgear being removed is to add "ASIS" i.e. [this,"SIT","ASIS"] call BIS_fnc_ambientAnim; Having done this and then setting - this setVariable ["BIS_enableRandomization", false]; and then adding specified headgear does not stop headgear randomization. The commands only seem to work correctly on Men (story).

May 10 2016, 9:24 AM · Arma 3
RickOShay edited Steps To Reproduce on T79524: BIS_fnc_ambientAnim removes headgear.
May 10 2016, 9:24 AM · Arma 3
RickOShay added a comment to T79472: Sound continues to loop after sound should have stopped.

I've also noticed issues with Say3D - sound volume drops and then for no reason gets much louder - where sound source (object) is static and player is also stationery. Almost like sound is being duplicated and or competing. These other sound tickets seem to relate: 0020323, 0021208, 0021246.

May 10 2016, 9:22 AM · Arma 3
RickOShay added a comment to T79472: Sound continues to loop after sound should have stopped.

There is a related issue that is still happening (wasn't present two patches ago) - when a MP game session or the editor is shut down there is avery brief sound (1 sec) of a sound file playing in the background - presumably from the mission that was just loaded - it gets shut off just prior to the menu being loaded. Not sure if this relates only to missions with custom sound files. In any event the sound should not be playing when the editor or MP session shuts down. This could imply there is a larger issue involved.

May 10 2016, 9:22 AM · Arma 3
RickOShay added a comment to T79161: Respawn system still badly flawed.

@TakeHomeTheCup > Sure I can code around these issues but I thought this was a bug reporting site not a forum to discuss work arounds for vanilla faults. Remember the long term survival of Arma relies on attracting noobs and people who aren't coders and don't have the inclination of spending countless hours working around bugs to produce content. They quite rightly expect basic functions like a respawn system to work out of the box.

It is after all one of the most fundamental requirements for the casual player - who probably already make up the bulk of Arma's user base and will become increasingly more important over the years. To ignore these users requirements is very dangerous since BIS stands the risk of alienating them - more importantly their requirements are really fairly basic. Personally I don't this is too much to ask - that after all these years of development that BIS get some basic features like this working solidly and reliably.

May 10 2016, 9:11 AM · Arma 3
RickOShay added a comment to T79161: Respawn system still badly flawed.

@ Killzone Kid > But that's a different ticket you are discussing under this ticket. (I know I shouldn't have referred to it as per comment above - but it does clearly prove and support my standpoint). Wrt that ticket - as it happens I thought it might be the KB - but I think you'll find I mentioned that I tried multiple different kb's. In fact I run a large LAN and tested on all machines which all have different kb's / different mods etc. Even tried with vanilla Arma3 - same thing. This is clearly not an isolated 'sample of one' issue - based on the number of closed but not resolved tickets plus the number of people referring to this and directly / indirectly related issues on the interweb.

May 10 2016, 9:11 AM · Arma 3
RickOShay updated subscribers of T79161: Respawn system still badly flawed.

@KillZone Kid "a. there is no revive in Arma 3, so if you have problem after being revived, perhaps you should first talk to the maker of the mission you are playing." -Not sure where the revive issue came in - my post is about respawn.

"b. maybe just maybe you have a problem with your keyboard, mechanical or otherwise?" - ??

May 10 2016, 9:11 AM · Arma 3
RickOShay added a comment to T79161: Respawn system still badly flawed.

Good point - if it happens then I'll just stop reporting. Seems like a waste of time in any event.

May 10 2016, 9:11 AM · Arma 3
RickOShay edited Steps To Reproduce on T79161: Respawn system still badly flawed.
May 10 2016, 9:11 AM · Arma 3
RickOShay edited Steps To Reproduce on T79138: Mission loadscreen does not display while the mission is loading..
May 10 2016, 9:10 AM · Arma 3
RickOShay edited Steps To Reproduce on T78906: Effects modules - IR grenade cannot be removed or switched off.
May 10 2016, 9:04 AM · Arma 3
RickOShay added a comment to T78715: External sound files are not being played correctly - high frequency distortion.

