Thank you @dedmen for the help, my game works well launches the campaign and tutorial, thank you again!
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May 23 2023
May 22 2023
it lands with v2.14 yes
Can you also add the person who deactivated the mine?
The scenario i have in mind is. I want to add explosives to the person who deactivated it. I could run a script to check wo is the closes to the mine when it gets deactivated but it would be handy if it was in the eventhandler.
@dedmen Any chance this topic could be revisited? Just want to make sure it isn't totally forgotten.
Throws RPT message
In T172179#2447365, @dedmen wrote:We can skip the config merge, but we cannot unload already loaded PBO's
So all the files of the addon, will still be present even if we skip its load. So like __has_include kind of checking may cause false results
I think it is fine if the files are loaded still.
We can skip the config merge, but we cannot unload already loaded PBO's
So all the files of the addon, will still be present even if we skip its load. So like __has_include kind of checking may cause false results
cursorObject addEventhandler ["Deleted", {systemChat str [_thisEvent, _this];}];
cursorObject addEventhandler ["MineActivated", {systemChat str [_thisEvent, _this];}]
Ah when its deactivated, its supposed to switch to a deactivated state model, but for UXO's that model is empty.
So it just gets turned into a invisible model, but keeps laying there and keeps being simulated each frame
Uhh interesting engine bug. If it cannot spawn a new magazine into a ground holder, the original mine is never deleted, it just becomes invisible and.. stays there.
So the bug is UXO's not getting deleted when deactivated
Revision: 150460
Actually.. When you deactivate the mine, a new one is spawned in a weapon holder, and the old one gets deleted.
AND the deletion handler should be triggered.. So thats a bug
I guess I will add
"MineActivation" eventhandler with ["_projectile", "_activation"]
which will just throw a false for your case
Ok I see how that works.
In the same place we can also get activation.
But I don't know if mine activation is that different from just placement
map icon drawing, some older memory corruption bug that I've seen alot of times but I have no reliable repro
Known older thing, not ctab's faut, its just the map rendering with lots of icons on it
Actually pretty sure it should return the background color that you set
150638 dev branch
"ArmStalker online" is doing something weird that's crashing, something with "System_Management_ni" in a callExtension.
You have to talk to them
OK thank you, I will try tonight when I get home
Freeze in nvidia graphics driver, crash trying to release VRAM memory during game shutdown
Something went wonky with graphics memory, not much I can do based on that
Yeah not had any issues following 2.12.
Well the dump is during terrain loading, and to me looks like, not a freeze but the game stopped responding for a while because it was busy loading terrain data from disk. So looks valid to me
Pretty understandable concern for a two decades old system. Apparently this is just a (better) workaround of an existed solution so I don't think this should be prioritized. Good to have, actually, though.
It should be
Imagine A-B-C 3 addons as a dependency chain
How about naming it to what it actually does
worldASLToModel ?
"use on the server"
Server side doesn't need whitelisting
Put this into your basic.cfg
"Cloud file provider is not running"
Type that into google, and figure out how to disable your Microsoft OneDrive
should be Fixed on dev branch, maybe next build
This looks to be https://feedback.bistudio.com/T172050
Please check if this is fixed on profiling branch
the crash report tells me 0x0000DEAD
It has been abandoned
May 21 2023
[date] remoteExec ["setDate"];
or
[[2035, 06, 22, 07, 30]] remoteExec ["setDate"];
Revision: 150637
I will push this to profiling as well. Basically if you see message in server console then the EH should have fired as well
Might be worth it to add a mention of this to the wiki. Spent way too much time trying to debug this.
UI-to-texture in the procedural textures system was added in A3 2.12
In T172542#2446941, @NikkoJT wrote:This is because the onEditChanged event handler does not exist in the stable version. It's only on dev branch until the release of update 2.14, which is the next update.
This is because the onEditChanged event handler does not exist in the stable version. It's only on dev branch until the release of update 2.14, which is the next update.
Revision: 150636
Interesting, I misunderstood the wording. Thanks for clarifying.
Returns a list of all alive and dead entities of the given type or deriving from the given type
May 20 2023
devamlı aynı hatayı veriyor nasıl düzeltebilirim yardımcı ola bilecek var mı ?
Revision: 150635
Revision: 150635
May 19 2023
Revision: 150633
May 18 2023
Reproduces on my end. dev/diag builds checked: ["Arma 3","Arma3",213,150620,"Development",true,"Windows","x64"]/["Arma 3","Arma3",213,150620,"Diag",true,"Windows","x64"]
I think i found the issue. The mine doesn't actually get deleted. It just gets deactivated but still exists. While mines that explode get deleted.
@reyhard would it be possible to share the correct computation and put it onto the BIKI please