killzone_kid 1331 Posted June 6, 2019 On 6/6/2019 at 4:14 PM, the_one_and_only_Venator said: While I really like the GL ammo now being included with weapons with grenade launchers in the Virtual arsenal, there is currently the problem that apparently all free inventory space gets filled with 40mm grenades. And if you change to a weapon without a GL they stay in the inventory. Can you please restrict them to 3+1 being added and them being removed when having no GL selected like the other magazines? Should be fixed in 144077 (data) 4 Share this post Link to post Share on other sites
the_one_and_only_Venator 163 Posted June 7, 2019 I found some floating stuff on Malden. Any chance this can still be fixed? One rock and one bush next to it on the small island in the SE. Spoiler Or was this just teasing the aliens? 2 5 Share this post Link to post Share on other sites
x3kj 1247 Posted June 10, 2019 does anyone else get this error message when opening arsenal? No mods, contact DLC is activated, GM loaded. https://abload.de/img/2019-06-1020_57_02-ar2jk4a.jpg Also, was any running animation changed in the last months/year? When running , with rifle in shooting position, watch the right leg - it snaps very weirdly when coming forward. (it is almost overstretched at the knee). Share this post Link to post Share on other sites
Alwarren 2767 Posted June 10, 2019 2 hours ago, x3kj said: does anyone else get this error message when opening arsenal? No mods, contact DLC is activated, GM loaded. https://abload.de/img/2019-06-1020_57_02-ar2jk4a.jpg I get this frequently in the Diag binary, but not in the standard one. Share this post Link to post Share on other sites
Beagle 684 Posted June 12, 2019 This issue with Tanoa dirt road level of display cfg. is still there: https://feedback.bistudio.com/T128144 It was introduced with 1.82, now it's overdue to be solved. Share this post Link to post Share on other sites
lexx 1385 Posted June 12, 2019 This is a satmap issue. I'm feeling like this won't see a fix anymore. Share this post Link to post Share on other sites
Beagle 684 Posted June 12, 2019 8 minutes ago, lexx said: This is a satmap issue. I'm feeling like this won't see a fix anymore. It was all right when APEX was released up until 1.82, so its for sure not a satmap issue. it's this partucular road that had a change in lod setting and so it disappears before all other roads. Share this post Link to post Share on other sites
lexx 1385 Posted June 12, 2019 Well, maybe someone fucked something up with the satmap at some point. Usually all roads are painted on the satmap. For some reason, this one is not. /Edit: Zoomed in and zoomed out. It's a satmap issue that starts at the bottom of the volcano. To fix this, the satmap needs to be fixed, not anything with road lod. Maybe it was done to have the volcano look better in the distance - a bright brown road would probably stick out pretty hard. /Edit: Just noticed that the road continues after the volcano, so it's likely not the reason. Really looks to me like someone forgot to toggle a layer in photoshop or something before exporting. It's actually really interesting, because the road doesn't stop in a hard cut, which means it was likely not painted by hand. Really wish we had tools to generate roads for satmaps like that... would save me lots of work. 1 Share this post Link to post Share on other sites
pr9inichek 133 Posted June 12, 2019 On 5/28/2019 at 11:59 PM, pr9inichek said: @moricky something like this: Reveal hidden contents @DnA @moricky @reyhard @killzone_kid Alternative option, may be implement ACE arsenal in Virtual Arsenal Pleeeeaseee On 5/29/2019 at 2:08 PM, Alwarren said: Alternatively, have a camo selection tab in the list on the right side when you select a weapon (the place where you select attachments). Just add an extra tab there with all available camos As to how to config this, most variants are just a hiddenSelection inherit from the base class, so this could be done in the exact same way as they are done for vehicles. 1 1 Share this post Link to post Share on other sites
Hvymtal 1251 Posted June 12, 2019 "Known issue, shotgun slugs are a tad OP after the zeroing fix" 🤔 Step 1. Own contact and select dev branch (1.95.145757) Step 2. Promet SG, load slugs Step 3. Shoot at dummy, aim at head or neck for best results Result: 🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣 Spoiler God I love Arma 1 1 Share this post Link to post Share on other sites
Glow 181 Posted June 13, 2019 That was intended. Fun, fun, fun. Next: Rocket launcher jump for everyone! Share this post Link to post Share on other sites
tortuosit 486 Posted June 14, 2019 I'm creating lots of "Custom compositions", lots are game logics holding some code. My custon compositions, upon repeated saves (overwriting of custom compositions), get infested with connections ("Sync with" kind of) more and more. This is an old problem for me. I often delete them, but they come back. Anyone? Share this post Link to post Share on other sites
