You can take a horse to water but.......
You may find this useful to help you resolve your issue
http://forums.bistudio.com/showthread.php?176096-Zeu-Debugging-Tutorial-amp-Foundation-Template
You can take a horse to water but.......
You may find this useful to help you resolve your issue
http://forums.bistudio.com/showthread.php?176096-Zeu-Debugging-Tutorial-amp-Foundation-Template
LOL...
A server side executed code, which contains only commands, that belongs to units, which are local on the server. This has two different behaviours depending on server environment. And you say, you can´t understand the problem?
What should this express to me?
Find the Error:
The following code is executet on Server only!
It works fine on client hosted Server!
It fails on dedicated Server.
the addVehicle command must contain something like "if (isDedicated)..."
The waypointcondition "{_x in (crew T3)} count units _grp == count units _grp" is totally ignored!
what is this? Somekind of VBS copy protection or a bad joke?
To create a Helicopter-Extraktion for AI Units under enemy fire in dedicated Server environment, is a horrible nightmare!
check the code of the following commands:
addVehicle,leaveVehicle,assignAsCargo,assignAsDriver,assignAsGunner,assignAsCommander,unassignVehicle,setWayPointStatements... etc. for (isDedicated) or similar stuff.
There must be some bad ass code!
T3 is a Transport chopper; (flying)
T4 is a Combat chopper; (flying)
Hos1 and Hos2 are hostages;
EP is an invisible Helipad
if (isServer) then {
null = [] spawn { private["_grHos","_grT3","_grT4","_WP0","_WP1","_DT3","_DT4","_GT4"]; _DT3 = driver T3; _DT4 = driver T4; _GT4 = gunner T4; _grT3 = group _DT3; _grT4 = group _DT4; _DT3 allowFleeing 0; _DT3 disableAI "THREAT_PATH"; _DT3 disableAI "PATHPLAN"; _DT3 disableAI "AUTOTARGET"; _DT3 disableAI "TARGET"; _DT4 allowFleeing 0; _DT4 disableAI "THREAT_PATH"; _DT4 disableAI "PATHPLAN"; _DT4 disableAI "WAYPOINT_STOP"; _WP1 = _grT4 addWaypoint [T3,0]; _WP1 setWaypointType "MOVE"; _WP1 setWaypointSpeed "FULL"; _WP1 setWaypointBehaviour "COMBAT"; _grHos = createGroup west; {if (!isNull _x || !alive _x) then {[_x] joinsilent _grHos}} forEach [Hos1,Hos2]; Hostages = _grHos; _WP0 = _grHos addWaypoint [EP,0]; _WP0 setWaypointType "MOVE"; _WP0 setWaypointBehaviour "CARELESS"; _WP0 setWaypointSpeed "LMITED"; _WP1 = _grHos addWaypoint [EP,1]; _WP1 setWaypointType "GETIN"; _WP1 setWaypointBehaviour "CARELESS"; _WP1 setWaypointSpeed "LMITED"; {deleteWaypoint _x} forEach waypoints _grT3; {deleteWaypoint _x} forEach waypoints _grT3; _WP0 = _grT3 addWaypoint [[2114,1941,20],0]; _WP0 setWPPos [2114,1941,20]; _WP0 setWaypointType "MOVE"; _WP0 setWaypointSpeed "NORMAL"; _WP0 setWaypointBehaviour "COMBAT"; _WP0 setWaypointCombatMode "RED"; _WP0 setWaypointCompletionRadius 200; _WP0 setWaypointStatements ["true","{_x assignAsCargo T3} forEach [Hos1,Hos2];[Hos1,Hos2] orderGetIn true;Hostages addVehicle T3;"]; _WP1 = _grT3 addWaypoint [EP,1]; _WP1 setWaypointType "LOAD"; _WP1 setWaypointSpeed "LIMITED"; _WP1 setWaypointBehaviour "SAVE"; _WP1 setWaypointCombatMode "GREEN"; _WP1 setWaypointCompletionRadius 10; _WP1 setWaypointStatements ["true",""]; [_grT3, 1] synchronizeWaypoint [[_grHos, 1]]; [_grHos, 1] synchronizeWaypoint [[_grT3, 1]]; _WP0 = _grT3 addWaypoint [[0,0,20],2]; _WP0 setWPPos [0,0,20]; _WP0 setWaypointType "MOVE"; _WP0 setWaypointSpeed "FULL"; _WP0 setWaypointBehaviour "SAVE"; _WP0 setWaypointCompletionRadius 200; _WP0 setWaypointStatements ["{_x in (crew