Arma 3
Bug Fix [4] by Ibragim
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).
pvt TOAST 29 Sep, 2022 @ 1:55pm 
EUREKA! a mod that stops AI from telepathically finding you after detonating explosives!!!!! Ibragim, you have the most useful mods ever! Same with tripwire grenade and fire on my shot. Your stuff needs to be implemented in the next Arma update seriously!
SSG 2 Jun, 2022 @ 11:19am 
Hi, setShotParents is a server-exec command, which will highly likely lead to removal of client-side bullets when executed client-side...ACE did bypass that in their hand grenade throwing, but in a very complicated way.
SSG 8 Jan, 2022 @ 9:11am 
Hi, had a LAN game with a friend and noticed a strange bug with silencer behavior: with silencer attached, client can no longer fire any round that is passed on to the server, that is, my friend pulled the trigger, and I as LAN host didn't see anything happen, until the silencer is detached...I'm guessing it's due to the setShotParent "feature", maybe combined with lag issue (game was suffering from sporadic lag)?
minhduc-dev 1 Jan, 2022 @ 1:03pm 
Thanks
Tungsten 25 Dec, 2021 @ 4:58am 
This made the game much more playable and enjoyable.
Now when you shoot some lone guard the whole base wont mobilise and sprint in your direction.
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 19 Dec, 2021 @ 1:31pm 
Awesome. Thanks for the options!
Ibragim  [author] 19 Dec, 2021 @ 4:07am 
CBA settings added.
Silencers behaviour disabled by default.
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 17 Dec, 2021 @ 9:12pm 
@SSG You made a good point. After a few stealth missions testing the suppressor script fix of this mod, it really helps to mask your location and not become shared the instant you shoot/kill an AI in a group. I guess it is no biggy to lose the kill tracking. Although the metal hit is becoming a bit of a nuisance. :steamsad:

@OneShotz177 You should take a look at WebKnight's new avionics mod for that. Might be what you're looking for. :aquaman:
SSG 17 Dec, 2021 @ 9:02am 
@Ibragim damn man lol:steamfacepalm: by my "bullet reset" theory (so far it works out), should be some mechanism mod adding a fired EH globally that altered properties of bullets...not sure if changing velocity and such of a bullet would cause the same effect, but if so, windage mods or special ammunition that require a EH to work (like a pike minimissile?) could be to blame; I'm taking a long shot, for your kind reference only. Cheers!
OneShotz177 17 Dec, 2021 @ 8:41am 
Can I suggest a fix for AI fighter jet dogfighting? Make thier skill a little more better and stop the weird Maneuvers they do
Ibragim  [author] 17 Dec, 2021 @ 6:37am 
I got an even bigger problem. Now the sound of metal sounds with any suppressor from any mod, even if my bug fix is not loaded. How it happened, I can't imagine at all. :steamthumbsdown:

I can spawn a command and you are right - it will work with a delay equal to a fairly long flight of the bullet.
SSG 17 Dec, 2021 @ 5:41am 
Bug fix's suppressor script solves one issue, that once hit, Arma engine automatically reveal the bullet owner to the target. No matter how subsonic the ammo is, no matter how in-audible the weapon is set in CfgWeapons, once you hit a target, whole group knows your position. setShotParents, the only command, removes the bullet owner info, but causes metal hit.

Add a delay before setShotParents by moving the command into the "spawn" section with a sleep before it may solve the metal hit, However setShotParents will then only work on far targets (tried 500m, but subject to FPS), due to the scheduled environment by "spawn"...I'm not good at SQF scripting though, see if @Ibragim got any better ideas.

@BigBossActual's input may be realised with AI enhancement mods via "suppression" mode, but I wonder how will the script mods react to bullets without owners. They may even simply ignore the shot...
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 16 Dec, 2021 @ 6:45pm 
Dsylecxi explains it well in his ASP-1 Kir tutorial: https://youtu.be/tWjKx2wlgKs?t=39

