Thanks for the response. Which weapon did you choose to crash yourself with, in your test without mods?
I want to see if I'm able to reproduce it on my device.
Edit: https://youtu.be/Q5FTMVSJJN0 this is my repro attempt on Profiling. Am I doing the same as what causes your crash?
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Nov 19 2021
Nov 18 2021
Example of what kind of error dialog could be achieved by this feature:
In T161512#2256550, @Tenshi wrote:Tested on Profiling build 2.06.148478
Tested the script with only CBA and CUP weapons loaded, had no crashes or freezing while preforming the repro.
Can you test if the issue persists on profiling for you?
thank you, I'm glad, it remains to wait a little
2.06 and current dev are different branches. what is currently on dev is what will be in 2.08
Tested on Profiling build 2.06.148478
Tested the script with only CBA and CUP weapons loaded, had no crashes or freezing while preforming the repro.
Can you test if the issue persists on profiling for you?
Thank you for requesting the feature.
Due to the current phase of Live Ops development in Arma 3, we cannot commit to any new features, though we will try to consider them.
It has been fixed in dev
@Tenshi Thank you!
Thank you for reporting the issue.
I was able to confirm that open doors block throwables.
We will see what we can do to resolve this issue.
Thank you for reporting the issue.
I was able to confirm that the UI Layout options don't match our current style.
We will see what we can do to resolve this issue.
Nov 17 2021
Thank you for requesting the feature.
Due to the current phase of Live Ops development in Arma 3, we cannot commit to any new features, though we will try to consider them.
Nov 16 2021
Hey thanks for reporting the issue, however i wasnt able to repro this on our internal version and the Main build on steam.
What build did you have this bug? Main/profiling/ect.
Did you have any mods installed?
Thank you for requesting the feature.
Due to the current phase of Live Ops development in Arma 3, we cannot commit to any new features, though we will try to consider them.
Thank you for reporting the issue
We will see what we can do to resolve this issue.
Freeze is inside Microsoft XAudio, not much I can do about that sadly.
The crashes look like you're using a USB/Bluetooth headset. There's a known issue on Windows 10 that causes rather random crashes.
Try with a different headset and the crashing should stop.
What the banana is this...
Something very bad and funky going on with your AMD GPU driver, also is there a reason why you are running 32bit Arma? its recommended to use 64bit.
Your files are corrupted,verify your files via steam, that should fix it
I can't really see a crash cause in there. But i can see you're using a USB/Bluetooth Headset?
There is a known issue with Windows 10 and such headsets causing random crashes, maybe try without that headset and see if that fixes it
You are using a USB/Bluetooth headset, there is a known issue with these on Windows 10, and one of your two crashes is in audio processing.
If you try using a different headset it will probably stop crashing
You are using Bluetooth Headphones, there is a known issue on Windows 10 with bluetooth/USB Headphones, try playing Arma without these headphones connected and see if that might fix it.
Well I can confirm, it just stops, also the logs just stop, no hints about what may have been wrong.
Maybe try verifying your game files ins team?
Unclear, something went bad with Animal animations
Reproducibility Have Not Tried
I assume not reproducible, seems like a random fluke, probably space radiation :D
You are using wireless headphones, Arma 3 combined with Windows 10 has some issue with Wireless/USB Headphones, that is probably your issue.
Try different headphones, preferably just "normal" non-usb/non-wireless ones and see if that fixes your issue.
Seems like your oldman save is corrupted, its failing to load it and its also telling that in a error message box before Arma exits itself.
Please notice the error is not that the mod is not detected as required on the server because it is detected, thing is its shown on the list of mods but the main issue is it's marked as Red meaning the launcher won't subscribe to it automatically via Steam Workshop but it should be marked as Green for automatic subscription.
Yes I did, it's set to 10000 but it does not help with the issue.
Thank you for reporting the bug, i was able to reproduce easily.
We will see what we can do to resolve this issue.
I agree side relations are way too limited. Disabling rating doesnt help in all cases. For complex scenarios it would be helpful to have either more sides (not likely after so many years) or the ability to setFriend on units/group level instead of a whole side.
CfgGroups >> East >> SpecOps >> OI_ReconTeam_UAV >> Unit1 and Unit2 have the same position and this is the bug
Nov 15 2021
Won't do.
From my point of view it would be enough, especially as the followup code usually has to be executed where unit and its group is local anyway.
if the id is 0 it should play the weapon animation
Where did you get that from, that it should do that?
Not possible. SQF just doesn't work that way.
Please upload your RPT, you can find it here: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
I don't understand the bug.
What is the actual bug?
https://community.bistudio.com/wiki/Arma_3:_Server_Config_File
see steamProtocolMaxDataSize
I managed to get the mdmp generated.
could you upload it for me then?
When i delete this game from Steam Library and buy again in czech language .. Steam delete all DLCs too? Or when i buy game from Steam, DLCs they will in my library?
I don't know, for that best contact steam support.
All sound commands that can return sound objects already do. Adding handler stuff is possible but unlikely
The -exThreads thing is just extra threads, i jut wanna know how that hurts me
Arma automatically enables all exThreads that make sense.
Further development. I tried changing out load orders, names, none of it worked.
Fixed on profiling branch and next Arma update
Type that into google and you'll get solutions
Arma launcher only handles the !Workshop folder and links in there.
Steam handles its own folder.
Maybe we need to poke steam to actually delete stuff, don't know if we can do that
It will only fire where the AI is local, that should be fine right?
We will someday evaluate if and what we can port from Argo, there is no ETA for it.
You are loading a outdated ACE compat mod. Remove all your ace compats that are not official ones.
Alternatively, it would be nice to enable "AI remote control" where the player would be able to continue to use freelook, but AI would handle pathfinding and movement
that is already possible. I think switchCamera?
I know I've done this in the past, but more as accident than deliberately, I was able to transfer my camera into a AI's head, without the AI loosing control of its body.
Won't do.
AMD graphics driver bug, they fixed it already.
We are aware, don't need a FT ticket for this
Try verifying your game files via steam, or reinstalling the game.
If it still doesn't work, please upload your RPT log (see https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/)
I have this reproduced, on v2.06 (current stable) and with both the -debug & -filePatching set and not set, so it doesn't seem to be related to either of those.
Fix coming to dev branch this week (I think there will be one this week) and profiling branch
No, too much work too little gain
did you increase steamProtocolMaxDataSize in your server.cfg? Does it solve it if you increase that?
Need logs and crashdump.
See https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
Please attach your RPT
Nov 14 2021
To the devs:
Doing this seems like a good solution to me:
Use the shortcuts[] property to show the keybinds next to commanding menu items, but also add the assigned keys from shortcutsAction to this array.
E.g. in RscMenuMove we have:
shortcuts[] = {2}; shortcutsAction = "CommandingMenu1";
if the user is using Numpad1 for "CommandingMenu1", you just add it next to the shortcuts[] array before creating the menu (in this example, shortcuts[] = {2, 79}; should be used before creating the menu).
I have tested this with custom commanding menus and it works perfectly fine.
Looks like Linux (x64) Dedicated server problem, as the mod is correctly recognized when I use the same mod in Windows x64 dedicated server.
Nov 13 2021
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.