@Stephnet, the arma3.rpt files show that many mods are being run. It is possible that the core game files and mods are conflicting and that is causing the issue. Try disabling each and every mod and then trying again. If the game runs without fault then it is likely a mod or several mods that are causing the issue.
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Dec 10 2016
Tried everything mate, still same issue.
#Edit Sometimes it works, but there are still some directories missing like the bin folder, there is just the a3 folder.
imho it'd be better if it locked into any vehicle - want to waste it on an IFW that wouldn't even care? your choice.
Just disable firing without a lock, it'd be 140% better than how it is at the moment.
One of the arma3.rpt files has the following:
Yes, confirmed, even default units in the editor are now overloaded (Missile Specialists, Heavy Gunners) and have no stamina from the start.
Unless i'm understanding this wrong, this is now no longer an issue..
Here are all files from my Arma 3 Appdata (I'm fairly certain all of them are relevant). The .mdmps are not wanting to upload perhaps because of their large size..? ~17Mbs
Hiya mate,
Still not solved, if you have body near crate and open body inventory, EH returns body and null object, while both body and crate are available in the inventory menu.
Prefer this command: sunorMoon
[ That's how to reference other tasks ;) ]
I pinpointed an issue!
I see. To confirm, you are always able to reproduce this issue? That is to say you can always crash the game when you follow those steps to reproduce?
This bug is still not fixed.
okay thanks Lex...yep only tracked vehicles...
Dec 9 2016
I got to say, I like the Idea behind that whole sound overhaul.
But its way too extreme!
I tested it with a rangefinder and i couldnt hear a running AI at a street until he had 15m distance to me (with lvl5 Vest full gear).
The running sound is way too less hearable. I think i heard players running at least 25m or id even say 35m away, and thats ok and should be done again as it was before. Moving in a slow combat pace shouldnt make that much sound, as it is now.
So: make rushing hearable and realistic again, and keep the quiet advantage for those who wanna sneak
Which anti-virus/security software are you using on your system?
great workaround Grumpy! with 1.66 the issue is still there. I modified your code a bit, so the lights work as intended. Now, when the behaviour of the solider changes from "SAFE" to "COMBAT" or "AWARE" lights will turn off. (You can config it like you want, just change the behaviour mode to the behavior the lights should be on. )
Nope, x64 Windows 7.
UPDATE: As of patch 1.66 all issues with launching the game appear to be fixed.
Vanilla launcher and third-party programs all can launch the game with and without mods, and no crashes.
Gameplay has thus far shown no issues.
Here you go
Certainly
They already fixed that in dev branch, pre hotfix.
This happens to me and the people i play with, it happens when running on grass, floor and rocks in Tanoa at least. I have not noticed it in jungle terrain.
We all have different headphones so this is an audio issue with the game.
I have deleted all the missions from profile\missions folder which is used by editor and now Arma is not crashing any more. The strange thing is - it was crashing before I opened any missions not even showing the in-editor file browser. You might wanna check it out.
Issue fixed with latest patch SECREP #00010.
Thanks black_flash.
Doesn't look like any of them work, even with the new binary. I'll do as you asked and submit a new ticket some time tomorrow.
Also, the first thing I did was to verify the integrity of the game, nothing showing.
That mod I use is an admin tool used on the servers that I am an administrator for, been using it for years, never had a problem with it.
Positional audio for your own footsteps have been out of place with G930 logitech (7.1 audio)
it seems that someone follow me.
Please fix it or all my servers stay at 1.64 forever!
The Rollback works, the game starts :-)
@ Sable I'll write you an email via [email protected]
In T121973#1545339, @TheCapulet wrote:In T121973#1545257, @Sable wrote:In T121973#1545082, @TheCapulet wrote:Particularly interested in this, could you contact us?
Unfortunately, I'm not home anymore to help set this up. I won't be home until 3 EST. Not sure if that's too late for you though. I'll also be home all day tomorrow if you'll be in the office. I can't access email here, but I can take care of that later as well. In the mean time, you could add me on steam (which would be easier either way) http://steamcommunity.com/id/thecapulet
In T121973#1545257, @Sable wrote:In T121973#1545082, @TheCapulet wrote:Particularly interested in this, could you contact us?
FYI, the issue with mods has been identified internally now.
In T121973#1545172, @celticalliance wrote:I am not sure if this is related to this issue but after the hotfix I have noticed that in the Launcher, in the Mods section, there is an orange star behind the preset name to indicate it is not saved yet. This started happening AFTER the hotfix was applied and I made a few changes to a preset.
After saving the preset, when I close down the Launcher and restart it the preset still appears as unsaved.
Merely mentioning this because it may be related since my issue relates to mods, and presets seem to be marked as unsaved now.
Rollback has been released, but we'd still appreciate your assistance.
In T121973#1545082, @TheCapulet wrote:
I can't be able to reproduce this inside a building cause i can't find a way to make Ai running or fast walking inside.
hi, i just sent an email to [email protected] referencing this discussion. hope it helps, cant wait to play multiplayer again hehe.
In T121973#1545193, @Sable wrote:Could you guys please send an email referencing this discussion to [email protected] if you are willing to let me to take a look at this via a remote desktop session? Your help would be appreciated.
Thanks in advance.
Alright, thanks, sorry for that.
The error code I am getting when BattlEye Launcher stops working is this:
Could you guys please send an email referencing this discussion to [email protected] if you are willing to let me to take a look at this via a remote desktop session? Your help would be appreciated.
I am not sure if this is related to this issue but after the hotfix I have noticed that in the Launcher, in the Mods section, there is an orange star behind the preset name to indicate it is not saved yet. This started happening AFTER the hotfix was applied and I made a few changes to a preset.
A few couple of things, @sh4rPP. When you are reporting issues, please create one ticket per issue. This is so the developers can easily track the changes and fixes for each issue.
I did the tests also with vanilla arma 3 (no mods) version 1.66 139586
And here's the launcher log, for completeness. (Or really, I just remembered it.)
Hi,
if i disable Battleye in the launcher, the game will start.
I closed the game und enable Battleye again, the game won't start.
This is the error I get running the exe directly. Not sure what it's actually supposed to do though.
I'm at the same point the other posters are in the process.
Still issue after 1.66 hotfix
Hello,
sorry for the trouble. Could you please upload the Arma 3 Launcher logs? This is how you get it manually: http://arma.jiripolasek.com/howtos.html
Hello,
could you please go to BattlEye page in Arma 3 Launcher and disable to check to disable the BattlEye.
Since I can't attach it by upload - here is a link to my Google Drive.
I can't attach the launcher log. Here is my 3rd try.
Yes, this is working now.
You can already bypass the BI damage handler whilst unconscious if you wish see this thread.
@Ex3s, for future reference please attach files (drag and drop) to the feedback tracker rather than pasting their contents.