***ArmA 3 Thread***

Does anyone have a problem when playing multiplayer (wasteland specifically) where you cannot transfer a two handed gun (i.e. main gun slot) from any crate/corpse/ground to your two handed gun slot in the inventory? Is there a way around this?

It's a common problem in Wasteland. Drop the gun in to your backpack first before equipping it.

Or if the gun is in a vehicle you can drive it a short distance, get out and equip the weapon as normal.
 
Apologies if this is a daft question but does anyone know what the release date for the full version complete with full SP Campaign is?.

Ta.
 
Exptected duration of beta? This whole Altis thing is really bugging me. Its killing arma3 as a usable platform currently with only strasis. Mod makers will take MUCH longer to bring out arma3 quality maps (because the potential is high) so we desperately need Altis so we can keep spirits high.

It will be out at release and then they will get to work on their missions/mods. Had they not run this alpha/beta at all and just released it months from now you wouldn't be voicing such concerns over why mission or mod makers don't have access to the final product months in advance.
 
The other island won't be coming until release but I'm glad the Alpha came out to give me a chance to check out the editor & create some templates that I will use for the bigger maps.
I've spent 300+ hours on the alpha already experimenting with the new stuff & creating objectives & hopefully that will mean come release I'll have all I need ready to be cut & pasted into missions using Altis so I would not worry about missions/mods coming out slowly after release.
 
Every server I've been on has just had hackers, literally joined 10 the other day and every server seemed to have them :(
I'm not surprised at that it is only Alpha & it's going to be a higher priority getting everything working before anti-cheat gets looked at.
Strangely with Arma 2 I only remember worrying about hackers after Day-Z came out, I think that's because it attracted a lot of younger players who normally would not have touched Arma with a barge pole...Pesky kids!
 
Struggling massively with it. Too many controls lol, jumped onto a wasteland server and had no idea what to do starting with selecting group and role etc. Is there a good noob guide out there?
 
If you have a search on Youtube there are a few half decent n00bs guides and run throughs which should help. Here's a couple I found useful:-


 
New patch is out today with sniper unit & proper sniper rifle among other things.

CHANGELOG
DATA

Added 1 x BLUFOR M320 LRR .408 sniper rifle
Added 1 x BLUFOR ghillie suit sniper and spotter duo
Added 1 x OPFOR GM6 Lynx 12.7mm sniper rifle
Added 1 x OPFOR ghillie suit sniper and spotter duo
Added 1 x Rangefinder binoculars
Added sniper Field Manual records
Added rangefinder hint
Added Stance Indicator
Not yet linked to options, but it will be
Known issue: sometimes shown off-screen - reset user profile or wait for positioning option in Beta
Fixed: Adjusted rotation speed of turrets for Speedboat
Fixed: http://feedback.arma3.com/view.php?id=3351 (BLUFOR Speedboat shouldn't have optics for rear gunner)
Fixed: http://feedback.arma3.com/view.php?id=8558 (adjusted speedometers for Ifrit, Hunter and Offroad)
Revamped hitpoints for wheels in all soft vehicles to destroy correct wheels
Vehicle weapons are now lockable to prevent losing lock during weapon change
TRG now uses correct 5.56x45mm ammunition
Fixed: Ammo for MXM in special ammo box
Combat pace transition from stand to kneel while moving FL fixed
Weapons disabled in running states
Radio Protocol: enlarged Combat Protocol - over 100 lines (additionally recorded and configured)
Radio Protocol: fixed missing Stealth sentences (additionally recorded and configured)
Radio Protocol: 53 new names added for identity usage
Disabled Difficulty tab in Game Options in MP
Fixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scripts
BIS_fnc_addCommMenuItem: Arguments [caller:Object, cursorPos:Array, target:Object, is3D:Bool, itemID:String] are now passed into expression field as _this
Removed doubled onPauseScript execution
Ballistic penetration of bushes (foliage) adjusted
Fixed: Evasive left and Lean left toggle are not conflicting actions
Adjusted default friction material to allow vehicles to slide a bit over the rocks and boats over terrain
Fixed: http://feedback.arma3.com/view.php?id=8414 (particle effect was always generated on the ground)
Fixed: http://feedback.arma3.com/view.php?id=4620 (light of vehicles’ destruction is disabled under water now)
oxygenCapacity parameter of all units changed
Fixed: http://feedback.arma3.com/view.php?id=8589 (OPFOR squad leader was named "Rifleman")
Fixed: Number of group members of motorized groups
Changed: Minefield Site now rotates all mines in the direction of the Site module
Added: Dialog for custom init code for virtual providers in Supports module
Added: Dialog for custom supply crate init code for supply drop in Supports module
Fixed: broken Showcase Helicopters texts

