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May 10 2016

Fireball added a comment to T79536: DS crashes on despawn units ONLY when HC connected: C0000005 ACCESS_VIOLATION at 01B8D050.

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.

May 10 2016, 9:25 AM · Arma 3
DenisP edited Steps To Reproduce on T79537: Making Office buildings more detailed.
May 10 2016, 9:25 AM · Arma 3
Iceman added a comment to T79536: DS crashes on despawn units ONLY when HC connected: C0000005 ACCESS_VIOLATION at 01B8D050.

Hello,
can you please confirm?

May 10 2016, 9:25 AM · Arma 3
DasAttorney added a comment to T79536: DS crashes on despawn units ONLY when HC connected: C0000005 ACCESS_VIOLATION at 01B8D050.

Thanks for looking into this one so quickly.

I updated this morning and I'm on 127815.

Will keep an eye on the revisions and test as soon as 127818 goes live.

May 10 2016, 9:25 AM · Arma 3
Iceman added a comment to T79536: DS crashes on despawn units ONLY when HC connected: C0000005 ACCESS_VIOLATION at 01B8D050.

Hello, there were two possible problems and fixed both, could you please try on Steam Dev rev. 127818 and higher?

May 10 2016, 9:25 AM · Arma 3
DasAttorney added a comment to T79536: DS crashes on despawn units ONLY when HC connected: C0000005 ACCESS_VIOLATION at 01B8D050.

Just to add: The mission is rock solid on just DS and clients.

Crashes only happen when HC is connected.

May 10 2016, 9:25 AM · Arma 3
Bohemia added a project to T79536: DS crashes on despawn units ONLY when HC connected: C0000005 ACCESS_VIOLATION at 01B8D050: Arma 3.
May 10 2016, 9:25 AM · Arma 3
DasAttorney edited Steps To Reproduce on T79536: DS crashes on despawn units ONLY when HC connected: C0000005 ACCESS_VIOLATION at 01B8D050.
May 10 2016, 9:25 AM · Arma 3
ruebe added a comment to T79535: Add "GroundWeaponHolder_Scripted" class which allows for existence of empty holders.

Wait, so what can I use now to get a weaponholder that doesn't get deleted right away (see: http://feedback.arma3.com/view.php?id=23841)?

Currently, there is no "GroundWeaponHolder_Scripted" on devel. There are those "WeaponHolder_Single_" classes in addition to the simulated and the ground weaponholders, yet non of them work.

Do I miss something? :(

May 10 2016, 9:25 AM · Arma 3
Killzone_Kid added a comment to T79535: Add "GroundWeaponHolder_Scripted" class which allows for existence of empty holders.

Oh I see, means Weapon_Empty now can show multiple items. Thanks. That note on CL was actually quite vague. Thanks again.

May 10 2016, 9:25 AM · Arma 3
pettka added a comment to T79535: Add "GroundWeaponHolder_Scripted" class which allows for existence of empty holders.

The change from 28.11 dev branch actually adresses this issue as the scripted weapon holder inherits standard weapon holder with all the proxies, not juts the single one.

May 10 2016, 9:25 AM · Arma 3
SaMatra added a comment to T79535: Add "GroundWeaponHolder_Scripted" class which allows for existence of empty holders.

I agree with Killzone_Kid here, having GroundWeaponHolder_Scripted that behaves identically to GroundWeaponHolder (lets players put stuff in it through Inventory UI and displays what inside) but does not auto-deletes when empty will be definitely useful addition and I personally see use for such object in my missions (Wasteland specifically)

May 10 2016, 9:25 AM · Arma 3
pettka added a comment to T79535: Add "GroundWeaponHolder_Scripted" class which allows for existence of empty holders.

My bad, I have even used a wrong field as I can see, I am sorry for the confusion :( And a good news, it should make it to the next main branch update soon (TM)

May 10 2016, 9:25 AM · Arma 3
Killzone_Kid added a comment to T79535: Add "GroundWeaponHolder_Scripted" class which allows for existence of empty holders.