@Ibragim Perhaps you could make it so that silencer attached weapons instead are counted as being "subsonic" for the AI (through a script?), much like the Kir. Instead of the script that is being used now which messes with kill tracker and giving the metal shot issue. This may be unrealistic to convert silencer attached weapons to shoot converted bullets (from sonic to subsonic), but A3 doesn't offer subsonic ammo for standard weapons. If you also add the ability to enable/disable these individual fixes through CBA in the next update, then people can use stick with A3's default values or this (unrealistic but stealthier) alternative. :aquaman:
BigBossActual 16 Dec, 2021 @ 2:47pm 
If you shoot from a rock outcropping on the opposite side of the valley 300-1000m away, They still are not going to be able to pin point where they are being shot from. Especially if one or two of them are dropped by your team. They are going to panic and move to cover, begin freaking out and yelling for help over their MBTR two way radios and Not move for fear of being the next victim. For example of even in the Korengal Valley(2006-2007 10 Mountain Division 1-32INF Deployment), even a single or few quick shots from weapons that were not suppressed where hard to detect. You'd hear a local shooting a random shot at who knows what and you'd hear American radios start asking who shot and where as well as with the Taliban (because they didn't encrypt their comms, so we where always listening to them).
BigBossActual 16 Dec, 2021 @ 2:47pm 
They will hear it, They will be able to tell if it came from Left, Front, Right or Rear. Now add in echos of a valley or reverberations of sound across different material surfaces, things that channel, absorb and deflect sound. Unless it was sustained fire, they aren't going to pick your position out. So say you're sitting 1-2 meters back in room of a building in a cluster of buildings shooting from that room. They are not even going to know that you shot from there.
BigBossActual 16 Dec, 2021 @ 2:46pm 
His buddies aren't going to know where the shot came from exactly due to the way the suppressor dampens, distorts and disperses the muzzle report. Even with a super sonic round. They will hear the "pop" and yes they will have heard the "crack" as the round rips by them into their buddies chest. But they will not be able to look across the landscape and pinpoint the shots exact position as easily as an non suppressed WP.
BigBossActual 16 Dec, 2021 @ 2:46pm 
@flankymanga let me fix my last post. As with 14 years of real life experience in the US Army, usually in a recon platoon that carried suppressed weapons... "If say a Taliban individual was shot with a suppressed weapons platform with supersonic ammunition." He's not going to know exactly where he got shot from. He's either going to be on his final trip to a forever box, or he is going to be in absolute panic from the injury (if he somehow survived a well placed center mass shot) because he will be in shock.
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 16 Dec, 2021 @ 1:07pm 
Yeah I have to agree with @SSG. I really like the previous bug fixes but the silencers one I would like to prefer to have off for missions (due to kill tracking issues).

CBA settings to disable them individually would be nice to have in case future bug fixes that are added might cause issues (like the previous mortar one) and could be disabled instead of outright unloading the mod. :aquaman:
SSG 16 Dec, 2021 @ 9:36am 
Also, this command effectively contradicts all other mods that need the shooter information from the bullet, for example Kill Confirmed and some statistics mod, so yeah CBA settings to toggle the bug fixes is recommended, letting users to decide which way they want ( CBA command [cbateam.github.io] might help?)

And another thought, rain and fog may be excluded for camouflageCoef. Rain doesn't reduce visibility for player, so I guess it may be excluded from camoCoef (but audibleCoef is ok, raining is noisy); And by my test, vanilla AI handles fog, on a clear day AI sees you and immediately identify you as a threat, but a 70% fog can reduce detection range to 1/4 and identification range even more...

Cheers!
Ibragim  [author] 16 Dec, 2021 @ 9:04am 
The Bug Fix do not use any profileNamespace variables or something to cause this issue without launching this fix.
Ibragim  [author] 16 Dec, 2021 @ 8:59am 
I also noticed that the explosion of the mortar and the sound of iron is caused by this command. But for me the biggest mystery is the question of why this sound continues to sound even if I launch Armа without my bug fix.
SSG 16 Dec, 2021 @ 8:45am 
Guessed and found it: is Arma bug, removing the setShotParents command stops the issue.

I'm guessing somehow the command re-enables the bullet to hit the weapon, therefore for models with muzzle vortex inside the hit geometry(?), a setShotParents bullet would hit the gun from inside, causing a metal hit effect, but the gun wouldn't stop the bullet, since the "hit damage" likely only triggers from "outside" of the gun.

I guess a possible solution would be to teleport the bullet out (I would guess for a full barrel length, since I can see hit effect near the gun's ejector port), but then point blank shot would fail, very fatal in CQB...

