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- nycsidewalkrepair (Sidewalk Repair NYC)
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- Santamarialanova
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
its work - virtual slot
addMissionEventHandler ["PlayerConnected", { params ["_id", "_uid", "_name", "_jip", "_owner", "_idstr"]; [_owner,_uid] spawn { params ["_ow","_uid"]; _grp = createGroup WEST; _ap = _grp createUnit [_type,_respos, [], 0, "NONE"]; [_ap] joinSilent _grp; waituntil {!isnull _ap}; [_ap] remoteExecCall ["selectPlayer",_ow]; }; }];
1/2 were already done with callExtensionArgs and ExtensionCallback.
I don't see a problem with that solution. Using SRV records like that could work as some kind of shitty matchmaker if you follow the weight and priority parts of the SRV record, but if that is not intended then it's user error. But I'd imagine the main usage would be hosted solutions where multiple servers share the same IP as described by Jaffa, or like @HeroGamers games describes having something like mycommunity.org point to server4.coolgameservers.net, port 23456, both of which wouldn't be degraded by saving the last resolved host/port.
Scratch some part of that.
I can use the same connectToServer hack also for the direct connect UI.
So you have to specifically enter domain and port 0 (or manually empty it (it will be default filled with 2302)) in direct connect.
Then it will try to resolve the port via SRV record, if that fails it falls back to 2302 (same as would've happened before if you left it empty or entered 0 manually)
Running my test missions again seems like it was, or at least it's switching the target a lot faster so this can be closed now @dedmen
This seems to have been done in 2.14
get/setOpticsMode
If wrong, ping me.
In T184219#2782959, @dedmen wrote:What are you doing that 2048 arguments are not enough??
What are you doing that 2048 arguments are not enough??
In T154359#2782908, @dedmen wrote:Use getAttackTarget instead. If that is wrong then ping me.
Use getAttackTarget instead. If that is wrong then ping me.
Revision: 152762
_entity removeAllMagazinesTurret _turretPath
Can confirm there is a similar issue on ArmA Reforger regarding Round Start:
https://feedback.bistudio.com/T190471
right rearview mirror bug not replicated on the current build