"It has been actually done on 28/11 in dev branch by this change, could You, please, give it a try?"

wh = "GroundWeaponHolder_Scripted" createvehicle position player;
hint str wh; //<obj-null>

May 10 2016, 9:25 AM · Arma 3
Killzone_Kid added a comment to T79535: Add "GroundWeaponHolder_Scripted" class which allows for existence of empty holders.

Yeah, this is great, but this will only solve the autodelete bug with Weapon_Empty class. The problem I see is that Weapon_Empty inherits from WeaponHolder_Single_F, which would only show 1 item, where as GroundWeaponHolder_Scripted would behave as GroundWeaponHolder and show multiple items.

Also off topic, is there a way to make _Single weaponholders to be limited to single items?

May 10 2016, 9:25 AM · Arma 3
pettka added a comment to T79535: Add "GroundWeaponHolder_Scripted" class which allows for existence of empty holders.

I have added the property to class Weapon_Empty, it should be available tomorrow in the dev branch. Could You, please, give it a try, if it works according to Your needs?

May 10 2016, 9:25 AM · Arma 3
Killzone_Kid added a comment to T79535: Add "GroundWeaponHolder_Scripted" class which allows for existence of empty holders.

Just to add WeaponHolder_Single_limited_magazine_F for example that is both single and limited has

transportMaxItems = 0;
transportMaxMagazines = 1;
transportMaxWeapons = 0;

params will still allow to place > 1 magazines in it both with script and UI

wh = "WeaponHolder_Single_limited_magazine_F" createvehicle position player; wh addMagazineCargoGlobal [currentmagazine player, 5]

May 10 2016, 9:25 AM · Arma 3
bux578 added a comment to T79534: Zeus / Curator Add Remote Controlled Event.

Despite being mentioned in http://dev.arma3.com/post/spotrep-00037 I can't get "curatorObjectRemoteControlled" to work.

(getAssignedCuratorLogic player) addEventHandler ["curatorObjectRemoteControlled", {hint "test";}];

returns -1.

May 10 2016, 9:25 AM · Arma 3
Bohemia updated subscribers of T79535: Add "GroundWeaponHolder_Scripted" class which allows for existence of empty holders.
May 10 2016, 9:25 AM · Arma 3
Bohemia added a project to T79535: Add "GroundWeaponHolder_Scripted" class which allows for existence of empty holders: Arma 3.
May 10 2016, 9:25 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T79535: Add "GroundWeaponHolder_Scripted" class which allows for existence of empty holders.
May 10 2016, 9:25 AM · Arma 3
SilentSpike added a comment to T79534: Zeus / Curator Add Remote Controlled Event.

Just a heads up, what's being referenced in the spotrep is this line from fn_moduleRemoteControl:

[_curator,"curatorObjectRemoteControlled",[_curator,player,_unit,true]] call bis_fnc_callScriptedEventHandler;

May 10 2016, 9:25 AM · Arma 3
bux578 added a comment to T79534: Zeus / Curator Add Remote Controlled Event.

And maybe even add an event when the curator ends controlling a unit.

May 10 2016, 9:25 AM · Arma 3
bux578 edited Steps To Reproduce on T79534: Zeus / Curator Add Remote Controlled Event.
May 10 2016, 9:25 AM · Arma 3
john681611 edited Steps To Reproduce on T79533: Ground objects prioritised over bodies.
May 10 2016, 9:25 AM · Arma 3
Bohemia updated subscribers of T79534: Zeus / Curator Add Remote Controlled Event.
May 10 2016, 9:25 AM · Arma 3
Bohemia added a project to T79534: Zeus / Curator Add Remote Controlled Event: Arma 3.
May 10 2016, 9:25 AM · Arma 3
Dwarden added a comment to T79532: LSP on network card causing "No message recieved", with workaround.

I would suggest to share this info with QUALCOMM / Killer NIC driver developers too

May 10 2016, 9:25 AM · Arma 3
woofer88 added a comment to T79532: LSP on network card causing "No message recieved", with workaround.

