Jump to content

Recommended Posts

1 hour ago, Glow said:

I hope we will get official functionality for all those things. Places with poisonous gases or similar danger that you can place in Eden Editor with triggers and animations.

Something similar to this what Alias done:

 

I am hoping for the implemented functionality to CBRN and APR really as well. But why do I get the feeling it won't be the case lol.

Share this post


Link to post
Share on other sites

Because vanilla A3 has no use for them? There are no gas grenades or other chemical weapons, thus there is no need for any "native functionality" - besides, a semi-skilled scripter can make his own thing in less than 5 minutes.

  • Like 2

Share this post


Link to post
Share on other sites
On 6/17/2019 at 1:27 PM, DnA said:

It's mostly just that Arma 3 is 6 years into its life. Thanks to the on-going support of the game from players, we've had a chance to actively support it far longer and with greater resources than was initially anticipated. This is great for everyone! Meanwhile the full-time development team is very much reduced as compared to years ago. On the platform-side we primarily focus on critical issues, things caused by new third-party software updates, multiplayer security, etc. In addition there are still Bohemian devs who occasionally jump in to work on an internal or external request. Then there's of course a team focused on finishing Arma 3 Contact, but that means they are busy with that most of all at the moment. We want to cater to as many as possible things, but less is feasible now (also since backward compatibility with the full game and mod library is increasingly challenging). After Contact's release, we will give some more insight into this 'Live Ops' state / team of Arma 3 in a future SITREP 🙂

Any plans to fix these tickets?

https://feedback.bistudio.com/T127310#1856599

https://feedback.bistudio.com/T127626

The tank commander is experiencing some inconvenience in the management and interaction with the crew. This leads to the need to perform unnecessary actions and distract from the gameplay. The confusion of actions and problems in these two tickets, breaks the normal control of the combat vehicle and crew.

Share this post


Link to post
Share on other sites
1 minute ago, lexx said:

Because vanilla A3 has no use for them? There are no gas grenades or other chemical weapons, thus there is no need for any "native functionality" - besides, a semi-skilled scripter can make his own thing in less than 5 minutes.

Well, I guess that is true. But it would be cool to have the vanilla functionality to them so we can bring some alien scenarios to other maps without having to wait for or bother the said semi-skilled scripter to implement alien features in small missions for myself and friends.

Share this post


Link to post
Share on other sites

Is there any chance that we will get a combination of the Tactical Vest andt he Rangemaster Belt? Or to avoil clipping just the lower belt part of the Carrier Rig?

 

I have always disliked the fact that the Police Vest has no space to put a pistol anywhere. A holster of some kind would be awesome. Maybe just give it the holster of the new Modular Carrier Lite retextured black or so...

 

Spoiler

3701E331A7F84BBAE6515984B36F79AD66582D50

 

6C606F132F4AE341506CA69F37DB1BB05714DB1D

 

  • Like 7

Share this post


Link to post
Share on other sites

Hey devs,

 

I got an suggestion, since new Granit suits needs adequate plate carrier vest and almost all current ingame ones are heavily clipping through model. Why not just merge two new ones to make one especially for it? 

 

Kipchak Vest + Modular Carrier =

 

00D1EE734829B06FB8505A2F2490D91C059DF9B8

 

I understand that you work by "setting things in stone" and have no desire on new things at this development stage. Please consider to create this, as it should not be too complicated to add/combine at this stage (or at least provide me with source files so that I can do it).

Also please add knee pads to granit suits. 

  • Like 12

Share this post


Link to post
Share on other sites
19 hours ago, lumnuon said:

Self-Contained Breathing Apparatus ("B_SCBA_01_F") the ability to work underwater

As far as we could tell, SCBA units do not actually work underwater as a breathing apparatus. You'll need a SCUBA for that. Small difference perhaps, but for that reason we did not ourselves configure it that way.

  • Like 1

Share this post


Link to post
Share on other sites
4 hours ago, FoxFort said:

Hey devs,

 

I got an suggestion, since new Granit suits needs adequate plate carrier vest and almost all current ingame ones are heavily clipping through model. Why not just merge two new ones to make one especially for it? 

 

Kipchak Vest + Modular Carrier =

 

 

 

I understand that you work by "setting things in stone" and have no desire on new things at this development stage. Please consider to create this, as it should not be too complicated to add/combine at this stage (or at least provide me with source files so that I can do it).

Also please add knee pads to granit suits. 

great idea, it will be even better with some replacement of pouches, they on weird poz now

  • Like 1

Share this post


Link to post
Share on other sites

BIS - if you guys are working on a next instalment in the arma series ie arma4 can u strongly suggest you reach out to the community and ask users / modders what they would like to see added / removed / changed both at game level and at an engine level ? The community would love to have a voice and help you guys. 

 

I can for example tell you what I would like to see -

 

1. Support for articulated vehicles ie lorries and trailers or bv206 all terrain articulated vehicles and ability to tow.

 

2. Bigger maps so you can actually fly a reasonable distance.

 

3. Improve the physics more realistic

 

4. Support for bigger ships and allow for vehicle load / unload etc 

 

5. Landscapes other than Eastern Europe 

 

6. Buildings not always dilapidated or fences round objects broken or gaps. 

 

7. Properly laid out airfields with fuel / aircraft shelters / ammo bunkers / accommodation properly spread out.  

 

Think that be good place to start - ideally a new forum would be great 

 

Thanks 

  • Confused 1

Share this post


Link to post
Share on other sites

Arma4? Where? Did I overslept something? What happen with Contact DLC? Nah... It just a spam. Uff... Someone haven't read a topic main post before posting. All good. Sit down. Eat your soup.

