It now checks the path before attempting to load the scenario. Loading the scenario might still fail though (e.g. due to corrupted mission.sqm, missing addons, etc.).
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Dec 26 2023
Dec 25 2023
@FlyingSaucer @doodle jump They should go away, but they really (at least some of them) keep stacking up and eventually cause difficulties as the game progresses.
Dec 24 2023
Hopefully some hero dev can finally expose all the hidden Enoch and vanilla objects for EDEN users to use without having to create mod dependencies for assets already in the game:
If that doesn't work for you, take a look at this issue:
https://github.com/dotnet/wpf/issues/8056
Try installing the latest .NET Framework Runtime:
https://dotnet.microsoft.com/en-us/download/dotnet-framework/net48
What about this option in Launcher? Does it generate a report correctly?
If it does, use the Save Report option to save it to the disk, then upload the report here.
Also, make sure you have not enabled the "No Logs" option in launcher parameters.
Dec 23 2023
Dec 22 2023
my computer is not looking for a folder with that name through win r. what could be the reason for this and how to solve it?
Please upload the rpt as well. They can be found in %localappdata%\Arma 3 (type that in Windows Explorer address bar, or use Run)
More info here:
https://community.bistudio.com/wiki/Crash_Files
Revision: 151241 repairing static building now repairs hitpoints for JIP as well
we'll see
In T172490#2546510, @BIS_fnc_KK wrote:handledamage alters damage locally after all the networking is done but thats not all. static building damage isaccumulative dam = olddam + newdam, now say new damage is 0 because you handed it, see where Im going? setHit is actually implementable
handledamage alters damage locally after all the networking is done but thats not all. static building damage isaccumulative dam = olddam + newdam, now say new damage is 0 because you handed it, see where Im going? setHit is actually implementable
In T172490#2546504, @BIS_fnc_KK wrote:HandleDamage and static buildings is a won’t fix, but might fix setHitxxx instead
HandleDamage and static buildings is a won’t fix, but might fix setHitxxx instead
Likely the same as T175731. A fix for that is currently on dev and profiling. If you are on dev or profiling and are still seeing this, make sure to mention that.
Revision: 151240 Static buldings fix
Another huge advantage would be accessability. Some players have a hard time playing tanks in 1st person without stabilization due to becoming motion sick.
It would be very useful also for dynamic difficulty adjustment - ie old WW2 tanks have no turret stabilization and thus its very hard for non tank experts
Added parameter present in Dev build 151218, closing.
Fixed in Dev. build 151218.
Fixed in Dev build 151218.
Dec 21 2023
Closing as resolved.
Fixed in Dev build 151218.
Fixed in Dev build 151218.
Fixed in Dev build 151218.
Closing this as resolved.
Dec 20 2023
I have the same issue TOO.
Revision: 151237 save3DENPreferences command
Issues fixed in Dev build 151218.
Fixed in Dev build 151218.
Dec 19 2023
Revision: 151236
Revision: 151235 addWeaponTurret, addWeaponCargo, addWeaponCargoGlobal, addWeaponWithAttachmentsCargo, addWeaponWithAttachmentsCargoGlobal
Revision: 151234 addBackpackCargo, AddBackpackCargoGlobal
Tried on Dev Build 2.15.151218 and it works properly.
Thanks
Sure I'll give it a shot in the next few days. Never installed dev before I'll have to track it down.
Dec 18 2023
Revision: 151233 addMagazineCargo, addMagazineCargoGlobal, addMagazineAmmoCargo, addMagazineTurret, addMagazine, addMagazineGlobal, addMagazines
Could youtry this with the latest dev?
Dec 17 2023
Revision: 151232
connection is local so you can have multiple players connected to the same uav but only 2 can be pilot and gunner, the rest are good to receive video feed and take controls once freed
push.
In T171357#2544976, @BIS_fnc_KK wrote:how do you see this? there could be many players connected but the connection is processed locally so all you can do is check if a particular player is connected to uav where player is local
There is isUAVConnected that checks it and it works in multiplayer, remote units get true when somebody is connected, isn't there a link from UAV to whoever is connected to it? Thought it is technically possible to have several players connected through a bug, then this command won't tell the full picture. Is there any other list in the game that could help with this, apart from iterating through every unit? Add an event handler that fires when somebody connects and disconnects their terminal so such list can be tracked by script perhaps?