I installed the arma 3 completely new with version 2.10.149799
same issue. I don´t use the RC or DEV Branch.
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Aug 26 2022
In the video > https://www.youtube.com/watch?v=IXDaHrGk2ak&t=96s
It is pretty clear that the FPS drop is quite significant of -20/-40 FPSs...
This issue still happens extensively as of August 2022! Here is a video to clearly illustrate how and when it is happening so there is absolutely no doubt about it: >
Just tried the Respawn vehicle module after the mentioned fix and I can confirm vehicles do respawn every time now, but I think there's a new issue now. The delay before the vehicle respawns doesn't work. Right now every time you reach the abandoned distance the vehicle does respawn but not with the delay you have set. It just respawns immediately.
@BIS_fnc_KK do you mind if I upload the mod's config.cpp here?
Could you give me quick repro?
Which error messages? @Reticuli
These eventhandler error messages are annoying.
It is now 2022 and this maddening issue with the of the injury/fatigue system has still not been fixed.
I'm not complaining about the wounding system as it works now; I'm not even complaining about the character moaning and groaning when overloaded and fatigued. I'm only complaining about the sound itself not being an option that can be turned on or off.
This constant moaning and groaning happen continually during the whole playing session. When you've been killed and re-spawn, or re-start from a previous save, the character still keeps moaning and groaning constantly even when not injured, not overloaded and even not moving ! and after a few hours of been continually subjected to it, it becomes a nuisance to the point that one wants to quit playing the game.
Ideally, the way the sound works should be entirely redone. This should not be a constantly playing loop , but should be connected to what the player is doing (not random, but connected to some action that is aggravating the wound, like changing stance or when moving while injured).
Aug 25 2022
make sure to read: https://feedback.bistudio.com/w/ft_a3_howto/
GPU: Intel(R) HD Graphics Family
Tested with "any member of the group" :
All mission.sqm (pboed or not) have an emptyDetector (trigger) set with :
activationByOwner="MEMBER";
and a link (of course) type = "TriggerOwner"; between items referring of the group and the trigger. Fine!
"followed all steps on community wiki"
dll file not found is usually (in every case that I've seen) the c++ redistributable being missing, but that is listed on the steps on community wiki
Can you send us some more crash dumps? make your game crash a couple times more and send a new report.
So far all the crashes are actually different things.
Also please don't start your Arma with the "NoLogs" start parameter, it removes important log messages
In case it helps, I was also encountering this issue back in 2.0.8, but I didn't get around to looking into its cause until after 2.10 dropped, so this bug is older than just this last patch.
Please Help
All drivers are up to date, i'll get the .rpt next time i'm at my computer
Hello, i'm not able to reproduce the issue, this is what Virtual Arsenal looks like on Retail A3 for me.
Could you send us your most recent .rpt so we can look into it a bit deeper?
It looks like there might be a issue with your GPU, can you check if there are updates?
I'm using a very simple mod that's basically just
class Extended_InitPost_EventHandlers { class AllVehicles { class CrewInImmobile { init = "(_this select 0) allowCrewInImmobile true;"; }; }; };
It worked fine in 2.08, but after I updated to 2.10 it stopped working (crew will exit vehicles when wheels/tracks are destroyed).
@Sam_Fisher Could you elaborate? The change should not have affected the legacy functionality
!Workshop\@ToH Core
Remove that mod and please tell the mod author that their mod is broken
Please attach your RPT, here is how to get it: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
OMG @Gazoo sorry I haven't seen this post sooner.
Is it mandatory to use the Alternative Syntax in 2.10?
What is your GPU?
Thermal is just complete black / orange / green / white. Night vision still works.
Aug 24 2022
but for me the vehicles still respawn empty
just got the update and seen they mention fixing the abandoned vehicles when using a vehicle respawn module, but for me the vehicles still respawn empty, is there a work around for this that someone can help me with? I have a continuing Sector Control scenario that i made on the Sahrani map and would like helo's and planes to be able to respawn after they get shot down as it adds depth and ambiance. Thanks for the help guys
https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
Please follow this guide to provide us with the files we need to see what might be happening.
Pretty sure Trigger zones are only visible in 3den editor.
If you start preview, this shouldn't actually affect your mission.
About a dozen windows freezes with that RC 105 spotrep, but finally managed to force it into offline mode, then changed to the dev branch. After three hours I can solo play again.
Aug 23 2022
Post the full error.
Has this problem started after updating the game? or have you just installed it?
Thank you for reporting the issue.
We will see what we can do.
Done in 2.10
It's missing from the 2.10 patch notes, but the files added do exist in the 2.10 release. Can be closed.
It was changed but probably not packed into the release. We will do our best to release the change in the future. Thanks for your patience.
Verified fixed in 2.10.
The fix as described by KK appears to be working in the release version of 2.10.
Testing in 2.10 indicates Hatchbacks no longer have supermassive parking brakes. Can be closed.
Verified fixed in 2.10. Can be closed.
Tell us the error you get before you get to 0xDEAD
This issue should be fixed with todays 2.10 Arma update
Game freeze in
ntdll!NtAlpcSendWaitReceivePort [fail:0] rpcrt4!LRPC_BASE_CCALL::SendReceive [fail:0] rpcrt4!I_RpcSendReceive [fail:0] rpcrt4!NdrSendReceive [fail:0] rpcrt4!NdrpClientCall3 [fail:0] rpcrt4!NdrClientCall3 [fail:0] dnsapi!SyncResolverQueryRpc [fail:0] dnsapi!Rpc_ResolverQuery [fail:0] dnsapi!Query_PrivateExW [fail:0] dnsapi!DnsQueryEx [fail:0] mswsock!SaBlob_Query [fail:0] mswsock!Rnr_DoDnsLookup [fail:0] mswsock!Dns_NSPLookupServiceNext [fail:0] ws2_32!NSPROVIDER::NSPLookupServiceNext [fail:0] ws2_32!NSQUERY::LookupServiceNext [fail:0] ws2_32!WSALookupServiceNextW [fail:0] ws2_32!WSALookupServiceNextA [fail:0] ws2_32!getxyDataEnt [fail:0] ws2_32!gethostbyname [fail:0]
Has been reported fixed in SPOTREP #00105.
Hello, i've checked your crash log and it seems your having issues with your GPU.
This isnt something we can fix on our side.
Arma 3 v2.10 just released, seems fix was not pushed for this update. So it is intended?
Aug 22 2022
You can also do this using 2 helper functions, which is more optimal than using spawn with waitUntil:
//fn_deferrer.sqf params ["_params", "_code"]; private _deferred = []; _params call _code; { _x#0 call _x#1; } forEach _deferred
//fn_defer.sqf _deferred pushBack _this;
Hello, could you provide us with your most recent .rtp and .mdmp files from a crash?
See link below where to find them:
https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
requesting fix for Land_i_Stone_HouseSmall_V1_F and Land_i_Stone_HouseSmall_V3_F with same glitches of damage models
Aug 21 2022
We encountered the same issue. Would be nice, if this gets fixed.
Same problem with Go
In T167202#2349853, @BIS_fnc_KK wrote:Why do you have 2 dll processes?