The message already prints the group.
"%s: Cycle as first waypoint has no sense"
is the whole message, and the group gets inserted at the start.
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Jan 16 2024
You have multiple files with (1) in the name. None of these should exist.
Delete them all and then verify your game files in Steam.
UI/HUD changes, won't do.
Jan 12 2024
Markers do not have an "Owner"
They have a Creator, which is stored ine the Marker name.
Dec 30 2023
There is no RPT, and that folder not existing is also normal as this is the first time you're starting Arma.
See this https://community.bistudio.com/wiki/Arma_3:_Unusual_Process_Exit#0xC0000135_-_STATUS_DLL_NOT_FOUND
Dec 11 2023
Its a UI thing..
Very interesting find, thank you!
Dec 8 2023
Please don't re-create duplicated tickets.
Yes its missing some parts, but its still fundamentally the same thing.
You can post a comment on the old ticket, but not really needed as duplicate tickets are linked and will be seen when the ticket is processed.
Related to T151698
the AI-animated character ([this,"WATCH","FULL"] call BIS_fnc_ambientAnimCombat;) icon does not match the color of the faction.
Incorrect. It does match.
Next week dev branch
Dec 7 2023
3 times the exact same crash.
But I cannot explain how that happens...
Does it actually spawn multiple smoke effects then? visible for all players?
Potentially related https://feedback.bistudio.com/T177255
This is known as the 3FPS bug. And has been a well known issue for the last... 5+ years.
As of todays profiling branch, the FLUSH cheat works, which should mitigate it without a game restart.
16:54:54 Error: Create XAudio2 device failed, error 800700c1
16:54:54 Warning: Audio device creation failed, attempt to create default audio:
16:54:54 SamplesPerSec: 44100, channels: 2
16:54:54 Error: Create XAudio2 device failed, error 800700c1
Your GPU is being disconnected, not much we can do about that.
Maybe check that your graphics drivers are up-to-date
I suspect this color influence might be in the shaders. Which might make it problematic and potentially not feasible to change.
It indeed indicates that BattlEye is blocking something.
Your Arma Launcher's BattlEye tab will say what it is.
The issue will likely resolve itself by waiting a bit.
Need your log file as described here: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
The logs you sent, are from 4th december (one day before your report), and show that you have been playing the game for almost 2 hours in multiplayer.
I can't see any problem there.
Broken on profiling branch v9, fixed today on profiling branch v10
Nov 28 2023
Dev-branch next week (in december)
Nov 27 2023
Nov 17 2023
We figured it out.
- The data structure change just deleted one of the layer files Tanin.layer
- For some reason the loading order is messed up. GenericWorldEntity must be loaded first, but after the data structure change it was loaded later and that crashed in all the generator entities. Moving contents of Zimnitrita.layer into default.layer fixes that.
Nov 16 2023
Nov 3 2023
Also this is new with 2.14
note: Minidump has been generated into the file C:\Users\venui\AppData\Local\Arma 3\Arma3_x64_2023-10-12_22-46-44.mdmp
Not just when pressing cancel. Didn't trigger at all.
The trigger you get when pressing OK, is the second "Attributes changed" history entry.
0xDEAD means the game displayed a error message to you before it closed itself. What was the error message?
Fixed next dev branch
Found it. There was a missing return line in the unscheduled execution.
Because the scheduled execution actually returns nil intentionally, but the unscheduled should've exited earlier
As I wrote above. Its fixed on profiling branch.
I had a report from another user about this. But turns out his PBO's were actually broken and somehow windows server didn't throw him out for that.
What tools were used to pack/sign these PBO's?
Nov 1 2023
Thinking, is that naming bad? should it be get3DENEntityLayer/get3DENEntityParent ?
Though I wouldn't know of why we would have any non-Entity ones
Oct 30 2023
An other solution that would work fine for me is an EH for when dragging is done, this way I wouldn't need to add 1 to 2 frames of delay.
Doesnt trigger for waypoints and units.
For making sure undo/redo can be synced as long as the position change of that entity triggers an OnEntityAttributeChanged its fine.
Oct 26 2023
_def = [ ["#type","Test"], ["#flags",["unscheduled"]], ["HintTest", { hint "Test"; MyVar = 1;}] ]; _obj = createHashmapObject [_def]; _obj call ["HintTest"]; // returns <null> - MyVar never gets assigned
Can't reproduce
Fixed on dev-branch yesterday, and profiling branch
Oct 24 2023
Current state will be in tomorrows Profiling branch (and dev branch) updates. I just briefly tested stuff, there might be bugs in there.
2.6 Allow 1.5 (load3DENScenario) to be used from main menu
Done by this point
Replaced by OnEditableObjectAdded https://feedback.bistudio.com/T175775#2518321
For the unit created.
Do you want duplicate fires then?
OnPasteUnitOrig
OnPaste
OnEntityDragged
For all Rotation/Move of entity. But again there is the question with undo history. It doesn't re-fire if a drag was undo/redo'd.
What do?
OnMissionAttibuteChanged gets two parameters.
The attribute type (Intel, Multiplayer, GarbageCollection, Scenario, Preferences) and the attribute classname
OnEntityAttributeChanged (notice the changed name from your proposal)
gets two arguments, entity and the classname of the attribute
12:13:47 [B Alpha 1-1:1,"Name"] 12:13:47 [B Alpha 1-1:1,"Init"] 12:13:47 [B Alpha 1-1:1,"Position"] 12:13:47 [B Alpha 1-1:1,"Description"] 12:13:50 [B Alpha 1-1:1,"unitName"] 12:13:50 [B Alpha 1-1:1,"speaker"] 12:13:50 [B Alpha 1-1:1,"pitch"]
Though, I didn't edit speaker/pitch values, it fires anyway 🤔
For multiplayer (Via Play->Preview in MP menu) there are two possibilities here.
- If Eden is in SP mode, it first switches to MP mode and then starts Preview
- If Eden is MP mode it starts preview immediately