T3)} count [Hos1,Hos2] == count [Hos1,Hos2]","HostSave = true;{deleteVehicle _x} forEach ((crew T3) + [T3])"]; while {alive T4} do { sleep 10; {deleteWaypoint _x} forEach waypoints _grT4; {deleteWaypoint _x} forEach waypoints _grT4; _WP0 = _grT4 addWaypoint [T3,0]; _WP0 setWaypointType "MOVE"; _WP0 setWaypointSpeed "FULL"; _WP0 setWaypointBehaviour "COMBAT"; _WP0 setWaypointCombatMode "RED"; if ({_x in (crew T3)} count units _grHos == count units _grHos) exitWith { _DT4 disableAI "AUTOTARGET"; _DT4 disableAI "TARGET"; {deleteWaypoint _x} forEach waypoints _grT4; {deleteWaypoint _x} forEach waypoints _grT4; _WP0 = _grT4 addWaypoint [[1614,936,80],0]; _WP0 setWPPos [1614,936,80]; _WP0 setWaypointType "MOVE"; _WP0 setWaypointCombatMode "BLUE"; _WP0 setWaypointSpeed "FULL"; _WP0 setWaypointCompletionRadius 200; _WP1 = _grT4 addWaypoint [[0,0,80],1]; _WP1 setWPPos [0,0,80]; _WP1 setWaypointType "MOVE"; _WP1 setWaypointCombatMode "BLUE"; _WP1 setWaypointSpeed "FULL"; _WP1 setWaypointCompletionRadius 200; _WP1 setWaypointStatements ["true","{deleteVehicle _x} forEach ((crew T4) + [T4])"]; }; }; }; };
Good luck
dude ...
this is the most horrible bug report i ever had to read
my recommendation to the mods: close this issue as cannot reproduce
to the bug reporter: add something to this ticket to make your problem clear or get over to the BI forums for help
I voted this down to try and stop folks wasting their time even looking at this.
This is a fine example of what not to do.
This is not a place to try and get folks to debug your script for you.
need more Info??
Hey, i am not working for BI. Thats an very old Problem! You have Arma3 installed on your PC? What information you need? I am not here to solve your problems.
maybe you begin with F2k Sels´s Note:
"Came across this today, units eject but the chopper stops and won't follow waypoints.
Only when I use both unassignvehicle and a setpos on the ejecting units will the chopper move on to the next waypoint."
That's info enough?
Now it should be clear why the wage is so low, right?
Dont worry ;)
there was a specific problem if units of different groups assigned to the same Vehicle at first.
if a unit is "moveinCargo"´ed it seems that the unit is assigned to the vehicle?
check?
if the unit is "moveout"´ed this binding will not be removed.
check?
further the action "eject" does nothing else than a moveout?
check?
why the helo pilot is waiting for units which are assigned to his helo, if this units where´nt assigned to his helo? btw... it is not possible to unassign them.
check?
I can´t check the damn source code of commands...so i need your help and not you need my help???
check?
... confused ... ?)
I don't work for BI if that was you were aiming for, I'm doing this in my spare time.
I was saying for a good bug report, this report is overloaded. Please edit it to make a clear case.
Information overload. Too many commands mentioned, finally you're referring to editor waypoints.
Please make your case clear, narrow it down, avoid wall of text.
Came across this today, units eject but the chopper stops and won't follow waypoints.
Only when I use both unassignvehicle and a setpos on the ejecting units will the chopper move on to the next waypoint.
Similar / Related ticket - http://feedback.arma3.com/view.php?id=22133
Using exactly same keys in the folder just created with today's update? In changelog nothing says about any changes with anything related to DSSignFile or DSCreateKey or whatever they are called exactly.