This strange issue seems to relate to the pathing issue mentioned in ticket 0020349 and the resetting of the launcher to defaults - i.e. clearing all settings in the launcher including addons. After resetting the launcher to defaults the sound issue seems to have been resolved.(?!) This ticket can be closed.

May 10 2016, 8:58 AM · Arma 3
RickOShay edited Steps To Reproduce on T78715: External sound files are not being played correctly - high frequency distortion.
May 10 2016, 8:58 AM · Arma 3
RickOShay added a comment to T78707: Arma3 latest launcher version can only read mission files from docs\Arma folder and not docs\Arma 3.

This issue has been fixed. Please close ticket.

May 10 2016, 8:58 AM · Arma 3
RickOShay added a comment to T78707: Arma3 latest launcher version can only read mission files from docs\Arma folder and not docs\Arma 3.

What is odd is that the C:\Users\Mike\Documents\Arma dir was created when the Launcher started. I found some Steam Workshop missions had been copied into that folder(?)! Anyway issue has been resolved by resetting the Launcher with no profile selected. Very odd problem.

May 10 2016, 8:58 AM · Arma 3
RickOShay added a comment to T78707: Arma3 latest launcher version can only read mission files from docs\Arma folder and not docs\Arma 3.

There is no rpt in the C:\Users\Mike\AppData\Local\Arma 3\ dir.
There is an rpt file in the C:\Users\Mike\Documents\Arma dir - which I have uploaded.

May 10 2016, 8:58 AM · Arma 3
RickOShay added a comment to T78707: Arma3 latest launcher version can only read mission files from docs\Arma folder and not docs\Arma 3.

Oddly if I reset the Launcher to defaults (with no addons specified)- it then starts loading addons previously specified in Arma3 prior to 1.26 update. The second rpt file I uploaded refers to the state after Launcher reset to defaults. Note that after defaults have been set in the Launcher (everything cleared) - Arma3 then reads from and writes to the C:\Users\Mike\Documents\Arma 3\missions dir correctly and not the C:\Users\Mike\Documents\Arma folder mentioned in this ticket. So this issue can be resolved partially by resetting the Launcher to defaults. However this does not resolve the associated issue with correct addon loading since I would assume the settings in the launcher should override the settings in Arma3 > Configure > Expansions.

May 10 2016, 8:58 AM · Arma 3
RickOShay edited Steps To Reproduce on T78707: Arma3 latest launcher version can only read mission files from docs\Arma folder and not docs\Arma 3.
May 10 2016, 8:58 AM · Arma 3
RickOShay added a comment to T78706: Starting Arma 3 with Launcher loads Steam-workshop mods but no other mods..

It works fine you need to add the exact path to the mod and then ; with no space after it to work. i.e. C:\Users\Mike\Documents\Arma 3\@CBA_A3;C:\Users\Mike\Documents\Arma 3\@A3MP;etc;etc

May 10 2016, 8:58 AM · Arma 3
RickOShay edited Steps To Reproduce on T78702: Steam Workshop mission submissions need an improved checklist of features to simplify search / selection.
May 10 2016, 8:58 AM · Arma 3
RickOShay added a comment to T78700: Stuck in movement after respawn / animation Arma 3.

And no the latest patch hasn't fixed it. For every ticket that actually gets logged - there are probably 100's of users who experience the same issue.

May 10 2016, 8:58 AM · Arma 3
RickOShay added a comment to T78700: Stuck in movement after respawn / animation Arma 3.

There seems to be a method that 'fixes' this. This is not an acceptable fix though - the core issues needs resolving. So don't close this ticket as 'resolved'!

If you hold the up and down keys simultaneously for +/-3 secs then left and right simultaneously for 3 secs it clears the auto run/move issue. This 'work around' should help the developers fix the cause of this issue.

May 10 2016, 8:58 AM · Arma 3
RickOShay added a comment to T78700: Stuck in movement after respawn / animation Arma 3.

Some extra info : It happens with the Arma3 respawn module and BIS_fnc_addRespawnPosition. The auto scrolling happens most of the time when using the respawn respawnTemplates[] = {"MenuPosition"} option. The menu jumps continuously between spawn points and random selectors. Like a key is stuck. This is the same / related issue to auto movement and stuck in movement. As soon as you respawn the character model continues to move on it's own accord.

