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Arma 3 Activity
May 10 2016
I would set Ai to not disembark on track damage in tanks, it making armored operations impossible. I allways dying beacuse of this, some APC is damaging track on my tank, i'm forced out (WTF?) straight under fire. It happen when i'm not the commander. AI commander is allways giving order to disembark and you cant resist to it.
"AI commander is allways giving order to disembark and you cant resist to it."
@TutSi Agree with you. Also bad detail, but I think this another theme
"mikeymen, it was a reply to what you wrote"
Yes, Now understand.
"I just noticed that they still abandon the vehicle, even when it was repaired by a repair specialist in the group"
Yes, I saw this also. This is also AI-issue, should be fixed.
"Maybe a few seconds delay (fixed or random) before the crew exits could be added"
Yes, this would have made the landing crew more realistic.
mikeymen, it was a reply to what you wrote: "when two wheels are damaged, for unknown reasons, the AI team remains"
The reason is not unknown. I assume some missions use this: https://community.bistudio.com/wiki/canUnloadInCombat
https://community.bistudio.com/wiki/setUnloadInCombat
I just noticed that they still abandon the vehicle, even when it was repaired by a repair specialist in the group.
Now on the topic of the actual ticket. I think it is related to this: #22401
The AI commander orders every occupant of a vehicle that was rendered inoperable to immediately exit said vehicle. Maybe a few seconds delay (fixed or random) before the crew exits could be added.
@tyl3r99
If there's a repair specialist in the group belonging to the vehicle, they will repair it.
@mikeymen
It's a mission parameter that prevents the AI from abandoning a vehicle. It's not random. If that parameter is not set, AI will abandon when more then 50% of the wheels or when all wheels on one side are gone.
@pops
sorry, but you do not speak not about this issue.
Maybe I didn't explained it clearly...
"If that parameter is not set"
I do not propose to cancel it! I offer to make it realistic.
The crew cannot within only one second to get out of the transport, especially while movement damaged vehicle
if the one wheel is damaged, then the team does not leaves this vehicle.
Sometimes, even when two wheels are damaged, for unknown reasons, the AI team remains inside!
I'm talking about heavy damages.
If the vehicle heavily damaged then the all AI-team instantly jumps out.
It impossible in the real life.
i think if the wheel is damaged they should try and fix it
i can agree i just tested this
Hello,
Thank you for reporting the issue.
We need crash dump files from this folder to analyze your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package, please?
Archive smaller than 5000 KB can be attached directly to the ticket. For bigger archives, 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.
I added a file
The xm25 in particular would be super awesome with the upcoming DLC.
The xm25 in effect is the counter sniper weapon and such airburst functionality from the xm25s code could then be used and incorporated into other weapon systems in game and vehicles.
I would imagine having shotguns that actually fire multiple shots at the same time and not just one shot at an extremely high frame rate could lead to miniguns have realistic fire rates and not close approximations.
@JustCauseMayhem
I suspect the reason why the pump action shotguns we saw the in pre-Alpha like the M4 SASS (M1014) and Bulldog (KSG) weren't added is because the current ammo/animation system doesn't allow for individual shells to get loaded, similar to how you can't replicate a round-in-the-chamber mechanic properly either. BlackPixxel's UTS-15 for example shows how infeasible it is to do under the current system without a lot of scripting.
On the other hand, it's curious as to why box magazine-fed shotguns like the AA-12 (for BLUFOR) or the Saiga (for OPFOR) aren't in game. I would think that these shotguns would be fine to have since you can't feed shells manually into them anyway.
I wonder if it can be found in the games files. There really has to be shotguns implemented. I am tired of always using Carbines in Close Quarter Combat, especially when clearing out buildings.
Umm could u guys pls check the new files i added
Hello,
your game is heavily modified. Is it possible for you to deactivate all mods and verify your game files?
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
If it still crashes for you, please attach new crashdumps.
PS: this are the new arma3 files
https://www.dropbox.com/s/puhznq024cbpkou/Arma%203.rar?dl=0 [^]
Completely fixed in 1.43.129911
Can be marked as resolved and closed.
thanks so much with new "engage" command now this issue is fixed.
