Hi,
thank you for reporting the issue. It has been assigned to our animation department.
Have a nice day!
Hi,
thank you for reporting the issue. It has been assigned to our animation department.
Have a nice day!
This is really annoying in MP because if you're in the gunner position of an MRAP or something, you can't hear what anybody is saying because the noise is so loud.
Thank you for the video.
I've already reported this, but no one voted it up. The title of the issue is "Sound of vehicles and airkraft is too laud". You cannot hear notthing!!!!
I'm sorry I forgot to say that the sound is when you are inside the vehicle. I uploaded a video that show this.
Hello,
thank you for submitting the ticket. I was not able to reproduce the problem, would it be possible to upload a short video describing it? It would be a big help.
Thank you very much.
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.
Hello,
as the_Demongod points out, it is necessary to reproduce the problem with vanilla game without any mods.
If you succeed reproducing it, please type a note and I will reopen the ticket. Otherwise it is resolved as "No bug." Thank you.
Yes true.
the only part of that I understood was "red damage" and "toolkit." I don't know why the Breaking Point Forum directed you here, but this is a place to deal with Arma 3 issues, you are talking about mods which are not affiliated with Bohemia Interactive, so reporting this issue here will not get your question answered.
If you can reproduce the bug with vanilla Arma 3 aircraft you can post here, but otherwise please direct this issue to the makers of your aircraft mod.
Its still a problem, using allMissionObjects is bad approach because it is VERY slow command unlike entities or vehicles.
Its ok to close this.
vehicles, entities, nearEntities do not pick up GroundWeaponHolder.
nearObjects and nearestObjects do pick up GroundWeaponHolder.
It seems that entities and nearEntities pick up everything in "ReammoBox_F" but not "ReammoBox". Legacy issue? GroundWeaponHolder falls under ReammoBox whereas most of Arma 3 crates are in ReammoBox_F.
Two interim workarounds to this issue:
systemChat str count (position player nearObjects ["GroundWeaponHolder",10000000]) doesnt seem to cost any more if the range value is lower. Perhaps, the function has to loop through the entire object space anyway to work out distance to the reference position. Still, its a cost to have to work out the distance.
player addEventHandler ["Put",{
private ["_container"];
_container = _this select 1;
if (_container isKindOf "GroundWeaponHolder") then {
serverRegisterGWH = _container; publicVariableServer "serverDespawnGWH";
};
}];
"serverDespawnGWH" addPublicVariableEventHandler {
[_this select 1] spawn {
private ["_obj"]; _obj = _this select 0; sleep 120; if (!isNull _obj) then { deleteVehicle _obj; };
};
};
Or you can use allMissionObjects "GroundWeaponHolder" which is fairly slow by might be better than nearObjects.
allMissionObjects is more elegant :)
Its a problem indeed, GroundWeaponHolder should be returned by entities command.
I too am getting this issue as of today. I can link my .rpt file if you would like but all it gets to is Item STR_CONTROLS_TOOLTIPS_IN_MAP listed twice
EDIT: everything STR_ is being listed as twice, I'll upload my rpt
Hello,
would it be possible to upload crashdupms the next time it crashes for you?
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When package will be smaller than 5000k, you can attach it here. When package is bigger, please use some free sharing service and post link here.
How to find correct crashdump file:
Try to make the crash happen
Look into crashdump folder
Upload crashdump with latest date in name (crashdump is rpt + bidmp + mdmp file with same name)
Thank you.
They are different types so it is expected I guess.
I just finished validating the game files after deleting the add ons folder. It reached initializing add ons and then it gave me the game has stopped working message, I waited ten seconds, staring at my phone out of anger, and it did load.
I believe this has to do with the issue involving the fact that that animation is purely tied to altitude. If you spawned a house way up in the air (above 300m I believe) and placed a unit in it, it would be stuck in the HALO animation.
