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May 10 2016

FridayNext edited Steps To Reproduce on T86228: Crash while loading The intstruction at 0x.. referenced memory at 0x... The memory could not be written..
May 10 2016, 1:00 PM · Arma 3
razazel added a comment to T86228: Crash while loading The intstruction at 0x.. referenced memory at 0x... The memory could not be written..

Hello,

I have checked the reports and it seems that you a maxMem parameter set to 1.

Please run the launcher and select the Parameters option, then go to the Advanced tab and select Advanced and check whether you have the maxMem parameter enabled and its value.

If it is enabled with value 1, either disable this param or set a higher value for it. That should resolve the issue.

Thank you

May 10 2016, 1:00 PM · Arma 3
FridayNext added a comment to T86228: Crash while loading The intstruction at 0x.. referenced memory at 0x... The memory could not be written..

Looks like a problem with default launcher. Just opened arma3.exe. Worked fine.

May 10 2016, 1:00 PM · Arma 3
FridayNext added a comment to T86228: Crash while loading The intstruction at 0x.. referenced memory at 0x... The memory could not be written..

Big thanks, problem has been solved.

May 10 2016, 1:00 PM · Arma 3
Bohemia added a project to T86228: Crash while loading The intstruction at 0x.. referenced memory at 0x... The memory could not be written.: Arma 3.
May 10 2016, 1:00 PM · Arma 3
rogerx added a comment to T86227: Arma3Update156RC: Extremely Unstable.

Thank you. I happened to catch a similar response of yours within another bug report elsewhere, but not before I attempted to download the daily developer snapshots for several days using ADSL.

Returning to downloading RC still ran about six hours, but unlike the impossible 6-24 hour download times of the Developer snapshots.

I thought the ARMA 3 Tools GameUpdater was an incremental update program, similar to RSync or Git? Anyways, we can close this bug as I'm sure everybody his on the right track, or (for all I know) I think the right track.

Thanks for your attention concerning the quality, although a multi-platform game is almost just as important. (An unrelated note, I'm literally pulling my hair out after working with a software tuner within Windows, even while trying to desperately utilize the software tuner tools within Cygwin.)

Suggest closing this bug, as it's too general, and the purpose was to highlight quality issues.

May 10 2016, 1:00 PM · Arma 3
razazel added a comment to T86227: Arma3Update156RC: Extremely Unstable.

Hello,

sorry for the late reply. RC version should be receiving almost daily updates up to the point where it is going to be released as we want to make sure that major bugs, both old and newly emerged, are all fixed and tested before its release.

May 10 2016, 1:00 PM · Arma 3
razazel added a comment to T86227: Arma3Update156RC: Extremely Unstable.

Hello,

we are sorry you are experiencing issues with our game.

Are you running any mods? If so please try to disable them. Should the problem occur again, please export your game log files from the launcher (again, without any mod).

The mdmp + rpt +bidmp files should be located in this directory:
C:\<username>\AppData\Local\Arma 3

Attach the generated files to the ticket. If the files are too big please use some free file sharing service.

Additionally, make sure to verify your game data via Steam.
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
After that, please try to run your Arma as an admin.

As for the issue with the mission editor loading. Did you edit the file manually after creating the mission?

Thank you

May 10 2016, 1:00 PM · Arma 3
rogerx updated subscribers of T86227: Arma3Update156RC: Extremely Unstable.

One, if not all of these bugs have already been posted at one time or another. (ie. "Error compiling shader PSSpecularAlpha" for using old mods from older ARMA 3 versions.) So since my download took a long time over DSL, a lot of these bugs are already going to be already in processing.

The mods were all disabled within the stable version, but starting the new version experienced some Workshop mods still being enabled. (ie. @Nam) This required using the RC snapshot arma3launcher.exe to further ensure that all Workshop mods were further deactivated. (ie. @Nam)

My main point was, I encountered numerous bugs or stability issues with this RC version within a very short period of time. (No need to apologize, as I'm volunteering. ;-) Since I experienced so many bugs, and not being able to really spend much time at all for further bug searching within the 3D world, felt it was important to report this aspect.

My question was, is the RC snapshot going to see any incremental updates, or should those of us testing just move onto the daily development snapshots.

