Corrupt pbo
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Arma 3 Activity
Jul 5 2024
Width/thickness is done.
Style we won't do.
New Addition:
- Only if u add a model cfg to that object with animations it crashes
Jul 4 2024
([time, serverTime] select isMultiplayer)
Would not be correct. serverTime is always increasing at constant speed and counting from server/game start, like diag_tickTime.
time can be paused, or accelerated
should be fixed in Revision: 151954
Jul 3 2024
HELP ME
REV 151946 ArtilleryShellFired mission EH
Jul 2 2024
[] spawn { sleep 2; set3DENAttachedCursorEntity createHashMapFromArray [["type", "unit"], ["classname", "B_Survivor_F"]]; }
rev 151934
having the same issue plus cant find any servers
Jul 1 2024
You also need to prefix description.ext briefingName and overviewText with @ not $ if you use description.ext over 3DEN, see
https://community.bistudio.com/wiki/Description.ext#briefingName
https://community.bistudio.com/wiki/Description.ext#overviewText
Cannot confirm the Title, it works as intended in my test, overview text on the other hand doesnt. Are you sure you save and export mission every time you make changes to the scenario properties in the editor or description.ext?
Jun 30 2024
Should be fixed with nexrt dev update, please retest
Jun 29 2024
Jun 28 2024
Jun 27 2024
There was a problem with sending BE messages, they would get dropped if you had packet loss.
Last week on prof/dev we changed them to be retried on packet loss. That should fix packet loss related BE timeouts.
Its a bit risky in case of script functions that for example return object on success and nil on failure.
If such a script drops a particle effect on error, it might then return an object as if it was a success. But who would drop a particle in case of error.
Jun 26 2024
Jun 25 2024
Mh after fix, it seems the mission failure doesn't work.
After the failed screen, you go back and see your character lying unconscious on the ground.
But I don't know how that compares to the before, as before it was crashing so maybe it was always like that.
You have to press Esc once, to trigger the actual endmission stats screen.
Yeah can repro by just killing myself with grenade.
Jun 24 2024
Jun 23 2024
Jun 22 2024
It's not only what the command loadAbs returns. The double mass also prevents adding new items in containers, acting like real mass in that sense.
Jun 21 2024
drawLine3D can easily get width. Style no
Jun 20 2024
Jun 19 2024
nvm it's fixed
In T181080#2613835, @dedmen wrote:Would it be enough for you if getPlayerVoNVolume returned zero, when the player is muted?
Jun 18 2024
should be fixed in next data update
should be fixed in next data update
Jun 17 2024
Jun 16 2024
Having this issue still in 2024, the player has the collateral damage objective cancelled despite not even being remotely responsible for it failing, as the enemy AI just decides to run over some civilian and the game counts that as the player's fault.
Also would be great to have the revive healing loophole fixed where people go down in order to get fully healed by the end of the revive, instead only full healing if they're healed for the same conditions as a normal heal would reach you to 100%(being healed by a person with medic trait + medikit)
This was not done by design, it is presumed to be done by design by the BI Wiki Editor, don't misconstrue.
It either way does not make much sense to change this value only when revive is enabled, as it would largely cause the Medkit(and the medic trait) to lose about half its effectiveness on the field which is being able to full-heal units.