2.20 152207
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Advanced Search
Sep 5 2024
allDisplays can't do this because the displays returned are in random order
Why should it not throw error?
getNumber reads either number, or string as SQF script. If its not SQF script it throws error. That is by design. I don't see a problem here?
The engine is just not built to have water level change on the fly. Many things would break and not work correctly.
Adding the command itself, and pushing up the water level is easy. And then you have AI flying helicopters under water.
Aug 29 2024
Validate your game files in Steam.
Aug 26 2024
Issue likely already fixed on profiling branch and in the next game update.
You could report it on BattlEye's website, or you could just wait for them to whitelist it again.
Aug 21 2024
The freeze is now also fixed, but it will not make it to 2.18 game update, it will be available on profiling branch.
And the crash was already fixed.
By the way, the game is called "Arma 3", lowercase second A. and it's also not "Armed Assault 3"
https://www.bohemia.net/blog/arma-2-the-name-tale
Aug 14 2024
Some mod is deleting a magazine inside a Reload eventhandler.
Bug was fixed 2 months ago, and is available on profiling branch (Which you can select in the steam beta branches settings)
It will also be fixed with next game update
Those are not the required files. I'd expect a Report zip file. Containing RPT and .mdmp crash files
When shadows are to be drawn. The game needs to render objects that are not inside field of view, because objects outside of it, might throw shadows into the visible area.
So what it did on max shadow view distance, was render all objects in 3km radius, even if they are not visible to player. Because they might show shadows. That code forgot to check if shadows are even enabled.
Aug 13 2024
2.18
Only happens when you really spam it. Opening the map while the fade-in from closing the map isn't done yet.
Note: message insert crash, memory corruption, Schaer
No repro, ping me if wrong.
No repro, closing. Ping me if you have some working repro
Initial issue was about mortar, if same is with tank then new ticket with repro
Aug 12 2024
I know this bug. But I don't know why it happens. We've had reports for over 2 years and I cannot reproduce it. It doesn't happen to me.
Was caused by invalid start parameters. Something like -mod= that should have an argument, but doesn't.
First one
"Include file x\cba\addons\main\script_macros_common.hpp not found."
Missing mod.
ACE Mod implements rotating and moving and easier type selection.
Should be fixed next profiling branch, I have not tested it.
All that command does, is read
"vehicleTransportingDisabled" config entry or previously set via https://community.bistudio.com/wiki/enableVehicleCargo
It is a remoteExec for BIS_fnc_setTaskLocal.
The "mini"-dump doesn't contain enough information to see why this crashes.
It could be related to one bug that was already fixed on profiling branch. I'll assume that's the case
Also inconsistent, as scheduled scripts in general should have _thisScript. So you'd assume that if canSuspend, that you can access _thisScript too.
remoteExec and particle scripts and init.sqf and action scripts were also missing it.
First crash.
Bug in mod that adds dbo_base_Cargo
That vehicle has no model.
Aug 6 2024
Checked the code, it is definitely loading it like the other events.
If you can give me a example config to try it I can try, but from what I can see it should be working fine.
Would you expect the same to happen when doing this
l = getUnitLoadout player; player setUnitLoadout l;
When not setting it to nil, but just leaving it unchanged. Would you also expect it to keep the game backpack?
Aug 5 2024
Especially your northern edge is totally messed up.
Some of the terrain heights up there are NaN.
"Out of memory (requested -788108 KB).\n footprint 50066368 KB.\n pages 131072 KB.\n"
Ah yes. The good old -788MB of memory. A true classic.
Ah the good old map icon crash.
Have seen it before, don't know what causes it and cannot reproduce it.
You could try switching to profiling branch, its possible that the fixes on there might affect this crash too.
Never seen that before. But google results are pretty clear its some thing that causes alot of issues.
https://www.google.com/search?q=%22EZFRD64%22
A UI element was deleted while you were mousing over it.
This crash was already fixed a couple months ago and the fix is available on profiling branch.
Objects, shield other objects behind them.
The game checks, how visible the CenterOfMass of the building is, when viewing from the position of the explosion.
Client1:
addMissionEventHandler ["MarkerCreated", { params ["_marker", "_channel", "_owner", "_local"]; systemChat str markerDir _marker; }];
Disable one-drive.
Aug 1 2024
[B Alpha 1-1,B Alpha 1-1:2,B Alpha 1-1:1 (dedmen),B Alpha 1-1:1 (dedmen),true]
Behaves as expected. Classes inherit from it, so if you hide their parent, subclasses inherit that scope too.
That is just how configs work.
Need RPT log file.
https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
Please follow: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
Jul 31 2024
Ref T180426
Jul 30 2024
I suspect this is solved, by fixes for other bugs that caused memory corruption
Jul 29 2024
1st Method
Jul 28 2024
I think this should be fixed in 1.26 too.
I actually never saw this issue during any of my testing so its a bit confusing.
Jul 25 2024
Should be fixed on current dev-branch, if not then next. Its fixed internally
Jul 24 2024
toJSON/fromJSON are in 2.18
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