On the flip, although I was only able to spend 20 seconds within the 3D editor, I'm impressed with the engineering and direction of this 3D editor. And what coding style I have seen, albeit most is proprietary, I am also somewhat impressed with the clean coding style and the direction of a multi-platform environment.

I have a gut feeling with the bugs I've witnessed so far, I should definitely migrated to daily development snapshots, as most are likely going to be fixed.

May 10 2016, 1:00 PM · Arma 3
rogerx edited Additional Information on T86227: Arma3Update156RC: Extremely Unstable.
May 10 2016, 1:00 PM · Arma 3
Bohemia updated subscribers of T86227: Arma3Update156RC: Extremely Unstable.
May 10 2016, 1:00 PM · Arma 3
Bohemia added a project to T86227: Arma3Update156RC: Extremely Unstable: Arma 3.
May 10 2016, 1:00 PM · Arma 3
razazel added a comment to T86226: 0x00000035 - Blocked loading of file 'D:\Steam\steamclient.dll and Steam.exe'.

Hello,

please make sure that you are running the latest version of the BattlEye service.

In case of any further problems, please try going through the BattleEye support page
http://www.battleye.com/support/faq/ and if necessary contacting BattlEye support.

Thank you

May 10 2016, 1:00 PM · Arma 3
razazel added a comment to T86226: 0x00000035 - Blocked loading of file 'D:\Steam\steamclient.dll and Steam.exe'.

Hello,

we are sorry for the trouble you are having with the game.

One of the possible reasons for this message is running Steam as an administrator and starting Launcher as a regular user. If this situation occurs, Launcher may display a "Updates unavailable - Steam is not running" message in its status.

Possible solutions:
-Run the game from Steam client by clicking on the Play button (not from a shortcut nor directly from an executable).
-Exit Steam and run as a regular user (instead of running it as an administrator).
-Run the game or the Launcher from a shortcut or from an executable as an administrator.
-Restart Steam.
-Restart the computer.

Verifying the game cache might also help.
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335

Please let us know if any of this have helped.

Thank you

May 10 2016, 1:00 PM · Arma 3
nyannein added a comment to T86226: 0x00000035 - Blocked loading of file 'D:\Steam\steamclient.dll and Steam.exe'.

I have try all of these and they don't work at all D:

May 10 2016, 1:00 PM · Arma 3
Bohemia added a project to T86226: 0x00000035 - Blocked loading of file 'D:\Steam\steamclient.dll and Steam.exe': Arma 3.
May 10 2016, 1:00 PM · Arma 3
nyannein set Category to category:battleye on T86226: 0x00000035 - Blocked loading of file 'D:\Steam\steamclient.dll and Steam.exe'.
May 10 2016, 1:00 PM · Arma 3
megagoth1702 added a comment to T86225: SoundSet mixer is breaking sound when more than one SoundShader is in SoundSet (rangeCurve bug?).

Removed "note that tail disappears" from original repro steps. It was misleading and has nothing to do with this issue.

May 10 2016, 1:00 PM · Arma 3
Koala added a comment to T86225: SoundSet mixer is breaking sound when more than one SoundShader is in SoundSet (rangeCurve bug?).

I reopened the other ticket. I thought, these are the same issues. Sorry for that.

May 10 2016, 1:00 PM · Arma 3
megagoth1702 added a comment to T86225: SoundSet mixer is breaking sound when more than one SoundShader is in SoundSet (rangeCurve bug?).

My other ticket

http://feedback.arma3.com/view.php?id=27858

has been closed, claiming that THIS ticket has more recent information.

I feel like this is a wrong decision - these are two, separate issues which is why I created two tickets. I only used the same attached data.

May 10 2016, 1:00 PM · Arma 3
megagoth1702 edited Steps To Reproduce on T86225: SoundSet mixer is breaking sound when more than one SoundShader is in SoundSet (rangeCurve bug?).
May 10 2016, 1:00 PM · Arma 3
Bohemia added a project to T86225: SoundSet mixer is breaking sound when more than one SoundShader is in SoundSet (rangeCurve bug?): Arma 3.
May 10 2016, 1:00 PM · Arma 3
Koala added a comment to T86224: SoundSet breaks when switching weapon that uses SoundSet with shared SoundShader.

Reopened the ticket.

May 10 2016, 1:00 PM · Arma 3
megagoth1702 added a comment to T86224: SoundSet breaks when switching weapon that uses SoundSet with shared SoundShader.

