i've come across the same ordeal. No audio for arma 3 only, everything else is fine. when i go to my audio mixer, arma never even shows up? idk. everything was fine until like 2 days ago.
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May 10 2016
Yes, only this game does this. Options in-game are useless in this case.
i know you may have already done this........ tried checking game files?
Sure, did this twice.
Sound works fine for me
have you checked your sound options in-game? is this the only game that does this?
No, it does this with me too. I wish I had seen this before I reported the issue as well.
Do you have any mods installed?
It's a duplicate of this bug - 0016456 (http://feedback.arma3.com/view.php?id=16456), please monitor that.
'RemoveItem' and 'RemoveItemFromXXX' also doesn't work with weapons even though the 'AddItem' variant does work with weapons.
Or could we atleast get a removeMagazineFromXXX series of commands?
Yes, the Ahoy World Invade and Annex servers I know I have experienced it on. They use that revive script (stated on their site to confirm).
Also the Hostile Takeover servers running the King of the Hill mission. I definitely had it on the EU server of theirs a few times and I think the revive script is the same one, judging from observation.
So it may well be the revive script.
In any case since the update to 1.10 for stable branch I have had less instances and of less severity (FPS drop but not to >1 FPS). It may have been a change in the script or in Arma 3 itself. Unsure but happier.
Edit: Small error in grammar.
@zero_sum: Yes, that does ring a bell. I've experienced this bug with the invade and annex missions, but was unable to repro in an empty mission.
Seems related to #9080
http://feedback.arma3.com/view.php?id=9080
I have experienced this bugged and I was glad to find it already documented. The performance issue has a very negative effect on the way you play the game. It changes the dynamics of play drastically as you have to factor in a threat to your system along side the virtual threats from the enemy. Breaks immersion severely and blocks entirely scenarios like dragging friendlies from danger etc.
There were other tickets describing the same issue. It's stated there that this only occurs in missions with (some) revive scrpts.
The times I have experienced the bug I was on servers running the =btc= revive script, I believe. I could be wrong there, just off the top of my head.
Does that ring a bell Goomer?
Our community has also experienced this very often. It happens next to a camp fire or burning wreck.
I haven't took the time to try reproduce in vanilla, but seen reports on the Tactical Battlefield forums that this also happens in vanilla and not just in the Tactical Battlefield mod.
I have experienced this one many times and so have my ArmA community this need to be fixed ASAP, I don;t understand how an issue this big even got into the main build of the game.
When the vehicle is on fire everyone in server who is close to vehicle gets 0-2 FPS if you are very close you will need to restart ArmA but if you are near the edge you can manage to move out of the 'Blackhole' and recover your FPS.
Once the fire goes away most of the time you can walk near the vehicles again but it isn't a certainty.
This and the Hellcat rotors breaking when someone walks under them are breaking the game for my ArmA community right now.
Why not having 2 camotypes?
I mean, the blackhawk also has 2 camotypes so the jets could have this as well since AAF is very green oriented.
Variety is important...like many other things. Upvoted anyways.
Watch this video. It looks so much better with that camo scheme.
@AD2001 a air to air jet not having the right camo type is a missing feature.
What feature is missing?
Visual camo for Buzard (AA). id say its right
Okay, it is a missing feature, but it wasn't promised, so you shouldn't have exepected it.
@AD2001 but it wasnt expected having CAS camo on AA fithers. "Oh you wanted a woodland guilly suit? well, we only have these desert ones, but hey, guilly suit is guilly suit, should work too, right?"
At the very least it would add some nice variety.
It's based on our own design. This texture maybe will be delivered with the others, but at the moment it's feature, not a bug.
Yes, but that is the only picture with a sensible camouflage scheme.
Yes, it is, but you can't say it's missing feature if it's wrong camo.
Yes, it is. They're working on it.
And the jet in the picture has a hexagonal camo, which means it was planned to be used by CSAT before the release.
it seems to have been fixed :/
weird.....
Mass-closing resolved issues updated only last year - assuming fixed correctly.
Cheers!
Fixed, ["Glasses","Glasses"] will now be returned.
Will appear in the next dev build (which, I'm afraid, is next year).
Thankyou.
Dupe of #8799.
No reaction for more than a month. Closing as fixed.
Mass closing tickets marked as resolved more than 1 month ago.
If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.
Should be fixed in current version of dev build. Could you please check it and confirm? Thanks
magic! :)
https://community.bistudio.com/wiki/splitString
https://community.bistudio.com/wiki/joinString
are good enough. closing
This was the first place I learned of the substrings method.
Combined with find, this makes it easier to make a parseArray ourselves.
Especially if you don't require the regular syntax for it.
But if you apply the magic words "fixed size records" then things can really take off.
_res1 = _res select [0,10];
_res2 = _res select [10,10];
_res3 = parsenumber (_res select [20,10]);
@Deadfast what about getArray? It reads config entry expecting array, can it be tricked to read a string from sqf?
@MaHuJa new substring functionality can be used to cherry pick results from extension return. You can basically get numbers and strings avoiding call compile
res = "[123,'hello']";
parseNumber (res select [1,3]) 123 number
res select [6,5] hello string
better than nothing I guess
<b>getArray</b> doesn't do any parsing, it just returns the array value that is held in memory since the game start, which is when the entire config will have been parsed.
So there is a parser that parses config arrays, why can't it be used again? The difference between config arrays and sqf arrays is {} instead of []. I would be happy if this parser was limited to strings booleans and numbers.
Setting performance aside for a moment, the other problem with the call compile is that it allows the parameter to have code in it, which will immediately be executed. Especially while there is no signing for extensions, this is a bad thing.
Back to performance:
I've gotten the compile function to lock the game up for >20 minutes. (It wasn't completely accidental but the magnitude was surprising.)
Basically I don't think the performance of a parseArray would get anywhere near as bad because there's a lot it doesn't need to handle, like the creation of a value of type CODE.
All it needs to understand is
anything in "" or '' is a string
true or false is boolean
anything in [] is another array like this one
and 0-9 is a number
I think we can safely exclude objects and variables.
Of course if we could just pass and receive array from extension...
<i>Why can't parseArray just remove "" and treat the content as if I typed array? I am not 100% on how SQF gets converted into C++, but would this "[]" to [] conversion be possible before SQF becomes C++ code?</i>
Well it essentially does that. The reason the former is much faster is because it was <i>already</i> compiled alongside the rest of the script. If you were to measure the time it takes for the <b>whole</b> script to call compile preprocessFile you'd notice little difference.
SQF never becomes C++ code, it just gets broken down to instructions that are interpreted by the engine (which just happens to be written in C++).
<i>although parseNumber is slightly slower than 1st example it is much faster than call compile workaround.</i>
When you use <b>parseNumber</b> it already knows the input string (should) contain a number so it just (presumably) calls atof to get the numeric value.
With <b>compile</b> the script interpreter has no idea what it could find in the string so it has to interpret it.
If you compare the speed of for example
a = [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1];
and
a = call compile "[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]";
the latter is almost 5 times slower.
Why can't parseArray just remove "" and treat the content as if I typed array? I am not 100% on how SQF gets converted into C++, but would this "[]" to [] conversion be possible before SQF becomes C++ code?
Or maybe modify getArray so that instead of config entry we can pass value formatted like config entry?
getArray {1,1,1,1,1,1,1}?
I've compared
a = 123456;
vs
a = parseNumber "123456";
vs
a = call compile "123456";
although parseNumber is slightly slower than 1st example it is much faster than call compile workaround.