Please try to reproduce the issue without any mods.
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Arma 3 Activity
May 10 2016
In this context, the strings should be part of the stringtable.xml which is used for such situation and the string localization.
The following page explains all you need about this process:
https://community.bistudio.com/wiki/Stringtable.xml
Happen to me too
Yeah, I was disappointed to find out that AI spots me just as easily if I hide inside a knocked down tree.
https://www.youtube.com/watch?v=fAiis5chnCY&feature=youtu.be
Please fix it! This happen INDEPENDLY OF MODS
Hello,
First of all try launching the game without mods. If the issue persists
try following possible solutions for the issue.
Update the graphics card drivers to a newer version.
Rollback the graphics card drivers to an older version.
Check the temperature of your GPUs and CPUs.
Disable the Steam Overlay.
Apers mine is still silent
According to the author the issue seems to be resolved
Upon checking the rpt files I found the following error (when throwing a frag grenade):
Cannot load sound 'a3\sounds_f\arsenal\explosives\grenades\explosion_he_grenade_03.wss'
The sound indeed does not exist in the pbo. The only grenade sounds are named:
grenade_01.wss
grenade_02.wss
grenade_03.wss
G_40mm_HE_01.wss
G_40mm_HE_02.wss
G_40mm_HE_03.wss
mini_grenade_01.wss
mini_grenade_02.wss
mini_grenade_03.wss
I've uploaded a full .rpt (with game start).
Problem seems to remain even after going back to stable version.
Problem is solved in current dev version (wss files do exist)
related to #0026061 and #0026068
Also ich muss erstmal sagen es läuft flüssig alles gut bis auf eine Sache , seit dem ich im Arma 3 Dev Modus bin wegen dem Arma 3 Eden 3D Editor habe ich bei benutzung von Granaten und Sprengstoff keinen Sound mehr ... Obtisch ist die Explosion da aber der Sound fehlt . Das wäre das einzige Problem was ich bis jetzt gefunden habe.
Loose translation of the ticket:
First of all I have to say everything runs smoothly, however, since I've been using the dev branch - because of Eden 3D Editor- grenades and explosives make no sound. Visually the explosion exits. That's the only issue I've found so far.
-end of translation-
Issue still exist, game version 1.53.132763
Hi, thanks for your report, but please post it in English next time. Even broken English is better than none ;)
Translation: Grenades don't have sounds in Steam dev. Unrelated to Eden, happens eveywhere.
According to the author the issue seems to be resolved
Thanks I will disable the overlay and I'm getting a new gpu this Christmas
Hello,
The game is unable to initialize a graphical subsystem. Possible solutions:
Update the graphics card drivers to a newer version.
Rollback the graphics card drivers to an older version.
Check the temperature of your GPUs and CPUs.
Disable the Steam Overlay.
Hello?
Definitely an awesome technology and it would enhance Tanoa quite a lot.
Wow , that's awesome! Nice feature!
At least, the ticket got acknowledged.
It would be great, if we will receive more informations or updates.
Keep up the good work
This would be fucking amazing in A3! Up voted this!
Well they are going to upgrade the water fog and give the water reflections (which is really awesome). And in the Tanoa trailer I think I saw shoreline waves
Hello,
It seems that it is now fixed.
Thank you George of the jungle
Hello,
I've tested it on the current stable version and I get correct values, can you please confirm that the issue is still present? Is it in in-game or Steam browser?
I've attached a screen from in-game browser.
There was an issue with number of players on Steam side. The protocol is using 1B value but it was returned by the Steam SDK as signed. We knew about it, we handled the negative values in the game and calculated correct number. The wrong number was still shown in server browser in the Steam client. Looks like the issue was acknowledged by Steam as in current Steam client since server browser shows correct values.
up
Day 5: Dear diary, it's been five days since i reported this bug and it is still unnoticed, i'll keep checking everyday in the hope of a reply. I am not giving up !
so you answer everyone but me?
up
The remote tab show the correct number tho
I tested the main battle tanks, and their "eyes" are really low. Like around 1.30m height, while the actual viewpoints (driver, gunner, commander) are all much higher than that.
Funny thing is that even the tank away from the wall in the attached mission don't know about the other, even though its whole turret is clearly visible from all altitudes. Seems like any part above that 1.3m can't be detected.
edit. added a screenshot of a perfectly hidden tank. Apparently hull-down is very viable tactic...
Oh man. That is not good at all. Does the problem occur when a tank is behind a low wall in the terrain that covers the hull only? Or some piles of garbage?
It seems every object like this create barrier for visibility Walls, sandbags, even bridge, when only hull is covered.
I tested it with all defence objects like concrete bariers, sandbags etc. Its seems to block vision completly.
Heavens, what a nasty bug. Hopefully the problem is just with those sandbags...
Upvoting. I tested all tanks bugs as i play mainly armored vehicles, and this bug right next tu Physx failures, and lack of reverse abilities for ai is most gamebraking issue.
EDit:
Was this readed? more than 2 weeks passed.... And bug is serious.
It happen WITH AND WITHOUT MODS
https://youtu.be/XmSk9a20krM
BUMP?
Look at attached missions.
But in case of tanks - will be able to trun turret? I'm making tanks entrebched on defent position and want them move after defend. There is no option to stop the tanks on place - i even created waypoints to hold the place WITH timer and it wasnt working (so after timer counts to zero, vehicle will move).
In case of tanks - there is NO WORKING COMMAND.
doStop doesn't prevent units from engaging. If you want a group or single unit to stay put with doStop, you must use groupName enableAttack false. Or unitName disableAI "MOVE", but then the unit will be stuck on the spot, unable to turn.
So how i can stop the vehicle? This command must work for both. Who is downvotin all tickets? Doest the stupidness comes even for games feedback tracker? This people is simply sick.
As far as i know, this script only works for infantry. It also doesn,t work for units in groups. I don't know any script that disables the AI to move when they are in a vehicle.
Watch everybody break-out into their "happy dance", as I think few expected this. (Note my sarcasm. ;-)
According to the author the issue seems to be resolved
Shrugs. So leaving a parked vehicle along the runway (or elsewhere) and turning on the vehicle's (or aircraft's) exterior lights two hours before dusk and traveling elsewhere, and then returning after dark (or during dusk) at the airport (or elsewhere) is useless? Not too also mention by law, Canadians are required to drive with their headlights on.
It seems to happen randomly for all vanilla aircraft gauges/monitors and cars' speedometers. Modded vehicles seem fine.
And I believe lights not turning on during the day is on purpose because they're useless during the day
Fixed in 1.54 (tested in RC build)
EDIT: restarted the game in vanilla and now they're pitch black again...it seems this bug is a random occurance
Does this bug occur with all jets and all rotary aircraft, or just some of aircraft?
In the past, I've also seen some vehicles with the lights being unable to be turned on during daytime in general.
EDIT: played with RHS Escalation on and all the vanilla cockpit monitors are now illuminted, except for the Buzzard, Wipeout, Blackfoot and Kajman