Thanks.

May 10 2016, 1:00 PM · Arma 3
Georg_Ravioli edited Additional Information on T86223: Workshop "Updating" Up-to-Date mods.
May 10 2016, 1:00 PM · Arma 3
Georg_Ravioli added a comment to T86223: Workshop "Updating" Up-to-Date mods.

Yes, I'm running mods. The mods aren't causing an issue with the game itself, I believe it's the workshop. Again, it's re-downloading all 21 GB of workshop mods, even though they are already up-to-date and in the correct folder.

This may be a Steam/workshop issue, but I thought I'd check here first in case anyone has any info.

May 10 2016, 1:00 PM · Arma 3
Bohemia added a project to T86224: SoundSet breaks when switching weapon that uses SoundSet with shared SoundShader: Arma 3.
May 10 2016, 1:00 PM · Arma 3
razazel added a comment to T86223: Workshop "Updating" Up-to-Date mods.

Hello,

we are sorry you are experiencing issues with our game.

Are you running any mods? If so please try to disable them. Should the problem occur again, please export your game log files from the launcher (again, without any mod).

Steps on how to export logs from ARMA 3 Launcher:

  1. Start ARMA 3 Launcher
  2. Click Options menu
  3. Drop down menu will appear
  4. Select: Prepare Arma Troubleshooting error and save those files
  5. A notification will pop up with the name of the generated file

Please note that it might take some time for files to collect.

Attach the generated files to the ticket. If the files are too big please use some free file sharing service.

Thank you

May 10 2016, 1:00 PM · Arma 3
megagoth1702 edited Steps To Reproduce on T86224: SoundSet breaks when switching weapon that uses SoundSet with shared SoundShader.
May 10 2016, 1:00 PM · Arma 3
razazel added a comment to T86223: Workshop "Updating" Up-to-Date mods.

Hello,

unfortunately it might actually be the Steam/Workshop issue. We are currently checking out what the problem might be and what can be done on our side to prevent it.

May 10 2016, 1:00 PM · Arma 3
Bohemia added a project to T86223: Workshop "Updating" Up-to-Date mods: Arma 3.
May 10 2016, 1:00 PM · Arma 3
Lex added a comment to T86222: Titan MPRL Compact lock on (AT).

Spike family rockets. All Spike rockets has the combined system of a sight and trajectory of flight. Spike family rockets. All Spike rockets has the combined system of a sight and trajectory of flight. Control during flight is available, change of the purpose in flight, self-destruction in flight. In total within the direction of missile launch. Missile launch in the opposite direction it is impossible, only in Arma3)). We hope it will correct.
http://www.defense-update.com/photos/mini_spike.html
https://www.youtube.com/watch?v=KfjnFmRtfao&feature=youtu.be
https://www.youtube.com/watch?v=Q1yXsGfo4mI
https://www.youtube.com/watch?v=CpO-VpNxGRY
https://www.youtube.com/watch?v=q2ThoGCbVME
https://www.youtube.com/watch?v=4-sZ6aYl_K4
https://www.youtube.com/watch?v=zWy_-zW0NNo
In couple the Titan and the UAV laser it is possible to lock on any target.
https://www.youtube.com/watch?v=riFhhBDtvEs&feature=youtu.be
In couple the rocketeer of AT and the operator UAV it is possible to take a laser point. The operator UAV can direct flight of the rocket to the purpose. This video isn't present, but it works.

May 10 2016, 1:00 PM · Arma 3
Shields added a comment to T86222: Titan MPRL Compact lock on (AT).

The spike isn't like the javelin, sure they can be compared but its a completely different system and works in a different way.
Incase you didn't know the Titan AT is based on the Mini Spike, not the Javelin.
http://defense-update.com/Images_new3/zaatut_minispike.jpg
http://defense-update.com/images_large2/zaatut_with_spike_clu.jpg
https://en.wikipedia.org/wiki/Spike_(missile)

May 10 2016, 1:00 PM · Arma 3
Yoshi_E added a comment to T86222: Titan MPRL Compact lock on (AT).

Thanks for adding the videos @Lex, @Shields.
They are pointing out, that the implementation of Anti Tank missiles seem incorrect in the Arma 3 Engine, in their target seeking ability (no line of sight required, no heat detection, instant target locking) .