What we need is ejection seats...and then problem solved.
some valid points here ^^^
multiextension/multiuser I see it this way. Upon extension call, id is returned on submission. this id is then also passed back with result in _this array in extensionReady event handler.
This is related to #17943 - nearly duplicate except this issue deals with one very specific implementation suggestion without many of the pitfalls I mentioned in a note there.
Even with all of the below resolved, I'd like to point out the nature of this proposal:
It's about moving complexity away from the extension (worker threads) to sqf (continuations).
Away from where a few 'highly skilled wizards' (relatively speaking) have tools and languages that help deal with complexity,
to where the majority of users (sqf scripters often with no "real" programming experience) appear to be struggling with things like code structure as it is.
There are some deeper questions that need answering.
The latter would require that the functions are reentrant, and if the extension will "do something meaningful" it also has cross-call resources that need properly synchronized access.
In no case would it be appropriate to put all extensions in the same queue.
Analogous to putting them all in the same queue; you cannot suspend calls to one extension (e.g. acre) while waiting for another (a database call).
More importantly, how do you recognize which extension sent a return value back to you?
Two options OTOH:
addMissionEventHandler ["ExtensionReady_MyExtension", {hint _this}];
or making _this an array of ["extensionname","string"]
Imagine that when a player joins, you do a database check to get the data for that user.
Now two players joined at nearly the same time. You just got an answer back. Which object do you apply it to?
If we assume the queue above, you could track this manually in a sort of parallel queue, but it would be a chore and it would be error prone.
Another solution is to expand on the above: make _this ["extensionname",something,"output"] as a result of
"extensionname" callextensioncb [something,"input"];
At what times can the EH fire? I'm going to assume this will be checked at most once per frame.
Will a new thread be created for every request?
Will this be the game handling a "worker thread" for the extension instead of the extension writer?
Can be achieved in two ways. Overloading on right side being string vs array, or a new command like callextensioncb.
"Then create a sqf loop that would call extension until the result is ready to be collected."
Actually, you could do it all as
_ret = call compile ("ext" callextension "input")
and let the returned "reference" be the code for that loop, with the reference number embedded.
Again, moving the complexity about to where we have better tools for dealing with it.
Hello,
could you please verify your game files via Steam?
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
After then, please try to run your Arma as an admin.
Thank you.
Agreed. Waiting for this too long...but for whatever reason I guess those improvements will come on those Dlcs..
YEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!!!!!!!!!
I know, same here. I'm just really confused as to why they would take it out in the first place.
Like, it's obvious that moving features from A2 to A3 isn't hard (look at autohover, landing autopilot, high command, how locking works, and the entire squad management system, just to name a few), so I don't see why they would take a more complex system and simplify it. It just removes depth from the game, adding to the effect that "there's no content" as everyone says.
It would be almost like taking ejecting from aircraft out. Sure, you don't use it *that* often, but when you need to, it saves your virtual life, allowing for search and rescue missions and the like.
It can do nothing but add to the game, and now it's been taken out :/
I do miss the old first aid modules.
Ok, well this isn't something I searched for. I want a command you can connect to an other server with, not only send an message. For example:
The command could be "ClientConnectTo" with parameters ip and port and can only executed if not is Server, like this:
_ip = anyIP;
_port = 2302;
if(!isServer)then
{
ClientConnectTo [_ip,_port];
};
And if you execute this you will be automaticly connected to this Server. There could also be an Command for "isServerFull" (returns true or false also returns false if Server is not reachable)
_ip = anyIP;
_port = 2302;
if((!isServer) AND (!isServerFull[_ip,_port]))then
{
ClientConnectTo [_ip,_port];
};
Why is this not voted up? It's a great idea!
Sorry I was mistaken - I am referring to:
https://community.bistudio.com/wiki/sendUDPMessage
Search the CIT on sendAUMessage for the state of it and the context it was made.
Thanks .kju I found nothing.
