have you tried [this setFriend [*side*, 0/1];?
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Arma 3 Activity
May 10 2016
Yeah I have a modpack installed but there has been no problems previously, i can connect to dedicated, but not self host.
I also cannot even see self hosted servers in the server browser.
I'm not talking about changing sides via scripting. I'm talking about changing sides using the groups feature of Zeus. Unless you're the admin of the server you're playing on, you won't be able to use that command.
Are you using any mods? Also, are you running a direct or a dedicated server?
Yeah, i Made a new mission with a squad of playable infantry purely to test this and no luck. I have uploaded a screenshot of the issue to see if this makes it easier.
Hello,
are you sure you have player/playable unit in your mission?
I have the same issue, as do my friends. I have also attempted forwarding ports 2302-2305, 8766, and 27016 as well as setting up an echo ping response within Windows firewall but none of that has helped. When they try to connect via steam it says "No connection", and they can't host games either, it does the same thing.
ai didn't stay in position(down, middle, up)when enemie shoot at it!
i guess everyone know that!
take a ai unit, give it a "this setunitpos"middle"" in the initline, put it behind a sandbagwall or somthing like that and let enemies attack it.
sry for my bad english
Please add repro steps to show your problem.
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 am not talking about third party missions - I am talking about Arma 3 basic code.
It is a very basic concept.
What is good is good, what is bad is bad. Let's remove the bad!!
It is very easy to do!
I hope you understand this very basic principle.
Let's do it!!!
Arma 3's seemingly refusal to accept ownership of their own game is nothing other than a total cop-out!
I have no idea what you're talking about.
What do you mean by "Arma 3 basic code"?
@mozzbo217,
the tools I was talking about are scripting commands and editor. We provide and support the whole scale of commands as well as (ingame) assets. These allow to mission makers to create content as they like.
Please visit our wiki to get full picture of what I am talking about: https://community.bistudio.com/
There are already thousands of user-made mission in Steam Workshop (everyone owning the game can download them) and hundreds of them are suited for multiplayer. We do not control every mission which is publish. Instead, we make sure that Arma, as a sandbox platform for creating them, can run them with all the content and support we are providing.
I hope that this is the answer you were looking from me. Have a nice day!
No, BIS doesn't have quality control on third party missions.
I assume by "logging in" you mean joining a server? If so, join a server running a mission that's not King of the Hill or Wasteland and I assure you, you will have no such "tips" displayed.
Where did you get this "generic message" about the Windows key?
Seriously, why am I having to give this feedback? Do you have no quality control over there?
When I now log into the multiplayer game after the latest update, I get 4 or 5 "Tips" that appear randomly each time I am logging into a multiplayer game. One of them states that the Windows key will give player name, plus player level.
False!!!
I see that the latest update has pop-up windows with tips, one of which informs us that pressing the Windows key reveals team players names, which is the answer to the question I have asked here but you have failed to tell me. For your information, pressing the Windows key does NOT reveal players names, nor does it reveal their level as claimed. It isn't even mapped! So what the hell is the "tip" talking about?
Still waiting to hear from ICEMAN about what tools he was referring to.
So let's get this right... the generic message being transmitted about the windows key function is INCORRECT! Because it is only mission specific, and NOT generic.
Lets be clear on this also, I am talking to ICEMAN when I use his name.
He has made a statement and I would like his answer to my question.
Is there anything you did not understand about that?
The Windows key showing players' names is a mission-specific feature. It's also present in some Wasteland missions if I remember correctly.
As for the tools Iceman was referring to, I already told you. The editor doesn't have any tools specifically meant for punishing teamkillers, but mission makers can use scripting to punish such players.
Press Shift+P, find the player name and click on it, then click on "Vote kick". Keep in mind that some servers have this disabled.
The editor doesn't have any tools to punish teamkillers, but mission makers can script it.
Thanks for the reply ICEMAN. I have yet to be online in any ARMA 3 game (and I have played a lot) where you can identify other players, let alone vote-kick them as the other commenter has stated. If you can do this, how do you do it?
Also, could you please be more specific about what tools the editor contains to affect player conduct online?
I will indeed contact mission designers/server admin, but I need to be able to know what I am talking about before I start making requests for them to implement changes. I know what the problem is, I would like to know what the solution is.
You can votekick players already. If you want any other measures implemented, contact the mission author or the server administrators, as there is nothing BIS can do about third party missions, mods or servers.
Hello,
I believe that this is a problem for mission designer/server admin. We provide mission makers with various tools to affectbehaviour of players online.
Thank you for your feedback, have a nice day!
Closing on author's request.
What a waste. Command has been removed, this ticket can now be closed.
- Yes i got the message after i pressed alt+tab. ( it was probably in the background, becouse i was waiting for 5 minutes)
- I believe i so , i have over 100 gigabytes free on both disks.
- Like i said at First one i tried waiting, but i will do it again and see what happens.And if i get them ill upload.
Just for info, when that happens music in background stops and i cant move my coursor.