I just created a key with dev-branch Arma 3 Tools and it fixed the issue by naming it differently than the old bikey was, which was created with previous stable Arma 3 Tools.
today's update fixed the issue !
thank you
switching back to stable ArmA3 Tools resolves issue
Hmm, I'm wondering if its something similar that I've encountered over the past day
http://feedback.arma3.com/view.php?id=22552
I've used both the Stable and latest Performance EXE's (Windows)
If you check your RPT while the server is started, do you see the message that it's connected to the 'Steam Servers'? I don't, unless I remove the offending 'bikey' from the 'keys' folder of the dedicated server.
example - end of RPT file
13:59:09 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303
The next line, if successful would show (but doesn't, unless I remove the bikey causing the issue):
14:03:00 Connected to Steam servers
I've also noticed that if I kill/terminiate/end task the service via the 'Wait chain' I get a crash dump appear (if I just kill the service via end tasking the exe process I don't)
What I mean is this:
A crash dump/rpt then occurs.
If I go the normal route and just 'End Process Tree', the server exe from the Resource Monitor, I don't get the dumps.
exact this behavior occurs too
example - end of RPT file
13:59:09 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303
The next line, if successful would show (but doesn't, unless I remove the bikey causing the issue):
14:03:00 Connected to Steam servers
http://forums.bistudio.com/showthread.php?167618-RH-M4-M16-pack&p=2872496&viewfull=1#post2872496
http://forums.bistudio.com/showthread.php?167618-RH-M4-M16-pack&p=2873241&viewfull=1#post2873241
did test it myself, subscribed development branch ArmA3 Tools,
created test key, loaded it together with other keys,
then started server...
exact same behavior as described above in links
server shows never online
download this keys https://drive.google.com/folderview?id=0B1gWUNu0kwK1YldoLTMyTDl4eWc&usp=sharing start them together
server wont show online and each time you switch off server console you have to kill process manual.
"Q-Net_test.bikey" name of key made with development branch of Arma 3 Tools
Updated, now it's more accurate!
I just uploaded the dxdiag, and it didn't show any issues with my graphic card. I updated my drivers for it this morning but now I can not get arma to run at all. It is showing it as running in the background. Could it be a Directx issue?
mouse works now however Arma will not go into full screen res can not be changed from 800x600. see uploaded file
Adjust your UI to match your resolution in video config in Arma.
I've got bad message for you - looks like your graphic card is down... and system use integrated ones on CPU. But if its occured try to push alt + enter, alt + tab (switch to something else, then back to arma). Install new video driver, and make sure nothing strange is written in command line. Can you run the game, try to change resolution, exit it and atach a rpt file?
PS. Sory for lot of ideas, but first of all use dxdiag command (start>run>dxdiag>enter) to see that your graphic card is working
Added in 131477
There's already a function BIS_fnc_didJIP.
Example:
Returns true if player on the current machine joined in progress.
Oh interesting, thanks for the info Moricky. (Can't be very well known as a google search for that function name returns only 1 result: this page).
Even better, I'll edit the post with that
isJIP would do. +1
Or just addActionGlobal & removeActionGlobal.
this will definitely make it easier for beginners +1
unit addAction [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, positionInModel, radius, radiusView, showIn3D, available, textDefault, textToolTip, GLOBAL] <-------------- true - global, false or missing - local
Please same with remove, its just a headache atm
RIP bug 30-01-15 - 26-02-15 :)
+1, very annoying specially if enemy AI is "in the stairs" and start to shoot to you - you can do anything more than just die
Yes!
Also, Sometimes the bot from player squad, may get stuck in this position, the inside of the ladder and refused to moving in the any direction!
Wait, this only happens to single-player, the "Team Switch" menu in single player(after you die) doesn't open when you click on it. What does this have to do with the Multiplayer Issues Central Hub?
+1 ...
It's still broken, I did go back and check stable version and that is fine.
Problem happened again when switched back to current Dev build.
This is killing SP testing right now.
Not able to reproduce in 1.38. Team switch is working as it should for me
It's only on the latest dev branch.
