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- User Since
- Jan 3 2015, 10:11 AM (517 w, 5 d)
Jun 26 2021
@tribbble I'm not sure what you mean by third party tool but from what I gathered by dedmen the fix is in the works. You'll have to wait for final release or run the next dev release until this is fixed.
Jun 3 2021
Thank you! It is great to see all these old issues being fixed. 👏
Jan 4 2020
Still a problem in 1.96
Steps to reproduce:
open editor
add soldier and edit loadout
add laser battery to uniform and click ok button
edit loadout
I'm noticing odd behaviour in this area while flying a plane as well.
Dec 31 2019
If this is how the trigger is intended to function then the documentation should mention this or the "Server Only" checkbox should autocheck itself and be disabled.
I believe this used to work the way I expected many versions ago.
If the trigger has no trigger owner then the trigger works as expected.
Aug 27 2018
If you verified that the slider -1 is the only thing mapped to collective raise (analogue) and the slider +1 is the only thing mapped to collective raise (analogue) then try looking in options > controls > controller and disable anything not Logitech, if any. If that still doesn't work then select the logitech and click the Customize button and then Unmap and try again.
Yes, this has been solved. If you are getting 50% throttle then you need to unmap your other analog device. Only map the logitech otherwise it will split the input with the another analog stick (50% + 50% = 100%).
Feb 8 2018
I agree. Thank you. I have updated my profile settings.
You might use a different word for that key.
Backtick is the key to the left of the 1 key on the top row. It should be the default key bound to "Select all units" found under Options > Controls > Command > Select all units. Please use the standard Preset "Arma 3 Apex" (Options > Controls > Presets > Arma 3 Apex)
Feb 7 2018
It sounds that you might be missing the step 3 "and make playable" part. If you have a second unit marked as playable then in single player mode you have the option to Team Switch on the single player death screen. For step 3 you should: create a unit and edit attributes and check box "Playable". This is important in order to get the "Team Switch" on the single player death screen.
Feb 6 2018
@commy2 it would be useful if you could please share with us why you think this is intentional.
Feb 5 2018
Feb 1 2018
Jan 30 2018
While you can't get an autonomous Mk6 mortar you can get something similar if you follow these steps:
It seems that shift+click on the UAV terminal map unlocks the Follow command. This has been fixed. Please close task.
This seems to be working properly. Please close task.
Can we close this task please so it doesn't show up in the search. Thanks.
This used to work in an old version of Arma and stopped working around around version 1.60. You can see that there is a script command that would return your vehicle role on the UAV either as "GUNNER" or "DRIVER" as the doc says https://community.bistudio.com/wiki/UAVControl
but now UAVControl returns "" as the vehicle role.
@DomasGim wrote:
"but when i swich to gunner view, it goes wherever it wants"
It sounds like you need to Open UAV Terminal and select your UAV and uncheck "Autonomous". This will stop it from going "wherever it wants"
I think this issue has been fixed. It appears that now taking control of the UAV causes the gunner to Turn Out in the Marshall and I see no issue
Could it be you don't have a throttle control?
Here is the video https://youtu.be/2tIE2ZQyzXs
Jan 28 2018
This issue seems to have been fixed and can be closed. Tested in version 1.80
This is still an issue in version 1.80
This issue is still a problem in version 1.80. markers named "respawn" and "respawn_1" still do not work. The issue has changed slightly so I will update the description.
Verified arrows on scrollbar do not work when clicked on. Version 1.80
This issue has been fixed and can be closed. Verified in version 1.80.
This has been fixed and can be closed. Verified in version 1.80.
This seems to have been fixed. Please close. Verified in version 1.80.
Verified it is still an issue in version 1.80
This has been fixed and can be closed (verified in version 1.80)
This has been fixed and can be closed (verified in version 1.80).
Jan 27 2018
This issue has been solved. The solution is to map both the + and - directions of the axis in order to achieve full range. This task can be closed.
I confirmed that the joystick inputs are averaged. I added a third joystick input to the mapping and the rudders are now cut down to thirds for each joystick. In order to get 100% I have to push all three joysticks at the same time.
This doesn't seem to be a problem in version 1.80. It works on my Saitek X55. Also, there are now controller options that can multiply the input if needed. I think this issue can be closed.
Thank you g-man. This has been a problem for me for years and your solution works. I was noticing this issue the most on airplanes while taxing on the runway at low speeds. You can actually see the rudder flaps not move as far as the keyboard. I had the rudder bound to my pedals and joystick rotation. I removed the joystick rotation mapping and now I have full rudder control with my pedals. I wonder if the joystick mappings are averaging out the multiple analog inputs. When I combined the rudder and the twisting of the joystick I would get the full rudder.
Steps to reproduce:
- In controls map joystick twist and pedals to the rudder left/right
- Open editor and create plane vehicle
- Play Single Player
- Go in 3rd person view so you can see the rudders
- Press keyboard rudders and note full flap movement
- Twist joystick and see half movement of rudders
- Push pedals and see half movement of rudders
- Twist joystick and push pedals at same time and see full movement of rudders
Jan 26 2018
I'll try to be more specific in my future bug reports. Try this and if you still don't see it then I'll make a video:
Jan 25 2018
Sorry about not being specific. Try these steps and if you still can't reproduce then I will make a video for you
- Open Editor in Tanoa
- Double click ground and place Rifleman
- double click that Rifleman so attributes window pops up
- hover mouse over the unit's "Init" multiline input text box
- try scrolling with mouse wheel
Jan 24 2018
Mar 2 2017
Steps to reproduce:
- Get on quadbike (engine off)
- Select get out action
- Immediately hold forward (while get out animation is playing)
This other bug T71554 sounds like what you might be talking about and is always reproducible. I have a feeling that you are accidentally triggering that bug 1 out of 15 times.
