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Jun 17 2025
Should not be any slower, I also made the sorting multithreaded. So it should be much faster too, and in my tests it was.
BattlEye had an outage.
Action scripts are recompiled everytime IF they just contain a script fileName, in that case they essentially do a execVM.
In T192649#2822848, @dedmen wrote:Well if the server crashes, then we need the crash report files from the server.
Of course you loose connection when the server crashed.
It'll be a simple issue in the shaders. But the impact is probably too low to invest time into it
The backpacks in vehicles (not just quads) are generally hidding to prevent clipping issues.
For example sitting in a seat with back support, you wouldn't want your backpack glitching through it.
https://github.com/WolfCorps/gf_scripts/blob/master/addons/gf_scripts/functions/fn_p_makeUnitCurator.sqf
I use this script to give units zeus access.
It spawns ModuleCurator_F in script, same as you show it.
There is no way to reproduce this problem.
But what if both muzzle and magazine have different soundTypeIndex, how do we choose?
It was a BattlEye outage
A proposed fix was pushed in Profiling branch v31
It will reappear in 2.20 v1
The 16000/18000/19000 hardcoded limits I assume you mean.
Yeah we could probably raise that a bit, it'll still be limited by video settings anyway, but you can change them in config then
particlesSoftLimit/particlesHardLimit in config somewhere, they are just currently clamped by hardcoded in-engine maximum
BattlEye as having outages. this looks like it was caused by it.
Send the RPT/crashreport then: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
Well if the server crashes, then we need the crash report files from the server.
Of course you loose connection when the server crashed.
Jun 16 2025
Can we expect a fix on this?
Revision: 152941
Jun 15 2025
also just to add, here's a video demonstration of this issue: https://www.youtube.com/watch?v=bcqSptQ1jKw
(it's not my video, but it shows the same exact issue im having)
Jun 14 2025
Jun 10 2025
Unlike ViV loading (where this was done), its alot harder to do with slindload. Because it literally just stores the memory point index. So that it can later look it up and consider animations moving that point.
Jun 9 2025
can be closed as per this Discord message (not a bug, just network synchronisation not being instant)
Jun 8 2025
Seems like it was battleye, after disabling it its fine now.
Jun 6 2025
This issue can be reproed by any sound source that use SoundSet system, for example - tanks, cars, etc.
According to Leopard20, this looks to be a LOD bounding box issue, not a position issue. There are large gaps in the roadway LOD that you can fall through when hitting the seam.
Jun 5 2025
I'd really like this as well!
It has always been like this
Jun 4 2025
I have four issues I wanted to report, firstly I have a problem with game freezing when playing after a couple hours, this is then followed by another issue where I get hit with a server connection error trying to load back in’s. third everytime a server updates there mods and you redownload the mods to get back into the server it will freeze up and not update the file, this leads to having to delete the mod and redownload. and last I just wanted to ask to work on optimizing the game further, I play mostly mods but even in the official servers my fps will drop in the 5-10 range, but normally i get about 30-40 fps on performance mode. I should be getting 60. all of the issues were recorded on a base ps5, and on W.C.S modded servers. specifically W.C.S. new ever on north/south miami servers
Here is a fixed script that uses vector dir and up instead of setPitchBank.
Vanilla function also fails if you try to align the carrier in the Titanic mode and fixed one doesn't.
Jun 3 2025
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May 28 2025
The issue with removeWeaponGlobal not fully removing all pylon weapons from some CSLA helicopters like the Mi-24V, AH-1F, and MH-60A DAP appears to stem from improper weapon-magazine linking in the config files. While the command logs the correct pylon weapons, some still remain usable, suggesting discrepancies in how pylon weapons are configured or bound to the vehicle. This issue is reproducible and doesn't occur in other aircraft like the Mi-17 or AH-99, indicating a DLC-specific config oversight. A config review of CfgMagazines and weapon associations for the affected helicopters is recommended to resolve the inconsistency.
May 26 2025
Need help please!
@Tenshi This seem to be fixed.
May 25 2025
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May 12 2025
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.
prof v31, 2.22