Hello,
do you have any steps to reproduce this problem?
When spawning vehicles in the see, it is intentional that their engines do not work anymore.
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May 10 2016
Is it there every time?
The only time I came across a vehicle that couldn't drive was because it had been spawned at [0,0,0] location which happened to be the sea.
The sea was damaging the engine but no damaged showed in the hud.
The vehicle was then being moved using setpos to the island, it had things like allowdamage false and setdamage 0; but it still couldn't move again.
The fix was to spawn it on land.
Some vehilces like tank were fine but that was probably because they are slightly stronger and take more damage.
ok someone said to me that sometimes this "car" got stuck on wood or sand.
Have you reported this to authors of the mod you were playing?
They said to report it here. Its the mod "Breaking Point"
Nevermind...
Ehm getPlayerUID will return the SteamId
Mass-closing all resolved issues not updated in the last month.
Please PM me in BI Forums (http://forums.bistudio.com/member.php?55374-Fireball) if you feel your bug was closed in error.
No bug.
@AgentRev,
thank you for the opinions. This ticket is about bug which was present and solved, your input is more of a feature request. Could you please create new ticket (feature request) with your proposals? I will link it with this one.
Thank you.
I really don't know what purpose did this serve in the end, except being a placebo. The number of weapons/magazines/items a vehicle can hold is not defined by the "transportMax" values, but rather "maximumLoad". If maximumLoad is not defined, then the vehicle can hold a total item mass of 1000.
This is really stupid, because trucks have a maximumLoad of 1000, while crates have 2000. The large airdrop supply crates have exactly the same maximumLoad as the smallest ammobox, which is 2000.
Here are my thoughts:
- All ground military vehicles should have a maximumLoad of at least 3000
- Military trucks should have 3000 for fuel ones, at least 5000 for the others, up to 10000 for the HEMTT Box and the likes
- Civilian vehicles should be between 1000 and 5000, like: Quadbike = 1000, Hatchback = 1500, SUV = 2500, Offroad = 3000, Transport Van = 4000, Boxer Van = 5000
- Airdrop supply crates (i.e. "B_supplyCrate_F") should have at least 3000
- Normal ammo crates should stay at their current value of 2000
For reference, an empty Assault Pack has a mass of 20, and a First Aid Kit has a mass of 8.
I think the "transportMax" values are only kept in for backward compatibility, but Arma 3's mass-based inventory system does not seem to use them at all.
Hello,
the values have been changed and you will be able to see the changes in Steam Dev within few days.
New values for trucks:
transportMaxBackpacks = 8;
transportMaxMagazines = 200;
transportMaxWeapons = 50;
Thank you.
Reopen for feedback.
Thanks a lot!
This was fixed once but it's back again with the rear glass missing as well.
Try to upload the mission here (or a simpler mission), that is helpful for developers to test out ;)
Hello,
I was unable to reproduce the problem and I tried on both direct and dedicated server. Could you please try it again on current Steam Dev?
Thank you
Here you can find this mision too:http://steamcommunity.com/sharedfiles/filedetails/?id=247037155&searchtext=operation+harvest
Thank you for this amazing game. Also I have to say, the best thing in arma 3 is that we can use the steam workshop for development and get new missions.
Thx , glad to hear it
Hello,
thank you, the issue ahs been assigned.
Have a nice day.
I have connected the module with Radio Juliet, the Support starts instant at the beginning of the mission without use radio J.
seems to work fine for me. place the module, place a trigger activated by Radio Alpha, sync them together, and then call radio alpha in your mission and it should work.
Same problem! Author u are not alone!
Repo mission added
okay, oddly enough, this is now happening for me as well. It probably has to do with the fact that when playing as zeus, the plane is immediately en route when the module is placed. I suppose as a hotfix, you could spawn the module using a script, but this is definitely not an ideal setup. Could a dev reopen this issue?
Reopened. Could you please epload a simple repro mission for Stratis with exact repro-steps? I cannt figure out the problem in our conditions.
Thank you.
This causes major issues if you have respawn positions close to each other - since the respawn positions end up having the same 'auto generated name' from the map position The consequence is that the menu position seems to jump continuously from one point to another making it difficult to choose one position. This is a major bug and needs fixing urgently please.
It also says the name shows up on the map but, it never does.
Can confirm that.
Using 'respawnTemplates[] = {"MenuPosition"};' doesn't show the 'name' property set in the respawn module(s).
Instead it shows 'E of _location' or 'near of _location' depending on the module position relativ to the nearest location.
For example 'E of Camp Rogain' when the respawn module is inside CampRogain,
'near Agia Marina' when the module placed near but outside of Agia Marina.
Added mission to reproduce the problem.
In the menuposition at the beginning of the mission you can see that the textstring dont show the real name of respawn module.
It will give the amount of magazines as there are clients on a server.
49 Players + 1 HC = 50 Magazines Added to the unit.
still here v 1.52
This causes major issues if you have respawn positions close to each other - since the respawn positions (respawn module) end up having the same 'auto generated name' from the map position The consequence is that the menu position seems to jump continuously from one point to another making it difficult to choose one position. The 'name' field in the module is being ignored. This is a major bug and needs fixing urgently please. Relates to ticket 0018467.