Hi, thanks for reply. It has been done.

May 10 2016, 9:25 AM · Arma 3
woofer88 added a comment to T79532: LSP on network card causing "No message recieved", with workaround.

The following below is the reply from Qualcomm Atheros that solved the problem. Saying that it is likley "the application won't accept the offload features of the Killer" kinda implies an error in the Arma 3 code. But it seems to only affect Gigabyte motherboards. That should make it a Gigabyte problem.

I suppose the ticket could be closed on that point, unless BIS want to take further actions.

---

Here's the solution.

The problem is likely that the application won't accept the offload features of the Killer, so you may need to bypass it. You can do that by making sure that you're running the latest version of the drivers (from http://www.qca.qualcomm.com/resources/driverdownloads/) and do the following:

First, ensure hidden files and folders are being shown in Windows Explorer, then navigate to C:\ProgramData\Bigfoot Networks

Right-click the GameDetect.xml file and click "Edit"

From here, you'll see a section at the top that looks like this:

<GameDetectSettings>
<ByPassSection>
<ByPass>mozybackup.exe</ByPass>
<ByPass>mozystat.exe</ByPass>
<ByPass>mozyconfig.exe</ByPass>

All you need to do is add a new line right under the mozy stuff and replace it with your application .exe. So, it should look something like this:
<ByPass>yourapp.exe</ByPass>
Then save the file and exit, then you'll need to reboot. You may then be able to connect to your game.

May 10 2016, 9:25 AM · Arma 3
Bohemia added a project to T79533: Ground objects prioritised over bodies: Arma 3.
May 10 2016, 9:25 AM · Arma 3
woofer88 edited Steps To Reproduce on T79532: LSP on network card causing "No message recieved", with workaround.
May 10 2016, 9:25 AM · Arma 3
Bohemia updated subscribers of T79532: LSP on network card causing "No message recieved", with workaround.
May 10 2016, 9:25 AM · Arma 3
Bohemia added a project to T79532: LSP on network card causing "No message recieved", with workaround: Arma 3.
May 10 2016, 9:25 AM · Arma 3
Iceman added a comment to T79531: using addScore command inside HandleScore event handler wil crash the game every time.

Hello,
thank for the report. However, I cannot reproduce the crash even on a dedicated server. Could you please create a mission and upload it here? Thank you.

May 10 2016, 9:25 AM · Arma 3
d3nn16 added a comment to T79531: using addScore command inside HandleScore event handler wil crash the game every time.

i added repro_mission.zip with the mission folder and the output I have in log file and the empty dump file that is generated when I shoot the OPFOR officer.

May 10 2016, 9:25 AM · Arma 3
d3nn16 added a comment to T79531: using addScore command inside HandleScore event handler wil crash the game every time.

this issue is fixed (by the way I get an "Access Denied" page when I try to set the issue to "fixed" myself).

May 10 2016, 9:25 AM · Arma 3
Bohemia updated subscribers of T79531: using addScore command inside HandleScore event handler wil crash the game every time.
May 10 2016, 9:25 AM · Arma 3
Killzone_Kid added a comment to T79531: using addScore command inside HandleScore event handler wil crash the game every time.

Since handlescore is now triggered for addscore, this is logical outcome - endless loop

May 10 2016, 9:25 AM · Arma 3
d3nn16 edited Steps To Reproduce on T79531: using addScore command inside HandleScore event handler wil crash the game every time.
May 10 2016, 9:25 AM · Arma 3
Bohemia added a project to T79531: using addScore command inside HandleScore event handler wil crash the game every time: Arma 3.
May 10 2016, 9:24 AM · Arma 3
thhamm added a comment to T79530: ViewDistance and ObjectViewDistance.

Well, as my wish came true in rev. 129494, please close. :)

May 10 2016, 9:24 AM · Arma 3
Bohemia added a project to T79530: ViewDistance and ObjectViewDistance: Arma 3.
May 10 2016, 9:24 AM · Arma 3
Iceman added a comment to T79529: Can't enter boat to leave Stratis island..

