User Details
- User Since
- Jul 6 2013, 11:07 PM (593 w, 4 d)
Jun 8 2023
Mar 28 2022
Understood and thank you for the explanation.
Mar 27 2022
Sep 4 2019
Apr 19 2019
I believe this issue was resolved a long time ago and can b closed.
MX Magazines are now interchangeable with the latest Dev Branch update. This issue can be closed.
Mar 9 2019
The engine and fuel tanks are both taking damage now and this issue is resolved. Thank you and keep up the great work!
Mar 3 2019
Possible fix:
Feb 24 2019
Nov 5 2018
May 10 2016
Just wanted to add that this bug is also affecting the scopes of static weapons as well in the latest Stable build. If you place a an HMG or GMG car or static weapons in the editor, after starting and restarting the same mission sevreal times you will eventually not be able to use the scopes of any car or vanilla static weapon.
Usually occurs after the third or fourth restart but sometimes right away. Tested with no mods running.
I am experiencing the same problem even with the latest Win Episode Patch, 1.14+ I think.
Same here with latest dev build, freezes for me whenever I try to change anything up or down in quality.
+1 Maybe what the developers should do is "outsource" porting content to Arma 3 from previous releases, from OFP to Arma 3 OA, then quality-check modder submissions, and/or have a contest to reward players for the best content like the Make Arma Not War contest . The end result should be free DLC for Arma 3 Supporter Editions and very cheap DLC for the rest. Just my suggestion.
It seems to be replacing the Team Switch function too. Before Camp Maxwell showed up, I could switch to another playable unit if I died, now I can't seem to do that. After some experimenting I discovered that the "Camp Maxwell" option is overlapping the "Team Switch" option. If you run the editor with two or more playable units, and then you die, you can hit tab to select the "Team Switch" option hidden behind the "Camp Maxwell" option. I guess BIS needs to add an extra "\br" to the menu code.
Voting this one up to for a simple and quick cfg fix, seems inconsistent compared to the OpFor's Recon Scout loadout.
May 9 2016
Voting up on this one, the MX should have fire select with or without the silencer, and I have noticed that CSAT's MG actually has select fire. Want to add that the 100 round mags should be interchangeable with ALL MX rifles, not just the MX SW, but I will look for closer matching ticket on that.
I also want to add that the analog Z-Axis trigger works with firing a weapon when you have an Xbox One Controller enabled under the "Controllers With Scheme" section under configure controllers, and you can see the pre-mapped buttons in gray in the various control layouts (except for the trigger button(s) in the "Fire" mapping, but they still fire when pressed...).
If you have the Xbox Controller under "Customizable Controllers", the "Fire" command no longer responds to the same trigger as it did when the controller was under "Controllers With Scheme". It will still not respond even if you chose the Xbox 360 mapping under Customize->Schemes.
Since it appears Arma 3 has pretty good support for the Xbox controller overall, and the trigger button works when enabled under "Controllers With Scheme", I think this issue should be looked at as a bug at this point vs a low priority feature request.
Thanks and keep up the great work!