So I logged into a different server hosted by the same people and bam, it works. Then I logged out and logged back into my normal server and now it is working. Not sure why but it's working at this moment.
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May 10 2016
Also forgot to note, thought I doubt it is an issue, but I have an Asus 4k monitor, playing in 1080p rather than 4K so I get get 60hz vice 30hz in 4k.
http://wikisend.com/download/404070/Arma3 Crashes.zip
I can provide many more crash dumps, all i have to do is try and log in and it will keep on producing them.
Does this still happen? Could you please include Publisher logs?
Fixed in 1.40 .
(the menu now re appears automaticlly if needed)
As sayed in the thread : " I think it might have something to do with the keyboard being used. When I use my normal windows compatible keyboard its not an issue, but the mac keyboard very much gives the problem you stated. "
I have the issue with a regular keyboard though .
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 the archive is smaller than 5000k, you can attach it here. When it 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.
onEachFrame works for me when not running CBA. With CBA it only lasts one frame. My current versions are CBA v1.09 and ArmA3 1.36 stable
It works with CBA when using BIS_fnc_addStackedEventHandler:
["uniqueID", "onEachFrame", { drawIcon3D ["", [1,1,1,0.5], getPos player, 1, 1, 0, format["%1\n%2", "Dreaded", "Entity"]]; }] call BIS_fnc_addStackedEventHandler;
This problem seems to only be an issue if using CBA - confirmed that CBA RC4 breaks onEachFrame.
Seems problem was community addon/mod.
Closing here.
Verified cache. Still happening. But have confirmed that this is localised. Friend's sessions are not experiencing this. I'll provide more info when I find out local circumstances leading to this.
Please note that OnEachFrame does not stack by itself, is instead overridden.
onEachFrame { hint "Blue"; };
onEachFrame { hint "Red"; };
Would hint Red only. Can you try on a empty/clean mission in editor? Maybe the problem is that your OnEachFrame is being overridden.
Also, if you would like to stack it, see: https://community.bistudio.com/wiki/BIS_fnc_addStackedEventHandler
Yes the reproduction is on a clean new mission in editor. Stacking event handlers is not the answer.
Updated repro works for me no problem.
Hmmm local problem to my machine? I tried the following. The number scrolls then stops.
- spawn { oneachframe {hintsilent str diag_frameno}; };
You maybe need to verify cache or something.
works for me
oneachframe {hintsilent str diag_frameno}
Hello.
Could you please provide simple repro steps?
Thank you.
Hello,
thanks for the report. You are not the only one with the problem, but we cannot reproduce the problem in any way. If you switch to Steam Dev version, is it still present?
You can find how to change to Steam Dev here:
http://forums.bistudio.com/showthread.php?149411-How-to-change-Arma-3-branches-between-STABLE-amp-DEVELOPMENT-versions-STEAM-client
Thank you very much.
It does? Awesome! I tried a few weeks ago, so, perhaps it's all done! Nice!
PC screen can also get alt texture, just checked. Marking resolved.
It'd also be great to have them shine in darkness, just like the laptop object.
Have you tried it? I know setting on TV works.
Hello,
could you please try to disable the addon and verify your game data?
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
Does it still crash after then?
Thank you for this excellent feedback tracker, and for paying attention to it!
This should be fixed in the next dev. branch update! (a different issue with similar symptoms is still present on positions where you can "turn" - e.g. gunners)
Thank you for helping us make the game better!
Hello,
does the same happen with any other mission? Try some really simple one or even official to see if players are able to connect. Thank you.
Sorry I did not reply sooner, have been playing with the mission file to try and resolve the problem. It would appear that simply playing with the core folder sorted this issue.
checking my log, it seems it alway's ends with
11:00:26 c:\w\stable\futura\lib\network\networkserver.cpp ClearNetServer:NOT IMPLEMENTED - briefing!
