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May 10 2016

Healshot edited Steps To Reproduce on T80063: Problems with Chat.
May 10 2016, 9:41 AM · Arma 3
Bohemia added a project to T80063: Problems with Chat: Arma 3.
May 10 2016, 9:41 AM · Arma 3
LJacobs edited Steps To Reproduce on T80062: Performance drop with the new helicopter DLC..
May 10 2016, 9:41 AM · Arma 3
Defunkt edited Steps To Reproduce on T80061: InputAction: Inconsistent result with UserXX binds (dependent on other bindings)..
May 10 2016, 9:41 AM · Arma 3
Bohemia added a project to T80062: Performance drop with the new helicopter DLC.: Arma 3.
May 10 2016, 9:41 AM · Arma 3
Bohemia updated subscribers of T80060: Commands do not work on AI units in vehicle (such as enableSimulation/hideObject/disableAI).
May 10 2016, 9:41 AM · Arma 3
oukej added a comment to T80060: Commands do not work on AI units in vehicle (such as enableSimulation/hideObject/disableAI).

This should be fixed in the next dev. branch update.

Thank you for helping us improve the game!

May 10 2016, 9:41 AM · Arma 3
Bohemia added a project to T80061: InputAction: Inconsistent result with UserXX binds (dependent on other bindings).: Arma 3.
May 10 2016, 9:41 AM · Arma 3
zorrobyte added a comment to T80060: Commands do not work on AI units in vehicle (such as enableSimulation/hideObject/disableAI).

I love you.

May 10 2016, 9:41 AM · Arma 3
zorrobyte edited Steps To Reproduce on T80060: Commands do not work on AI units in vehicle (such as enableSimulation/hideObject/disableAI).
May 10 2016, 9:41 AM · Arma 3
Bohemia added a project to T80060: Commands do not work on AI units in vehicle (such as enableSimulation/hideObject/disableAI): Arma 3.
May 10 2016, 9:41 AM · Arma 3
MDCCLXXVI added a comment to T80058: BIS_fnc_saveInventory does not save the magazines ammo count.

Also it does not save Laserbatteries when the player has a laser designator.

May 10 2016, 9:41 AM · Arma 3
Bohemia added a project to T80059: Add ability to force rotor lib from mod side: Arma 3.
May 10 2016, 9:41 AM · Arma 3
Bohemia updated subscribers of T80058: BIS_fnc_saveInventory does not save the magazines ammo count.
May 10 2016, 9:41 AM · Arma 3
Skaronator edited Steps To Reproduce on T80059: Add ability to force rotor lib from mod side.
May 10 2016, 9:41 AM · Arma 3
madbull edited Steps To Reproduce on T80058: BIS_fnc_saveInventory does not save the magazines ammo count.
May 10 2016, 9:41 AM · Arma 3
Bohemia added a project to T80058: BIS_fnc_saveInventory does not save the magazines ammo count: Arma 3.
May 10 2016, 9:41 AM · Arma 3
Iceman added a comment to T80057: Mlha a počasí.

Pekny den,
tento problem se nam nedeje. Budu proto potrebovat nekolik udaju pro jeho overeni.

  1. Hrajete spolu na dedikovanem serveru nebo jeden z vas hru zaklada primo?
  2. Deje se vam to same, pokud deaktivujete vsechny mody? Mody nejsou nas oficialni obsah a mohou zpusobovat problemy s hrou samotnou.
  3. Jak casto se vam to deje? Pokazde?

Obvykle zde komunikujeme pouze v anglictine (kvuli nam i ostatnim, kteri by si chteli ticket precist), ale nemam problem v tomto pripade udelat vyjimku. Dekuji, budu cekat na odpovedi.

May 10 2016, 9:41 AM · Arma 3
Jarason edited Steps To Reproduce on T80057: Mlha a počasí.
May 10 2016, 9:41 AM · Arma 3
Bohemia added a project to T80057: Mlha a počasí: Arma 3.
May 10 2016, 9:41 AM · Arma 3
SaMatra added a comment to T80056: being killed while typing on map, all controls locked (req ctrl alt del).

