you can render 3D resolution 3 times,and it can be found in video option,it looks it's the same one
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May 10 2016
i know, there is sampling option, but i dont think it does it same way as nvidia option
Definitely. It is game breaking (you literally can't progress) if you don't know how to solve it like we did. I think they spawn there. Done it over five times now for testing. Every single time there are 2 AAF members stuck. Removing/Changing their spawnlocation should already fix it.
You will find that there are AAF members stuck inside a rock. This is the rock behind the high watchtower (where there is a guy you have to spot as soon as you start the mission). If you lay down on this rock, you glitch through yourself and are able to spray down the last *two* AAF members.
My crosshair points out the rock:
http://i.imgur.com/wmjvzVu.jpg
This is me glitching through the rock myself :
http://imgur.com/wmjvzVu,8lkuIPE#1
I could hear the FIA AI on my team call out other targets, but I couldn't actually see them myself. Thanks man! I hope this gets fixed though.
I have the EXACT same problem ! upvote !
I can see my computer already burning when thinking about that.
Maybe for some Arma in the future...but now it seems a little too much, or?^^
I like the idea though, should be kept by side.
quick question for you guys do you guys have launch parameters set up?, i removed all my launch parameters and i dont crash anymore
Uploaded,
Thanks
I also have the same issues on an altis life server with D3DCOMPILER_43.DLL.
i have also tried to reinstall directX. complete arma3 reinstall,
attaching logs
Same problem, attaching logs.
Hello,
I need also a rpt file with same name as bidmp and mdmp to do a crash analysis.
Thank you.
Hello, the issue is most probably caused by your hardware / software please check the following link for info how to fix your issues: https://community.bistudio.com/wiki/Arma_3_Unusual_process_exit#0xC0000005_-_ACCESS_VIOLATION
Also see this ticket http://feedback.arma3.com/view.php?id=22179 setMagazineTurretAmmo locality is also broken
Did some tests on this and it seems there has been some changes, there are now only 2 mags of 500Rnd_127x99_mag_Tracer_Red in slammer up commander turret (TurretPath:[0,0]) which actually means there is a workaround now:
When you empty a mag (or both mags) this will brake magazineTurretAmmo function as you said, but it reports all mags has a ammocount of 0, like this:
["500Rnd_127x99_mag_Tracer_Red:0","500Rnd_127x99_mag_Tracer_Red:0","SmokeLauncherMag:2"]
So when magazineTurretAmmo reports 0 rounds in all mags we know at least 1 full mag has been used, we can always get the ammo Count (and set it) of the current magazine with the ammo function (tank ammo "LMG_M200"), that way we can actually get all the info we need. However if there is more than 2 mags of the same magazine type this workaround wont Work, for example in the mortar, but there are very few vehicles that have more than 2 mags of same type in the same turretPath.
Hello,
thank you for your report and files. It seems that your problem is that DirectX crashes. This may be from various reasons, such as outdated DirectX, outdated drivers, overclocked CPU or GPU [by manufacturer or user] and many more.
Sadly, there is nothing that can be done from our side. I linked this problem to bug number #0000579, where you can read useful tips in comments. Also, please check out the forums page for another useful tips:
http://forums.bistudio.com/showthread.php?147598-Endless-DXGI_ERROR_DEVICE_REMOVED-Crashes
Sorry for the inconvenience, have a nice day.
To make it clear: ONE player sees multiple messages popup. Depending on nearby playable count. Why does the player need to see 50 messages when he deploys a camp? And the messages aren't even pointing to the unit in question. Only the one who deployed the tent.
Camp (Dome Text) (Iceman77)
Camp (Dome Text) (Iceman77)
Camp (Dome Text) (Iceman77)
Camp (Dome Text) (Iceman77)
Camp (Dome Text) (Iceman77)
Camp (Dome Text) (Iceman77)
Camp (Dome Text) (Iceman77)
Camp (Dome Text) (Iceman77)
Camp (Dome Text) (Iceman77)
Even if it did show the unit it added the respawn for, that would still be an annoyance. But it doesn't even do that... Why do I need to see other's mesages to begin with?? I only need to see one message. /sigh
magazineTurretAmmo needs more work, there is a ticket already for that and afaik developer knows about it. What final version will be like we have to wait and see. Resolving this ticket because requested command exists
have you tried magazineTurretAmmo? its not on the wiki yet. auto complete should show its function. I'm pretty sure its dev only right now.
Tested(M2A4 Slammer UP):
(vehicle player) magazineTurretAmmo ["2000Rnd_65x39_Belt", [0]]
Returns:
2000
@Bernargee ...
Was this command really thought through ... or am I missing something?
What if you have multiple magazines of the same type in one turret ... What does "magazineTurretAmmo" return?
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.
Oh, I see, you want to set it from the editor INIT, then you must disable randomisation:
this setVariable ["BIS_enableRandomization", false];
this setObjectTexture [0,"#(rgb,8,8,3)color(1,0,0,1)"];
what object did you try it on? not all objects have hidden selections.
works for me
suv setobjecttexture [0,"#(rgb,8,8,3)color(1,0,0,1)"]
makes it red
Civilian SUV
I'd suggest to extend current addMagazineTurret command instead:
Full magazine: <vehicle> addMagazineTurret [<magazine>, <turret_path>]
Custom magazine: <vehicle> addMagazineTurret [<magazine>, <turret_path>, <ammo>]
https://community.bistudio.com/wiki/addMagazine_array
Without testing it, I cannot see how this command would work correctly for vehicles with more than one turret.
