We've picked up your issue and the fix has been implemented in the last S.O.G. update. Thanks for helping us making the game better!
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Oct 24 2021
We've picked up your issue and the fix has been implemented in the last S.O.G. update. Thanks for helping us making the game better!
In the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
We've picked up your issue and the fix has been implemented in the last S.O.G. update. Thanks for helping us making the game better!
In the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
We've picked up your issue and the fix has been implemented in the last S.O.G. update. Thanks for helping us making the game better!
In the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
We've picked up your issue and the fix has been implemented in the last S.O.G. update. Thanks for helping us making the game better!
In the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
We've picked up your issue and the fix has been implemented in the last S.O.G. update. Thanks for helping us making the game better!
In the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
We've picked up your issue and the fix has been implemented in the last S.O.G. update. Thanks for helping us making the game better!
In the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
We've picked up your issue and the fix has been implemented in the last S.O.G. update. Thanks for helping us making the game better!
In the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
In T161512#2248989, @BIS_fnc_KK wrote:I forgot to mention that I managed to reproduce this bug on a different computer with the 2.04 legacy branch and the 2.06 stable branch.
Could you please provide a repro with no mods loaded. The mods might have lb event handlers set which could conflict with lbClear and thus cause crash. Not much we can do about that. However if the crash happens in vanilla content, we can investigate the cause more thoroughly. Thanks
I forgot to mention that I managed to reproduce this bug on a different computer with the 2.04 legacy branch and the 2.06 stable branch.
In T161512#2248956, @BIS_fnc_KK wrote:have you reported this issue to CUP and RHS?
have you reported this issue to CUP and RHS?
It appears as the opening reverts to a floor.
Maybe, I have other issues I’m trying to address atm, but this is on my list, no worries.
Sorry, what I meant was, verify game files installation using steam option
Oct 23 2021
@BIS_fnc_KK
Completely shameless bump in form of a question: did you find out this is feasible to do?
Please also attach a RPT
I constantly have to prove the fact that BIS makes mistakes
@LSValmont thank you, for support, I constantly have to prove the fact that BIS makes mistakes)
Hopefully this will be fixed soon.
verify steam installation
should be addressed in next dev
cloud provider file is not running
Can confirm, you have to wait like a minute or two after reloading, then it won't reload again.
Oct 22 2021
I can confirm this. Nato Vehicles work, other factions don't.
We also need a disableCollisionWith "ALL" command. For example those complex rock collisions could be disabled for rocks on roofs of caves etc that players are never able to reach anyway and are for cosmetic purposes only.
Closing as duplicate https://feedback.bistudio.com/T161479
Oct 21 2021
I'm definitely happy about that feature. As a controller gamer it opens so many possibilities for a flawless gaming experience. At least in theory. Like giving keys different actions depending if you are in a vehicle or on foot. Or D-Pad for action menu control if action menu is visible, otherwise using the D-Pad for binoculars, NVGs, compass etc. Just basic thoughts. Nothing tried yet.
I had that issue during development.
But I fixed it back then, and now I cannot reproduce 🙃
Maybe I need to retest in a clean profile
Here we go. I also unloaded all mods and creator DLCs.
Oct 20 2021
Fixed
Thanks
In T161512#2248183, @dedmen wrote:cma_x64AVX2!cma_x64AVX2 [fail:0]
crash is in your custom cma_x64AVX2 memory allocator, try not using that, that will probably fix it.
Also get rid of your -maxvram=6000 start parameter, thats nonsense.
crash is in your custom cma_x64AVX2 memory allocator, try not using that, that will probably fix it.
Also get rid of your -maxvram=6000 start parameter, thats nonsense.
I've seen this as what I cal the "ace unconscious bug"
sometimes when you get unconscious in ACE and wake up again, you are desynced for some players.
Some very few players, usually only one or two will see your body still laying on the ground unconscious, while you can run around just fine, and you are also fine for most players.
some config lookup crash searching for "vn_m38_boltingsound"
maybe some corrupted mod files?
not enough info.
Cannot repro on 2.06 stable build either, works just fine here.
Can you send me your RPT?
CrewDisplayComponent in some vehicle HUD, doesn't have a reference to its owning vehicle.
Yes please.
This probably should return things like the knowsAbout value and such? And stuff the command targetKnowledge returns?
Oct 19 2021
In T161333#2247948, @Tenshi wrote:however is wasn't able to reproduce this issue.
In T161333#2247948, @Tenshi wrote:Hello thank you for reporting the problem, however is wasn't able to reproduce this issue.
Both on CSAT and Independent side the FIA the "Van (Cargo)" was able to hold cargo for me.
I was testing on the Main build Arma.
Please...
Hello thank you for reporting the problem, however is wasn't able to reproduce this issue.
Both on CSAT and Independent side the FIA the "Van (Cargo)" was able to hold cargo for me.
I was testing on the Main build Arma.
thank you for helping :)
class CfgUserActions { class AIM_myUserActionKey // This class name is used for internal representation and also for the inputAction command. { displayName = "My Test Action"; tooltip = "This action is for testing."; onActivate = "systemchat 'activated'"; // _this is always true. onDeactivate = "systemchat 'deactivated'"; // _this is always false. onAnalog = ""; // _this is the scalar analog value. analogChangeThreshold = 0.1; // Minimum change required to trigger the onAnalog EH (default: 0.01). }; }; class CfgDefaultKeysPresets { class Arma2 // Arma2 is inherited by all other presets. { class Mappings { AIM_myUserActionKey[] = { 0x25, // DIK_K "256 + 0x25", // 256 is the bitflag for "doubletap", 0x25 is the DIK code for K. "0x00010000 + 2" // 0x00010000 is the bitflag for "mouse button". }; }; }; }; class UserActionGroups { class AIM_myUserActionSection // Unique classname of your category. { name = "Mod Section"; // Display name of your category. isAddon = 1; group[] = {"AIM_myUserActionKey"}; }; };
Oct 18 2021
Thanks for the quick reply.
Agreed, that would be very helpful and save alot of checks.
I created a issue in CBA Github and linked this Ticket into the report.
Just double checked - It does unsubscribe successfully. Steam doesn't remove mods when unsubscribing, it seems to be a common issue when googling for it. Not sure if it's just Arma or other games though as I haven't used the workshop enough in other games to know.
Wow what a crash actually.
Fixed in profiling v3.
Also fix in next Arma update, there is no hotfix planned yet but we might make a mini update next month
The !Workshop folder is handled by the Arma Launcher.
The steam workshop/content folder is managed by steam, we have no influence on how Steam handles its content.
(5- Arctis 7 Chat)
Updated it and it works now, thanks mate, sorry for bothering you all about something like this lol.
Sorry for a late response, but just checked, it isn't, ill go ahead and update it and see if that fixes it.