Thanks, i'll check it

May 10 2016, 9:41 AM · Arma 3
Bohemia added a project to T80056: being killed while typing on map, all controls locked (req ctrl alt del): Arma 3.
May 10 2016, 9:41 AM · Arma 3
TACtiger edited Steps To Reproduce on T80056: being killed while typing on map, all controls locked (req ctrl alt del).
May 10 2016, 9:41 AM · Arma 3
Bohemia added a project to T80055: Controls being reset: Arma 3.
May 10 2016, 9:41 AM · Arma 3
Alpha-Tango-Mike edited Steps To Reproduce on T80055: Controls being reset.
May 10 2016, 9:41 AM · Arma 3
shukari added a comment to T80054: Add filter to restrict types of ammo/weapons/backpacks/etc to ammo holders..

and there amount

May 10 2016, 9:41 AM · Arma 3
Nou edited Steps To Reproduce on T80054: Add filter to restrict types of ammo/weapons/backpacks/etc to ammo holders..
May 10 2016, 9:41 AM · Arma 3
Bohemia added a project to T80054: Add filter to restrict types of ammo/weapons/backpacks/etc to ammo holders.: Arma 3.
May 10 2016, 9:41 AM · Arma 3
shukari added a comment to T80053: Wrong weapon types.

Ok, thank you for your time. I update now the hole mission to basic classnames... but it is not really nice i supose that the engine dont support that...

May 10 2016, 9:41 AM · Arma 3
ruebe added a comment to T80053: Wrong weapon types.

In any case this is open for debate and further improvement.

IMHO this is a clear design wart/mistake, and only base weapons should ever exist as classes (under cfgweapons). In order to still be able to easily configure units with "specially equipped weapons", such weapon configurations should be defined somewhere else in the config, similar to how groups are defined on top of units/vehicles. It's pretty much the same composition game, really.

Guess, in general the config should be normalized similar to database schemas. Third normal form should be enough. ;)

A different approach might be to automatically replace such special weapons with the corresponding base class of the weapon by engine the moment they're spawned/created (granted, this smells super hacky). Doing such a thing manually, however (with event handlers and what not... as you suggest), doesn't seem really appropriate to me.

If this isn't fixed for A3, take note and please make sure to not do the same mistake again for the next iteration of the game. :/

May 10 2016, 9:41 AM · Arma 3
Killzone_Kid added a comment to T80053: Wrong weapon types.

Just spoke with developer, this is intended behaviour. The class of the weapon doesnt change when you remove or add attachments.

My suggestion would be, always use base classes and if you want to add attachments you can always do that after you added weapon. Or use event handler to detect when attachment is separated and replace weapon class? In any case this is open for debate and further improvement.

EDOT: there are also weaponsItemsCargo and weaponsItems commands.

May 10 2016, 9:41 AM · Arma 3
shukari edited Steps To Reproduce on T80053: Wrong weapon types.
May 10 2016, 9:41 AM · Arma 3
Bohemia added a project to T80053: Wrong weapon types: Arma 3.
May 10 2016, 9:41 AM · Arma 3
Bohemia added a project to T80052: Altis texture removed: Arma 3.
May 10 2016, 9:41 AM · Arma 3
famuin06 edited Steps To Reproduce on T80052: Altis texture removed.
May 10 2016, 9:41 AM · Arma 3
Iceman added a comment to T80052: Altis texture removed.

Hello,
does this same happen when you use new ingame profile? You can create one from the main menu.
Main menu > Configure > Profiles

May 10 2016, 9:41 AM · Arma 3
shukari added a comment to T80051: Script Command: getWeaponCargo has a bug.

KK the problem is this -> http://feedback.arma3.com/view.php?id=21695
I spawn two "hgun_P07_snds_F" and from one i put of the silencer. Then put the P07 with Silencer and the P07 without silencer in a crate and execute the commdand. You will see the result are two "hgun_P07_snds_F". And that is horrible for housing systems...

May 10 2016, 9:41 AM · Arma 3
shukari added a comment to T80051: Script Command: getWeaponCargo has a bug.

yeah, please close this and http://feedback.arma3.com/view.php?id=21695 ticket. thx

May 10 2016, 9:41 AM · Arma 3
Killzone_Kid added a comment to T80051: Script Command: getWeaponCargo has a bug.

So shall I resolve this ticket as no bug, since getWeaponCargo works as it should and the problem is with how guns with default attachments are handled by the engine?

May 10 2016, 9:41 AM · Arma 3
shukari added a comment to T80051: Script Command: getWeaponCargo has a bug.

Ok, if you spawn two "hgun_Rook40_snds_F" and put of one the "muzzle_snds_L" away. Then you have a "hgun_Rook40_snds_F" and a "hgun_Rook40_F". But Arma3 or the crate dont understand this.

