Jackal326 1158 Posted May 11, 2015 *snip* I think it means that is the issue that has been fixed, not that that is now default behaviour. Share this post Link to post Share on other sites
killzone_kid 1326 Posted May 11, 2015 I think it means that is the issue that has been fixed, not that that is now default behaviour. It is default behaviour now. Share this post Link to post Share on other sites
Jackal326 1158 Posted May 11, 2015 It is default behaviour now. Ah, then I agree with your previous post: Share this post Link to post Share on other sites
gossamersolid 155 Posted May 12, 2015 Isn't the old way supposed to be align right? That's what it was supposed to be changed back to I thought. Share this post Link to post Share on other sites
killzone_kid 1326 Posted May 12, 2015 Isn't the old way supposed to be align right? That's what it was supposed to be changed back to I thought. I suppose if you read from right to left this is not such a bad change after all. Share this post Link to post Share on other sites
froggyluv 2130 Posted May 12, 2015 DATA Fixed: Rabbit infestation on both islands Other mil-sims could learn from this oft over looked natural problem. Although a 'Hunt' showcase could work as well. And please, no more m#thaflippen snakes in the muth@flippen towns!! Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted May 12, 2015 Other mil-sims could learn from this oft over looked natural problem. Although a 'Hunt' showcase could work as well. And please, no more m#thaflippen snakes in the muth@flippen towns!! Other mil-sims? Never heard of such a thing. So, now that we're getting rid of wildlife... No wait, seriously, why are you guys getting rid of wildlife? Do you have any idea how much un-seen animals there are around you right now? You wouldn't know unless you used thermals. Share this post Link to post Share on other sites
gossamersolid 155 Posted May 12, 2015 Other mil-sims? Never heard of such a thing.So, now that we're getting rid of wildlife... No wait, seriously, why are you guys getting rid of wildlife? Do you have any idea how much un-seen animals there are around you right now? You wouldn't know unless you used thermals. I counted 11 rabits within a 100m radius when I played saturday night. I can guarantee you there aren't that many rabits around me right now. Also it's a waste of resources to have them in the first place. Anybody know of a method to fully disable the snakes/butterflies/rabbits/etc? Share this post Link to post Share on other sites
NeMeSiS 11 Posted May 12, 2015 Also it's a waste of resources to have them in the first place. Anybody know of a method to fully disable the snakes/butterflies/rabbits/etc? Havent used it myself but: https://community.bistudio.com/wiki/enableEnvironment Share this post Link to post Share on other sites
froggyluv 2130 Posted May 12, 2015 (edited) It's a shame the thinking on this is ' more is better'. Familiarity breeds contempt quicker than rabbits do. Any horror/sci fan can tell you that the trick to keeping things interesting is to not show it! Imagine playing this game at 5000 hours and while diving encountering a shark! It's rarity that drives imagination and can literally hit the wonderment dopamine button so hard as to create a fan for life. As said above, I've lived in a hole in the woods for a week and macheted thru rough jungles of Costa Rica encountering exactly zero snakes! Would prefer BI made rare animal models and locked them away in unbreakable code - hence ,keeping the magic. Edited May 12, 2015 by froggyluv cellbphoneblah Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted May 12, 2015 I counted 11 rabits within a 100m radius when I played saturday night. I can guarantee you there aren't that many rabits around me right now.Also it's a waste of resources to have them in the first place. Anybody know of a method to fully disable the snakes/butterflies/rabbits/etc? Great. So now no wild life... Just textured terrain, making it feel like there's no life but either mindless AI, or clients. Guess we should get rid of the fish too then, since no one uses the water anyway. (sarcasm) Ok but more seriously, no there's probably not 11 rabbits around you. But there probably is some kind of animals somewhere near by. Depending on your geographical location. Anyhow though, its unnecessary to dull down a game. It's fine if there are snakes though, in tropical locations, you could have over 30 snakes in a 200 meters area near you at all times. There are, a lot of snakes and reptiles. in ArmA 3 though, i rarely see snakes anymore, so i don't have an issue with them. Rabbits show up on thermals more than anything else. Share this post Link to post Share on other sites
ratszo 17 Posted May 12, 2015 I hope they keep working on the animals. Game animals for hunting, survivor mods. Mountable horses, pack-mules ..., remember they were playing with tamed dogs in dayz? Share this post Link to post Share on other sites
