Should be fixed in 149026 (and hotfixed)
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Mar 10 2022
dev next week, or prof v4, but keep in mind prof is not reliable as everyone would need to have it
that script doesn't work
it checks if projectile is still alive one frame after it was triggered (btw you can use diag_frameNo instead) but, most projectiles trigger only on next cycle.
And some projectiles just stay alive after getting triggered, like smoke grenades or flares.
Also its amazing how many asserts your test code is triggering...
player addEventHandler ["Fired", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"];
Bullet exploding mid-air does not trigger HitPart ammo event. But Explode is triggered.
Bullet exploding mid-air does not trigger HitPart ammo event. But Explode is triggered.
Fix will not happen soon, this seems to be a shader issue.
That also annoys me every time ahh.
Fixed on Profiling branch v1.
Steam branch code CautionSpecialProfilingAndTestingBranchArma3 or here https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-208-performance-binary-feedback/?do=findComment&comment=3455680
Though it its still very much recommended to use 64-bit instead. We don't provide full support for 32bit anymore (which is why we didn't notice this before release)
2.08.149000 prof
magazine from ground still auto-reload
@Tenshi Initial testing with the 32-bit version on the profiling branch suggests that the resolution was successful.
@jaj22 @slt @BroadNapkin
Hello thank you for posting your crashes.
If you have the chance, please try using Profiling branch 2.08 v1 and see if the issue is solved there.
Mar 9 2022
I have no idea why that network path error popped up, but I got the problem fixed. There was no update for the game when the error accured, but yesterday a patch for ArmA came out and after downloading it I could launch the game normally. The game works just fine, but it's still strange that a network path error caused all of this.
I am also having the same issue, dump here:
I also noticed I can host the Antistasi mod & server locally with no issues, which prompts me to believe maybe its the server build? that is a WAG though.
Perhaps a work around could be for example a new "setTowParentStrong" command.
copy of the T163651
Duplicate of T163651
Thank you for reporting the issue.
I was able to confirm the problem, we will see what we can do.
Thank you for reporting the problem.
I was able to confirm the issue, we will see what we can do.
0:23:48 Shutdown normally
Managed to get a couple more mdmp files from the 32-bit client:
BattlEye confirms fixed on their side 8 days ago
I found your crash it was a typo from probably atleast 6 years ago, that apparently noone noticed till now.
I'm having the same issue with the server crashing shortly after a player loads in. Some missions work fine, other cause it to crash. I was unable to narrow down the cause for now.
Apparently I need an .mdmp file but it's not generating them locally for some reason. Will try to get one from another machine.
Its not our fault when you don't set a required tag.
If you use publisher to upload, it works. And thats the only supported way of uploading mods to workshop
Crash inside microsofts audio code. Nothing we can do about that really.
Something seems to be wrong with your audio, maybe a USB headset being unplugged or smth like that?
3 crashes in there, first and last are microsofts Audio stuff being broken.
I see nothing we can actually do here
Thats sadly just how the game physx work.
That means Arma showed you a error message of whats wrong. Just read it.
the autobrakes are disabled while a vehicle is currently autobraked, the autobrakes don't actually release until a force is applied. This is noticeable when parked on steep hills - the vehicle doesn't start to roll down the hill unless you give it a push or tap the accelerator.
In T163651#2286229, @topden wrote:Switching works only in the ARSENAL of the titan. does not work in the game
Switching works only in the ARSENAL of the titan. does not work in the game
Yesterday (2022-03-08; (Yes, it's 2022 guys)) update 2.08 got released (3.1GB in size) and still this major bug is ignored, unconfirmed and thus not fixed.
But hey, bullshit features like Steam Rich Presence (which was added yesterday) definitely compensates e.g. the 100% throttle bug for sure.
Same with PCML.
Mar 8 2022
Here is a link to the editor MP mission in zip archive. It is without mods. Game files were verified.
Alleluia! Today is a historic day in Arma3!
player got a patch 2.08, and now player can see that the weapon remembers its current fire mode, I've been waiting for this fix > 8 years!
In T126869#1648061, @Wulf wrote:Hello.
I was not able to reproduce the issues that you described could you please create a video of these issues and either upload it here or post a link with the video? Thank you. :)
How long would it take to fix this bug? Is it even planned to be fixed or?
Mar 7 2022
If you can reproduce it in vanilla please repost the steps
I tried to reproduce this. And what seems to happen is that the threshold for when the physX object starts moving is higher when disableBrakes is true. So when trying to tow a rhino it appeared as if the commands were working against each other. But when i tested it with a Hunter it appears to work.
Hi, thanks for the fast response. I am using a few mods, one of them being "remove stamina" which does exactly as it says it does. I suppose it's possible that it's interfering in some way, Apologies for posting something without confirming the issue in vanilla first.
Cannot confirm. Are you using mods?
To add to this. When i try and pull a rhino with a hemtt. I get like 7 to 8 km/h. But when i use the disable break command and just push it. I get it to 17 or 18 km/h.
So if i'm driving i should get brakesDisabled back as true on the towedvehicle?