May 10 2016, 8:58 AM · Arma 3
RickOShay added a comment to T78700: Stuck in movement after respawn / animation Arma 3.

This issue and a multitude of related issues have been reported for over a year now and they just get closed by the BIS dev team as resolved or too minor to bother with! This auto scroll/run move issue has not been resolved just look at all these related tickets marked closed! And there are a lot more but I'm not going to waste my time looking for them because this ticket like all the rest will probably just get closed and deleted with no action!.

Is anyone at BIS actually reading these tickets?! Nice to know how much time we are wasting! It needs attention urgently!! Personally I would fire a few people at BIS because of this. It's total BS! I for one have better things to do with my time than wasting it, beta testing your game for you! I'm pretty sure I'm not alone in this.

Ticket Status Description
0000125 closed Character keep walking forward until 'step over' used
0003594 closed Stuck running -- can't shoot or anything
0006892 closed Character continues walking forever
0002478 closed Auto run
0007048 closed My charactor moved on it's own
0007128 closed raising weapon locks player in forward movement
0002229 closed Iron Sights with weapon down while jogging
0007384 closed Rresting weapon+moving causes unstoppable running
0007705 closed Stuck infantry handling
0007795 closed Unstoppable running weapon down for 30 seconds.
0001681 closed Locked to moving
0002076 closed will not stop moving
0008034 closed Character keeps running
0008428 closed Character gets stuck in movement
0005660 closed Character continue walking
0002920 closed On showcase player suddenly start to run automatically
0010895 closed Holding down the weapon, infinite run.
0009600 closed The player keeps his movement and cease to respond.
0002446 closed Player continues to move after raising weapon
0000739 closed Stuck running

You could also Google the issue but since it's tricky to describe succinctly - I think the issue has been buried. Here's one
http://15thmeu.net/forums/index.php?topic=22088.0

Please fix this damn issue! It affects Virtual ammo boxes, respawn and a whole lot of other issues.

May 10 2016, 8:58 AM · Arma 3
RickOShay added a comment to T78700: Stuck in movement after respawn / animation Arma 3.

I would upload my Arma3 keybinding file but that file type upload is not allowed - apparently.

May 10 2016, 8:58 AM · Arma 3
RickOShay edited Steps To Reproduce on T78700: Stuck in movement after respawn / animation Arma 3.
May 10 2016, 8:58 AM · Arma 3
RickOShay added a comment to T78379: The list of actions that AI not able to do, but should do..

Personally I think this ticket is more a feature request than a specific issue with AI.

Some additional AI capabilities which you left out - which are really important are:

  1. AI repair vehicle (if they have a toolkit and are capable)
  2. AI heal teammates
  3. AI rearm themselves (I mentioned above)

As far as number 3 is concerned this is far more than "a decorate the game" feature as you mentioned. If AI run out of ammo they are obviously useless.

May 10 2016, 8:50 AM · Arma 3
RickOShay added a comment to T78379: The list of actions that AI not able to do, but should do..

I agree with most of these. One AI feature you left out which I think is critical is the ability for AI to rearm themselves from nearby - and I stress nearby - ammo sources like dead bodies and crates / vehicles.

May 10 2016, 8:50 AM · Arma 3
RickOShay added a comment to T78085: Fatique is unrealistic.

Relying on mods to control critical aspects of gameplay like weapon sway and fatigue (and revive for that matter) is tantamount to suicide imo since this issue is at the very core of user enjoyment and experience.

And the bulk of Arma3 users who exclusively play in single player mode do not wish to use mods or want to learn scripting, and frankly I don't think they should have to - simply to make the Arma3 experience enjoyable.

We all know that many mods are incompatible with each other and cause significant performance degradation and instability, not to mention the fact that many mods are buggy (take a good look at the rpt file when many mods are running).

Arma3 regularly takes the blame (unfairly in this case) for poor performance and instability due to this issue. Mod reliance is a double edged sword, with one blade slightly duller than the other.

That is why I support the suggestion that core gameplay aspects like fatigue and sway be hard coded with the additional ability to adjust these settings to allow for added flexibility at both server and or client level.

