Great job. Glad to see this implemented.
Now I'm hoping for 22000/20583(duplicate), either way I'm already happy ^^
Great job. Glad to see this implemented.
Now I'm hoping for 22000/20583(duplicate), either way I'm already happy ^^
Thanks for adding this, will try it.
"Now I'm hoping for 22000/20583(duplicate)"
I second this.
Early Christmas gift? :)
DEV. 133047(will be distributed tomorrow - 23.10.2015)
I've just modified commands:
addWeaponItem
addPrimaryWeaponItem
addSecondaryWeaponItem
addHandgunItem
they will find proper muzzle for given magazine now. Or you can specify muzzleName through addWeaponItem like:
player addWeaponItem["arifle_MXC_Holo_pointer_F",["30Rnd_65x39_caseless_mag",15,"muzzleName"]]
hope this change will help ;-)
Well, sorry for incredibly annoying you Killzone_Kid, it wasn't my intent.
Either way, adding magazines to another muzzle doesn't work as mentioned above.
e.g. player addWeaponItem ["arifle_MX_GL_ACO_F",["1Rnd_HE_Grenade_shell",1,"GL_3GL_F"]];
Also, what commy2 said.
Sounds great. Will there be a wiki entry for 'addWeaponItem' at one point too? It was never added.
Kind regards,
Sanchez
Oh, and the command doesn't work with binoculars at all. ("Laserdesignator" with "Laserbatteries" magazine)
player addWeapon "Laserdesignator";
player addWeaponItem [binocular player, "Laserbatteries"];
Polease Bohemia ;) Early Christmas gift..fix what you broke :P Noany hard feelings.
By the way, seems like japapatramtara (Bohemia Interactive - developer) 2014-12-10 08:34 never fixed the issue that he said would be solved in a week. I can confirm that muzzle magazines still don't work as Killzone_kid described.
Commands need wiki pages.
"Polease Bohemia ;) Early Christmas gift..fix what you broke :P Noany hard feelings."
Your comment is incredibly annoying. What exactly are you asking for?
What happened to this?
The commands are in stable branch since 8 months, but still broken for launchers. They also don't appear on the wiki. Can we use them without having to fear that they'll get removed or changed?
I can confirm a problem.. will be solved in a week
}
this also doesnt work
player addweaponitem [primaryweapon player, "1Rnd_HE_Grenade_shell"];
This also doesnt work
player addWeaponItem [currentWeapon player,["1Rnd_HE_Grenade_shell",1,currentMuzzle player]];
same as this
player addWeaponItem ["arifle_MX_GL_ACO_F",["1Rnd_HE_Grenade_shell",1,"GL_3GL_F"]];
doesnt add either
and...
player addprimaryweaponitem ["1Rnd_HE_Grenade_shell",1,"GL_3GL_F"];
generic error in expression
Thank you master! there is this another issue...
player addWeapon 'launch_B_Titan_short_F';
player selectWeapon 'launch_B_Titan_short_F';
player addSecondaryWeaponItem (getArray (
configFile >> "CfgWeapons" >> 'launch_B_Titan_short_F' >> "magazines"
) select 0);
player gets launcher and it has magazine but there is a reload time delay
any chance to skip the loading bar?
reload immediately = true?
changes since DEV. 128618:
Added:
player addWeaponItem [weaponName,itemName(even magName)]
or
player addWeaponItem [weaponName,["magName",ammoCount,"muzzleName"]];
Also added:
removeSecondaryWeaponItem (same as removePrimaryWeaponItem)
changes:
addXXXWeaponItem/removeXXXWeaponItem now works also with magazines. Furthermore for AddXXXWeaponItems works additional syntax ["magName",ammoCount,"muzzleName"]
will be distributed tomorrow
Kinda related. There is no removeSecondaryWeaponItem or removeAllSecondaryWeaponItems command, even though the equivalents for primary weapons and handguns exist.
There is currently no secondary weapon item in the game, but mods like Bundeswehr Mod Arma3 do have some.
@japapatramtara
Thank you! Děkujeme!
Could you have a look at http://feedback.arma3.com/view.php?id=22000 It's similar. Not for players but for cargo. That would be awesome.
Maybe it will be better to expand existing addXXXWeaponItem, removeXXXWeaponItem to include magazines, since they already deal with cargo space of the weapon.
