Not possible.
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Arma 3 Activity
Mar 15 2024
Well the game just said your graphics card disconnected.
Might be a graphics driver issue or power surge or some other random thing. We have no indication of what the reason might be.
True. That is because Triggers themselves don't have a eventhandler collection on them.
These Eden events re-use the event handling already present on objects.
Its not really worth it to add it just for that, and also as you said wouldn't work on Markers either.
Mar 14 2024
The fix on dev seems to work, whatever it is. Tested with 1, 10, 1000 and 1e6. Also checked for bias in the last value, seems fine.
Mar 13 2024
Please do not hesitate to let me know if any follow-up actions or information is required from my end. I am eager to continue our dialogue and partnership. Drift Boss
Mar 12 2024
Sorry, community servers are not our responsibility.
Mar 11 2024
We found that this change was done in October 2008. That was before Arma 2 release, its been like that since then.
If the commander orders a medic to treat a wounded AI, then that wounded AI stops like a statue and will wait stands at full height without moving! During combat, this makes his behavior unnatural.
Mar 10 2024
After researching this particular issue and learning about What a status stack buffer overrun error means and googling nVidia with that error code. I learned that using DDU to uninstall my graphics drivers (including physx) in safe mode, rebooting, and then reinstalling GeForce experience and recent driver update, that could fix this issue.
Mar 9 2024
In T179763#2580011, @NikkoJT wrote:Don't worry about that response, it's an AI-generated spambot.
Don't worry about that response, it's an AI-generated spambot.
Right, this is why I am here requesting this on the "Feedback Tracker". I assume some devs are looking at this still? Hopefully. Thank you for looking through my request though. You have some very good points. I just am requesting BI devs try to give us at least one truly meaningful update to a game we all love.
Revision: 151549
Mar 8 2024
Much faster repro by abusing isNil. Typically generates the fail case well within a minute:
[] spawn { private _attempt = 0; private _nohit = true; while {_noHit} do { systemChat str _attempt; isNil { for "_i" from 1 to 100000 do { if (floor random 1000 == 1000) exitWith { systemChat "hit"; _noHit = false; }; }; }; _attempt = _attempt + 100000; }; };
The floor doesn't make a difference to the result (FP won't report a normalized value as equal unless the bits match) but was added on request.
Non-shameless bump.
Any reason this could not be done, to a layman sounds like not too much of an hassle?
Mar 7 2024
Confirmed as fixed in Dev build 151510.
Mar 6 2024
Revision: 151519
Mar 5 2024
can it be documented in a bit more detail than what is currently there?
I'll let Lou decide that
Mar 4 2024
In T179631#2577768, @BIS_fnc_KK wrote:There is no designed support for nils or other missing params, the fact that it worked is a coïncidence. I will have a look if this could be turned into feature.
In T179654#2577767, @mrzorn wrote:@Leopard20
Do you think the original issue is caused by that or did you only look at the last comment?
This bug currently breaks ACE' ability to set terminals in the editor.
There is no designed support for nils or other missing params, the fact that it worked is a coïncidence. I will have a look if this could be turned into feature.
@Leopard20
Do you think the original issue is caused by that or did you only look at the last comment?
In T179654#2577759, @mrzorn wrote:I think i was able to isolate the issue:
testArray = []; _obj = createVehicleLocal ["#particlesource", [0,0,0]]; testArray pushback [_obj, "somedata1", "someOtherData1"]; _obj = createVehicleLocal ["#particlesource", [0,0,0]]; testArray pushback [_obj, "somedata2", "someOtherData3"]; _obj = createVehicleLocal ["#particlesource", [0,0,0]]; testArray pushback [_obj, "somedata2", "someOtherData3"]; testArray // [[164337: <no shape>,"somedata1","someOtherData1"],[164338: <no shape>,"somedata2","someOtherData3"],[164339: <no shape>,"somedata2","someOtherData3"]]When i take the Value of the array and try to use the raw data and select the first entry, ill recieve the following error message: (like above)
When I reference the globalVar assosiated with it, it works, though.
I think i was able to isolate the issue:
16:03:02 Error in expression <#line 1 "new_1.sqf" [[1bf183f0100# 163978: sign_arrow_large_f.p> 16:03:02 Error position: <bf183f0100# 163978: sign_arrow_large_f.p> 16:03:02 Error Missing ] 16:03:02 File new_1.sqf..., line 1 16:03:02 ➥ Context: [] L81 (DBUG\functions\console\exec\fn_exec.sqf) [] L81 (DBUG\functions\console\exec\fn_exec.sqf) <- [] L24 (/DEV_TOOLS/functions/general/fn_addSchd.sqf) [] L61 (DBUG\functions\general\EHs\fn_eachFrame.sqf) [] L55 (DBUG\functions\general\EHs\fn_eachFrame.sqf) [] L57 (DBUG\functions\general\EHs\fn_eachFrame.sqf) [] L77 (DBUG\functions\console\exec\fn_exec.sqf) [] L80 (DBUG\functions\console\exec\fn_exec.sqf)
Fixed in Dev build 2.17.151464.
Thank you, we'll fix it soon.
I just started my PC and a script code that did not work before is now working.
If there is something unclear please feel free to ask for clarification - apologies if the report is a bit messy, its late night but i wanted to get the issue out there while i have everything at hand.
TestMission i was running: Get in the vehicle & activate the first waypoint.
the line i changed that might have stopped the error from happening. (same line as error message)
https://github.com/PulsarNeutronStar/CVO-Sandstorm/blob/52b6813e7b1d86838c34a031adab3f4c9f517bb7/addons/storm/functions/fn_particle_remote.sqf#L73
Mar 3 2024
Mar 2 2024
As said before, i think its a cool feature that can find application, but an alternative reset of the speed limit is needed, like:
vehicle this limitSpeed false; vehicle this limitSpeed "Reset"; vehicle this limitSpeed -999;
not present in A1/A2/A2OA, introduced in TKOH - should be "reverted" back to normal?
Mar 1 2024
Fixed in Dev. build 151464.
Feb 29 2024
Same issue is present in TKOH
Tested with cars. (that SF Nato Buggy) For Vehicles, it seems to actually reset the speed limit.
@2BoCoo Does this continue happening if you disable hardware antialiasing?
This is also happening on DayZ at the moment. Do you run into the same issue if you disable hardware antialiasing?
Feb 28 2024
my bad, wrong thread