Hello.
This is not something we can do unfortunately.
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Today
Additional comment:
Seems the randomization is broken as well on restore layer to default.
A test to randomly spawn 1 object it always spawns the same object when using restore layer.
Server is 4061 North America MI
Thank you.
These are being looked at.
Regards,
Geez
Hello BaconBuns.
Unfortunately the archive you have sent only contains dump files from april and february.
Can you please check for more recent ones?
Unfortunately not at the moment. The issue was not reproduced nor was reported from other users. It could be caused by the specific setup you are using.
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.
The fact that this info is in the Known issues list is just an excuse. And a bad one at that. The known issues list wasn't even updated until a few hours after the update (at least the date of last update mention in the Known issues main page), which means this was an unintended result, aka, a screwup. If this was an intentional change (or even an issue that had been noticed before the update in internal tests) this information would have been in the changelog, not in the known issues. Please stop gaslighting your loyal players.
How can I assist?
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.
Should be removed now.
Removed! :)
It is present in the Known Issues list:
- Changing some settings with the mouse or controller will instantly jump between maximum and minimum values
- Changing character speed
- Changing stance
- Changing leaning to left or right - on the controller only
Hello.
This is a design chance that was intentional.
Regards,
Geez
Bro you shouldn't even be able to hit anything AT ALL with the RPG at those ranges.
Yesterday
Here's the latest console log: