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- User Since
- Mar 7 2013, 10:37 PM (613 w, 4 d)
May 10 2016
At what point anywhere above did I say these were not magnetic? They are set at 10 meters maybe 5 meters would be better? The Naval mine experts are out in force on the feedback tracker. Back on topic, it would be nice to be able to change the magnetic mine to a contact mine, mineMagnetic = 0. How do we use the CfgMineTriggers that are found in the config?
Trying to delete the trigger or module also has no effect.
This has been fixed in the latest DEV Update. Can somebody else confirm?
http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2531121&viewfull=1#post2531121
This is only effecting the DEV Branch
Place the zone restriction module.
Create a trigger over the area you want. blufor/opfor present
Synchronize the trigger to the module.
Synchronize the unit to the module.
I'm glad this is fixed, the sway is absolutely ridiculous and not realistic at all.
This is my fix for this until it gets fixed:
http://forums.bistudio.com/showthread.php?167042-AI-HALO-Jump-Example-Mission
Here you go,hang glider.
http://www.armaholic.com/page.php?id=21036
Tactical flashlight with LED like surefire are much brighter. The lights in game are equivalent to a mag light. I have a surefire fury that outputs 1000 lumens. Anybody who says flashlights have no place on the battlefield have never been to battle.
The standard non-tracers magazines should not have tracers. Hence "non-tracer".
The standard magazines should have a tracer every 5 rounds or so.
A magazine full of tracers should fire a tracer every shot.
Tracers work both ways and if its a stealth mission you would not want the enemy seeing were the shots are coming from.
If thats the case then maybe I should submit a ticket to only allow pilots to use a helicopter or other aircraft? Tanks should only be used by crewman, etc.
It should be up to the mission makers who can and cannot carry the minedetector and toolkit. Using your same logic AT launchers should only be used by Rifleman AT and Snipers and marksman should only be able to use sniper rifles and pilots should only be able to fly and etc etc etc. Do you want to be limited to only certain characters who can do this or that or allow mission makers decide who can and cannot perform a function?
Still no item, uniform, attachments, or headgear for description.ext. Is this being worked on? Will it ever be fixed?
This is still not working as of 9/12 and the game has been released. I would like to be able to allow players to select their own gear prior to the mission being started not wasting time picking through boxes.
This is the only forum post I could really find on it: http://forums.bistudio.com/showthread.php?148254-Description-ext-weapon-selection
No it isnt...LOL. I have this same rifle in my weapon safe right now.
This has been updated in the latest DEV Update (0.53.103754) :D THANK YOU!
Cant stop laughing "pokemonballs".
Here is a video of what is going on http://www.youtube.com/watch?v=1nVzqcpspHo&feature=youtu.be
The workaround is removeVest, this does not freeze or slow down the game.
Already been reported: http://feedback.arma3.com/view.php?id=4231
Already reported: http://feedback.arma3.com/view.php?id=3374
I did not have this issue, I left clicked and dragged to the binocular slot.
May 9 2016
I already created a ticket for this 3/8, ticket 0002441 with video, not sure of why they closed mine.
Also take note that the AI will not use flashlights if they have NVGs on. So if you remove their NVGs and place the code below into the init.sqf they will use the flashlights if they are in behavior "combat".
{_x enableGunLights "AUTO"} forEach (units group player);
Using this in the init.sqf they will immediately turn on the lights regardless if they have nvgs or what their behavior is.
{_x enableGunLights "ForceOn"} forEach (units group player);
Hope this helps
Place this into you init.sqf:
{_x enableIRLasers true} forEach (units group player);
Your AI must be in behavior "combat", in order for them to turn on the lasers.
The information in the wiki seems to be wrong, in order to use gunlights try this:
{_x enableGunLights "AUTO"} forEach (units group player);
Load the magazines first then the rifle, there is no loading animation to wait for.
Regardless a bullet zipping by will still be noticed and you will also be able to tell the general direction that it is coming from. I own an AAC M4-2000 suppressor, it only makes the rifle hearing safe it is still very audible just below hearing safe 140dB.
I didnt have this problem, remove re-breather, go underwater, within 45 seconds diver starts to blackout. Not sure of where you got 5 minutes.
The magazine you are talking about is the surefire 100 rounder, google search it. It is a little longer and goofy looking. I would recommend loosing the 100 rounder and either go to the smaller 60 rounder which this 100 rounder in game depicts or go to a drum. Nobody in the military will ever use the 100 rounder, how are you going to get in the prone? Check out this picture of the magazine. Also look up the 60 rounder.
http://www.shootingillustrated.com/wp-content/uploads/2011/01/Surefire-mags-2.jpg
Please add to the MH-9!!!!
This doesnt need to be placed into the game or fixed, thats why we have scripting. In fact there are at least 4 different threads on the forums regarding this very issue.
Try hitting VV, crashing into the water there is no eject option either, but hitting VV allows you to exit.
Explosions are terrible, this also includes the grenade launchers. I dropped a grenade by my feet laid on top of it and it did not kill me.
I agree with this and I am an owner of this rifle with a Sage stock, it should not be an Iranian weapon it should be U.S.