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Fixed: Holding breath in deployment

Nice to see this has been fixed, however, I do not have any "holding breath" sound at all.

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I have found an error in this mission, leave the RPT file and a video to show the possible failure.

1st part of the video the vehicle does not respond

2nd part deleting certain elements in the editor. vehicle operating normally.

Hi, could you please create a Feedback Tracker ticket for this issue and attach the mission to that ticket? Thanks :)

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Chicken and goats "freeze" after a few seconds. Sheep just walk around in circle and don't grass. I first notice it in the "Marksman "showcase mission (frozen chickens)

I know it's not very important but it ruines the atmos:p

only addon in use is Niko's USA pack

sorry please move it to general discussion (dev branch)

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In current Dev branch, gunner position in ALL vehicles are broken. As of yesterday, hi-jacking various APC's and MRAP's from CSAT forces all ended up in failure, and what's the point of a gunned vehicle when it's gunner seat doesn't even have the weapon indicator, and there are not weapons to fire.

Not sure if this is the same with all vehicles, but I assume that is the case. Therefore, all vehicles with guns lots it's ability to... Gun.

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In current Dev branch, gunner position in ALL vehicles are broken. As of yesterday, hi-jacking various APC's and MRAP's from CSAT forces all ended up in failure, and what's the point of a gunned vehicle when it's gunner seat doesn't even have the weapon indicator, and there are not weapons to fire.

Not sure if this is the same with all vehicles, but I assume that is the case. Therefore, all vehicles with guns lots it's ability to... Gun.

Hey,

I was trying it and could not find any problematic behavior. Would you mind submitting a Feedback Tracker ticket with repro steps? Thank you a lot!

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Hey,

I was trying it and could not find any problematic behavior. Would you mind submitting a Feedback Tracker ticket with repro steps? Thank you a lot!

No problem, i'll see if i can reproduce it as well after the update with video.

EDIT: Un-able to reproduce in SP, i will try MP when i get the chance. After a live exercise of hi-jacking a Marid from CSAT a minute ago, upon hopping in the gunner seat, Appropriate Ammo, and weapons were available, and could be fired again.

Edited by DarkSideSixOfficial

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in next update, there is a chance to view a black holosight version?

is a very common optic

but only in sand version is out of place in some weapons

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in next update, there is a chance to view a black holosight version?

is a very common optic

but only in sand version is out of place in some weapons

Also Black ARCO - with this idea wouldn't be bad to add hiddenselections function to all attachments , so guys can easily retexture all attachments if they want

plus this would be better even for mods guys :p

Edited by RobertHammer

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Anyone else seeing this glitch lately ?

http://feedback.arma3.com/view.php?id=23444

Confirmed, seeing this, though not quite so extreme an example. Virtual map probably increases the effect.

in next update, there is a chance to view a black holosight version?

is a very common optic

but only in sand version is out of place in some weapons

Also Black ARCO - with this idea wouldn't be bad to add hiddenselections to all attachments , so guys can easily retexture all attachments if they want

plus this would be better even for mods guys

Oh sooo much this!

In the same vein a re-sort of the NVS sight, as it currently has the BLACK inventory icon for the ARCO. Generally all those night vision scopes need tweaking.

Edited by Electricleash

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Noticed that you changed the deployed pose while prone - which the left hand is on the ground , looks kinda odd and uncomfortable

http://i.imgur.com/dutLBOb.jpg , http://i.imgur.com/JAP4xVJ.jpg

it would be better if his left hand was like this > http://pro-patria.us/yahoo_site_admin/assets/images/M-14_Designated_Marksman_Rifle.245190802_std.jpg

or holding the stock > http://www.olegvolk.net/gallery/d/39814-2/DS15_sniper_3194web.jpg

Edited by RobertHammer

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Also Black ARCO - with this idea wouldn't be bad to add hiddenselections function to all attachments , so guys can easily retexture all attachments if they want

plus this would be better even for mods guys :p

This. I think there should be colour variants of all attachments now, given you guys added green scopes, and bipods, yet some silencers don't have the matching colour for some weapons, to fit with the new scopes. Example being the 7.62 suppressor doesn't have Sand or Khaki, like the AMS and .338 Lapua Magnum suppressors do, which is odd, given the fct that the Mk-1 has a Khaki Variant, but no Khaki Suppressor to go with it, and etc.

