Hello, sorry i dont know which drone you are talking about.
Can you right click the drone in editor and select "look up in asset browser" then paste what gets put in your search bar here?
Are you using any mods or CDLC?
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Sep 28 2022
Sep 27 2022
In T128594#2361731, @BIS_fnc_KK wrote:I have edited it to the correct description already, don’t think you need a note
I have edited it to the correct description already, don’t think you need a note
Thanks to @JonBons2020 think we've figured this out.
have you tried verifying your game files through steam?
In T128594#2361373, @BIS_fnc_KK wrote:Well, not sure why it even worked in the first place. The syntax of the action was wrong, and it doesnt take any additional arguments apart from the unit which player controls. https://community.bistudio.com/wiki/Arma_3:_Actions#BackFromUAV I corrected the syntax on wiki, please let me know if it works in all cases
Sep 26 2022
Well, not sure why it even worked in the first place. The syntax of the action was wrong, and it doesnt take any additional arguments apart from the unit which player controls. https://community.bistudio.com/wiki/Arma_3:_Actions#BackFromUAV I corrected the syntax on wiki, please let me know if it works in all cases
Reproed
This was meant to be DAYZ 1.19 EXPERIMENTAL. SO SORRY
In T128594#2361078, @BIS_fnc_KK wrote:This is still broken for 2.10, would be nice if this could be addressed.
Repro please @johnb43
@BIS_fnc_KK I'm watching the results in Zeus, although the waypoints were editor-placed. The shorter radii are... very approximate as these helis are quick, but the 1km/500m distances should be pretty accurate. I used a two-waypoint route to make sure that it's not just a visual waypoint removal.
It will be closed after it is dealt with and tested
Any solution would suffice if the issue is fixed.
Thank you for a very fast response.
I see no button to close the ticket, so I guess it's up to you.
Practically everything in Arma 3 has localization in many languages, this is why adding things to UI requires localization and it is painful process. But we have other UI tasks planned as well so I guess we can add the tickbox
No it doesn't broadcast and by global effect this means that the unit will not get into free fall animation globally not that getUnitFreefall will return the same value globally. In fact the getUnitFreefall has local argument meaning executing it on remote machine is not going to work.
Well, without a tickbox, the triggers created by editor will have to be manually altered in init script or by scripts in general. In that case, because trigger is already created, setTriggerActivation seems like the only place (I guess adding a whole new separate function be even more pain than localization). It should also work for already activated triggers.
This is still broken for 2.10, would be nice if this could be addressed.
Maybe, tickbox -> localization -> pain
Good find, scripted interval works fine, it is EDEN that is broken
Doesn't have to be global. A tick-box in editor and a parameter for the mentioned functions would be totally fine. And a mention in documentation :). If I knew it's a known thing I wouldn't create a redundant ticket in the first place.
yeah yeah yeah we know, unfortunately this cannot be fixed globally due to backward compatibility so it will be an option in either createTrigger or setTriggerActivation ...or both
@jaj22 how do you check what the actual radius is
Sep 25 2022
Sep 24 2022
This is still broken for 2.10, would be nice if this could be addressed.
@Geez Hi :)
Replicated this in the editor. It looks like when you give vehicles non-zero completion radius values, it caps them to a type-dependent minimum. However, this minimum seems to be 10x higher than the normal type completion radius for air vehicles. Tested cases:
getUnitFreefallInfo takes a local argument, not a remote one, even though setUnitFreeFallInfo has a global effect.
If there is a bug, you have to check by switching locality on a unit (which can be only done with an AI) - like this:
Hi,
I play "Dynamic Bulwarks Mission"
My server is 32bit Linux. Profiling branch.
https://github.com/Omnomios/DynamicBulwarks/tree/develop
In this mission, there is at the beginning of a round a airplane, that drops a box in the players zone. This is definitly broken since Profiling V5, but maybe earlier in V3. The Problem is I cannot say it with 100% because V3 and V4 has another bug that broke the mission entirly. So this is a little bit fuzzy.
Normal behavior is:
- Airplane spawns
- Airpane flys over player zone
- Airplane drops/spawn a box on a parachute inside the player zone
- Airplane exit playerzone and despawn
Sep 23 2022
Thanks for the eye for detail.
We will try to fix it in a future update
0.05 GdtStony
0.05 GdtMarsh
0.15 GdtThorn
My suggestions:
You can fix this problem in a day, sit down and play with numerical values. But it has existed for several years. My community and I are playing in first person mode and the bots shooting through the grass is a bit maddening. Several Arma patches have already been released, and the problem still exists and on dev branches I see no fixes yet.
My unit requests that you do not receive the missions code as its classified, and cannot leave the unit even as a copy.
You'll have to watch my video, you have no say nor choice unfortunately, as I cannot override my superior's.
My unit requests that you do not receive the missions code as its classified, and cannot leave the unit even as a copy.
You'll have to watch my video, you have no say nor choice unfortunately, as I cannot override my superior's.
My unit requests that you do not receive the missions code as its classified, and cannot leave the unit even as a copy.
Sep 22 2022
Wilco, "Roger that, that's very interesting, keep me posted, out." -Capt Shaftoe. Arma 2, 2009.
You can share it sure, but i was talking about something we can test.
General performance drops can have many causes so having a certain mission, set up, code etc. that you can share with us so we can try to reproduce it on our side, helps a lot.
A video of your FPS tanking wont give us that much information as your set up, hardware and background processes will be different from ours.
Thank you for the files, we analyzed them and will be looking into the cause of the crash.
In your second to last crash i see something going wrong with tbb4malloc. Could you change your parameter to -malloc=system and see if that helps?
Sep 21 2022
I hear you too! Indeed a lot of things broke at least partially over the years and many things are still unfixed to this day. I jumped to Arma 3 from Arma 2 quite late and so for me the vanilla save system has never worked correctly/reliably in a MP environment.
Thank you for reporting the issue.
We will look into whats causing this issue.
Tested with Linux 32bit 2.10 Profiling V6.
Bug is present.
Thank you for the transparency.
Hello, thank you for the clear repro.
We will see what we can do, to resolve the issue.
@LSValmont
I hear you but at least Bohemia should not break what was previously working.
Thank you for reporting the issue.
However due to the current phase of Live Ops development in Arma 3, it is unlikely that we will fix this.
As most complex and well developed MP missions and scenarios had to develop their own MP saving systems I would deduce that the reason for that is that the default saving system for Arma 3 is not MP compatible/optimized enough for it to be reliable/usable.
Sep 20 2022
You'll have to skip to the last hour of the video to begin to see this issue.
Ok, I have a what? 3 hour long video on an op in my Unit? That'll do it justice just fine.
playing steam workshop campaign [SP] КАМПАНИЯ "ПРИЗРАК" by zmei the game keeps ctd-ing