Во-первых, какое отношение билет имеет к Arma 3?
Во-вторых, в console.log есть такая строка:
Adapter 'NVIDIA GeForce GTX 780 Ti' does not support feature level 12_0
Во-первых, какое отношение билет имеет к Arma 3?
Во-вторых, в console.log есть такая строка:
Adapter 'NVIDIA GeForce GTX 780 Ti' does not support feature level 12_0
it also doesnt happen every time
looks like gunner animation is not synced immediately. Jip wil see correct animation
In T179257#2570198, @BIS_fnc_KK wrote:Does this happen on dev version?
This will require whole new JIP system, current system cannot do what is proposed in this ticket. So for now is won't fix
rev 151453
You are correct there is more than one issue here. FYI I also cleared the Appdata A3 Launcher folder. (first backed up the presets and other settings.) to force reacquisition/repair of these Launcher files. I also cleared the Steam Apps Common Redistributables folder to force reacquire (C:\Program Files (x86)\Steam\steamapps\common\Steamworks Shared\_CommonRedist). This seemed to also resolve a C++ lib problem in C:\Program Files (x86)\Steam\steamapps\common\Steamworks Shared\_CommonRedist\vcredist. Once I had cleared these files - I got Steam to revalidate the local file cache of Steamworks Common Redistributables - Steam then reacquired the above files.
Seems like there's multiple causes then, because the only way I got my launcher to successfully load presets and mods was by doing a factory reset and selecting the keep my files option. It worked, and I haven't had the issue since. My issue likely wasn't that the HTMLs were formatted wrong since everyone I knew could load the same HTMLs perfectly fine.
if you replace dev arma3_x64.exe with performance binary arma3_x64.exe, this happens on dev build
I had the same problem when trying to import a preset from an html file I was sent. I have found the error - the output html file is formatted incorrectly - I edited the html and file now imports!
Does this happen on dev?
Does this happen on dev version?
Upon further inspection, the issue has only appeared on the profiling branch. Myself and the people I asked to test the issue have been using the profiling branch for performance reasons for so long that we completely forgot to take it into account.
I'm unsure of what the severity is meant to be in relation to, but within the category of UAV's this is a major issue as it prevents most of their use.
Okay, here is the repro:
Revision: 151444
I presume they are not present on a dedicated server at all assuming tire marks and footprints are purely visual. Is this correct?
This was fixed years ago. Close.
Nah, probably due to race condition, when display is not ready but is assumed to be ready
Scratch that - I am very confused on what is happening right now?
No, that's correct. "Lase" is the verb. To lase something is to use a laser on it. "I'm going to lase the target", "I'm currently lasing the target", "I have lased the target".
It'd be nice if you could have a target ignored by everyone except a certain unit or group, without having to do ignoreTarget with all the other groups or units that should ignore it.
works 👏
should be much faster
very much appeciated!
_self set ["#base.#create", DICE_fnc_hmo_onCreate];
you really want T178693 so we'll do that there
Destroy task. transitions into a so called "Brown Move" when it cannot find the target.
They then issue a move order to the targets last known position.
the engine will try up to 50 times, the number of attempts is passed to the EH
related T149294
If there is new stuff then probably a new ticket for that (link it to this one tho)
Just double checking, with "stuff" you also mean bugs, feedback and or answering questions you posted in your latest update?
@kju-PvPscene minPlayerDistance = 50; That means if you are closer than 50 m to the corpse or wreck it wont be removed. Please try with minPlayerDistance = 0; and report back
Actually no need, Explosion has projectile on which you can use getShotParents.
Revision: 151391
Thank you, works like a charm!
ticket?
In T178958#2565016, @BIS_fnc_KK wrote:Make a ticket, if it is feasible in context of the event then why not. Keep in mind HitExplosion =/= Explosion
ENTITY Explosion is called alongside ENTITY HitPart has projectile entity and source in it, might as well have instigator there.
Make a ticket, if it is feasible in context of the event then why not. Keep in mind HitExplosion =/= Explosion