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- Panel Type
- Query Panel
- Editable By
- AmaliaGranger (Amalia)
- Appears On
- AmaliaGranger's Dashboard
If I'm to be 100% accurate, this is exactly what happens to me. I thought the first load instance was just a glitch for me.
same issue here. hope it gets fixed in next stable update.
As an aside, you can also do this:
In T181377#2612108, @speedwaystar wrote:however, what I DO think isn't intuitive, is the difference between the US and USSR clackers. the US clacker can be equipped and immediately used with R. the USSR clacker by contrast is less straightforward. I think it supposed to be deployed (on the ground) before it can be used (like an old-school TNT plunger), which isn't immediately obvious.
If Hold-F causes the detonator be be USED from the inventory rather than just equipped, then that's inconsistent and should either be changed or become a new standard behaviour. AFAIK hold-F doesn't work on any other inventory items (for example, you can't attach a bayonet by opening the inventory and holding-F on it, which WOULD be consistent behaviour).
In T181377#2612298, @KStrike wrote:
It seems exporting adds additional datarow in X and Y.
Go into preview and here is what you get from this script:
allMissionObjects "" apply {[typeOf _x,synchronizedObjects _x]} /* [ [L Modules:1,"Logic",[]], [L Alpha 1-2:1,"Logic",[B Alpha 1-1:1 (POLPOX),1d79b893580# 3: sign_arrow_f.p3d,1d7954be040# 4: mrap_01_unarmed_f.p3d,L Ambient:1,6: <no shape>]], [1d79b893580# 3: sign_arrow_f.p3d,"Sign_Arrow_Blue_F",[]], [1d7954be040# 4: mrap_01_unarmed_f.p3d,"B_MRAP_01_F",[]], [L Ambient:1,"ModuleCivilianPresence_F",[B Alpha 1-1:1 (POLPOX),L Alpha 1-2:1,1d79b893580# 3: sign_arrow_f.p3d,1d7954be040# 4: mrap_01_unarmed_f.p3d,6: <no shape>]], [6: <no shape>,"EmptyDetector",[B Alpha 1-1:1 (POLPOX),L Alpha 1-2:1,1d79b893580# 3: sign_arrow_f.p3d,1d7954be040# 4: mrap_01_unarmed_f.p3d,L Ambient:1]], [B Alpha 1-1:1 (POLPOX),"B_Soldier_F",[L Alpha 1-2:1,1d79b893580# 3: sign_arrow_f.p3d,1d7954be040# 4: mrap_01_unarmed_f.p3d,L Ambient:1,6: <no shape>]] ] */
As you can see props and vehicles don't even accept the synchronization. Maybe more objects don't.
FYI... this began two days ago, before this I had no issue with Dayz.
In T181377#2612106, @speedwaystar wrote:I suspect R was chosen deliberately, since F is used for many different actions, and if it was also used to detonate explosives, there's a high chance players might do so accidentally while trying to interact with something else, not realizing that the clacker was equipped.
@Geez funny part is that I did the same at the start and it was a good point to start investigating. Okay, by the way, I figured it out and can clearly say that bones ain't an issue but mesh-related. I can provide more info in case your team is interested in this and will explain what is going on :)
Please allow players to either hold or click to ADS! Almost all other actions in game do not have a forced toggle on. It makes the gunplay totally broken for some of us. One misclick of right mouse button and I'm FORCED into ADS where I am severely limited input wise. Even when you unbind right mouse button and all keys from "Toggle ADS key bind" it will still forcibly make right mouse button toggle it...
This is not related to the game itself.
https://github.com/acemod/ACE3/issues/8027
https://www.nvidia.com/en-us/geforce/forums/gfn-tech-support/46/516776/arma-3-ace-incompatibility/
This is needed
When generating the .topo file, it says 0kb after the crash occurs, so it generates it but none of the data is kept after the crash.
In T181377#2612126, @AkiDaWolf wrote:USSR one can be equipped and detonated with R as well.
USSR one can be equipped and detonated with R as well.
In T181383#2610273, @Geez wrote:Hello intdev.
Can you please provide your Vigor ID?
however, what I DO think isn't intuitive, is the difference between the US and USSR clackers. the US clacker can be equipped and immediately used with R. the USSR clacker by contrast is less straightforward. I think it supposed to be deployed (on the ground) before it can be used (like an old-school TNT plunger), which isn't immediately obvious.
I suspect R was chosen deliberately, since F is used for many different actions, and if it was also used to detonate explosives, there's a high chance players might do so accidentally while trying to interact with something else, not realizing that the clacker was equipped.
I have the same problem.Loading game takes too long and than it is cancelled.
Fixed in 1.2 - Can be closed.
@Geez okay i have played multiple sessions and havent crashed so far. I saw a other game i played had black screen freezing problems with the new nvidia drivers, so mby its related to this. But like i said it seems to be working now.
I had this issue few times. It mostly solved itself on restart/reboot. But now i had it permanently after connecting it to my console. Tried reboot and restart method and it just crossed my mind what would happend if i switched the usbs. Now its visible without even restarting the game. Hope this helps someone :)
Now I have solved all such problems. By moving the game to another SSD, it can be said that all the problems that occurred were caused by my own SSD. Therefore, I would like to thank Mr. Geez for taking care of the problems that occurred. Thank you very much. You can now close this ticket.
The Game Crashes every 5 minutes with the error code: 0xC00000FD - STATUS_STACK_OVERFLOW
A second, more robust workaround I have found is to upload a "ghost mod" to the Workshop and then arbitrarily set that mod's dependencies to be whatever mods I choose, and then enabling that mod. This effectively accomplishes the feature as I requested it, but it's a pain to set up for someone who doesn't know how to quickly throw together a Workshop mod.
I need help
I bought a game login simulator?
VIGOR ID: f41efd8e-efcd-48d5-b0ca-e833b1651fc3
You cannot choose which transport to take
Didn't obey the order the first time
Bots don't listen to orders well
It is possible that I want them to react too quickly to orders...
Apparently, when you move some distance away from the bot, it leaves the group, but a stub is displayed in the interface
Doesn't want to get out of the car
There is some problem with the order to get into the vehicle
Or they obey but not right away
They don't listen to orders
well i just tested it again with newest exp update and the bug is still there BUT it only work in two checkpoints: one next to Military Coastal Base Chotain and one in Entre Duex
its very minor bug so there is no point in bothering you with fixing it, but maybe understanding the existence of this bug may be useful in the future, i dont know.
thank, now I’ll ask the owner to delete the character and then I’ll try
Good day,
Has anything happened since I wrote this report?
Hello borzik.
The crash is related to some sort of (possibly modded) item on your character.
You will have to contact the server owner in order to delete your character. Unless this is on an official server.
Regards,
Geez
I reinstalled the game, cleared the cache and deleted all mods, reinstalled the game through the administrator user, still nothing helped.