I know :-)
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Aug 31 2020
Aug 30 2020
Well maybe it would have been better if this was implemented from the start with higher priority, but this cannot be changed now, so won't fix
Same client joining dedicated linux server that doesn't have jsrs loaded.
Client shoots vanilla MX, no errors. Client reloads, no errors.
Okey so, sitting on this for over 2 hours trying to get 2 Arma instances running to test this.
Self hosted server on a vanilla Arma, with a client loading jsrs + reloadingsounds.
client shoots a vanilla MX and reloads, no errors. No repro.
Ah found it.
So there are different sound categories and they all have limits. SonicCracks has a limit of 16 sounds to be played every frame. But they are sorted by intensity, which for your case should be fine.
You can probably check Wave/Sound diag mode in diag binary yourself, it should display the count of active/existing voices
I checked the code, we don't impose any limit on voice count, we leave it to XAudio2 to decide, specifically https://docs.microsoft.com/en-us/windows/win32/api/xaudio2/nf-xaudio2-ixaudio2-createsourcevoice and as far as I can see, XAudio2 isn't supposed to impose a limit on the number of voices.
We do however preallocate 128 voices for mono/stereo 3D sounds, but that's not a limit, if more is needed they will be created dynamically.
So without repro, I can't see the problem here, there shouldn't be one
Aug 29 2020
În A3 offsetDown is set by default to: 0.175997
It is possible to script this on your own.
For example:
round(1e2*2/3)/1e2
Will give you what you wanted for: round [2/3, 2]
Aug 28 2020
It seems likely that this patchnote is what broke the behavior, assuming it was working properly prior to v1.66 like OP says:
This affects End Game Spectator and its derivatives. When spectating any non-local unit in first person, if their NVGs are on, you will not see any NVG effect -- mostly. Every ~18.5 seconds, you'll see a flash of the NVG overlay and green filter, but only for a few frames. Then it goes away again. In dark environments, first person POV quickly becomes completely unusable in EGS and derivatives due to a lack of working NVG modes. They can't even be manually enabled using camUseNVG.
Aug 27 2020
Most mass kicks now relate to a bad basic.cfg setup.
We run a Exile server and have the same problem and i can't find any possible reason for this problem.
Solved. With directx end user runtimes
i think to find problem. Check if your profil's files isn't "read only"
One more suggestion --
Aug 26 2020
running the following code
`
If the engine could accept an array of these 'aim at' points so that you could actually mark on the model the points to attack in order of best to least favored ([zamerny (best), zamerny_1, zamerny2, ...zamerny_N]), that would be neat.
In T151123#2077984, @Warseal wrote:Bought the game 25 hours ago been spending 16-20 of those hours trying to get help why this game crashs and when it did work information that makes some type of since how it is played. yes I read the manual and yes I played the toriturial which was as confusing as the manual. Im thinking a BA in gaming tech might help me but im just a customer not a computer tech. So here what the game does NOW when I turn it on.
I have the same issue
Undoubtedly this would be complex issue, and most likely undoable but just throwing it out there.
I didn't do much of actual testing how the command itself works, mainly went by the wiki description and some experiences from the olden times.
The XXXTarget commands only reveal an unit and make the unit(s) watch/glance at it.
Aug 25 2020
hi i have same problem, and game crash with mods disabled
Appears to work perfectly. Thanks :)
With no event handler added, my messages always say "Der Chat wurde deaktiviert, deine Nachricht wurde nicht gesendet." in the chat feed, even though I'm not typing that. Also it doesn't broadcast the message but that makes sense if it were actually disabled.
With the event handler added and returning nil or false, same result as above.
With the event handler added and returning true, it changes the message to that sentence above and doesn't print anything in chat, so the blocking of messages does work correctly.
We need all of this in Zeus, right now what we have feels very surface level. Its usable and you can do a lot with it but we need more stuff like this to make it more interesting and fun for Zeus players as a whole.
Aug 24 2020
If retrocompatibility is a concern then another idea would be to add a new config entry:
class MyEdit: RscEdit { allowedChars[] = {48, 49, 50, 51, 52, 53, 54, 55, 56, 57}; };
Aug 23 2020
Still present in 1.98, would be keen to see this fixed.
Aug 22 2020
Yes, it indeed seems to work better now. Huge thanks! 👍
Fixed in 2.01.146606 please, close it
Aug 21 2020
The verification is successful and there is no problem.
Try verifying the game cache via Steam.
I get an error every time, I want to play but I can’t play
@BIS_fnc_KK
Yes, it does work better. Thanks.
Just a question: Is it possible to update the command so that it returns the target even if the unit is not engaging? (For example, if combat mode is "GREEN" or "BLUE")
@BIS_fnc_KK
Please add the command to the wiki as well. I though it isn't implemented yet (v2.01.146606), but it is.
Aug 20 2020
Its available as of today.
This also seems to be the case with a significant number of other functions in this library including BIS_fnc_addRespawnInventory, BIS_fnc_addRespawnPosition, and BIS_fnc_getRespawnPositions.
I can confirm that this issue is still occurring. The furniture being thrown around the house seems to occur when fast travelling to it. I too have had other areas spawn additional radios, such as the L'Ensemble camp to the southwest of the Old Man's home, though not to the extent of the radios in the main house. Here are some pictures:
Aug 19 2020
createSimpleObject has local parameter since v1.95.145741