May 10 2016, 1:00 PM · Arma 3
Shields added a comment to T86222: Titan MPRL Compact lock on (AT).

Well you should also be able to view the missile in flight using the imaging infrared seeker in the tip of the missile and adjust lock and all that cool shit.
But as this is only a video game so making it work completely realistic might be difficult for the developers as they have no clue how it works in real life anyway.

May 10 2016, 1:00 PM · Arma 3
TheMasterofBlubb added a comment to T86222: Titan MPRL Compact lock on (AT).

Since when can for example a javelin change the lock? This are Fire and Forget missiles that do not have any adjustance after beeing released(not talking about MCLOS). I know that the Top attack is missing but still the systems are pretty acurate.

May 10 2016, 1:00 PM · Arma 3
Yoshi_E added a comment to T86222: Titan MPRL Compact lock on (AT).

"You don't need a Heat source you need a temperature contrast means something that's colder or warmer."

That's why I am saying that it should be possible to lock onto buildings as well, metal buildings in the sun are also in contrast to the shadow around it...

The missile should make no difference between metal on buildings and metal on vehicles ^^

May 10 2016, 1:00 PM · Arma 3
TheMasterofBlubb added a comment to T86222: Titan MPRL Compact lock on (AT).

I agree on all things but one. The targeting on the cold Ifrits is possible. You dont need a Heat source you need a temperature contrast means something thats colder or warmer.

May 10 2016, 1:00 PM · Arma 3
Bohemia added a project to T86222: Titan MPRL Compact lock on (AT): Arma 3.
May 10 2016, 1:00 PM · Arma 3
razazel added a comment to T86221: Doors are locked at the Airport.

Hello Dlang,

are you still experiencing this issue?

May 10 2016, 1:00 PM · Arma 3
Bohemia updated subscribers of T86222: Titan MPRL Compact lock on (AT).
May 10 2016, 1:00 PM · Arma 3
SomeSangheili added a comment to T86221: Doors are locked at the Airport.

Cannot reproduce on RC. I think this has been fixed. Also that window bug has been fixed on RC

May 10 2016, 1:00 PM · Arma 3
Yoshi_E edited Steps To Reproduce on T86222: Titan MPRL Compact lock on (AT).
May 10 2016, 1:00 PM · Arma 3
Dlang added a comment to T86221: Doors are locked at the Airport.

Okay, it's this building : https://community.bistudio.com/wiki/File:Arma3_CfgVehicles_Land_Airport_right_F.jpg

May 10 2016, 1:00 PM · Arma 3
SnakePlissken added a comment to T86221: Doors are locked at the Airport.

You would put a picture of the building? (If possible, position on the map)

Making it easy to find :)

May 10 2016, 1:00 PM · Arma 3
Dlang added a comment to T86221: Doors are locked at the Airport.

Same issue with GeneralStore01 from CUP.

In Vanilla A3, at the North Side, the doors are locked. Also, if you shoot at windows at this side of the airport, you can't break them. On the other side you can.

May 10 2016, 1:00 PM · Arma 3
razazel added a comment to T86221: Doors are locked at the Airport.

Hello,

could you please be more specific about which airfield/building/doors are causing this issue? (for example Altis Airfield > Main Terminal > Doors on the North side of the building). It will help us a lot in order to find the correct door and fix the issue.

Did you notice similar problem in any other building?

Any info you are able to provide will be appreciated.

Thank you

May 10 2016, 1:00 PM · Arma 3
Dlang set Category to category:other on T86221: Doors are locked at the Airport.
May 10 2016, 1:00 PM · Arma 3
Bohemia added a project to T86221: Doors are locked at the Airport: Arma 3.
May 10 2016, 1:00 PM · Arma 3
LanceCorporalGetSome edited Steps To Reproduce on T86220: Generates automatic launcher report stating not enough memoor.
May 10 2016, 1:00 PM · Arma 3
BISWizard added a comment to T86220: Generates automatic launcher report stating not enough memoor.

Hello,
please try to start Launcher in a safe mode (you enter it by holding Ctrl+Shift while starting the game) and let it disable hardware acceleration.