"One of the most noted issues - helicopters' tendency to explode when rolled over to a side - is still a valid problem. It's not a deliberate design decision. Just like you, we despair when a skillful autorotation turns into a mass murder just by a tiny mistake. Different concurrent simulations have posed a limitation in collision detections. We are trying to tackle it and our programmers have already gone a couple of extra (air) miles. We don't yet know quite how far there is to go."
What happened to this...? There haven't been any helping improvements on this since Alpha...
i once ended up exploding by rolling backwards against a roadsign.
It's crazy that an helicopter, which never explodes when hit by a single Titan Missile, explodes when the main rotor hits a tree...
Thank you very much for the information, strangere.
They are not ignoring this issue and it isn't deliberate. They commented on this several times on the forums and in sitrep.
This is what they said in one of the sitreps.
"One of the most noted issues - helicopters' tendency to explode when rolled over to a side - is still a valid problem. It's not a deliberate design decision. Just like you, we despair when a skillful autorotation turns into a mass murder just by a tiny mistake. Different concurrent simulations have posed a limitation in collision detections. We are trying to tackle it and our programmers have already gone a couple of extra (air) miles. We don't yet know quite how far there is to go."
It's completely unrealistic!
When an helicopter falls sideway or hits a tree with the main rotor it SOULDN'T explode!!! please fix!
They only usually explode from a reasonable crash when the helicopter tips a little less than 90 degrees to the side. Crash landings are possible, it's just that this bug makes rolling the helicopter impossible.
-bump
You haven't flown one yourself then. Sure they can take alot of hits, but if they touch any object they explode immediately...
Sure, it can land hard, but crashing... no way. There is no "crashing" a helicopter in Arma 3, it is either you explode or you not explode.
(Cars lose wheels and windows in crashes, which is still better than just exploding.)
Take a helicopter and try to crash in any way. Either it is flip to the side or simply scraping a tree, you will explode.
Even "PC GAMER" says in an article that the "flip 'n' explode"-thing is frustrating and ridiculous. http://www.pcgamer.com/arma-3-helicopters-dlc-review/#
Helicopters explode not always! Sometimes even the helicopter can get hit from a Titan-Launcher and not explode!
I see an explosion in 100%, only if the helicopter falls from a great height, that is normal.
This is probably the most annoying thing in Arma 3 for me. Helicopters are really made out of explosives which go off at any little too hard crash/flip/contact with everything.
It is wierd that they are ignoring this. This bug is horrible.
I believe the game's built in revert option has worked to fix this... simply reverting to the previous mission worked and i have not experienced the glitch again yet... thank you for your help in this matter...
Hello,
thanks for reporting the problem. It seems that you unfortunately stepped on a mine after the mission end was initiated. To prevent this, please use a campaign unlocking cheat and select Common Enemy and option Revert.
You can find out how to use the cheat here:
https://community.bistudio.com/wiki/ArmA:_Cheats
Let me know if that helps, thank you very much.
Oh, note that if you put a fence from the editor, it works fine with the init code "allowDamage" or "enableSimulation". It just doesn't work when it's about original map objects.
Well, thank you for testing that. Could it be something to be seen by devs? Do I need to proceed with extra steps?
Well, if I put this on game logic, shouldn't it be already executing on all clients? I also tried enableSimulationGlobal, but it still not working yet. I still can run over fences and other objects, for example.
To clarify, I just want to do some area indestructible by car hits etc.
That is what this FT is for.
Well, so thank you for the attention! I will be waiting anxious! ;)
Just tested myself, fences have some strange behaviour, my guess because of map optimisation. They cannot be hidden either. Knocking fence over and then setting damage to 0 might or might not put it up again. allowdamage and enablesimulation both have no effect.
My apologies for the late response, I was unable to access Arma 3 until now due to a Steam-related issue.
The cause of the bug appears to be the mod "Helmet Mounted Displays MOD [metric]". The training course works perfectly in vanilla and with all of my other mods enabled.