toJSON/fromJSON are in 2.18
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Jul 24 2024
We do not want to spam empty/unused namespace files on every game shutdown. That's why it only saves if you manually save.
Though. It would expect that after the first manual save, we consider it "enabled" and also save on shutdown. Because the file is already there anyways, so we wouldn't spam unused files in that case.
Maybe we can just detect and only save on exit, if the file is already there.
Jul 23 2024
I fixed it now.
You can either remoteExec it, or change some other state of the vehicle to force it to update.
The answer is simple.
There is no door state synchronization :D
It is sent when other things are synchronized, but for the door state itself, there is no check if it needs sync. So changing it doesn't trigger a sync
Jul 16 2024
Jul 15 2024
Please open your game installation folder. In steam right click your game, then "manage" I think its called and "Browse local files".
Upload the DayZLauncher.exe.config file here so we can see what's wrong. Just Drag&Drop it into the textbox.
Then delete that file and verify your game files in Steam.
Fixed a couple years ago
18:43:31 Error 0 elements provided, 1 expected
18:43:31 File a3\ui_f\scripts\gui\rscdisplaydebriefing.sqf..., line 45
Jul 12 2024
Fixed 1.26
In the end it wasn't json at all.
It was writing to files.
Here is repro code
This is such a pain to reproduce.
https://steamcommunity.com/sharedfiles/filedetails/?id=2905487932
I tried it with this mod.
The broken pattern matching (when pattern is anything other than just "/*") and the wrong read-only flag should be fixed in 1.26
The DIRECTORIES flag not working is separate, that also does not work on windows. We're handling that in a separate ticket to be solved some other time.
Jul 11 2024
At the same time, it sets an attribute with index 4, which, as I understand it, is outside the scope of enum FileAttr where the last index is 3 with type INVALID
Jul 9 2024
Furthermore, workbench publishing should do more for fragmenting the mod internally
Jul 8 2024
Yep something crashed when receiving a network message.
But I cannot tell why.
Forum therad says issue is solved
https://community.bistudio.com/wiki/Arma_3:_Unusual_Process_Exit#0xC0000135_-_STATUS_DLL_NOT_FOUND
Don't spam our Feedback Tracker.
Jul 5 2024
Afaik you can go into a Steam debug/console mode. And disable DLC's for yourself.
I would think that's also available to normal users
Please make sure to only include relevant files in the report..
You included a 2.5GB fulldump from a Intercept crash in april.
Its also filling our FT servers with garbage files
"Bad Image Format Exception" some file on your computer is corrupted. But it doesn't say which.
Its not possible to decouple player only, from the setAccTime no.
Arma 3 is not DayZ.
The stuff you pasted is basically useless. In case of crash we need the crash report (RPT + .mdmp file)
But... I was able to find some other optimization making all scripts faster.
That got this benchmark from 20 seconds down to 18.5. Smol steps
Profile link would be stupid
That's just
"http://steamcommunity.com/profiles/<steamUID>". You can do that yourself.
objects, groups, controls and displays can become null. That's why they are not allowed as keys in hashmaps.
I'll assume you posted this wrongly. Because all your other posts are about DayZ. And this is not DayZ.
Steam should be downloading the mods. Look for errors inside your steam client
Fixed on profiling v12
The battleye log behind that error message. Shows some error about BattlEye, you need to get that fixed. I can't read what it says
STATUS_DLL_NOT_FOUND
I don't have the time to make a map in terrain builder.
Please upload the crash dump
I forgot to close this.
Back then I decided theres nothing to optimize and that most time is actually spent in the script side.
This seems to be intended.
Speed modes are Unchanged, Limited, Normal, Full
Formations are.. uh
Won't do
Corrupted game files. Verify files in Steam.
The performance of your code is terrible.
params ["_oldArray", "_newArray"];
2.18 now allows 8388608 characters
Also can put "%%" -> "%". Previously that would just be ignored, now it can be used to escape and include a % character in format string
Corrupt PBO
Corrupt pbo
Width/thickness is done.
Style we won't do.
Jul 4 2024
([time, serverTime] select isMultiplayer)
Would not be correct. serverTime is always increasing at constant speed and counting from server/game start, like diag_tickTime.
time can be paused, or accelerated
Jul 2 2024
[] spawn { sleep 2; set3DENAttachedCursorEntity createHashMapFromArray [["type", "unit"], ["classname", "B_Survivor_F"]]; }
Jun 27 2024
There was a problem with sending BE messages, they would get dropped if you had packet loss.
Last week on prof/dev we changed them to be retried on packet loss. That should fix packet loss related BE timeouts.
Its a bit risky in case of script functions that for example return object on success and nil on failure.
If such a script drops a particle effect on error, it might then return an object as if it was a success. But who would drop a particle in case of error.
Jun 26 2024
Jun 25 2024
Mh after fix, it seems the mission failure doesn't work.
After the failed screen, you go back and see your character lying unconscious on the ground.
But I don't know how that compares to the before, as before it was crashing so maybe it was always like that.
You have to press Esc once, to trigger the actual endmission stats screen.
Yeah can repro by just killing myself with grenade.
Jun 21 2024
drawLine3D can easily get width. Style no
Jun 10 2024
Because actually we cannot read a sound or a video stored in a PBO with a DLL.
Jun 4 2024
All this can be replaced by getCameraProjMatrix with https://community.bistudio.com/wiki/matrixMultiply
It would be so neat if that were a simple thing to do.
probaly a matrixFromTransform [position, direction] as a helper to get a position matrix.
and matrixInvMultiply?