Profiling branch should have a fix on it now. Collecting more feedback in Discord.
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Today
Same thing as the other ticket, game is trying to load/draw map icons. And something corrupts there.
The AI grid (both pathfinding, and in general where units are) ends at the map edge. And always has.
But I think pathCalculated EH should still trigger anyway, even if the path failed?
Map icon drawing crash/freeze. Long known issue, I cannot reproduce so I cannot fix.
Not much I can do about it.
Mod is the only way there will be. Won't add anything more.
Some sort of better highlighting might be a good idea! For me personally if there's only one comment on a page, I could easily miss it (like I did here). Maybe a forced height or bigger padding could already be a good help.
The good old XAudio crash.
It seems to be a bug in Microsofts code, sadly they didn't fix it even in their latest update.
We cannot do anything to fix it on our end, but you can set your audio output device to run at 44.1kHz instead of 48kHz that you're at now.
Should a note have a forced height or so in order to catch attention? I agree that a single one-line comment can really be glossed over
Ah yes, the good old "HasEventHandler" != "IsEventHandler"..
"LaserTargetChanged" has the same bug.
And EpeContactStart/EpeContactEnd/EpeContact too
Whoops sorry, I thought I looked if something was already mentioned in the comments on the wiki. Guess I missed it ^^"
Thank you for looking into it though! I'm glad that I could help somehow :D
Your issue is fixed next update. But that doesn't solve the underlying issue of using the p3d filename, I just fixed the casing.
Sa-Matra commented that on the wiki page https://community.bistudio.com/wiki/worldName
I was applying for dual citizenship and needed a notarized translation of my birth certificate. The embassy required a fast turnaround, and I didn’t have time to find a local notary in New Jersey. A guy in an immigration Facebook group recommended https://onenotary.us/ and I’m really glad he did. Was able to connect with a notary the same day, get everything signed, and submitted before the deadline. Super convenient when time matters.
Would need a repro mod I can test this with.
But I don't think its worth to invest time into it.
It seems hard to do.
By design
Mh. I just started a empty mission in VR and switched the right panel, and I get
B Alpha 1-1:1 (dedmen) (Minenspezialist): Unknown action ListRightVehicleDisplay, target B Alpha 1-1:1 (dedmen)
If I have to use an alternative port:
Which settings or files do I need to modify in the mission or configuration files?
None
Yesterday
Sun, Aug 3
might be related to this 😬
http://killzonekid.com/arma-scripting-tutorials-syncing-map-clock-with-itemwatch/
Was about to make a ticket about the same issue. so yea, it still persists as of 2.20
In T193325#2835489, @dedmen wrote:You can keep using them if you disable BattlEye.
They were abused for cheating, so now everyone has to suffer because of them.
Sat, Aug 2
Another annoying manifestation of this behaviour: if the particle source is underneath an object, using setParticleCircle can cause particles to appear on top of the object, instead of down where the particle source is (e.g. when the source is inside one of the CSAT dome structures, the particles will appear on top of the dome)
Fri, Aug 1
Very important: there is a persistent profile tracking used in this campaign. If you've ever tripped the collateral damage previously, you must replay the whole campaign (mission 1 can reset the tracking it at its ending), otherwise you will still not get the achievement.
I'm not convinced what's happening is connected to saving and loading. From testing and investigating, I think you're simply seeing the effects of random scripted artillery strikes attributing to collateral damage wrongly. It would be great to retest with the changes in the detection system from https://feedback.bistudio.com/T170768. If it still happens afterwards, I'll dive deeper.
I've tried to rework collateral damage detection in both "Altis Requiem" campaign missions where it's used. The "BuildingChanged" EH was indeed the main culprit. Combined with scripted ambient artillery, it would tally destruction of civilian buildings that the player had no control over. In addition, actions by NATO also were attributed to the player (AAF). The player calling mortar support on the town will still count.
Thu, Jul 31
Wed, Jul 30
Tue, Jul 29
Mon, Jul 28
up
Sun, Jul 27
Sat, Jul 26
Has the bug been fixed ?
It seems that the first AI member in a group actually can detect stairs and move up them, but only when I order the group to move to an actual building position. For example, if I am outside of the barracks building and order a "move there" and the cursor detects a building position, the first AI member will use the stairs and go up, but the members behind him will not. They still get very lost.
Fri, Jul 25
Thu, Jul 24
"water" controller is 0 if position is above water surface, and 1.0 if position is below water surface.
This sound controller will be very useful for CfgAmmo, for example to implement a request from this ticket T182345
With the "sea" controller, it is not possible get best result, because e.g. on an aircraft carrier at sea if throw grenade on surface of object the sound will be a water splash, sea=1 does not take into account height or being in/on water
Wed, Jul 23
We already have a separate hitsound for water hits, but that is determined by the explosion, happening within 5cm of the water surface, not whether its below the water.
I tried adding this in profiling branch v9 and 2.22, but you never provided a example to test with (which is why this ticket has been laying around for so long), so I don't have anything now to test it either and not the time to learn audio configs and make my own explosive.
This was indeed only possible in CoF: Green, because the other CoFs freeze you at the start. It's also only possible the first 5 times for a new player profile.
Tue, Jul 22
Here is an additional video to explain why i need this issue to be fixed. It's really important for me.
https://www.youtube.com/watch?v=wFlT0jscueo
Mon, Jul 21
Sun, Jul 20
Sat, Jul 19
Fri, Jul 18
Does it still do that after the fix for
Thu, Jul 17
Wed, Jul 16
After testing step by step, I discovered that the reason units weren't responding to the addForce function was because they had already been killed (this was an issue with my mod). So the conclusion is: addForce doesn't work on units that have just been killed — it takes a few seconds before it starts working normally. During that time, even executing _man awake true has no effect. Sorry for wasting your time. I think this case can be closed.
In T193324#2836024, @dedmen wrote:It sounds like your game cannot save to your "My documents" folder.
Inside the Arma launcher, go to Parameters. Under All Parameters/Advanced you will find "Profile Directoy", create some new directory somewhere for the game to store its data in.
Then try if it works then
Here are the conclusions from my further testing: