Did you try filePatching this?
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May 10 2016
I have attached the filepatching addonset.
In the PBO the value of volumeFactor of "class MX_Tail_SoundSet" (in soundSets.hpp) is 1. In the unpacked data the value of that is 0. This value is ignored, I hear the specific sound at full volume so I think it is not loaded.
Hello,
could you please upload files that are not being loaded by the game even though you are running it with the filePatching parameter?
Thank you
Thank you!
The result is "true" now. Still arma does not load content from the unpacked data.
The command is: isFilePatchingEnabled
Hello,
Sorry i'm not sure, I can't test right now :(
Hello,
thank you for your feedback.
Are you experiencing this when trying to connect to a server that is not running any mods?
Thank you
You jog not run thats the difference. The system is based on stamina. Its needed to sprint and to walk and jog. A normal soldier cannot sprint forever but can jog several miles. That you can jog forever is some kind of cosmetic problem, there should be a cap. But all in all its intended.
This has been fixed, thanks for the report.
How about a mobile Arsenal like in Zeus?
The Heli in the Mission should land on the roof of the Hospital. By me, the heli is landing right next to the roof.
Placing an Helipad (Invisible) on the hospital roof should do the trick.
Objects > Props > Signs > Helipads > Helipad (Invisible)
Hello,
thank you for your feedback.
Could you please send us a repro mission that would demonstrate this issue?
Thank you
You can close this. After clean reinstall it is working again.
hello, I have mods installed but this is happening without using them just with pure game. And I am using default path for the profile. I already tried to delete Arma 3 folder in Documents but without success. Now even my own created missions are gone. I still have the sqm files but it does not load them in the editor.
Are you using any mods? There are some mods, causing the savegames to become broken.
Hello,
are you running any mods with the game? These might be causing these issues as suggested by R3vo.
Are you using default path for the Profile? If not, please make sure that your Profile is stored somewhere where it does not get deleted by accident.
Thank you
Same as above, atom poiseidon or sublime are here for that, no need to give BI more work for no real benefits.
Thanks for the interesting comments... to me Eden is an IDE already... and having to go to another tool outside of the application I'm already in seems like a less streamlined workflow.
Most of us who do a ton of scripting already open an editor that is in full screen outside of ArmA anyway (re: Poseidon, Sublime, etc.) and takes us away from the main mission editing views and tools presented inside ArmA. Why not have those pieces "Integrated" with the rest of the mission editing toolset presented inside Eden? For example, one benefit would be that "plopped" assets in Eden that have assigned variables can be immediately recognized and supported as a part of the editing experience and could help reduce script errors...
I wouldn't want my game screen to be tied up in a script editor when I am developing missions. It would make more sense to develop an official standalone IDE similar to existing ones like poseidon. (https://forums.bistudio.com/topic/155514-poseidon-advanced-text-editor-for-scripts-configs/)
I will try this and let you know the results, thank you very much
uploaded Arma3Tools.rpt file
This issue is usually provoked by conflict (or other issues) with run-time libraries, therefore, reinstalling (repairing) them could solve the issue.
Location: ...\steamapps\common\Arma 3 Tools\_CommonRedist\vcredist
Go in each folder and reinstall them.
Hello,
could you please send us a repro mission (preferably with steps on how to repro this properly) and report logs generated in the session when you encountered this issue?
Thank you
Hello,
thank you for your feedback. Would it be possible that you send us a whole simple repro mission for this issue?
Thank you
Yes, I've simplified it as much as possible. Just load up the mission, eject and open up your chute. Once it's open, pause and type this in the debug window: "player action ["EJECT", heli1]", The player will eject the parachute.
And ignore the attached init file.
The return value of the cursorTarget script command is also affected by this command.
Hello,
thank you for the feedback, we will look into this.
I was editing it directly, I cancelled the rented server so not really a problem anymore
Hello,
it seems the mission file is pointing to a file or destination that is no longer included in the pbo file or path to this file has changed after the edit.
Are you editing the pbo file directly or through the Editor?
Thank you
Hello,
please make sure that you are running the latest version of the BattlEye service.
In case of any further problems, please try going through the BattleEye support page
http://www.battleye.com/support/faq/
Thank you
Depends on the tank you use and on the weapons the enemy has. Just think of why the modern tanks use reactive armor in addition to their normal one. Arma currently has no full functionality of reactive armor(only the Slammer up has one but it works not that good). If that would get implemented in the right way it would make the tank strong.
Well RHS mod tanks use ERA (first in arma 3 engine). But actually i understand problem - AI is shooting or standing (if no AT weapon) instead of seeking for hide. But i think i understand AI in this matter. Why they have to hide, before someting will flip upside down, and before doing so will kill half of its friendlies? This is how arma tanks are working. Notorious bugs alle the way - driving on firnedlies, physx failures, and cannot reverse when there is any ai in 15 m for the tank. BETA BETA BETA and once again ALPHA (mostly in armored vehicles matter)!
Hello,
could you please also attach logs for Launcher, you can export them from Options menu in Launcher by clicking on the "Export Launcher logs to desktop" menu item.
Also please try to start the game with BattlEye disabled.
No reply from the reported, closing the issue.
It wasnt when you created the ticket.
Oh...
Well alright then. :D
I will mark the ticket as resolved.
My mistake, I assumed it wasn't on Dev-Branch yet. >.<
According to the latest development branch changelog (https://forums.bistudio.com/topic/140837-development-branch-changelog/page-35#entry2967105)
"Fixed: The "Armor" value of uniforms, vests and helmets was not showing accurate values after the recent Personal Protective Equipment system overhaul. The stat is now replaced by new "Ballistic Protection" and "Explosive Resistance" stats in Arsenal"
Checked it out, seems fixed to me. The new stats are clear and make sense.
Before the armor update the Devs wrote in a Sitrep that the try to find a good solution.