Still an issue in 1.48
Still an issue in 1.50
Still an issue in 1.46
I'm not sure but in order to stabilize you must pres T on your target. Once locked on to a target the gun is stabilized and will even hit it when on the move. You just point where you want to hit it.
Still an issue in 1.44
@Asteliks there is no such feature. You cannot lock on with a GMG.
I think you're confused with the auto zeroing system with MBT's and APC's.
Shields is right. It is impossible to hit a single thing with a remote gun on the speedboat riding the waves.
It would be simple nonsense not having this in the future if it is already available now.
But maybe it should only be for the speedboat, since it is esecially difficult due to the waves. Because, you know, CoD kids would say it would be too "OP" on a Hunter/Ifrit/Strider.
Anyone who has ever tried killing infantry with the speedboat GMG will know how ridiculously hard it is trying to stay on target.
On top of that the blast/damage for it is just terrible. You might end up spending 30 rounds or so just to kill one guy.
Still has not been reviewed.
Trackfire's weapon stabilization system is clearly A LOT better as displayed in the video, so how can you "think it doesn't work better in real life with real waves"? You probably didn't even watch the video, check 1:02.
Not only does RWS stabilize recoil and waves outstandingly, it also keeps your target in field of view at all times. The current state is nowhere near realistic and adjusting waves or weather in the editor is not the solution.
As of right now the Speedboats have no stabilization at ALL. They just simply follow the frame of the boat and you have to try to match its movements with your mouse. This is just plain dumb, this technology should be in the game. Arma 3 is set in 2035 and they still don't have equipment capable of doing that? Ridiculous.
agree with vlad.
@Shields
You can try to reduce the waves of the sea(in the editor) and watch what will happen. May be the problem occurs when you have a small storm.
I dont really think that in real life on real waves it works better. This is good as it is, at least realistic.
I believe this happens because the NVGs are not rendered in first person, in order to avoid clipping with the camera.
They also unrender the head model in 1st p. to prevent clipping, but it still casts a shadow. Guess they forgot about making the unrendered NVGs cast a shadow too.
Thank you for the report and repro steps!
It's also needed to have the AI in some "terrain", I wasn't able to reproduce it in VR.
+1 Ai and all soldiers (including player) are making too lot of some useless animations while various weapon use...
Please avoid adding and mixing issues in one report.
+1 Ai and all soldiers (including player) are making too lot of some useless animations while various weapon use. This is hapening just like you said on secondary weapons and switching to primary ones. Try to use AT launcher while phrone - good luck ;)
This bug has been in Arma3 since the beginning.
Related to http://feedback.arma3.com/view.php?id=19487
and http://feedback.arma3.com/view.php?id=15087
and http://feedback.arma3.com/view.php?id=15553
It seems, if you turn your character, that the collision is disabled for a short moment.
video Example: http://www.youtube.com/watch?v=CP6AqEy2Pbw&feature=youtu.be
related to: http://feedback.arma3.com/view.php?id=22016
Haha, this is as should be - the game was supposed to be star wars in first stages, this is what stayed from star wars production steps :) Of course +1 voted up, need to be fixed.
I remembered also.
There is no animation of vehicle repair. Instead, also is done animation self-treatment.
Can add to the list.
Aid Animation is ingame.
I think going up and down stairs deserves a separate animation and speed
+ 1.
Also there is no animation, when one soldier heals of another soldier. Instead, the game has "self-treatment" animation. I think for treatment of another soldier need a special animation. You can add this to your list.
Yes vlad, -winxp caused the game to crash every-time. Isolated the game to only start with that parameter as well. Still crashed. When I removed that parameter it started fine and went back to the random DX11 crash. -nobenchmark -nofilepatching -nologs ...among many many other parameters I have tried. None work.
I appreciate the help. However, the frustration comes from the fact I work in the IT professional world. I don't take shortcuts and I accept when I screw up. I figure out how to solve issues before I waste a clients time.
Did yout tried to use -winxp commandline??????? I am trying to help you so dont say about ignorantion issues, otherwise dont report anything! This is not cry wall, and no place for complaining!
For now, while BI is trying to fix it, try to use command line -winxp . It will force game to use DX9