ENGINE

Fixed: Incorrect reloading while in optics
Fixed: Crash on exiting the game (audio-related)
Fixed: Crash while ordering subordinate to fire artillery same time as having Hunter selected to receive orders
Helicopter AI improvements (e.g. diving too much during attack runs)
Improved ship AI path planning
Added: Reveal action reveals mines
Decreased mine reveal angle
Dynamic light influence on AI visibility tweaked further
Changed threshold for when AI puts on NVG
Decreased flashlight influence on side recognition
Terrain decal fix (Stratis runway)
Fixed: Stabilize car turrets
Fixes to refreshing of difficulty indicator in Campaign and Scenarios displays
Fixed: Selection of first RscTree item after opening Scenarios dialogue
Added: UI controls validator (inventory can recognize which UI controls were not properly initialized, and show some error information)
Fixed: Visual representation of broken wheels not matching the correct wheel for wheels destroyed using scripts
Fixed: Tree destruction animation
Sprint now overrides Combat Pace in all cases
Aiming down in combat pace doesn't make player start running anymore
Added config multiplier of damage that crew receives when vehicle crashes to object
MP score table properly integrated into debriefing display
Fixed: Ragdoll could interfere with cargo poses in multiplayer
Fixed: Ragdoll launching into air by destroyed objects
Fixed: When user tries to pick an item from a corpse to a slot and that slot already contains another item, linked item would disappear
Non-local objects shouldn't collide with ground (breaking joints - http://feedback.arma3.com/view.php?id=7884)
Fixed: Random rotation of the submunition pattern (artillery)
Fixed: Setting of full-screen gamma
Fixed: markerDir return value type
Improved loading of scenario overview images from PBOs (one known issues to do with subfolders remains)

Struggling massively with it. Too many controls lol, jumped onto a wasteland server and had no idea what to do starting with selecting group and role etc. Is there a good noob guide out there?

Firstly I would recommend you avoid Wasteland servers** if you are new to Arma. Join a Coop mission (Ahoyworld EU for example) where you can tag along with others against the AI. This will enable you to pickup the basics with others that have been around Arma since the original Operation Flashpoint on PC.

If you check out the Arma 3 Youtube channel they have some introduction videos made by a well respected member of the Arma community, Dslyecxi.

Dslyecxi has also written guides for Arma on the Shack Tactical community site.

**My own opinion of Wasteland is that it's a lone wolf game mode. It's much more difficult to learn Arma when there is little cooperation in a dog eats dog game mode like Wasteland.
 
Struggling massively with it. Too many controls lol, jumped onto a wasteland server and had no idea what to do starting with selecting group and role etc. Is there a good noob guide out there?
I would advise going into the editor placing a unit & then previewing the map, then go into the options & experiment with the keys as you set up the keyboard layout.
Arma has one of the most complicated control schemes of any game but also one of the most flexible you can have multiple actions bound to the same key, use double taps for example I use double tap g to throw a grenade (because I endlessly threw them by accident when intending to check my gear) if you put the time in to get the right set-up for you it's so worth it & will make your life so much easier.
I'm sure there are shack-tac guides to infantry combat in PDF somewhere but I can't link from work.
 
Yeah he has done some great vid's on youtube & a big contributor to the Arma mmunity check out his vid on Guerrilla sniping great tips in that you could apply to a mod like Day-z or Wasteland.
 
Is there somewhere that explains inventory stuff, chat, groups etc. Real basic stuff. I had a nightmare yesterday even trying to buy the right bullets for a gun I bought.
 
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