This would be nice. Please raise the cap to at least 1024! :D
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Arma 3 Activity
May 10 2016
"weird thing that should be removed, yes, but the question is why you would want more than 144 groups?"
I've played several huge Joint-Ops' where the amount of AI was too low due this bug. Most of the time 144 AI groups should be enough, but with the use of AI Improvements (like UPSMON, Headless Client, Alive Mod) you often see small groups which can work together, instead of large groups which always stay together.
Also, as gdscei noted; it also limits the amount of players to 144, when all are in seperate groups (like DayZ).
It would be nice if this number could be highered or even removed (unlimited), so the server (or HC) will determen the limit it can handle.
i see your point.
But ALiVE its not an AI improvement
You can, it's just that you can't place more than 144 GROUPS in one mission, so if you have lots of different AI groups you are going to run into this problem.
weird thing that should be removed, yes, but the question is why you would want more than 144 groups?
ok, so the problem is that you cannot plac more than 150 AIs in one mission?
The problem is, this has been an issue I think since A1... But I agree that AI needs some fixing overall.
Well, consider this: #16709
Seeing that, it probably wouldn't be wise, until it's all fixed.
Either or:
- Have 150 players where each player is in a seperate group in a mission. It won't let you.
- Create 150 AI all in seperate groups. It won't work.
wait, group like squad of AI? or like server cap?
but you mean in an MP match as a server amount of players? or as the AI you can control?
144 is the group limit per side.
Please note that indirectHit damage *also* appears to ignore caliber and armor thickness limitations when causing damage (only explosionShielding prevents this--but that is a per location property and not based on Fire Geometry armor thickness as it should be in an ideal case).
This seems to be controlled by the armorstructural value in the vehicle config. It applies any hit value x armorstructural accross the entire vehicle's damage value. Increasing the armorstructural value a hundred fold seems to remove this overall damage system and let the hitpoints do their job
@Sakura-Chan: Sadly this workaround doesn't fix the problem. I increased armorStructural to 100000 on the Slammer. While it made the front hull somewhat immune to non-penetrating hits, all other vehicle parts and angles were still susceptible.
ArmorStructural might actually dampen global damage correctly. The problem is that there is still a bug in the damage formula. Non-penetrating hits pass damage on to hit locations.
@Sakura-Chan: OK, I played around with values and the armorStructural workaround is not perfect but better than I thought:
- Increase armorStructural WAY high (e.g. 100000, it appears to be a divisor not a multiplier)
- Decrease high-end "hit" values below some vague threshold (say <400).
- Use "caliber" judiciously to cause armor penetration; add it to (AT) weapons that don't have it (i.e. missiles & rockets)
There is *still* a bug in the damage calculation that allows high "hit" values (e.g. 400+) to cause locational damage regardless of "caliber" penetration. Also, I don't think getting rid of global-damage is what BIS had in mind, but I can certainly live with it.
I'm still testing this workaround to see if there are any flaws or limitations...
The current behavior is not, I think, the intended behavior. If you read through the "Arma 3 Tanks Config Guidelines" you find this comment: "When KE round penetrates the armor plates, it passes the damage to HitHull hitpoints array as seen in example model. The hitpoint vertices ... cannot be activated by rounds that fail to penetrate armor." This is plainly not what is happening in the game currently--non-penetrating hits damage & destroy the most heavily armored of vehicles.
Here is a more thorough description of the issue and potential solution:
http://forums.bistudio.com/showthread.php?171367-Armor-amp-Penetration-how-it-works-amp-how-it-could-work
IRL, pitot tube doesn't measure side speed...
Request Closed
Just a suggestion to see how people would react. I had high doubts that Bohemia were actually going to put these in anyway.
or just mount a small 7.62 M240.
But downvoted anyways
What kinda weapon do you want to mount on that thing. A .22 gun? At the distance where a 22 becomes effective you can shoot the UAV down without aiming. What'd make more sense is a Laser, but I guess that's too futuretech for the arma community. (Not as in marker, but dazzler/zapper)
The laser is more powerful than the gun. It's more powerful because you can drop a Hellfire, GBU, or guided shell (artillery, mortar, tank) right on their heads. Anyway, at the range you would need to take someone out with a .22, the enemy would easily shoot it down, thus losing hundreds of dollars of UAS equipment and alerting the enemy. This could be done much cheaper and without the VZZZZZZZ of a quad rotor by using one man, one bullet, and a suppressor.
Dat reference : Call-of-duty-black-ops-2-drones.jpg
We are not on call of duty black ops 2. We are in ARMA
Arma mean simulation, not game like COD ...
I upvoted as it seems like a decent idea but it also sounds a bit stretched and taking the point away from the Darter a bit.
@Vitdom: obviously, there are no weapons except machineguns, and Darter exists in reality.
Upvoted. Quads of such size can carry cargo in order of kilograms, and .22LR gun + 20-30 rounds would weight far less than 1kg. That's not a machinegun, but will also have its use (example: Ghost Recon Alpha short movie http://youtu.be/7-wAzlqzXH0?t=7m28s)
You do realize that a machine gun weighs A LOT, + at least the same weight in ammunition? In reality, the Darter wouldn't even be able to take off.
Hello,
Is this issue still valid for current Steam Stable 1.14.?
Thanks
So... We think it has something to do server side. Since we have 0 response from you guys. We bought another server; http://www.gametracker.com/server_info/134.255.217.231:2302/ . And tested and still have our steam ticket error issue. So now we have 2 servers that doesnt work.
We had full servers from 2pm to 01.00 am before the new year. Today it has been in a all time low. 9 pm with only 2 players. Honestly guys, this game is fucking broken at this point and been like this for over a month. Ive seen so many players going to other games because of this constant crashing that im even started to consider switching now.