Hello,
are you using any mods? I can enter the boat just fine.

May 10 2016, 9:24 AM · Arma 3
thhamm edited Steps To Reproduce on T79530: ViewDistance and ObjectViewDistance.
May 10 2016, 9:24 AM · Arma 3
Bohemia added a project to T79529: Can't enter boat to leave Stratis island.: Arma 3.
May 10 2016, 9:24 AM · Arma 3
Neon3001 edited Steps To Reproduce on T79529: Can't enter boat to leave Stratis island..
May 10 2016, 9:24 AM · Arma 3
DenisP added a comment to T79528: The UGVs and their armed variants cannot be airlifted even though the UAV variants can be.

Aww... =(

May 10 2016, 9:24 AM · Arma 3
Fireball added a comment to T79528: The UGVs and their armed variants cannot be airlifted even though the UAV variants can be.

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.

May 10 2016, 9:24 AM · Arma 3
DarkDruid added a comment to T79528: The UGVs and their armed variants cannot be airlifted even though the UAV variants can be.

In-game UGV is based on the Crusher UGV. Weight of this vehicle is significantly bigger (more than 4 tons, see: http://www.nrec.ri.cmu.edu/projects/crusher/) than weight of an average car (1-2.5 tons). Helicopters available currently in the game are able to carry up to 4 tons.

Marking as not a bug.

May 10 2016, 9:24 AM · Arma 3
DenisP edited Steps To Reproduce on T79528: The UGVs and their armed variants cannot be airlifted even though the UAV variants can be.
May 10 2016, 9:24 AM · Arma 3
Bohemia added a project to T79528: The UGVs and their armed variants cannot be airlifted even though the UAV variants can be: Arma 3.
May 10 2016, 9:24 AM · Arma 3
SilverDude added a comment to T79527: Adding a system similar to RotorLib to other vehicles.

In my opinion, yes.
In most other opinions from those 'Alits Life' players, probably no.

The starting up a car sounds nice, should really take longer. You cannot just get in a car in real life and drive away in 1 second. Also the jet thing sounds quite interesting, jets need a huge overwork anyways.

But further than this, (like switching the gears and using clutch) would be too much. ^^

May 10 2016, 9:24 AM · Arma 3
DenisP added a comment to T79527: Adding a system similar to RotorLib to other vehicles.

Well that's kind of what I was thinking. :p Having to stop accelerating, holding a clutch key, then pressing another key to change to that gear. Could be a key combination of ctrl + (key) or something like that. =)

May 10 2016, 9:24 AM · Arma 3
Bohemia added a project to T79527: Adding a system similar to RotorLib to other vehicles: Arma 3.
May 10 2016, 9:24 AM · Arma 3
DenisP edited Steps To Reproduce on T79527: Adding a system similar to RotorLib to other vehicles.
May 10 2016, 9:24 AM · Arma 3
DenisP edited Steps To Reproduce on T79526: Rotors appear in the destroyed model of every helicopter even if destroyed before blowing up.
May 10 2016, 9:24 AM · Arma 3
SilverDude added a comment to T79526: Rotors appear in the destroyed model of every helicopter even if destroyed before blowing up.

You are surely talking about every helicopter except for the MH-9/AH-9 and the Mohawk.

The most obvious ones with this case are the Ghosthawk and the Blackfoot. (Which really need reworking)

May 10 2016, 9:24 AM · Arma 3
Fireball added a comment to T79525: No next action when AAF outpost captured.

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.

May 10 2016, 9:24 AM · Arma 3
Bohemia added a project to T79526: Rotors appear in the destroyed model of every helicopter even if destroyed before blowing up: Arma 3.
May 10 2016, 9:24 AM · Arma 3
Iceman added a comment to T79525: No next action when AAF outpost captured.

