Let me understand what this ticket is about. You want to have global object to be attached to global object but the changes not to be broadcast? If this is the case then request denied. It would cause all sorts of desync which will affect network functionality. If either or both objects are local, as it is the broadcast doesnt happen. Could you explain what exactly is this all about?
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Oct 22 2023
Should be fixed in Revision: 151086
Oct 21 2023
Please help me get this resolved
Yeah, sorry for the confusion, the muzzle is added when you add magazine
It works if you select the muzzle instead. Gonna have a look why mag is not resolved
are you trying to launch with Spearhead enabled? as that was what was causing it for me
Oct 20 2023
I thought so too at first.. but it does not seem to mac issue.. there is a Joystick Monitor application that can detect this joy on connect and correctly reads all values.. screenshots attached :-)
Oct 19 2023
You can download it now ;)
On Windows, there are two major joystick/gamepad APIs - the old one, DirectInput, which allowed much configuration, and the relatively new and simpler one, XInput, which simulates every gamepad as an XBox one.
On Mac, there is Gamepad API, which corresponds to the XInput one. Essentially, macOS talks with the gamepad or joystick, and it presents it to us as a kind of a gamepad, similar to XBox one, PS one, etc.
In theory, on Mac there is also an older HID API, which is supposed to support more exotic gamepads, more in depth. The problem is, hardly any company submits drivers to Apple to support it properly, so HID doesn’t detect most joysticks.
In fact, using it, we were less successful in getting even the standard gamepads to work as well as Apple’s Gamepad API does.
We just can’t do it all in-house, the best solution we came up with was per-gamepad-model configuration files, similar to what Steam and SDL do, and then, in most cases, the gamer can’t be relied upon to put in the work to figure out the proper configuration file. So it was a dead-end way of trying to support everything possible.
With the newest Arma 3 port we stuck with the Gaamepad API, since that’s what Apple recommends, and that’s the only way we could be sure the popular joysticks and gamepads are supported well. So we are restricted to what Apple’s Gamepad API detects. When it works, it works out of the box. It work with many more gamepad and joystick models than we could buy and test in-house.
But if it doesn’t detect Thrustmaster FlightStickX, the game won’t either.
Oct 18 2023
I didn't have VN to test with, but I could reproduce same issue in Spearhead, tested it there and fixed it there.
I forgot to mention, like most other posts of this nature I have uninstalled the dx files, the dll files, verified game files and replaced anything deleted but still no fix. I have turned it off and on again a million times, uninstalled and reinstalled, tried different drives and nothing worked.
In T170647#2494085, @dedmen wrote:I saw inhertiance being a problem, but it seemed simple enough to solve manually via script and I didn't have the time to make a engine side thing of that.
I only now got to read your comments from back thenReading from config can be done in a self-implemented function but, to have it natively would be awesome.
Yep, again time limitation. I intentionally didn't do what I thought would be simple to solve in script.
Oct 17 2023
+1 for better orthogonal mapping for a bipod!!
bump
Excellent, I think you nailed it, bud!...It appears to have been the flight stick/throttle. "Collective Raise" appears to have also been keybinded to something (perhaps when I re-installed). By deleting that keybinding that seems to have resolved it. Thank you!
Oct 16 2023
I'm not able to reproduce this - the Darter is behaving normally for me.
In T176047#2510948, @BIS_fnc_KK wrote:no, dont think so, you get a bunch of throw muzzles always present, specific for the throwable magazine
Looks like some problem with the command @ T176248
Oct 15 2023
Oct 14 2023
Mine does that, but I use multiple CUP addons. Certainly not vanilla.
Mine does that, but I use multiple CUP addons. Certainly not vanilla.
Oct 13 2023
Aren't vehicle tire marks local and disappear as soon as camera goes away? Unless its different scripted tire marks.
Probably the same as T175731, which is fixed on the experimental branches for the next update.
My Cfg file is also Read only and I cannot edit this, could this be an issue?
Oct 12 2023
Wow - never knew it was planed to include actual Java into A3 - it could had offered so much more than what SQF was ever able to accomplish.
Unfortunately we ended up with the very limited extension stuff (although string-only exchange got us quite some cool game modes nonetheless).
As for Reforger/A4 and it's C# inspired scripting: at least for now it still lacks the ability to either connect to a database directly or at least for the server to have something similar to the extension stuff to write an external connector.
Oct 11 2023
Oct 10 2023
Revision: 151066
Here are some steps you can take to diagnose and potentially resolve the issue:
repair
Check for Software Updates: Ensure that both the game and your operating system are fully updated to the latest versions. Sometimes, game developers release patches to address compatibility issues.
Personally the most needed command for me is to check is fuseDistance condition was satisfied. I'd be fine with a BOOL check but perhaps somebody else could use distance traveled NUMBER. PLZ ADD.
Oct 9 2023
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
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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