Should be fixed in rev.149832
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Aug 28 2022
In T167317#2351937, @BIS_fnc_KK wrote:What about querying a particular unit in the vehicle, does it work for different gunners with laser targeting devices in the same vehicle?
No it doesn't, laserTarget always returns null when executed on a unit that's on in turret with enabled laser designator.
What about querying a particular unit in the vehicle, does it work for different gunners with laser targeting devices in the same vehicle?
Should be fixed in rev.149831
Fixed as of 2.10, please set to resolved.
Aug 27 2022
Unable to reproduce issue 2 anymore too... weird.
@dedmen Please let me know if there is any chance this problem gets fixed. Thank you!
quite some time ago
My mistake. I meant to say it worked fine quite some time ago. I'll create a new ticket for the current issue.
I've heard that getting downed, and then reviving also clears this bug... which isn't a fix, but a workaround.
Aug 26 2022
After looking into it, I can tell you that this is not a bug, this has been done deliberately in the code to have HC stand out for some reason. On top, changing this behaviour may break not only engine handling but existing missions where people might have used this peculiarity to identify HCs. In short is a won't fix. If you really need to have owner of the headless client, send it via param with callback.
Additionally, I have a white dashed circle just below my crosshair with a translucent grey background in the middle of it. It looks like a bombing reticle. It's part of the same system. I tracked it down to one of the first two functions in: .\config\ui\hudShared\shared.hpp I didn't have time to go through it with a fine tooth comb, but when I comment out any of the first two functions, it just breaks the game (as expected).
It used to work before but not anymore.
I just tested it on 2.08 and there is no difference, delay doesn't work in this scenario. Please make another ticket as I am going to close this one as resolved
If this is confirm to happen on all missions and not only in your particular mission setup then I hope devs can look into it and resolve it.
In T123940#2351271, @BIS_fnc_KK wrote:In T123940#2351226, @celticalliance wrote:Just tried the Respawn vehicle module after the mentioned fix and I can confirm vehicles do respawn every time now, but I think there's a new issue now. The delay before the vehicle respawns doesn't work. Right now every time you reach the abandoned distance the vehicle does respawn but not with the delay you have set. It just respawns immediately.
Repro please, concrete module setting, concrete actions sequence, expected result vs actual result
@veteran29 thank you, kind sir
Ok issue 2 cannot repro with spawn or without it works as expected
@veteran29 I must have looked at it dozen of times and couldn't see it. A typo! Issue1 is sorted, gonna investigate issue 2
In T123940#2351226, @celticalliance wrote:Just tried the Respawn vehicle module after the mentioned fix and I can confirm vehicles do respawn every time now, but I think there's a new issue now. The delay before the vehicle respawns doesn't work. Right now every time you reach the abandoned distance the vehicle does respawn but not with the delay you have set. It just respawns immediately.
Could you provide concrete repro steps for both issues?
There seem to be two issues:
I installed the arma 3 completely new with version 2.10.149799
same issue. I don´t use the RC or DEV Branch.
In the video > https://www.youtube.com/watch?v=IXDaHrGk2ak&t=96s
It is pretty clear that the FPS drop is quite significant of -20/-40 FPSs...
This issue still happens extensively as of August 2022! Here is a video to clearly illustrate how and when it is happening so there is absolutely no doubt about it: >
Just tried the Respawn vehicle module after the mentioned fix and I can confirm vehicles do respawn every time now, but I think there's a new issue now. The delay before the vehicle respawns doesn't work. Right now every time you reach the abandoned distance the vehicle does respawn but not with the delay you have set. It just respawns immediately.
@BIS_fnc_KK do you mind if I upload the mod's config.cpp here?
Could you give me quick repro?
Which error messages? @Reticuli
These eventhandler error messages are annoying.
It is now 2022 and this maddening issue with the of the injury/fatigue system has still not been fixed.
I'm not complaining about the wounding system as it works now; I'm not even complaining about the character moaning and groaning when overloaded and fatigued. I'm only complaining about the sound itself not being an option that can be turned on or off.
This constant moaning and groaning happen continually during the whole playing session. When you've been killed and re-spawn, or re-start from a previous save, the character still keeps moaning and groaning constantly even when not injured, not overloaded and even not moving ! and after a few hours of been continually subjected to it, it becomes a nuisance to the point that one wants to quit playing the game.
Ideally, the way the sound works should be entirely redone. This should not be a constantly playing loop , but should be connected to what the player is doing (not random, but connected to some action that is aggravating the wound, like changing stance or when moving while injured).
Aug 25 2022
make sure to read: https://feedback.bistudio.com/w/ft_a3_howto/
GPU: Intel(R) HD Graphics Family
Tested with "any member of the group" :
All mission.sqm (pboed or not) have an emptyDetector (trigger) set with :
activationByOwner="MEMBER";
and a link (of course) type = "TriggerOwner"; between items referring of the group and the trigger. Fine!
"followed all steps on community wiki"
dll file not found is usually (in every case that I've seen) the c++ redistributable being missing, but that is listed on the steps on community wiki
Can you send us some more crash dumps? make your game crash a couple times more and send a new report.
So far all the crashes are actually different things.
Also please don't start your Arma with the "NoLogs" start parameter, it removes important log messages
In case it helps, I was also encountering this issue back in 2.0.8, but I didn't get around to looking into its cause until after 2.10 dropped, so this bug is older than just this last patch.
Please Help
All drivers are up to date, i'll get the .rpt next time i'm at my computer
Hello, i'm not able to reproduce the issue, this is what Virtual Arsenal looks like on Retail A3 for me.
Could you send us your most recent .rpt so we can look into it a bit deeper?
It looks like there might be a issue with your GPU, can you check if there are updates?
I'm using a very simple mod that's basically just
class Extended_InitPost_EventHandlers { class AllVehicles { class CrewInImmobile { init = "(_this select 0) allowCrewInImmobile true;"; }; }; };
It worked fine in 2.08, but after I updated to 2.10 it stopped working (crew will exit vehicles when wheels/tracks are destroyed).
@Sam_Fisher Could you elaborate? The change should not have affected the legacy functionality
!Workshop\@ToH Core
Remove that mod and please tell the mod author that their mod is broken
Please attach your RPT, here is how to get it: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
OMG @Gazoo sorry I haven't seen this post sooner.
Is it mandatory to use the Alternative Syntax in 2.10?
What is your GPU?