- User Since
- Mar 8 2013, 10:12 AM (378 w, 22 h)
Thu, May 7
May 4 2020
For me the task does not get ticked even if the intel is obtained by "hold space" key action. Tried both ways and it doesn't work. The rebreather task does not complete as well (not by stealing it, and not by buying it). This issue has been extensively reported on Steam, BI forums and Reddit. Please assign and fix it.
Jun 16 2019
Unfortunately no. Thank you anyway.
Jun 11 2019
Nov 25 2018
Jul 31 2017
Will make our lives a whole lot easier!
Mar 23 2017
Yeah, it seems like even small objects significantly reduce the sound to the point of not hearing the gunfire at all. If there are objects between the shooter and the player, the shot is very low or not heard at all, only the supersonic cracks are audible.
Feb 6 2017
Hopefully the following information will help: When I alt tab out and back in, it usually helps to recover normal FPS.
Jan 19 2017
This is important. Please fix this.
Jun 7 2016
If PhysX is too problematic to fix this, I'd suggest to add an action menu option to "push boat" when standing in front of it.
I think fixing this bug is CRUCIAL for the Tanoa release. If we can't get boat insertions to operate reasonably with all these islands, it's going to take away from the release significantly.
May 10 2016
Mickeymen, although your suggestion preferable, I suppose it won't happen... That's why I focus on recommending simple solutions such as appear in the bug description.
Adam, it happens in every single launch of the missiles I mentioned. it's just shown briefly, maybe one frame only. I guess it happens too fast for you to notice but try to record the video and view the footage frame by frame. If you'll do that, I'm sure you'll notice it.
It appears that the moved item will appear in the target container only once you exit the vehicle and check your inventory again.
Also, I confirmed it works as expected in SP.
Worth mentioning that this behavior was tested and verified on a dedicated server environment.
tomeek, I'm pretty sure this bug is dating back to Arma 2. We used to play missions by experienced mission makers and monitor showed them all on skill 1...
Please at least get the first aid module back! Removing it caused the emergence of multiple buggy revive scripts that are all much more buggy than the Arma 2 first aid module ever was. As a result you actually made players experience more bugs by removing this very useful module, that encourage team play.
fixing this bug completely ruined the AI action menu (the '6' menu). Now you need to scroll through a dozen pages of "Take xxx" commands just to get to the action you need because the "Take" command is prioritized. It's not worth it.
If you guys insist on keeping this fix, better remove all the "take" commands from the AI action control menu, or limit them items located in a close range to the AI.
I made a related ticket - http://feedback.arma3.com/view.php?id=24552
What more info is required (thanks MDCCLXXVI)? There's a repro mission and a detailed explanation of the circumstances. UAV based missions are impossible now, please fix this.
Was this fixed? From Feb 2 dev branch thread:
"Tweaked: Decreased the positive impact of suppressors over the weapons’ muzzle speeds to more reasonable levels"
Reproduced with multiple types of Joysticks (I have a Logitech Wingman Extreme 3D Pro), the problem is present since Arma 1 (or even OFP?). It is very problematic since there are games that require you to unplug your joystick to play them properly.
Can't reproduce this using the steps I described. However, there's something out there that makes the joystick controls disappear, I'll check and report back if needed. I apologize for the trouble...
Gekon, thanks. Whatever you do, please, please add an option for the admin to rename the mission briefingName so that server admins would be able to determine their own naming formats. Having servers with multiple naming conventions makes them unusable. For example, we have hundreds of coop missions on the Comrades in Arms server, and it's essential to be able to use a single naming convention to manage so many files.
This bug has severe consequences on dedicated servers. After we play a mission on TP terrain, the next mission we select crashes the server and all clients while "receiving". To avoid that we must restart the server and all players' clients after each time we play a mission that takes place on one of the TP's terrains.
Just realized another thing. You can't bring up the weapon HUD if you have a weapon with only one fire mode, like a sniper rifle or a machine gun. Please change this BIS.
In addition, a lot of players have their grenade throw key on double-tap G and grenade switch key on CTRL+G. Since the current design leads to multiple and unnecessary use of grenade switching, players end up throwing grenades while trying to switch them due to bug 9957 - http://feedback.arma3.com/view.php?id=9957
FT turned the numbers into unidentified links. Read here:
Choppers can detect submerged divers in conditions that a human pilot will not be able to detect them.
Under no circumstances should a choppers be able to detect a diver during the night, and/or a diver in deep dive.
Choppers should detect submerged divers ONLY under the following circumstances:
It's broad daylight, the range is less than about two hundred meters, the chopper is almost right above them, the depth of the divers is shallower than about ten meters. If it's night a chopper can detect divers only if they are on the water surface and the pilot is using NVGs or using an illumination device.
Note that even though the choppers ammunition cannot harm submerged divers, this behaviour breaks stealth mission.
It will be a massive immersion and gameplay boost and lovely eye candy with Arma 3's amazing lighting system. It's a shame they can serve only as signal flares.
Is it only the Ghosthawk? I thought it's a problem with all of the choppers.
Still broken on dedicated.
This is important. This way mission makers will be able to prevent, for example, from units placed in buildings to go prone, clip their rifle through the wall and shoot.
The OFP mouse control was even better. You had the cursor also on veteran setting and it wasn't fixed to the x-y axis. See here:
Oukej, I think this should be the behavior for the "access gear while riding a vehicle":
A "Gear" option for all passengers and crew riding in a vehicle using a "gear" action menu AND using the map (unit > unit name > inventory)
All the above should work for human players AND for AI subordinates - For AI the "Action" command menu replacing the mouse wheel action menu.
oukej, regarding your comment "Drivers (pilots...) should focus on driving":
The game shouldn't educate people on how to behave. Let the game's environment punish players who act recklessly, instead of enforcing artificial limitations on them. Moreover, there are more use cases to justify driver access to their inventory - a stopped vehicle, driver handing over an item to his friend that is able to use it freely, like UAV monitor, GPS a weapon (think of the future firing from vehicles feature). Right now, there is NO possibility to do that, not even from the map as it was in Arma 2. At least in MP there isn't. Please return it back.
And why is something that was available in Arma 2 suddenly become a feature request?
The first part (allowing to switch display between briefing and filename) is just must. Everyone who ever admined a server knows that. BIS please!
- This bug happens with ALL the boats in the game, and not only speed boats. 2. There's no need for push option! In real life there's no problem whatsoever with reversing with a boat after the boat's front makes contact is with the land. Actually, it's a common SOP.
May 9 2016
This is feature is fundamental for NVG use. It should appear in the vanilla game regardless of any mods.