Fixed in rev. 129204.
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Arma 3 Activity
May 10 2016
Just to follow up this is the same issue: http://feedback.arma3.com/view.php?id=14327 and it is already noted on the wiki https://community.bistudio.com/wiki/nearestObjects
This has ruined countless mods/missions/maps for me personally. Please fix!
Yes this need to fixed ASAP.
Agree, totally gamebreaking. I dont want to think its connected with AI visibility... please say no. That would mean if they get rid of solid bushes, ai start see through them.
100% you cannot die while in a bush that covers you, not even by a grenade. Absolute bs
Ticket resurrected in 1.54.
Its looks like character it's immortal inside a bush.
Here is a video showing a problem.Fixing this bug its really important for gameplay quality.
https://www.youtube.com/watch?v=8WetdZCTPxI
I was using http://steamcommunity.com/sharedfiles/filedetails/?id=190132631 in video.
Nope, ticket can't be closed. I've got a video from single player campaign in which I shoot a guy inside a bush with my rifle and he doesn't die.
The ticket should stay opened and I'm uploading the video.
Anyway Ak47 with 7.62x39 penetrates trees (obv not the enormous ones).
EDIT: Video here
http://youtu.be/EvlpI5IftQ4
Wrong place. First of all its not vanilla islands, so it should be reported on mod dev site (or forum), second - i newer saw that round from 7.XX milimeter penetrates tree (maybe small one can be penetrated) its impossible, you need to use AP rounds, 12.7 mm can penetrate tree but not smg! Ticket can be closed
I was going to make the same ticket :)
I'll upload the video I did anyway, and I'll link it here!
hehe, you got to this just before I did.
Hello,
thank you for reporting the issue, it has been successfully reproduced and assigned internally.
Hello,
as of rev. 132034, we are adding an error message when a shape is thinking it has more bones than a skeleton has. This is the cause of the problem and can be fixed by mod authors.
Added another crash file to this ticket (stable exe)
arma3server_2015-02-08_19-04-33.zip
No further information available
Added another crash file to this ticket.
arma3server_performance_138v2_2015-02-07_18-52-33.zip
No further information available
Brilliant - I hope its a fairly simple resolvable one for the team.
I've been given a heads up by one of our 16AA group members who has said that the crash 'might' be related to a 'placed down a broken static weapon' (a weapon from a mod that was ported from Arma 2)
I forgot to add that the 'client crash' file is running the 'Stable' release, and not the 'Performance' exe.
Hello,
Thank you for reporting this, I have debugged the crashes, programmers will analyse them deeply.
Server Crash File 'arma3server_performance_138v2_2015-02-04_19-53-35.rar'
End user crashed just before the server crash and has provided the crash dumps from his system - Client Crash file 'clientcrash.rar'
Hello KK,
thanks for this answer. The condition solves the problem.
Just for the others, because i want to link this issue to the biki.
Condition Eval Order: First Condition && Second Condition
If the first condition fails the code, marked as code with {} will not be executed.
First condition: Modulo time.
If the Modulo is able to divide the current time without a rest, the condition is true.
It is a perfect condition for this purpose.
I was not able to get this idea. Because my programming knowledge is not fresh. I am a server administrator and forgot some really important mathematic operations.
Please feel free to correct me.
The fr can be closed it is solved.
This condition will make your function run about every 5 sec:
"round (time % 5) == 0 && {[thislist] call armajunkies_fnc_aj_TriggerCondition}"
Apologies, but what your comment, and downvote I suppose, have anything to do with this ticket, apart from the word tracer?
It can be changed, with adding ricochet animation, but tracer should stay
https://www.youtube.com/watch?v=HaYCjfvHIsQ
Okay so the problem might be what's called a memory leak (never heard of it). Apparently when my game "crashes" it gets me like 1 frame per minute. When I check my memory I don't see it getting updated. My processor usage is around 30% when it crashes.
Well i have now smillar problem - game slow down to 1 FPS after + - 30 min.
Any help?
I wasnt look ther for a long time beacuse i wasnt ONLINE, but for sure you can try update all drivers (clean install), directX, and SOUND drivers. Also go to sound options in game and lower value to 24 (sound channels). This may be the problem. 60% usage of video memory is usuall, game is using wrong our pc's (not full) so many users have too few fps. But in the topic. Try to use many diferent settings in control panel > check teselation option.
The status still says "needs more info", can anyone tell what info I need to give?
Any news on my problem or is it just being ignored?
So I uninstalled the mods you mentioned and it now takes about half an hour extra for it to crash.
Vanilla Arma is still crashing though, no mods installed on it. I've also been told that it's my CPU that's causing all the problems but I want to know if there is a way to fix this before I have to buy a new motherboard and CPU.
BTW Thanks for your time vlad
Update: It crashed again after 15 minutes of playing, I disabled -noLogs and got an RPT and a BIDMP file which I am sharing as of now.
@vlad8011 The crashes today happened on a clean arma, when I use mods I do have CBA, but Play withSIX updates it automatically I think.
Your pc specs are very smillar to mine, so i think this is not fault of hardware, i would suspect software.
Do you have updated CBA to newest version?
What mod are you using instead CBA? SweetFX?
For being sure, please update it manually - i dont trust playwith six, since it broke my 4 mods and i had to download 8+ GB again, and finally whole game 11+gb!
Disable Specialist Military Arms mod and Blastcore. Also most of errors is beacuse some OFP2 character port (mod)
And first of all please delete "-cpucount=4 -maxmem=2047 -maxvram=2047" from command line
I added a few crash files, today I crashed at 1:30pm but it didn't make a crash file for some reason, a few files were created while I was playing that I will post.
