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- User Since
- Mar 6 2013, 9:21 PM (605 w, 2 d)
May 10 2016
The only way I've been able to reproduce this problem is:
1)Launch ArmA 3.
2)Launch TrackIR software.
3)Notice the TrackIR is enabled, but not synced with the game.
One of the solutions is:
1)In ArmA 3, go to the controls menu.
2)Go to peripherals (where the Joystick usually is).
3)Stop and start TrackIR.
The other solution is:
1)In ArmA 3, go to the controls menu.
2)TrackIR should sync with the game at that point.
Bumping. Game-breaking consistent bug.
Bumping. I imagine it's a small fix: Simply make the engine "remember" the person has a pistol out rather than a main weapon and "spawn" the person upon exit with the pistol out.
Copy-pasting from the main one.
Can't reopen the issue but can confirm.
As of 28.07.2015 (date, not version), the problem persists and is NOT FIXED.
Thank you guys for the info and the amazing support!
Iceman addressed the same issue in a different, coincidentally unrelated ticket (oops! That's my bad!).
http://feedback.arma3.com/view.php?id=18947
Go thank that lovable grump! :)
@R3vo
The problem isn't in the balconies. You can also clip through small fences. The rotation axis isn't the cause of just clipping issues, either.
It's also responsible for a lot of the fumbling involved with breaching rooms and buildings. You can't do sharp turns because that means jamming yourself in the doorway.
It feels very unnatural to point your body according to your gun and not the other way around.
Thank you for the attention and upvotes, guys. Hopefully it'll be worked out.
Ironically, here's the changelog post that started it all.
http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2449852&viewfull=1#post2449852 [^]
"Assigned new style collision envelopes to movement with rifle. This should fix several issues with clipping, sticking and walking through walls. Also improves character handling, as the rotation axis is now moved under characters head, instead of it's feet. Pistol envelopes remain old-style for comparison, but will shortly follow."
The issue occurs even without any mods.
Non-modded gameplay will help the devs determine whether it's a mod-issue or engine-issue.
If mod, then there's nothing they can or will do, up to the mod author to fix it.
If engine, then they have to do something about it.
TL;DR
Non-modded. Always.
Might be related to this: #18947
Can't reopen the issue but can confirm.
As of 28.07.2015 (date, not version), the problem persists and is NOT FIXED.
Many thanks, Iceman!
This is related to http://feedback.arma3.com/view.php?id=19487 (or maybe the other way around) but both are about the same issue (sorry about that!). If you could perhaps close the other or add/relate it to this one, that'd be grand.
There's more user-supplied information about the issue on the other ticket, but that's the only difference.
Again, thank you very much. Hope I was of some help.
Would like to hear at least a moderator's opinion on this.
Updating and bumping.
This needs more visibility than it's being given as it's a very gameplay-breaking bug.
Game modes such as KotH would be twice as enjoyable if this can of worms was shut.
I was able to find this link when the transition of axis from feet to head was in progress.
In it you can see the vast differences.
Axis when holding a rifle: head.
Axis when holding a pistol: feet.
https://www.youtube.com/watch?v=jqaU2BO5LTw
DevBranch Changelog is located here:
http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2449852&viewfull=1#post2449852
"Assigned new style collision envelopes to movement with rifle. This should fix several issues with clipping, sticking and walking through walls. Also improves character handling, as the rotation axis is now moved under characters head, instead of it's feet. Pistol envelopes remain old-style for comparison, but will shortly follow."
Bumping. Also would like to know the reason why the axis was moved.
Bump. The new rotation axis is the source of all clipping-related issues and presents a downgrade in gameplay quality.
Example: when trying to go around corners, your character ends up standing far outside its cover when you're just aiming slightly towards the end of the wall.
First of all, a few important things to note:
- If it's guided, it's a missile.
1a. If it's unguided, it's a rocket.
- The side you're facing in relation to the AA is important.
2a. Lock-ons from behind will almost always hit if you don't take immediate evasive manoeuvres.
2b. Contrasting, lock-ons from the side or front will almost always miss.
The behaviours pointed out in 2a and 2b are normal and realistic as can be. Flares don't do a good job of masking your heat signature if your heat signature (exhaust) is right in the missile's sight.
Quick question: Why are these issues being addressed but those that damage the overall quality of gameplay aren't?
PS: Don't mean to be offensive or hijack in anyway, I think these animations could be a lot better.
Upvoted.
As of today, 4th September 2013, the issue persists and you are immediately killed upon sinking in water a mere few feet.
Confirmed: I've seen this happen before, but infrequently.
Many thanks for the reply.
I feel it would be a good change even without some of the outlines I proposed and, in a tactical way, very helpful.
+1
Confirmed during all stations and fog states.
This is already implemented on the last 5 rounds of any normal 30rd Stanag.
