I believe this is already fixed in the Dev Branch.
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May 10 2016
I have a feeling, this can't be fixed.
Wouldn't they have done so already, if it was possible?
Well, I know that you get a huge frame drop in vehicles because of PiP.
I don't get an FPS drop when looking at vehicles or while in third person when in a vehicle. I do get 10+ FPS drop when inside a vehicle in first person.
Is it the same for you?
Well, maybe they can add the ability to disable simulation without code for Zeus.
This happens in many other games, too.
Its the Dev-Branch. Errors are bound to happen. On the other hand, I've had no problems with the Dev Brach tools.
Why did you choose "Arma 3 Dev" for the Game Version field?
It depends on the mission. If the mission only allows 64 players, only 64 players can join.
I agree. Recoil is a necessity!
At least, I think so.
Why do you need the -winxp launch parameter?
How are you "calling" the Virtual Arsenal?
Those options are not available in-game.
Besides, there's already so many mods like that out there, and there's bound to be more created soon.
I think BI should stick to the simulator/warfare part of Arma.
We really don't need another mod or an expansion like Altis Life, Epoch, Wasteland...
That would be cool, though, I don't expect it to be "free" if they decide to add it. By that, I mean, it would be apart of DLC. It would be free but people could also support the developers by buying the full DLC. Just like the Helicopter DLC.
Are you firing modded weapons? Did you try to re-install? Did you check the rpt log(s)?
I personally think its fine. Its a pretty small grenade, to be honest..
Yea, this happens in many other scenarios too.
A group leader commands units to get in wrecked, or destroyed vehicles.
Some servers let you in with your own addons.
I believe people can hack like that though.
So a units init is called every time a players joins, on every computer?
Do you mean that it only occurs in multiplayer?
I was able to produce It in the Virtual Arsenal.
Great, now that I know the unit "moves" a bit while rotating, I have to re-write a small piece of code.
You don't get what I'm saying.
I'm trying to point out that a Soldier Editor would be the same as VA because it would still have to run the code on the units initialization.
You might as well use the EXPORT function in VA then put it in the units init box yourself.
Putting a soldier editor inside the mission editor would end up just being drop down menu's on the unit creation dialog.
Its true that the arsenal is there. But you still have to put code into the init field. Even though it already compiles it for you.
Even If they add a "Soldier Editor" it will pretty much work the same as VA. It'll would run code at the unit's init.
I don't think AutoSpot = 0; Disables the ability for myself to press T and target something, though...
If they do that, it should be able to be overridden by mission makers.
respawn = "SIDE";
should allow you to use team switch, may or may not be only when you die.
https://community.bistudio.com/wiki/Arma_3_Respawn#MenuInventory
Would be nice, but I wonder if its possible.
Happens in many buildings unless you use elevation or use commands like setPos.
This is one of the reason a 3D editor is useful. Maybe they're working on one.
I don't really think this is an issue, it only happens when the monitor doesn't switch resolutions, then you simply do the solution you stated.
AGM lost in it's category, there was only one spot in that category, if they lost in that, they can't just put it into another category.
You can sling load ammo crates...
You have to use global commands.
For example : clearMagazineCargoGlobal this;
https://community.bistudio.com/wiki/clearMagazineCargoGlobal
Pretty much add "global" to the end of the local command.
Well, the next DLC is Marksmen so I guess this could be after that or implanted into the Expansion.
Haha, it can't be that hard to fix...
Try explaining how its happening in the first place.
There's no way to scroll in this window, can't they just add that?
Arma 2's script help window was big.
I think its because you have it on an external disk.
Well, BI can't do much about what other players say...
Does it happen on single player?
I rather have animations sync. If the player has their gun up, other players should see their gun up.
There going to overhaul the whole Audio System anyway.
There should also be a method to disable players from placing markers and deleting them. Both MP and SP.
Its not in 1.30.127.372.
Does this mean the Helicopters DLC release date will be pushed? Or will the build version just be different?
I think it's supposed to be the November 4th update.
So, even if its fixed anytime soon, they'll have to wait for 1.32?
If they knew about it and it was a top priority for them, then maybe its simply harder then we think it is.
It won't be long before people start complaining about how long its going to take...
Actually, I down voted because I'm having problems reproducing the exploit. Doesn't matter anyway.
What's the exact exploit anyway?
The only thing that made it to 1.30 was the multiplayer desync fixes.
Still not working in latest dev-branch. Is this intended or something?
Can anyone reproduce this in the dev-branch? I can't.
Probably won't happen in Arma 3.
Yea. AssignAs... commands don't work too.
1.30 only included desync fixes.
Actually, I think the purposely removed those special markers in game. You can place them one the map anymore while playing. Only in the editor, you can place NATO markers and all those other "special" markers.
Fixed in the latest Dev Branch.