Of course not to forget: "addHandgunMagazine".
"removeSecondaryWeaponItem" is missing too.
Hi.
I am responding here, because I get the exact same error message, but while playing multiplayer.
I have included the crash files, but mdmp file was not genereated. (arma3-crash.7z)
Interesting is, that everyone on the server experienced severe desych/lag, then my game crashed with the "Arma 3. Out of memory (requested 0 KB)". What is even more interesting, is that my friends game got really laggy, and then he was propelled many kilometers to the ocean(!). His game did not actually crash. He just died in game.
Also, I was running the server myself (on a different dedicated machine). Server was writing logs to stdout, because it was a child progress in a node app, so I don't have full logs any more. I did grab this though that looked really interesting:
ARMA STDERR says: 20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
ARMA STDERR says: 20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
So, something going wrong with the physx definitely sounds like something that might propel people couple kms into the ocean:)
Arma client version 1.36.128579
ArmA Linux Server, ver. 1.36.128579
hey,try increasing ur virtual memory,this should help..
How to increase virtual memory:
1)open my computer
2)open system properties
3)on the left there is something called(Advanced system settings)
4)window will pop up,open the advanced tab
5)on performance click settings
6)window will pop up,open advanced tab
7)virtual memory click change
8)choose ur drive(the drive u have arma 3 in)
9)custom size,change it(depends on ur drive space free EG:if u have 80 gb free,make the initial 19531 and the maximum size 27415 (u can change the virtual memory to anything)But remember the more it increases the more the game will perform better...
10)restart the game and try the game...hope it helps..
Sorry for my bad english
Crush dumps uploaded.
Blues
Hello,
Thank you for reporting the issue.
We need crash dump files from this folder for solve your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When the archive is smaller than 5000k, you can attach it here. When it 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). Please try to provide as many crashdumps as possible, it helps us investigating the problem in a big way.
Thank you.
No, not better.
Hello,
there is unfortunately nothing which can be done to prevent DEVICE_REMOVED crashes as these are in DirectX or GPU drivers.
Sorry for inconveniences.
344.60 is out now. Is it any better for you now?
They new drivers suck all around. FPS drops ever since. single 670.
I agree. The magnification should be increased to x150
I dont mind it, but I love having options.
I did and i know it is not hard to fix like i said it is just a layer issue the front iron sight is assigned the wrong layer causing it to display the default scene colour. They already fixed it on the MK20 so they can do it on the other guns.
It is a major problem in my opinion so they need to fix it i dont care how.
Haha, it can't be that hard to fix...
Try explaining how its happening in the first place.
For anyone having problems with this, you can do a workaround by removing one more magazine than needed and then adding back one using addMagazine. That'll re-enable the usage of that type.
I'd assume this could be possible in terrain builder to create a diagonal "sink hole" then pretend thats a tunnel, and build your facility into the side of a hill or something since it would all need to be above sealevel.
Being able to do things like trenches and stuff without them being above ground would be nice, but I don't think its possible with how far the engine has evolved already (RV needs to go into retirement after they're done with A3 and DayZ in my opinion), alot of the code for handling terrain is probably burried real deep, and it would be a hassleto rip it all out to redo it.
Hello,
this will be fixed in Tuesday's patch, sorry for inconvenience.
It helped, thank you.
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.
It is a common bug, I had it as well.
Unfortunately, one or two of the AAF guards clip into the rocks below the main guard tower, and as such you have to clip into the rock in order to kill them. See if it helps.
This is still present and has not been reviewed yet.
Can this please be fixed? It's a really annoying oversight for complex dialogs...
That's intended behavior, controls group should not scale based on their contents. In many situations, you'll want it to remain static, while the content is scrollable (notable examples: diary text, field manual, functions viewer, welcome screen, etc.)
Since you are in control of its content, you can resize it manually (using https://community.bistudio.com/wiki/ctrlSetPosition), ideally applying some limits so it won't overflow outside of the screen.
I believe I explained a little incorrectly, I was referring to the scrollable overflow are rather than the actual controls group itself, but looking at those examples I see that the intended use is slightly different than I imagined. But I'll find a work around. Thank you for the reply.
The fact that onDrop doesn't fire on controls inside a controls group does need addressing though I think. I've made a mission and uploaded it to this bug report:
Thank you for the feedback!