In T184224#2663092, @TRAGER wrote:This error fixed in dev see T182822
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Sep 9 2024
Sep 9 2024
Sep 8 2024
Sep 8 2024
TheFireRunner added a comment to T184224: Script Error when debriefing class is not defined (Profiling Version).
Solved the problem by updating via .\Publisher Cmd update, however, now the question arises, now always update via cmd or was it an episodic case.
Sep 7 2024
Sep 7 2024
not every mod in arma uses ai, could be interesting having the chance to rise or lower the water height.
Sep 6 2024
Sep 6 2024
TRAGER added a comment to T184224: Script Error when debriefing class is not defined (Profiling Version).
This error fixed in dev see T182822
Sep 5 2024
Sep 5 2024
Leopard20 updated the task description for T184231: [Feature Request] ParticleCreated mission event handler.
small tweaks to launcher params seem to have made this stable and stopped the issue.
In T184176#2662576, @dedmen wrote: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?simple expressions depend on context. Animation simple expressions have different variables than sound or particle effects. And the values of these variables are different per object.
getNumber doesn't know what environment.
TheFireRunner updated the task description for T184224: Script Error when debriefing class is not defined (Profiling Version).
TheFireRunner renamed T184224: Script Error when debriefing class is not defined (Profiling Version) from Script Error Message in Profiling Version to Script Error when debriefing class is not defined (Profiling Version).
Having allDisplays return in correct order would work for me. What I meant by topmost was the rendering order and I thought this would be same as input focus. The reason I need the topmost display is so that I can add new controls to it via ctrlCreate so that those controls wont get hidden behind UI elements from other displays
The freeze dump, is currently inside "modParams" script command. It is looking if a mod's picture exists, and trying to find what PBO it is in.
A freeze dump is only a snapshot of a instant in time. That's why we always write two freeze dumps, so we can see atleast two points and judge where the freeze might be at.
I think setPhysicsCollisionFlag would be a great solution to issue № 9
dedmen closed T184118: Hide 'Ref to nonnetwork object 732634: <no shape>' for local entities upon deleteVehicle use as Resolved.
2.20 152207
allDisplays can't do this because the displays returned are in random order
dedmen changed the status of T184167: Unusual Arma 3 Crash after moderate length session from New to Need More Info.
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.
Agreed, the new environment can generate some highland lakes
CristianGraham added a comment to T85736: "Include file x\cba\addons\main\script_macros.hpp not found" and arma3.exe not launching.
In T85736#1129500, @commy2 wrote:Yeah, I noticed that too. Apparently it's a campaign / set of missions.
https://forums.bistudio.com/topic/186001-sp-campaign-delta-force-altis/raft wars
Installation:
Extract "DFA.pbo" to your "Steam\SteamApps\common\Arma 3\Campaigns" folder.The developer wrote that this is the way to install it, but I don't think you are supposed to throw any files inside the Campaigns folder (which doesn't even exist, you have to make one), similar to how you are not supposed to put files inside the Addons-folder.
ref: https://forums.bistudio.com/topic/168277-cba-community-base-addons-arma-3/page-31
Sep 4 2024
Sep 4 2024
TRAGER added a comment to T184104: (T-100) MBT_02_Engine_RPM0/1/2/3_INT_SoundSet, Soundset/Soundshadow classes are not exist..
MBT_02_Engine_EXT_Burst_Sound(Shader)Set and MBT_02_Engine_INT_Burst_Sound(Shader)Set also do not exist, however the sound files is existing in data
Plus not added to soundSets(Ext)Int={}; of MBT_02_base_F and MBT_02_railgun_base_F classes
Sep 3 2024
Sep 3 2024
Leopard20 changed Reproducibility from reproducibility:none to reproducibility:sometimes on T184176: getNumber shouldn't throw error but it does.
namenai added a comment to T184143: [Feature Request] Ability via scripts to set triggerTime and triggerDistance for submunitions.
I was not aware of getShotInfo, I think it be good to keep in line with it so setShotFuseDistanceLeft and setShotTimeToExplosion sound reasonable.