FoxFort 341 Posted June 14, 2019 Hey Devs, Thank you for the new MAAWS HEAT 55 round, it would be really cool if you would add more rockets variants for RPG-7v + optic for it. 5 Share this post Link to post Share on other sites
zukov 490 Posted June 14, 2019 in this view, the legs of the spetsnaz seem too "tubular" and the pouches around the torso dont fit well in my opinion 2 Share this post Link to post Share on other sites
EO 11277 Posted June 14, 2019 @DnA, Will Enoch worldName be added to the Civilian Presence module when Contact civilian clothing is added to Dev Branch? 1 Share this post Link to post Share on other sites
pierremgi 4889 Posted June 14, 2019 Please do something for setUnconscious / incapacitated state. This is a great feature (SP scripted or MP vanilla) but not achieved: - Ais are taking command when a player (former leader) is unconscious but... * AI leaders are dumb and order some "get in" vehicle, probably in vehicles added to group, but no matter the situation, the distance, the efficiency in context, * AI leaders order some targets (or regroup/move) to unconscious player(s) or unit(s). That's totally weird. - When healed the player (leader) recovers the leadership but the situation is totally messed and there is no cancel on previous AI order. Please, Stop trying to manage the group while the leader player is unconscious! Make things like they are when a player is on DEAD-RESPAWN status. (there is no such handover and stupid orders, AIs just continue on their move and behavior). Thanks. 5 Share this post Link to post Share on other sites
lex__1 422 Posted June 15, 2019 17 hours ago, FoxFort said: Hey Devs, Thank you new MAAWS HEAT 55 round, it would be really cool if you would add more rockets variants for RPG-7v + optic for it. Sights optics https://feedback.bistudio.com/T121840 Rocket grenades https://feedback.bistudio.com/T121841 Bipod https://feedback.bistudio.com/T121842 6 Share this post Link to post Share on other sites
DnA 5154 Posted June 15, 2019 15 hours ago, EO said: @DnA, Will Enoch worldName be added to the Civilian Presence module when Contact civilian clothing is added to Dev Branch? I'll at least add it to the list to look into, thanks for the reminder. 1 2 Share this post Link to post Share on other sites
nikelzero 10 Posted June 15, 2019 22 hours ago, zukov said: in this view, the legs of the spetsnaz seem too "tubular" and the pouches around the torso dont fit well in my opinion yep, why they use gorka-style uniform in 2039? it must be some futurised "ratnik-esque" equipment, not obsolet 80's mountaneers suit. Share this post Link to post Share on other sites
Beagle 684 Posted June 15, 2019 6 minutes ago, nikelzero said: yep, why they use gorka-style uniform in 2039? it must be some futurised "ratnik-esque" equipment, not obsolet 80's mountaneers suit. at least, it look very "russian". That's good. The "tubular" legs come with every trousers with lose fit and stiff fabric. I lieke it very much that the "Russians" are not just another retextured CSAT faction. 4 Share this post Link to post Share on other sites
nikelzero 10 Posted June 15, 2019 1 hour ago, Beagle said: at least, it look very "russian". That's good. The "tubular" legs come with every trousers with lose fit and stiff fabric. I lieke it very much that the "Russians" are not just another retextured CSAT faction. meh, ushanka and PPSh even more "russian". but arma pretend to be futuristicreality - thats reality: so, 20 years later, in 2039, they will use gorka? 1 Share this post Link to post Share on other sites
lexx 1385 Posted June 15, 2019 It's just arma logic. Certain elements within the community whined so much about futurism that even realistically ass old stuff is suddenly too modern. 2 1 Share this post Link to post Share on other sites
KizzouUl 21 Posted June 15, 2019 2 hours ago, nikelzero said: meh, ushanka and PPSh even more "russian". but arma pretend to be futuristicreality - thats reality: so, 20 years later, in 2039, they will use gorka? You talk about ArmA 3 Contact Spetsnaz but you send regular russian army picture :D Currently Spetsnaz look more like that: It's very similar to NATO stuff so I think A3 Devs just want something really Russian and not NATO-like stuff. Sorry for my low-level english. :( 3 Share this post Link to post Share on other sites
pr9inichek 133 Posted June 15, 2019 @DnA hi 🙂 ArmA 3 take this update like DayZ? 1 Share this post Link to post Share on other sites
pr9inichek 133 Posted June 15, 2019 @DnA @moricky Pleeeeease Players want it: https://www.reddit.com/r/arma/comments/bzjjnf/whats_about_upgrade_virtual_arsenal_huh/ 1 Share this post Link to post Share on other sites