Can be closed. 3DEN.
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Sep 12 2017
Was implemented. You can double-click the weapon to open it and get directly at it's attachments.
Was added in 1.58 with https://community.bistudio.com/wiki/setUnitTrait
This is deprecated with the addition of 3DEN.
Enhanced Movement Mod adds this.
Already implemented. Can be marked as resolved.
Already implemented.
limping has been added.
I don't see how turning off shadows would give me any advantage.. Quite the opposite! I now cannot see enemy shadows anymore.
Seems to be fixed now. Feet on Car and Helicopter pedals are moving.
Is implemented in Eden Editor.
This was kinda fixed with Virtual Arsenal being added.
Well.. What do you expect? Your gear is inside a burning exploding possibly completly crushed vehicle.
Even if you could get some parts of your gear out of there. It wouldn't be of much use anymore.
Still in 1.76. And as far as I can remember it was always like that in Arma.
Duplicate of https://feedback.bistudio.com/T58577
Duplicate of https://feedback.bistudio.com/T58577
Duplicate of https://feedback.bistudio.com/T58577
Solved with Eden Editor.
No I actually don't. I thought I had my Feedback Tracker query filter correctly set.. I'll go sit in a corner now. Or I could grab Argo and play it..
Did you try if it works after restarting your game?
You don't need a static IP.
It all sounds like the port forward didn't work. Try a port check tool and let it check if it's really open. You will need a desktop tool not just some website.
I used this once https://portforward.com/help/portcheck.htm. Set it to UDP and check.
Your RPT's are useless if you start with -noLogs. Can you reproduce the crash again without -noLogs and -hugePages?
And maybe without Battleye. Although that shouldn't make a difference.
Please Upload your RPT file. To locate your rpt. files go Windows: C:\Users\<Name>\AppData\Local\Arma 3\
prone*
Arma doesn't start and just hangs there if Steam is not open.
Is Arma still running in Task-Manager?
I can't see any crashdumps in the Report or any clue about a crash in the RPT's. Where did you see it was a crash?
To me it looks like his profile variables are corrupted.
You can sort by Name or by Mod. Sorting by Mod should be sufficient.
What do you mean by will not work?
Your description is not entirely correct. The Hidden object does not become visible.
When a building get's damaged the undamages model get's moved a couple hundred meters under the ground and a new damaged one is spawned in it's place.
So in your case. You now have an invisible building under the ground. And the new Damaged one was spawned in it's place and is not hidden. Arma should check the isHidden flag when spawing the damaged model.
http://www.legiongaminghq.org/converter
https://converter.multivitamin.wtf/
https://converter.multivitamin.wtf/76561197960667971
https://native-network.net/forum/thread/2412-guid-zu-uid-arma3/
PHP script
function s64toGuid($int) { $temp = ''; for ($i = 0; $i < 8; $i++) { $temp .= chr($int & 0xFF); $int >>= 8; } $guid = md5('BE' . $temp); return $guid; }
Getting MD5 in SQF would probably be the hardest part. But if you only need that Serverside you can just make your own extension to do it for you
Try unplugging your joysticks or disabling battleye.
Duplicate of https://feedback.bistudio.com/T124461
Still an issue. Arsenal even replaces your backpack if you don't change anything on it. Deleting all variables that might be stored on a Backpack. Breaking TFAR without a special workaround.
Arsenal has Nightvision mode. Solved.
Access from Editor: done.
Edit Loadouts of Units in Editor: done.
Adding other magazines: done.
Crate and Vehicle loadouts in Arsenal. You can do that in Eden. Is that enough? I don't see any reason why you'd want to use the Arsenal specifically instead.
Confirmed. I had a quick look into the Arsenal script but couldn't find the reason.
Ref: https://feedback.bistudio.com/T122717
Arma 3 doesn't have a Skill tree.
Most of the stuff on your Screenshots is not Vanilla Arma. Which is what this Feedback Tracker is for.
DLL not found. C++ redistributables installed? They are in your Arma directory under "redist" I think.
