2018 and still no fix? smh
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Arma 3 Activity
Dec 24 2018
We've put 'enableRopeAttach false;' on an helicopter (Huron) in the editor, so you can't slingload vehicles when pressing [B]. But (as a christmas-present) you'are still able to attach ropes to the vehicle via scrollmenu. Is this real life?
Still, the cache is also here an issue. https://feedback.bistudio.com/T123355 would imply that the caching is done independent of whether you pass code or string.
Dec 23 2018
But why don't I observe a memory leak in this case?
Nvm, bad example.
uiNamespace setVariable ["display", displayNull]; terminateOnEachFrame = false; onEachFrame { _display = uiNamespace getVariable ["display", displayNull]; if (isNull _display) then { if (terminateOnEachFrame) exitWith {onEachFrame {}}; terminateOnEachFrame = true; _parentDisplay = findDisplay 49; _parentDisplay createDisplay "RscDisplayEmpty"; _display = findDisplay -1; uiNamespace setVariable ["display", _display]; _arr = []; _arr set [500000,random 1215235345]; _display displayAddEventHandler ["unload", {_arr = []; _arr set [500000,random 1215235345]; str _arr}]; } else { terminateOnEachFrame = false; _display closeDisplay 1; }; };
Confirmed fixed. Please mark this ticket as fixed.
@ookexoo Eventhandlers always convert to string and store as string internally. And get compiled before every execution.
https://feedback.bistudio.com/T123355
Not really surprising, but passing a string instead of code to an event handler seems to have the same effect, e.g. for a display like in this test case
uiNamespace setVariable ["display", displayNull]; terminateOnEachFrame = false; onEachFrame { _display = uiNamespace getVariable ["display", displayNull]; if (isNull _display) then { if (terminateOnEachFrame) exitWith {onEachFrame {}}; terminateOnEachFrame = true; _parentDisplay = findDisplay 49; _parentDisplay createDisplay "RscDisplayEmpty"; _display = findDisplay -1; uiNamespace setVariable ["display", _display]; _arr = []; _arr set [500000,random 1215235345]; _display displayAddEventHandler ["unload", str str _arr]; } else { terminateOnEachFrame = false; _display closeDisplay 1; }; };
Dec 22 2018
how do i delete this this wasn't for arma
We will have a look at it.
Dec 21 2018
Dec 20 2018
In T62847#824126, @oukej wrote:I think the issue is just the name of the command... it really tells the AI to use whatever stance is appropriate for the situation.
You're right. It has been renamed to Automatic stance.
Dec 19 2018
Maybe it would be better to set "forced progress" to 25 | 50 % by default, due to that match-wise strategy is an unusual guest on 'quick play' not 'dedicated' public servers.
In T135056#1799135, @chose wrote:Requiring people to dig this deep into the mod configs in order to set up the correct assets is something I'd like avoid doing, but perhaps I will be able to solve it somehow automatically.
Correct, I forgot about the vehicle patrols. Well the trouble with mods is that they don't always have the same nomenclature rules as official content and scanning the configs for specific group types is very complicated because of that. Requiring people to dig this deep into the mod configs in order to set up the correct assets is something I'd like avoid doing, but perhaps I will be able to solve it somehow automatically.
I would like to add some information I have discovered while testing.
Dec 18 2018
Dec 17 2018
In T135056#1797377, @chose wrote:Searching for a faction in all sides configs is not a good idea since there could be factions with identical class name for multiple sides.
Добрый день. прошло три дня. можно получить ответ, что еще можно проверить и как действовать дальше?
Functionality in singleplayer will be revised for one of future updates.
Thle problem is not with vehicles for garrisons, these are spawned only be predefined compositions in the editor. See https://community.bistudio.com/wiki/Arma_3_MP_Warlords#4._.28OPTIONAL.29_Set_up_vehicles.
Searching for a faction in all sides configs is not a good idea since there could be factions with identical class name for multiple sides.
Also please upload you Arma report. Here is how to do that.
Thank you for the report. Your reports show a 0x00000001 – UNABLE_TO_INIT_DXGI error.
Thank you for the report. Have you tried contacting the Battleye devs?
Thank you for the report. Please upload your Arma report here. Here is how to do that.
Thank you for the report. You said that the crash happens during an autosave, in which mission does this happen?
Thank you for the report. Could you please upload your Arma report here? Here is how to do that.
Thank you for the report. We will have a look at it and see if we can reproduce it sucessfully. If you happen to come a cross a repro for this script error, please let us know, it would be very much appreciated.
Still happens on the newest stable version. So it is not fixed.
we have the same problem ... Random "Session Lost" ... Battleye support not answer ...
Dec 16 2018
Zafir optics are still bugged and weapon fires to the left of iron sights
Dec 15 2018
Dec 14 2018
Вот свежий отчет. сразу после загрузки миссии прекращение работы программы .
Помогите пожалуйста решить проблему, не думал что купив игру буду думать как в нее поиграть.