See https://community.bistudio.com/wiki/Arma_3:_Unusual_Process_Exit#0xC0000135_-_STATUS_DLL_NOT_FOUND
Steam should have installed the files for you, but apparently it failed doing that.
Its most likely the visual C++ redistributable. You may need to uninstall/reinstall it if it already is installed
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Mar 27 2023
You didn't provide enough information, please follow this: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
Didn't I look at this before?
Some object is way outside of terrain bounds.
Arma3_x64_2023-03-25_21-48-451
Arma3_x64_2023-03-25_21-10-481
Arma3_x64_2023-03-25_21-26-00
Seems to be a bug on our end. Fixed in next dev-branch/profiling branch.
Doesn't seem useful for me. If you want a typename entry, you can add a typename entry to your objects and use it with get. You can also use toString for that
Selected Audio Output: Headset Earphone (Arctis 7 Chat) - Channels: 1, Freq: 48000
Your audio output is weird. The game expects stereo sound, you're only giving it Mono.
Also is that USB Audio Output? There is a known issue with windows 10/11 and USB Audio output, this looks to be that
Would it be possible to implement such a feature so we could use typeName directly to retrieve a custom type name for our objects?
Doesn't seem useful for me. If you want a typename entry, you can add a typename entry to your objects and use it with get. You can also use toString for that
I'll be following this, looks very interesting. I'm currently using HashMaps for my triangulation plugin, where I've made a system which generates a UID and stores it in a HashMap along with its custom type. For example;
Revision: 150399
So Eden changed the type names, but the ENUM wasnt updated accordingly? That said changing such ENUM should be quite risky..
What about createMine?
Well.. the message is correct.
these types don't exist, and the engine fails to parse them.
But why does it write the types to that place then 🤔
Read and follow this: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
What you posted is insufficient for us to see what happened.
Unsupported legacy feature.
This might interest you for the future: https://feedback.bistudio.com/T170647
repro + times please
Check parameters, maybe you have your mods listed there in "Mods" or "Server-side Mods"
Related ticket to close once this one is done: T128006
Since Arma 3 v1.96 this command returns both driver and gunner units if the UAV is controlled by 2 players.
Can be set as resolved.
Found a hack to fix stuck remote control trough UAV terminal:
Mar 26 2023
Revision: 150396
Thought could be useful to determine/check which commit is done.
Mar 25 2023
Havent added _duration, what is the use case?
Revision: 150395
Mar 24 2023
Okay I will try that once its out. And one other thing, is it possible that this could be added to the weapon itself? Using the shotguns from contact DLC as example, the short barrel could be something like:
@Killzone_Kid all at 100%
Next dev branch, should work like this
class muzzle_snds_B: muzzle_snds_H { author="$STR_A3_Bohemia_Interactive"; _generalMacro="muzzle_snds_B"; displayName="$STR_A3_cfgWeapons_muzzle_snds_B0"; picture="\a3\Weapons_F\acc\Data\UI\icon_muzzle_snds_B_ca.paa"; model="\A3\weapons_f\acc\acca_snds_h_F"; class ItemInfo: ItemInfo { mass=12; class MagazineCoef {}; class AmmoCoef {}; soundTypeIndex=1; muzzleEnd="zaslehPoint"; alternativeFire="Zasleh2"; class MuzzleCoef {}; class SubmunitionCoef { coneAngleCoef = 1.f; // Shoot straight ahead }; }; inertia=0.2; };
factor gonna be
0 == original
1 == straight forward for 100% of shots
-1 == Double the original angle
-2 == 3x original angle
I chose the solution of basically running that script in engine.
Problem with that is that once all units of the group are deleted, the now empty group that still exists inside the layer, will not be returned anymore (as it cannot find it via the units).
If you need empty groups too, we would need to change that. But if you were fine with your script, this will work the same.
Mar 23 2023
Yeah I think this would be fine, even if it had to just be on weapons for the precalculation reason
In T169970#2421391, @dedmen wrote:We could simplify it by
submunitionDIrection = lerp(VZero, submunitionDirection, coneAngleFactor)
so the lower coneAngleFactor, the closer to straight ahead the submunition will be spawned, effectively shrinking the cone.. Would that work for you?
Could be that you placed the AI too close to the autorifleman. At close range they'll use full auto, but if they engage from longer range they're stuck on semi auto.
As of now
I have the exact same issue every time I play the Old Man scenario. I send here my save files from my last played Old Man scenario. I hope this helps (even because this "ticket" is already old.
Mar 22 2023
so you playSoundUI a class name from mission config? What audioOptions show for UI
@Killzone_Kid The XXX cfgSounds definition shown above as part of the mission desc.ext.
WW2_SITREP_Short what is?
_hm = createHashMapFromArray _class;
_hm call ["Method"];
-> `"testo"`
Yes. Exclude condition for mines probably intentional. But there is no other way to set position. So no way to script minefields.
createVehicle is not precise https://feedback.bistudio.com/T171096
Preventing modification should be somewhat easy.
compileFinal, if you put a final/read-only value, it cannot be overwritten.
Then you can also choose if you want it or not.
We should have alt syntax for compileFinal that takes code on right.. We should've had that a long time ago.
in briefing phase (time < 1) (via init.sqf)
Also updated
most likely intended as AT mine is kinda static, you place it once and it doesnt move, why waste resources? But I will have a look
Mar 21 2023
how do you play the sound?
@Killzone_Kid sorry for the late reply!
next dev
150371 next dev
submunitionConeAngle is only used to precalculate directions when the ammo's config is first loaded, if we want attachments to have multiplier on it, we would need to recalculate these on every shot.
That would be quite annoying.
Mar 20 2023
Fixed
Im unable to reproduce this issue.
150364 next dev branch (and probably perf to check for regressions)
Revision: 150361 setMarkerDrawPriority / markerDrawPriority
150362 next dev
Either geometry lod, or if you use visual then it hives you the maximum bbox of all visual lods.
As all visual lods should be based on the same object, all their bboxes should be same.
150359 this week dev
150359 this week dev
150358, next prof