Just start up the editor, place a Rifleman unit, control it and fire off the mags. There'll be tracers near the end.
Please educate yourself on the vast differences between the arctic sea water and the mediterranean sea water before jumping to any conclusions.
Thanks.
Greek waters. 'nuff said. No modification needed.
Please remove this.
It was my error, it is a duplicate/related to http://feedback.arma3.com/view.php?id=432
Sure, let's add this for just one build so people can see how ludicrous it really is.
Dual wield is not only a waste of ammo but also intelligence (if there was any to begin with).
Downvoted obviously. Poorly thought-out idea, wouldn't work nowhere near efficient on any milsim or game that takes actual ballistics and weapon behaviour into account.
Usually, during the circumstances described, the diver team carries with them a sealed crate with their actual inland gear that they drag to the shore and gear up from it before continuing the mission.
Voting - because it's not really that important and can be worked around in an editor.
There's a distinct difference between GTAIV ragdolls and A3 ones.
In a few words? Euphoria ragdolls.
However, I wouldn't be against HALO jump animations/stances.
Granted, 75 metres is short as all heck for a HALO jump, but it would make /some/ sense.
No, bad idea.
If you don't know whether it is day or night because of overcast, you just didn't read the briefing.
24hrs is how it has always been.
ArmA 2 actually had animations when moving from a static position, such is the case of crouch and then just moving somewhere at normal jog speed (there were no other speeds then that would conserve the stance).
I would like to see something like that implemented in A3 with the exception that it should be a lot more fluid, and rather than being for just movement in general, it should be when switching to a sprinting speed.
Either way, would really like to see some inertia added. Seems odd for my character to just stop without any problems after a long (and quick, I add) sprint.
TL;DR
The player/character should be considerably less manoeuvrable when sprinting.
Sadly this issue has already been addressed in a way.
Server providers can opt out of 3rd person view, and that option itself is already a solution to this.
Shacktack, for example, disables it on all missions they create, for a better sene of realism.
Other servers, particularly the ones that run Wasteland, refuse to disable it because they feel because it is part of the game, it's part of the mod.
A flawed argument, I'd say, but so are the ones in favour of removing 3rd perosn entirely.
The same way there will always be people using 3rd person to their advantage, there will always be cheaters, hackers and botters across all games.
Life isn't fair, no. Doesn't mean you should push your "solutions" on others though.
Just filter the servers with 3rd person on.
May 9 2016
That's a bug that goes on and off. In reality they have the unconscious/dead position on when they're inside. It also happens on other vehicles.
This issue is correlated with http://feedback.arma3.com/view.php?id=19487 in the sense that the rotation axis determines where the character is pointed in relation to the rifle and not the other way around (character determining where the rifle is pointed, A2 style).
I believe that going ahead with this and making so that the edges are unzoomed much like in Red Orchestra 2 and Insurgency would not only strike a blow for gameplay excellence in ArmA3's favour but also would make for a snippet of much-needed reality in this game.
This is not an actual bug since the same behaviour is seen in ArmA 2 and all previous games of the series.
When you're aiming you're not looking at your clock, simple as that, really.
The same way when you stop aiming you don't immediately look back at your clock.
Anyway, either the compass or the clock are tools to help you guide, to be consulted every few minutes or so, not to be on the screen non-stop.
I'm sorry but this isn't a bug.
I have to remind everyone present here that this is a bug-report forum, not really a "place your suggestion here" kind of thing.
Granted this will get attention, but other more important things may be blocked because of this (and many other) suggestions submitted as bugs.
Please use the proper channels.
Thanks.
My primary gripe with the ragdoll as it stands is that they're the slightest bit too light so LMG rounds actually knock back the ragdoll upon death which is pretty... weird.
They need a little more weight added to them, otherwise, it's an amazing sight the few times the ragdolls work as intended.
Bump. Issue still persists as of 30.06.2014
I can confirm this continues to happen in the latest Development build. It happens not only to backpacks but also to any item of clothing or vests.
It is thoroughly persistent and annoying for any and all players that are not the hosts of the server.
About the assignment:
If someone didn't remove the in-brackets thing MadDogX added, it'd probably get assigned WAY FASTER.
@Laqueesha:
That is a terrible idea. Deploying a bipod every time someone goes prone is bad. Here's why: It's not every time that you go prone that you're going to be returning fire. It's not every time that you go prone that you'll be prepping your gun, either. Deploying a bipod should, by logic, slow your aiming speed considerably. The same applies to deploying the bipod when looking down the sights: You're not going to be firing every time you look down the sights. The sights/scopes are magnified, sometimes, people use them as what they're good for: scanning the horizon/angles.
Or for an even better example than those two: ArmA 2's ACE weapon resting mechanics/script.