 

I gonna get a hart attack someday... Are you kids on speed or  something? Stop rushing! It's not Apple, with new iPhones poping-up every year. Can we have some more fun with Arma III for now please ???

 

  • Like 2

Share this post


Link to post
Share on other sites

We gently sweep to Arma III 2.0.  1.94, 1.96, 1.98 and tada!

  • Like 3

Share this post


Link to post
Share on other sites
21 hours ago, FoxFort said:

Hey devs,

 

I got an suggestion, since new Granit suits needs adequate plate carrier vest and almost all current ingame ones are heavily clipping through model. Why not just merge two new ones to make one especially for it? 

 

Kipchak Vest + Modular Carrier =

 

 

 

I understand that you work by "setting things in stone" and have no desire on new things at this development stage. Please consider to create this, as it should not be too complicated to add/combine at this stage (or at least provide me with source files so that I can do it).

Also please add knee pads to granit suits. 

Yes, so much yes. Tbh, the promo image led me to believe that there would be some Spetsnaz with armor but I realized how wrong I was in the preview section when they released additional asset details. I second this.

 

Oops. Saw the mod post a little too late... 😞

Edited by R0adki11
no quoting images as per forum rules
  • Like 1

Share this post


Link to post
Share on other sites

In the paramilitary_body_injury.rvmat the path to the wound texture is...

texture = a3\characters_f\civil\data\paramilitary_body_injury_mc.paa

However, the name of the .paa texture in the characters_F data file is...

paramilitary_body_injury.paa

so as you can see it's missing the _mc   

 

I know it's not even on the radar, especially as it's an unused texture and model, but could this be fixed please. 🙏

  • Like 3

Share this post


Link to post
Share on other sites
4 hours ago, FallujahMedic -FM- said:

@sentryuk
 

Please be aware that this is not the "wishlist" topic. 
 


Please keep it on-topic and directly related to discussing DevBranch updates. 
Thanks!

Ok so how about bis open a public forum so we can feed back community wishlist ? This would clearly be to the benefit of bis.

Share this post


Link to post
Share on other sites
53 minutes ago, sentryuk said:

Ok so how about bis open a public forum so we can feed back community wishlist ? This would clearly be to the benefit of bis.

 

We already have wishlist thread - https://forums.bohemia.net/forums/topic/210827-arma-3-community-wishes-ideas-no-discussion/

 

Now lets get back on topic :thumbsup:

  • Like 4

Share this post


Link to post
Share on other sites

On dev branch, vehicle smoke countermeasure appears to not have any visual effect. Missile is defeated but smoke screen is invisible.

Share this post


Link to post
Share on other sites
2 hours ago, fn_Quiksilver said:

On dev branch, vehicle smoke countermeasure appears to not have any visual effect. Missile is defeated but smoke screen is invisible.

Any .rpt messages?

Share this post


Link to post
Share on other sites
On 6/22/2019 at 8:35 AM, DnA said:

SCBA units do not actually work underwater as a breathing apparatus

This is not entirely accurate. I understand this is a bit off topic, but we should be able to discuss certain elements from the current dev build before the main release, specially if there are changes and tweaks that can improve and can be implemented.

 

Someone actually did some science on this, granted is not the same "breathing apparatus", but is practically similar to the SCBA:

 

(Meaty stuff @6:37)

 

I understand that the oxygen tank might not work underwater, however if the mask can be made functional it will be pretty awesome. Specially because the will be more usable stuff underwater for the player, and makes for interesting gear combos:

 

533F038982BDD84E31C4B5C3651CECCE622A734B

 

Just my +2 cents, I really love the stuff that you guys do and all you can do with it.

  • Like 5
  • Thanks 1

Share this post


Link to post
Share on other sites
On 6/22/2019 at 3:35 PM, DnA said:

As far as we could tell, SCBA units do not actually work underwater as a breathing apparatus. You'll need a SCUBA for that. Small difference perhaps, but for that reason we did not ourselves configure it that way.

 

If it is easily done to config the SCBA as SCUBA I would suggest doing so. It just adds more variety to mission makers to play with. I don't think too many people would be mad about an SCBA working under water. I don't think there are many situations where a mission maker would want players to have SCBA but not be able to breathe under water either.

The SCBA would just act as another nice looking object for divers. 

If there is a problem with the SCUBA being a backpack instead of a vest (as it is now) it's probably not worth putting a lot of afford into it though. 

  • Like 2

Share this post


Link to post
Share on other sites

Could do a quick retexture and add it as a new unique diving gear object. Likely won't happen, but the idea is nice.

  • Like 2

Share this post


Link to post
Share on other sites

There is no reason why SCBA wouldn't work in very shallow water, but deeper down it might have pressure issues. It is certainly not recommended to use an SCBA as a makeshift SCUBA, though if your life depended on it, you probably could do that. 

  • Like 2
  • Thanks 1

Share this post


Link to post
Share on other sites
On 6/21/2019 at 10:14 PM, R3vo said:

@killzone_kid Could you take a look at BIS_fnc_3DENInterface; ? It has a few variables not set to private which has just caused a huge headache for me because I wasn't aware of that. Thanks in advance.

Should be fixed in 144784 (data)

  • Thanks 2

Share this post


Link to post
Share on other sites
On 6/23/2019 at 5:02 PM, killzone_kid said:

Any .rpt messages?

 

Only sound-file related

 

17:20:22 Sound: Error: File: a3\sounds_f\arsenal\weapons\ugl\ugl_tail_meadows.wss not found !!!

 

 

To further clarify:

 

- In editor on Enoch terrain, use Ifrit. Smoke CM appears fine.

 

- In dedicated server, as client on Tanoa terrain, use Ifrit. Smoke CM is invisible.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×