Also "Arma.RAR" includes an RPT and a BIDMP while the other 2 files only have RPT's in them (couldn't find BIDMP or MDMP)
Hello,
Thank you for reporting the issue.
We need crash dump files from this folder to analyze your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package, please?
Archive smaller than 5000 KB can be attached directly to the ticket. For bigger archives, 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.
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.
I guess it is resolved then? http://forums.bistudio.com/showthread.php?188488-Odd-behavior-with-helicopter-and-attachto
yes this is what happens when you attach physX object to non physX object. I dont think this is a bug, but will leave it for the dev to decide.
It probably is a script used in a mission. The glitching might be caused by the delay after the script is executed. I am resolving this issue as "No Bug" as it does not happen in official content.
Tried all vehicles with ai's inside them, nothing happened very anticlimatic lol. Do you have any idea what could be causing it? because when it happens in breaking point the player stands up inside the vehicle glitching through the textures and then it usually blows up right after that.
These missions are still heavily scripted, the best for you would be to try it in a simple editor-made mission.
It has been happening alot in breaking point since Arma patch 1.36, however, i have never actually seen it happen in 'vanilla' Arma..
Would i be able to test it on king of the hill or wasteland?
Hello,
this is most likely caused by community mods. Does it also happen to you with no mods enabled?
At the very beginning of the first single-player mission, when Kerry gets on the helicopter, player can see to the left, the soldier, who repair the "Hunter". http://www.youtube.com/watch?v=XK27TD4u5JE&feature=youtu.be
The game has excellent animation of repair already!
BIS really hard, to do to normal repair vehicles!?
Please do this finally, instead of the silly self-treatment animation.
Almost 8 months developers does not pay attention to this ticket.
Probably fixing bugs and creation realism in the game is considered not important work, because nobody no pays for it's money. For me it is absurd the fact, that BIS only focused on work of Tanoa DLC, for in the end, sell to its users new bugs.
I can't even get repair vehicles to work so...
Closing this issue (http://feedback.arma3.com/view.php?id=22973 better describes the core of the problem)
Thanks a lot for cooperation on investigation of the issue!
Possibly related to http://feedback.arma3.com/view.php?id=22973
Will do and report back
I was under the impression that it was another subskill as described here:https://community.bistudio.com/wiki/AI_Sub-skills.
Thanks
I commented it out but unfortunately it did not change anything.
Such a taxing issue :(
Rpt are up. Went back on Dev branch for the testing.
The Mission is run on Regular level
From Dedicated server profile:
Armor=0; FriendlyTag=0; EnemyTag=0; MineTag=0; HUD=0; HUDPerm=0; HUDWp=0; HUDWpPerm=0; HUDGroupInfo=0; AutoSpot=0; Map=0; WeaponCursor=0; AutoGuideAT=0; ClockIndicator=0; 3rdPersonView=0; UltraAI=0; CameraShake=1; UnlimitedSaves=0; DeathMessages=1; NetStats=1; VonID=0; ExtendetInfoType=0; StanceIndicator=1; aiLevelPreset=3; skillAI=0.70000017; precisionAI=0.25000003;
and ALL ai units are spawned, scripted and get rpt'ed on the Headless client machine to keep it simple.
You don't have to :) The issue in the end is that in MP environment the "setSkill array" command (using any sub-skill) overwrites all the subskills of the unit.
Could you please try commenting out the "_unit setskill [ "general",1 ];" ? (You don't need that, it's basically the same as simple "setSkill". "General" contains the skill value that gets redistributed into subskills.)
I am afraid the problem has creeped up to the current STABLE version. :)
Rpt uploaded.
I am planning to do some more tests tonight and report back.
I am at work right now but I managed to upload the two scripts that relate.
The fnc_aiSettingsKDN4.sqf runs as a function on new AI spawn in HC environment as soon they spawn.
The aiFinalSkill.sqf is scripted to run as the mission ends by default.
I can also run it through the console at any time in the mission, as the example rpts show.
Confirming again that ALL AI units, irregardless of mission, server or individual settings, are converted within 5 seconds to these settings:
AimingAccuracy: 0.940157
AimingShake: 0.940157
AimingSpeed: 0.970079
Endurance: 0.940157
SpotDistance: 0.388031
SpotTime: 0.65811
Courage: 0.940157
ReloadSpeed: 0.940157
Commanding: 0.940157
General: 0.940157
This unit BIS_SUPP_HQ_EAST also shows up in the report and I have not place it or requested to spawn. It's AI levels are:
AimingAccuracy: 0.577953
AimingShake: 0.577953
AimingSpeed: 0.788976
Endurance: 0.577953
SpotDistance: 0.315591
SpotTime: 0.404567
Courage: 0.577953
ReloadSpeed: 0.577953
Commanding: 0.577953
General: 0.577953
Also confirming that these findings are now seen on the Stable version 1.40.129533 and not just the Dev Branch.
Hey, thanks for the feedback.
There were two issues in skill and skillFinal (1.38 and before the command didn't work in MP environment) propagation that have been fixed quite recently.
You can already check the fixes in Dev or RC branch (https://twitter.com/Arma3official/status/572365195617697792). Please take a look at them if the info provided is of any help to you.
I run the same mission set up on Arma Stable version with no problem.
Version 1.38? This surprises me, because the propagation of skill didn't work
correctly.
Edit: I see you've already posted in the issues.
Could you please provide more detail what scripts are you running?