Stops responding?
The log file tells me its throwing you a error message
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Jul 27 2023
0xDEAD means "I have showed you a error message telling you what is wrong, and you have pressed OK on it"
We are aware of this issue, it has already been fixed on Profiling branch which can be used as a workaround for now.
Ref: https://community.bistudio.com/wiki/Arma_3:_Steam_Branches
Revision: 150816
Please merge and close my old ticket T155249
Also I confirm fix in new dev
Jul 26 2023
rpt:
SetFace error: class CfgFaces.Man_A3.vn_m_ghostrider_face_camo not found
Error: Error during SetFace - class CfgFaces.Man_A3.vn_m_ghostrider_face_camo not found
How was this error fixed? i'm having a same issue where it tends to clog up the rpt file with this error
Alright. This is with vanilla menu enabled.
As you can see there is duplicate entries, and missing buttons. I was able to also reproduce with just SOG, CSLA, and Spearhead.
Update the UAVControl command to return more complete values that account for multiple units in a vehicle.
I have not been able to reproduce that by loading all CDLCs. Menu looks as it is supposed to.
Jul 25 2023
- Revision: 150832
- added remoteControlled command Revision: 150823
Revision: 150822
it was some kind of AI bot
Jul 24 2023
Thank you for the report, we'll look into it.
Thank you for the report, we'll look into it.
Thank you for the report, we'll look into it.
Thank you for the report, we'll look into it.
Thank you for the report, we'll look into it.
Thank you for the report, we'll look into it.
I've got the same issue. I get constant crashes when I try to load this mission.
Reverting your saves/changing your profile/clearing Arma 3 %localappdata% folder and reinstalling the game doesn't do anything to fix this.
I am also suffering from this, glad to see I'm not the only one. No matter if you revert, delete saves and start fresh, or try to load save, it always crashes with the Status Access Violation error. Haven't found another mission that does this yet.
Jul 23 2023
@mickeymen it was some kind of AI bot, be aware as they tend to produce more human-like text these days. Removed!
Jul 22 2023
I understand your frustration with the "Seek and Destroy" waypoint in Arma3. It's disappointing when a feature doesn't work as expected, and it can impact the overall gaming experience, especially in a tactical game like Arma3 and click here to read more about the game developers take note of this feedback and work on improving the "Seek and Destroy" feature to make it more distinct and effective. Addressing these concerns would undoubtedly enhance the gameplay and offer a more immersive and engaging experience for players.
Having a native vanilla garrison module for 3den would be very useful. It could support the area scaling widget too. IMO it should be able to:
please report back next dev Revision: 150820
Yes, would be really useful to have area widget support for these modules -- i was going to create a ticket for the minefield before i found this.
In T173671#2473864, @dedmen wrote:You already have it. You posted it above
vehicles select { (_x iskindof "AllVehicles") };If you want to filter further for driveable/manable, you may want to also check for enableSimulation, and whether there are any crew seats available at all (Don't know how UGV/UAV behave in that regard)
Jul 21 2023
yes, both muzzles are treated as primary muzzles so when it looks for secondary muzzle it cannot find it as it is marked as primary. I need to think how we can resolve this
ok thanks, I copied and removed it
could you go to debug console, type
In T173880#2475399, @BIS_fnc_KK wrote:getArray (configFile >> "CfgWeapons" >> "vn_m79_p" >> "muzzles")
what does this return?
Thank you very much.
what does this return?
I have added alternative syntax for weaponsItems and weaponsItemsCargo in 150819 which includes muzzle name in the magazine info because the order of magazines was never guaranteed, now you will know which mag is which. This is idirectly related to this ticket. I will look into getUnitLoadout next
Resolved in 2.12.150806
In T173880#2475226, @BIS_fnc_KK wrote:So one more question, does weaponsItems show both magazines for the handgun if both loaded and in the correct order?
In T174111#2475371, @Alith wrote:In T174111#2475370, @samxon wrote:In T174111#2475362, @Alith wrote:I noticed that the first error is from the Real Weath mod. This is a client-side mod, and you don't need to enable it on the server.
Can you confirm which error is pointing to this mod? This Real Wealth you are talking about I do not have as a mod or loaded onto the server. Here is some info from Dedmen on the discord.
"Server: Network message 12d40f is pending T_108" I have seen server freezes, with that message spam, also without HC's and on stable branchI mistyped, sorry, the mod is called - Real Lighting and Weather. I had exactly the same error in my server rpt
20:22:05 Error in expression <= ppEffectCreate ["FilmGrain", 1747];
effect_screen ppEffectEnable true;
effe>
20:22:05 Error position: <effect_screen ppEffectEnable true;
effe>
20:22:05 Error Undefined variable in expression: effect_screen
20:22:05 File RW_Effects\functions\fn_nightTime.sqf..., line 26And in the discord, the mod developer said that this is a client mod.
In T174111#2475370, @samxon wrote:In T174111#2475362, @Alith wrote:I noticed that the first error is from the Real Weath mod. This is a client side mod and you don't need to enable it on the server.
Can you confirm which error is pointing to this mod? This Real Wealth you are talking about I do not have as a mod or loaded onto the server. Here is some info from Dedmen on the discord.
"Server: Network message 12d40f is pending T_108" I have seen server freezes, with that message spam, also without HC's and on stable branch
In T174111#2475362, @Alith wrote:I noticed that the first error is from the Real Weath mod. This is a client side mod and you don't need to enable it on the server.
I noticed that the first error is from the Real Weath mod. This is a client side mod and you don't need to enable it on the server.
Took a hot minute to figure this out again, reproduced with Ordinance module. Modless.
Cannot reproduce, I placed a "Effects -> Fire" module, set placement radius to 50, and its correctly offset. Smoke module also works correctly.
2.14, 2.12 prof v16
Crash seems to not happen anymore.
Also group placement radius was broken alltogether https://feedback.bistudio.com/T125955
Typo in code caused it to move only the last placed group.
But, the last placed groups init would run last, and their init would move it back to original position.