The fix is available on Profiling branch. You can switch to it in the Steam game options under the Beta tab.
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Jan 16 2024
The fix is available on Profiling branch. You can switch to it in the Steam game options under the Beta tab.
Revision: 151264
Blocking a mod file does not cause the game to crash.
The crashes you are having, were already fixed on Profiling banch. You can switch to it in the steam beta options. The fix will also be in the next game update
You are loading some corrupted mod.
Maybe you recognize what this is:
"Nvme_Game" "fit_on_backpack_nnwinter_v8"
This bug is already fixed on Profiling branch. You can switch to that branch in Steam.
Also ref https://community.bistudio.com/wiki/Arma_3:_Steam_Branches
Your log files don't contain any crash.
The RPT logs just end, and there are no crash dumps.
Nothing I can do without that crash information
Just use the -mods= parameter.
That doesn't exist, you meant -mod.
Ist bekannt, ist auf Profiling branch schon gefixed.
Soweit ich weiß passiert das nur nach nem server disconnect.
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.
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 15 2024
Jan 14 2024
Jan 13 2024
Added the mass to getModelInfo instead.
New alt syntax seems to be working. 👍
Thanks.
Jan 12 2024
Markers do not have an "Owner"
They have a Creator, which is stored ine the Marker name.
Revision: 151278 Added alt syntax to getEntityInfo script command for fast access and isMan property
Revision: 151248
Revision: 151248
Revision: 151247
Revision: 151246
Jan 11 2024
~could you please update wiki
[AF] veteran29
I recall he was doing it for some command depending on input/element size too, so should be doable for inAreaArray too.
Jan 10 2024
Also use [this] call bis_fnc_unflipVehicle for all statements instead of just static weapons, this function works decently with all vehicles.
151259 getEntityInfo
Jan 9 2024
Should work after some future dev build
In T178157#2551091, @ModernistTT wrote:Is anyone able to do this? Or is it not possible. Would love to see this in-game.
bis_fnc_unflipVehicle has an undefined variable
p:\a3\functions_f\Vehicles\fn_unflipVehicle.sqf
Author: reyhard Description: Safely unflips selected vehicle
funny though we have canFire method that checks if vehicle is not dead and not upsidedown but it is not available in its pure form. A dedicated command should be helpful
Jan 8 2024
Fixed in Dev build 151218.