Hello haribo.
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Apr 15 2020
Apr 14 2020
Hello Jacob_Mango.
This issue has been fixed internally and will appear in one of the upcoming patches. Please try this on the next experimental release.
Regards,
Geez
Apr 13 2020
Apr 11 2020
Yup, I double down on this one
Apr 8 2020
Apr 6 2020
Ah okay, too deep down. Perhaps Entity or EntitiAi works out. If none of the general base classes work for you, you can have a look at what kind of objects you use it for. If they are all items, you could use ItemBase
"Engine Class 'Object' can not be modded"
You can add that yourself like this:
modded class Object { Param2< vector, vector > GetPosYPR() { return new Param2( GetPosition(), GetYawPitchRoll() ); }
Apr 4 2020
Mar 31 2020
Mar 30 2020
I recovered my project latest file with roads by importing my terrain ".wrp" file into a blank Terrain Builder.
I used the ".wrp" file for offline mode testing so I backed it up in latest form.
If anyone has same problem try this method.
Mar 29 2020
Mar 27 2020
and have another problem dayz no longer find servers
Mar 25 2020
I suspect some file is corrupted which blocks the loading process. I can recover my project by creating a new one and importing heightmap, surface, satellite and the main layer of the project
but the main default layer does not have the roads which I have created with the road tool in Terrain Builder.
Mar 24 2020
Mar 23 2020
Third time this happened. I lost all of my road network which took hundreds of hours to make.
Mar 22 2020
Mar 19 2020
Porfavor estoy así varias semanas con la pantalla congelada
Mar 16 2020
Look to other links which I added to this issue. I think problem is not syntax. Problem was reported on MuchStuffPack, MassManyItemOverhaul, Treasure. Interesting is reply of Helkhiana: there are propably too many mods referencing that UaMaxDistances.DEFAULT..... comments from 3.march on his mod MuchStuffPack.
That should not be the case and also that would not cause a compile-time error. I rather suspect a syntax issue in one of the mods. Identify which mod causes it then I can have a look on how to fix it there.
I think there are maybe some limit to modded actions. My modded class:
Mar 15 2020
I testing only together with CF, Zomberry and Treasure mod and this error not appear. Also my mod is on several server running without problems.
In your own mod. Does this error appear when you load your mod without an other mods active?
Excactly same error are reported on others mods. I think it is some problem of modding interface.
Mar 14 2020
This is most likely an issue within the mod? Not sure why you are reporting it here.
I have recovered my project after TerrainBuilder didn't load it.
I suspect the cause of this was the latest road network I added to the terrain using road tool in TerrainBuilder.
Se conjela nada más aparezco hagan algo porfavor
Jugador se conjela en el inicio
Porfavor ayuda estoy así 1 semana cada vez UE entro ha jugar se conjela la pantalla o me tira diciendo error desconocido
Mar 13 2020
Feb 29 2020
You wouldn't have to change any code which already uses the code from UIScriptedMenu since everything is written in the base class, but you'd have to change the constructor for where GetUIManager gets the moddable class instead of the non-moddable class.
My end goal is to have it like this:
Feb 27 2020
Feb 26 2020
Something I just discovered ... JsonSaveFile is creating your JSON file but it is also converting all tabs therein to spaces (1 to 4). As almost every line in your JSON file starts with at least one tab the additional character count can add up rather quickly (e.g. 1000 lines starting with a single tab is 1000 tabs that are converted into 4000 spaces). This means if you read a file IN and then save it back OUT the file size actually increases proportionally by the number of tabs replaced. If your original JSON file (with tabs) is riding just under the 64 kb limit and/or has a ton of nested tab levels ... then your file when saved back out could exceed this 64kb limit and you end up with a truncated file :(
Feb 24 2020
Not something that needs to be addressed. User error - by having set different times for client and server due to different loaded mods.
@Geez may be close this ticket as obsolete?
Hello Diesel42o.
The next experimental update will have a partial fix - the servers that appear as servers without mods will have mods reported, however, the information will not be complete (due to the amount of data that the server reports about the mods). There is no ETA for a full fix, for now we suggest to have shorter names of the mod folders or smaller amount of mods installed.
Regards,
Geez
You can. Have a look at VicinityItemManager, that static class is responsible for all of the finding and maintaining of what will even be considered for the vicinity GUI
Feb 23 2020
You can use IsInventoryVisible to hide stuff that is already being detected as within vicinity, but you cant show things that aren't already showing. Making it so it's always true for example on an item will not make it always show, it still cuts off at the limit of however the game is automatically determining the range.
Yes very helpful for modding community
Feb 21 2020
Hello Lilmikeymoe.
Please contact Nitrado (the server provider) directly. They should have backup file and restore it for you. Also, please use the xbox section to post xbox related issues.
Regards,
Geez
Feb 19 2020
I don't know what I didn't think of this. Completely forgot about the Param data type, and honestly got it confused as a Tuple, because of how long you can make them. This should actually suffice, I feel quite stupid now.
Param param = new Param2<float, string>(3.14, "Pi");
What is stopping you from doing so right now?
Feb 17 2020
Feb 16 2020
Feb 15 2020
Feb 14 2020
Feb 13 2020
found this const int MAX_CONCURENT_RECIPES = 20; in PluginRecipesManager which kinda explains the threshold but obv not the client crash
Feb 12 2020
Duplicate of:
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