If there is a timeout, its in battleye config. If there isn't then it won't be added
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Today
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.
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.
Tripwires dont trip if walked over only when running
That´s not how a grenade works Bosmo, unpinning it arms it but when you let go of the trigger handle the fuse starts
100% agree.
The soundtrack should grow bigger as well. The soundtrack in Reforger is short but catchy,
I used to go around main at start and place SU defensive positions/US bunkers at the main base so i could listen to something while i got geared.
This already exists, you can check your Rank in the Objectives UI, viewable by holding J on PC by default. For the console binding, you can find it under Settings > Controls > Common > Show all objectives
every single suggestion you put is bad and will never change. you’re clearly a new player
Yesterday
Chiming in here, because this has been an issue for literal YEARS.
It has absolutely NOTHING to do with external software or outdated/corrupted drivers. It most likely has to do with the fact that DayZ still runs on DirectX11 - as this issue can be almost entirely eliminated by running DayZ on a Vulkan API (I and many others have tested this firsthand).
AMD GPUs have had these issue worse than Nvidia for the last few years, but ever since 1.26, the issue is just as noticeable on Nvidia GPUs as it is AMD.
Most AMD GPU users have had to run specific drivers from May 2020 to get slightly better performance due to changes in how AMD GPUs handle DX11. Reported this one years ago.
I bought an Nvidia 4060 JUST to "fix" these issues back in September of 2024, and it genuinely did fix my frame issues until 1.26 was implemented. But let's get down to specifics about this issue, since I know for a fact I'm not the only one in you lot's ears about it right now:
Same problem here.
Fix pls
I just reinstalled Win11 and Arma, still the same error.
@Geez hi :)
Doesn’t have to be time based. There could simply be a merit based system where an average XP score is amassed over time and that provides you with some bonus XP. So attached to your username if you regularly are getting to the end of a game (playtime +1hr) no higher than corporal then that gives no real benefit. But if making Lt or Capt regularly you get some bonus XP at the start of a game. Say half way to Corporal…
Is there a fix for this coming out soon? I don’t care for having to have my headset plugged into my controller. Lessens the sound quality
This also is the case with game master as it is not loading current save correctly and just gets stuck while in loading screen. Having to remain in game with PS5 running for 12 plus hours for community op is not ideal as we can’t play the game
This also happens when viewing the map
I could reproduce this consistently: By shooting a lot of mortars from a storage supply point, so the mortar uses the supply points' storage.
By shooting the mortars, it reduces the supplies, which causes a container to disappear. (there were 3 storage supply containers in total at this exact spot.
This is working as intended, I hope. Because in real life putting a pin back in doesn't stop the fuse that has been lit by releasing the grenade from your hands.
This appears to be fixed now in 1.3
I hope this gets fixed soon, right now helicopters are able to disengage from ground fire too easily.
I would agree on this ticket, it's a very annoying thing to see.