Hello CptCookie.
The issue has been resolved internally and the fix will appear in one of the future updates.
Regards,
Geez
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Feb 6 2023
Hello p4k1tz.
Is there any relevant reason why do you need to know this information?
Feb 5 2023
Feb 3 2023
Feb 2 2023
In T168235#2399391, @Nytlenc wrote:Are you a employee Bohemia interactive?
Feb 1 2023
Hello Kornflakes.
The issue has been resolved internally and the fix will appear in one of the future updates.
Regards,
Geez
Jan 31 2023
Jan 30 2023
Jan 29 2023
Jan 24 2023
Unfortunately there is no info I can provide as of now. Do you keep getting these crashes? can you please upload further logs?
Regards,
Geez
Thank you.
Please send us further .mdmp + .rpt and log files if you experience such crashes again in the near future.
Regards,
Geez
In T169949#2400042, @Geez wrote:Hello Norealname.
Can you please send us more crash dump files from further occurrences?
Regards,
Geez
Hello Norealname.
Can you please send us more crash dump files from further occurrences?
Regards,
Geez
Jan 23 2023
Any feedback on the crash log?
The problem with the workaround is that you end up with a ridiculous amount of classes. For example, if I want to have 3 camo variants and 3 plate variants, I need 9 classes. If I want 10 skins and 4 plates, I need 40 classes. Sure it’s doable; but it’s a hacky way of doing it.
You have to make a second Plate Carrier which the first transforms to via a recipe.
Change the Stats for the second one accordingly. It is not a great workaround, but that has been used at least since 2019
Jan 22 2023
In T168235#2396813, @PR9INICHEK wrote:In Script editor set breakpoint in server script
Maybe add info which vanilla script you can try to test?
Thank you @Geez, this is exactly the information I needed!
Jan 21 2023
Jan 20 2023
@Geez could you awnser me the question, what license the tree models fall under?
is someone allowed to change and repack them in a mod?
Jan 19 2023
@Geez Any updates to this?
Jan 17 2023
In Script editor set breakpoint in server script
Hello!
Any information on when this might be fixed?
Jan 16 2023
Hello powseyd.
Please upload the crash dump files from the occurrence.
Regards,
Geez
Hello Nytlenc.
Please try g_Game.GetModInfos(...) from scripts\3_game\global\game.c instead as that could be what you are looking for.
Regards,
Geez
Jan 15 2023
It happens everytime, same error.
I simply struggle with some of the PBO's within the mod. Some repack ok but some do not causing the error in the title. I have a crash log to upload.
Jan 14 2023
In T169745#2396326, @xOk wrote:Found, that OnFinish(bool pCanceled) is defined at HumanCommandActionCallback, and there is a comment:
//! called ALWAYS! when action is finished (normal finish or cancel -> pCanceled) void OnFinish(bool pCanceled) {};Does it mean, that pCanceled is false at any case: normal finish or cancel?
Found, that OnFinish(bool pCanceled) is defined at HumanCommandActionCallback, and there is a comment:
Jan 12 2023
Jan 11 2023
Resolved with 1.20 update.
Resolved with 1.20 update.
Heya, nope. It just acts as if I closed Buldozer there is no error.
Thanks.
Jan 10 2023
No answer at all about that?
:-(
Jan 9 2023
Hello Kornflakes.
Does this produce any error?
Regards,
Geez
Jan 8 2023
Jan 6 2023
Jan 4 2023
Any news on this?
Takes like a Minute to fix that tbh.
Jan 3 2023
-this was fixed. Can close.
Jan 2 2023
Dec 30 2022
♈
Dec 29 2022
I think (but am not 100% sure) the tan colored knive sheath is also having this issue
Dec 27 2022
Dec 26 2022
The jerrycan is also missing selections in the viewpilot, so it can currently be retextured but when you're viewing it in first-person it will revert to the basetexture.
Dec 22 2022
Dec 21 2022
Hello Hunterz.
The original suggestion/request is going to be included with the 1.20 update.
Regards,
Geez
Dec 16 2022
That would really be a great performance gain (both client / server), especially on community servers with large bases.
By saving items / containers with my Virtual Storage Mod, i am able to have a no-wipe strategy running since Oktober 2020!