If you spawn (with a script command) a "hgun_Rook40_F" and a "hgun_Rook40_snds_F" then getWeaponCargo return the correct result ([["hgun_Rook40_F","hgun_Rook40_snds_F"],[1,1]]).

May 10 2016, 9:41 AM · Arma 3
Killzone_Kid added a comment to T80051: Script Command: getWeaponCargo has a bug.

Cannot confirm.

wh = "weaponholdersimulated" createvehicle position player;
wh addWeaponCargoGlobal ["hgun_P07_F", 2];
wh addWeaponCargoGlobal ["hgun_P07_snds_F", 2];
hint str getWeaponCargo wh;

[["hgun_P07_F","hgun_P07_snds_F"],[2,2]]

May 10 2016, 9:41 AM · Arma 3
shukari added a comment to T80051: Script Command: getWeaponCargo has a bug.

Same with bug with the "weaponCargo" command!!!

Same problem with this weapons:
hgun_Rook40_F and hgun_Rook40_snds_F = two hgun_Rook40_snds_F

May 10 2016, 9:41 AM · Arma 3
shukari edited Steps To Reproduce on T80051: Script Command: getWeaponCargo has a bug.
May 10 2016, 9:41 AM · Arma 3
Iceman added a comment to T80050: Game crash.

Hello,

thank you for your report and files. It seems that your problem is that DirectX crashes. This may be from various reasons, such as outdated DirectX, outdated drivers, overclocked CPU or GPU [by manufacturer or user] and many more.

Sadly, there is nothing that can be done from our side. I linked this problem to bug number #0000579, where you can read useful tips in comments. Also, please check out the forums page for another useful tips:
http://forums.bistudio.com/showthread.php?147598-Endless-DXGI_ERROR_DEVICE_REMOVED-Crashes

Sorry for the inconvenience, have a nice day.

May 10 2016, 9:41 AM · Arma 3
Bohemia added a project to T80051: Script Command: getWeaponCargo has a bug: Arma 3.
May 10 2016, 9:41 AM · Arma 3
Draken28 edited Steps To Reproduce on T80050: Game crash.
May 10 2016, 9:41 AM · Arma 3
Bohemia added a project to T80050: Game crash: Arma 3.
May 10 2016, 9:41 AM · Arma 3
Iceman added a comment to T80049: Linux Soundbug.

This has been fixed and will be distributed in the next update.

May 10 2016, 9:41 AM · Arma 3
Bohemia updated subscribers of T80049: Linux Soundbug.
May 10 2016, 9:41 AM · Arma 3
sora edited Steps To Reproduce on T80049: Linux Soundbug.
May 10 2016, 9:41 AM · Arma 3
Bohemia added a project to T80049: Linux Soundbug: Arma 3.
May 10 2016, 9:41 AM · Arma 3
RayDredd added a comment to T80048: crashes with memory leak message at first autosave after beach. Other SP scenarios unplayable.

Just noticed when I did the autodetect on my video settings it no longer sets anything higher than the low settings for my GTX 760. When the game was first purchased this defaulted to Ultra. I'm assuming this is related to the other issues?

May 10 2016, 9:41 AM · Arma 3
RayDredd added a comment to T80048: crashes with memory leak message at first autosave after beach. Other SP scenarios unplayable.

Thanks for your help, I have uploaded all the files as requested. The last crash report was with all the graphic settings set on LOW. Prior to the Helicopter DLC the game was running on ULTRA on my rig. The last crash was not a memory leak error just 'ARMA 3 has stopped working' at the save point again.

May 10 2016, 9:41 AM · Arma 3
RayDredd added a comment to T80048: crashes with memory leak message at first autosave after beach. Other SP scenarios unplayable.

Launched game via steam. Set launch parameters to default. Game launched, auto detected graphics, this time reset itself to ultra. launched campaign and got the same crash at the auto save point again. This time memory leak error. Crash files uploaded 23.37 your time. Thanks.

May 10 2016, 9:41 AM · Arma 3
Iceman added a comment to T80048: crashes with memory leak message at first autosave after beach. Other SP scenarios unplayable.

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.

http://feedback.arma3.com/how-to-user.html

May 10 2016, 9:41 AM · Arma 3
Bohemia added a project to T80048: crashes with memory leak message at first autosave after beach. Other SP scenarios unplayable: Arma 3.
May 10 2016, 9:41 AM · Arma 3
DreadedEntity added a comment to T80047: No commands to add a weapon to cargo with custom attachments.

