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Yesterday I reinstalled my graphics card, and now it doesn't crash anymore.
Fixed wiki
2 of your 3 crashes are inside your graphics driver.
The last one is weird, it looks like a bitflip? Maybe you have RAM stability problems?
thanq for sharing this valuable information
Difficulty settings are alread fixed on profiling branch and will be fixed by the 2.20 hotfix
Here are test missions: https://drive.google.com/drive/folders/1AcY6OxJ8bjLCJajmdDMeFhoipKKki1rZ?usp=sharing
One with MOVE waypoint where the squad simply does nothing after the engagement and one with a Seek and Destroy waypoint where the truck is leaving behind units while driving away.
Cheers BI.
Another small experience optimization: when changing the OBJECT, I pressed 2, but it displayed 5, restricted to a minimum value of 5. PIP also has a minimum value of 200, but it can be normally inputted; it only changes to the minimum value of 200 when losing focus. The experience of changing the OBJECT is not good.
Right, as usual didn't even think of that.. Obviously we'd need a way to use another soundset for subsonic ammo when suppressed.
How about additional config token into the mag class, something like onConflictSoundTypeIndex, which you could use to define soundTypeIndex used in case of magazine and muzzle device conflicting. 🤔
Pls fix
This is a big issue on all official warlords servers! It is even more unbalanced now, cause blufor attack helo is stripped of skalpels. Either mission or default helo loadout has to change!!
Thanks again!
Thats a issue we suspected, thanks for confirming.
But stringtable.bin should work the same, so it should not actually be a problem?
We'll fix it soon-ish that it keeps both xml and bin
You are loading CBA mod 4!!! times
You have "A3_GPNVG18" twice, I don't know from which mods
You have "WW2_Assets_c_Characters_Americans_c_US_Rangers" twice
You have "re_rhsusf_hide_stuff" twice
I have found a solution. I have imported a backup from 3 months ago, the whole Arma3 directory. After the start a few mods were updated and since then the game is running again.
First of all thanks for the response.
Can you explain what you mean by "not binarized correctly" ? What does "incorrectly" mean?
The weapon is intended to be caseless. It's listed as caseless in the Field Manual, and the rounds visible on the belt on the weapon model are caseless rounds.
Indeed, the following CfgMagazine classes refer to caseless ammo when magazines are defined as cased ammo
Thanks for the response :)
Probably accidental change from giving the Blackfoot Stub wings DAR since it has 8x Scalpel for Anti Tank work.
Would still love to have pilot camera zoom update without being in GUNNER view.
The first think was to verify game integrity but there are no errors{F5867400}
We have feature flags.
We had to undo this fix, we may revisit it for 2.22
Please do send the crash log files https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
Could you verify game integrity first and if still crashes upload crash report?
Revision: 152954
In the custom terrain of 2.18, this command is completely invalid, and the helicopter will ascend to 200 meters
Wouldn't removing the double quoting be considered a breaking chnage, as extensions would need to be edited to not handle it anymore.
We also have toJson now to generate a giant string.
But, passing it to extensions is very annoying because it double-quotes the string. I want to fix that anyways.
The wiki is wrong, the default is not nil.
The default is nothing, if the value is not there, _this is not set.
It behaves the same as call.
Signatures is possible, BattlEye is not
Problem is the game does not have the languages.
At game/mission start, when loading stringtables, it only reads the configured language and skips over everything else.
Should not be any slower, I also made the sorting multithreaded. So it should be much faster too, and in my tests it was.
BattlEye had an outage.
Action scripts are recompiled everytime IF they just contain a script fileName, in that case they essentially do a execVM.
In T192649#2822848, @dedmen wrote:Well if the server crashes, then we need the crash report files from the server.
Of course you loose connection when the server crashed.
It'll be a simple issue in the shaders. But the impact is probably too low to invest time into it
The backpacks in vehicles (not just quads) are generally hidding to prevent clipping issues.
For example sitting in a seat with back support, you wouldn't want your backpack glitching through it.
https://github.com/WolfCorps/gf_scripts/blob/master/addons/gf_scripts/functions/fn_p_makeUnitCurator.sqf
I use this script to give units zeus access.
It spawns ModuleCurator_F in script, same as you show it.
There is no way to reproduce this problem.
But what if both muzzle and magazine have different soundTypeIndex, how do we choose?
It was a BattlEye outage
A proposed fix was pushed in Profiling branch v31
It will reappear in 2.20 v1
The 16000/18000/19000 hardcoded limits I assume you mean.
Yeah we could probably raise that a bit, it'll still be limited by video settings anyway, but you can change them in config then
particlesSoftLimit/particlesHardLimit in config somewhere, they are just currently clamped by hardcoded in-engine maximum
BattlEye as having outages. this looks like it was caused by it.
Send the RPT/crashreport then: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
Well if the server crashes, then we need the crash report files from the server.
Of course you loose connection when the server crashed.
Can we expect a fix on this?
Revision: 152941