This issue has been dealt with in another ticket. It was caused by corrupt .paa files that we used in clantags. Unsure if it has been resolved or not, the ticket went as private i think.
I uploaded the mission (it's 3.6 now but still the same error) and 2 server logs, hopefully this helps...
The problem still exists after the patch. We need help.
Hello, I dont want to come off as some impatient player but as issue has been active for over a week. I see Astaroth stacking up on more and other issues, I wish ours dont fall under the pile.
We suffer badly by this bug to the point where it is tearing our community apart. We in the clan have been going through a vast amount of our own code in the scripts and have come up empty. We then tried switching to Bohemia interactive maps which appears to have the same problem. (Escape Altis and a clean map with only spawn points with no scripts at all.) We have tried turning off battleeye and still the issue was active.
Are we close to a solution or can we help in any way to test and try to fix this problem because, again, our community is suffering really hard because of this issue. Sitrep plz :P
It's not really good protection. It kicks a lot of clients from certain servers, whether they actually have the game on Steam or not.
This could be an issue with Steam, though.
The error occurs often, if players try to connect to the server. I uploaded a zip file including log and minidump.
This happens when the Server checks with Steam if the Client is who it says it is. If Steam fails to respond, the client is kicked.
This is protection against game piracy.
Name of the mission you guys are running? I only crash in MP when I play TeeTimes warfare.
The mission was first made by Tier 1 and was called something among the lines of "Tier1 combat patrol generator". Then we took that and modded it ourselves into something of our own and is now called: SpecialOperations v3.5.
Server: http://www.gametracker.com/server_info/94.23.250.120:2322/
Nice to know that nobody from support cares...
Seems to be fixed, closing
lol CONFIRMED!!!
It gives the option to drop item on 'ground' or 'crate' the snake is the crate.
The cheeky little get slithered off into the long grass with my IR Laser Pointer!
It'll probably be on ebay tomorrow.
I'll check to see if the rabbits do the same.
UPDATE:
YEP it looks like ALL wildlife act as crates.
I was able to give my gun to a Rabbit and A Mackerel stole my helmet.
no bug here, move along
:D
i'd rather this not be 'fixed'
Added video link to 'Additional Information' section to clarify what happens during the crash. Note the Overwolf overlay in the top right of the screen disappearing right before the program crashes.
Yes, I install Overwolf, it was only my stupid mistake, when I wrote my last post. Thank you for notice. :)
I edited in my previous post, from Overlord to Overwolf.
That's odd, I think there might have gone something wrong during uploading?? I just tried to launch the game on dev build with Overwolf activated and it still crashes on startup. I also recorded the crash on my camcorder, will upload that as a private video to youtube, I'll post the link here as soon as possible.
For now, the crash dumps:
http://www.mediafire.com/download/tos8whiamy8a78j/crash+dumps+v2.rar
Too bad that you could not reproduce the problem.
I also have it. To reproduce try:
- Run Overwolf.
- Run Arma3.
- Join the game server.
The problem occurs most often when switching from the game menu (server browser) to the mission welcome screen.
I'll check on Beta.
Update:
The beta version is more stable with Overwolf.
The beta version of Arma3 stopped working when I closed and start Overwolf again, when the game was launched.
Normal version, as it often happens to me, stopped working immediately after starting when Overwolf was running.
I am unable to reproduce this crash. I tried play with Overwolf and game didn't crash, it works correctly on my pc. Crashdumps are corrupted (zero size).
Did you try it in dev version on Steam?
Right click on Arma III in your Steam Library>Properties>Betas>development build
This version may not stable and it can contain more bugs, than Stable Arma 3 version.
Overlord? Are you sure you installed the correct program? :P
Thank you for you assistance. Attachments updated, good luck ironing this out!
We need 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.
More problems. This time I forced tank to be local before trying fail commands on it. All these commands:
player moveInGunner tank
player moveInCommander tank
player moveInTurret [tank, [0]] (gunner)
player moveInTurret [tank, [0,0]] (commander)
player action ["GetInGunner", tank]
player action ["GetInCommander", tank];
When used for the first time, i.e on virgin tank that just being made local and player hasn't been inside, the commands behave as follows: player gets inside and stays for several seconds then auto ejects.
Notice the pattern, these two commands:
player action ["GetInTurret", tank, [0]] (gunner)
player action ["GetInTurret", tank, [0,0]] (commander)
perform more persistently with the difference that very first use of any of these commands switches the camera to "external" view, but player does not get auto ejected. Subsequent uses make commands behave normal.
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.
seems fixed
Nah, if you get in gunner of Slammer, engine doesn't start.
I don't know how tanks work, so please correct me if im wrong, but I could imagine that you need the engine to turn the turret. In that case the engine should activate.
If you get in Scorcher as driver, start engine then eject to keep it running then log out and log back in on the persistent server, the Scorcher will appear to be silent. The Scorcher will be local to the server, transferring ownership back to client will reveal working engine sound. Basically JIP wouldnt be able to hear working engine until they get in driver.
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.
Update. After some more testing, it looks like that the sound of engine running is simply not playing when tank is local to the server. This is how to test it:
Spawn M4 Scorcher on server call it tank.
Execute on server side
tank engineOn true
you can hear the engine started and see the exhaust smoke, then it goes silent and only smoke is visible, but in fact the engine is running. trying to execute tank engineOn true again makes no difference.
Execute on the server side
tank engineOn false
You can hear the engine shutting down sound and this time engine is turned off properly and no smoke to be seen.
Still not fixed?
Nope, despite two other reports on it as well without any acknowledgement:
http://feedback.arma3.com/view.php?id=18194
http://feedback.arma3.com/view.php?id=16173
http://imgur.com/a/aQPCb Screenshots of the problem here.
Should be fixed now.