I guess this is still kind of a bug but now that there are keybinds actions for infantry weapon switching in Version 1.39.129457 and later, the problems associated with turning out with no weapon selectable for FFV are no longer really apparent.
If a player turns out and is unable to use FFV initially, simply drawing their primary weapon using the appropriate "Switch to Primary Weapon" action resolves it. To be honest it's fairly logical to have FFV turn-out positions operate in this manner, but still the behaviour is inconsistant (i.e. players still automatically get FFV when turned out if they initialise via moveincargo or manually get in to a vehicle)
still not fixed in 1.40 update.
Looking at the Community Wiki,
https://community.bistudio.com/wiki/AI_Sub-skills
I see what "aimingShake" dependent on the skill of the AI.
But, I noticed that influence of skills by physical endurance of the AI, was removed/disabled from A3!
It is not clear why!? This is a big chagrin
I'm just saying that having a separate fatigue and sway slider/script command will allow us to still make AI/players with high skill while having low or high fatigue.
I think it's better to separate this into some kind of strength perk - kind of level of being a physically exercised soldier, which would naturally modify all the sway, fatigue and recoil.
Since, according to certain trees and properties across the config file (i'm not sure if they were in earlier versions but whatever) BI's going to add female soldiers - giving them a positive modifier for recoils would be worthy - they are known to have a harder time managing them IRL.
I'd also expect that only those strong enough would be granted with privilege of wielding weapons such as machineguns, so that their heaviness is compensated by a soldier.
But if gameplay is a concern - all this have to be balanced with untrained incapable soldiers with crazy sways and recoils. Like females.
In any form, i'm looking forward for a way to compensate my frustration with sways.
"Then they should make a UI slider for it"
Note, before I have already suggested this here: http://feedback.arma3.com/view.php?id=20061
"All those sliders use the script command anyway"
Of course! But let them be in the game!
"Linking skill with fatigue makes it hard for mission editors
to have low skilled AI with normal fatigue"
Why hard!? I think this question is only the ballance qestion.
It is possible to properly balance.
Then they should make a UI slider for it. All those sliders use the script command anyway. Linking skill with fatigue makes it hard for mission editors
to have low skilled AI with normal fatigue.
I think that all genius should be simple.
If the player wants to change the indicators of fatigue, then he has no need to learn scripting.
Anyway it must be associated with skill settings.
I rather just have a script command to set a multiplier for the fatigue and sway per unit.
I have uploaded the file the 2nd attached file is the .rar
Hello,
Thank you for reporting the issue.
We need crash dump files from this folder to analyze your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package, please?
Archive smaller than 5000 KB can be attached directly to the ticket. For bigger archives, 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.
Please also disable all custom allocators you are using for running the game.
Thank you.
without alloc, yes. without mod... dunno cause its random.
happends on MP.
players can join back without crash after some times (15 min)
Hello,
does it also crash for you without any mods and custom allocators?
I'm not sure when, but this seems to have been fixed.
Does not happen if you place an empty Kuma and jump in as a single soldier.
Thanks I updated the description and steps to reproduce.
Confirmed with kuma. Only seems to happen after turning out the first time
FIXED in today's update 1.41.129524.
Many appreciative thank yous!! :)
Have you verified that you haven't just turned down the music volume in options?
My computer is dead, so I have no way of verifying this atm.
Yes, all has been confirmed to work fine in the Standard (non dev) version.
The first music (in intro)in the mission starts for a brief second and then gets muted and every instance of music thereafter is totally muted.
As of version 1.41.129509, the issue still remains.
Music cannot be played inside missions. I have been looking into the dev report that follows each update but I have not seen any change in the pertaining commands. Have I missed something? Did the music commands change?
