Arma3_x64_2022-09-28_21-23-38.rpt532 KBDownload
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Sep 29 2022
Sep 29 2022
Tenshi changed Operating System Version from who ever decided you need a account to upload should have a 50.cal bullet from a barrett enter the back of there cranium to redacted :P on T167878: please ignore this.
Sep 28 2022
Sep 28 2022
This would be the UAV (IED) added in the Western Sahara 1.1 update.
This ticket can be closed, as it has been addressed.
ArmaReport_Log_20220928T102823_pete.zip8 MBDownload
Was unable to upload report log in initial report as there was no option to.
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?
Sep 27 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?
O-Nilsson renamed T167807: Arma 3 units not showing up from Arma 3 units now showing up to Arma 3 units not showing up.
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
Sep 26 2022
BIS_fnc_KK changed the status of T128594: "BackFromUAV" action doesn't work when controlling turret from Reviewed to Feedback.
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
jaj22 added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
@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.
BIS_fnc_KK added a comment to T167799: Non-repeatable trigger condition is checked even when trigger has been activated.
It will be closed after it is dealt with and tested
jarni added a comment to T167799: Non-repeatable trigger condition is checked even when trigger has been activated.
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.
Cyruz edited Additional Information on T167804: fn_initModules creates a group for each cfgfactionclasses.
Cyruz edited Steps To Reproduce on T167804: fn_initModules creates a group for each cfgfactionclasses.
Cyruz edited Steps To Reproduce on T167804: fn_initModules creates a group for each cfgfactionclasses.
BIS_fnc_KK added a comment to T167799: Non-repeatable trigger condition is checked even when trigger has been activated.
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.
jarni added a comment to T167799: Non-repeatable trigger condition is checked even when trigger has been activated.
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.
BIS_fnc_KK added a comment to T167799: Non-repeatable trigger condition is checked even when trigger has been activated.
Maybe, tickbox -> localization -> pain
Good find, scripted interval works fine, it is EDEN that is broken
jarni added a comment to T167799: Non-repeatable trigger condition is checked even when trigger has been activated.
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.
BIS_fnc_KK added a comment to T167799: Non-repeatable trigger condition is checked even when trigger has been activated.
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
BIS_fnc_KK added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
@jaj22 how do you check what the actual radius is
Grave renamed T167400: Pistol magazines being forces to top of inventory (Edit, Primary Magazines, crash occurring) from Pistol magazines being forces to top of inventory to Pistol magazines being forces to top of inventory (Edit, Primary Magazines, crash occurring).
Sep 25 2022
Sep 25 2022
Klubargutan renamed T167787: Old man Luganville random event (SmugglersVisited) trigger bug from Old man Luganville rendom event (SmugglersVisited) trigger bug to Old man Luganville random event (SmugglersVisited) trigger bug.
Klubargutan updated the task description for T167787: Old man Luganville random event (SmugglersVisited) trigger bug.
Sep 24 2022
Sep 24 2022
This is still broken for 2.10, would be nice if this could be addressed.
PR9INICHEK updated subscribers of T167729: [1.19.155302] Humvee | M1025 | Offroad_02. UI. Glowplug slot haven't unique icon.
@Geez Hi :)
jaj22 added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
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:
Leopard20 renamed T150072: [Feature Request] New scripting commands for vehicle handling (steering/gas/break) from [Feature Request] New scripting commands for vehicle handling? to [Feature Request] New scripting commands for vehicle handling (steering/gas/break).
Leopard20 updated the task description for T150072: [Feature Request] New scripting commands for vehicle handling (steering/gas/break).
Wetzer added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
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
Sep 23 2022
ArmaReport_Log_20220923T101226_kemal.zip35 MBDownload
Thanks for the eye for detail.
We will try to fix it in a future update
Tenshi changed the status of T167578: Tweak request for laptop-screen texture [Bootcamp campaign] from New to Confirmed Internally.
Tenshi set Ref Ticket to Internal Ref.: AIII-55381 on T167578: Tweak request for laptop-screen texture [Bootcamp campaign].
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
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
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.
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