Mass closing tickets marked as resolved more than 1 month ago.
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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.
We are sorry, no new EXE is going to be uploaded to today's DEVELOPMENT branch so this issue will still be present. We'll try to get a new EXE with this issue fixed there ASAP.
Oh, I had it so that every AI issue gets assigned to me ;)
However this one is known, thanks for reporting it anyway! More info about this issue can be found in this thread prior to this post http://forums.bistudio.com/showthread.php?159710-AI-Discussion-(dev-branch)&p=2679062&viewfull=1#post2679062
We are sorry about the inconvenience thru the prolonged period (incl. weekend). The fix has been prepared since Wednesday, but due to national holiday it will be published in the Development branch only on Monday.
The issue is not present on the current Stable Branch, I suggest switching to it for the meantime (It is more or less than same, minus the AI waypoints issue)
WOW! That was quickly assigned! Were you waiting for me to post? :-P Ok, cool, obviously a known issue then! Cheers!
Should be fixed in the next dev branch update.
Err...is it because you're trying to open binarized models?
I'm not sure, are the default models binarized which is causing the problems? Also how would they binarize the models in the first place?
Mass closing tickets marked as resolved more than 1 month ago.
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Hello,
it looks that the problem is on a third party side. Could you please try the steps described by Microsoft? If the problem still persists, please ask here for more assistance.
http://answers.microsoft.com/en-us/windows/forum/windows_7-windows_programs/error-message-0xc000007b/3b428461-55ab-4575-88d6-8b397b9ce11d
Thank you very much!
Try to start a game not via steam "play" button but by double click on arma3.exe which is located in Steam\SteamApps\common\Arma 3. If you'll get "The application failed to initialize properly (0xc0000142). Click on OK to terminate application." then try to make a backup copy of Arma 3 (Steam - Backup and Restore Games), then delete Arma 3 folder and then restore it from backup you just made.
No pop-ups. It just says "preparing" and then nothing happens
Is there any pop-up errors or nothing happens at all when you start the game?
Starting it without steam gives me the error 0xc000007b
Hello,
we fixed the issue, it should appear on Steam Dev soon.
Thank you very much.
it is not resolved please look at mk18 abr AND ALL OTHER OPTICAL SCOPES!
http://cloud-4.steampowered.com/ugc/570022771346244790/35FFFA4991AF3718B5A8FE9C9E6A242BBF26C9A3/
Any updates on the issue I´ve reported ? http://feedback.arma3.com/view.php?id=18742
It's not resolved
Yes, I can do that.
Hello,
thank you for uploading the ticket. It has been assigned to responsible department.
@R3vo,
could you please create anothe ticket regarding the problem you describe?
Thank you very much.
Guys, don't forget to upvote this issue too. http://feedback.arma3.com/view.php?id=18742
Kind regards
R3vo
I can confirm this issue. Furthermore there is a problem with the TWR optic clipping(correct verb?) into the iron sights. I uploaded a few picture for more detailed description. Please consider that this appears to happen on every weapon equipped with the TWR optics, although I only uploaded a few pictures.
Kind regards
R3vo
This issue happens on both vanilla and other mods weapons.
confirmed thx you
Mass closing tickets marked as resolved more than 1 month ago.
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Hello again,
our programmers analysed the data and applied a fix. Can you please confirm that these crashes are not happening anymore on Steam Dev 1.19.124207 and higher?
To switch to Steam Dev, please follow steps right here:
http://forums.bistudio.com/showthread.php?149411-How-to-change-Arma-3-branches-between-STABLE-amp-DEVELOPMENT-versions-STEAM-client
Thank you very much.
Hello,
thank you for submitting the ticket. I was not able to reproduce it. However, our programmers will analyse the crashdumps to see if there is any valid data.
Have a nice day.
Hello,
thank you for submitting the ticket. I don't understand the problem. Could you please try to describe it more precisely so it is clear what trouble you are experiencing?
Thank you a lot, have a nice day.
I think I know what the issue is, I believe I have had the same issue before. It is where all the menu options are cycled through extremely rapidly again and again, the buttons all being highlighted one at a time. However, it's only happened to me very rarely upon opening the steam overlay, so it may be steam related.
No mods were active at the time. its ok, i found out it was a corrupt save file just. i had to restart Adapt campaign but it has fixed it and there have been no more issues. thank you
Mass closing tickets marked as resolved more than 1 month ago.
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Thank you as well. Resolving the issue as fixed.
Hello,
thank you for submitting the ticket. Sadly, I was unable to reproduce the issue. Are you running any mods?
Thank you.
Linux Server (Atleast Arma2) Had problems with Uppercase Letters.. I dont know if the Problem persits in A3 but i always keep my files lowercase.
Hello.
First: Why i cant log in anymore? When i click on: "Lost password" it say me there is no email like this but when i want to register me again it say there is already that email adress.
Second: Thank you for your answer and excuse my english.
Third: Yes. The problems are still occurring. Steam or gamespy similar.
Hello,
thank you for submitting the ticket. Are these roblems still occurring? If yes, do they happen both on Steam and Gamespy server lists? (You can switch between Gamespy and Steam server list on the top right corner of the server list screen)
Thank you.
Regarding your comment,I tried to repro this issue on dedicated server with friends.
But I finally found that this issue occurs only on singleplayer/editor.
Sorry for confusing,this could be trivial if not untrue.
I hope there would be reloading feature for CSWs but this is not scope of this ticket.
Thank you again for researching and separating your time.
Hello,
can you please confirm the issue on current Steam Dev? I was unable to reproduce the problem on a dedicated server with three players (two of them were JIP).
If it persists, would it be possible to provide as exact repro steps as possible?
Thank you!
Thank you for reviewing Iceman.
