Transfer tool is for transferring changes from addon A to addon B - it is not used for transferring whole files.
https://community.bistudio.com/wiki/Arma_Reforger:Data_Modding_Basics#Using_%22Transfer_to...%22_function
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Jul 8 2024
Jul 7 2024
In T174597#2484206, @sgtscuba wrote:Ok, I have been working with Reyhard and Dedmen on discord - I had followed the scripting tutorial and it had missed out several important points. Reyhard has updated the wiki page for the scripting tutorial and it is now clear what needs to be done - this is to ensure you have one of the valid module folders created with the a script within it open within the scripting editor. If this is not done, no code is executed. The tutorial also missed the compile of the scripts once created if the file that was open was one the user had created. This then gives me a working console.
If you don't follow this, then the console doesn't execute the code and effectively silently fails so maybe this could be addressed?
https://community.bistudio.com/wiki/geometry dash world/Arma_Reforger:Scripting_Example/
Jul 6 2024
Yes, it would be convenient, in our community we post a list of mods and scenarios that we will play in advance. It is very inconvenient to download mods from the list, finding them manually in the game in the workshop
Jul 5 2024
https://pastebin.com/y7f2kVK2 This is what I saw when I open that default file in notepad.
This workaround by @TilW seems to do the trick for me.
If boundMins / boundMaxs are missing, add them.
Jul 4 2024
Jul 3 2024
duplicate post was an accident feel free to delete one or the other.
Jul 2 2024
Correction, the repro still produces crashes when done with a peer client. I updated the repro accordingly. Latest crash ID: d1fe2423-714a-4d00-bd30-43ed8f2fbc1a.
In T181447#2631970, @veteran29 wrote:The crash is caused by doors in doors info list perhaps the game could handle this more gracefully or at least report something to logs.
Thanks to NiiRoZz for the information.
Jul 1 2024
The crash is caused by doors in doors info list perhaps the game could handle this more gracefully or at least report something to logs.
The issue is still there on stable, crash report from ACE Carrying which uses the method: 14151df8-6938-4642-a2ac-a613c56c386e
I looked into this issue, it appears that 1.2 broke the way terrain bounds are calculated.
Meaning when you create a new terrain or resave an existing world entity, the terrain bounds will break.
Reproduction is as simple as it sounds, just create a terrain larger than the default bounds (~3000m) and try to move the camera beyond it.
Jun 30 2024
Jun 29 2024
I did a lot of testing and figured out what's one culprit: the spline used for the road must start and end outside the polyline of the forest generator, otherwise sometimes it's not detected correctly
I have the same issue with patch 1.2. Some roads are correctly cleared and others don't. All the generators are correctly configured to Avoid all roads and object
Jun 28 2024
I figure out it was related to SoundWorld_Base.et not having the proper .smap file. Once I set it correctly the crashes are gone.