The rope is actually unwound, back to 50cm minimum length.
But its stretched by up to 21x. The problem here is that the rope is elastic and stretches itself, not that ropeUnwound is returning a wrong value.
ropeUnwound is working as designed.
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Mon, May 19
Sun, May 18
Fri, May 16
Thu, May 15
Wed, May 14
Mon, May 12
prof v31, 2.22
Map icon draw crash.
Old issue, we don't know how to fix it. So far. There are dozens of tickets for it
Sun, May 11
You are like the best beta tester in the world by now. You find the issues, you provide the solutions and you charge nothing for all that work.
Sat, May 10
Fri, May 9
Thu, May 8
Wed, May 7
Tue, May 6
Mon, May 5
Sun, May 4
Fri, May 2
In T190364#2788419, @BIS_fnc_KK wrote:Players being locked in lobby
works for me, there is a few seconds delay before you can select role
Debriefing remains on screen after mission restart
works fine as well, no debriefing screen for me
In T123355#2801333, @LSValmont wrote:KK never gave back feedback it seems, only Dedmen.
Will Dedmen claim ownership of this?PS: Are holdactions also compiled before every execution? Because holdaction seem very resource intensive with larger code
Thu, May 1
This is happening for me on both profiling and standard branch
Wed, Apr 30
Tested addAction conditions with this code:
conditionFunc = {call{call{call{ call {captive cursorObject}}}} and call{call{call{call{alive cursorObject}}}} and call{call{call{call{typeOf cursorObject == 'CAManBase'}}}}}; for "_i" from 1 to 1000 do { //player addAction ["Title", {}, nil, 2, true, true, "", "call{call{call{call{captive cursorObject}}}} and call{call{call{call{alive cursorObject}}}} and call{call{call{call{typeOf cursorObject == 'CAManBase'}}}}"]; player addAction ["Title", {}, nil, 2, true, true, "", "call conditionFunc"]; };
Frame rate of 220 without either, 102 with the separate function and 93 with the string. Not sure whether that's compilation overhead or just the code locality costs of running 1000 different functions. The main takeaway would be "don't add 1000 addActions to the player".
KK never gave back feedback it seems, only Dedmen.
Will Dedmen claim ownership of this?
Tue, Apr 29
Game loads fine with & without mods, when BattleEye is unchecked/turned off
Collected the ARMA details & report (when required)
Apr 26 2025
just tested with latest dev version, mission complete. recommend close ticket. on side note, it was a bit slower (not significant enough to warrant any fix as this may be a symptom of "efficiency" that caused the bug in the first place). thank you!
Apr 25 2025
19-03-2025 Fixed: Missiles did not consider their fuseDistance setting - T189277
Yes please! Significantly higher number of supported custom channels would allow many cool things to be done, like complex phone systems or organizing comms efficiently in vanilla.
Apr 24 2025
This is a big issue for my spawning system. enableDynamicSimulation does not work for Vehicles. When you enable Dynamicsimulation for vehicles in the editor it works. But using enableDynamicSimulation on spawned vehicles does not work.
Apr 23 2025
Apr 22 2025
Any idea of when is 2.20 going to be released? I heard it was expected for February, and here we are in April...
related T191278
This is still an issue after 9 years..... and it's vanilla. By using only ZEUS EXTENDED mod, jumping in T-100, and having AI as Commander and Gunner. Go manually into commander slot, use almost all ammo, switch back to driver/gunner. Spawn some enemy AI, and after commander uses all of it's ammo, he constantly wants to reload gunner's weapon. I'm very surprised this wasn't reported over those 9 years again. I might go submit new ticket, unless someone from this thread reads this.