And like mickeymen and Renz mention above - these settings can easily be LINKED to player skill levels. In MP a server admin could therefore set the minimum skill level for their server. Users would therefore be familiar with gameplay restrictions based on the skill level required. A high skill level would for example have more realistic (?) fatigue and weapon sway. Server skill settings should not preclude higher skilled players from joining a server with lower skill requirements and visa versa.

In SP a novice user would for example experience very little fatigue and weapon sway allowing new users to enjoy the experience whilst evolving into experienced players. An experienced player would for example have more realistic fatigue and sway levels.

May 10 2016, 8:42 AM · Arma 3
RickOShay added a comment to T78085: Fatique is unrealistic.

Again I repeat - it's a futile exercise - trying to prove/disapprove or agree /
disagree with the current fatigue / sway settings in Arma3!

For every one person that agrees there's another that doesn't! We need the
ability to adjust these settings the way we want them and this includes server admins.

May 10 2016, 8:42 AM · Arma 3
RickOShay added a comment to T78085: Fatique is unrealistic.

It's a futile exercise - trying to prove/disapprove or agree/disagree with the current fatigue / sway settings in Arma3! For every one person that agrees there's another that doesn't! We need the ability to adjust these settings the way we want them and this includes server admins.

May 10 2016, 8:42 AM · Arma 3
RickOShay added a comment to T78085: Fatique is unrealistic.

@Dr Death - I'm confused you seem to deliberately misread my posts. I am suggesting that since Arma3 has expanded it's user base significantly it needs to become more accommodating for different game play styles. The only reasonable and safe way to do this without alienating parts of it's fan base is to add a means for players to adjust fatigue and sway (maybe based on skill level) to a level that suits their personal needs. This will satisfy everyone.

May 10 2016, 8:42 AM · Arma 3
RickOShay added a comment to T78085: Fatique is unrealistic.

Relying on mods to control critical aspects of gameplay like weapon sway and fatigue (and revive for that matter) is tantamount to suicide imo since this issue is at the very core of user enjoyment and experience.

And the bulk of Arma3 users who exclusively play in single player mode do not wish to use mods or want to learn scripting, and frankly I don't think they should have to - simply to make the Arma3 experience enjoyable.

We all know that many mods are incompatible with each other and cause significant performance degradation and instability, not to mention the fact that many mods are buggy (take a good look at the rpt file when many mods are running).

Arma3 regularly takes the blame (unfairly in this case) for poor performance and instability due to this issue. Mod reliance is a double edged sword, with one blade slightly duller than the other.

That is why I support the suggestion that core gameplay aspects like fatigue and sway be hard coded with the additional ability to adjust these settings to allow for added flexibility at both server and or client level.

And like mickeymen and Renz mention above - these settings can easily be LINKED to player skill levels. In MP a server admin could therefore set the minimum skill level for their server. Users would therefore be familiar with gameplay restrictions based on the skill level required. A high skill level would for example have more realistic (?) fatigue and weapon sway. Server skill settings should not preclude higher skilled players from joining a server with lower skill requirements and visa versa.

In SP a novice user would for example experience very little fatigue and weapon sway allowing new users to enjoy the experience whilst evolving into experienced players. An experienced player would for example have more realistic fatigue and sway levels.

May 10 2016, 8:42 AM · Arma 3
RickOShay added a comment to T78085: Fatique is unrealistic.

@gibonez - because Arma has evolved and is much broader in appeal than purely a milsim. And it's a stupid argument to say by allowing server admins or the single player control over these settings will turn Arma into an arcade game!

By giving the user or admin the ability to adjust these settings allows for all tastes.

May 10 2016, 8:42 AM · Arma 3
RickOShay added a comment to T78085: Fatique is unrealistic.

@Dr Death - suggest you read people's message carefully before responding. I said the diehards seem to be the only ones that support the current system. I did not say most people like the current system.

As you are well aware - the Arma3 player base is now significantly larger than it was - casual players now make up the bulk of the player base. And as you rightly said regarding Arma's roots; A3 wouldn't be in this position had it not been for it's original 'niche' or targeted positioning.

However irrespective of how hard the A3 diehards try to protect the sacred Arma milsim positioning - the game has already moved on, in it's overall appeal and scope. It is a sandbox after all - and as you know some of the modding community seized the opportunity to expand it's appeal and capture some RPG territory.