Added another dump, but I don't think it has anything to do with FFV. Not sure.
playableUnits is returns a empty array when your in preview mode.
addMagazineCargoGlobal, addWeaponCargoGlobal, ClearWeaponCargoGlobal etc. Just add Global to the end of the command, the syntax and parameters are the same as the non-global ones. ( addMagazineCargo, addWeaponCargo )
https://community.bistudio.com/wiki/addMagazineCargoGlobal
So, you would end up with this :
clearWeaponCargoGlobal this; clearMagazineCargoGlobal this; clearItemCargoGlobal this; this addMagazineCargoGlobal["200Rnd_65x39_cased_Box_Tracer", 40]; this addMagazineCargoGlobal ["NLAW_F", 25]; this addMagazineCargoGlobal [oCharge_Remote_Mag];
Hope I explained it well enough.
Maybe your using non-global commands to load the vehicles? I don't know what your exactly trying to do...
<I>"Sets the cowardice level (the lack of courage or bravery) of a group or unit. The more cowardice a Group or Object has, the sooner it will start fleeing. 0 means maximum courage, while 1 means always fleeing." </I>
https://community.bistudio.com/wiki/allowFleeing
There probably not going to waste their time doing that because there's already Task Force Radio that does exactly what your asking for. Yes, I know its a modification/expansion.
I reported this 2 months ago, still no fix.
"Here are a few more respawn issues. Playable (AI) units that die will always spawn at respawn_west - (base respawn) irrespective of whether there is a closer spawn point (e.g. respawnwest_1) to the team leader. "
This really isn't a error/issue. You can simply script this stuff yourself. That's what I did.
Yes, this really needs to be fixed, really kills the experience.
I think BI said something about backward compatibility, something about it not working with there new engine, I can't remember. I think they would have to remake the whole map in the Terrain Builder to avoid issues that have happened in A3 from island ports.
Might as well rename the UAV terminal to something else then.
Did you have to edit config files to make an unmanned mortar? Or did you use normal scripting, by that I mean, SQF?
This was added in the recent dev-branch...
Well, it works on Windows 8.
Works for me, I always do this while using the editor...
I tried while playing as the gunner of a blackfoot and having it as AI only. Even with the sound samples lowered, went from 128 to 64, I still had problems with the game slowing down. The game actually crashed with the all to common : DX11 error : buffer Map failed : DXGI_ERROR_DEVICE_REMOVED
DX11 - device removed - reason: DXGI_ERROR_DRIVER_INTERNAL_ERROR
after firing the 20mm gun for about 30 seconds without stopping.
This is actually pretty bad, I can't create levels with Blackfoots or any AA sometimes. It's also the main reason for bad multiplayer frames for me. Hope they can fix this.
This also happens when the Blackfoot fires. No mods at all.
It's based on your PIP Quality.
What's your sound card it may be unsupported...
It was fixed in the dev branch a while ago and still works fine, I guess it hasn't made it to the dev-branch yet.
Only happens when I have nothing in the Expression field of the respawn module.
If I have anything in there, the error doesn't show up. I tested on 1.28.
What did you do to the vehicle with the script?
What do you mean by 'vehicle variable'? Do you mean using the module itself in other scripts?
I've been using it all day on the latest dev branch and it worked fine. Though, I had no mods enabled besides my own.
"there was a problem with all virtual sounds, it should be fixed very soon on Steam Dev," That's what one of the developers said on another ticket about this problem. That issue status is now "Feedback". 0020224 : http://feedback.arma3.com/view.php?id=20224
Happens with any Radio Module, it's been like that in the dev branch for a while now.
Apparently, there's no way for them to fix it. Happens in many different cases. When I crash a helicopter while taking off for the first time, I get this error, its weird. Doesn't only happen in this game. COD Ghosts does this to me too.
That would be a nice feature. The import would just read the text of a file.
Well, I 1.28 wasn't a big update really, I think it only included the hotfix, not anything from the dev branch that was done after the release of 1.26.
They said they fixed it in the latest update, doesn't happen to me anymore.
I've never used the fire command so I don't know if this will work as a good replacement :
Buzzard_A selectWeapon "Twin_Cannon_20mm";
Buzzard_A doWatch objectToFireAt;
Buzzard_A doTarget objectToFireAt;
Buzzard_A doFire objectToFireAt;
or you can try :
Buzzard_A selectWeapon "Twin_Cannon_20mm";
Buzzard_A fire "Twin_Cannon_20mm";
Broken? In what way?
The controls are fine. Arma is a big game, its not like COD or Battlefield or Counter Strike, you know, those more casual games. You need tons of controls to play this game. I can't see your images anyway. I don't think reporters can view files under the "Attached Files" section. Also, you've this issue posted five times.
I don't believe its possible for them to have a "Replacement" for modded uniforms and items. Unless it forces you to see the underwear rather then it being actually <I>invisible</I>.
I verified my local data and the game worked properly again, thanks.
Found out it was a problem with my 1.26 exe. Tried it with the dev branch exe and it worked. Anywhere I can download the 1.26 exe alone? If its allowed...