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Arma 3 Activity
Dec 1 2022
The hurons simply save a composition with the different camo or use a script command to change their looks then place now in the editor and they will be in their original textures.
Nov 30 2022
should be fixed in rev 150110
Should be fixed in rev 150108
should be fixed in next dev
dev-branch next week
Could you remove this multiplier?
In T167056#2385061, @BIS_fnc_KK wrote:
rev 150093
Thanks for the thorough investigation
Nov 29 2022
alt syntax rev 150092
If those buildings are not added to slow vehicles by the engine, then they wont return, use nearestTerrainObjects for those
I was unable to reproduce the issue. Please upload the RPT file from session where you had the issue.
prof v8, next dev branch
Thank you for reporting this issue.
We will see what we can do to resolve it.
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.
Fixded next dev branch
Is there some way to change the UI back to vanilla while still having S.O.G. Prairie Fire enabled?
Nov 28 2022
Guys it was my fault, I was not attentive and misunderstood you in a hurry, also english is not my native language/ In general, I missed
game crashed several times during mission, files checked on arma3 workshop wo results
game crashed several times during mission, files checked on arma3 workshop wo results
Yes, this seems to be a problem with Windows 10 (and maybe earlier versions). This joystick also crashes other flight games like Star Wars Squadrons. I got a newer joystick, also a Thrustmaster, which works fine in Arma and all other games I've tested.
It seems something called "PID_*" is causing the issue.
This isnt part of arma so there is nothing we can do.
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 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.
Hi - we will need your crash files - see https://feedback.bistudio.com/w/ft_a3_howto/
Won't do
BIS_fnc_spawnGroup could do with a change along with this addition.
Currently, if the function spawns a vehicle as part of the group( e.g a CfgGroups entry ), the group is passed to BIS_fnc_spawnVehicle where addVehicle is used on the group, but at the end of BIS_fnc_spawnGroup an additional group is created so as to reorder the units by rank( previous group is deleted ) but the vehicles are not transferred.
Hello, thanks for the clear repro!
I was able to repro the issue on our internal build and will pass it along to our programmers.
We will see what we can do, to resolve the issue.
Hello, to be able to see what might be causing your issue we need your crash files (.rtp and .mdmp) of the time of the crash.
https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/ hope this guide helps finding them.
You can attach them to this ticket or post it in a comment.
Nov 27 2022
I did some more testing on a new dedicated server installation on a different system and could reproduce the issue there with just vanilla Arma3.
@mickeymen
I appreaciate your effort to find a solution. But to set the value for the completion radius to a value lower than a computated specific value for each type of vehicle would "override" this lower value by the "computated specific value". And here is the problem specially for that specific air vehicle:
The computated value is 10x higher as forseen by the value in the config. this means in numbers:
The minimum completion radius forseen for this air vehicle is 100m. This means, that all values between >0m and 1000m would be overriden by 1000m (the faulty computated minimum value for these air vehicle of 100m).
Caused by the bug it is 10x higher, so it is 1000m.
In other words: All values from 100m(this is after the introduced behavior of this ticket the minimum compl. rad for this vehicle) to 1000m are not reachable to set. And THAT is a problem. Not for me, but for some scripters and for all the missions out there, that maybe are abandon and have no support anymore to react to this.
@mickeymen Is this a language problem? "non-zero" means "not zero". The behaviour for zero completion radius is fine. The behaviour for non-zero completion radius is not.
Nov 26 2022
In T167056#2383734, @Wetzer wrote:
thumbs up
@BIS_fnc_KK any news?
Nov 25 2022
Nov 24 2022
TL;DR: Setting a small non-zero completion radius massively increases the completion radius for air vehicles.
@Tenshi
If you expand the older posts, you will find this post from jaj22:
"
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:
I made a new video, with beter visual steps to repro
T169053new YT demonstration
Hello, thanks for your concern.
However those parameters are generated closer to the release.
Hello, what are you using to test where the audio comes from?
I hear no real difference between the audio of driver and gunner in most vehicles, to begin with.
In T167056#2383505, @jaj22 wrote:Created a test mission to demonstrate the new bug with aircraft/heli completion radius. Instructions: Run it, hit zeus and map. Watch.
completionRadTest.VR.zip3 KBDownload
In T167056#2383362, @mickeymen wrote:Quoted The main build will take longer to be updated.
Yes, and I wanted to know from you when the update of the stable assembly? You do not know?
I don't use dev, I have a stable build
Hello, i looked into your crashfiles but i dont see the .mdmp files which would help me analyze the issue better.
Can you check your crashfiles for the most recent .rtp and .mdmp of the same date.
https://community.bistudio.com/wiki/Crash_Files
Nov 23 2022
Created a test mission to demonstrate the new bug with aircraft/heli completion radius. Instructions: Run it, hit zeus and map. Watch.
No interest?
We have this bug as well for many years, i think there is related ticket on here but wasn't filled out correctly
Thank you for reporting the issue.
We will see what we can do to resolve it.
@Tenshi
By way of explanation:
This ticket is not yet complete. In the performance build, this ticket was introduced with version v3. It turned out that this bugfix caused a new problem: The completion radius for at least one aircraft does not seem to work properly (for an explanation see comments by jaj22 and me here in the ticket).
In my opinion, this should be solved before this ticket is included in the stable version.