Cannot be fixed, too risky, fixing leap year might move dates and missions could be dependent on it and full moon dates could change, so we have to live with the fact that you cannot have December 31 on a leap Year
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Feb 17 2022
Feb 16 2022
Should be fixed in 148841
Rev 148840, skipTime is limited to +/- 1000 hours per skip
Will be fixed in the next update. Thank you!
Will be fixed in the next update. Thank you!
Will be fixed in the next update. Thank you!
Will be fixed in the next update. Thank you!
Will be fixed in the next update. Thank you!
Will be fixed in the next update. Thank you!
Feb 15 2022
2.10 adds group eventhandlers with KnowsAboutChanged /*group:group, object:targetUnit, number:newKnowsAbout, number:oldKnowsAbout*/ \
dev branch this or next week
This is for bug reporting only
This doesn't make sense. SoundPlayed EH doesn't fire "if you want to make a scripted customized system." by which I assume you mean playing sounds yourself.
It only plays the hardcoded engine sounds played by units. And the source object is always the unit itself that is passed in first parameter already, doesn't makse sense to pass the unit twice.
Feb 14 2022
In T161515#2255851, @Ron4Swat wrote: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 you're carrying the schematics in any other vehicle and you get blown up, the schematics drop out of the vehicle. If you get blown up in a Zamak Truck, the schematics are destroyed and the game ends in either a defeat or a draw. The issue is that it ends.
2.06 profiling v9
2.08 profiling in general
2.10
So you would like the schematics to drop out of the vehicle?
I don't see how the match could end differently if the Schematics are destroyed, which would be a realistic consequence to it getting blown up in a truck.
or is it more the issue that it doesnt end consistently in either draw or defeat?
Just a note - this parameter is only relevant for helicopters and will be removed from all other vehicles - including HEMTT
So the same thing happened 3 more times, and I checked the Windows event viewer and apparently it was a display driver crash each time. This makes no sense as I'm able to run MSI Kombustor without incident, but I guess it's not the game causing it so I suppose disregard this report.
Feb 13 2022
should be fixed in 148800
should be fixed in 148800
It changes a few things, not sure exactly which, but it also hides chat
In T163208#2279533, @BIS_fnc_KK wrote:One other thing is it will hide chat in multiplayer if Stream Friendly UI is enabled in game options
One other thing is it will hide chat in multiplayer if Stream Friendly UI is enabled in game options
Got same issue, but with STR.
Feb 12 2022
In T163245#2279317, @TRAGER wrote:stable 2.06
- spawn AA enemy
- spawn player on air vehicle
- wait missile incoming
- change Radio value
stable 2.06
- spawn AA enemy
- spawn player on air vehicle
- wait missile incoming
- change Radio value
Repro please
thanks, is there anything i can do to fix it, it seems permanent.
I wouldn't call this a
A player fired the RPG, but the issue isn't accuracy.
Feb 11 2022
I didn't enter the script
Prof early next week, and 2.08
Should be fixed in 148765
There is script command that allows to hide chat messages, without a repro Im just going to guess it is executed somehow
Feb 10 2022
Feb 9 2022
Confirm issue is resolved in Dev Build 2.09.148730.
Cheers KK
Profiling v8, next week devbranch, next week RC 2.08
New commands since 148732:
https://community.bistudio.com/wiki/setUnitFreefallHeight
https://community.bistudio.com/wiki/getUnitFreefallInfo
New commands since 148732:
https://community.bistudio.com/wiki/setUnitFreefallHeight
https://community.bistudio.com/wiki/getUnitFreefallInfo
New commands since 148732:
https://community.bistudio.com/wiki/setUnitFreefallHeight
https://community.bistudio.com/wiki/getUnitFreefallInfo
You have this while loop
private _currentTab = (_window getVariable ["DBUG_currentTab", controlNull]); private _editorText = ctrlText _editor; private _currentPath = _currentTab getVariable ["DBUG_params", []] param [13, ""]; if (_editorText isEqualTo _lastEditorText) then {uiSleep 0.5; continue};