Details
- Panel Type
- Query Panel
- Editable By
- Sniperfreak6150 (Devon)
- Appears On
- Girls hostel in bannerghatta
19-03-2025 Fixed: Missiles did not consider their fuseDistance setting - T189277
Yes please! Significantly higher number of supported custom channels would allow many cool things to be done, like complex phone systems or organizing comms efficiently in vanilla.
This is a big issue for my spawning system. enableDynamicSimulation does not work for Vehicles. When you enable Dynamicsimulation for vehicles in the editor it works. But using enableDynamicSimulation on spawned vehicles does not work.
Any idea of when is 2.20 going to be released? I heard it was expected for February, and here we are in April...
related T191278
This is still an issue after 9 years..... and it's vanilla. By using only ZEUS EXTENDED mod, jumping in T-100, and having AI as Commander and Gunner. Go manually into commander slot, use almost all ammo, switch back to driver/gunner. Spawn some enemy AI, and after commander uses all of it's ammo, he constantly wants to reload gunner's weapon. I'm very surprised this wasn't reported over those 9 years again. I might go submit new ticket, unless someone from this thread reads this.
related report from 2018 T127513
DOF parameters [scale, focusDIstance, blur coefficient]
Sharpness parameters [scale]
Fisheye parameters [aperture, scale1, scale2] (aperture is between 0-180)
Solved in https://feedback.bistudio.com/T163827
i would like to use playerSide as client side, while in a session and not when a player is connecting.
See video
@Geez not sure if this issue was reported before
Working perfectly in profiling branch, thank you
// Would have to stop pylon commands from working within here to prevent recursion
Done in 2.20 152788
Thanks a lot!
Hi dedmen.
Thanks for acknoledgement and reply.
Have a great day.
Players being locked in lobby
There are a few more configuration issues listed here: https://pastelink.net/a3configIssues in hope for 2.20
In T163593#2787462, @SaMatra wrote:Maybe target lost is the moment when you lase the sky and laser object stops following your aim but remains in the last place?
Fixed in next dev-branch update
In T190333#2787376, @dedmen wrote:Fixed 2.20
Altis Life has this very "dangerous" code on server side:
i understand now. you are referring to b-tree sorting. neat!
ACE team is aware.
@dedmen according to syntax 3 https://community.bistudio.com/wiki/call#Syntax_3 _this in this case should be nil as expected
is there anything you would like me to pass on to the ACE team to fix? i can see this took a long time to get to so i am extremely appreciative of your support! i am not surprised that there were 52k items because i am probably breaking a record for the number of mods that arma has ever had active in one session but besides that point, i just want to use ace arsenal with my mods because the vanilla arsenal is just too slow because of the caching isn't saving time or the lists are all populated at once instead of for each list upon selecting the category but i digress. i've been using a downgraded version of ace because even that version is faster and it is limited cuz acex mods do not work with it due to the use of hashmaps in the latest version and the saved loadouts are stored in hashmaps in my profile so i cannot see those loadouts either. i can imagine that if ace does not fix their bug, even with multithreaded sorting, you will still have this issue because of the threads overflowing from recursion (even the most secure linux distros are always vuln to a DOS from a fork bomb), therefore if i can assist in passing on the result of this to them, i would appreciate it. Thank you again!
Maybe target lost is the moment when you lase the sky and laser object stops following your aim but remains in the last place?
It's been so long that I don't even remember what this was about :)
Oh my good friend the stack overflow. That's not nice.
If there is a timeout, its in battleye config. If there isn't then it won't be added
and it wrote to me (0xC000001D - STATUS_ILLEGAL_INSTRUCTION)
Your CPU is too old.
We just use Microsofts API to access the Microphone.
For most users it works fine on 64-bit. I looked into it and couldn't figure out why it would fail for some users.
The problem lies in automatic updates being pushed through that break one or more mods and potentially de-stabilize an ArmA unit's ability to play missions until the issues are trouble-shot and fixed(could take hours or weeks).
I'm firin mah lazor!
Indeed. "AddCrewWeight" internally.
When get-in process is finished, it adds 100 to the weight.
When get-out process is finished, it removes 100 from the weight.
There are all kinds of ways this can break, teleporting a unit out of the vehicle should do the same, a player disconnecting and their body being deleted too.
This is unlikely to be fixed because of low impact and complexity in fixing it.
Fixed 2.20
The list of whitelisted addons is not stored in savegame.
When the Curator is recreated when loading a savegame, the addons are default initialized with only the addons that are currently active in the mission.
So it lost any that were added after curator were created (like is the case when you set it to all addons)
You could make it a giant string, the limit for that is 9megabytes? With 2048 arguments, you can pass 19GiB in one extension call.
That should be plenty.
There are lots of odd things about Arma AI :D
private _vehicle = vehicle player; private _helper = "Sign_Arrow_Blue_F" createVehicle [0,0,0]; private _allPylonsInfo = getAllPylonsInfo _vehicle; private _pylonProxyInfo = (_allPylonsInfo#0) # 6; _pylonProxyInfo params ["_relPos","_relDir", "_relUp"];
It behaves the same as
call x vs [] call x
Stuck on loading screen is a common issue with badly made mods, we introduced the ENDLOAD cheat code to bypass that. But official/vanilla, I've not seen it happen in vanilla yet
https://community.bistudio.com/wiki/Arma_3:_Cheats#ENDLOAD
Also need to consider the mineDelay for mines that do not have a timer.
A tripwire mine with mineDelay = 2, would show timeToExplosion=2, and be stuck at it until something actually triggers it.
You can always fetch the time delay by yourself.
timeToExplosion is only implemented for Bullets with "explosionTime" config entry, basically UGL grenades that explode after certain time.
Yeah, I suspected as much based on my testing, nice to see I wasn't entirely wrong.
timeToExplosion is only implemented for Bullets with "explosionTime" config entry, basically UGL grenades that explode after certain time.
Force Feedback Sticks getting back into households. Moza, FFBeast, Rhino, WinWing, Virpil (2026).
An updated Force Feedback Integration would be great. Any addition would be beneficial for rotarywing.
Please look at this doc: BIKI ExampleWeaponConfig - CfgSoundSets
Pay attention to TAG_Your_Rifle_Tail_SoundSet, you can make sure that all tail sounds should have the frequencyRandomizer parameter greater than 0 — tails plays overlap each other, different sound frequency allow to get rid of glitch.
In T177680#2765264, @BIS_fnc_KK wrote:fixed in future update