2nd ranger 282 Posted May 12, 2015 Rabbits show up on thermals more than anything else. You are aware that this fix is in response to a recent bug that doubled the number of rabbits, right? They were everywhere. Wherever you stopped, there would be at least three rabbits visible in the immediate area at all times. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted May 13, 2015 You are aware that this fix is in response to a recent bug that doubled the number of rabbits, right? They were everywhere. Wherever you stopped, there would be at least three rabbits visible in the immediate area at all times. Lol, no. I had no idea it was a double rabbit bug. However upon seeing the changeling I figured that something of that sort was the case. Sounds hilarious. Speaking of which, I highly suggest a built in feature where wildlife doesn't spawn much near big towns, cities, urban areas. But out in the countryside more and what not. And not just rabbits and snakes, but other fitting wildlife available in game. Share this post Link to post Share on other sites
DancZer 65 Posted May 13, 2015 I think it would be less annoying if the animals run away from threats. Eg. Enemy sneak in the grass, the rabbits run away and you know something is there. Same would be applicable for births if they land somewhere. Share this post Link to post Share on other sites
twisted 127 Posted May 13, 2015 I think it would be less annoying if the animals run away from threats. Eg. Enemy sneak in the grass, the rabbits run away and you know something is there.Same would be applicable for births if they land somewhere. Great idea, then animals have gameplay functions rather than just decoration now. Share this post Link to post Share on other sites
nikiforos 450 Posted May 13, 2015 I think it would be less annoying if the animals run away from threats. Eg. Enemy sneak in the grass, the rabbits run away and you know something is there.Same would be applicable for births if they land somewhere. Interesting but I guess that this will have a negative impact on performance. Share this post Link to post Share on other sites
kecske 46 Posted May 13, 2015 Interesting but I guess that this will have a negative impact on performance. I don't think a basic AI whose only function would be to scatter when the player is nearby or fires his gun would have much effect on performance. Right now, animals are completely broken in this game (dog, goat, and chicken animations freeze after a few seconds), so I hope the devs can afford some time to fix it at least. Share this post Link to post Share on other sites
tpw 2312 Posted May 13, 2015 I don't think a basic AI whose only function would be to scatter when the player is nearby or fires his gun would have much effect on performance.Right now, animals are completely broken in this game (dog, goat, and chicken animations freeze after a few seconds), so I hope the devs can afford some time to fix it at least. Snakes are immobile same as chickens, which is probably why there appear to be less of them. More worryingly, Goats and Sheep are totally invisible (at least in SP, haven't checked other modes), all you can see are their shadows. Getting animals to scatter or indeed move anywhere or in any way other than their FSM dictates is (was) very difficult as they don't respond very well to the usual AI movement commands. Share this post Link to post Share on other sites
killzone_kid 1326 Posted May 13, 2015 Fixed: drawIcon default align returned to right http://ad009cdnb.archdaily.net/wp-content/uploads/2010/10/1287183345-screen-shot-2010-10-15-at-195335--386x500.png (235 kB) Share this post Link to post Share on other sites
2nd ranger 282 Posted May 13, 2015 Gats on hips in today's build. Or I just noticed it today. Share this post Link to post Share on other sites
bullet purveyor 85 Posted May 13, 2015 The freelook when pressing left alt has become very sluggish. Head movement continue long after mouse movement has stopped. Like there is some acceleration/smoothing crap on. I usually use TrackIR so it's not a big deal, but it didn't used to be like that? Share this post Link to post Share on other sites
roberthammer 582 Posted May 14, 2015 All Weapon attachments need a reskin feature > http://feedback.arma3.com/view.php?id=24113 this will do it much easier and more user friendly Share this post Link to post Share on other sites
Sterlingarcherz101 15 Posted May 14, 2015 don't have time to track or search this, messing about earlier with remote designator. I could only get the remote designator to "lock turret" using left control and T, once another designator was set up too. if i tried doing this with only one remote designator set up, as soon as I released remote, the turret would spin to another position. anyone else used this maybe I'm doing wrong. in fact if I pack up the other remote designator, the locked turret uav one unlocks and spins. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted May 15, 2015 don't have time to track or search this, messing about earlier with remote designator. I could only get the remote designator to "lock turret" using left control and T, once another designator was set up too. if i tried doing this with only one remote designator set up, as soon as I released remote, the turret would spin to another position. anyone else used this maybe I'm doing wrong. in fact if I pack up the other remote designator, the locked turret uav one unlocks and spins. When it first came out I had a similar issue. When using lock turret, it didn't work, and spins off and looks at what ever it wants to. But eventfully if I keep moving it back, it will stay where I want it to. That's after 30 minutes of fiddling with a Camera that refuses to look where it's supposed to. Toggling Autonomous also has no effect. Share this post Link to post Share on other sites