Sep 11 2017
Verify your game files via Steam. And then start the A3Launcher using the Steam Play button. You might be missing some dependency and Steam should take care of that.
If that doesn't help your Antivirus might be blocking something
Enable VSYNC. If you don't have VSYNC enabled Arma will render as many FPS as it can. Thus putting a lot of load on your hardware.
only uses 40% gpu resulting in very low fps No. The low GPU utilization doesn't cause the low FPS. It's actually the opposite.
Your CPU is the bottleneck.
The Server owner is killing your game deliberatly.
ErrorMessage: Include file A3W:ForceQuit not found. 19:49:35 Cannot include file mpmissions\__CUR_MP.Malden\server\antihack\payload.sqf 19:49:35 Warning Message: Preprocessor failed with error - Invalid file name(empty filename)
Apparently he doesn't want you there... Or.. As it looks like.. Their antihack is kicking you...
do not know how to upload them to you
There is a upload files button right at the top of the comment text box.
Cannot reproduce. Can you attach your Crash dumps?
How to:
https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
Caused by MCC. Stop using MCC or report to them.
I don't know what file format your attached file is supposed to be.
Also you provide no useful information about whatever issue you are having.
Yes. That's why we have getHitPointDamage.
as @sanka945 already said. The Game only aquires a Handle to the Audio device at game start. That's why the game stays on your old sound device when you switch the default device to a different one in Windows. It shouldn't be that hard to fix it. Don't know why BI is taking so long.
Did you try the other texture indexes? like 1 and 2 ?
https://community.bistudio.com/wiki/getPlayerUID returns the SteamID. That might be useful.
Have you tried calling getVehicle on the Owners machone? The Server for example?
It might be that you indeed can't delete them because the Server owns them.
deleteAt find arrayIntersect
How would you create a geometry lod so you can jump over animals? Why would you even want to jump over animals?
Can you confirm the incorrect bounding box when you place the objects down in 3DEN? 3DEN displays the bounding box around the object.
Crash inside Nvidia driver.
Are you using the most recent graphics drivers available?
Your Report doesn't include a crashdump. Which the devs need to diagnose the crash.
It's a .mdmp/.bidmp file.
In your report there is only a crash report from June. And there is one RPT from August that doesn't say anything about a crash.
You seem to not hav the required mods for that Server.
It requires RHS and CUP
Can you provide the scripts you used in your tests?
Is this still an Issue in 1.78? Also your description is quite confusing. The title says you can't disarm and the description says you can.
http://killzonekid.com/arma-extension-getnumberplate-dll-v1-0/
http://killzonekid.com/arma-scripting-tutorials-getset-kart-number/
KK's thingy seems to read the data directly from engine memory. You could probably also write to that using an extension.. Or a very simple script command.
disableAI "ALL" Disables the AI. The AI won't make the decision to move by itself.
But if he is currently moving. He won't stop until you execute doStop.
disableAI just prevents future thought processes. The current through process is already done and it's executing it's decision.
Still an issue?
Duplicate of https://feedback.bistudio.com/T126508
This is the Arma 3 Feedback Tracker. You probably want to report this at KotH Discord.
Servers can disable VON. In which case. Exactly what you described will happen.
https://community.bistudio.com/wiki/ArmA:_Cheats
Had many people recently ask about this. as being able to use ENDMISSION in MP seems to really be a problem.
This is intended. Debug console code runs in unscheduled. And unscheduled doesn't care about Nil variables.
Actually it is a specialty of scheduled code that it errors on Nil variables. So yes. This is intended. This is not a bug. This issue can be closed.
ACE is 64-Bit compatible since a few weeks before the 64-Bit release. If your ACE says it's 32-Bit only then there is definetly something wrong with it.
Did you load JSRS twice? According to RPT yo loaded a couple Mods twice. It looks like your profile is corrupted.
Some Mods textures cannot load.
19:33:25 Wrong location draw style - "bananas" Are you running 2 different versions of ACE at the same time?
