Arma3Launcher_Log_20240530T030400_Goose.zip13 MBDownload
ArmaReport_Log_20240530T030719_Goose.zip223 KBDownload
some launcher logs and example of the blank (in the window when you press save report) report logs im being givenDidn't even realize to check the config.
Would it be enough for you if getPlayerVoNVolume returned zero, when the player is muted?
What is the "production personnel list" and what is the "homepage" ?
Same for removeMagazineGlobal, but only when executed on a local unit.
If a remote unit receives the removeMagazine over network, it will reload and work.
151848
i can play again after 2 full computer resets, multiple sfc scans in cmd, repairing net frame work, redownloading/verifying the game more times than i can count, deleting temp and local app data for arma 3 and bohemia interactive, deleting battle eye and re verifying yada yad, im not sure which one of these worked as the game decided to finally launch the launcher randomly after giving up for a day or so
I know, I have already read these pages, however, I'm looking for a fix.
I already know it's a problem with Geforce now not supporting ACE3.
This only happens on internal builds though.
Interesting. Usually there is a desk there?
If you can mod you could
class Cursor {
outArrow="\A3\ui_f\data\igui\cfg\cursors\outArrow_ca.paa";
help????
2.18 "MagazineReloading"
[B Alpha 1-1:1 (dedmen),"arifle_MX_ACO_pointer_F","arifle_MX_ACO_pointer_F",["30Rnd_65x39_caseless_mag",30,1e+07,0],["30Rnd_65x39_caseless_mag",0,1e+07,0]]
I try with a server who's using Isla Duala, Takistan and Chernarus, olny Isla Duala failed and crash my computer.
As of update 2.14, this still occurs regularly.
Go into preview and here is what you get from this script:
allMissionObjects "" apply {[typeOf _x,synchronizedObjects _x]} /* [ [L Modules:1,"Logic",[]], [L Alpha 1-2:1,"Logic",[B Alpha 1-1:1 (POLPOX),1d79b893580# 3: sign_arrow_f.p3d,1d7954be040# 4: mrap_01_unarmed_f.p3d,L Ambient:1,6: <no shape>]], [1d79b893580# 3: sign_arrow_f.p3d,"Sign_Arrow_Blue_F",[]], [1d7954be040# 4: mrap_01_unarmed_f.p3d,"B_MRAP_01_F",[]], [L Ambient:1,"ModuleCivilianPresence_F",[B Alpha 1-1:1 (POLPOX),L Alpha 1-2:1,1d79b893580# 3: sign_arrow_f.p3d,1d7954be040# 4: mrap_01_unarmed_f.p3d,6: <no shape>]], [6: <no shape>,"EmptyDetector",[B Alpha 1-1:1 (POLPOX),L Alpha 1-2:1,1d79b893580# 3: sign_arrow_f.p3d,1d7954be040# 4: mrap_01_unarmed_f.p3d,L Ambient:1]], [B Alpha 1-1:1 (POLPOX),"B_Soldier_F",[L Alpha 1-2:1,1d79b893580# 3: sign_arrow_f.p3d,1d7954be040# 4: mrap_01_unarmed_f.p3d,L Ambient:1,6: <no shape>]] ] */
As you can see props and vehicles don't even accept the synchronization. Maybe more objects don't.
This is not related to the game itself. It's related to Geforce Now not supporting ACE3's extensions.
there's nothing on the internet about it.
A second, more robust workaround I have found is to upload a "ghost mod" to the Workshop and then arbitrarily set that mod's dependencies to be whatever mods I choose, and then enabling that mod. This effectively accomplishes the feature as I requested it, but it's a pain to set up for someone who doesn't know how to quickly throw together a Workshop mod.
I need help
Fixed in Dev build 151835.
Look through the console.log and you'll find many loading errors of assets and all kinds of things.
This fuction do some setHitPointDamage commands, can execution forceHitPointsDamageSync in module code be useful for MP work safety, maybe worth to add?
With 2.18 the kick/ban commands support quotes and whitespace inside it.
if not using quotes, it will split at whitespace
#kick "user name" ban reason text #kick "user name" "ban reason text" #exec ban """user name""" ban reason text" // Its SQF script, so quotes need to be escaped by double quoting #exec ban """user name""" ""ban reason text"""
2.18 ban also displays the message
I love archeology.
Mh..
Kick already has a reason. Its just not documented on wiki.
Fixed in Dev build 151825.
Sorry for the delay of my answer,
In T82591#2605667, @Wulf wrote:Fixed in Dev build 151825.
In T168103#2518935, @Vestarr wrote:It would save me a lot of trouble with my project, and it's kinda holding me back with my mod. I currently have to attach a custom Draw3D handler to render that IR laser without a dot using drawLaser command under specific conditions just for that one case. I wish I could just tell it that beamThickness must be 0 and dotSize must be 0.15 and have the same results as we have with colored laser attachments, except in IR.
BIS please respond!
Seems to be fixed in profiling, but is not currently on live - If this will be going to live, this report can be closed, thank you :)