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@DozingChopper , could you tell the solution? We've tried everything to fix the problem, but nothing helped. I think it would be nice for community to get this problem solved. Thank you.
I am on the Xbox Series X and was experiencing the exact same issue today 4/8/2025. Created a game in Private GM then tried to load in multiple Public GM Server's. Unfortunately, the loading symbol just goes around forever and the scenario never loads. I was experiencing the same issue last time I tried to make a gm file about 3 months ago.
@DozingChopper What was the fix?
because here most of the servers are quite popular with strong technical skills can't fix this problem, and you found it, I hope that you will share the solution
In T189923#2787568, @DozingChopper wrote:This is primarily not a DayZ core issue, but an issue with mods on the server, I have found the core issues and fixed them on our servers.
This is primarily not a DayZ core issue, but an issue with mods on the server, I have found the core issues and fixed them on our servers.
just going to bump this so that this is seen, I know that the Devs have a lot of other work to do, but these would be great and easy to make extra's for more variety
xd
Altis Life has this very "dangerous" code on server side:
In T190724#2787075, @Geez wrote:Hello byNautiic.
Neither crane should be destructible by design. We have confirmed that the yellow one is destructible and the issue is scheduled for a fix.
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
The radio could also be used strategically by turning it off if you need stealth or turning it on and leaving the car as a decoy
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?
I tried what other people have been doing to fix the issue but it won't even let me on the sever it happend on just says I'm already on that server
It's been so long that I don't even remember what this was about :)
This is intended and was an actual FIX! to prior mechanic
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.
+1
timeToExplosion is only implemented for Bullets with "explosionTime" config entry, basically UGL grenades that explode after certain time.
+1
Resolved for 1.3.0.154 and higher.
Resolved in 1.3.0.130
+1
Hello byNautiic.
Neither crane should be destructible by design. We have confirmed that the yellow one is destructible and the issue is scheduled for a fix.
This is so annoying.
I truly hope they fix this asap as this just drives more PS5 players to use party chat/discord.
In T190737#2786995, @BaconBuns wrote:That´s not how a grenade works Bosmo, unpinning it arms it but when you let go of the trigger handle the fuse starts
Yes, hearing people scream when receiving leg and arm fractures (like in old ArmAs) can be great for immersion and provide actionable gameplay cues for both teammates and aggressors.