this clearly annoying people, any news on this?
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May 10 2016
Works fine on my Debian wheezy and using php generated and "real" squad.xmls on newest A3 Version.
Static url and logo works fine on my Arma3 1.44 Ubuntu 14.04 server, but always gets error
Can't find real path "squad.paa": "No such file or directory"
Invalid file extension "squad.paa"
PHP generated url is not tested , but may not work.
Server was last updated 24/4/15. I believe it's the latest version. I've just read that the issue happens with php generated squad .xml's.
We host our own squad.xml on our website, so that's why it might be working.
Yeah. It works, generally. Sometimes it bugs out, but it's due to Zeus and how respawns work I think, rather than our server.
So you got an logo to work as well? It shouldn't matter anymore if it is php generator or not.
Issue still present. What version of linux are you running Arkhir?
XML file works fine, logos are still the issue and do not load at all. Same problem as Killswitch mentioned above.
Cannot reproduce, squad.xml works on our linux server.
any new infos on this`?
This issue is still present in the 1.42 version of the Linux dedi.
What happens is that the dedi appears to reads the squad logo file name from the XML (eg <picture>mysquad.paa></picture>) and then tries to load that file from the server's current working directory instead of reading it from the web server where the squad xml file came from.
For example, if the A3 server executable is in /opt/arma3 and you launch the server from that directory, then one can see(*) the server trying to load the file /opt/arma3/mysquad.paa.
In the server log output you then see the following error messages:
Can't find real path "mysquad.paa": "No such file or directory" 2015/04/11, 12:00:22 error: Invalid file extension "mysquad.paa".
(*) It is "seen" by running the A3 server executable through the strace debug tool and looking at the strace log output.
hi i'm the creator of armasquads.com.
can confirm this too - i get many issue requests from squad xmls that do not work even when squad xml 100% correct.
we did some reseach with mjmfighter - this are the facts:
tested with arma 3 gameserver
[windows os server]
squad information works - squad logo works.
request squad xml files over http 1.1 and requesting the squad paa file that is linked in the xml file. Don't require a Content-Length response header.
use the server agent "BIGameEngine"
server logs:
85.XXX.XXX.XX - - [08/Mar/2015:19:30:39 +0100] "GET /user/squads/xml/a9QO9lmiDjeo7jnHimcSlE87QyJ9rHoL/squad.xml HTTP/1.1" 200 430 "-" "BIGameEngine"
85.XXX.XXX.XX - - [08/Mar/2015:19:30:39 +0100] "GET /user/squads/xml/a9QO9lmiDjeo7jnHimcSlE87QyJ9rHoL/5261bf940045df40818905a34f9bcc8a.paa HTTP/1.1" 200 5625 "-" "BIGameEngine"
[linux server]
squad information works - squad logo is not displayed.
request squad xml files over http 1.0 and _do not_ request the squad paa file that is linked in the xml file. Require a Content-Length response header - otherwise the squad xml won't work completely.
use the server agent "Flashpoint/1.91"
server logs:
194.XXX.X.XX - - [08/Mar/2015:19:31:49 +0100] "GET /user/squads/xml/a9QO9lmiDjeo7jnHimcSlE87QyJ9rHoL/squad.xml HTTP/1.0" 200 430 "-" "Flashpoint/1.91"
- missing squad paa request --
used squad xml:
http://armasquads.com/user/squads/xml/a9QO9lmiDjeo7jnHimcSlE87QyJ9rHoL/squad.xml
it looks like the codebase for the arma linux servers are older or use a older version from flashpoint.
This problem still exists and I have done a lot more research on it. It turns out that any squad xml that is genereated by a php file (or similar) does not get recognized on linux. However if you use a static xml file it works fine.
Example is listed below:
armasquads url that does not work:
http://armasquads.com/user/squads/xml/6Bww1WUBsnDyfsDbPGzIl2rIyoAjV8df/squad.xml
my static url that does work:
http://mjmfighter.com/squads/squaD.xml
As you can see if you open both the urls, they return the exact same value. The php version generated by armasquads however does not work on our server. The static version I am hosting on my site works.
