ye m2 offroad turret doesn't have visionMode too, there is no such problem on an offroad as a static turret
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May 6 2023
May 4 2023
May 3 2023
seems found a problem
Compared to Ghost Hawk turret, static M2 has optics = 1;, maybe its the cause? Couldn't find this parameter description in https://community.bistudio.com/wiki/Turret_Config_Reference
Tested FIXED on
May 2 2023
In T171754#2438892, @dedmen wrote:Ok didn't realize this change didn't go to dev-branch yet so you cannot have tested this.
I just checkedwill now return "<NULL-config>" instead of empty string. I suggest to revert it.
No that's wrong, I don't see how you got to that as there was no mention about changing configName
We changed the string representation of configNull, we did not change what configName returns.
str config and configName config are very different things.
Ok didn't realize this change didn't go to dev-branch yet so you cannot have tested this.
I just checked
configName should still keep returning empty string. Thats different thing.
str configNull should chage
configName configNull should not
Just realized that we shouldn't make str configNull return anything but empty string for backwards compatibility reasons. Personally I use configName CONFIG as a way to check if class exists AND return its config letter casing. Pretty sure I'm not the only one. Since
(configFile >> "CfgWeapons" >> "asd") isEqualTo configNull
is true,
configName (configFile >> "CfgWeapons" >> "asd")
will now return "<NULL-config>" instead of empty string. I suggest to revert it.
May 1 2023
configHierarchy before
[bin\config.bin,bin\config.bin/CfgGlasses,bin\config.bin/CfgGlasses/G_Sport_Blackyellow]
[]
Hmm... Thanks. I think this info should be added to wiki.
In T171609#2438269, @dedmen wrote:For performance reasons also, unsimulated objects probably shouldn't animate
Adding showNVGTurrets could be useful too, there is only showNVGGunner right now.
For performance reasons also, unsimulated objects probably shouldn't animate
"RFVibra264"
I don't know what it is, but its something you have installed, its not part of our game.
A quick google shows other people that have the exact same crash (0x1681 vs at 10001681)
Maybe "Company: Padix Co., Ltd. Game Controlpanel Extender" helps you in finding what the cause is
That function apparently expects to be called in "unscheduled" code
That's a good question. I don't know what that error is and you didn't provide enough context.
Where does that error come from, any more details?
Mh... Interesting..
Hotfixed in next dev/profiling branch update (profiling branch update is planned for tomorrow)
Can you retest on profiling v5 whether its fixed?
I have seen this error before, its a crash in XAudio2, it was reported to microsoft 2 years ago and they said they'll fix it.
Seems like they didn't...
I don't see how this can happen because of profiling branch, there are no changes anywhere near audio code. I'd assume its just random luck that you're hitting the crashes
Why? Because you're just lazy or something, how many players do you have from Ukraine? I think there are more than a dozen, Poland is smaller than Ukraine and has its own localization, but we can't have one? It's not very nice of you, as with developers
Something seems to be very wrong with your windows installation.
But I can't tell you how to fix it besides reinstalling windows.
I'd say a command to get all ladders in building, which returns array of start/end positions in model coordinates
And one command that returns building entity and ladder index and position on ladder in percent
(You can then calculate position in meters or entity position by getting that buildings ladders and grabbing by index
In T171966#2438098, @dedmen wrote:Due to the way of how this works, this is VERY unlikely.
The color is usually stored in the texture, pre-calculated when it is converted to PAA.
For UIToTexture the CPU doesn't even have access to texture, so we would have to calculate the average color on the GPU.
I'm quite sure this won't happen
Go to audio options and press the refresh button.
Due to the way of how this works, this is VERY unlikely.
The color is usually stored in the texture, pre-calculated when it is converted to PAA.
For UIToTexture the CPU doesn't even have access to texture, so we would have to calculate the average color on the GPU.
I'm quite sure this won't happen
Please upload your RPT file, as described here as crashdump files https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
Still happening in Version: 2.12.150430.
next dev, default value stays at 0
Duplicate of T171918
Apr 30 2023
Not sure how to add the tag for Arma 3 Global Mobilization. Wouldn't let me.
Yea I already made a "fix" for it. player setAnimSpeedCoef (1 + (linearConversion [0.1,1,damage player,0,0.1935,true])); Also I need to change the animationspeed everytime the player gets damaged, so its not really ideal. Also the animationspeed needs to get changed on all clients otherwise it could look weird to other players
You probably can mitigate the effect with setAnimSpeedCoef but its a hack fix rather than controlling engine behaviour.
In T171953#2436725, @Leopard20 wrote:Getter2 is not needed. You only need to know which ladder.
All of them can be combined in one command:getLadder playerreturns:
[object, "ladderCfgName", progress]
Since ladders are just an array inside CfgVehicles definition, it should a Number instead instead of config name. But overall I guess that having all in one command should be fine.
[ENTITY, INDEX, POSITION] = getLadder UNIT;
Alternative names: getUnitLadder, getLadderState, getUnitLadderState
we figured this is probably due PX simulation keep running when a player is close
Apr 29 2023
I'm having trouble playing Arma 3 online, whenever I access the on{F2978501}line mode all the servers appear with red crosses.
Apr 28 2023
ЧТО ДЕЛАТЬ ЕСЛИ ПРОПАЛТ ЗВУК
Getter2 is not needed. You only need to know which ladder.
All of them can be combined in one command:
getLadder player
returns:
[object, "ladderCfgName", progress]
Bład BattleEye
as the content of this ticket unfortunately is outside of the scope of the CDLC (the wall is a vanilla object), we have to close this ticket.
Update your motherboards chipset.
I seem to have narrowed the issue down and have not had an issue since. It seems that I needed to update my motherboards chipset (B550-A PRO). Hopefully this helps anyone else who is having this issue in the future.
Sorry for the late reply, but I finally got around to trying this out. I tried these values.