weapons are still functional when one does this - aiming and firing is not prevented directly
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May 10 2016
It does thanks.
I thought I've always activated that option…
Unbox skip intro in your launcher parameters, that should do it.
Just wanted to update that this still occurs, still same parameters.
Seems to be a problem with the advanced helicopter module itself, because other huron pilots don't encounter the issue as much as I do when I fly it.
Keeping the engine at 40% throttle to gain a bit of height while landing doesn't help when a big group of players jumps out.
I really enjoy flying that helicopter, I literally bought the DLC just for it xD
Thanks again and hopefully it isn't that hard to fix ._.
If people eject in a big bunch at the same time they'll end up pushing each other most likely into the rotor.
Just a side note, frankly. I don't think people should be able to take out a rotor blade, even less a modern one.
In Vietnam, the huey was able to land inside a bamboo field. A bamboo is almost as strong as a human bone and it could cut through it quite easily through a forest of them so I don't see why this should be a problem for a Huron rotor which can lift several tons (10 to be exact).
Same here, using Opentrack/freetrack. Also, since weapon stays stationary, shots are not fired to where the crosshair is aiming at.
Hello
This issue has been already scheduled for a fix. Thank you for your feedback.
This issue doesn't happen anymore.If you guys verified that there is not
error in RPT log, this can be closed.
No changes to this in the latest update.
Good to hear! I'll do that.
Hello,
This issue will be adressed in our next update. Could you please get back to me if it fixed the issue or not? Thank you.
I wanted to claim how stupid this idea is.......
But i literally cannot find any flaw, it blows my mind how useful this might actually be.
Genius.
Upvoted :) .
No response for more than a month, closing the issue as expired.
Hello,
as a first step, I'd suggest that you verify integrity of game cache: https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335. If you use McAfee antivirus software, I'd suggest you to turn it temporarily off, because it is known to cause problems with Arma.
If above doesn't work, could you upload Launcher's logs from the folder:
%localappdata%\Arma 3 Launcher\Logs
Hello,
Could you please reproduce the issue without using any mods? Thank you!
Thank you. This extra information was a big help. The issue has been scheduled for a fix.
Adam.
Not at all!
The vehicle remains transfered to your faction if an AI belonging to yours gets into it and then out of it, ONLY IF the type of vehicle is from your side.
That's the reason why I place 2 classes with different sides
- an empty IFRIT (assumed to belong OPFOR side);
- an empty HUNTER (assumed to belong BLUFOR side);
Embark one of your unit (say bluefor) in empty Hunter. Hunter STAYS BLUE as you said;
embark the same bluefor unit in empty IFRIT, IFRIT passes Blue just for the time the blufor unit is inside. IFRIT passes Civilian as soon as there is no more people inside.
I took time to explain as far as my English allows me, that there is a difference between empty vehicle from your side and empty vehicle from all other sides when units leave them. I even added a video.
Your answer let me think you don't care and you don't want to waste time for this difference.
It's just something to take into account when you script. Some other people could find this useful or weird. For example, I had to manage this issue to avoid displaying 3D icons on emptied vehicle. It's a choice.
Hello and thank you for your ticket.
This is not an issue. When somebody gets into vehicle. The vehicle ownership is transfered to the person / AI that gets into it which results in the vehicle belonging to a faction even though the person / AI already got out of it.
Could someone please help me?
THX
I solved the problem. A file named Gedosato.dll was in conflicted with my ARMA3.exe and other games.
In my rpt file:
"C0000005 ACCESS_VIOLATION at 741EB244"
"Fault address: 741EB244 01:000AA244 C:\GeDoSaTo\GeDoSaTo.dll"
Thank you for your help...
Thank you for your answer.
I've already verified the integrity of the game cache.
I attached the last rpt-file.
Have you verified the integrity of the game cache (via Steam) and defragged your game HDD?
The developers need your latest rpt-file (users\username\AppData\Local\Arma 3).
After the game crashed again, locate that file and attach it here (it records everything, that happens in the actual game session).
Please try reproducing crashes without running any custom launch parameters. Thank you.
Ok, I've been away for a while due to finals this summer. I've had another look at the problem and it seems to be specific to my Windows build.
I deleted the d3d9.dll from the ArmA 3 directory which is used by SweetFX, but luckily SweetFX is still functioning without it. This solved the first instances of the arma3.exe startup issue.
IMPORTANT FIX INFO
To solve the 'ArmA 3 has stopped working' due to a kernelbase.dll fault module error, Open regedit (Windows key+R) type regedit and then click OK
Now just browse HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\arma3.exe
If you have UseLargePages REG_DWORD there and it's data is 0x0000001 (1) then that's the cause of your problem
Simply right click the registry value and then Modify... and change the value data to 0 and click OK
Now it should show 0x00000000 (0) in the data and your Arma 3 should now work.
I hope this helps anyone else with a similar problem.
Credit of original fix to St.Jimmy on the BIS forums... http://forums.bistudio.com/showthread.php?188220-Arma-3-APPCRASH-in-kernelbase-dll-after-changing-monitor
Very sorry about this, I've now uploaded the correct files to 'All My ARMA 3 Crash Logs.zip'
Thanks again for your time looking into this crash.