Please look into this issue. We are currently on Debian 7
i can confirm this behaviour with Linux server version 1.38.128978. it stopped working a few weeks before Christmas 2014.
The reverse command would also be usefull :
_controls = ctrlGroupControls _controlsGroup;
returns an array containing all controls within _controlsGroup.
What does ctrlParent return?
ctrlParent returns the parent display, regardless if the control is in a group or not.
Finding it hard to believe that no one else has noticed this...
Yeah i'm getting the same, i've thought about it for a whille but never really looked into it, did some research, and doesn't seem like many people are even aware of it. But every one has it. Well i've had it on my 3 different computer with different harware and mouse etc... So it is the game itself, and Dayz S also has this issue.
Oh and someone has made another ticket and even with really clear instructions, the admin that repsonded didn't seem to be able to reproduce it, really doesn't take any special skills to run against a wall then move your mouse from left to right, walk away from the wall and try again to move from left to right. If you don't see a difference in your mouse sensitivity then you might want to go see a doctor, or release the game version that you are playing because every one has this issue, but since even a dev which works on the game hasen't even noticed this... well sorry but something is wrong, really wrong.
The other post even has videos to show it in action... well no one has answered and the OP posted the videos with proof the 2015-09-15. Seems like they don't care or don't have time or since no one cares or no one notices this or no one feels like having to create an account to post something well no one is goin to fix this.
I hope they do at some point realize this, because 4 month without anything from them... well that's pretty sad.
The other post is this one, created the 2015-07-17 and link is here http://feedback.arma3.com/view.php?id=24828
Vanilla too, it takes little longer. Please read already created issues instead creating the same.
http://feedback.arma3.com/view.php?id=22220
http://feedback.arma3.com/view.php?id=22479
Terrain masking and terrain clutter are completly different things bro.
Terrain masking is when there are obstacles between radar and target or between missile and target.
For airplanes terrain masking is usefull if you hide behind a hill. But its practically useless at flat terrain. I remember situations in Falcon 4 where i was hiding behind hills to destroy some long range SAMs with HARMs.
For helicopters you can also hide behind building, i defeated tunguska in DCS:Ka-50 using this method.
IIRC TERRAIN MASKING WAS ALREADY IMPLEMENTED IN ARMA 3.
TERRAIN MASKING HAS NOTHING TO DO WITH TERRAIN CLUTTER so called GROUND CLUTTER!
Terrain clutter mostly occurs with (very) old air to air radars. Echo from ground may sometimes look like false target. So terrain clutter is basically false target while terrain masking is hiding your aircraft from radiation.
There was a filters that allowed you to reduce ground clutter.
Ground clutter was also appearing on ground to air FCR radars, there also was a filters to reduce it, but it was not as big problem as in air to air radars and even without clutter reduction it was quite easy to know what is clutter and what is target.
Ground to air doppler FCR radars was not showing ground clutter as the ground clutter was not moving (doppler can only detect moving target) so in SA-5 you will not see any ground clutter.
And if we talking about MANPADS (hand held launchers) they are IR so ground clutter is not a problem as target is warmer than ground.
REMEMBER! GROUND CLUTTER WAS NEVER A KIND OF PROTECTION, IT WAS ONLY DISTURBING RADAR OPERATOR BECAUSE IT COULD LOOK LIKE FALSE TARGET!
I hope that now you know what i mean, so i wish you happy masking ;-)
Cant you just use command "player setCaptive true"? In today army there is no hardware than cannot lock on your aircraft/helicopter beacuse all have warm signature didnt you heared about using flares?
We are talking about handheld missile launcher and AA missile, not SAMs. Thanks.
As for Land-based Anti Air Vehicles (still not SAM site), terrain masking is sufficient to render them useless.
Oh men don't you know that ground clutter is not a problem for modern missile systems?
Even old systems like SA-2, SA-3 had a option to reduce ground clutter.