Please advise :0
My Code:
private ["_Dik","_DikCode","_acceptableCodes","_add","_addtoXfront","_addtoXside","_addtoYfront","_addtoYside","_altState","_bldgDir","_bldgDir-90","_cosfront","_cosside","_ctrlState","_pos","_shiftState","_sinfront","_sinside","_this"];
systemChat(format["_this passed: %1",_this]);
_Dik = _this select 0;
systemChat(format["BuildObj passed: %1",BuildObj]);
_DikCode = _Dik select 1; integer
systemChat(format["_DikCode passed: %1",_DikCode]);
_shiftState = _Dik select 2; boolean
_ctrlState = _Dik select 3; boolean
_altState = _Dik select 4; // boolean
_acceptableCodes = [199,210,207,211,16,18,201,209];
if (!(_DikCode in _acceptableCodes)) exitWith {};
_add = .001;
if (_shiftState) then {
_add = .01;
};
if (_ctrlState) then {
_add = .1;
};
if (_altState) then {
_add = 1;
};
_pos = getPosWorld BuildObj;
_xpos = _pos select 0;
_ypos = _pos select 1;
_zpos = _pos select 2;
if (_DikCode == 201) then {
BuildObj setPosWorld [_xpos,_ypos,_zpos + _add];
};
if (_DikCode == 209) then {
BuildObj setPosWorld [_xpos,_ypos,_zpos - _add];
};
_add = 1;
if (_shiftState) then {
_add = 5;
};
if (_ctrlState) then {
_add = 15;
};
if (_altState) then {
_add = 45;
};
if (_DikCode == 16) then {
["F",_add] execVM "A3ResourceWarCl\PlayerScripts\building\vectors\Yaw.sqf";
};
if (_DikCode == 18) then {
["B",_add] execVM "A3ResourceWarCl\PlayerScripts\building\vectors\Yaw.sqf";
};
_add = .01;
if (_shiftState) then {
_add = .1;
};
if (_ctrlState) then {
_add = 1;
};
if (_altState) then {
_add = 4;
};
_sinside = 0.000000000000000 + sin(Bldgyaw);
systemChat(format["_sinside: %1",_sinside]);
_cosside = 0.000000000000000 + cos(Bldgyaw);
systemChat(format["_cosside: %1",_cosside]);
_sinfront = 0.000000000000000 + sin(Bldgyaw-90);
systemChat(format["_sinfront: %1",_sinfront]);
_cosfront = 0.000000000000000 + cos(Bldgyaw-90);
systemChat(format["_cosfront: %1",_cosfront]);
if (_DikCode == 199) then {
BuildObj setPosWorld [_xpos + (_sinside * _add),_ypos + (_cosside * _add),_zpos];
};
if (_DikCode == 207) then {
BuildObj setPosWorld [_xpos - (_sinside * _add),_ypos - (_cosside * _add),_zpos];
};
if (_DikCode == 210) then {
BuildObj setPosWorld [_xpos + (_sinfront * _add),_ypos + (_cosfront * _add),_zpos];
};
if (_DikCode == 211) then {
BuildObj setPosWorld [_xpos - (_sinfront * _add),_ypos - (_cosfront * _add),_zpos];
};
Hello, does it happen to you also when you do not have any community mods or modified data installed?
If so, could you please attach new crashdumps?
At least that one seems different. :) Dedicated was running without Mods this time.
And another one this morning. :I (dump5.7z)
Just checked our clanserver, same setup (Dev with Wine) but with mods. It had two more PhysX crashes since Feb 17.
Attached dump3.7z and dump4.7z.
... and two more. (dump6 and dump7)
Yep, just got another one. Today's DEV 1.41.129399. Not that much load this time.(dump2.7z)
Are the dumps usable at all? I mean, are they just garbage or can't you just not get the relevant info out of it?
Exception code: C0000005 ACCESS_VIOLATION at 01FB484C
Fault time: 2015/02/19 22:40:45
Fault address: 01FB484C 01:001A384C Z:\home\arma3\arma3\PhysX3_x86.dll
file: crcti_kb_118_r27 (__cur_mp)
world: altis
Prev. code bytes: 77 40 85 F6 74 67 8B 46 6C 85 C0 75 03 8B 46 70
Fault code bytes: 8B 40 3C 85 C0 74 0A 8B 4B 60 56 50 E8 C3 E0 02
Registers:
EAX:00000000 EBX:118090D0
ECX:118090D0 EDX:64620100
ESI:81BD1900 EDI:63F94E1C
CS:EIP:0073:01FB484C
SS:ESP:007B:01E0F678 EBP:01E0F684
DS:007B ES:007B FS:0033 GS:003B
Flags:00010246