I am going to post this in the dev Branch section, maybe that draws some attention. This is s serious issue for all mission designers who rely on this module.
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May 10 2016
i'm not sure if i am allowed to post again regarding this issue, or if i should edit my initial "confirmed" post, but i thought i would check in after a month or so as this issue has gotten much worse for me.
the issue is still extant, and the logging issue is now pretty much out of control.
almost 1MB of the abovementioned logs are added to my Arma log file EVERY SECOND. i wish i were kidding.
that's about 20,000 lines per second. context:
$ while true
do
wc -l arma3-public-stdout.log
sleep 1
done
65969 arma3-public-stdout.log
95567 arma3-public-stdout.log
127847 arma3-public-stdout.log
148683 arma3-public-stdout.log
177179 arma3-public-stdout.log
198253 arma3-public-stdout.log
212502 arma3-public-stdout.log
221154 arma3-public-stdout.log
248467 arma3-public-stdout.log
275644 arma3-public-stdout.log
308087 arma3-public-stdout.log
330456 arma3-public-stdout.log
355671 arma3-public-stdout.log
^C
$ while true; do ls -lh arma3-public-stdout.log; sleep 1; done
-rw-r--r-- 1 root root 9.8M Oct 27 16:43 arma3-public-stdout.log
-rw-r--r-- 1 root root 9.9M Oct 27 16:43 arma3-public-stdout.log
-rw-r--r-- 1 root root 11M Oct 27 16:43 arma3-public-stdout.log
-rw-r--r-- 1 root root 11M Oct 27 16:43 arma3-public-stdout.log
-rw-r--r-- 1 root root 12M Oct 27 16:43 arma3-public-stdout.log
-rw-r--r-- 1 root root 12M Oct 27 16:43 arma3-public-stdout.log
-rw-r--r-- 1 root root 13M Oct 27 16:43 arma3-public-stdout.log
-rw-r--r-- 1 root root 13M Oct 27 16:43 arma3-public-stdout.log
-rw-r--r-- 1 root root 14M Oct 27 16:43 arma3-public-stdout.log
-rw-r--r-- 1 root root 15M Oct 27 16:43 arma3-public-stdout.log
^C
thank you.
Confirmed. This error occurs when "delete" or "delete with explosion" are selected. No error occurs when using "preserve".
Only happens when I have nothing in the Expression field of the respawn module.
If I have anything in there, the error doesn't show up. I tested on 1.28.
Thank you for your support.
It it's just a teleport script which asks for the position of MHQ1, e.g
player setPos getPos _MHQ1
Nothing which should interfere with the respawn module.
I confirm the same behavior.
2014/09/24, 15:18:25 File A3\modules_f\Multiplayer\functions\fn_moduleRespawnVehicle.sqf, line 379
2014/09/24, 15:18:25 Error in expression <= _this select 3;
waituntil {scriptdone _initScript};
if (_wreck == 2) then {
pr>
2014/09/24, 15:18:25 Error position: <_initScript};
if (_wreck == 2) then {
pr>
2014/09/24, 15:18:25 Error Undefined variable in expression: _initscript
2014/09/24, 15:18:25 File A3\modules_f\Multiplayer\functions\fn_moduleRespawnVehicle.sqf, line 379
this is also running on a dedicated server with a very simple Altis based map, no mods other than CBA_A3.
i also get a LOT of these errors. currently my dedicated Linux ARMA server is spitting out about 50MB of the abovementioned errors every 15 minutes.
What did you do to the vehicle with the script?
With vehicle variable I basically mean its name. A truck for example, which is called MHQ1. And I'm not using the module in an other script, but the name of the vehicle.
I did some further investigation and found out, that this error occures when the vehicle variable is used in other scripts. However, I can't find a issue with my scripts. In addtion, I tested it without using any mods!
What do you mean by 'vehicle variable'? Do you mean using the module itself in other scripts?
Game crashing, ran LOGS and i am noticing this to. Not sure if its related to my game crashing or not but the LOGS are full of this error over and over again
According to the ticket author that issue got resolved.
I've been using it all day on the latest dev branch and it worked fine. Though, I had no mods enabled besides my own.
It should as if you run test on created display it ceases to exist after indicated duration. The interesting thing is, although display is created, it cannot be found with finddisplay, I think this is the reason "unload" is not fired.
Killzone_Kid: Thanks for you comment. Btw, I think onUnload should be also called after 'duration' seconds.
Confirmed. It looks like both unloads (config and scripted) are broken:
class rsctitles
{
class rsc
{
idd = 12345; onload = "_d = _this select 0; _d displayAddEventHandler ['unload', {player sidechat 'unload scripted'}]; player sidechat str ['load', _d, finddisplay 12345];"; onunload = "player sidechat 'unload config'"; fadein = 0; fadeout = 0; duration = 5; class controls { class text: rscText { idc = 12345; text = "okwerewrewrewr"; x = 0; y = 0; w = 1; h = 1; }; };
};
};
Hello,
could you please upload your DX-Diag file?
