By default RFS/AI tweaks are not activate.
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Arma 3 Activity
Aug 20 2023
Aug 19 2023
Aug 18 2023
When paradropping vehicle tries to braking with AI-driver, player or empty
Although brakesDisabled (vehicle player) returns true
I tried to solve that for towing, twice actually and failed both times.
Is this problem known when there was an attempt to fix it?
Fixed in whatever april last year was dev-branch/profiling branch. And 2.16 retail
We have a getter for all scripts. Its diag_activeSQFScripts
It doesn't have the handle, but it would be very easy to add into there.
I always wanted to make a overhaul of how script handles worked.
They should also store the returned value.
That would need us to manually check each command and implement a test for that
Its your USB Headset.
It is set to Mono channel. You are playing Arma without even Stereo sound. Check your configuration.,
You have sent Launcher crash logs, but we need the Game crash logs
https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
There are no report or crashdump files in there.
And there is not enough information to do anything
Won't do.
Well your graphics card is crashing/disconnecting.
Can't see any reason why. Maybe other applications running in the background.
If you need anything else let me know thanks
Aug 17 2023
kicked you mean crashed?
If you saved all 4, where are they? If you have crash reports please upload them
Unable to reproduce on stable and profiling branch, were you using any mods?
whoops, we forgot about green version
see class Land_HBarrier_01_tower_green_F, 150914 Dev
( ゚,_ゝ ゚)
Fixed internally - it didn't made it into 2.14 RC but it should be fixed in next update.
No this occurred (twice at least) on native mission (Canisy or Quibou Dangy one), just playing without any mod other than the DLC, on hosted LAN sever, one player only.
I guess you have something for performance optimization with your own simulation switch tool. This (these) unit(s) should be animated or hidden, or not spawned. Something like that.
Aug 16 2023
@BIS_fnc_KK Any updates?
Well that is embarrassing. You are absolutely correct. I just don't remember having to set the variables to false in the past. I withdraw the submission.
This isn't a problem with the OR operator. This is happening because the variables unit1Dead and unit2Dead aren't defined at all until you set them as true. Trigger C is attempting to reference at least one undefined variable - and silently failing - until both variables are defined as a result of their units dying. Then the trigger can actually run its check without encountering an error.
Aug 15 2023
@PiepMGI sorry only saw this report today - this is in custom mission, right?
Aug 14 2023
Aug 13 2023
After more investigation I found out it has something to do with the ownerShip of the vest/uniform. I'm 100% sure.
Bump ancient.
Would be nice to have to company the reload alt syntax
After some more Investigation I found out that the ownership on the server for the bug Vest/Uniform is 0 and not 2. It also stays on 0 when changing ownership via setOwner on a player and back to the server.
Aug 12 2023
seems to be rather an Windows issue, the following steps resolved the issue:
I propose the addition of a getter function that allows server administrators to retrieve all handles created via the "spawn" SQF command. This function would provide a list of SCRIPT handles that could be used to terminate the scripts, along with relevant information such as the script name, execution status, and any associated variables, etc.
Aug 11 2023
Car wheels provides a team of experienced and certified technicians who are dedicated to ensuring the safety and reliability of your vehicle
Aug 10 2023
Aug 9 2023
Aug 8 2023
Gentlemen and scholars, all of you. Thank you!