This should not just be on a wishlist. Please reconsider and increase the severity of this bug. I have been killed many times with this problematic bug. Anyone who uses Advanced flight mode knows of these problems when flying with anyone else that is using basic mode. What tends to happen is after landing and the engine is off and blades spinning down then the helicopter changes from basic to advanced because either I got in the pilot seat or got out then the helicopter will float into the air 10m and since it is spinning down in comes back down crashing. I have waited for many releases and nothing has been done about this. It happens all the time to me. Please fix this as I am terrified to fly along with a basic pilot/copilot.
Feb 20 2017
I have talked to many people about this bug and have encountered it many times myself. I narrowed it down to something more specific than what was mentioned in this bug report. I play on a Wastelands Altis server and I connect without mods. What I noticed is this bug happens after an hour (like you know) but with the addition that when you are in a vehicle and someone else is driving and you are looking at your map while he drives several kilometers. You hear your vehicle driving in the distance like if your audio is not traveling with you anymore. You stay looking at your map the whole time until you get to the destination. Then you close the map and you do something, look down your scope, or binoculars or switch to 3rd person. I haven't figured that out yet. But when others experience the FPS bug I always ask "Where you looking at your map the whole time we were traveling?" and I generally hear back - "Yes".
Dec 18 2016
This is still a problem in 1.66 and in
Launcher version: 1.5.139755
Game version: 1.67.139743
Branch: development
duplicate of T58803
Nov 17 2016
Nov 14 2016
Reproduced in Arma V1.66rc
Reproduced in Arma V1.66rc
Reproduced in Arma V1.66rc
Nov 9 2016
Oct 19 2016
That's great. Well at least the documentation in the function should be updated.
Oct 18 2016
Sep 2 2016
Sep 1 2016
Jul 2 2016
2D missions that work correctly using the Guarded By trigger and Guard waypoint combo will stop working once you import into the 3D editor.
May 10 2016
Dev Version 1.55.133399
I have something similar happen. If I alt-tab out and then back into the game then the first time I hit shift the overlay pops up and I lose control of the game until I shift+tab to remove the steam overlay.
The mission.sqm file is very simple and shows the bug but I will write for you the script file instead of using an .sqm file if you prefer me to do so. Let me know.
This issue can focus on turning circles while beaching can be found in issue #0006103
@Dscha I found that it really depends on the location and the map. Would you tell me the position of your player and the map you are using?
Another thing I found was that if you setCurrentWaypoint to the GETOUT waypoint on the leader while he is running off then he will stop running off and run back to the GETOUT waypoint correctly. Something I noticed different at the airport is that it seems the leader will run back to his spawn spot (waypoint 0) even though his currentWaypoint is set to completed but he acts like his currentWaypoint is 0. Like I said setting his currentWaypoint gets him back to working order.
I also had trouble reproducing the issue at the airport but I managed to reproduce it there too. I uploaded the mission file over as mission-airport. I found that I had to move the GETOUT waypoint over a road to get the bug to show up.
Workaround: Do not init units with moveInCargo. Have units GetIn as their first waypoint then GetOut will work correctly.
possible duplicate of #0009341
I'm running version 1.52 and I am also experiencing this issue when using 20m radius in some areas. I looked for a large open field with a large 100m radius to reproduce the issue and I think I found something the developers can use to narrow the issue down.
Place a unit on Altis at location X: 18830.0 and Y: 18183.0 on the map and set a placement radius of 100m.
You will see that the unit has a big field he can spawn in yet he will only spawn in 3-4 small areas near the outer perimeter and never in the center open field. The locations he will spawn in are:
- small area around the ruined building in the lower right of the spawn area,
- small area in field in lower and lower left close to outer perimeter spawn area.
- small area close to beach in upper outer perimeter of spawn area.
After restarting the mission many times you will see a dull pattern of 3-4 general small spawn areas. I hope this helps. If a developer needs anything I am available to assist in debugging this issue.
May 9 2016
- PLEASE READ *** I read some mentioning America's Army and one of the best parts of having blood loss is the psychological effect it adds in the game play. This actually makes the game more fun when, at a certain point, you KNOW you are going to die. How does this change the game? Well, imagine a frag going off near you while you are behind cover and you get severely hit but not dead just yet. At this point there is an indicator that you know you are going to die from blood loss and there is nothing you can do. With the final seconds of your life you know it's time to switch to full auto and run out guns blazing causing as much damage as you can before you pass out dead.
This causes a great realistic psychological "shock" effect scenario that usually doesn't happen when your character all of the sudden switches off and looks at the ground like a robot that shut down.
*PLEASE READ* Everything I read here has the solution backwards. We need to be thinking the other way around: The faster you move the longer it takes to reload/change weapons. Reloading/changing weapons should be fastest standing still and reloading/changing weapons should take longer if you are running. Maybe you can sacrifice movement speed but it should only be an unnoticeable 10% reduction.