Hello Norealname.
We can give the additional information that the crash on the 24th was caused by the gear [GM]FaNtOm was using
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Jul 25 2023
Hello daddy_bjorn.
These crashes are related to the modded content you are running and in such case there is nothing we can do as the mod creators have to fix the issue on their end.
Jul 24 2023
In T174006#2473533, @Geez wrote:Yes, that would be the place we would look in.
Good afternoon Following your instructions, all mod weapons have been redone, the number of crashes has decreased significantly, but in the last two days there have been two crashes again, could you tell me if they happened for the same reason?
If this behavior is intentional - please add additional optional argument, like local = false to apply it only for specific player.
Currently the only method using tiles like this, and matching structure edges with more pieces.
Jul 23 2023
config.cpp edit used
class CfgVehicles { class Armband_Black; class Armband_test_4_1 : Armband_Black { storageCategory = 1; itemSize[] = {4,1}; }; class Armband_test_1_4 : Armband_Black { storageCategory = 1; itemSize[] = {1,4}; }; };
Jul 22 2023
Jul 20 2023
However, there is some discussion in regards to this: https://feedback.bistudio.com/T170466
Hello Gromit.
There is nothing we can do on our end as we cannot fix the user created content. The mod creators have to fix this on their end.
Workbench instantly crashed when you try open inventory imageset
Jul 18 2023
Jul 17 2023
Yes, that would be the place we would look in.
In T174006#2473496, @Geez wrote:Hello Norealname.
There is either something wrong with the HumanItemBehaviorCfg of a weapon
Or the HumanItemAccessor is not notified of a change of the item in hands. This is related to modded content.
Hello Norealname.
There is either something wrong with the HumanItemBehaviorCfg of a weapon
Or the HumanItemAccessor is not notified of a change of the item in hands. This is related to modded content.
Jul 16 2023
Jul 14 2023
Jul 13 2023
yes please, together with modding camera effects (disable underwater feel) it will allow us to make underwater enterable structures, ships and even submarines
Jul 12 2023
Hello sheerscroll7.
DayZ editor is a user created mod, in such case the issue has to be fixed by the mod creator.
Hello everyone.
According to the devs:
editor crashing after 1 minute
Jul 11 2023
Nice, that's good news. Thanks
Hello Tyson.
The issue lies with GetRemainingTime and we are looking into fixing it.
Hopefully this is picked up by BI, since it's kind of annoying, to explain to players on my server what the problem is all the time.
would this be why spawning sometimes (if not all the time) spawns you floating in the air?
Jul 10 2023
Jul 8 2023
Yes I know without super call nobody else will be able override that method :)
its not a bug, its feature, its needed remove super call
Jul 6 2023
Jun 28 2023
Any updates on this issue?
Jun 27 2023
make the json serializer work out of a self-contained function. as of right now this fails / crashes
class MyClass { float Maybe;
Jun 26 2023
i will love it.
Jun 23 2023
Jun 21 2023
Resolved for 1.22 update.
Jun 20 2023
Jun 19 2023
Jun 18 2023
I got hint, that is only possible go opposite way from scripts to enf anim, so I did animation of pedals and then sending value to animgraph where is pedal animation as pose node so all is now synchronized. Thx Jacob Mango.
Jun 17 2023
Tried this as well:
In T170466#2461221, @Geez wrote:Hello everyone.
The mod authors are using the config array parameter simpleHiddenSelections for the weapon slings. This parameter was not intended to be used on clothing due to P3D switching for when the item is on the ground or when it is on the persons body. The mod authors should try and find a different solution.
Of course we are looking into this internally as well.
Regards,
Geez
Jun 16 2023
Hello everyone.
Jun 15 2023
Confirmed that this is resolved testing against 1.21 HF2 in EXP release.
Jun 13 2023
Resolved for the second hotfix of 1.21.
This is the final fully working solution. which is still not pretty.
modded class BuildingBase { private int ConvertComponent(int srcComponentIdx, string srcGeometry, string dstGeometry) { string selection = GetActionComponentName(srcComponentIdx, srcGeometry);
Nevermind this solution doesn't always work, due to some twin doors not following the naming scheme and order in CfgDoors.
This was the most "efficient" solution I could come up with to solve this problem. Not sure if this would support all modded buildings I'm unsure if they'll follow the same naming scheme as vanilla. Was an annoying issue to solve since component name and damage zones from the parameters never seemed to be consistent across the following:
- CfgVehicles {Type} Doors
- DamageSystem.GetComponentNamesFromDamageZone
- Object::GetActionComponentName(componentIndex, LOD.NAME_FIRE)
Jun 12 2023
Jun 9 2023
Thank you, I understood what the error is, you can close the ticket
Hello realproru.
There is either something wrong with the HumanItemBehaviorCfg of a weapon
Or the HumanItemAccessor is not notified of a change of the item in hands.
Both of the problems being incorrect scripting.
please check, tired of server crashes( @Geez
I found why the server crashes, if you do a lot of suicide, the guys and I died for an hour, and the server went into a crash for 370 times of suicide
Jun 8 2023
Jun 7 2023
Thank you,
Besides having the BattlEye anticheat, we also work closely with BE to investigate suspicious accounts and players. Unfortunately though, we do not reimburse any lost items or manipulate with characters and structures on the servers