Sorry for waiting so long for the answer.
Our QA is currently trying to reproduce the issue. I was actually unable to reproduce it. Will keep in touch;)
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Arma 3 Activity
May 10 2016
QA is not able to reproduce
I've just stopped using Addon Builder altogether and disabled auto updates some months ago to avoid it from messing with my settings and modfolder.
I can't confirm if the problem is still present as of today because my version is obsolete.
Sorry for wasting your time.
Reopening.
The problem is still present as of latest stable patch.
It was solved a few months ago but now it started again.
I get same , on restart of PC always , game and addon builder for me can run at same time but if i close addon builder and re open it will reset whitelist
it seems if you start addon builder through steam it copies 4 new files every time, not sure which files but this seems to reset the whitelist and paths to last addon built.
Problem is still persistent, sometimes Arma 3 cannot run when Buldozer is open.
I start the tools i need from links i keep in the application bar.
I usually launch Addon Builder and Object Builder directly from there, i don't even use the Arma 3 Tools dialogue window.
Mass closing tickets marked as resolved more than 1 month ago.
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Hello,
unfortunately, we are unable to tell which mission in particular is causing the trouble. It looks like there is some mistake in the "description.ext" file in one of the missions. If you can't determine which one is causing it, please try to remove them one by one. It should help prevent the crashing.
Still, I would like to ask you to upload the mission then, these are really valuable data for us and we would like to analyse them.
thank you very much.
Hello,
will you be adding the mission?
I have over 30 MP missions , do you know the name of the mission ?
Just to make sure its clear , the crash happens when I click on host after setting up the port , name ,and password
I don't even get to see the Missions I have to choose from
im afraid while moving the missions from one folder to another on my external HDD (meant to be backup) something went wrong and I lost all the missions (I accidently Cut instead of Copying and there was a problem in the transfer)
I am now able to play in MP (small price to pay so I could continue playing I guess)
so you can close my ticket I can't add any more information
Hello,
would it be possible to upload the mission you are mentioning (in rar archive)? It seems that it is causing some trouble and we would like to analyse it further.
Thank you very much!
Hello,
thank you for reporting the ticket. Do any crashdupms create during these crashes?
C:\Users\<Name>\AppData\Local\Arma 3\
(crashdump is rpt + bidmp + mdmp file with same name)
If yes, would it be possible to upload them here?
Also, would it be possible to try it on Steam Dev version of the game to see if the behaviour is the same?
Thank you.
I uploaded what I have
added the bidmp file , no mdmp files were created in either one of the crashes I had
The banning system is administrated by Battleye, we have absolutely no involvement in the process of detecting cheats/hacks nor administrating any bans etc. We would suggest you to contact Battleye directly.
Your problem is your using the wrong command createvehicle, you should be using createunit.
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thanks
I just solved problem by using BIS_fnc_spawnGroup. domove works with unit spawned by this func. Example : _mygroup = [getmarkerpos "aispawn", EAST, ["I_Soldier_02_F","I_Soldier_02_F","I_Soldier_02_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; So do not use createvehicle in arma 3 for creating ai, use BIS_fnc_spawnGroup instead.
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Hey, thank you for the report!
hideObject and hideObjectGlobal are intended only to hide the visuals and do not alter the functionality of an object. (Except the functionality that comes with visuals - e.g. AI unable to visually confirm a target)
I'd probably suggest requesting a command to hide a vehicle from radar instead.
Is it intended behavior, that the hideObjectGlobal command does not work in the editor/ SP, while the global-counterparts of other commands do without any problems?
This should no longer be true and it should work correctly everywhere.
Hello,
and thanks for the reply! I have created a new request here:
http://feedback.arma3.com/view.php?id=19620
Have a nice day! :)
Hello,
it looks like the crash dumps were not created (we need rpt + bidmp + mdmp file). It could be that your game actually did not crash or it crashed and was killed off (via task manager) too quickly for crashdumps to create.
Next time it freezes, please try to wait a minute or two so the dumps have time to create. If there are no crashdumps after then, we'll try to find another solution.
Also, please try to run your Arma without any parameters (it helps when analyzing the crashdumps).
