Details
- Panel Type
- Query Panel
- Editable By
- Administrators
- Appears On
- Arma 3 Dashboard
Just started the game can't get into the game that's the first problem it's hard to start the game for some reason it really is and the online stuff doesn't help on how to get into there and start the game
In T192191#2814272, @DBoo69 wrote:You know on Vigor I was shot through the floor in a different room behind a wall ... I used to spend money on the game back when I played more I was thinking of getting back into it but after that I'll not be playing it anymore ... ever you should tell folks if you have to cheat to win ... it's not winning it's still cheating
You know on Vigor I was shot through the floor in a different room behind a wall ... I used to spend money on the game back when I played more I was thinking of getting back into it but after that I'll not be playing it anymore ... ever you should tell folks if you have to cheat to win ... it's not winning it's still cheating
The issue with removeWeaponGlobal not fully removing all pylon weapons from some CSLA helicopters like the Mi-24V, AH-1F, and MH-60A DAP appears to stem from improper weapon-magazine linking in the config files. While the command logs the correct pylon weapons, some still remain usable, suggesting discrepancies in how pylon weapons are configured or bound to the vehicle. This issue is reproducible and doesn't occur in other aircraft like the Mi-17 or AH-99, indicating a DLC-specific config oversight. A config review of CfgMagazines and weapon associations for the affected helicopters is recommended to resolve the inconsistency.
Need help please!
@Tenshi This seem to be fixed.
I hope you're doing great!
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The rope is actually unwound, back to 50cm minimum length.
But its stretched by up to 21x. The problem here is that the rope is elastic and stretches itself, not that ropeUnwound is returning a wrong value.
ropeUnwound is working as designed.
prof v31, 2.22
Map icon draw crash.
Old issue, we don't know how to fix it. So far. There are dozens of tickets for it
You are like the best beta tester in the world by now. You find the issues, you provide the solutions and you charge nothing for all that work.
In T190364#2788419, @BIS_fnc_KK wrote:Players being locked in lobby
works for me, there is a few seconds delay before you can select role
Debriefing remains on screen after mission restart
works fine as well, no debriefing screen for me
In T123355#2801333, @LSValmont wrote:KK never gave back feedback it seems, only Dedmen.
Will Dedmen claim ownership of this?PS: Are holdactions also compiled before every execution? Because holdaction seem very resource intensive with larger code
This is happening for me on both profiling and standard branch
Tested addAction conditions with this code:
conditionFunc = {call{call{call{ call {captive cursorObject}}}} and call{call{call{call{alive cursorObject}}}} and call{call{call{call{typeOf cursorObject == 'CAManBase'}}}}}; for "_i" from 1 to 1000 do { //player addAction ["Title", {}, nil, 2, true, true, "", "call{call{call{call{captive cursorObject}}}} and call{call{call{call{alive cursorObject}}}} and call{call{call{call{typeOf cursorObject == 'CAManBase'}}}}"]; player addAction ["Title", {}, nil, 2, true, true, "", "call conditionFunc"]; };
Frame rate of 220 without either, 102 with the separate function and 93 with the string. Not sure whether that's compilation overhead or just the code locality costs of running 1000 different functions. The main takeaway would be "don't add 1000 addActions to the player".