Take for example, the transport helicopter that has identical miniguns on each side. How would the command be able to distinguish which turret you want to add the magazine to?
EDIT: Seems that it only adds magazines on the first turret.
@Killzone_Kid
Thanks for the suggestion. Could you please add some documentation for the command?
What about setMagazineTurretAmmo? ATM available on dev only.
heres an example of an already existing command: its not scripted pefectly, but its all there.
I am sitting in the commanders seat of the M2A4 Slammer UP:
((vehicle player) weaponsTurret [0,0] select 0)
Returns: "HMG_127_MBT"
(player) setammo ["HMG_127_MBT", 51]
HMG 12.7mm gun now has 51 rounds in current magazine.
I dont think it would ever be possible to set a magazines capacity since vehicles can only reload when magazine is empty.
EDIT:
Check out https://community.bistudio.com/wiki/addMagazine_array
I will, when it is fixed: http://feedback.arma3.com/view.php?id=21331
Feel free to add notes to wiki pages. Anybody can contribute.
Resolved at OP's request
You can mark this ticket as closed ... as there is no point in a "getter" for this.
Would be nice if the documentation for setVehicleAmmo clearly specified that the full-state is not solely dependent on the vehicle type ... that it actually depends on the set of magazines present in the vehicle.
This other command:
https://community.bistudio.com/wiki/setVehicleAmmoDef
explains it better.
Given this conversation, how is this command different from setVehicleAmmo?
Do you still have questions or is this considered resolved?
I see you point. Averaging out the ammo percentages for each kind of mag would not give a meaningful number that can then be passed back to setVehicleAmmo (no number would). Such a weird command, I am probably not the only person confused by it.
Yep, I get that now :-)
The documentation on the wiki is somewhat misleading though.
From this sentence:
"Sets how much ammunition (compared to a full state defined by the vehicle type) the vehicle has."
I was assuming that every vehicle has some known constant "full-state" that depends on the type of vehicle.
However, the way the command works, the "full-state" is always changing ... as it depends on the number and type of magazines currently present in the vehicle.
Because setVehicleAmmo tops up ALL weapons, what should getVehicleAmmo return after you have all weapons topped up but 1 weapon empty?
I am not talking about executing setVehicleAmmo 1 and then immediately call getVehicleAmmo, in this case it is fairly obvious what result would be. Im talking about having different amount of ammo in weapons after they have been used. What should getVehicleAmmo return? If main gun has 0 ammo, of one type, 30℅ ammo of another type and secondary gun has 99% of ammo. What should getVehicleAmmo return, a single number from 0 to 1 that is somehow meaningful or useful? Saying just because there is set variant there must be get variant is not enough I'm afraid in this case.
@micovery: "Sets how much ammunition (compared to a full state defined by the vehicle type) the vehicle has.".
It sets how many percents of the 'full' state of the vehicle.
setVehicleAmmo 0.5 sets the amount of ammo to 50% of the full state as defined by the vehicle type.
EDIT: I am probably not understanding exactly what "setVehicleAmmo 1" does.
It seems that it only fills the ammunition on the magazines that the vehicle currently has. So if the vehicle has no magazines, "setVehicleAmmo 1" does nothing.
Given that's the behavior, if you were to call "getVehicleAmmo" after the scenario you provided.
You would get 1, since all the magazines currently in the vehicle are topped.
Whatever the algorithm is that the BIS developers implemented for the setter ... there is got to be a complementary/reverse logic.
That's what getVehicleAmmo should do. It's just a matter of completeness.
If you were to call setVehicleAmmo 1 ... the vehicle would be in a "fully-loaded" state according to the documentation.
So I would expect that the getVehicleAmmo would give the average ammo count throughout all the magazines in relation to the fully-loaded state.
What Benargee said, why do you need this command?
I dont think it would make sense for there to be.
What if you setvehicleammo to 1 and then empty your main weapon, but your secondary is full? what value would you expect be returned?
You need to specify the turret, magazine or weapon. These commands already exist.
Example(M2A4 Slammer UP):
currentWeapon (vehicle player)
Returns:"cannon_105mm" //main gun
(vehicle player) ammo "cannon_105mm"
Returns:40
There are also several other commands that return vehicle ammo, some are in stable some are in dev only.
setVehicleAmmo simply sets the relative ammo for every weapon.
Same problem as here
http://feedback.arma3.com/view.php?id=20891
That is no lag. In the advanced flight model you now steplessly raise and lower the collective of the chopper. Take a look at the collective indicator (3rd gauge) while pressing and holding the collective raise/lower key.
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.
Making realistic rotation anims would be very bad for CQB which is already bad enough - because imagine what they would look like.
Hello,
you have a Killer Network Card with outdated drivers. This is a known problem, updating the drivers should fix the issue.
Thank you for your report!
Overhaul of the animation system isn't feasible in Arma 3 scope.
I found an entry in the windows event viewer regarding the crash. It is caused by PhysX3_X86.dll.
I‘ve found other server admins having the same problem when they reset/restart the mission on the dedicated server.
Please fix this problem.
Thanks for the feedback and notes. Yes, it's the same issue - caused by switching from SFM (AI) to AFM while starting the engine.
I Think this might be similar to the issue I am having: http://feedback.arma3.com/view.php?id=21354
I get the same symptoms. Lag and explosion.
I was on as pilot, with a co-pilot. Gave him the controls and then later took back the controls. The server had CBA mod loaded, and I also had CBA loaded. I don't think I noticed any problems with frame rate, but he hopped out just after I retook controls.