1 year later. Any news yet?

May 10 2016, 9:41 AM · Arma 3
RayDredd edited Steps To Reproduce on T80048: crashes with memory leak message at first autosave after beach. Other SP scenarios unplayable.
May 10 2016, 9:41 AM · Arma 3
DreadedEntity added a comment to T80047: No commands to add a weapon to cargo with custom attachments.

Any news on this?

May 10 2016, 9:41 AM · Arma 3
ImperialAlex updated subscribers of T80047: No commands to add a weapon to cargo with custom attachments.

I've come across this while attempting (and failing) to do the same work-around.
A command like this would greatly benefit not just "persistent" game styles but it'd also allow @Moricky to fix the Arsenal bug that weapons in backpacks loose their attachments when loading/importing a loadout.

May 10 2016, 9:41 AM · Arma 3
DreadedEntity added a comment to T80047: No commands to add a weapon to cargo with custom attachments.

Excellent, thanks for the heads up, KK. Hopefully it's not too far down the list

May 10 2016, 9:41 AM · Arma 3
HereisJohnny added a comment to T80047: No commands to add a weapon to cargo with custom attachments.

Hell yeah! I'm desperately waiting for such a command!

May 10 2016, 9:41 AM · Arma 3
Bohemia updated subscribers of T80047: No commands to add a weapon to cargo with custom attachments.
May 10 2016, 9:41 AM · Arma 3
Killzone_Kid added a comment to T80047: No commands to add a weapon to cargo with custom attachments.

Our latest intelligence confirms that japa has this on his to do list. Unfortunatelly this is all we have received before transmission got cut off...

May 10 2016, 9:41 AM · Arma 3
TakeHomeTheCup added a comment to T80047: No commands to add a weapon to cargo with custom attachments.

Would be nice, but I wonder if its possible.

May 10 2016, 9:41 AM · Arma 3
DreadedEntity edited Steps To Reproduce on T80047: No commands to add a weapon to cargo with custom attachments.
May 10 2016, 9:41 AM · Arma 3
Bohemia added a project to T80047: No commands to add a weapon to cargo with custom attachments: Arma 3.
May 10 2016, 9:41 AM · Arma 3
Peter added a comment to T80046: Please let us move/drag the Sling Load Assistant Gauge.

Youre not and idiot. And idiot will not respond to his own ticket nor excusate himself. Just give a try to all menus and options before posting. ;-)

May 10 2016, 9:41 AM · Arma 3
heyvern69 added a comment to T80046: Please let us move/drag the Sling Load Assistant Gauge.

Please delete or CLOSE this ticket. I just found the HUD customize option in the MAIN menu.

I was originally just trying to drag and drop the gauge in game. But it's configurable in the main menu - GAME - HUD customize options.

I'm an idiot.

May 10 2016, 9:41 AM · Arma 3
heyvern69 edited Steps To Reproduce on T80046: Please let us move/drag the Sling Load Assistant Gauge.
May 10 2016, 9:41 AM · Arma 3
Bohemia added a project to T80046: Please let us move/drag the Sling Load Assistant Gauge: Arma 3.
May 10 2016, 9:41 AM · Arma 3
Iceman added a comment to T80045: Game randomly crashing in MP.

Hello,
your game is crashing in Windows memory allocator. Is it possible to try to close any unnecessary programs and try again? If so, could you please try to upload new crashdumps?

May 10 2016, 9:40 AM · Arma 3
Warthog added a comment to T80045: Game randomly crashing in MP.

I tried closing programs and well ... didnt help at all.
Uploaded the files, but MDMP is too big (16MB)

Here is a dropbox link
https://www.dropbox.com/s/hkn541exd3afcoo/arma3_2014-11-24_18-43-33.mdmp?dl=0

May 10 2016, 9:40 AM · Arma 3
Bohemia added a project to T80045: Game randomly crashing in MP: Arma 3.
May 10 2016, 9:40 AM · Arma 3
Warthog edited Steps To Reproduce on T80045: Game randomly crashing in MP.
May 10 2016, 9:40 AM · Arma 3
Bohemia added a project to T80044: Game Master module adds Respawn Point: Arma 3.
May 10 2016, 9:40 AM · Arma 3
Lux0r edited Steps To Reproduce on T80044: Game Master module adds Respawn Point.
May 10 2016, 9:40 AM · Arma 3
Cenwulf added a comment to T80044: Game Master module adds Respawn Point.