Thank you.
http://www.mijnbestand.nl/Bestand-8E3SP6Q6TBRP.rar
good or not?
Hello,
Thank you for reporting the issue.
We need crash dump 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 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.
Well, interesting. I believe this is so much not intended. :D
This is a potential security issue...
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All of these have already been reported.
Yeah, it's really disappointing. According to Dr Hladik, they aren't fully ignoring the pond issue, but it's not a priority item for them right now. Rivers, he said, are not planned at all. It's understandable given everything they're working on, but it is holding back progress for some terrain developers. I hope that Arma gets a proper water implementation one day. Maybe we'll get lucky and finally get it with the expansion for Arma 5 in 2022.
Still no solution. Even ponds from A2 are not working in A3 anymore. I'll probably remove lakes from my A2-A3 conversion maps and put a sign there "There is supposed to be a pond here, but not available in A3." ;)
Besides: I'm not keen of lowering my real-life terrain data to get rivers on height:0meters. It is too much work especially on mountainous terrain where rivers flow "down" =)
It was improved by 1.21.124818.
Hello,
thank you for uploading the ticket. However, I was not able to reproduce the problem. As an attachment, I added a screenshot where you can see that the green smoke (thrown under water) stays green. White smoke was thrown on surface (beach) and is there for a comparsion.
Could you please upload such screenshot so we can compare the results? Also, are you using any mod?
Thank you!
I've uploaded a mission to repro what I think he means, you'll see it best in 3rd person. However, I don't believe it's a bug.
The smoke is grey on the surface if the grenade is underwater, this is seen more clearly if you swim down and watch the smoke produced at the top of the bubble stream.
Hello,
thank you for reporting the ticket. Could you please upload a simple repro mission describing your problem? It would help us a lot.
Thank you!
here a demomission on stratis,
They do start in formation when in aware or combat behaviour, but safe behaviour breaks the formation.
Bad performance is fixed. Not sure whether it was patch 1.20 or something else going on. Flickering cursor there still (Just a bit though), but way less bothersome.
Startup parameters:
-name=Adanteh
-showScriptErrors
-noPause
-noFilePatching
-cpuCount=4
-exThreads=7
-nosplash
-world=empty
No mods used.
With the repo mission I get 30 FPS when I move my cursor on the ArmA screen. When I move it off the ArmA screen I get 150 FPS. When I close the dialog I get 110 FPS.
Tested with graphical settings:
Display: Window
Resolution: 1024x768
VSync: Disabled
Interface Size: Small
Sampling: 100%
Texture: High
Objects: Very High
Terrain: Ultra
Shadow: High
Particles: Standard
Cloud: Standard
PiP: Low
HDR: Standard
Dynamic Lights: High
Postprocess: 0 / 0 / 0 / 0 / Disabled / Disabled
Antialiasing: 4x / All Trees / FXAA High / Standard
Got three people to try and reproduce. No luck. I use crossfire myself and have tried turning it off, but no luck again. It's a real shame because the combination of dialogs and maps seem my game run terrible (The FPS issue isn't really a problem, but scripts seem to run way way slower).
I can see the cursor flickering, but I don't experience the fps drop. My frame rate is going up actually (70-90% more with the dialog displayed in the repro mission).
Do you have any mods in the game? Are you able to reproduce this issue without them? Is anyone else able to reproduce this issue? Thanks for help!
Performance is also very bad when opening Dialog on top of map. Normal map view about 90 FPS zoomed. Open dialog and see FPS drop to about 14.
Thank you for the mission. The problem was reproduced and assigned to a responsible department.
Have a nice day!
Thank you for your hard work :)
Hello,
the issue has been fixed and will be projected in the next Stable update. Thank you again for reporting it.
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I added a mission.sqm. Just load it with the editor, click on preview and try to deactivate the IED.
there are buried and unburied ones
+1. I am very glad to see IEDs for zeus, but it would be great to see them be placeable. The FIA is a great choice. It should take longer to set them than a normal charge though, because they are buried.
Hello,
thank you for reporting the ticket. Could you please upload a simple repro mission and provide steps to reprosuce your problem? It would help us a lot.
Thank you!