Should be fixed in the next dev branch update
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May 10 2016
Please contact the creators of the mod. Thanks!
This is a Play With Six issue. Fighting Power is right.
Every kind of issue should be reproducable with the vanilla version of Arma 3 (no mods, scripts, third party software etc.).
Open a ticket in the Play With Six issue tracker!
@Fighting Power your note was not useful to the issue at all. The issue is in BattlEye's updating and therefore a issue for BI. Play with six has been running fine and hasn't had a update for a while. A change has been made to BattlEye as its running a update program where the issue is.
As a developer my self I know you always report the issue to the owner of the software that has the issue if they wish to pass it on to other parties that could be involved that's their decision.
People are you nuts? It play with Six problem, not Bohemia. Please write this to play with six and stop spamming feedback tracker.
Awesome!
So problem was in slightly corrupted SQM. There were missing type name for one module attribute and wrong (maybe old) object id of building in some waypoint. I made sure next time such situation will happen it will no more cause any crash ;)
Fix is on it's way to you and should be in your game in next DEV update :)
Hello and thank you for letting us know. I will check it out ASAP ;)
It's way better now, startup time was probably reduced by more than 50%. Awesome As far as I'm concerned, the ticket can be closed.
Hello,
the new version of Launcher was deployed to the dev branch that should improve the synchronization time. But the synchronization is necessary because Steam doesn't provide any update time-stamp for downloaded data.
Unchecking is enough... Try disable battleeye in launcher, then try to uncheck all modst in launcher "MODS" tab.
When you say, disable is that as simple as unchecking them on the mods section of battleye (tried that, no difference) or uninstalling them?
It is some mod's fault. Disable one-by-one and you get the fault.
System information
Date: 2015-09-26 09:35:04 / 2015-09-26 10:35:04 +01
Current dir: E:\Steam\steamapps\common\Arma 3
Command line: "E:\Steam\steamapps\common\Arma 3\arma3launcher.exe"
CLR version: 4.0.30319.42000
OS Version: 10.0.10240.0 (Microsoft Windows NT 10.0.10240.0)
OS 64 bit: True
Process 64 bit: False
Culture: en-US
UI Culture: en-US
----------------------
Last game report
E:\Steam\steamapps\common\Arma 3\arma3.exe
"E:\Steam\steamapps\common\Arma 3\arma3.exe" "-mod=E:\Steam\steamapps\common\Arma 3\@HLC Core;E:\Steam\steamapps\common\Arma 3\@HLC AR15 Pack;E:\Steam\steamapps\common\Arma 3\@HLC AK Pack;E:\Steam\steamapps\common\Arma 3\@HLC M60 Pack;E:\Steam\steamapps\common\Arma 3\@HLC G3 Pack;E:\Steam\steamapps\common\Arma 3\@HLC M14 Pack;E:\Steam\steamapps\common\Arma 3\@HLC MP5 Pack;E:\Steam\steamapps\common\Arma 3\@HLC FAL Pack;E:\Steam\steamapps\common\Arma 3\@PLAYERUNKNOWN's Battle Royale;E:\Steam\steamapps\common\Arma 3\@Exile;E:\Steam\steamapps\common\Arma 3\@HLC SAW Pack;E:\Steam\steamapps\common\Arma 3\@HLC AWM Pack;E:\Steam\steamapps\common\Arma 3\@Project23"
Original output filename: Arma3Retail_DX11
Exe timestamp: 2015/08/25 16:06:38
Current time: 2015/09/26 10:34:47
Type: Public
Branch: Stable
Version: 1.50.131969
Allocator: E:\Steam\steamapps\common\Arma 3\dll\tbb4malloc_bi.dll
Exception code: C06D007E at 762B3E28
Version 1.50.131969
Fault time: 2015/09/26 10:34:47
Fault address: 762B3E28 01:000B2E28 C:\WINDOWS\SYSTEM32\KERNELBASE.dll
file:
world:
Prev. code bytes: 75 1F 21 4C 24 10 8D 04 24 50 FF 15 70 43 35 76
Fault code bytes: 8B 4C 24 54 33 CC E8 61 16 02 00 8B E5 5D C2 10
Registers:
EAX:02D5F5F8 EBX:02022CF0
ECX:00000001 EDX:00000000
ESI:00000000 EDI:00000000
CS:EIP:0023:762B3E28
SS:ESP:002B:02D5F5F8 EBP:02D5F654
DS:002B ES:002B FS:0053 GS:002B
Flags:00000212
Yeah, for me it opens multiplauer respawn menu. its something wrong with it. Can you give us the RPT files (check "How To" guide on the upper right cornet of this site.
