sorry I looked for that and couldn't find any files with rpt, bidmp or mdmp. If this helps any I got this game on steam.
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May 10 2016
same problem here
sorry I really don't know how to do that, would you mind helping me?
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). Please try to provide as many crashdumps as possible, it helps us investigating the problem in a big way.
Thank you.
Just saying if you have a IPv6 from your provider port forwarding is simply not possible (neither UPnP or manual). Contact your provider and ask for a IPv4 they normally do it for free.
Of course.
Please look to this folder:
C:\Users\<Name>\AppData\Local\Arma 3\
There should be plenty of files. Select all the ones that have rpt, bidmp or mdmp on the end. Copy them somewhere else (another folder). Then please make an archive of them (right click > Send to > Compressed folder).
All you need now is to upload the file(s) here. On this site, you can see "Upload files" Click on it and then choose the archive(s) and hit "Upload file"
For me works, maybe your router or firewall.
Two days ago I just tested this, the first time failed, then I checked my router and UPNP was disabled. After enabling it, and rehosting the game, it worked and a random Russian joined in.
doesn't seem to work even with port forwarding
always the even problem, port forwarding, firewall disable, impossible to find my server
I have the same problem. I my friends can't find the game I'm hosting. Doesn't work with port forwarding and UPnP. I have to use hamachi
3 days later. I still have the same crashes. I'm waiting for a solution. I uploaded files of an other crash.
Hello,
we are still analysing your crashdumps, thank you for adding another. Sorry for inconveniences, such analysis may take a while.
I bought Arma 3 and I can't have fun with it because I crash. It's
inadmissible and really annoying.
Thank you for the crashdumps, we will analyse them and let you know.
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). Please try to provide as many crashdumps as possible, it helps us investigating the problem in a big way.
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.
This seems to now work in todays Dev update.
@Electricleash this is exactly what I am experiencing.
@Iceman I haven't tried it yet. Will I lose my campaign progress if I revert? I'm not too keen on replaying the preceding missions on veteran again.
Hello,
there is a waypoint and assignAsCargo command problem on development branch and should be fixed very soon. Stable build is not affected.
I just tested the mission on stable, and everything played through as it should.
I notice that the Hunter should have 4 WPs after it's start WP:
- -First Drop WP
(Player Moves to OP)
- -10m from Hunter, vehicle moves to a Hold WP.
(Player Destroys Towers and moves to Road.)
- -Hunter moves to Pickup WP
- -Second Drop WP close to Mike 26.
So something broke following the new HUB updates last week.
Can confirm this:
Expected:
When the Hunter drops you off, I seem to remember it was supposed to wait until the towers obj. is complete then it meets you at the bottom of the hill, and you drive closer to Mike-26.
the player then joins Bravo to assault Mike-26.
Observed:
After drop off hunter moves off after player moves away from it (est. 10m)
The Towers obj. complete fine but at the point at which the player is to re-board the Hunter, your squad leader simply goes into safe and walks to Mike-26.
Once the base is cleared the squad leader just stops.
Notes:
I have mo mods.
I have tried this fresh 3 times to eliminate discrepancies.
Campaign progression, if relevant runs as follows:
Drawdown
Sit Normal
Max
Blackfoot Down
Max
Patrol
Max
Wet Work
Max
Patrol
Max
Death Valley
Max
Patrol
Max
Radio Silence
Hello,
have you tried it on the Stable game version?
Hello,
we are aware of this problem and it has already been fixed for Steam Dev version (Steam Stable next update). The absence of wet suit is unpleasant, however the mission can be finished (Your character will swim slowly).
Sorry for inconveniences, have a nice day.
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.
A bit after the fact, but I found a workaround: launch the mission from the strategic map and you spawn wearing survival fatigues.
Hello,
it should be fixed in rev. 126007 and higher on Steam Dev. Only the hide module will take some more time.
Thank you.
Hello,
sorry I couldn't reply sooner!
I added my VR repro-mission + screenshots to demonstrate the current behavior for 1.22 (main) on listen and dedicated servers, and will add them for 1.24 / dev soon.
Repro-Mission Legend:
tanks: hideObject
hunters: enableSimulation
GREEN: no modifiers
BLUE: local command (+alt. syntax)
RED: global command (+alt. syntax)
PINK: hide-module
0-0-1 show / enable everything
0-0-2 show legend again
PS: It worked perfectly well on devbranch even before it was synchronized to 1.22 mainbranch (please see "Additional Information") for some very mysterious reason. :)
At the moment I cannot run nor have a dedicated server with dev/ RC, but will test it as soon as I can or the RC is released!