I am sure BIS has them to thank for broadening A3's scope of appeal and a related increase in sales. The fact is you can make of the Arma3 platform what you will - a milsim, an RPG, a flight sim etc Arma3 is now attempting to cater to all these gaming segments. It must be a very tricky balancing act keeping all these different player segments happy. Perhaps the A3 platform will one day split into different offerings - who knows.

Getting back to this ticket - one has to question why, given the broader gaming style and appeal of A3, does BIS continue to lock down critical default settings like fatigue and sway which are literally game breakers for most?!

Heyvern69 and Mickeymen hit the nail on the head by suggesting that game breaking settings like these should be set server side and/or client side if playing single player. And I would add given the wider appeal of Arma3 they need to add native support for revive and respawn - they need to be simple settings like checkboxes or sliders on the client or server. And obviously keep the revive/respawn scripting functions for mission makers.

It's only by placing control in the players hands that BIS will be able to satisfy more of the people more of the time.

May 10 2016, 8:42 AM · Arma 3
RickOShay added a comment to T78085: Fatique is unrealistic.

This ticket shows that Arma3 diehards would rather have a game that is highly irritating and frustrating for most people than a game that attracts a wider audience and generates more income for BIS.

Sure there are lots of workarounds to switch fatigue off if you are not playing online. But the fact is now that Arma3 is attracting a wider audience, playing vanilla Arma3 is a highly frustrating and at times annoying process for the majority of people. Couple the over the top fatigue and weapon sway effects to the poor network code and you have the three biggest stumbling blocks for Arma3's growth.

So the big question to the diehards who voted in favour of the current fatigue & sway system - do you want Arma3 to grow in popularity and evolve into a much better game or get bogged down. Because in my mind these 'features' as they are currently executed (Feb 2015) are extremely counterproductive and put the casual player off Arma3.

And before this ignites a whole lot of flames - I've played nearly 4000 hours of A3, a few thousand hours of each of OF, Arma, A2 etc. and fired many real weapons etc. Sure I'm no expert but to me Arma3 needs to find the balance between realism and playability and broad market appeal.

Based on a lot of feedback I've had on the Steam Workshop - there are a lot of people who, shortly after buying Arma3 just give up on the game and or regret their purchase - the primary reasons given - they don't like the fatigue & weapon sway system and the lack of a native respawn/revive option - these 'features' or lack of them are literally a game killer for most.

Everyone I've spoken to wants some sway and a little fatigue but nowhere near where the levels are currently set. The bottom line - BIS will never satisfy all of the people all of the time.

I second the suggestion made above - why not set the defaults much lower in the vanilla game and then add a server side feature that will allow server admins to set these settings the way their users prefer?

This would satisfy everyone and help Arma3 grow at the same time. Hardcore Arma3 players can therefore play on servers where the fatigue and sway are really high for example. Whilst the rest of us mortals can play on servers where these settings are less harsh /realistic?.

I really hope BIS implements this server feature / option it will solve all these issues. Then BIS might be able to get closer to satisfying more of the people more of the time.

May 10 2016, 8:42 AM · Arma 3
RickOShay added a comment to T77594: Defense module error.

Oct 2015 - this issue is still broken.

May 10 2016, 8:30 AM · Arma 3
RickOShay added a comment to T77590: It's currenlty not possible via a script to switch the reflector light or headlight (searchlight) on - on a helicopter.

It would be great if this issue could be resolved - I have a few Workshop missions that are dependent on this scripted capability - i.e being able to force the AI pilot of a heli to switch the searchlight on - via 'player action'. Apparently this used to work about a year ago in Arma 3 - but it subsequently became broken.

May 10 2016, 8:29 AM · Arma 3
RickOShay edited Steps To Reproduce on T77590: It's currenlty not possible via a script to switch the reflector light or headlight (searchlight) on - on a helicopter.
May 10 2016, 8:29 AM · Arma 3
RickOShay edited Steps To Reproduce on T77546: Close and load alternative mission - (different map) in the editor the previous loadscreen is displayed.
May 10 2016, 8:28 AM · Arma 3