Well the current stamina system has so big penalty for running weapon raised so at least that already makes me not to keep weapon up until I'm in combat.
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May 10 2016
Game is stable except when trying to join a specific server. i was just hoping some one who knew more about the engine could identify what was causing the crash. game works fine in all other scenarios.
Hello,
does your game crash also when you have no mods enabled? We cannot guarantee stability and full functionality of modified game as mods are not official content of Bohemia Interactive. If the game with only official data is table for you, there is nothing we can do.
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.
Just to add. If I save assignedItems into array and store it for later and then I want to restore those items into respective slots, Binocular, Rangefinder or Laserdesignator will fail. I will need to screen assignedItems for Binocular, Rangefinder or Laserdesignator and remove those.
Alternatively excluding Binocular, Rangefinder or Laserdesignator from items and assignedItems and add/removeItem would also solve this ticket, however at this time this may already cause too many scripts to break.
As far as binocular, rangeFinder & laserDesignator are weird weapon/item the linkItem function neither works with them.
Is it so difficult to correct these "items"?
maybe in relationship with http://feedback.arma3.com/view.php?id=11197
and http://feedback.arma3.com/view.php?id=18340
@Koala yeah slightly related as all vehicles can be clumsy on bridges but the quadbikes literally can't cross them at all.
Thanks for pointing the other links out to me, it make me pleased to see that the pathfinding is being worked on :-)
This is still a big problem...
All the other AI controlled vehicles seem to cross bridges with no problems.
Only the quad bikes get stuck 100% of the time.
This means that you can't have free roaming AI quad bikes in missions on Altis because they immediately get stuck as soon as they reach a bridge.
And there are many, many bridges on Altis.
There must be something slightly different or missing in the code on quad bikes compared to every other vehicle in the 'CAR' category for this to be happening.
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.
Update:
I doubled the RAM on the server to 2048. It's now working ok and doesn't crash out.
Thank you,
it should be fixed in rev. 127989. Most probably it will be in 1.36, not 1.34.
Could you please try it on Steam Dev once the version is higher than 127989? Thank you a lot.
Hi, PM'd you about test mission.
Could you please upload your repro mission? We would use it for internal analysis, there was something interesting in your crashdumps. Thank you a lot.
Hi, no dice I'm afraid.
Now the DS is crashing when connecting player either enters or gets past player selection screen.
MDMP describes it as "The thread tried to read or write to a virtual address for which it does not have the appropriate access"
I've uploaded 3 sets of crash files for you. Mission should be the same as the one I sent you.
I'm on 127992. Verified files as well.
7z file icon crash.7z [^] (630,978 bytes) 2014-10-30 16:11
Hello,
is it better now? We do not have any instability reports on current dev build.
I just checked Stable and I don't get any crashes on DS or client (HC not tested as not in Stable yet)
Hi,
It's not any better - client still crashes when DS spawns in units.
I opened a new ticket and put the client crash files there:
http://feedback.arma3.com/view.php?id=21296
I might go back to Stable and check everything works OK.
Hi,
I just tried the update and I can't even run the mission on a DS now without the client crashing (HC is not connected).
I deliberately didn't change anything over the weekend so that I could check your changes.
I will need to go and double check my code just to make sure there isn't anything there causing this (I have done that already, but you never know).
I don't know what to do here though - I'll set up a new ticket with client crash files. Merge it in here if you need to.
At the moment though, I can't even run the mission to do a repro for the HC issues.
Could you please upload a repro mission?
The changes you made on Friday (build 127815) seemed to have fixed crash on mission init, but the crash report I sent in #21178 is still present.
However, I read your note on that ticket that it would be fixed in upcoming build #127818 so I was waiting for that to go live and will check again for this ticket and that one.
If no change, then I’ll upload a repro.
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.
Hello,
can you please confirm?
Thanks for looking into this one so quickly.
I updated this morning and I'm on 127815.
Will keep an eye on the revisions and test as soon as 127818 goes live.
Hello, there were two possible problems and fixed both, could you please try on Steam Dev rev. 127818 and higher?
Just to add: The mission is rock solid on just DS and clients.
Crashes only happen when HC is connected.
Wait, so what can I use now to get a weaponholder that doesn't get deleted right away (see: http://feedback.arma3.com/view.php?id=23841)?
Currently, there is no "GroundWeaponHolder_Scripted" on devel. There are those "WeaponHolder_Single_" classes in addition to the simulated and the ground weaponholders, yet non of them work.
Do I miss something? :(
Oh I see, means Weapon_Empty now can show multiple items. Thanks. That note on CL was actually quite vague. Thanks again.
The change from 28.11 dev branch actually adresses this issue as the scripted weapon holder inherits standard weapon holder with all the proxies, not juts the single one.
