This issue occurred again on my end. IS there any way to fix it?
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Jan 14 2023
Jan 13 2023
created a YT video for repro https://youtu.be/Yyt0fK5wBkg the "2d" tire sound is continuous if these cars reversing
Apparently this problem persists if you are 580 meters from the Strider or 700 meters from the Ifrit
[? related issue type as in T167073 ?]
Jan 12 2023
In my opinion, don't log anything for any command at all, and instead add a new command line arg for that, so only if someone's interested in debugging would get them in log.
Thats what the error says, no points, and the error is correct
The selection does exist, it just doesn't have any points in it.
It's a selection in the model that has no vertices assigned to it, its empty, its invalid.
Thats what the error says, no points, and the error is correct, there are no points and the returned position is also 0,0,0
We will trim whitespace on preset creation, so you cannot create ones that end with whitespace anymore.
And also fix that deletion thing in case you somehow manually create one :D
dev branch next week
Step 3 "restart" launcher is important, if launcher is not restarted after creating the preset, then deleting works fine.
test space preset.preset2 no repro
test space .preset2 repro
Nevermind I thought I fixed it but didn't.
But I cannot reproduce this with JIP
would have been very handy and cheap way to detect i you are in a building :|
Currently experiencing this problem as well.
I'm using Nvidia GeForce Now to run steam to run Arma 3, so I don't have access to system files.
I've tried verifying game files through steam menus, to no avail.
Jan 11 2023
I'll install the latest prof branch and give feedback in 2 days.
would have been very handy and cheap way to detect i you are in a building :|
Although the MRAWS launcher uses the same sounds sets
they don't
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
we have looked into your issue and what you experienced is intended behaviour.
Unfortunately there are technical limitations.
Hence we will close this ticket.
we have looked into your issue and what you experienced is intended behaviour.
Hence we will close this ticket.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
due to insufficient information and/or our team not being able to reproduce this issue, we will close this ticket.
If you have additional information and/or in the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
It is weapons and ammo sound controller only, we don't have those returned
it also needs to be static, so it can be placed in a position and not need to exec
onEachFrame {obj setposworld <pos>}
to keep its position.
In T169666#2394814, @BIS_fnc_KK wrote:Will extend objectParent
Similar problem. I subscribed to Antistasi Plus 2.0. But for me the 29mb mod is downloaded succesfully, it shows up in modlist in launcher. BUT, the launcher said it is not installing.
What I've tried: Repaired mod, resub mod, manually checked the workshop content folder, and the mod is there, but strangely, it's not showing up in the !Workshop folder.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
we have looked into your issue and what you experienced is intended behaviour.
Hence we will close this ticket.
as the content of this ticket unfortunately is outside of the scope of the CDLC, we have to close this ticket.
due to insufficient information and/or our team not being able to reproduce this issue, we will close this ticket.
If you have additional information and/or 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 latest 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 latest 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.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
this seems to be an issue related to Mike Force, not the content in itself.
If this issue still persists, please open a ticket on the Mike Force GitHub which you can find here:
https://github.com/Savage-Game-Design/Mike-Force/issues
as the content of this ticket unfortunately is outside of the scope of the CDLC, we have to close this ticket.
this seems to be an issue related to Mike Force, not the content in itself.
If this issue still persists, please open a ticket on the Mike Force GitHub which you can find here:
https://github.com/Savage-Game-Design/Mike-Force/issues
due to insufficient information and/or our team not being able to reproduce this issue, we will close this ticket.
If you have additional information and/or in the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
due to insufficient information and/or our team not being able to reproduce this issue, we will close this ticket.
If you have additional information and/or in the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
we have looked into your issue and what you experienced is intended behaviour.
Hence we will close this ticket.
we have looked into your issue and what you experienced is intended behaviour.
Hence we will close this ticket.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
we have looked into your issue and what you experienced is intended behaviour.
As the grenades themselves have no damage but the damage is applied via particles, to the AI it technically is smoke.
Hence we will close this ticket.
due to insufficient information and/or our team not being able to reproduce this issue, we will close this ticket.
If you have additional information and/or in the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
as the content of this ticket unfortunately is outside of the scope of the CDLC, we have to close this ticket.
Jan 10 2023
HELP ME PLS
almost 8 years now
rev 150196
@Tenshi
He is using GeForce Now - it is server-side rendering service if you don't have decent PC to play. All user data is stored on the server and not on the client's machine. The user only sees "remote desktop" which runs in virtualized environment and it gets deleted afer session ends trashing all his/her game data. Probably he/she even doesn't have direct access to the file system of the remote machine (depends on GeForce Now service provider)
Are you using a USB headset? try without it.
On one hand I'd say this is expected because terrain objects are streamed in/out.
But, why doesn't this always happen when hiding forests using the editor hideObject module?
It is available in the profiling binary, when you get that error it means you are not running the profiling binary.
Keep in mind that perf/prof branch by default runs the "performance" binary
Please take a look at this and see if it fixes it for you: https://community.bistudio.com/wiki/Arma_3:_Unusual_process_exit#0xC0000135_-_STATUS_DLL_NOT_FOUND
We now have ammo explode eventhandler. Which will fire just before the mine explodes (within the same frame).
That would be what you described, but it doesn't provide the unit that triggered it, and you cannot prevent the actual explosion with it (but you didn't say that you wanted that)
¿Está buscando un sitio web para nuevos tonos de llamada gratis? Sé que https://descargartonosdellamada.com/ es un sitio web que tiene miles de tonos de llamada de calidad y actualizados.
This should be fixed, it was a temporary problem on profiling branch, can you confirm?
This is unlikely, the difficulty system dates back alot of years and is thus not easily extended
Was crash on dev or profiling, is fixed now