killzone_kid 1330 Posted June 13, 2015 This ticket is like a 2 minute fix. http://feedback.arma3.com/view.php?id=23465On the dev branch changelog a while ago it said that it had been fixed, but it really hasn't. Please fix! Apparently this was fixed in today's dev build EDIT: made it into stable BIS y u no fix yet ??? Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted June 15, 2015 http://feedback.arma3.com/view.php?id=21760 http://feedback.arma3.com/view.php?id=21113 These need to be looked over again, one last time. One of them has all the information needed, while the other appears to not have been looked too much into. This has been around for a looong time, and one is a large FPS hit issue, that actually is very important to be fixed. Share this post Link to post Share on other sites
Kydoimos 916 Posted June 16, 2015 Hi there! Old bug this one, and still existing :) http://feedback.arma3.com/view.php?id=18026 Share this post Link to post Share on other sites
Variable 322 Posted June 16, 2015 We've made a list of coop affecting bugs. We keep it up to date as bugs are added or get fixed. There are several bugs that have been solved, but still most of the remaining bugs are left assigned or unassigned on the bug tracker. https://docs.google.com/document/d/1ZfE2RX4vMh6qEJdA9QgzBbeA0s2hHbNjDsjHFtSJTBg/edit?usp=sharing Share this post Link to post Share on other sites
R3vo 2654 Posted June 16, 2015 http://feedback.arma3.com/view.php?id=20695 Can be marked as resolved. Share this post Link to post Share on other sites
killzone_kid 1330 Posted June 17, 2015 Fixed: paramsArray available during the pre-init on the server It is *NOT* fixed: http://feedback.arma3.com/view.php?id=24007#c94442 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted June 17, 2015 Mark as resolved: http://feedback.arma3.com/view.php?id=22098 AFV-4 Gorgon commander no longer protrudes through the hatch while turned in. Share this post Link to post Share on other sites
stormhawkv 19 Posted June 17, 2015 Could someone please look into this? http://feedback.arma3.com/view.php?id=21774 Share this post Link to post Share on other sites
Kydoimos 916 Posted June 19, 2015 I think this one could use some love :) http://feedback.arma3.com/view.php?id=19946 Share this post Link to post Share on other sites
SilentSpike 84 Posted June 25, 2015 With all the new script commands being added recently I figure I'd draw attention to some past requests: http://feedback.arma3.com/view.php?id=20474 http://feedback.arma3.com/view.php?id=20466 http://feedback.arma3.com/view.php?id=22564 Share this post Link to post Share on other sites
das attorney 858 Posted June 26, 2015 With all the new script commands being added recently I figure I'd draw attention to some past requests:http://feedback.arma3.com/view.php?id=22564 HI, Re: this one ^ I see Moricky already got back to you in the tracker but also have a look at initPlayerServer.sqf https://community.bistudio.com/wiki/Event_Scripts /*Executed only on server when a player joins mission (includes both mission start and JIP). See initialization order for details about when the script is exactly executed.params = [player:Object, didJIP:Boolean]*/ So (_this select 1) is true/false for JIP Just another way of getting JIP status. Share this post Link to post Share on other sites
SilentSpike 84 Posted June 26, 2015 Both are fine methods :) An engine side solution would be extra nice though Share this post Link to post Share on other sites
stormhawkv 19 Posted July 2, 2015 http://feedback.arma3.com/view.php?id=23632 Very annoying if you don't realise that Virtual Arsenal ate your backpack before enemy armor shows up. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted July 20, 2015 (edited) Can mark as resolved: Pistol in holster http://feedback.arma3.com/view.php?id=369 (done) profileNamespace in MP (disable 'allVariables profileNamespace' in MP) http://feedback.arma3.com/view.php?id=24254 Edited July 20, 2015 by MDCCLXXVI Share this post Link to post Share on other sites
Kydoimos 916 Posted July 22, 2015 Old one here, and still relevant :) http://feedback.arma3.com/view.php?id=18026 Share this post Link to post Share on other sites
DancZer 65 Posted July 22, 2015 BI: Are you check every morning all the new issues reported prev. day? Because sometimes when I create ticket in the morning(after 8) it's immediately get some status change or comment, but when I create it after 17:00 or so, it wasn't. Share this post Link to post Share on other sites
Kydoimos 916 Posted July 25, 2015 @danczer - I think sometimes, issues reported on the feedback tracker are automatically assigned (depending on what they relate to). I may be wrong though! Share this post Link to post Share on other sites