May 10 2016, 1:00 PM · Arma 3
Bohemia added a project to T86220: Generates automatic launcher report stating not enough memoor: Arma 3.
May 10 2016, 1:00 PM · Arma 3
Bohemia added a project to T86219: Hidden layers are sometimes deleted [Major issue]: Arma 3.
May 10 2016, 1:00 PM · Arma 3
R3vo set Category to category:edeneditor on T86219: Hidden layers are sometimes deleted [Major issue].
May 10 2016, 1:00 PM · Arma 3
Koala added a comment to T86217: ability to group objects.

That is right. With the attributes field all marked objects just rotate around their own center and not one common center.

The only solution I can imagine is to add a rotation option to a custom layer. So it might possible to rotate all objects in that layer around one big center with the help of the attributes.

But honestly, I really think that the rotation widget/hold shift key function is more comfortable and faster.

But if you want to rotate the center of all marked objects exactly for 24 or 73 degrees you need another option.

May 10 2016, 1:00 PM · Arma 3
Bohemia added a project to T86218: Improve layer functionality: Arma 3.
May 10 2016, 1:00 PM · Arma 3
R3vo set Category to category:edeneditor on T86218: Improve layer functionality.
May 10 2016, 1:00 PM · Arma 3
karoucho added a comment to T86217: ability to group objects.

Well, not really, although this layers are really helpful ! What I was thinking of, is more like : let's say I want to build a rather complicated structure (like a gun rack), involving objects I rotated because i want them fixed on the wall. When I finished, I would like to group it (the rack/support and the guns)into one solid object, so I can rotate it, place it or anything in one piece.
I know I could just select them all and rotate them, but not precisely with the "rotation" field in this selection attribute, because if I do that, it will rotate all my objects independently from the others.
I feel it would improve Eden to have this ability !

But thanks though for your advices !
This new editor is a beauty !

May 10 2016, 1:00 PM · Arma 3
Koala added a comment to T86217: ability to group objects.

Hmm, your intention is already possible with Eden.

I just opened the editor (todays development branch), placed a wall and four targets in front of the wall (like a shooting range).

I marked all five objects, pressed the Space key (activation for the Rotation widget) and was able to rotate all objects. They acted like they were one solid object and they turned around one center.

You can even hold the shift key to turn all marked objects like one solid object.

Have you recently tried to turn several objects at once? If I didn't understand you wrong you want what I just described. Just try it for yourself.

Best regards.

May 10 2016, 1:00 PM · Arma 3
karoucho added a comment to T86217: ability to group objects.

I agree it is possible to rotate them like one solid object, but just with the mouse, not with the "rotation" field in the attributes (even when activated the field), which is a lot more precise and take less time. They will rotate oddly.
But the rotation is not my only point of interest, the ability to group things could be convenient in a lot of situation. It's a kind of relief to group a structure you just spent hours to build. That way you know you won't mess it selecting an element without noticing. Or else.

May 10 2016, 1:00 PM · Arma 3
Koala added a comment to T86217: ability to group objects.

Hello, you already can group items.

Just take a look at the bottom left of your editing screen. There you can find a trash icon and two folder icons.

With those +folder icon you can create a layer and put all the stuff (drag and drop) in you want to have in the group.

For example:

You place a table somewhere -> it will get added to the "empty" layer on the entities page.

Now you place some stuff on the table (PC elements, displays, batteries etc.). These items will be stored in the same "empty" layer.

Now you create a new layer (+folder) and name it e.g. "Pc stuff". You can mark all these new items and drag them from the "empty" layer to the "Pc stuff" layer.

I hope you were looking for something like that?

May 10 2016, 1:00 PM · Arma 3
Bohemia added a project to T86217: ability to group objects: Arma 3.
May 10 2016, 1:00 PM · Arma 3
karoucho set Category to category:edeneditor on T86217: ability to group objects.
May 10 2016, 1:00 PM · Arma 3
cater182 edited Steps To Reproduce on T86216: Infinite Snake Blood.
May 10 2016, 1:00 PM · Arma 3
Bohemia added a project to T86216: Infinite Snake Blood: Arma 3.
May 10 2016, 1:00 PM · Arma 3
YannDaok added a comment to T86215: Eden Editor Items on a table.

The object and the table are in a building, his height is 1 meter, maybe the problem is that ?

May 10 2016, 1:00 PM · Arma 3
YannDaok added a comment to T86215: Eden Editor Items on a table.

