Arma 3
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Bug Fix [4] by Ibragim
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Data Type: Mod
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67.258 KB
10 Dec, 2021 @ 2:55am
23 Dec, 2021 @ 3:28am
9 Change Notes ( view )

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Bug Fix [4] by Ibragim

Description
Description:
1. Bug of recognition of the mine owner.
Have you ever noticed that the AI ​​enemies blowing up on a mine placed by you telepathically "recognize" where you are hiding and start attacking you, even if you are behind a mountain?
Now the knowledge of the one who placed the mine is not transferred to AI enemies.

2. Bug of automatic standing up after assuming a prone position with the launcher.
Under some conditions, a player who fires from the launcher and takes a prone position automatically stands up, which exposes himself to return fire.
Now, under any conditions, a player assuming a prone position with a laucher in hand will always switch to the main weapon or pistol, which will prevent the standing up bug.

3. The work of units with silencers has been significantly improved.
Now their shots are not so noticeable. Heavy rain, night and fog also affect additional stealth. Recommended target distance> 200 meters for front shots and > 100 for shots in the beck. At a shorter distance, the unit is already noticed by its stance and movement. Disabled by default.

4. Bug of the player's group getting in a vehicle.
If the player orders the whole group to get into a vehicle and then takes himself the seat that he defined for one of his units, he thereby cancels his order and that unit from his group will stop in place. As a result, the player will need to re-select him and order him to get into the vehicle one more time. This makes it very difficult to get on board quickly. Now the player will not be able to take the seats already occupied by the units of his group. Now he can only take empty seats.
Popular Discussions View All (1)
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1 Feb, 2022 @ 10:36pm
explosives realism type mod
Koger
51 Comments
Will you sign this, pretty please?
Draqvaus 8 Oct, 2024 @ 2:10am 
See and these are things i didnt even know was happening to me until it was clarified here in description of a mod
honger 3 Aug, 2023 @ 7:46am 
The "Bug of the player's group getting in a vehicle" breaks the action of getting in vehicle when player is not a group leader and receives an order to mount up a vehicle. I have sent you a friend invitation if you want to fix this or at least give a permission to release a patched version of this
nanner 28 Mar, 2023 @ 6:24am 
Hi Ibragim, could you share your mods in a collection? I remember seeing a recent mod from you that included many of your mods + more, but I forget what it's called and cannot find it.
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 3 Feb, 2023 @ 11:43pm 
@yodakkak That's just how Arma has always been mechanically. Ever since OFP. Side related soldiers going into any type of vehicle will have the vehicle identify with their side (whether civilian, etc.).

Might want to play with Rydygier's Incognito which does similar to what you want (at least for player and player group).
@RYD_INCOGNITO: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1261751004
Rydygier's Info: https://forums.bohemia.net/forums/topic/175892-rydygiers-trivia-vault/
Auto starts for any missions as well.

As for this mod, it seems that the 3rd fix, the silencer fix, no longer works even when enabled. :jake:
Parka 31 Jan, 2023 @ 2:01pm 
Another exemple: if a group of opfor attacks a blufor checkpoint or base or whatever and then takes off from the scene in a vehicle, AI airplanes seem to know exactly what vehicle to target even if you make the mission in such a way that makes it impossible for the opposite faction to know. Actually if you just drop, say a civilian vehicle with AI opfor inside and spawn a blufor plane a few miles away, the plane would come straight for it and would know that this vehicle is opfor and shoot it down when logically, it shouldn't know that it is opfor unless the AI come out of the vehicle with their weapons showing, or wearing uniforms or if they get spotted by some blufor on the ground (again with weapons or uniforms). I've seen something like this in the scenario "The Old Man" but I don't know why it's not a default function in the game.
Parka 31 Jan, 2023 @ 2:01pm 
Ibragim Is there a way you could extend the mod to fix another bug that's huge and that would truly change the gameplay? the bug is kinda similar to the one you fixed with the mine owner thing. Whenever you drop opfor AI in a game and throw in some blufor, they immediately "know" who is who and start engaging each other. Even if you give them both civilian clothing and equip them with only -hidden- handguns. There seems to be something in the game that tells every AI that "that guy over there is an enemy". This is completely unrealistic because how would the AI know ? If we're talking about two armies then yes, the uniform would give that information away to both AI parties but what if we're talking about civilian clothing ? Plus, what if you have a mission where the player has to wear the enemy's uniform and perform some kind of theft/sabotage undercover. They would be immediately killed. Eventhough, logically speaking, the opposite faction doesn't know he is not one of theirs.
_mickey_ 22 Dec, 2022 @ 12:37am 
Also, bugs № 1 and № 2 no longer exist in the vanilla game. Auto-standing with launcer in top fire mode has been fixed, mine explosion detection, I don't see it anymore in vanilla game. However, LAMBS mod still will add explosion detection bug
_mickey_ 22 Dec, 2022 @ 12:21am 
Horrible mod regarding AI, because will turn the AI into stupid/insensitive dummies.

> When player will shot with supressor the bullet hits the body of the AI (but does not kill it) the AI will not react to it - Now he doesn't even feel pain, looks ridiculous

> When an explosive explodes near an safe mode AI, but does not kill it, this AI will not react in any way, he just walks by, looks ridiculous.

In both cases, when receiving non-fatal wounds, the AI should alert and come into combat mode, even if it does not know about the position of the enemy.
pvt TOAST 28 Oct, 2022 @ 9:06am 
To add to this discussion, I have edited the MXpanded mod by itsDietz in effort to make some custom RL handloads. The values in cfgAmmo is audibleFire and visibleFire. I had made an ultra heavy subsonic cartridge, and set these values to what I have experienced at the range.

When testing it, I found that after hitting an AI target, they do not know where you are, but are alerted that their squadmate is dead and run around searching for where the shot came from. When they figure out which direction, they try to return fire to where they "think" the shot came from (which is mostly off target if you use proper tatics).