You posted no useful information.
Please describe what your actual problem is.
If you mean that your game is crashing, then follow this guide: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
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Sep 27 2023
I left the trigger sync connection there.
Fixed in next profiling branch
And a extra question. Its trying to disconnect the synced trigger.
But should it even do that, why would assigning a unit to a different group, unsync it from the trigger? Do you think it should?
Wow I really somehow posted about:blank :D
Should've been this https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
- A script command (like add or +) doesn't know where the value came from.
It cannot differentiate between 0 add 5 or _variable add 5
The illegal instruction is inside your graphics drivers. dxgi.dll/nvcuda64.dll
Part of Nvidia's graphics drivers, we can't do anything about that
You dumped a ton of information that is useless for me. But didn't provide the actual crash dump that we need.
Please follow this guide: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
There are several freezes. But the freezes are inside Windows code
The crashes all gave you the message
I don't know how this happens, cannot reproduce.
You even had that crash when not loading any mods.
Please follow this: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
- No
- Unlikely
- No
- No
- No
Sep 26 2023
The bases actually don't exist as separate objects. They are all merged (and partially overwritten) when the object is created. So to link to them, we would also have to create instances of the base classes. I don't want to waste that memory/processing time.
Wow. I indeed F'ed up the variable passing in scheduled execution.
Instead of the new map, it passes the argument that you passed to createHashMapObject.
The constructor call environment depends on the caller.
its just a call. So if called from scheduled, it will also be scheduled. If called from unscheduled, it will
Sep 19 2023
Should be fixed on Profiling branch v4 releasing today. https://community.bistudio.com/wiki/Arma_3:_Steam_Branches
Try running the launcher in safemode and disable hardware acceleration: https://arma3.com/launcher/troubleshooting
Crash is inside Microsoft's XAudio2 code. Nothing we can fix.
Your ticket talks about server crash. But your report only has a client crash?
Not possible.
See here how to report crashes https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
Should've been fixed by now
Crash inside Microsoft's windows audio code.
allow us to pushBack without having to reallocate memory every push
Fix is available on profiling branch.
You can switch that by going to steam Arma 3's properties and selecting the profiling beta branch
I don't understand what you are trying to say.
Does "the game closes" mean it crashes?
If so attach a crash report like described here: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
We published a hotfix game update that changed ui_f.pbo
If you get that error, its either the server having a outdated version of that pbo, or the client.
They missmatch.
The crash seems to be due to an issue that happens AFTER you disconnect from the server.
I think the issue is the yellow chain is actually you loosing connection. Then it disconnects you and because of the disconnect you crash.
Will be fixed in profiling branch v5.
Can you describe the exact steps you take between starting the game inside the launcher and it crashing?
I cannot reproduce it.
Fix is available on profiling branch.
You can switch that by going to steam Arma 3's properties and selecting the profiling beta branch
Please provide crash files like described here: about:blank
Rev 151026
this weeks dev branch, profiling branch v5
Correct.
Not a bug, 2.14 mac port is WIP
The last log files in there are from 8th september. And they say everything is fine.
https://feedback.bistudio.com/T168103
Already known that IR modifying is missing
You want to set the scale but keep the scale?
Need more details.
Not possible
Sep 12 2023
Profiling v1