R3vo 2654 Posted March 31, 2015 Fixed: Holding breath in deployment Nice to see this has been fixed, however, I do not have any "holding breath" sound at all. Share this post Link to post Share on other sites
themaster303 22 Posted March 31, 2015 this really hurts!! look at the leg :D its splendid in an other way... Share this post Link to post Share on other sites
DarkDruid 96 Posted April 1, 2015 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 :) Share this post Link to post Share on other sites
WARHEAD62 10 Posted April 1, 2015 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) Share this post Link to post Share on other sites
killzone_kid 1331 Posted April 1, 2015 http://www.wikihow.com/Defrost-Chicken Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted April 1, 2015 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. Share this post Link to post Share on other sites
bis_iceman 7384 Posted April 1, 2015 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! Share this post Link to post Share on other sites
R3vo 2654 Posted April 1, 2015 Anyone else seeing this glitch lately ? http://feedback.arma3.com/view.php?id=23444 Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted April 1, 2015 (edited) 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 April 1, 2015 by DarkSideSixOfficial Share this post Link to post Share on other sites
zukov 490 Posted April 1, 2015 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 Share this post Link to post Share on other sites
roberthammer 582 Posted April 1, 2015 (edited) 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 April 1, 2015 by RobertHammer Share this post Link to post Share on other sites
Electricleash 133 Posted April 1, 2015 (edited) 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 April 1, 2015 by Electricleash Share this post Link to post Share on other sites
roberthammer 582 Posted April 1, 2015 (edited) 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 April 1, 2015 by RobertHammer Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted April 1, 2015 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 wantplus 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. Share this post Link to post Share on other sites
HaZZarD 2 Posted April 1, 2015 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 Share this post Link to post Share on other sites
Jackal326 1181 Posted April 1, 2015 Noticed that you changed the deployed pose while prone - which the left hand is on the ground , looks kinda odd and uncomfortablehttp://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? Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted April 1, 2015 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. Share this post Link to post Share on other sites
2nd ranger 282 Posted April 1, 2015 Noticed that you changed the deployed pose while prone - which the left hand is on the ground , looks kinda odd and uncomfortablehttp://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. Share this post Link to post Share on other sites
supercereal4 29 Posted April 1, 2015 (edited) 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 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 April 1, 2015 by supercereal4 Share this post Link to post Share on other sites
bonham 10 Posted April 1, 2015 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". Share this post Link to post Share on other sites
slatts 1978 Posted April 1, 2015 Yeah, I'd go for the hold the top animation https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-xpt1/t31.0-8/11060987_947222668642459_541386110502432364_o.jpg Share this post Link to post Share on other sites
x3kj 1247 Posted April 1, 2015 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 Share this post Link to post Share on other sites
da12thMonkey 1943 Posted April 1, 2015 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. Share this post Link to post Share on other sites
enex 11 Posted April 1, 2015 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. Share this post Link to post Share on other sites