IndeedPete 1038 Posted July 25, 2015 @danczer - I think sometimes, issues reported on the feedback tracker are automatically assigned (depending on what they relate to). I may be wrong though! As far as I know it's sort of a triage system where one or more guys manually go through the tickets and assign them to the corresponding devs. Because of the sheer mass of tickets some fall through the cracks. That's what I've read at least. And I think I still have an open ticket about the body's skin colour that doesn't match the head's skin with the African heads I've reported a year ago or so. Probably depends on the workload of Iceman as he seems to be in charge of assigning tickets. But we can only guess here. ;) Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted July 28, 2015 This one can probably be marked as resolved. Monitored the issue on busy server for ~1hr and could not repro anymore. A year ago it was easy to repro. Seems fixed. http://feedback.arma3.com/view.php?id=19231 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 3, 2015 Hello,could you please confirm that this issue is resolved? The fix was applied for 1.48 Stable but we recently received reports that it's still happening for some users. :unsure: http://feedback.arma3.com/view.php?id=22335 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 3, 2015 @danczer - I think sometimes, issues reported on the feedback tracker are automatically assigned (depending on what they relate to). I may be wrong though! You are right, there are some categories with an automatic assignee. The problem comes with users not sorting the issues into correct categories (which is understandable), so manual review and correction is desired anyway. Share this post Link to post Share on other sites
somesangheili 111 Posted August 12, 2015 I'm slightly disappointed that this old and obvious bug hasn't been fixed for the RC release http://feedback.arma3.com/view.php?id=24419 Share this post Link to post Share on other sites
DancZer 65 Posted August 14, 2015 Do you have private milestone functionality on the FT? I think it would be useful to see what issues are scheduled to each version. Share this post Link to post Share on other sites
commy2 188 Posted August 15, 2015 Hello, I have questions regarding an issue I posted on the feedback tracker. http://feedback.arma3.com/view.php?id=25098 My problem is that you can't deselect attachments on rocket launchers in the Virtual Arsenal. I am aware that this only applies to modded launchers, because those who already come with the game don't have any. The thread was closed and tagged as "no bug" with no comment. Does that mean that attachments on secondary weapons aren't supported by the game? I'm asking, because it would be really easy to fix this issue. Here is the relevant part of the function that handles the Virtual Arsenal: \functions_f_bootcamp\a3\functions_f_bootcamp\Inventory\fn_arsenal.sqf 1468- switch true do { 1469- case (ctrlenabled _ctrlListPrimaryWeapon): { 1470- if (_item != "") then { 1471- _center addprimaryweaponitem _item; 1472- } else { 1473- _weaponAccessories = _center weaponaccessories primaryweapon _center; 1474- if (count _weaponAccessories > 0) then {_center removeprimaryweaponitem (_weaponAccessories select _accIndex);}; 1475- }; 1476- }; 1477- case (ctrlenabled _ctrlListSecondaryWeapon): { 1478- if (_item != "") then { 1479- _center addsecondaryweaponitem _item; 1480- } else { 1481- //_weaponAccessories = _center weaponaccessories secondaryweapon _center; 1482- //if (count _weaponAccessories > 0) then {_center removesecondaryweaponitem (_weaponAccessories select _accIndex);}; 1483- }; 1484- }; 1485- case (ctrlenabled _ctrlListHandgun): { 1486- if (_item != "") then { 1487- _center addhandgunitem _item; 1488- } else { 1489- _weaponAccessories = _center weaponaccessories handgunweapon _center; 1490- if (count _weaponAccessories > 0) then {_center removehandgunitem (_weaponAccessories select _accIndex);}; 1491- }; 1492- }; 1493- }; Please look at line 1481 and line 1482. My educated guess is that these lines were commented out, because at the time the Virtual Arsenal was released there was no "removeSecondaryWeaponItem" command. This command was later added in version 1.38, so these commented out lines could be added again, which would solve my problem. wiki link to the named scripting command: http://community.bistudio.com/wiki/removeSecondaryWeaponItem Thank you in advance. 1 Share this post Link to post Share on other sites
R3vo 2654 Posted August 16, 2015 Is it possible to merge these two tickets, they basically describe the same problem? http://feedback.arma3.com/view.php?id=20683#bugnotes http://feedback.arma3.com/view.php?id=20721 Share this post Link to post Share on other sites