This happens even when the Zeus role is occupied by a player. It would apear to be intended functionality of the Zeus game master gameplay mode module to add a respawn position for each participating side when no Zeus player has joined the game. However since the latest patch (1.34) it now happens regardless of whether the game starts with a player in the Zeus role or not.

Also it should be noted that this only happens if you add respawn points manually using scripting (BIS_fnc_addRespawnPosition). If you place a respawn module in the editor it will be recognised by the game master module and the random respawn point will not be placed. This is a good work around but it is still potentially limiting compared to using script function.

May 10 2016, 9:40 AM · Arma 3
MDCCLXXVI added a comment to T80043: UAVs clip into ground on first connection.

So you cannot reproduce a UAV interacting with the terrain when locality transfers from host to client?

May 10 2016, 9:40 AM · Arma 3
Gundy added a comment to T80043: UAVs clip into ground on first connection.

Had the same issue on a mission a couple of weeks back and just now again on 1.42.

On a dedicated server:

  1. Client A assembles Darta on Stratis runway
  2. Client B connects with his UAV terminal
  3. Client B choses to control UAV driver

Client B touches no further contols, after about 5-10 seconds the UAV explodes.

For the reproduction it is important that Client A does the assembly and Client B connects and is the driver.

It seems that the UAV explodes upon or shortly after the UAV object ownership is being transferred to a client other than the one that assembled the UAV.

Only workaround seems to be to give the UAV a waypoint so that it takes off itself.

May 10 2016, 9:40 AM · Arma 3
Variable added a comment to T80043: UAVs clip into ground on first connection.

What more info is required (thanks MDCCLXXVI)? There's a repro mission and a detailed explanation of the circumstances. UAV based missions are impossible now, please fix this.

May 10 2016, 9:40 AM · Arma 3
MDCCLXXVI added a comment to T80043: UAVs clip into ground on first connection.

I have also noticed some anomalies when using setPosATL and setPosASL.

Perhaps, if in the transition from server-local to player-local, if there is any use of 'setPosASL' or 'setPosATL', please try just using 'setPos'.

I have noticed anomalies with all "Air" type vehicles when using 'ASL/ATL' setting.

For instance:

setPosATL may cause an explosion

setPosASL may cause sub-terrain position and then it will warp upwards to terrain level.

May 10 2016, 9:40 AM · Arma 3
MDCCLXXVI added a comment to T80043: UAVs clip into ground on first connection.

If there is anything else I can do to aid the process of determining why and fixing the unwanted UAV interaction with the terrain, let me know.

I am able to reproduce almost 100% of the time, the UAVs sinking into the terrain briefly when they first become local. Using the above repro.

There is some apparently random variation in the extent of the negative Z-axis movement, but always there is a slight-to-dramatic negative movement in the Z-axis.

Not sure how the cameras work in such cases. Is there instances of camCreate or camSetTarget that occurs? Does that have any get/set significance on the model position?

I would start by examining any getPos/setPos stuff that occurs in the remoteControl command, or when (vehicle player) becomes the new vehicle, as well as the player camera protocol, during this transition event.

In the schedule of the remoteControl command, the unfortunate sinking occurs AFTER the camSetFov command is used.

May 10 2016, 9:40 AM · Arma 3
MDCCLXXVI added a comment to T80043: UAVs clip into ground on first connection.

Some more details:

https://www.youtube.com/watch?v=d9514fKsKqQ - Example of the explosion. In this case, it seems like there is downward pressure applied, but the vehicle will not successfully clip with the terrain like the vid above, and an explosion occurs.

The precise spawning regime is in the attached files.

The vehicles are put down in the editor as empty UAVs, with this in the init field:

0 = [this,30,FALSE,QS_fnc_vSetup02] spawn QS_fnc_vMonitor;

-----

Edit:

If there are any scenario/script troubleshooting you would like me to do, or any stones un-turned on my end, please let me know. This is an unacceptable situation for Nov 2014 (long time since beta officially ended) and I'd like to help get it resolved ASAP.

May 10 2016, 9:40 AM · Arma 3
MDCCLXXVI added a comment to T80043: UAVs clip into ground on first connection.

Repro attached. Test in dedicated environment. Connect as JIP.

