I don't unfortunately have much more info about the progress. When it comes to your specific error it is very generic and takes some time to find the root of the problem.
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Arma 3 Activity
Sep 26 2017
Thank you for the report. Could you please tell us what Headset you own?
Thank you for the report. We will have a look at it, though this is quite tricky and will need further discussion in the team.
Yes I am employed by BI and I am trying to figure out if there indeed is a problem with the AI. Also If you look at my profile there is a hint that points towards it. ;)
This is still an issue and has been around since Arma 3 was released. Any news on this getting fixed?
It appears to be my USB headset. I do not believe it is directly a 3.0 issue however as I tested it in other ports (not 3.0) and it still froze. I have attached the report.
Original output filename: Arma3Retail_DX11_x64
Exe timestamp: 2017/09/06 11:43:20
Current time: 2017/09/25 22:29:28
Memory leak potentially
@PiepMGI
I can make a new car and use mods like real armor mod, but this topic is essential to distinct between body armor, not-armor-structures and character damage or perforation.
+1
Huge topic.
You think about materials, but first of all, some vegetation are the best shield ever dreamed for units!
Note also, the global damage is totally weird and poorly related to hit parts. (you can fire at an offroad without increasing the damage value, destroying parts like engine, wheels or hull, then blow the car with a sudden full damage).
Check caliber/target/damage/hitpoints. it's nonsense!
Well, it seems this is intended:
link for sample misison
Sep 25 2017
In T126801#1646626, @Wulf wrote:Hello.
Could you create a test mission where you can be sure that it always occurs?
In T126800#1646598, @Wulf wrote:Hello.
Could you please upload here a video of the situation?
I just tried again and realized I forgot about that. "vtol = 4" has the same issue as "vtol = 3", when you are on the ground nozzles are forced into vertical flight orientation. So it's the opposite of 1 or 2, it's like 3 in that manner, except it doesn't even allow for the minor changes that 3 allows (90-60° change or something like that), it's completely locked (at 90°) below certain height (~7m it seems).
I was just curious on the progress of this issue.
Will have to recheck the vtol 1 and 2 and get back to u.
Anyway vtol=4 should definitely have no restrictions - we've added that one for Xian - to have vertical vectoring as default/initial state and allow full range while sitting on the ground at the same time.
Hi @oukej thanks for the fast reply!
Could you create a test mission where you can be sure that it always occurs?
I confirm that these things happen randomly, I have not yet found any 'pattern' so to speak, but if it happens it is 100% consistent with the building, you just can't get the AI to move upstairs. is there a problem with the 'entry lod' to the building? As C222b reported, the units navigate like they were trying to access an ATLpos in open ground, ignoring the Z value.
Hey, thanks for the report.
Could you please upload here a video of the situation?
Fixed, thank you!
I see that you are running some mods could you disable them and try the showcase again if the issue persists?
Thank you for the report. We know about this issue and are working on it.
You might also try Profiling branch, it contains some crash fixes that did not made its way into a stable update or emerged afterwards and had to be fixed. You can use the profiling branch to play on the stable servers.
Does this happen with other data types as well or just arrays?
In T78028#1646523, @oukej wrote:10m is just around the launcher min. range.
Sep 24 2017
Basically, any damage or 'attack' you do is treated like you had fired at them and revealed your position. Ironically, this reaction has many exceptions for bullets, like if you have a silencer and do not fire too often, you remain hidden.
10m is just around the launcher min. range.
This is NOT at all resolved. I have therefore created a Subtask.
I have the very same issue but only occurs when deleting ai and objects from map view in Zeus
Sep 23 2017
with latest DLC, AI can see through bushes and trees again...
Here is the video, guy with LRF appear in 11:37
https://youtu.be/YAgO_H1XjeU
I'll try to record video (with vanilla). Yes i was uning content mods, but not scripts changing behavior of AI.
Experiencing the same thing on my game.
If I find time I will try it but I have only gotten the error in multiplayer connected to a dedicated server
Sep 22 2017
I was not able to reproduce the issue. Could you please send us a video for us to see what exactly you did? Thanks.
I was not able to reproduce the issue even doing the same thing as in the video are you sure that it happens always?
@Wulf translation error in the word "not armed" - without lethal weapon, UAV for military providing, not lethal UAV, without weapon means.:) I have added to the text.
i have already done this. I reinstall my Windows, i changed the place of arma (even put it on SSD)
Have the same issue.
Hmm. The issue then still occurs even with the latest update I presume. Could you send us your Arma report again?
Yes, I said none of the civilian drones not military. We are looking into the military drones because we agreed that at least military drones should have NV. :)
Thank you for the report. We will have a look at it and see what can be done.
Thank you for the report and the dumps. We will have a look at it.
Please, re-install .NET Framework 4 with the latest available version (currently 4.7 https://www.microsoft.com/en-us/download/details.aspx?id=55167)
Ok. For now I will close this ticket if it happens again I will reopen it and look at it.
I've experienced this on all smoke effects since using 64bit
I've experienced this on all smoke effects since 64bit