You can find how to get your file here:
http://www.matrixgames.com/forums/tm.asp?m=1597548
Thank you.
Could you please try to upload your Killer card drivers?
i posted what you had asked for are you still going to help me ?
Has been done properly in the engine, no need to fake the correct behavior :)
Hello,
these crashes are unfortunately known issue for 1.28 Stable version. I am closing this ticket as duplicate, please keep track of the linked original one.
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.
should be modified since DEV. 127012
Added in today's dev update, thank you!
Hello,
these crashes are unfortunately known issue for 1.28 Stable version. I am closing this ticket as duplicate, please keep track of the linked original one.
uploaded dumps after rejoin to game crashing server
Hello,
these crashes are unfortunately known issue for 1.28 Stable version. I am closing this ticket as duplicate, please keep track of the linked original one.
Hi,
sorry for taking so long but it's fixed. it will be released tomorow with stable version.
thx,
Jiri
Fixed in a previous update.
Cheers
That fixed it , weird tools how do we ever get anything at all done ?
It doesnt download though yet when i subscribe , is there som config or special folder we should upload from or something ?
Got it : you need Launcher from Bis and Subscribe from there as Admin , it opens web page not steam app and then subscribe and when Dl check the Addon > addon you dl
Basicalyy BIS seem to have no initiative for encompassing Windows 8 - 8.1 and UAC and the problems caused when using Game /Tools /Steam
I wish they would just Hire a proffesional regisrty and Binary coder for a week or so instead of this Guess and chase the error game its not funny any more.
[Solved] Something was changed with the format recently with the new UI update. To upload addons to Steam, you have to launch Arma 3 tools, then select publisher within the new window. Before, I could just click Arma 3 Tools-Launch Publisher, and it would work, but now you have to Arma3Tools-PlayArma3Tools-Publisher! If you launch Arma3Tools-Publisher, it will recognize a tool being published and the tag "Arma 3 tools will be under the addon in your Workshop items"...
So just to clarify, you need to launch Arma 3 Tools, Play Arma 3 Tools, then select Publisher within the next window.
Same problem here
shows in my own files on steam but not Publivly despite being checked as Public
as previous poster it states for use in Arma3 tools which seems to be the problem as the ones in public view say arma 3
Hello,
these crashes are unfortunately known issue for 1.28 Stable version. I am closing this ticket as duplicate, please keep track of the linked original one.
This also occurs when effect is placed in ZEUS, the object is deleted, but the effect stays.
I have found a bit more info on this issue with the use of the ARES mod that expands ZEUS's functionality.
Download and activate the ARES mod
Then in the editor:
- Set Environment to night time.
- ZEUS to night vison mode.
- Place an IR strobe from the ZEUS effects modules.
- Notice on left panel only the EFFECT shows up.
- Select 'ADD OBJECTS TO ZEUS' under the ARES 'Util' menu, and place in the editor selecting 50m option.
- Observe now in the left hand menu that a new object NVG TARGET has appeared which is now selectable.
It is now possible to move the IR effect in addition to deleting it altogether.
Also
The 'Tracers' effect module, which uses a similar method (placing an invisible soldier object to generate the tracers), can be moved around and deleted.
Therefore there would appear to be a disconnection between the IR NVG TARGET object and the IR effect that means selecting the IR effect DOES NOT select the NVG TARGET object.
ARES thus provides a temporary workaround, but it would be great to see the effect and the object re-connected.
That's intended - respawnDialog sets whether the score table be visible or not, while the counter is affected by respawnTemplates attribute.
See https://community.bistudio.com/wiki/Arma_3_Respawn for more details.
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.
Issue is fixed. if you encounter the issue again please create a new ticket. Thank you.
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.
Was fixed in revision 127005
"there was a problem with all virtual sounds, it should be fixed very soon on Steam Dev," That's what one of the developers said on another ticket about this problem. That issue status is now "Feedback". 0020224 : http://feedback.arma3.com/view.php?id=20224
Happens with any Radio Module, it's been like that in the dev branch for a while now.
Any ideas as to why its been disabled?
It has been working previous with no problems.
It was solved, fix will probably come out in hotfix 1.32
Check it out: http://feedback.arma3.com/view.php?id=16634
Definitely agree. A big part of the ArmA experience is the change of pacing during a mission. It is the only game where you spend significant amount of time in transit, or waiting.
This is a good thing as it adds to the mission story with you have frantic parts and relaxed parts. In the relaxed part it is nice to look around or turn out etc.
There is a functional aspect to this as well as you indicate nicely. Counting crew members, assessing damage, overwatching your surroundings etc.
Can this be closed the issue has been resolved.
Exactly, it is what I was discussing with the pilot while we were on station is that a large amount of immersion is completely lost as I either need to sit in the co-pilot or a passenger seat to get any sort of freedom.
ARMA 2's worked fine albeit you could see that you did not actually have your hands on the weaponry, that really doesn't bother me and considering how the ARMA series does animations with legs and body being independant they could just use the moving hands from the FIA Offroad .50cal if they really are afraid of people complaining.