I agree with Killzone_Kid here, having GroundWeaponHolder_Scripted that behaves identically to GroundWeaponHolder (lets players put stuff in it through Inventory UI and displays what inside) but does not auto-deletes when empty will be definitely useful addition and I personally see use for such object in my missions (Wasteland specifically)
My bad, I have even used a wrong field as I can see, I am sorry for the confusion :( And a good news, it should make it to the next main branch update soon (TM)
"It has been actually done on 28/11 in dev branch by this change, could You, please, give it a try?"
wh = "GroundWeaponHolder_Scripted" createvehicle position player;
hint str wh; //<obj-null>
Yeah, this is great, but this will only solve the autodelete bug with Weapon_Empty class. The problem I see is that Weapon_Empty inherits from WeaponHolder_Single_F, which would only show 1 item, where as GroundWeaponHolder_Scripted would behave as GroundWeaponHolder and show multiple items.
Also off topic, is there a way to make _Single weaponholders to be limited to single items?
I have added the property to class Weapon_Empty, it should be available tomorrow in the dev branch. Could You, please, give it a try, if it works according to Your needs?
Just to add WeaponHolder_Single_limited_magazine_F for example that is both single and limited has
transportMaxItems = 0;
transportMaxMagazines = 1;
transportMaxWeapons = 0;
params will still allow to place > 1 magazines in it both with script and UI
wh = "WeaponHolder_Single_limited_magazine_F" createvehicle position player; wh addMagazineCargoGlobal [currentmagazine player, 5]
Despite being mentioned in http://dev.arma3.com/post/spotrep-00037 I can't get "curatorObjectRemoteControlled" to work.
(getAssignedCuratorLogic player) addEventHandler ["curatorObjectRemoteControlled", {hint "test";}];
returns -1.
Just a heads up, what's being referenced in the spotrep is this line from fn_moduleRemoteControl:
[_curator,"curatorObjectRemoteControlled",[_curator,player,_unit,true]] call bis_fnc_callScriptedEventHandler;
And maybe even add an event when the curator ends controlling a unit.
I would suggest to share this info with QUALCOMM / Killer NIC driver developers too
Hi, thanks for reply. It has been done.
The following below is the reply from Qualcomm Atheros that solved the problem. Saying that it is likley "the application won't accept the offload features of the Killer" kinda implies an error in the Arma 3 code. But it seems to only affect Gigabyte motherboards. That should make it a Gigabyte problem.
I suppose the ticket could be closed on that point, unless BIS want to take further actions.
---
Here's the solution.
The problem is likely that the application won't accept the offload features of the Killer, so you may need to bypass it. You can do that by making sure that you're running the latest version of the drivers (from http://www.qca.qualcomm.com/resources/driverdownloads/) and do the following:
First, ensure hidden files and folders are being shown in Windows Explorer, then navigate to C:\ProgramData\Bigfoot Networks
Right-click the GameDetect.xml file and click "Edit"
From here, you'll see a section at the top that looks like this:
<GameDetectSettings>
<ByPassSection>
<ByPass>mozybackup.exe</ByPass>
<ByPass>mozystat.exe</ByPass>
<ByPass>mozyconfig.exe</ByPass>
All you need to do is add a new line right under the mozy stuff and replace it with your application .exe. So, it should look something like this:
<ByPass>yourapp.exe</ByPass>
Then save the file and exit, then you'll need to reboot. You may then be able to connect to your game.
Hello,
thank for the report. However, I cannot reproduce the crash even on a dedicated server. Could you please create a mission and upload it here? Thank you.
i added repro_mission.zip with the mission folder and the output I have in log file and the empty dump file that is generated when I shoot the OPFOR officer.
this issue is fixed (by the way I get an "Access Denied" page when I try to set the issue to "fixed" myself).
Since handlescore is now triggered for addscore, this is logical outcome - endless loop
Well, as my wish came true in rev. 129494, please close. :)
Hello,
are you using any mods? I can enter the boat just fine.
Aww... =(
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.
In-game UGV is based on the Crusher UGV. Weight of this vehicle is significantly bigger (more than 4 tons, see: http://www.nrec.ri.cmu.edu/projects/crusher/) than weight of an average car (1-2.5 tons). Helicopters available currently in the game are able to carry up to 4 tons.
Marking as not a bug.
In my opinion, yes.
In most other opinions from those 'Alits Life' players, probably no.
The starting up a car sounds nice, should really take longer. You cannot just get in a car in real life and drive away in 1 second. Also the jet thing sounds quite interesting, jets need a huge overwork anyways.
But further than this, (like switching the gears and using clutch) would be too much. ^^
Well that's kind of what I was thinking. :p Having to stop accelerating, holding a clutch key, then pressing another key to change to that gear. Could be a key combination of ctrl + (key) or something like that. =)