Ok I understand now.
There is something to do to improve it. Up voted.
Ok I understand now.
There is something to do to improve it. Up voted.
X39: every game you say? Check Just Cause 2 -
JC2: view distance 30000m, island area - 1000 km^2, number of players on single server - 800+, client FPS - 250
A3: view distance - 1.5km, island area - 270 km^2, number of players on single server - 40, client FPS - 30
Correlation between server FPS and client FPS is a bug, FPS reduction because of higher draw distance (without adding vivid complexity to scene) is a bug too.
its not a bug
its a feature of every game my friend
the FPS gets lower as more complex a scene gets ^^
meaning:
more objects = more polygons to render = more worse performance
I think you should write again your description text to have more visibility.
For my part i'm not sure to understand what you are requesting for.
does not matters
it was stupidness that i havent removed the code out of the mission
thats true
but the game should not crash anyway!
When 1st player starts the mission he is initialised very early and isPlayer true in init, when JIP joins isPlayer is false when init runs. So what you do is you remove playable unit before player gets chance to transfer to it. No surprise the game crashes.
crash also happens with a mission which is not using custom addons
update 1:
when another player joins after step 2
the game of player 1 crashes instead of the server
update 2:
located the issue
i will edit the ticket to let it match the exact bug now
this should be fixed in 1.12 , can you confirm ?
Its ok to close this. This issue has been resolved.
Testing on 1.12 finds the following:
Good work.
Good news it has been fixed, thank you! :)
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.
Retested in SP, MP (local and remote) + JIP, couldn't find any problems. Thank you Druid and Iceman!
Hello,
the issue has been fixed, could you please confirm on Steam Dev 1.19.124318 and higher? Thank you very much.
Have a nice day!
It's broken since it was introduced some years ago and a ticket for it exists already for some years in the CIT:
http://dev-heaven.net/issues/13583
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.
Many thanks for investigation. I will try to look at it.
Fixed in latest dev build related to bis forum
It seems, that the creation of secondary explosions is not working as intended.
When the vehicle is destroyed, the script to start the secondaries is launched on every connected client. ([[_v,_int],"BIS_fnc_effectKilledSecondaries"] call bis_fnc_mp;)
That script will then in turn keep creating "SmallSecondary" vehicles, that are all global. (_b="SmallSecondary" createvehicle (_v modelToWorld _effect2pos);)
i vote Down because IRL pilot can't eject from helicopter except for russian attack helicoter as scorpion wrote.
But i want to tell you that user are working hard to improve the air part of arma, and you will be able to do perfect autorotation.
I was shot down once and landed on top of a tree. Helicopter was not functional, and i couldn't get out. Had to quit the game.
there should be some measure implemented for situations like Goomer said ^
it doesn't happen often, but i've had it happen a few times. condition should be something like: (sudo code)
if(( !touchingground && height < 10 ) && ( velocity == 0 ) && (!engineOn))
i figure < 10 meters, 30 feet as a height you'd realistically survive falling if you had to jump from a stranded heli.
As it stands, i'm thumbing this down for the eject-in-flight.
Eject into the blades? I've landed all red helicopters before.
I have said many times before on other issues that pilots do not get the option to eject from helicopters except for specific helicopters.
One can logically assume that if they jumped from a helicopter that was falling from the sky the rotors would pose a very high risk as they are usually spinning at very high speeds.
some exceptions are the Russian Ka-50 and Ka-52 which use an explosive to jettison the rotors from the aircraft and within 1-2 seconds the roof opens and you eject but this is unlikely in the average helicopter.
You can't eject from helicopters. The altitude is too low, and you'd get hit by the blades. If your helicopter is so screwed up you have to eject, you're probably dead anyway if you don't know how to autorotate. And if your main rotor is gone, you are most definitely dead (pretty much like being thrown off a 5 story building with a piano strapped to your back)
Mass-closing all resolved issues not updated in the last month.
Please PM me in BI Forums (http://forums.bistudio.com/member.php?55374-Fireball) if you feel your bug was closed in error.
No response for more than a month. Closing.
It seems to be working fine for me. But "random 2" in count ends up in some cases with number bellow 0.5 and 0 weapons is added in that case. But I would say that it is correct behaviour. Is there any other issue with these commands?
Hit space before the "2 hours text" until you have full control. Then save and reload until you receive an objective. Actually already exist a post about this.
Mass-close of resolved tickets not updated in last two weeks.
DxDiag in attachment
Files are in archive (link: http://webfile.ru/file/59b1d0ec03e48582023612743b9289c4 )
Should be fixed in current dev version.
We need dxdiag and files from this folder for solve your problem. C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When package will be smaller than 2,097k, so you can attach here. When package will be bigger, please use some free sharing service and post link here. Thank you.
I couldn't reproduce this issue so this looks fixed. You may close the ticket.
Test info:
productVersion result on my PC: ["Arma 3","Arma3",128,126958,"Stable"]
productVersion result on dedicated server: ["Arma 3","Arma3",128,126958,"Stable"]
I installed the ArmA 3 dedicated server but I can't connect to it from a DEV version. I ran the steamcmd with 233780 -beta development parameters to set the dedicated server in dev mode but it didn't work.
We will see if it is fixed in stable version.
Should be fixed in current dev branch version. Could you please check it and let me know? Thanks!
Should be fixed in current dev version.
Mass-close of resolved tickets not updated in last two weeks.
not a bug or something we can do anything with at the moment
I believe you hit the default preset of hitting the keys "W+S" at the same time, which will activate "sneak mode".
So if this happens, try hitting 'W'+'S' at the same time again, which should untoggle it.
If needed, bind that action to a different key.
"no.
this is arma, in real life people wont add NV to optics without thermal imagenry "
-yes.
though in real life, people wont play with you anyway...
i love you too, fabio
related to http://feedback.arma3.com/view.php?id=12984
I've read that guide and there is nothing said about reporting one issue/request per ticket only.
Anyways I consider this to be the case here since I am describing only one issue: there is no general 'switch' to turn off TI on all game elements (vehicles, optics, weapons, etc).
Yes, they will if they can't afford TI Optics. The US currently doesn't even have optics on the everyday Humvee, it's just a standard Browning .50. Some MRAPs do though (troop carriers, command M-ATV's, etc.). Anyway, there is already a NV scope in game, no thermals or anything. And if the enemy has thermals and you don't, employ some guerilla warfare :D sometimes more fun than trying to directly face off on an advanced enemy (put down some IEDs, set an ambush, steal the enemy thermal optics)
no.
this is arma, in real life people wont add NV to optics without thermal imagenry
Try "optic_NVS".
Agreed, but make a separate ticket.
Agreed, but make a separate ticket.
Thanks for optic_NVS idea. When I checked this (during daytime) I had a completely white screen and thought was bugged.
I don't see the point of creating 2 additional tickets since for me there is only one problem with multiple causes. I think putting it all together makes the problem clearer.
Read the How to guide (http://feedback.arma3.com/how-to-user.html.html). It says to report one issue/request per ticket only.