So it was possible in 60s and maybe even 50s so why u think that it should be a problem in future?
https://sites.google.com/site/samsimulator1972/home
If you learn how to operate every system in this sim you will probably be able to have some limited knowledge about SAM systems...
Its not BF3. Its not fantasy movie...
Also you should remember that MANPADS (we use them a lot in ArmA 3) are performing the best at low altitudes. Jet engine, or even airframe of airplane is noticably warmer than ground and this makes clutter not a problem for IR guided ones too.
Helicopters don't have as big heat signature as airplanes, but they are still warmer than background.
Honestly, I don't know. And even if there is one, it will be a global switch, which is very different from the requested feature.
isnt there difficulty setting you can tweak to disable locks?
This hasn't been entirely fixed in 1.40. As long as you don't move at all after putting out the fire, you can still hear the fire sound forever.
You are very welcome, keep up the good work.
I tested some more again and I found out the following:
-After extinguishing the fire, as long as I stay close to the fireplace I can hear the burning sound forever.
-If I run away from the extinguished fireplace, the sound that sticks to your ear disappears.
-After walking away from the extinguished fireplace (to make the sound disappear) and walking back to it again, pressing ESC to bring up the menu and then getting back to the game when you're close to the extinguished fire makes the sound get stuck in your ears again, unless you light the fire, extinguish it again and then walk away from it.
Testing done using the latest stable version, in the editor with no mods.
If you are still unable to reproduce the issues above, chances are it's something in my configuration, maybe Razer virtual surround software, even though I doubt it because it never gave me any issues.
Thank you, I was able to reproduce it now. This seems to be an issue only in the stable branch. It should be fixed after the next stable branch update.
I will check it and close this issue eventually after the next stable branch update. Thanks for your feedback!
Unable to reproduce. In my case I can hear the sound a little longer than I should (2-4 s?) but nothing like 30 s of sound after the effect is ended. Could you please check it one more time in current version of the game? And add simple repro mission in case you will be still able to reproduce it? Thanks
Default mechanics is intentional, however if you want to override it you can by using "forceAddUniform" command.
It's disabled because they have different models. If I used a mod that placed a faction with the NATO uniform as their "base" uniform(just with a different texture) as an OPFOR faction, I would still be able to change into that uniform as NATO.
As has been suggested use difficulty settings or showHud false command. You might find a better response to your query on official forums. Closing as not a bug.
SPAM! Stop spamming gentelmans, there is forums for it, this is place for BUG REPORTING!
I heard about this WeaponCursor = 1 line; so switch to WeaponCursor = 0; but do not know where to place.
//
class Difficulties
{
class regular
{
class Flags { Armor=0; FriendlyTag=0; EnemyTag=0; HUD=1; HUDPerm=0; HUDWp=1; HUDWpPerm=1; WeaponCursor=1; AutoAim=0; AutoGuideAT=0; 3rdPersonView=0; ClockIndicator=1; Map=0; Tracers=1; AutoSpot=0; UltraAI=0; UnlimitedSaves=0; }; skillFriendly=0.850000; skillEnemy=0.550000; precisionFriendly=0.850000; precisionEnemy=0.490000;
};
class veteran
{
class Flags { HUD=1; HUDWp=1; HUDWpPerm=1; WeaponCursor=0; ClockIndicator=0; 3rdPersonView=0; Tracers=1; UltraAI=0; }; skillFriendly=0.850000; skillEnemy=0.850000; precisionFriendly=0.850000; precisionEnemy=0.850000;
};
};
Choose a higher difficulty then. Like Veteran or Elite. There might be a mod that totally disables the crosshair but you'll have to search.
Thank you, I made it now but still the same. And I wanna do it on the server too for all players.
hey
you can disable the crosshair by clicking
configure > game > difficulty > weapon crosshair and change it to disable
weapon crosshair in arma 3 keep on.
