Bumping this issue, seems more relevant now that we're getting the USS Freedom with the upcoming DLC, as any aircraft respawned(via the respawn module) on the carrier will fly away and usually explode.
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May 1 2017
and they should be lockable for l-gbu's, like the ir-granade is.
There are now enough topics about that, only scroll down the tracker ;)
In T124632#1601174, @j.allen wrote:I don't have steam installed on my dedicated server. I only have SteamCMD. Tried logging into SteamCMD while launching and it still crashes.
Any more info? Do you use normal NVG or the pilot helmet one?
Apr 30 2017
read the title maybe? :P
changing the description now, so you don't have to read it, but still...
Oh! I thought it was just a variable, didn't notice the call... I was also thinking "that's not even possible", but just now I noticed the new admin command :)
The check is in BIS_fnc_isDebugConsoleAllowed which is major condition in fn_debugConsoleExec.sqf
I am looking at fn_debugConsoleExec.sqf from dev right now, I don't see any admin login check. It seems a hacker could use it to inject server code, hence why a mode filter is still preferable:
Dev or Stable?
I don't have steam installed on my dedicated server. I only have SteamCMD. Tried logging into SteamCMD while launching and it still crashes.
Can confirm the above, launching with steam running and logged in seems to work
This change is scheduled for 1.70. Also whether or not execution is allowed now checked on both client and server. So it should be pretty safe to allow all modes as in example filter, as, unless configured for everyone, only logged in admin can execute it.
Excellent, this solution suits me, that way I can allow only mode 0 thru. remoteExecutedOwner is also a very nice command I've wanted for a long time.
This bug is present in other menus of the eden editor too, not only in the respawn module.
Expanding or collapsing other menu sections seems to fix it.
Try to start the server again - but this time with steam running and logged in. This one made the server work again (on my dedicated VPS). But as soon steam is not running anymore, it crashes again.
In T124266#1594065, @razazel wrote:Hello,
thanks for the feedback.
Would you mind writing down your specs, or better yet, provide a DxDiag?
Thanks
Confirming the bug post:
I've just replicated this issue. No mods running.
The game updater bases on steamcmd. Just like when you update the game through your Steam. The main Problem is that Arma consists of packages. They are already pretty small. The last dev branch updates were about 500MB to 1GB. The point is the size depends on what pakages there is a update. All PBOs have intersecting Functions or assets. That means if the hunt down a bug they maybe need to update 10 or 20 PBOs and then you have a update size of 10GB.
If you have to download much more than the Dev branch every time then check why steamcmd is not recognizing your existing data.
Getting this as well on the arma3server_x64.exe, runs fine on the normal branch - complete fresh install
Apr 29 2017
Hello again,
the game seems to be stable without TrackIR
It happens with both the 32-bit and 64-bit exe's.
I'm having a similar issue where A3 Server crashes onload.
I have also tried using different malloc options but none of them have worked.
Last night I used the Game Updater and the updater downloaded ~13 GB of the total approximate ~26 GB developer snapshot/archive, although I have not used the Game Updater (or synced) the archive for almost ~2 weeks. Seems a bit high unless they're updating all the graphics. I'll try checking this again within 7 days, or next weekend.
After many tests (and upgrading my VPS to Server 2012) I still had crashes.
Same thing for me now again.. This happened not long back, a month maybe slightly more, and went on for well over a week. The same nonsense is going on once again. If you read through the help files, it of course lays the blame at the feet of the user, HOWEVER, it isn't too tough to read the reports and see that the highest probability for the access error is the code being sent either to the incorrect location, in the improper format, OR repeating the code too many times while trying to join with the atrocity that is MS. MY reports do not say which it is, only that either one of my first 2 options I mentioned is happening. Now I can fix this, by deleting every single thing that has anything to do with ARMA3, and grabbing it all again. That solution works for a whole 30 minutes to an hour, OR if it does last for longer, it corrects itself (by breaking itself) on server restart. Once the files get updated then, just like the last time, if I wish to play I have to spend 2-3 more hours deleting and redownloading each file. No, that doesn't work, tried. it. even if I copy the downloaded files first pass they are somehow still fouled.
I have managed to fix the memory access violation issue, BUT, it gets replaced with a namespace passthrough yada yada yada error... which I can fix also. THAT just takes me right back to access violation. I like the game, its just a shame it spends more time broken that it does working. Like the other users I am also win10.. 1607 MS busted crap build and now they have DX stuck in the updates. Forced those of us who blocked their updates to unblock them. It would be awesome if updates were actually tested. This has been an issue since what 1.66? then 1.68 broke all doors and now the whole game is useless. You do realize that this exact same error has been in game since it was in testing.
This is a long shot, but there is a bug with the skiptime command that can create very similar symptoms (2-3FPS which doesn't recover without restarting game) - T68952.
The general 3FPS issue may somehow be related to use of skiptime command, and/or world time and weather synchronising across network?
after I purchased arma 3 from steam I down loaded it and tried to play it and I received a access violation error or you have been kicked out of the game after I got into a missions can you help me It seems like a real fun game I have tried everything I have went to the web sight received help from support went to the fix page and tried all those steps and still nothing support told me to come here to get help from the devs
I would like to see this implemented too. A example could be spawning of clutter objects without stressing the network.
Just do it :P
A concrete examples may help. You can use the Ares/Achilles source code as a template.
@harmdhast
Good question! I can understand the need to have non-interactive object (even at BI ;-) ), but I don't have any example of a good scenario which need different behaviors for objects in regard of their locality. I miss something because plenty of yours seem very enthusiasts. But what?
I guess it's same if you place a charge, and even throw a grenade (less annoying due to the imminence of the explosion).
In fact, the event handler "fired" will trigger as soon as you "put" a charge/mine, "throw" something, not waiting for the explosion.
And you're probably also under the sun-lights for the knowledge of enemy units.
+1 Essentially the last two commands that are missing for creating an EH that handles the enter key as a line break.
Apr 28 2017
since the last patch something goes weird... AI-spotting is Incredible.
This happens because the functions that run the catapult attach functionality (BIS_fnc_Carrier01CatapultLaunch or BIS_fnc_Carrier01CatapultActionAdd) use "player" and "vehicle player" in a lot of places.
It's working from preinit, thx.
@elimullan Steam Branches - more info about the branches is here :)
@razazel where can i go to get it as ive never had to use it. I created a ticket shortly before seeing this one.
@elimullan Thanks for the feedback.
In T123784#1588027, @BISWizard wrote:Also I'd like to ask those of you who experience this issue, have AMD/ATI cards and are willing to help us, please ping me. I'd like to check that it is the same kind of issue.
Console has been improved and made more secure. It now uses own function for code execution which makes it easier to include it in BE ignore filters or CfgRemoteExec if necessary. For more information check https://community.bistudio.com/wiki/Mission_Editor:_Debug_Console_(Arma_3)#BattlEye_Filters
@PiepMGI
Why is there createVehicleLocal then ?
No really, it is for object caching mostly.
Oh yeah, it's a good idea !
Good idea, I would like to see this implemented too !
Samme happend to me - it is on Linux with Wine but also have the same error since the last dev update:
https://feedback.bistudio.com/T124605