Brisse 78 Posted March 17, 2015 Edit: MX weapons are mission case ejection particle It's always been like that and I think it's on purpose. Like the Katiba and Mk200 it probably uses caseless ammunition, even though it does not specifically mention it in magazine description like it does for the Katiba. Share this post Link to post Share on other sites
R3vo 2654 Posted March 17, 2015 That does not explain the Katiba ejecting dust while shooting :D (I edited my post a few minutes later) Share this post Link to post Share on other sites
instagoat 133 Posted March 17, 2015 Will the Nato cage vests also get updated with MX Ammo pouches? Right now they use ammo still made for the FN-2000 that went to be used by the AAF. Share this post Link to post Share on other sites
Electricleash 133 Posted March 17, 2015 Seems to be a bug with the FIA off-road randomisation scripts, placing them just now in editor/ZEUS only comes back with the Red off-road scheme and no customisations. Also there's a texture error on the FIA quad bike wheels. Civ versions seem unaffected. anyone confirm? Share this post Link to post Share on other sites
DancZer 65 Posted March 17, 2015 PSCollimator shader compile error CTD in 1.43.129768: http://feedback.arma3.com/view.php?id=23210 Share this post Link to post Share on other sites
Dwarden 1125 Posted March 17, 2015 available again on todays DEV branch : Infantry KOTH , 1st person only 94.23.112.9:2202 Share this post Link to post Share on other sites
da12thMonkey 1943 Posted March 17, 2015 PSCollimator shader compile error CTD in 1.43.129768: http://feedback.arma3.com/view.php?id=23210 Are you updating the Dev Branch via Steam (i.e. replacing the main branch) or using Game Installer (i.e. installing it in parallel to your normal Arma 3 install)? I ask since wrote a ticket about the same thing: http://feedback.arma3.com/view.php?id=23205 Vojtěch (Iceman) asked me to try verify integrity of my Arma 3 install via Steam, but as I mentioned I'm using a separate Game Installer instance of Arma 3 to run the Dev Branch rather than doing it through the Arma 3 "beta" opt-in option in Steam. Share this post Link to post Share on other sites
2nd ranger 282 Posted March 17, 2015 Really nice belt animation - which also Zafir and Mk200 could have that too Too bad it's the same animation even when the gun is empty and there is no belt : ( And the belt doesn't reappear until after the reload is complete : ( #animationSadness : ( Share this post Link to post Share on other sites
roberthammer 582 Posted March 17, 2015 (edited) Too bad it's the same animation even when the gun is empty and there is no belt : (And the belt doesn't reappear until after the reload is complete : ( #animationSadness : ( Well that's because ArmA doesn't support 2 types of reload - Empty and Not empty if each weapon had reloadActionEmpty that could play only when the weapon was empty and the regular reloadAction would work as default reload when the gun is not empty Edited March 17, 2015 by RobertHammer Share this post Link to post Share on other sites
metralla 19 Posted March 17, 2015 (edited) You can shoot through walls, also this issue because the AI can shoot well to not be locked gun with objects. Try to fix :pray:, it must be resolved in some manner. It should be possible at least solved this problem with weapons, for example causing the weapon to detect these objects gun retracts into the body or something. :j: Edit: Well, I checked also that this ammo runs through that wall... :868: I do not have clear now ... The only thing is that the weapon can not pass through the wall. https://www.youtube.com/watch?v=AIwCHWFQ2o8https://www.youtube.com/watch?v=a-2uk32D78w&feature=youtu.beThis is very problematic in PVP, reveals your position to the enemy._______ :868: :638: _______ The second video shows how AI can shoot behind the object. This video has 2 parts. Edited March 17, 2015 by Metralla Share this post Link to post Share on other sites
DancZer 65 Posted March 17, 2015 Are you updating .... Game Updater as you. Btw verify integrity is a welcome feature for the Game Updater. :) ---------- Post added at 08:17 PM ---------- Previous post was at 08:15 PM ---------- You can shoot through walls... There is lot of issue because of the missing weapon collision feature. I reported an exploit which is almost same as your, but you can do it with shorten weapons too. :( :( Share this post Link to post Share on other sites
metralla 19 Posted March 17, 2015 There is lot of issue because of the missing weapon collision feature. I reported an exploit which is almost same as your, but you can do it with shorten weapons too. :( :( True, my complaint is about the collision of arms. :protest: Share this post Link to post Share on other sites
kecske 46 Posted March 17, 2015 This issue came back apparently: MRCO glass textures missing Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted March 17, 2015 I'd rather see backpacks not able to be carried while wearing a ghillie suit if the current implementation of invisible backpacks exists. Share this post Link to post Share on other sites
bullet purveyor 85 Posted March 17, 2015 I'd rather see backpacks not able to be carried while wearing a ghillie suit if the current implementation of invisible backpacks exists. They should make a small ghillie to cover backpacks. In Norway we are issued white winter covers for our backpacks. http://www.equipnorshop.no/shop/prodimages/systemimages/NFM%20Trekk%20til%20sekk_White_1_500X-1.jpg (316 kB) Share this post Link to post Share on other sites
das attorney 858 Posted March 17, 2015 I'd rather see backpacks not able to be carried while wearing a ghillie suit if the current implementation of invisible backpacks exists. Agreed. Share this post Link to post Share on other sites
Jackal326 1181 Posted March 18, 2015 Will the Nato cage vests also get updated with MX Ammo pouches? Right now they use ammo still made for the FN-2000 that went to be used by the AAF. I hope they don't alter the existing vests and instead add duplicates with the different pouches. Would break a lot of re-textures that my group have done if they were simply changed... Share this post Link to post Share on other sites
vegeta897 13 Posted March 18, 2015 Optimized: Visibility raycast for dead bodies is limited to 50m. For alive soldiers it is limited to 3km. Anyone know the implications of this? Share this post Link to post Share on other sites
kilo1-1 1 Posted March 18, 2015 Anyone know the implications of this? From my understanding, if you have your view distance set past 3km and you are trying to snipe someone past 3km, they will not be visible until they enter a 2999m distance from your position. For dead bodies, they will pop up in front of you when you are 49m from their dead bodies. Share this post Link to post Share on other sites
das attorney 858 Posted March 18, 2015 That can't be right. They would have said "draw distance" not "visibility raycast". Plus I just checked it with a load of bodies and I could see them at well over 50m Share this post Link to post Share on other sites
vegeta897 13 Posted March 18, 2015 Yeah it definitely isn't that. Maybe something involving AI? But that doesn't seem right either, and there's no AI changelog update. Share this post Link to post Share on other sites
tpw 2315 Posted March 18, 2015 I think it means that AI will not react to dead bodies further than 50m from them Share this post Link to post Share on other sites
kilo1-1 1 Posted March 18, 2015 That can't be right. They would have said "draw distance" not "visibility raycast". Plus I just checked it with a load of bodies and I could see them at well over 50m True, then maybe its related to AI view distance but like it has been noted, nothing was added to the AI changelog. Share this post Link to post Share on other sites
vegeta897 13 Posted March 18, 2015 In what way do the AI react to dead bodies anyway, aside from confirming kills? In that case, why shouldn't they be able to confirm kills beyond 50 meters? That's what makes me wonder about this being AI-related. Share this post Link to post Share on other sites
das attorney 858 Posted March 18, 2015 It is confusing - I understand the changelog is written by programmers, but at least they could clarify the more cryptic statements like that so we can understand what we need to look for. Share this post Link to post Share on other sites