I thought it was an Easter Egg to get your character to shake hands :D
But it isn't a critical issue, I mean, just don't open your inventory while leaning/adjusting your stance and you will be fine.
You can actually see this animation on their old Arma 3 Alpha Showcase Videos
This isn't a bug, this is a feature! lol
This bug came when they probably move from the old animations to the newer ones. Also it would be nice if they actually put back this animation when viewing other objects with gear, but keep the current inventory animation when viewing own inventory.
1.54 RC is here.
this issue still out there.
still a bug on 1.53 dev build
Still a bug in 1.48
Another bug that never be resolved, great job BI, Great ignorantion. Ticket waiting half year and even not reviewed. If i would be staff chief i would dismiss whole support crew and employ new one.
Yes, it crashed, i run the reg for uninstalling it, and apparently it's not crashing any more.
I guess that was the problem.
If it happens again ill report updates
Jimmy, u are right, im trying this right now, will update soon
Switching back to 1.38 seem to have made it working, but it might be the same thing that happened when i actually installed the update and it was working, but just for a while.
If the crash happens again i'll update this request and let you know.
Btw im also fowarding this solution in the forum
Arma 3 might run well until you restart your computer if you've that tweak on.
At the moment im switching back from 1.36 to stable branch.
Ill try to start arma without touching whichever tweak is actually running, and then if it crashes again, ill try that .reg for disabling it and see what happens
Yes, it might be, im not sure it's running right now but i remember this page, i have seen it before, and i tend to tweak a lot my pc
Any chance you've been using this tweak?
http://forums.bistudio.com/showthread.php?177454-a-simple-registry-tweak-for-increased-performance
The monitor changing might have been just coincidence because your problem sounds very much the same as with that tweak. It isn't working anymore and is causing Arma 3 to crash instantly especially fresh started computer but computer that has run for some time Arma 3 might work without problems.
Arma 3 working on 1.36 really makes me think it's that tweak that's causing the problem.
- why did u link me this tread on the steam forums? It's a different game and i never used "games for windows live" in my life.
Arma3 doesnt use GFWL and i didn't install it in the last 12 hours.
Yesterday night it was working perfectly fine.
I have heard people in forums complaining about a recent A3 update. Maybe is update related. Cant say if my a3 updated tonight btw, i was sleeping, and left the pc running with steam open
More infos for you:
an user in this thread gave me a password for the 1.36 steam version beta subscription.
I just installed it and it works.
So it's a problem with the last patch
- i didn't install any driver
- i managed to find another monitor which is exactly the same as the 1st one, the problem is still here, so i guess it was a coincidence, it's not monitor related
- i am not running any mod at the moment, the crash is still here.
- the lines inside my CFG, like i have wrote in the initial post, have been corrected both times accordingly to the specs of the monitor used.
I even tried removing the cfg file completely, arma3 doesnt reach a state in which it creates a new one, it crashes well before it.
Did you installed drivers to new monitor? Also chcek you profile data folder (My documents/Arma 3/arma3.cfg and search lines about resolution and refresh rate. Be sure your monitor support them, if game will still grash delete all settings in folers inlcuding arma3.cfg and arma3 other profiles (also my documents) arma3profile files.
Also TRY TO RUN GAME WITHOUT ANY MOD!
Eventualy try this one:
http://forums.steampowered.com/forums/showthread.php?t=2908144
Maybe just stop using quote?
Oh, that's right. I'm sorry I'm wrong. My whole life I always learned secondary weapons were pistols. lol!
Please close that ticket. I see how many people are just spamming the board. Why you just use mouse buttons to select secondary weapon?
secondaryWeapon usually releates to rocket launcher which Rifleman doesnt have. You probably want handgunWeapon instead.
heh, 5 months and no reaction...... typical. They will newer fix that. It would take actualy 5 minuts to fix it but they give a sh*t. I cant imagine similar situation 5 years ago with company like Bohemia Intercative
+1
+1
That video helped. You cannot connect to UAV via the action menu, but you can use the Terminal Screen. Thanks for the feedback, we will look at it.