Hello,
thank you for reporting the issue. Unfortunately, I do not speak French, we will have to get by with English. Could you please describe what the problem is? I understand that car is stuck in wall (or not?) and then some glitching happens. Could you please upload a video showing the roots of the problem?
Merci
Sorry , i m not a native english speaker, so what....! Speak french why english people come to a french server and speak english, you don't speak french ????
I do not have time to translate correctly when I'm angry !!! because lot of player who takes advantage of flaws in the game (it's not against English people), but in general these players are English people. So if you find my English not good, this is probably true, but your comment isn't constructive then thank you, get out!
Sounds like your problem is related to google translate to me, BI can't do anything about that :P
Not being a native English speaker is NOT an excuse for your English being this horrible.
Hello,
could you please upload your DX-Diag file? It would help us a lot.
You can find how to get your file here:
http://www.matrixgames.com/forums/tm.asp?m=1597548
Thank you.
It seems like you didn't map your working dir correctly. P Drive Batch uses the dos command "subst", therefore it needs the rights to map the dir AND the drive.
My game is also not installed on C:, it's on H: and Tools are on E:.
if you take a look at the settings.ini (https://community.bistudio.com/wiki/P_drive/settings), you will be able to point to correct paths since Arma's P Drive Batch isn't perfect (indeed).
If you use the settings.ini, registry values are not needed to configure the batch correctly.
Additionally: As P:\ is just a substitute of a working path, Arma 3 CoreFiles have to be unbin'ed and in root of P(your working path) - which is a direct mirror of the game structure - to use with buldozer and packing. This means, if you are using a texture that comes with the game, you are just referencing the path, P: is NOT the absolute path, it is simply a "placeholder" for the packed game structure.
Anyways, it might help to lower or temporarily disable UAC permissions or take ownership of your involved folders.
The RTM errors are not caused by this, they are somehow faulty or simply do not exist or any other bug is involved.
"Anyways, it might help to lower or temporarily disable UAC permissions or take ownership of your involved folders."
That wouldnt help anybody at all with windows 8.1 im afraid as it will cause 3 FPS in Bulldozer and game , as stated at MS "some Apps may freeze by disabling UAC" , Arma3 is one of those apps.
Anyway for the record its fixed now for me now i got a rollback thanks to BIS , for anyone else who wants a dirty fix : Always run all tools via steam , its a pain in the ass and your whitelist will be reset if you start any tool before P: . and always steam as Admin.
As for RTMS , sorry but if a prefix of o: is there and not in config or Binary p3d it is the same cause as i stated in 18842
Solved
My terrain Config was formulated on from Dev in tools v0:58 and the core config didnt spit any errors ;
however after update of tools Version 0.62
Problem was due to :
Version 0.62
Updated: New versions of core config files
Call stack:
Stack 0030D098 0034D098
mapfile: .map (empty 1)
SO my congif was now spitting too many errors and so wrp just not binned but copy direct unbinned
Updated My terrain config to be compatible based on errors in Bin log and all id ok now WRP Binarises
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.
Are you asking for the stars to remain constant size at all view magnifications? That was very recently introduced to the Dev build, see http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2669873&viewfull=1#post2669873
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.
seconded, this has recently been fixed
That's a no then...... is it?
this is a serious problem. a game that relies 50% on multiplayer and you have to workaround to be able to play
Iceman has anything been done yet or even in the works in regards to this issue?
Also if you own Evolve apparently there's some sort of work around that lets you play Arma with your friends. You need both games running at the same time though.
i still cant see my friends server. neither he can see mine. i cant join him via steam overlay either (has it ever worked?). we used to play online coop no problem but now its not working. please this should be a priority
An update sitrep please Iceman. Is the problem ever going to be fixed?
I'm still angry at you.
I'm that guy who paid for that game you guys made...
Can Bohemia afford to make their own lobby system? Is it too hard? I don't know. How bad is this issue? Should I keep waiting or move on to other things? That's what I really want to know.
Thanks for the update Fireball, much appreciated.