Steamcrashes.zip does not contain any .mdmp files only dmp files which are not helpful. Please attach the correct files. Thank you.
I've uploaded 'Steamcrashes.zip' which contains the .mdmp files related to ArmA 3. I'll also be reformatting my computer soon to sovle the Windows issues.
One question I have, is that I have 90GB of mods in my ArmA 3 folder. Is there an easy way to transfer them to another disk instead of reinstalling them?
Thanks for the assistance.
I found this on the Steam forums:
"the dump files are only created if the game crashes due to an issue in the game. if the game crashes due to a driver issue or Windows crash, they won't be written"
So because the game isn't starting, the .rpt and .bidmp files are the only crash dump files I have. .mdmp files are only written when the game is running.
This is out of my control unfortunately.
As i stated above there is not much that we can do without .mdmp files. The issue seems to be with your Windows. Try logging in as different user on your PC and launch ARMA There and see if it works.
Any updates on the issue?
OK Adam, thank you for the quick reply! The 'ArmA 3 has stopped working' message has actually changed to a KERNELBASE.dll fault module, here is the full log:
Problem signature:
Problem Event Name: APPCRASH Application Name: arma3.exe Application Version: 1.40.129.608 Application Timestamp: 54f9d119 Fault Module Name: KERNELBASE.dll <<< instead of D3D9.dll Fault Module Version: 6.1.7601.18409 Fault Module Timestamp: 53159a86 Exception Code: 406d1388 Exception Offset: 0000c42d OS Version: 6.1.7601.2.1.0.768.3 Locale ID: 2057 Additional Information 1: 375d Additional Information 2: 375d7f8896349689eeae94fb5d0c01e8 Additional Information 3: fa10 Additional Information 4: fa10336a709103d7521c4ab63830c01f
Here's what's interesting, I turned off my -nologs parameter to get the crash dump files for you, and the game starts up. Once the game is started up once, it will continue to start up normally. These fault module problems always happen when Windows starts up.
On a second bootup, the same KERNEL.dll error came up. So I verified the game cache (no files were missing), yet now the game starts up normally. I have to repeat this process every single time I boot up Windows.
Edit:
A recent hard drive problem has arisen on my system. When I tried launching with the -nolauncher parameter, I'd repeatedly get this error:
'Arma 3 disk write error while updating. Please see Steam support for more information'
Below I have attached screenshots of this bizzare texture lag (my hard drive works fine in all other games I have, even ARMA 2 and DayZ: http://imgur.com/a/hqPAj
The crash dump files have also been uploaded in a WINRAR package ---> to this file sharing link: https://mega.co.nz/#!ttYEALJK!w5SV90kxdJAjHGA-LYMYfEgoFR_NVwVZBqAWE9Uc_gg
I have no .mdmp files because it's an issue which prevents the game from booting, so only .rpt and .bidmp files seem to be written.
Hope this helps!
Unfortunately we need the .mdmp files to investigate your issue. Try reproducing the crash without any parameters. Thank you in advance.
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 without using mods or custom memory allocators
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.
Cater: I do not think the last picture is better looking :-D. Actually it does but... not sharp etc.
You are also forgetting about fact, that some optics can not be used together with NV, because that tube on the face is too big to get head to optics.
I disagree with "improvement" in 2035 you are suggesting. Voting down. But I would love manual brightness. Yes it is probably mod, but why don´t devs do this as default.
Point is that the arma NVG looks like a cheap overlay since OFP
It needs to be dynamic and also adjustable
that could be done with a new shader that simulates the NV technology like the Flir one
https://youtu.be/-V396uuiAsU?t=37 - that's a example how it should look
https://youtu.be/o56xutql758?t=17 - another from Insurgency game
I agree with the points Dr Death is making, but i would like an animation though.
I can understand the other points, depending on the nvg gen etc, but why a sound?
Perhaps they could add different models for more variety.
But what's the point?
You are using Gen 2 NVG as a refference. In ArmA 3 everyone has Gen 5 or even Gen 6 if devs claim "its the future!".
Gen 5 NVGs has none of the things you mentioned that would nerf the NVG. In fact, the only thing missing to ArmA's NVG is to simulate the lack of depth of field and that you see things like if your eyes move forward several inches.
I think grain effect if vegy good solution, but let draw distance and brightness be as it is, unless AI will kill you and you will not be able to even see where shoots came from. There was some addon you can use destiny of NVG by shift + PGdown/PGup
http://www.armaholic.com/page.php?id=21772
Yes I will...maybe tomorrow or if not tomorrow then on friday
I have updated the thread with the video
Hello,
I had no issues with placing a document on the table in Zeus. Could you please provide more info like a screenshot or a quick video? Thank you.
Even if the stamp says 7,62x54R, you can clearly see that the cartridges in the belt are 7,62x51 because they are missing the rim. It was way more authentic when the Zafir used the NATO round, because it's obviously missing the system that is needed to fire rim ammunition from a belt-fed machinegun. This should really be reversed.
I wasn't able to reproduce that issue. Seems to be resolved
Hello and thank you for your ticket. This issue has already been scheduled for a fix.