Hello,
thank you for reporting the ticket. I cannot reproduce the problem with hideObjectGlobal command, it works for me as it is supposed to. Could you please try it on current Steam Dev?
I can confirm that enableSimulationGlobal is not working as intended. The issue has been assigned.
Thank you, have a nice day.
as a hack to get around the issues one can spawn a waituntil {time > 0} before executing the commands. OFC this is NO solution and will only compromise your own code, but there is no other solution until BIS fixes that (i didnt find any yet)
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.
Will saves to each mission ever be programmed to stay? It gets old going back to a previous mission and having to start all the way from the beginning. Also when you die and hit esc, it takes you back to the mission select screen and then your saves are gone and have to start over.
Thank you! :)
TexView is now part of Arma 3 Tools :)
http://dev.arma3.com/post/techrep-00018
Hello,
I suggest you to use a campaign cheat and then revert from the mission you choose. The problem you are describing can be caused by older profile or some data which are marked as "read only."
https://community.bistudio.com/wiki/ArmA:_Cheats
not sure what you are talking about I just got it from here, and it works fine.
I got it from there too, because it's not included in Arma 3 Tools.
If they want to make life easier for modders they should include all the necessary programs in the current tools, not force people to wander into the internet to get a program they should already have.
Hello,
would it be possible to upload at least three more crashdumps?
Thank you very much.
Has duplicate: http://feedback.arma3.com/view.php?id=21210
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.
I can't reproduce the issue. When I kill the AI behind a static weapon, its fire ceases. Wounding the AI in a static weapon doesn't make it change stance (and it can't as long as it is inside a vehicle).
Could you please add repro steps, repro mission or a video with the mentioned behavior?
No worries. I'll mark it as resolved but feel free to reopen/re-add a ticket if you bump into it again. Thank you!
thank you oukej for your effort.
it happens realy rarely so a repro mission dosn't show it realy and i cant make videos.
just take a static mg and put it behind a sandbagwall or something.
it happens only sometimes.
maybe there was a prob with my instalation. i was reinstall the game yesterday and no prob with that since i do.
but hard to say because it happens so rarely.
if it still happens i post it but if it was my/instalation fault i am realy sorry for stolen your time. :/
best regards BSR
yes, but i guess not dead just wounded. maybe dead also, hard to say.
... thx, jup, monty python :)
you mean he has already died, laying on the ground but the gun continues firing?
I love your name btw :P monty python?
a wounded ai inside a static mg is still using it. the soldier lies on the floor and keep on shooting. sorry for my bad english :/
Hey! Could you please specify the issue?
The next version has a progress bar and the button "Convert" will be disabled while converting files.
That would be very nice, thank you!
The latest techrep is incomplete, here the changes for ImageToPAA:
Added: The UI now generates a log in \Logs\imageToPAA_<DATE>.rpt
Fixed: If there is no file of a given file type, no action will be taken
In consequence, you will find the output in Arma3ToolsDirectory\Logs\imageToPAA_<DATE>.rpt
Every "common" errors are handled, so, everything is logged. I'll add a status bar (like fontToTGA) for the next techrep.
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.
Dear BIS manager, having crewed an MH60 blackhawk equipped with m134 miniguns, I can assure you that the video you posted is for the most part staged via abnormal tracer quantity and self-placed explosives. A minigun is frankly a 7.62x51 repeating rifle...very quickly. Could I write my name in the water with a gun? Yes. Could I turn a car into swisscheese and set some fuel on fire? Yes. Could I penetrate a brick or stone wall? No. I hopped in the editor and tested the AH9 against the air tower, and indeed the entire roof was demolished within a few trigger pulls. While yes lots of stuff would be broken with holes in it, the m134's simply don't cause significant structural damage. Please observe the following clip for a real m134 in action. There is no hail of flaming rounds coming from the gun. Just a lot of standard caliber bullets that will punch through soft metal, not harden walls.
Why are you downvoting? he's making a perfectly reasonable argument, backed up by hard facts. How on earth could you disagree?
It's not only the UH-80 6.5mm gatling. The M134 Minigun (AH-9 Pawne & WY-55 Hellcat) is ridiculously overpowered against buildings too. 30 Rounds and the Airfield Tower is destroyed (not completely).
Obviously Renz have no idea how the real m134 works - showing a old m134 video with explosions is a bad excuse to have unrealistic m134 in the game
btw guys vote this one now > http://feedback.arma3.com/view.php?id=20087