I have good news, game managed to run this time after around 7 minutes. I still got same file as before in that crash folder. I guess ill have to wait 7 minutes every time i want to play. I really have no idea how or why, but important thing is that it works now.
Ty for you help.
Hello,
thank you for the quick answer. You uploaded only rpt files. Unfortunately, we cannot use them for analysis, unless we have complete crashdumps.
(crashdump is rpt + bidmp + mdmp file with same name)
Would it be possible to upload these as well?
Thank you very much!
That would indicate that your game is not actually crashing (may be force shut down) or the crashdumps have not enough time/space to create. Could you please answer these questions?
- When crashing, do you get Winows message "Arma3 has stopped working"?
- Do you have enough space left on you System drive?
- When crashing, would it be possible to wait about five minutes so the crashdumps have time to create?
Thank you very much.
I see that i missed something , but this is all i can find in that map , there is nothing else inside. I looked at your wiki to see if i am missing something, and it says i quote "Arma 3
The arma3.rpt, arma3.bidmp and arma3.mdmp files are located in your -profiles root directory, or if used without this parameter then it can be found in these default locations:
WINDOWS VISTA / 7 / 8:
%userprofile%\AppData\Local\Arma 3" , but i cant find it there.
I have already uploaded here on this site under attached files,ill make another upload with latest crash report. I also noticed thah after the game crashes and stops working and closes it isnt closed completly , why am i saying that , well after around 20 seconds my screen blinks like something else just got closed , i cant take a screenshot of that becouse it happens in split second. I dont see any other explanation becouse that happens only after i try to access mulitplayer and the game crashes. Hope this helps , ill provide more info if needed.
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.
Support sent me to this site.
Lovely. Well either the game hasn't installed properly or something related to the game is malfunctioning. Sorry that I can't be any more help than this.
Thank you!
Could you please try to create a shortcut of Arma exe and run it with parameter "-nobenchmark"?
Right click on the shortcut, select Properties and in Target, add "-nobenchmark" (without quotes)
Example:
"C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\arma3.exe" -nobenchmark
Please make sure that you have quotes according to the example.
Hello,
it seems that the server rpt will provide us with more data than the client one. Would it be possible to try starting arma3server.exe couple of times and then upload your rpts starting arma3server_ in one archive?
Thank you very much.
Tried it, didnt work. Think its the same like the starting options in steam.
I tried many of those starting options, memory usage, cpu usage and many more.
Nothing worked.
To be sure i did it right i made a screen shot.
Files are up
It says that arma3.exe and arma3diag.exe have to be started with DEP.
And i cant disable DEP completely in the Command Prompt. It says its needed for save start and cant be disabled.
Welp, try showing that event report to the support they might be able to help.
Google "how to disable data execution prevention" on your OS.
Hey,
Have you tried checking the windows event viewer, it might tell you whats going wrong.
I tried verifying the integrity of the game cache. It always says one file is damaged and needs to be downloaded. I can do this several times, doesnt change anything.
Have a nvidia geforce gtx770m on my board too. I disabled the intel onboard card in the device manager once. But then i cant run any game with fps over 10. Looks like they need each other.
Damn, unexpected. Try restoring the dll, if you haven't already.
Also it looks like there might be a problem with BEX; try disabling DEP for Arma 3?
Dont know what BEX and DEP is.
That was a good idea.
Look what it says:
EventData
arma3diag.exe 1.23.125.390 53a9fdc4 IPHLPAPI.DLL_unloaded 3.0.2.0 5392abda c0000005 000304d3 fbc 01cf9151392b1a46 D:\Program Files (x86)\Steam\SteamApps\common\Arma 3\arma3diag.exe IPHLPAPI.DLL 77d7f946-fd44-11e3-bea0-0c8bfd8e83dd
and after the error theres a message:
EventData
81681304823 5 BEX Nicht verfügbar 0 arma3diag.exe 1.23.125.390 53a9fdc4 IPHLPAPI.DLL_unloaded 3.0.2.0 5392abda 000304d3 c0000005 00000008 C:\Users\Phillip\AppData\Local\Temp\WER99E1.tmp.WERInternalMetadata.xml C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_arma3diag.exe_3f44a63b626524eada2a57ad3d41183afef3b3_4084cbec_17bb9fd 0 77d7f946-fd44-11e3-bea0-0c8bfd8e83dd 0 225dcaed1411cf0d226bc2f4a37493f3
Something is wrong with the IPHLPAPI.DLL
The support told me, that there was something wrong with it.
But i dont know what to do with it.
Hi K3Nnny,
do you only have an onboard GPU to play games, or have you installed a graphics card on your mainboard too?
If you have a graphics card installed, try to deactivate your onboard GPU in your BIOS.
Have you tried to verify the integrity of the game cache (open Steam->Library->right click on Arma3->properties->local files->verify the integrity of the game cache)?
I once installed a game (f.e. Max Payne 3) and it didn't start. I verified the game cache, Steam downloaded something and I was able to start the game.
that's actually an interesting idea, force the hud to be locked forward if the pilot doesn't have a helicopter pilot/gunner helmet.
