This happens to me too. In the same way, it is as if the bots see through walls and barriers, as they also shoot in my direction when I am inside a house.
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A few more examples
Bots chose the red path
Zdar, mrkni na můj report, podle mě je to boj s větrnými mlýny 🗡
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:
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).
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.
@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/
Sat, May 25
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.
USSR one can be equipped and detonated with R as well.
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.
Fri, May 24
I need help