sorry - here is the link to .mdmp
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Aug 24 2018
@Wulf, try the Mohawk helo. For me it's guaranteed to jiggle on the decks of both Freedom and Liberty if I place everything via the editor and then play the scenario in SP. I just re-tested today - main branch, vanilla, Stratis, 10 Mohawks placed randomly around the Freedom's deck - 10/10 are hopping up and down. Placing one Mohawk on the Liberty's helipad is also guaranteed to result in either hopping or an explosion.
Thank you for the report. We will have a look at it.
I have tested it. With the vanilla game and the dancing is actually very rare. It happened to me 1 out of 14 times so it is not as severe as it might seem.
Thanks for this Wulf but it appears to be only a partial fix, as the three small bags attached to the pack still have an incorrect 3rd LOD (15m) at distance. and appear bright in colour.
Thank you for the report and dumps. Have you tried the possible solutions listed here?
We re there no .mdmp files?
Thank you. You are very welcome.
Seems to work.
Just skims over the rock. Well done guys!
Aug 23 2018
Please find report files attached (I attached both the .rpt & the .bidmp files as I don't know which one you need)
This issue is no longer reproducible with the latest version 1.84 and should be closed
Ah i see...
I thought this would be a pretty major problem, but i guess it isn't that big of a deal?
do I have to keep adding comments? Or is this area for more comments or issues in the future?
Thank you for looking into this problem. As stated above, I have to back out of the game and re-enter to play on other servers, because when the "Tanao" map is running, the system crashes on me and many others. Just google, Trouble with Arma 3 Tanao map and you will see there are others with the same problem.
Thank you for looking into this problem. As stated above, I have to back out of the game and re-enter to play on other servers, because when the "Tanao" map is running, the system crashes on me and many others. Just google, Trouble with Arma 3 Tanao map and you will see there are others with the same problem.
Thank you for the report. We will have a look at it.
Thank you for the report. I tested it and it seems that this only happens in houses/structures that have set pathing. I am unsure wether this can be fixed since going through all of the structures and changing the pathing would be a large undertaking not to mention that it could break a lot of other things.
Apologies for the delay: Tested again (23rd of the 8th) using only default ArmA3 & it seems to either have been fixed or it only happened the first time because we were running addons. Either way problem solved. Thanks for taking the time to check it out.
Still occurs in main branch 1.84.144923. And, as noted by Vdauphin, now also occurs when changing camouflage on the Prowler (Armed) and Prowler (Unarmed), with any camouflage. Oddly, does not occur on the Prowler (AT).
It is intended.
Thank you for the report. Please upload your Arma report here and we will have a look at it. Here is how to do that.
Tested the mission. This currently happens only on Stable on Dev it seems to be fixed as the rocket didn't hit the rocks 10/10. So it is likely that it was already fixed and that the fix will be part of the next update of the game.
This is fixed in the Dev Branch of the game. The fix will be in the next proper update of the game.
Fixed a long time ago (in a galaxy far, far away…) by locking fire mode change during reload :-)
I second this statement ^ (-:
Hi Wulf,
Hi Wulf,
In T131569#1733874, @Wulf wrote:Hello.
I am not able to reproduce this issue. Could you please list your loadout?
Thank you.
there where once, as far as i can remember.
but as the mod works (it does, i've tested it) bi disabled it, for it doesn't work right. for if you set the tight lower, the high-tight doesn't come up as high, as it should.
Aug 22 2018
Uploaded to additional information
AFAIK, there are no tides in vanilla ArmA3 maps. There's a mod for adding tides to vanilla maps though, if you want to try out what the tides would be like.
Thank youf or the screenshots. We will have a look at this.
I made a Video a year ago when i reported the glitch.
It is in german but you will get the point.
Engines 100% when in group. Normal when not.
Tested on Scripted Altis Life server.
https://www.youtube.com/watch?time_continue=100&v=hGSGPnrZnT8
This seems to happen because the turreted part of the model is slightly too low, not because of the actual geometry. Raising that part a tiny bit would make it articulate without clipping.
Only entities with AIBrain can hold information about synchronization. From this presumption comes the limitation - you cannot connect 2 objects without AIBrain and that's also why in your case synchronizedObjects ai_unit works, but synchronizedObjects building does not. Checking the https://community.bistudio.com/wiki/synchronizedObjects there is clearly stated unit not object.
Also, if this is intended behavior (which I don't really understand the reason for) then Eden should reject the synchronization, and not create one that will deliver a completely useless result.
See my latest comment for https://feedback.bistudio.com/T127816
It would be logical that when you destroy lights - they turn off, instead of moving to an other position, like on the height of the wings, continuing to illuminate from nowhere.
This was the only point.
It would be logical that when you destroy headlight(s) - they turn off, instead of moving to an other position, like in the center of the front glass, continuing to illuminate from nowhere.
This was the only point.
Hi, thank you very much for looking into this!
Thank you for the report. Your most recent Arma report contains a lot of older logs and with a lot of mods. Please trigger the crash without using any mods with the most recent build and upload it here. Hopefully there will be useful dumps that will help shed light on this problem.
I myself was only ever able to recreate the issue in multiplayer with having at least 3 additional players (not AI) in my group. And even then I was not reliably able to recreate it. In a test scenario we had 8 people in 8 different VTOLs. 2 of them encountered the issue.
Thank you.
The current way how it works is the correct way. Please have a look at _target and _originalTarget here.
Partially fixed. With the fron one not working because of the limit of lights needs to be kept for performance reasons.
Same as this https://feedback.bistudio.com/T127816
Been playing for over a year, only starte happening over l;ast couple weeks. No reason as far as I can see.
It occurs in Multiplayer. It happens in random moments, even with my game running smoothly. The weird thing is it only started happening around 2 months ago. Next time it freezes I'll get the dump file and upload it here.
Any updates on this?
Any updates on this?
Any updates on this?
Any updates on this?
Any updates on this?
Any updates on this?
Any updates on this?
Any updates on this?
Thank you for the report. We are aware of the lights, however this is how the engine automatically aggregates the lights, we can't really separate them, it would impact the performance.
Thank you for the report. Does this issue occur even with mods disabled?
Thank you for the report. When exactly does the freeze occur? When playing the Campaign, Multiplayer working in Eden editor?
Thank you for the report. This might be a Teamspeak issue as our internal voice chat works as it should.
I am not able to reproduce this issue. Could you please list your loadout?