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- Katiba and Mk20 assault rifle echo sounds are glitches due to an incorrect sound samples limitation (only for these rifles, all others work fine) - https://feedback.bistudio.com/T178138
- Flanging sound effect on rapid-fire weapon tail Sound Sets due to missing frequencyRandomizer parameter - https://feedback.bistudio.com/T164449
- Incomplete distribution of Russian voices (Male03RUS missing) in CfgVoiceTypes - https://feedback.bistudio.com/T198986
- soundShaders added to soundSets lists, making sounds not work for some vehicles and envoronment - https://feedback.bistudio.com/T189943
- Four weapon classes use recoil settings other weapons, although the game has special ones created for them - https://feedback.bistudio.com/T190398
- Zamak MRL has no threat value - https://feedback.bistudio.com/T138393
- MAAWS HE rocket incorrect ammo usage flags - https://feedback.bistudio.com/T174468
- Wrong sound sample for afternoon time forest ambient on Tanoa - https://feedback.bistudio.com/T184595
- Wrong terrain values (areaSpawnRadius, areaMaxRadius) for Radius440_500 animals of Livonia and Tanoa - https://feedback.bistudio.com/T176521
- Error in sound arrays for slingCargoDetachAir and slingCargoRopeBreak across all helicopter classes - https://feedback.bistudio.com/T192204
- Some characters cannot use grenades due missing 'Put' & 'Throw' weapons in config - https://feedback.bistudio.com/T169067
- Grenade launcher ammo explode using Hand Grenade sounds instead of its own separate explosion sounds - https://feedback.bistudio.com/T186451
- M2 HMG gunner can't use his NVG if aim with iron sights due visionMode[]={}; restriction with 'normal' for no reason - https://feedback.bistudio.com/T172106
- M2 HMG minElev values are too small - https://feedback.bistudio.com/T172185
- Mysterious Bell and LandChapel_02 sounds (CfgAnimationSourceSounds) has too small audible distance, also will be too loud after fix audible distance needs to decrease value of volume - https://feedback.bistudio.com/T173688
- Walkable surfaces plays default ground sound impact for grenades due missing soundHit param in CfgSurfaces classes - https://feedback.bistudio.com/T165776
- There are unused vegetation impact sounds for hand grenades in Arma 3 data - https://feedback.bistudio.com/T181237
- typos in "numberOfWindows" config value of Wooden House (Small, v1) - https://feedback.bistudio.com/T182436
- game uses outdoor footsteps instead of interior one, all audio in data but not used in config - https://feedback.bistudio.com/T181949
- SoundEnvironExt for Tanoa surfaces does not define sounds for character movements - most being completely silent - https://feedback.bistudio.com/T190719
- Some explosion ammunition misses SoundSetExplosion={}; in configuration: no explosion adds, no echo(tail), no debris - https://feedback.bistudio.com/T182814
- Camouflage variant of RPG-42 in vanilla is protected weapon for no technical reason - https://feedback.bistudio.com/T183621
- Wrong file paths to 'distance' sounds of cluster bomb sound shader - https://feedback.bistudio.com/T182834
- Parachute landing and open sounds is not used - https://feedback.bistudio.com/T183105
- MRAWS shot sound set: value duplication, missing 3rd short shot shader, added shader of other weapon - https://feedback.bistudio.com/T182700
- requestion add siren to police boat - https://feedback.bistudio.com/T128495
- Problems with T-100 Varsuk (T-100X Futura) sounds configuration: sound sets «MBT_02_Engine_» added to the list of this tank sounds do not exist, the sounds themselves are in the game files and apparently forgotten in the implementation. Also class «MBT_02_Servo02_Int_SoundSet» is not added to the list of sounds. Another problem - there are burst engine sounds in the game files, but they are not used (no shader, no set). In tottaly this tank has no engine sounds only turbine sfx the sound of which is mostly directed into the rear hemisphere away from the tank - https://feedback.bistudio.com/T184104
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