Sep 2 2024
Sep 2 2024
TRAGER added a comment to T184104: (T-100) MBT_02_Engine_RPM0/1/2/3_INT_SoundSet, Soundset/Soundshadow classes are not exist..
Plus one error MBT_02_Servo02_Int_SoundSet missed in soundSetsInt={}; of MBT_02_base_F and MBT_02_railgun_base_F classes
SaMatra added a comment to T184143: [Feature Request] Ability via scripts to set triggerTime and triggerDistance for submunitions.
I'd add shot into command name to distinguish it from triggers. Also maybe use same names as titles for values in https://community.bistudio.com/wiki/getShotInfo ?
My internet connection has been upgraded to a fiber optic one, with a very decent connection speed.
The stuttering still persists when 10+ compositions are subscribed from STEAM.
LouMontana added a comment to T184120: Trying to call RemoteExec(Call) with 0 targets for func 'bis_fnc_advhint'. Maximum is 1000.
if (objectcurators _logic isNotEqualTo []) then { /* ... */ };
;-)
jaj22 added a comment to T182946: getLoadedModsInfo reports CDLC as non-official when loaded using ModLauncherList in Arma3.cfg.
Works on Windows at least:
stable: S.O.G. Prairie Fire | vn | false | false
profiling: S.O.G. Prairie Fire | vn | false | true
Sep 1 2024
Sep 1 2024
Leopard20 updated the task description for T184130: [Feature Request] evaluateSimpleExpression command.
Leopard20 updated the task description for T184130: [Feature Request] evaluateSimpleExpression command.
Leopard20 updated the task description for T184130: [Feature Request] evaluateSimpleExpression command.
Aug 31 2024
Aug 31 2024
FrMakingMods edited Additional Information on T184104: (T-100) MBT_02_Engine_RPM0/1/2/3_INT_SoundSet, Soundset/Soundshadow classes are not exist..
FrMakingMods changed Category from category:general to category:config on T184104: (T-100) MBT_02_Engine_RPM0/1/2/3_INT_SoundSet, Soundset/Soundshadow classes are not exist..
Aug 30 2024
Aug 30 2024
Aug 29 2024
Aug 29 2024
Validate your game files in Steam.
Aug 28 2024
Aug 28 2024
Aug 27 2024
Aug 27 2024
Foxedex edited Additional Information on T184036: Exit code: 0xc000001d - STATUS_ILLEGAL_INSTRUCTION .
Aug 26 2024
Aug 26 2024
RM-51 and RM-70 of the CSLA CDLC seem to not work with this EH. The EH doesn't seem to fire. Only these two vehicles from the CDLC seem affected. I tested vanilla, GM, CSLA, RF/WS artillery units, and they all work except these two.
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.
Adding some stuff from Discord #dev_rc_branch channel:
Aug 23 2024
Aug 23 2024
I agree, the action menu / scroll wheel menu should appear in the layout editor.
I have somehow managed to move it a long time ago, I wasn't aware at the time that it was not a feature of the game.
I found out the hard way today when my layout got wiped due to there not being a save function. In trying to recreate it, I realized that the action menu was missing in the layout editor.
there is visual proof that I made it work, and I can attest to the fact that it was persistent even in vanilla arma. I am very curious to know why I was able to do so in the past and not anymore
Aug 22 2024
Aug 22 2024
Problem can be reproduced in both normal player view and Zeus view.
any chance for this to be added in future?
Aug 21 2024
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
Would it be possible to grant this ability to weapons attached to air vehicles and gunpods? geometry dash wave is sure to leave an indelible mark on players' minds as they immerse themselves in its captivating world of geometric puzzles.
• ancycyant added a comment to T183229: Handledamage _directHit is always true if instigator is remote.
• Kioslap added a comment to T183229: Handledamage _directHit is always true if instigator is remote.
Aug 20 2024
Aug 20 2024
Aug 19 2024
Aug 19 2024
Aug 18 2024
Aug 18 2024
reopening for visibility
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