in the last profiling version the
18:43:31 Error 0 elements provided, 1 expected 18:43:31 File a3\ui_f\scripts\gui\rscdisplaydebriefing.sqf..., line 45
still shows up, will this be fixed within the rc version?
in the last profiling version the
18:43:31 Error 0 elements provided, 1 expected 18:43:31 File a3\ui_f\scripts\gui\rscdisplaydebriefing.sqf..., line 45
still shows up, will this be fixed within the rc version?
If you have "massive logs" it's probably because you have a bad or broken mod. (it still depends what you mean by massive)
In T184231#2670524, @dedmen wrote:since there can be thousands of them.
Yeah, and the eventhandler will be spammed alot, seems hard to do without causing lag.
In T184611#2670487, @dedmen wrote:We don't have separate crash/script logs.
Won't do.
Can confirm a full uninstall of Visual Studio 2013 C++ then a re-installation fixed it.
since there can be thousands of them.
Corrupted game files.
Delete Arma 3/Addons/air_f_beta.pbo
Then verify your game files in steam.
Objects outside of map bounds are not supported.
Visual Studio 2013 c++ redistributable is missing or not installed correctly.
If you want to play the game, you have to buy it first.
We don't have separate crash/script logs.
Won't do.
still not fixed
2024 09 16
dont know if any other vehicle has this bug
I have the exact identical issue, same symptoms and error.
Cannot use any element of Arma 3 Tools, all immediately crash.
Also using Windows 10 64 Bit
Well, Hi. I'm very, very stupid. Everything was down to not having the correct mod folder set up. I swear that's one of the first things I tried but oh well, now it works apparently so yeah, laugh at me if you will; I'll be recovering lost time
Probably related to gas stations blowing up several times too. Some MP mess is going on.
Looks like localization side issue @falagor
I believe it is related to the fact that the player is touching the ground at the time
try
player setPosWorld (getPosWorld player vectorAdd [0,0,0.1]); player setVelocity [0,0,100];
nevermind i fixed it
I take it this bug still exists as I am getting the same problems where recoilCoef doesnt seem to do anything, along with hit in AmmoCoef
Reposting from discord:
Seems to fix an issue I thought was unrelated, where hideObjectGlobal didn't always work on *localhost* when executed during the init process. Time will tell, because the replication wasn't 100% reliable anyway. Tested on 2.18 RC.
Light on this object always be allowed to enable, by default animation and lights state is off
Use this code to enable lights
_this animateSource ["Lights_Hide",0]; _this switchLight 'ON'
This is still an issue in 2.16.151618.
I cannot see which script file it was, but the "modParams" command was at line number 374.
In T184224#2663092, @TRAGER wrote:This error fixed in dev see T182822
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.
not every mod in arma uses ai, could be interesting having the chance to rise or lower the water height.
This error fixed in dev see T182822
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.
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
2.20 152207
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.
Agreed, the new environment can generate some highland lakes
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
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