I can confirm the error but, it seems to be related to using spawn and createhashmapobject. And it only affects the constructor... I am guessing constructor runs either scheduled or unscheduled depending on the parent scope when it should probably always be unscheduled. So, for example, using [] call { ...code... } without the uiSleep doesn't produce the error -and- I am guessing methods always work because they are 'called'. as Biki states:
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Thu, Sep 21
In T175242#2501658, @dedmen wrote:Fix is available on profiling branch.
You can switch that by going to steam Arma 3's properties and selecting the profiling beta branch
Hello, is it happening on some specific server? Are there any other mods enabled?
Wed, Sep 20
Dedmen can you please explain why it's not possible? Just so I know not to make impossible feature requests anymore :D
Tue, Sep 19
You can use symolic links for this, from documents folder in powershell:
New-Item -ItemType SymbolicLink -Target '.\Arma 3\missions\' -Path '.\Arma 3 - Other Profiles\ProfileName\missions'
Fixed in hotfix
These should be the log files i have noticed this bug in multiplayer arma 3 I forgot to mention this information
Should be fixed on Profiling branch v4 releasing today. https://community.bistudio.com/wiki/Arma_3:_Steam_Branches
Try running the launcher in safemode and disable hardware acceleration: https://arma3.com/launcher/troubleshooting
Crash is inside Microsoft's XAudio2 code. Nothing we can fix.
Your ticket talks about server crash. But your report only has a client crash?
Not possible.
See here how to report crashes https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
Should've been fixed by now
Crash inside Microsoft's windows audio code.
allow us to pushBack without having to reallocate memory every push
Fix is available on profiling branch.
You can switch that by going to steam Arma 3's properties and selecting the profiling beta branch
I don't understand what you are trying to say.
Does "the game closes" mean it crashes?
If so attach a crash report like described here: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
We published a hotfix game update that changed ui_f.pbo
If you get that error, its either the server having a outdated version of that pbo, or the client.
They missmatch.
The crash seems to be due to an issue that happens AFTER you disconnect from the server.
I think the issue is the yellow chain is actually you loosing connection. Then it disconnects you and because of the disconnect you crash.
Will be fixed in profiling branch v5.
Can you describe the exact steps you take between starting the game inside the launcher and it crashing?
I cannot reproduce it.
i mean, if you use setObjectScale to change the size of an object (simulated or not) then dont reset its size when it moves (if possible at all)
Fix is available on profiling branch.
You can switch that by going to steam Arma 3's properties and selecting the profiling beta branch
Please provide crash files like described here: about:blank
Rev 151026
this weeks dev branch, profiling branch v5
Correct.
Not a bug, 2.14 mac port is WIP
The last log files in there are from 8th september. And they say everything is fine.
https://feedback.bistudio.com/T168103
Already known that IR modifying is missing
You want to set the scale but keep the scale?
Need more details.
Not possible
Mon, Sep 18
Sun, Sep 17
Closing this.
In T175509#2500188, @Leopard20 wrote:Set shadow distance to any large number (500m, 1km or above)
Shadows were never meant to be set above 200m
But we are here - last update allows it without scripting. also, this does not negate the fact that this happens at 200 meters, just that further increases intensify it more and this becomes noticeable even on powerful hardware.
also, this does not negate the fact that this happens at 200 meters, it’s just that further increases intensify it more and more and this becomes noticeable on powerful hardware
it would be great to fix this since the A3 really lacks shadows at long distances
Sat, Sep 16
Set shadow distance to any large number (500m, 1km or above)
Shadows were never meant to be set above 200m
completion radius was being ignored before, but now it is in some way having an effect on the waypoint
Yep exactly