Hello,
thanks for the report. There indeed is a problem where one of the enemy AI can spawn inside a rock and you cannot see him. In order to continue, you need to complete the first task (Neutralize guards) successfully. It may take several tries. This problem will be fixed in Steam Dev in one of the next updates. You can also temporarily switch to the Dev version. Sorry for inconveniences and thanks for helping us finding the problem.

May 10 2016, 9:24 AM · Arma 3
Bohemia added a project to T79525: No next action when AAF outpost captured: Arma 3.
May 10 2016, 9:24 AM · Arma 3
schmidt edited Steps To Reproduce on T79525: No next action when AAF outpost captured.
May 10 2016, 9:24 AM · Arma 3
RickOShay added a comment to T79524: BIS_fnc_ambientAnim removes headgear.

It seems the only way to stop the headgear being removed is to add "ASIS" i.e. [this,"SIT","ASIS"] call BIS_fnc_ambientAnim; Having done this and then setting - this setVariable ["BIS_enableRandomization", false]; and then adding specified headgear does not stop headgear randomization. The commands only seem to work correctly on Men (story).

May 10 2016, 9:24 AM · Arma 3
Bohemia added a project to T79523: Zeus eventually hits group spawn limit: Arma 3.
May 10 2016, 9:24 AM · Arma 3
Anton edited Steps To Reproduce on T79523: Zeus eventually hits group spawn limit.
May 10 2016, 9:24 AM · Arma 3
RickOShay edited Steps To Reproduce on T79524: BIS_fnc_ambientAnim removes headgear.
May 10 2016, 9:24 AM · Arma 3
Bohemia added a project to T79524: BIS_fnc_ambientAnim removes headgear: Arma 3.
May 10 2016, 9:24 AM · Arma 3
TheTonycesar123 added a comment to T79522: Can't hear Direct Comm..

I did that but it didn't help

May 10 2016, 9:24 AM · Arma 3
Shields added a comment to T79522: Can't hear Direct Comm..

Make sure you turn effects down majorly, if you still can't hear people then their mic settings aren't maxed out clearly.

May 10 2016, 9:24 AM · Arma 3
Shields added a comment to T79522: Can't hear Direct Comm..

Turn your VOIP volume to max and lower effects, radio and music volume.

May 10 2016, 9:24 AM · Arma 3
TheTonycesar123 edited Steps To Reproduce on T79522: Can't hear Direct Comm..
May 10 2016, 9:24 AM · Arma 3
Fireball added a comment to T79521: #adminLogged setting for zeus owner does not work on dedicated server.

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.

May 10 2016, 9:24 AM · Arma 3
Bohemia added a project to T79522: Can't hear Direct Comm.: Arma 3.
May 10 2016, 9:24 AM · Arma 3
SINE added a comment to T79521: #adminLogged setting for zeus owner does not work on dedicated server.

Thanks a lot.

May 10 2016, 9:24 AM · Arma 3
SINE added a comment to T79521: #adminLogged setting for zeus owner does not work on dedicated server.

@Dev
Thanks a lot for your answer, but please respond to the following:

Is this a Bug or a change?
Will this work again in future updates or not?
If not, what needs to be done to make the Zeus module available the same way as it was before? (using #loggedAdmin, logging in and pressing Z)

May 10 2016, 9:24 AM · Arma 3
highhead added a comment to T79521: #adminLogged setting for zeus owner does not work on dedicated server.

Fixed again in Steam Dev rev. 127800 and higher.

May 10 2016, 9:24 AM · Arma 3
Anton edited Steps To Reproduce on T79521: #adminLogged setting for zeus owner does not work on dedicated server.
May 10 2016, 9:24 AM · Arma 3
ARJayDEV added a comment to T79521: #adminLogged setting for zeus owner does not work on dedicated server.

Yes this is a result of the serverCommandAvailable command changing in the latest release: direct relation to http://feedback.arma3.com/view.php?id=21137

May 10 2016, 9:24 AM · Arma 3
Bohemia added a project to T79521: #adminLogged setting for zeus owner does not work on dedicated server: Arma 3.
May 10 2016, 9:24 AM · Arma 3
lidaker added a comment to T79520: [DEV] Mission does not proceed normally..

