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.
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.
Hello,
can you please confirm?
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.
Hello, there were two possible problems and fixed both, could you please try on Steam Dev rev. 127818 and higher?
Just to add: The mission is rock solid on just DS and clients.
Crashes only happen when HC is connected.
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? :(
Oh I see, means Weapon_Empty now can show multiple items. Thanks. That note on CL was actually quite vague. Thanks again.
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.
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)
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)
"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>
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?
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?
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]
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.
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;
And maybe even add an event when the curator ends controlling a unit.
I would suggest to share this info with QUALCOMM / Killer NIC driver developers too
Hi, thanks for reply. It has been done.
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.
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.
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.
this issue is fixed (by the way I get an "Access Denied" page when I try to set the issue to "fixed" myself).
Since handlescore is now triggered for addscore, this is logical outcome - endless loop
Well, as my wish came true in rev. 129494, please close. :)
Hello,
are you using any mods? I can enter the boat just fine.
Aww... =(
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.
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.
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. ^^
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. =)
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)
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.
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.
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).
I did that but it didn't help
Make sure you turn effects down majorly, if you still can't hear people then their mic settings aren't maxed out clearly.
Turn your VOIP volume to max and lower effects, radio and music volume.
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.
Thanks a lot.
@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)
Fixed again in Steam Dev rev. 127800 and higher.
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
The bug still exists for me.
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.
This problem also persist when advanced fly model disabled.
Related to http://feedback.arma3.com/view.php?id=21103
It doesn't help. Camera shake remains in helicopters.
Hello,
you can turn off the camera shake in options.
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.
So do you mean that the units cannot move around properly when they are in/on structures when ordered by Zeus Game Master.
Yes, definitely.
You can already do that. ALT-drag to change elevation.
haven't heard from any one in awile
i just recreated the crash and here are the new files 11-22-14
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