I've already do that, that not work

May 10 2016, 1:00 PM · Arma 3
Dlang added a comment to T86215: Eden Editor Items on a table.

Same issue...

May 10 2016, 1:00 PM · Arma 3
YannDaok set Category to category:edeneditor on T86215: Eden Editor Items on a table.
May 10 2016, 1:00 PM · Arma 3
Bohemia added a project to T86215: Eden Editor Items on a table: Arma 3.
May 10 2016, 1:00 PM · Arma 3
cater182 added a comment to T86215: Eden Editor Items on a table.

Just disable simulation for the objects your placing down in the attributes

May 10 2016, 1:00 PM · Arma 3
razazel added a comment to T86214: Unable to move around map in Eden Editor(3d) after previewing.

Hello,

thank you for your feedback.

Unfortunately I was not able to reproduce this issue.

Is this issue still present on the latest RC version?
Did you try verifying your game files via Steam?
Here's how to do that:
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335

Thank you

May 10 2016, 1:00 PM · Arma 3
Bohemia added a project to T86214: Unable to move around map in Eden Editor(3d) after previewing: Arma 3.
May 10 2016, 1:00 PM · Arma 3
razazel added a comment to T86213: Dev Branch Eden Editor crashes when clicking Open button.

Hello,

this issue should be now fixed in the current Steam Dev as well as the RC. Could you please check it out. Please let us know if the issue is still present.

Thank you

May 10 2016, 1:00 PM · Arma 3
rogerx added a comment to T86213: Dev Branch Eden Editor crashes when clicking Open button.

Ditto here.

Here's a copy/paste of the error GUI dialog. CTRL-C over the error GUI and then paste elsewhere using CTRL-V. Copy & Paste via keyboard.

---------------------------

Arma 3

File C:\Users\roger\Documents\Arma 3\missions\Phoenix_Domination_V4G.Altis-20150605\mission.sqm, line 0: '.': '�' encountered instead of '='

OK

Upon final exit, I get a further error:
Exit Code: 0x000000001 UNABLE_TO_INIT_DXGI

Likely an unrelated error.

May 10 2016, 1:00 PM · Arma 3
Drahkken added a comment to T86213: Dev Branch Eden Editor crashes when clicking Open button.

Verified resolved. Not a very useful message for most users, but doesn't crash the game anymore. :)

May 10 2016, 1:00 PM · Arma 3
ironhawx edited Steps To Reproduce on T86214: Unable to move around map in Eden Editor(3d) after previewing.
May 10 2016, 1:00 PM · Arma 3
Cyruz added a comment to T86212: AI vehicles stucked at waypoints on dedicated server.

Tested in 1.56 stable, working as expected!

May 10 2016, 1:00 PM · Arma 3
Bohemia updated subscribers of T86213: Dev Branch Eden Editor crashes when clicking Open button.
May 10 2016, 1:00 PM · Arma 3
Drahkken edited Steps To Reproduce on T86213: Dev Branch Eden Editor crashes when clicking Open button.
May 10 2016, 1:00 PM · Arma 3
Bohemia added a project to T86213: Dev Branch Eden Editor crashes when clicking Open button: Arma 3.
May 10 2016, 1:00 PM · Arma 3
oukej added a comment to T86212: AI vehicles stucked at waypoints on dedicated server.

Internal 1.57.134593 (numbering is basically the same as in Dev branch)

May 10 2016, 1:00 PM · Arma 3
oukej added a comment to T86212: AI vehicles stucked at waypoints on dedicated server.

I'm sorry for we're unable to reproduce the issue (AI doesn't take longer than e.g. 5 sec)

AI vehicles get randomly stucked at editor placed waypoints when playing a mission on a dedicated server.

What is the approx. repro rate?
Does it happen only with the delays? Or should it happen when we just let them cycle few waypoints?

May 10 2016, 1:00 PM · Arma 3
Cyruz added a comment to T86212: AI vehicles stucked at waypoints on dedicated server.

Oukej, what server/client version were you using for the tests?

May 10 2016, 1:00 PM · Arma 3
Cyruz added a comment to T86212: AI vehicles stucked at waypoints on dedicated server.

That happens when they are fleeing

Is that expected behavior? Seems counter to the actual act of fleeing, standing still is the polar opposite?