I always appreciate your support for community and I wish this ticket would be something positive information for A3's weapon system.
I uploaded a mission for reproduction.
In this mission,2 ordinate AI have their backpacks.
I assume you succeeded to assemble usable CSW because units given their backpacks when they were player character.
But in some cases on MP,some playable units would be still AI when it get backpack and later players join these AI as JIP(Join in progress).
Hello,
thank you for submitting the ticket. Can you confirm the behaviour on current Steam Stable 1.18.124097? I was not able to reproduce it.
If the problem persists, would it be possible to upload a simple repro mission and provide exact reprosteps? It would help us a lot.
Thank you very much.
Mass closing tickets marked as resolved more than 1 month ago.
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Repro:
Place a unit with "this hideObjectGlobal true" (or hideObjectGlobal this) in the Init and run the mission on a dedicated server: no effect. (it works via debug console though).
both are still valid in Version 1.22.125300!
Actually hideObjectGlobal and enableSimulationGlobal seem to only work during mission runtime, seems like there is no way to hide/disable any objects prior to mission start with these commands, even if the objects themselves exist already and are not null.
edit:
Just tested both commands again in the init of units in 1.22.125300, and hideObjectGlobal does _not_ work in MP (dedicated) now.
The hide-module is also affected: Simulation is off, but you can still see the unit on a dedicated server.
new ticket here:
http://feedback.arma3.com/view.php?id=19354
this works for me
I just checked with 124861, and everything works great there! All the issues mentioned above are gone. :)
I should have done that in the first place, but I was sure the fix was supposed to be included in 1.20 (124754) already.. I'm sorry for the confusion!
Marking resolved then, thanks.
Hello,
I just tested it on 124746, and it seems to be broken again. :/
enableSimulationGlobal and hideObjectGlobal both don't work in the editor/ SP.
Can anyone confirm?
additional info:
Repro:
-place a unit with "this hideObjectGlobal true" in the Init and run the mission on a dedicated server: no effect. (it works via debug console though)
Repro:
-place an empty car with "this enableSimulation false" and another one with "this enableSimulationGlobal false" in their Init fields
-add "setdamage 1" and an altitude of 10
-run the mission on a dedicated server:
-> both cars will hover in the air, so the simulation is disabled, but the car with the global-command will explode and burn (just like the command was entered a moment later) while the other one with "enableSimulation false" wont.
You can alternatively place a hidden flying helicopter with "enableSimulationGlobal false" in the Init, and the players will always hear the sound of the rotor.
Most likely related to http://feedback.arma3.com/view.php?id=18994
Reopening,
could anyone else please confirm that it is broken (also on Steam Dev) for you?
Thank you.
Hello,
this one is fixed on exe revision 124720 and higher. Issues mentioned by Killzone Kid will get some love, too.
Thank you.
Added repro mission. Try running this same mission in both the singleplayer and mutliplayer editor.
In the multiplayer editor when previewed, the 2 units will have the desired effect and have their simulation disabled as well as being hidden.
In the singleplayer editor however, when previewed both units simulation will still be enabled and both units will be visible despite using both hideObjectGlobal and enableSimulationGlobal functions.
Again this is very inconsistent behaviour for global functions and I implore you to read the ticket and comments in detail.
It is fixed. However there are other issues with enableSimulaionGlobal worth looking into http://feedback.arma3.com/view.php?id=18994
Today's notes -> Fixed: hideObjectGlobal script command (was working in the opposite way)
When did it break? It was working fine since introduction of alt syntax, the only issue with it was that it wasnt working in SP...It still doesnt work in SP
Hopefully this has been fixed today, will test soon.
Thank you for the repro mission, it shows the problem nicely. The issue has been assigned to our programmers.
Thank you, have a nice day.
@kju Im well aware that isserver returns true in sp, but this is not the server I had in mind. I can only speculate why hideobjectglobal is different. It was probably limited to the server execution in mp for security reason and this backfired in sp.
Do an isServer in SP/Editor KK.
Yep the change of logic/inconsistency is bad.
One way or another (ie you suggested in 70132) it should be solved by BI.
Hello guys,
could you please upload a simple repro mission describing the problem? It helps us a lot when analysing multiple bugs.
Thank you very much!
Exactly, it's a definite quality of life improvement for mission makers!
There are other commands that say they need to be exectued on the server but work just fine in singelplayer (such as assignCurator). It's just inconsistent beacuse these are the ONLY 2 global functions that don't work in singeplayer at all.
If I was to make a mission for the steam workshop and added the singleplayer and multiplayer tags to the mission, it would obviously be available in both from the singeplayer scenario menu and when starting a multiplayer server.
Point being in that mission is if I have a missionFlow.fsm with a condition to run server side only, and after the condition say I want to hide an object, I would use hideObjectGlobal to hide it for all current clients and JIP. However this wouldn't hide anything at all in singeplayer so I would have to add an if statement (isMultiplayer) there to use either hideObject or hideObjectGlobal.
Just additional scripting for something that should work using the global command in both situations anyway.
Here is your answer!
I can agree to that
if (isMultiplayer) then {
hideObjectGlobal
} else{
hideObject
}
Could be easily added internally. It took a few months to get alternative syntax for hideObjectGlobal. This only tells me that person who made hideObjectGlobal did not think from mission maker point of view. same goes for enableSimulationGlobal.
Nope.
Does setObjectTextureGlobal also need to be executed on server only?
Both of those commands do work, however there are other "server" global functions that work fine in SP, such as setObjectTextureGlobal.
Like I said before, it's a real pain just these two commands not working in SP. So developers can't make a scenario to work both in SP and MP easily using one command.
do hideObject and enableSimulation work? Both hideObjectGlobal and enableSimulationGlobal are server commands, and since in SP there is no server it is expected for the commands not to work.