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This. I think there should be colour variants of all attachments now, given you guys added green scopes, and bipods, yet some silencers don't have the matching colour for some weapons, to fit with the new scopes. Example being the 7.62 suppressor doesn't have Sand or Khaki, like the AMS and .338 Lapua Magnum suppressors do, which is odd, given the fct that the Mk-1 has a Khaki Variant, but no Khaki Suppressor to go with it, and etc.

+ + 1

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Noticed that you changed the deployed pose while prone - which the left hand is on the ground , looks kinda odd and uncomfortable

http://i.imgur.com/dutLBOb.jpg , http://i.imgur.com/JAP4xVJ.jpg

it would be better if his left hand was like this > http://pro-patria.us/yahoo_site_admin/assets/images/M-14_Designated_Marksman_Rifle.245190802_std.jpg

or holding the stock > http://www.olegvolk.net/gallery/d/39814-2/DS15_sniper_3194web.jpg

Maybe add all 3 for variety's sake and have it definable in the weapon's config?

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Multi-player issue, Current DEV branch, and also from yesterday. Weapons are invisible in other players hands. Also, sounds appear to glitched in the same manner. You can hear and see your gun, but you cannot hear or see anyone else's gun. It's as if weapons and their sounds have gone client side or something.

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Noticed that you changed the deployed pose while prone - which the left hand is on the ground , looks kinda odd and uncomfortable

http://i.imgur.com/dutLBOb.jpg

This is super weird, it must be heavily WIP. It looks like the guy is in mid-crawl. It doesn't make any sense when your weapon doesn't have a bipod, either, because you're holding it in mid-air.

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This is super weird, it must be heavily WIP. It looks like the guy is in mid-crawl. It doesn't make any sense when your weapon doesn't have a bipod, either, because you're holding it in mid-air.

I was hoping that it'd be more like this big_thumb_adb2e29280f9b01f7b58443eccd7fbca.jpg

Where the support hand is holding the stock. That seems to be a lot more common IRL. Of course RobertHammer's suggestion of it being under the stock is fine as well. Ignore the fact that the guy isn't prone in the picture. My point still stands.

Edited by supercereal4

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Multi-player issue, Current DEV branch, and also from yesterday. Weapons are invisible in other players hands. Also, sounds appear to glitched in the same manner. You can hear and see your gun, but you cannot hear or see anyone else's gun. It's as if weapons and their sounds have gone client side or something.

I noticed the same, dedicated MP server, running "Invade and Annex".

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Where the support hand is holding the stock. That seems to be a lot more common IRL. Of course RobertHammer's suggestion of it being under the stock is fine as well.

Problem is that these handpositions are weapon specific. Not every hand position fits every weapon. Maybe they are working on specific poses for the weapons? Current pose fits every weapon equally bad :D

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Does the new prone deployment state have a wider arc of fire than the old one?

To me it seems the hand is where it is in the current prone deployed anim because it's supposed to represent the unit placing their weight on one arm to allow them to shift in a wider shooting arc than the old prone anim without looking like the unit is sliding along the floor on their chest/shoulders. So yea, it's a sort of semi-crawl to provide a greater range of movement.

I know a fair few people complained that the arc of fire for prone deployment was too narrow before.

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Does the new prone deployment state have a wider arc of fire than the old one?

To me it seems the hand is where it is in the current prone deployed anim because it's supposed to represent the unit placing their weight on one arm to allow them to shift in a wider shooting arc than the old prone anim without looking like the unit is sliding along the floor on their chest/shoulders. So yea, it's a sort of semi-crawl to provide a greater range of movement.

I know a fair few people complained that the arc of fire for prone deployment was too narrow before.

Yeah it is wider, I like it way better.It's great because it offers greater vertical arc too.

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