May 10 2016, 1:00 PM · Arma 3
Cyruz added a comment to T86212: AI vehicles stucked at waypoints on dedicated server.

Honestly it's been a while since I was on dev branch but I didn't think there was a proper dedicated server build available (this only occurs in dedicated environments).

Is there an appID I can use in steamcmd to build a test box?

Edit: Did some more reading and got it working, seems to work fine on dev branch, no issues at all. Guess we wait for 1.56 tomorrow in stable and see how it works out there.

May 10 2016, 1:00 PM · Arma 3
oukej added a comment to T86212: AI vehicles stucked at waypoints on dedicated server.

Single player with helicopters - helis are floating in one place and ignoring enemy fire.

That happens when they are fleeing

May 10 2016, 1:00 PM · Arma 3
TutSi added a comment to T86212: AI vehicles stucked at waypoints on dedicated server.

Single player with helicopters - helis are floating in one place and ignoring enemy fire.

May 10 2016, 1:00 PM · Arma 3
Cyruz added a comment to T86212: AI vehicles stucked at waypoints on dedicated server.

Just to clarify, this happens regardless of how the waypoints are created.

Scripted / Editor placed both have the same issue, assume it's a engine problem somewhere.

May 10 2016, 1:00 PM · Arma 3
Alwarren added a comment to T86212: AI vehicles stucked at waypoints on dedicated server.

I had this as well, although it was random and the next time we played the same mission it didn't happen. Units would get stuck at a waypoint for a couple of minutes (two or so) before continuing on. This was on a dedicated server as well.

May 10 2016, 1:00 PM · Arma 3
Kilian edited Steps To Reproduce on T86211: [DEV] New weapon uses previous weapon's sound.
May 10 2016, 1:00 PM · Arma 3
Bohemia added a project to T86211: [DEV] New weapon uses previous weapon's sound: Arma 3.
May 10 2016, 1:00 PM · Arma 3
Bohemia updated subscribers of T86212: AI vehicles stucked at waypoints on dedicated server.
May 10 2016, 1:00 PM · Arma 3
Sparfell_19 edited Steps To Reproduce on T86212: AI vehicles stucked at waypoints on dedicated server.
May 10 2016, 1:00 PM · Arma 3
Bohemia added a project to T86212: AI vehicles stucked at waypoints on dedicated server: Arma 3.
May 10 2016, 1:00 PM · Arma 3
PiepMGI added a comment to T86210: nearestObject returns itself if same classType is used.

In such case, nearestObjects does the job! and have a look at nearEntities as well (faster).

May 10 2016, 1:00 PM · Arma 3
BIS_fnc_KK added a comment to T86210: nearestObject returns itself if same classType is used.

Perhaps instead of using the original tank object for position, you can use array position which is offset from the tank and so that when you have another tank closer to that position it would return correct object. In the mean time you can also add a check that the object returned is not the same object as your original tank.

May 10 2016, 1:00 PM · Arma 3
greenfist added a comment to T86210: nearestObject returns itself if same classType is used.

This sounds like intended behaviour.

"nearestObject [Tank1,'Tank']" means: "the tank nearest to Tank1's POSITION", not "the nearest other tank to Tank1".

Maybe this command could use a little expanding though. Like some commands have an optional parameter for ignored objects ->
"nearestObject [Tank1,'Tank',ignoreObj]"

May 10 2016, 1:00 PM · Arma 3
greenfist added a comment to T86209: When in vehicle, you cannot put on night vision to its slot.

Can't confirm with the current RC version. 1.56.134375
Worked fine with Marshall and T-100 at least.

edit. NO! Doesn't work after all.
You can move stuff between vehicle inventory and your containers & slots. But if you try to move, for example, NVG from backpack to its slot, icon doesn't appear there. But if you exit the vehicle and open the inventory, the goggles appear correctly assigned to the slot.

If you try to do this with two or more items, only the first will be there after disembarking. Eg. move a helmet to its slot, then NVG, exit, and only the helmet is on your head.

Additionally, after trying to assign a helmet, some other items also stop working, like weapon attachments.

May 10 2016, 1:00 PM · Arma 3
Bohemia updated subscribers of T86210: nearestObject returns itself if same classType is used.
May 10 2016, 1:00 PM · Arma 3