The bug still exists for me.

May 10 2016, 9:24 AM · Arma 3
Iceman added a comment to T79520: [DEV] Mission does not proceed normally..

Hello,
thank you for the report. This is a known issue for Dev branch, should be fixed in couple of days. Stable build is not affected.

May 10 2016, 9:24 AM · Arma 3
RaikaSiray edited Steps To Reproduce on T79520: [DEV] Mission does not proceed normally..
May 10 2016, 9:24 AM · Arma 3
ruPaladin added a comment to T79519: Motion sickness (because of camera shaking).

This problem also persist when advanced fly model disabled.

May 10 2016, 9:24 AM · Arma 3
Bohemia added a project to T79520: [DEV] Mission does not proceed normally.: Arma 3.
May 10 2016, 9:24 AM · Arma 3
MulleDK19 added a comment to T79519: Motion sickness (because of camera shaking).

Related to http://feedback.arma3.com/view.php?id=21103

May 10 2016, 9:24 AM · Arma 3
ruPaladin added a comment to T79519: Motion sickness (because of camera shaking).

It doesn't help. Camera shake remains in helicopters.

May 10 2016, 9:24 AM · Arma 3
Iceman added a comment to T79519: Motion sickness (because of camera shaking).

Hello,
you can turn off the camera shake in options.

May 10 2016, 9:24 AM · Arma 3
Fennek added a comment to T79519: Motion sickness (because of camera shaking).

I dont get motionsickness from it, but it's unrealistic.
If you feel acceleration there is no wild shaking. Shaking only occurs if you have turbulences, and acceleration in random directions in short order.

Or does your entire body shake if you accelerate in a car? No it doesnt! Same with an airplane or helicopter. Remove it. Replace it by blackout/redout viewlimitations if you must.

May 10 2016, 9:24 AM · Arma 3
ruPaladin edited Steps To Reproduce on T79519: Motion sickness (because of camera shaking).
May 10 2016, 9:24 AM · Arma 3
Bohemia added a project to T79519: Motion sickness (because of camera shaking): Arma 3.
May 10 2016, 9:24 AM · Arma 3
338Caliber edited Steps To Reproduce on T79518: Pushback Tractor for Fixed Winged Aircraft.
May 10 2016, 9:24 AM · Arma 3
Bohemia added a project to T79518: Pushback Tractor for Fixed Winged Aircraft: Arma 3.
May 10 2016, 9:24 AM · Arma 3
JustCauseMayhem added a comment to T79517: Unit movement in/on structures.

So do you mean that the units cannot move around properly when they are in/on structures when ordered by Zeus Game Master.

May 10 2016, 9:24 AM · Arma 3
338Caliber added a comment to T79517: Unit movement in/on structures.

Yes, definitely.

May 10 2016, 9:24 AM · Arma 3
338Caliber edited Steps To Reproduce on T79517: Unit movement in/on structures.
May 10 2016, 9:24 AM · Arma 3
MulleDK19 added a comment to T79517: Unit movement in/on structures.

You can already do that. ALT-drag to change elevation.

May 10 2016, 9:24 AM · Arma 3
tankprohp42o added a comment to T79516: Arma 3 crashes when clicking on multiplayer.

haven't heard from any one in awile

May 10 2016, 9:24 AM · Arma 3
tankprohp42o added a comment to T79516: Arma 3 crashes when clicking on multiplayer.

i just recreated the crash and here are the new files 11-22-14

May 10 2016, 9:24 AM · Arma 3
tankprohp42o added a comment to T79516: Arma 3 crashes when clicking on multiplayer.

dont think this should make a difference but did do a clean install of win 7 recently had a virus that caused Glyph to crash on start up and Origin to do the same, after i was finshed everything worked, arma 3 was the only game that had problems and same for Arma 2 MP

May 10 2016, 9:24 AM · Arma 3