Yes, you are right, they detect "put" as fire weapon. It require some few lines more added with action "put" like "silent, do not attract the AI" etc - i dont know about coding, but it may be usefull for devs. Its logical, if you cant remove some script, add new one to prevent the bug.
I would upvote it 100 times if there would be that option. Its known bug since Operation flashpoint. It would be great if it would be fixed some day.
Did additional testing with this last night and it appears there's some code in the AI routines that deserves a special place in byte-Hell making the AI immediately telepathically aware of satchel setter because can't find anything in the configs that could be to blame..
Oddly the 'FiredNear' eventhandler gets triggered for the enemy when setting explosives near them. So the AI code considers a 'Put' weapon being fired nearby as a weapon being fired.. I feel a triple-facepalm coming..
But it does trigger for all of the demo types so dunno why the satchel is so special, again. >:(
This issue was found and fix on friday. Please check it out again and let me know if it is still happening ;)
Thank you for your help and have a nice day :)
+1
I think the modifiers simply need to be streamlined, such that the SHIFT modifier will toggle to rotation mode while currently in movement mode. Note how you get a different set of modifier options, once you start some editing mode. I.e. there are top-level/mode modifiers, and then there is a different set/assignment of modifiers depending on the editing mode you've entered. Hence, main modifiers (e.g. SHIFT for rotation) should be available in all editing modes, and only redefined if really, really necessary (pls dont).
maybe i set up this wrong, but i tried to make it modular and easy as possible
setup headless client HC1
creating units by script/triggering and adding them to a group called "Gruppe1"
i set after that via a gamelogic the owner of this group to HC1
my hc connects and takes the place of hc1, but the first is always not connecting...
So i found and fixed it ;) issue was in storing wrong (zeroed) position of copied marker to SQM. You should be able to check it out in next DEV update :)
Thanks sadovsf! :)
UPDATED 25/09/2015 @ 21:37 GTM:
After further research I have more info - The markers do save in the entities view however, when going to select an unsaved marker the game will crash "Out of Memory" (unfortunately no error code is given). This leads me to believe that the markers are saving, but are failing to save successfully.
Hello and thank you for finding this issue :) i'am fixin it right now ;)
The problem is what behavior you intend to give at this command.
As written now, you can catch nearest enemies even if distant for several kilometers if your side has a knowAbout on it.
So, there are 2 ways thinking about this command should work:
- this command must return the nearest existing enemies, for scripted scenarii. Then , you should consider allUnits with a non-friend side, excluding all emptied (civilian) vehicles;
- If you'd rather want a more immersive information (player oriented), it's OK for the delay, but some distances should be taken into account. It's abnormal to have a return on an emptied vehicle at more than one kilometer and no info on infantry in vicinity.
Of course the problem is still with editor placed disabled vehicle, when it is not dead but cannot be used by the crew, it is still a target.
Ah, interesting, this might be it, as if I use leaveVehicle in addition to moving out crew, it gets removed from enemy list straight away.
I believe the reason for the delay is that it should be seen as a viable target while the group alive and could get back in.
One reason the second may not be seen as a threat is that the vehicle wasn't added to the group.
group tank addVehicle Tank;
This may now produce same results as first script all though you don't really say which is your preferred result.
Still valid. Init event handler is not called for non-player units