19:32:41 Warning Message: No entry 'bin\config.bin/CfgVehicles/Car_F/Turrets/ViewOptics.allowLauncherOut'. Some Mod is killing a Vanilla class
You are loading ASDG_JR although that's completly outdated and the newer version is included in CBA.
You are running CUP_Terrains and A3MP. These mods are completly incompatible with eachother and A3MP is horribly outdated. And your CUP Terrains is also outdated by over a year btw.
What is your intention with this ticket? Do you want maximumLoad changed? Do you have some values you'd recommend?
What are you trying to say?
More crashdumps in https://feedback.bistudio.com/T126674. Seems related to this.
See https://feedback.bistudio.com/T126671
Seems to be the same crash
Aug 25 2017
We now have the Loadout menu for Jets and Helicopters. Isn't that what you wanted?
Not possible engine wise.
You can empty the array and all references by modifying it using array resize 0
Your step to reproduce successfully shows an example that really could run multithreaded without having to worry about anything. Atleast the part inside the onEachFrame handler, and that also only in theory.
But.. Your code is also useless and essentially does nothing. So your example is that Nothing could actually be run multithreaded. That's true. Just spawn 1000 Threads that do nothing. Why though?
What you suggest here will never come to A3.
Aug 24 2017
Just happened again on 1.74.142.560 Don't have any logs.
Aug 19 2017
Intercept just added that yesterday. Code-signed binary and self-signed CA certificate in PBO.
Signature get's grabbed from binary and certificate from PBO (Which is protected by bisign) and if that doesn't match Intecept denies loading the Plugin.
Aug 17 2017
Why is this a bug? Did you ever sit in a Bus that had stuff printed on the outside? If you look from the inside through the window it looks exactly like it does on the screenshot.
Jul 14 2017
@BIS_fnc_KK Who wrote this then compile format ["%1 call %2", _arguments, _code] ?
You already broke a bit of stuff lately so sorry for defaulting to blame you. I don't see anybody else doing bigger reworks on SQF stuff.
Jul 13 2017
Yeah that's intended. Because the description.ext can set the display Mission name via briefingName I think it needs to be parsed when the Mission's Name needs to be displayed.
You can also define a Picture to be shown in Mission selection so that's also a reason why it needs to be parsed.
Update due to latest changes BIS_fnc_addStackedEventHandler is now also suffering from this on dev-branch. That change looks to be intended like that.
Besides that change also breaks any non-string and non-number argument passed to the StackedEH because someone apparently doesn't understand how format works.
But that's just KK being KK again.
#include from external source (Not inside mission folder) inside packed Mission pbo's is known to be broken since Eden. On Windows and Linux.
Jun 26 2017
Jun 23 2017
#chris5790 from Arma Discord got me that Idea.
This could also solve the "Battleye master Server is down and is blocking our Extensions. So we can't use ACRE/TFAR/ACE anymore"
I get messaged a couple times per month with "Battleye blocks my TFAR". I feel like the Bisigns for Extensions could completly replace the Battleye whitelisting process. If servers allow Bisigns for Hacks. We can't do much about it anyway.
Jun 22 2017
@BIS_fnc_KK If no mission param is defined Nope again. https://feedback.bistudio.com/T125778
Jun 9 2017
AFAIK that's already fixed on perf/prof build.
Jun 6 2017
There is a experimental debugger: https://github.com/dedmen/ArmaDebugEngine
It can automatically halt the game on script Error. And provides a callstack and script variables set on each level of the callstack.
Which seems to be exactly what you want.
It is implemented in https://github.com/X39/ArmA.Studio which adds a nice GUI.
May 29 2017
This get's even more Important with the rise of Intercept and it's Plugins.
May 28 2017
May 26 2017
After the Hotfix update it still works for me. So that apparently has the correct files in it now.
May 25 2017
Yes. I'm having it right now on profv1.
1.70.141.792
May 20 2017
Related to https://feedback.bistudio.com/T124829 most likely