The contact DLC is not meant to be played with other mods/missions. It uses a massive UI overhaul. You should load the DLC only if you want to play the campaign.
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Sep 7 2020
Sep 6 2020
Sep 5 2020
Thank you for the answer.
I just tested it in the dev branch, but unfortunately this issue still remains. I found a reliable way to easily see this: Take the Promet 6.5mm and shoot the knee, the unit must be facing towards you and has to be unarmed. Both Opfor and LDF (apart of the sweater variant) take 3 bullets to kill, while all the unarmed uniforms only take 2.
Can you try this on the latest dev branch? It should be better balanced if not please report back
Sep 4 2020
Okay, so I tested more doors from more maps, and I didn't notice any similar bugs.
lineIntersectsSurfaces uses engine method if it is a bug then this is how it has been since the dawn of times. Why don't you test other doors on other maps to know for sure?
Still broken?
it has "instant" param now
Sep 3 2020
Is this just gonna be ignored? It is a big deal when it comes to fair PvP.
So is this a bug in lineIntersectsSurfaces or the object? I noticed it in almost all doors on Livonia. I didn't test other maps but I guess it would be the same.
I‘be sent your ticket to our QA let’s see if they can reproduce it
I can Reproduce in the latest Dev-Branch Build. https://i.imgur.com/oOe982L.jpg
Probably not happening, lineIntersectSurfaces uses engine method that doesn't have provision for RoadWay LOD, this would require deep changes so most likely won't happen at this stage.
For example, what I'm working on involves something like this:
This is a "color picker" that allows you to change the color of some control elements. You can select a color on the left, and it changes preview and color properties on the right.
foregroundColor and activeColor are non existent properties for CT_BUTTON, but backgroundColor is and it is a bug that it cannot be set with script command
Could you tell me why would you need this and how it can be useful in general? there are only a few color getters for controls, mostly color setters, so I'd like to know how useful this could be and possible uses that could benefit everyone.
I cannot reproduce the issue on the latest dev branch build. It is probably specific to the profiling branch.
Sep 2 2020
picture button is special case, so yes this is a bug
I am Running Total Vanilla, Arma 3 Performance Profiling branch, and reproducible in SP and MP(i currently only tested locally hosted)
I noticed that a few positions do not trigger not that extreme effect. on Stratis laying on exactly that position [4444.16,6439.13,-0.000411987] you have the extreme angle, but a few steps back you don't have that issue
RPT:
Obviously I went into 3rd person. Are you using mods? What Arma 3 version you have. Is this MP, SP, or both?
@BIS_fnc_KK did you go into 3rd Person? I forgot to add that to the Repro steps. in 3rd person, I can to 100% reproduce it on 3 different PCs
cannot reproduce
Very detailed and in depth post SuicideKing! There should be indeed a way for the engine to unload no longer used textures to free up memory usage or another method to handle DLC assets without CTDs or performance degradation... Also, 4K textures are the norm now.
This would be optimal, currently we are using performance heavy script just to achieve this... Great suggestion and I hope it gets implemented.
this can be prevented with adding items into arsenalRestrictedItems[] mission config param
One of the items that can be loaded in is an Apers Dispensers. there is a trick to it though
if you place 3 or more and detonate all at once server will kick you
any less and you can repeatedly place them and detonate them as long as there are fewer than 3 being detonated at one time
Sep 1 2020
I dont think the auto turrets are a "banned item" per se as it was never originally expected to become an issue.(placing under the map and preventing caps)
You can 100% pull them out through arsenal with the backpacks. I used to do it and put the backpacks on my ai and bring them with me to put auto turrets outside of enemy bases and other places on the map
- When asking to remove the limit, do you mean the hardcoded limit of 4?
- It might be worth checking if cfgSoundCategories still applies to stuff that uses the "new" soundSet/soundShaders stuff. This kinda sounds like a pre-sound update config entry and SoundSet/SoundShader tech usually overrides everything.
class Mk20_Tail_SoundSet { ... customCategory = "limit2"; ... };
They define the limit of how many sounds in this category can be played at once, see usages of Limit15 for cluster bombs for example.
It means that of all spawned clusterBomb sound effects, only 15 sounds in the category can be played at once, it will chose the 15 most intense (as heard by the player) sounds to then play, and play the others muted.
Aug 31 2020
class CfgSoundCategories class limit1 limit = 1; class limit2 limit = 2; class limit3 limit = 3; class Limit4 limit = 4; class Limit5 limit = 5; class Limit6 limit = 6; class limit10 limit = 10; class Limit15 limit = 15; class Limit20 limit = 20; class Limit30 limit = 30;
AI Pilot turns of engine if its behaviour is "safe" and doesn't have anywhere to go to, aka when its idle to save fuel. If you give it a waypoint to move to it won't do that, but probably stop after the breakpoint.
If you're using CfgSoundCategories the limit is max of 4.
How about we remove that limit, then you can use your own CfgSoundCategories for your sonicCracks, and define your own limit?
Would you be fine if it would only switch the glasses when you actually swim, not when just your feet touch water?
@Spenny
Like I wrote in my above post
Please follow this: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
I need the crashdump, to be clear the .mdmp file, all files from @MungBeanSoup so far were just RPT logs with no usable information about what's causing the crash
Aug 30 2020
I know :-)
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