23:58:35 DX11 - Initializing DX11 engine. 23:58:35 DX11 - Detecting best GPU adapter. 23:58:35 DX11 - Failed to detect best GPU adapter. 23:58:35 DX11 - Unable to detect adapter - selecting default one. 23:58:35 DX11 - Failed to select DXGI adapter. 23:58:35 DX11 error : Failed to initialize graphics adapter. : E_FAIL 23:58:35 Cannot destroy TriQueue, it was never allocated! 23:58:35 Cannot destroy TriQueue, it was never allocated! 23:58:35 ErrorMessage: Error creating Direct3D 11 graphical engine 23:58:35 Application terminated intentionally ErrorMessage: Error creating Direct3D 11 graphical engine
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Oct 9 2023
It is frozen inside your graphics drivers. nvwgf2umx.dll
Nvidia graphics drivers.
Switch to profiling branch in Steam, see https://community.bistudio.com/wiki/Arma_3:_Steam_Branches
I think that should have a fix.
Your RPT doesn't indicate any crash or unexpected errors
was released in 2.12
rev 151061 selectThrowable
no, dont think so, you get a bunch of throw muzzles always present, specific for the throwable magazine
In T176047#2510681, @BIS_fnc_KK wrote:When do you need the muzzle param?
Not sure about real use case, but can't you have 2 different muzzles that take same 1 grenade magazine somehow? I guess we might ignore this hypothetical scenario and just select by magazine.
When do you need the muzzle param?
These problems also occur in other Jets DLC scripts
Changes reasons is same:
- Function work in local space, in MP say3D command will plays only for pilot and not for other players
- Need to write parameters in say3D script parameters, see wiki page - if params not written they will drop to default and sound will be not as designed (means pitch and max Distance parameters)
- new param for say3d 'simulateSpeedOfSound' also will be good tweak
Oct 8 2023
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Oct 7 2023
In T176022#2509767, @Leopard20 wrote:I see what you mean now. I thought you're talking about the EH.
You should've mentioned that in the issue description
I see what you mean now. I thought you're talking about the EH.
You should've mentioned that in the issue description
In T176022#2509736, @Leopard20 wrote:
Shot HitExplosion doesn't seem to trigger for tree hits like this at all, only shot HitPart does. If you'll place a quad under a tree it will also trigger entity HitPart but without any damage. Either way, EHs are not the issue, the issue is that tank shell explodes in (visually) full strength each time it passed through a bush or a tree. Its a latest dev build but this issue existed for years (tested in 1.10 recently, same picture there)
Cannot reproduce. Do you mean the HitExplosion EHs? Also which branch are you testing on? It should be Dev
In fact it's the opposite for me. Sometimes HitExplosion doesn't trigger?
Yeah, looks like ammo count is engine-hardcoded. Perhaps there could be a scripting command to return it by ListBox index. Maybe let us draw similar bar on any ListBox and ListNBox too?
NUMBER = CONTROL lbBar INDEX
CONTROL lbSetBar [INDEX, NUMBER]
with values ranging from 0 to 1
You can't get the ammo count though.
Value returns some number that seems to make no sense; sometimes some mags return 127 (at least with LBDrag event) whereas usually it returns the number the item is in the list, data returns classname.
I think this command is obsolete in A3. You can get gear info with lbData and lbValue from A3's inventory lists. Check RscDisplayInventory config for inventory IDCs of lists.
Speaking of model type property, is there a way to get it through scripting command at all? Maybe add it into getModelInfo too?
Aren't vehicle tire marks local and disappear as soon as camera goes away? Unless its different scripted tire marks.
Oct 6 2023
I mean it has to be something practical. The best thing would be if a falling tree fired an event that contained its id so you could do whatever you wanted with it (removing it or even unfalling it), either immediately, or store it in a list to deal with later.
Oct 5 2023
Depends what you mean by "way". You can check damage in namedProperties of the object. If it's "tree" and object is already dead, it has fallen. You can "remove" it by hiding it.
But admittedly detecting it in a running mission is difficult without loops.
Thank you for the report, we'll look into it.
wiki amended at Event Handlers - MusicStop
indeed, playMusic "" cannot stop music if no music is playing (-:
Or another idea: Fallen trees are treated (optional) as real objects with a health bar. Fallen trees can now be destroyed by explosives, zeus or other things (I see a chain saw mod incoming...).
The question is, if music is not playing, can it be stopped? I will pass this ticket to our wiki guru to see if this can be clarified, thanks for reporting.
Oct 4 2023
Looks good so far! I work with HitPart right now and report if issues are found.
Something seriously needs to be done about this. Looking through a scope makes the game look like it's from the late 90's.
soooo.... playMusic "" is supposed to trigger a "MusicStop" Eventhandler if i understand the wiki right.
Revision: 151052
Oct 3 2023
P.S. Ah, ok, this is how SQF realy works :)
I need to live with it now.
Not a bug. Read this:
https://community.bistudio.com/wiki/Variables
TL;DR, prefix your local variable initializations with private to prevent what you describe as "leak" (which is actually a feature in SQF)
fnc_getitems = { private _magstoremove = [123]; [_magstoremove] };
Another nice to have would be:
Having the same issue here. Attempts to import a preset by dragging and dropping the html file into the launcher, selecting 'import' from the preset drop-down in the top-right, and selecting 'import list of mods from a file' from the '...more' option all provide the same "Unable to import preset" error message.
Is there any chance that this could be fixed?
Oct 2 2023
Revision 151053
Oct 1 2023
Currently having same issue. Full install of game and mods was a viable method however this issue is now persisting through multiple fresh installs.
Sep 30 2023
Also you seem sorta lost/not to have read the ticket. This ticket is specifically a list of functionality that I'm requesting in the context of what I believe is missing in order to make a multiplayer 3DEN mod.
That event isn't required, you can achieve the same effect by combing the init and onMissionPreviewEnd events.
Note that while init does pass the display as param, onMissionPreviewEnd doesn't which is easily fixed by running findDisplay 313 (313 is 3DEN display).
onEditorActive - triggered every time 3DEN editor is opened