Just applying the callsign stuff to the existing speaker indicator, the same way it applies to text chat. (see also https://community.bistudio.com/wiki/radioChannelSetCallSign)
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Sep 28 2023
Sep 27 2023
2.10
I have said it wrong in the first thread the game freezes I counted that as a crash I am not sure on how arma 3 goes with the ungrouping of units but the overall problem was that I had units synced to a trigger which activated them and when I went into zeus whenever i unsynced said units it would just freeze the game doesn't crash it just freezes it only turns off when I press alt + f4 or start clicking into the program then it turns white
can you photoshop some image showing how you imagine it to look like?
You posted no useful information.
Please describe what your actual problem is.
If you mean that your game is crashing, then follow this guide: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
I left the trigger sync connection there.
Fixed in next profiling branch
And a extra question. Its trying to disconnect the synced trigger.
But should it even do that, why would assigning a unit to a different group, unsync it from the trigger? Do you think it should?
Wow I really somehow posted about:blank :D
Should've been this https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
- A script command (like add or +) doesn't know where the value came from.
It cannot differentiate between 0 add 5 or _variable add 5
The illegal instruction is inside your graphics drivers. dxgi.dll/nvcuda64.dll
Part of Nvidia's graphics drivers, we can't do anything about that
You dumped a ton of information that is useless for me. But didn't provide the actual crash dump that we need.
Please follow this guide: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
There are several freezes. But the freezes are inside Windows code
The crashes all gave you the message
I don't know how this happens, cannot reproduce.
You even had that crash when not loading any mods.
Please follow this: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
- No
- Unlikely
- No
- No
- No
Sep 26 2023
Alright, thanks for feedback. Will try what @crashdome suggested instead.
The bases actually don't exist as separate objects. They are all merged (and partially overwritten) when the object is created. So to link to them, we would also have to create instances of the base classes. I don't want to waste that memory/processing time.
Wow. I indeed F'ed up the variable passing in scheduled execution.
Instead of the new map, it passes the argument that you passed to createHashMapObject.
The constructor call environment depends on the caller.
its just a call. So if called from scheduled, it will also be scheduled. If called from unscheduled, it will
If you turn off shadows, you don’t get the full performance gain you should get. You get much better fps if you reduce shadow drawing distance, while this should not be happening as the shadows are turned off already ?
Sep 25 2023
getPlayerChannel, currentChannel and setCurrentChannel were added in 1.42, which seems to cover everything requested in this ticket.
This was resolved by the addition of radioChannelInfo in 2.00
Sep 24 2023
I thought I had it working with 'call' instead of 'spawn' (which it does work if called unscheduled) but, you are right. Call in initPlayerLocal.sqf is scheduled. I don't know why I thought it wasn't. So if you wrap it using isNil, it does fix it as a workaround. This does need to be fixed though.
Yeah, no dice. Tried it wrapped, tried w/ calling a setter instead of using set... All to no avail. Remains broken.
@wjbond - can you confirm that you were playing on server with custom mission where it didn't work?
Found the issue, BIS_fnc_fire has to be RE-allowed. I expected it to be engine-driven.
I think some sort of preprocessor would be needed. I have created a mod which can be placed at top level (like CBA) and does 'extra' stuff to sqf files which return an array formatted for hashmap objects. Not announced yet but, I dont mind people poking around or using it themselves right now. https://github.com/XPS-Group/XPS_A3/tree/main It does already do what you are looking for.
initPlayerLocal.sqf is ran as scheduled iirc. If you had wrapped it in a call block, I believe it would run that block unscheduled.
Nice detective work. I also found only the CTOR affected, but - sadly - whether scheduled or unscheduled, the error persists. (The code in the attached map was my actual second attempt; the first was without spawn()).
Sep 23 2023
After some more testing it seems you don't have to paste right after deleting, you can place as many new objects after the delete as you want. This happens to units copied before a delete happened, then it's group will be set to [0,0,0] after Undo -> Redo
I tested with 3 people on Zeus Game Master on dedicated and it is working fine. Are you sure it is not caused by some mission settings?
Looks like T-100X doesn't work in MP at all anymore. No matter what I do, just doesn't shoot. Server-created vehicle, client-created, locality combos, AIs on other seat, never shoots.
Sep 22 2023
I can confirm the error but, it seems to be related to using spawn and createhashmapobject. And it only affects the constructor... I am guessing constructor runs either scheduled or unscheduled depending on the parent scope when it should probably always be unscheduled. So, for example, using [] call { ...code... } without the uiSleep doesn't produce the error -and- I am guessing methods always work because they are 'called'. as Biki states:
Sep 21 2023
In T175242#2501658, @dedmen wrote:Fix is available on profiling branch.
You can switch that by going to steam Arma 3's properties and selecting the profiling beta branch