Would be great to have this fixed! But I'm not holding my breathe. Probably get closed 'due to inactivity' in 6 months?!
Any progress on this one here ?
I found the same problem with the function BIS_fnc_taskSetState.
If you create a series of task called task, task1, task2, and so on.. and you use this function BIS_fnc_taskSetState to make:
["task", "CANCELED"] call BIS_fnc_taskSetStat
You have canceled all the task with the name "task", "task1", "task2".
I think this a problem with the interal string parser of the game.
I'm gonna make another ticket with the prolem.
Mission submitted with the issue.
Hello,
thank you for submitting the ticket. Could you please upload a simple repro mission displaying the problem? It would be a big help.
Thank you.
Accidental duplicate of report http://feedback.arma3.com/view.php?id=18464
Hello,
Thank you for reporting the issue. I have linked it with #0018347 where possibly the same problem is being solved.
We need crash dump files from this folder:
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When package will be smaller than 5000k, you can attach it here. When package is bigger, please use some free sharing service and post link here.
How to find correct crashdump file:
Try to make the crash happen
Look into crashdump folder
Upload crashdump with latest date in name (crashdump is rpt + bidmp + mdmp file with same name)
Thank you.
Hey Shambler, I have NO idea why I'm running a 32 bit operating system, I left it all up to my friend to set it up as when it comes to bios and stuff, I have no clue. Thanks anyway, Ill get a 64 bit operating system ASAP. Thanks so much!
This is not related to issue "0016347". Kn1fes' crash is most likely happening because he's running out of memory. He's running a 32 bit operating system, which means that Windows is absolutely correct, when it reports that only 2.51GB of RAM is available. That's a limitation of 32 bit Windows. Doesn't matter if he had 128GB of RAM; he'd still not have more than 2.5GB-3.5GB of RAM available.
Why are you even running a 32 bit Windows on that kind of hardware? Your 32 bit Windows 7 license also covers the 64 bit version. This means you can legally install a 64 bit Windows 7 with that license.
Mass closing tickets marked as resolved more than 1 month ago.
If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.
Thank you @ShamblerDK for clearing things up, I never thought that 32 bit system might be used. ^^
Resolving this issue and removing links.
Today i found something out,... last time this happend also a lot of times to me,
when planes in my mission spawn, i cant move them forward, with full of power, no reaktion,...
also most of times is it 1st Hangar at main Airport... but not only, problem seems to be the tent-hangars!
Teleport plane away from hangar, it moves fine, inside Hangar it stuck...
also AI, when walk to plane, get in plane, start engine,... and 80% they dont,
able to move! without hangars Same position all works fine!
For AI dont know how to fix this, but for real player (Human) i found out, how to move forward,...
Change your user Controls in your Arma Settings for planes, dont use the (Analog) settings to accelerate and Break,
use the other one, (i mean, dont use the last in list, use the first ones at the upper part of the list).
then you never stuck as a human player with your plane.
I have only noticed this with addons. Not A3. And since the author said "Russian plane" he might have user addons loaded that are interfering. Try to reproduce with no mods loaded. just removing them from mission won't change anything. Don't load any extras. I believe it's a flaw in the user addons and not the game. Using Arma2 stuff (Russian) won't work well either.
I have this issue as well, its happening on steam stable, user hosted and dedicated hosted (haven't tried SP)
sometimes it works ok, but the majority of the time planes get stuck..
This happens on both a dedicated server (with a ping around 40ms) and a non-dedicated server (0 ping).
Sometimes, you can get unstuck with just thrust (not often). Our current solution is to pop the plane up .2 meters with a setPosATL and add some forward velocity of about 2m/s with setVelocity. This works (not all the time, but spam it and you will get unstuck). The only downside is that it damages the plane so I need to make it undamageable during the pop.
das
Hello, I tried it in MP (both direct and dedicated) with no luck. What is the average ping to the server you're joining?
Thank you.
Hello,
I could not reproduced the issue on Steam Stable (SP) usin your repro mission. Are you sure it still persists?
Thank you.
Getting stuck I only have on altis main airport at one of the hangars (1st one by the taxiway). I had it with the wipeout a bunch of times that it started to move again after I stopped, had to keep holding 'Z' or turn the engine off.
I wonder if it would be possible for the Devs to insert a damaged model for the 'workaround' somehow? If we could hide the bridges in the editor, and there was a damaged model, that could work with scripting? But I honestly don't know how practical it all is. I just wanna blow a bridge! :p
Duplicate of #0018178
Well, this is quite...odd.
It seems I can't find bridges with my classname-finding-script-thing: http://i.imgur.com/vEXjv0M.jpg
The bridges also aren't marked on the map like buildings: http://i.imgur.com/BqRYebB.png
This is probably a work around for AI not being able to drive over bridges. Unofortunately, it also makes bridges impossible to interact with and therefore indestructible.
Thanks AD2001, interesting - I tried blasting it with a slammer about a zillion times but no joy! ;D
I think you can still do it, but it requires quite a lot of explosives. I saw a ticket regarding this and someone said they managed to destroy the bridge by hitting it with a vehicle.
And this is a duplicate.
Hello,
as kind sir @AD2001 mentioned, please contact BattleEye support for further actions (make sure you have read the notes and FAQ).
Thank you.