This was my mistake, sorry all!
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Jul 8 2021
Jul 7 2021
Jul 6 2021
+1
PLZ fix, slots are getting more and more popular with modders and that just causes more and more conflicts.
Hey Geez,
@Geez hi
Jul 4 2021
in the updated version 1.13.154.25. the requested features have not been added
Jul 1 2021
Works fine for me.
Hello InclementDab.
Can you please give us an example of what does not work you? As we currently have an issue producing any issues on our end.
Regards,
Geez
Jun 30 2021
The mod load order as well as script module order 3_Game -> 4_World -> 5_Mission can influence which define is present at which time. In my experience defines work as intended if used correctly. Do you have a minimal example setup where it sometimes works and sometimes does not?
Jun 29 2021
Hello Helkhiana.
The issue has been resolved internally and the fix will appear in one of the upcoming updates.
Regards,
Geez
Hello antihax.
The issue has been fixed internally and the fix will appear in one of the upcoming updates.
Regards,
Geez
Hello again.
The issue has been fixed internally and the fix will appear in one of the future updates.
Regards,
Geez
Hello antihax.
It appears we have misunderstood, and in that case we will fix the spelling error on our end.
Regards,
Geez
Jun 28 2021
In T159417#2209011, @MarioE wrote:Those workarounds a also bound to the same issue as well
@GlutenFreeVapes The issue is that when the server just inits, the random values will always be the same because the game seems to use the in game time internally to generate the pseudorandom values. Even using what you said as seed will be of little use because we usually do scheduled server restarts so the time could end up being the same.
It's designed to be spelled incorrectly?
Hello antihax.
This works as designed. fall through is available only to case without a body.
Regards,
Geez
What's wrong with using GetHourMinuteSecondUTC and GetYearMonthDay?
It just seems like your specific use case requires the randomizer to give you an actually random number.
Jun 27 2021
Those workarounds a also bound to the same issue as well
Problem is also GetRandomElement() from array...
int val = TickCount(0); val = val + (val << 37); val = Math.AbsInt(val); val = val % 50;
Math.Randomize(-1); int index = Math.RandomInt(0, 100) % 2;
Or reference external methods over HTTP
Jun 25 2021
upd. something weird happened on my side. just delete it
Jun 23 2021
it would be nice if the knife sheath could be given the hidden selection camo slot, to make it possible to retexture.
Hello markkoky44.
This issue is going to be resolved with the next experimental build.
Regards,
Geez
Jun 18 2021
This is very interesting...
Thank you for the report markkoky44.
We will take a look at what can be done.
Regards,
Geez
Jun 16 2021
Jun 12 2021
I was wondering what was wrong! Hope this is fixed soon!
Jun 10 2021
Jun 8 2021
Jun 6 2021
did you ever find a fix
Jun 3 2021
I have this exact problem, it doesnt always happen, and sometimes i have to reload the same server like 5 times before it works! i load thru the dsza launcher and usually zero esseker or dayone esseker servers. is there any fix the alt + enter doesnt seem to work for me? or what even causes this! thanks
Jun 2 2021
It is not crashing when I connect to the server, it just refuses to start altogether. I cannot execute the navmesh gen exe any way without it crashing right away, other than having it show me the -help prompt when run from command line. This has nothing to do with my map.
Hello twoxu.
This does not have to be caused by the navmesh generator necessarily. It is possible that there is some invalid data in the map.
Regards,
Geez
Why the heck is none of this in the Wiki??
Jun 1 2021
Hello REDOUA.
According to the crash dump files you have provided it seems that the crashes occur due to the mods you have installed. Unfortunately we can not pinpoint which mod specifically causes this and also there is nothing we can do as the mod creators have to fix the mod issues on their end.
Regards,
Geez
May 31 2021
Hello retronit.
This error is related to some kind of mod you have installed.
In such case the mod creator has to fix the error on their end.
Regards,
Geez
May 30 2021
May 28 2021
May 27 2021
Hello Helkhiana.
The issue has been resolved internally. Once the fix is released, the limit will be increased to 128 (from the original 20) and you will be able to increase it through modding.
Regards,
Geez
May 26 2021
May 21 2021
Maybe I forgot to clarify that this applies to all weapons, including every single vanilla weapon.
Hoping this is fixed soon!
Very nice! Thanks Geez
Maybe you can provide some information how to enable debug visualisation of trigger? I could collect data and provide screenshots of trigger work to make your future debug easier?
Hello Right.
Unfortunately there are no updates I could share regarding to the issue.
We are aware of the report, however, due to the amount of issues we are dealing with it may take time for this to be reviewed by the developers responsible.
Regards,
Geez
May 19 2021
Hello nigel.
The devs have decided the function will not be removed due to the removal causing potentional issues with backwards compatibility.
Regards,
Geez
Hi Geez,
Please look into the current state of PVP especially for modded servers!
Just to clarify on the post above, you can put multiple id's and separate them with ";" but the final one can not have anything behind it.
Hello again.
The fix is still being worked on and goes through extensive testing internally.
Meanwhile, There is a temporary workaround possible: If you never end the file with ',' or ';' or a space, it should be possible to edit the priority.txt even while the server is running.
However if either of those three (, ; or space) are present at the end of the file, the file will get locked when the server is running.
May 17 2021
May 15 2021
May 14 2021
Additional information, if we nevertheless successfully moved to another body, then it will fail when exiting the server.
May 13 2021
Hello again phillippjoos.
Thorough testing has revealed an issue on our end and we are going to look into what can be done.
Regards,
Geez
May 12 2021
Going to bump this to see if we can get it resolved. Seems like a simple fix and a highly anticipated one.
Hello philippjoos.
It is unnecessary to store the return 'RestAPI' of "CreateRestAPI()" in a 'ref' in script, as this memory is already managed in C++ and will be freed when the program terminates (or when calling "DestroyRestAPI()").
May 11 2021
Hello, any updates on issue?
No, nothing different. I created an entire REST improvement mod built around these template classes on rest callbacks in 1.11 (or maybe 1.10?). Anyway after a bit of time away from modding, I came back after the 1.12 patch and this was crashing the game at compile, something I never experienced before in modding.
May 10 2021
In addition to this ticket, here some documentation about XML comments :
- Guidelines for the Use of Extensible Markup Language (XML) within IETF Protocols : https://datatracker.ietf.org/doc/html/rfc3470#section-4.6
- Extensible Markup Language (XML) 1.0 (Fifth Edition) W3C Recommendation https://www.w3.org/TR/REC-xml/#sec-comments