  • Note the summary of this issue is:

0021685: UAVs clip into ground on first connection.

No reference to explosion, I see that as only a symptom/outcome of the issue.

Instructions:

  • Try connecting as Driver
  • After that first connect, that test subject is depleted and must be respawned.
  • On connection, start engine to full and switch to 3rd person, you will SOMETIMES see the UAV clipping with the terrain. Sometimes no clip, sometimes only small clip, other times the entire UAV can disappear underground before rising to terrain level again.
  • I was not able to reproduce the explosion, but it does reproduce the UAV interacting with the terrain.
  • I'd suggest figuring out why the UAV clips with the terrain and attacking that, instead of focusing on the actual explosion. It's highly likely the two are related, and the terrain clipping is reproduceable with only 1 connected client.
  • Loading the server CPU does not appear to be a factor, I was able to reproduce terrain clipping with no added code or mission objects. I tried loading the server CPU with a few hundred AI in combat, but found no change in result.
  • Also please be aware that some MP/localization issues only are apparent with high traffic. Attempting to reproduce a high-traffic-related issue in a low-traffic environment may not be accurate. The failure to reproduce such an issue is not necessarily the fault of the repro PBO.
  • If necessary I can probably arrange for you to have debug console for a short time in a main branch high-pop MP server.
May 10 2016, 9:40 AM · Arma 3
Iceman added a comment to T80043: UAVs clip into ground on first connection.

Hello,
could yuu please upload a short repro mission? We are unable to reproduce the explosion. Thank you.

May 10 2016, 9:40 AM · Arma 3
MDCCLXXVI added a comment to T80043: UAVs clip into ground on first connection.

Hello,
could yuu please upload a short repro mission? We are unable to reproduce the explosion. Thank you.


The repro posted is sufficient to reproduce the bug summary:

0021685: UAVs clip into ground on first connection

May 10 2016, 9:40 AM · Arma 3
Bohemia updated subscribers of T80043: UAVs clip into ground on first connection.
May 10 2016, 9:40 AM · Arma 3
MDCCLXXVI edited Steps To Reproduce on T80043: UAVs clip into ground on first connection.
May 10 2016, 9:40 AM · Arma 3
Belbo added a comment to T80042: Command to return string of unit's description from editor.

That's not actually a bad idea.

(Although an explicit command would still be better.)

May 10 2016, 9:40 AM · Arma 3
Bohemia added a project to T80043: UAVs clip into ground on first connection: Arma 3.
May 10 2016, 9:40 AM · Arma 3
Killzone_Kid added a comment to T80042: Command to return string of unit's description from editor.

Added: https://community.bistudio.com/wiki/roleDescription

May 10 2016, 9:40 AM · Arma 3
Killzone_Kid added a comment to T80042: Command to return string of unit's description from editor.

While I believe there should be command like this, there is a workaround

Give your unit name, for example: soldier1
Give your unit description, for example: "Heli Gunner"
In init field put: this setVariable ["soldier1", "Heli Gunner"];

to get description in game use

_unit getVariable vehicleVarName _unit

May 10 2016, 9:40 AM · Arma 3
Belbo edited Steps To Reproduce on T80042: Command to return string of unit's description from editor.
May 10 2016, 9:40 AM · Arma 3
Bohemia added a project to T80042: Command to return string of unit's description from editor: Arma 3.
May 10 2016, 9:40 AM · Arma 3
Bohemia added a project to T80041: "forceHideDriver = false" is not working: Arma 3.
May 10 2016, 9:40 AM · Arma 3
gachopin edited Steps To Reproduce on T80041: "forceHideDriver = false" is not working.
May 10 2016, 9:40 AM · Arma 3
Iceman added a comment to T80040: Dedicated server crashes randomly less than 30 minutes after launching.

No problem, glad it works now.

May 10 2016, 9:40 AM · Arma 3
DragonOfAwesome added a comment to T80040: Dedicated server crashes randomly less than 30 minutes after launching.

I closed some other additional programs, and now the problem seems to have resolved itself. I don't even encounter the problem while running the other programs now. Sorry for wasting your time; thanks for the help.

May 10 2016, 9:40 AM · Arma 3
Iceman added a comment to T80040: Dedicated server crashes randomly less than 30 minutes after launching.

Hello,
your server is crashing in Windows allocator, could you please try to shut down any unnecessary programs running besides the server?

May 10 2016, 9:40 AM · Arma 3