If it can't be bypassed, I would rather live with the metal sound and consider that as extra effect though:steamfacepalm:
Ibragim  [author] 16 Dec, 2021 @ 8:10am 
I noticed this problem myself even without my bug fix. The vanilla silencers are working fine, but the RHS suppressors makes an additional sound like a shot at metal.
DxG6767 16 Dec, 2021 @ 7:51am 
Something is wrong with the suppressors, it looks like my bullets hit an invisible metal wall?
SSG 16 Dec, 2021 @ 6:08am 
Wait no, this should a mod conflict (I'm trying to identify which), problem does not occur in vanilla. Though I am actually more confused how the conflict occurs after reading your script, as you don't really interfere with any physics...I'll see what I come up with, thanks!
Ibragim  [author] 16 Dec, 2021 @ 5:57am 
I will try to understand why this is happening. I think this is another bug of Arma.
SSG 16 Dec, 2021 @ 5:50am 
Hi, with the bug fix when I shoot the NATO DMR (at least) suppressed I seem to always hit an invisible metal object in my face, but it did not affect the ballistics...
flankymanga 16 Dec, 2021 @ 3:28am 
@BigBossActual If being shot at by a supressed weapon with supersonic munition, you can determine the direction where you have been shot from because the crck sound is loud enought. You cannot pinpoint the place you have been shot from provided the suppresor device is effective enough to dampen the sound of actual shot and suppress the flash.
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 15 Dec, 2021 @ 9:05pm 
Ah so that's how it works. Thanks for fixing it. :aquaman:
Ibragim  [author] 15 Dec, 2021 @ 7:58pm 
Marc,
yes, thanks for the comment, although the problem is not related to invisible objects, because the script do not spawn anything. The explosion caused the deletion of information about the owner of the mortar charge.
Now this ussue is fixed and the script will not work if the unit uses a stationary weapon or is in a vehicle.
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 15 Dec, 2021 @ 2:38pm 
New fix breaks mortars. If you have a silenced weapon equipped and try using mortars... it just blows up in your face.

Could you add options in CBA settings to enable/disable these fixes individually?
The recent silencer fix appears to place an invisible concrete object in front of the player that causes above mortar issue and messes with sounds (if using Blastcore Murr).
BigBossActual 15 Dec, 2021 @ 7:54am 
@flankymanga you're somewhat correct. It does dampen the muzzle report, thus making it difficult to pinpoint the direction in which it came from. I.e. you know it came from you right. but you can't pinpoint if it came from your 2,3,4,5 o clock position. To top that, It eliminates all if not most of all muzzle flash. The only real difference on the receiving end of being shot by suppressed or silenced firearms is knowing whether you where shot or not.
flankymanga 15 Dec, 2021 @ 7:13am 
This silencer behaviour should be taken into account only if the ammunition used is subsonic. If its standard = supersonic. ?No matter how good the suppresor device is, shots will be allways heard because of the sonic boom of the bullet (crack).
Loup gris 15 Dec, 2021 @ 6:31am 
Hi Mate, can you please look into it, because it's sounds wierd if you firing weapons with suppressors. Thx, and keep it up !!
Mlvzn 14 Dec, 2021 @ 12:01am 
А еще фиксы будут, или это только фикс этих двух?
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 13 Dec, 2021 @ 7:40pm 
@Crack

Yeah, I experience that too on occasion. AI can still see muzzle flash and can begin pinpointing your location when you keep shooting (at least with Lambs) but it would be nice to have them be completely unknowing in those nights (+ raining) conditions. :jake:

https://www.youtube.com/watch?v=-9IyRyIfumg (LAMBS Stealth and Suppresors)

The problem is likely how it has always been since Operation Flashpoint. AI in the same group will know when something is up and telepathically share info of your whereabouts or when one of them is killed. If they're in separate groups, then it's fine(?).
ANNE CRANK MY HOG 13 Dec, 2021 @ 2:59pm 
i just dont like how if its night and raining and i one shot a guy with a silencer they all know where im at even when they dont have NVG
Maelstrom 13 Dec, 2021 @ 6:08am 
Every time I see a new AI mod I realize just how broken the AI is in arma. Hope it's not so bad for the next game, apparently decent, consistent AI is hard to come by.
flankymanga 13 Dec, 2021 @ 2:19am 
Finally somebody who took care of this pesky behaviour!
Ibragim  [author] 11 Dec, 2021 @ 3:41am 
Да, сам заметил )