Or, even better, don't give them a HUD at all, since the helicopter doesn't actually have a physical HUD device like a jet does.
they have an HMD (Head Mounted Display). In real life, the HMD is not just a fixed screen of info like it is in Arma. For instance, in the orca, when you turn your head the gun reticle should stay in place (otherwise the gun is automatically useless). It would be the same for the unguided Rockets
"since the helicopter doesn't actually have a physical HUD device like a jet does.
Are you sure about about that? Then how does a pilot fire unguided rockets?
the only issue is how can you control the gunner position from the pilot seat? we'd need to add a whole new set of key bindings, unless helmet guns were implemented
This can probably be closed as resolved
Would it be possible to create a module, which is available even for people without scripting knowledge? That would be fantastic!
kind regards
R3vo
Would it be worth it though? As there's already the parameter to handle all editor-placed units. The only non-scripted thing not handled by that parameter (that I can think of) would be zeus.
(I mean non-scripted as in it can be set up purely through the editor)
I think a proper sheduler where you can insert timed tasks one off or repeating would take care of many things. Then you can cue any object for deletion alive or dead. You should be able to add scripted task and remove it. addScriptedTask [interval, boolrepeat, code] returns id of then task for removal. Maybe even add it to an object? obj addScriptedTask?
Just spoke to dwarden and it sounds like having weaponholders added to the collector is not a bad feature, to remove dropped items after some time. Will need a bunch of description ext params though, holderxxxxmaxtime etc.
Also I have a question to George. How difficult this would be to add event handler "collectorDeleted" to fire when unit or vehicle is removed. Would make respawning scripted vehicles very straight forward as well as will help to dynamically adjust mission events. Example destroy tank. After tank burnt for a bit it gets collected and either new tank is spawned instead or new mission task added, all right from event handler.
Yeah, just other objects which can be destroyed in general. I think it would be nice if the system could handle them when added by the new commands, but personally see no reason for them to be supported by default.
Edit: These kind of things are what I mean https://community.bistudio.com/wiki/Arma_3_CfgVehicles_EMPTY
Well, if you make addons/mods and missions then you'll spawn quite a lot of various classes during a mission (sometimes ten thousands of objects and not only CfgVehicles).
So what's also needed, beside removing dead objects, is some kind of FIFO system and some kind of time limit system.
First one would be something like, if 200 objects of class x exist (doesn't matter if alive or not) then if object number 201 is spawned remove the first spawned object.
Second one would be something like object x will be deleted after 600 seconds, no matter if it is still alive or not (for alive vehicles some kind of check would be needed if the crew is still alive, if so, don't delete the vehicle yet).
What's not so nice about (non playable) AI disposal currently is that the weapons won't get deleted. Means, the dead AI unit vanishes but the weapon will remain and stay on the ground (and launchers are standing on the ground, bug). So a mission maker has to take care about removing those weapon holders again. A not wanted side effect.
I'm curious as well to what kind of objects would benefit from disposal collector. Adding buildings to it makes 0 sense as disappearing ruins would look really weird. Small (empty) objects? Many get deleted upon death anyway. So what exactly do you have in mind SilentSpike?
@KK, nothing specific in mind right now. It would just be handy in more dynamic cases where perhaps you want spawned objects to be cleaned up without hassle. It's certainly a more of an edge case usage, but it never hurts to have less limitation so long as it's not at the cost of something else.
That said, I'm extremely content with the current improvements and see no reason to add support for objects if the devs' time could be better spent! :)
It currently works only with units (people and vehicles). It should be possible to expand the manager to other types. What objects do you have in mind? You mean like other objects placeable from editor?
That sounds perfect to me. Thanks for working on expanding this system, makes things a lot more convenient for mission creators.
If I were to use one of the new commands on a building I had placed down or some other destructible object that isn't a unit, how would the system handle that? Would the command simply be ignored or would it also clean those after death?
Default behavior of the manager could be controlled by corpseManagerMode/wreckManagerMode value in description.ext where:
0 - AddsNone - None of the units are managed by default.
1 - AddsAll - All units are managed by default
2 - AddsNoneButRespawned - Only units that can respawn are added
3 - AddsAllButRespawned - All units are managed with exception of respawned (opposite to mode 2).
Example manage all corpses:
corpseManagerMode = 0;
When not defined, the manager is in mode 0 for SP mission and in mode 2 for MP (for compatibility reasons the behavior is same as before the manager).
This is default behavior, it could be always be overridden by removefromremainscollector/addtoremainscollector script functions to flag additional units to be or not to be processed by manager when they are destroyed.
Awesome :)
Would also be useful to have the ability to set the system to include all units by default, but even if that's not possible/planned then the new commands sound great on their own!
vehicles and units placed in editor are included by default. it is those that are dynamically spawned after mission start need to be added.
removefromremainscollector
isinremainscollector
addtoremainscollector
George is the man!