Проблема с одиночной игрой разрешилась, теперь не зайти на сервер мультиплеера.
Thu, Dec 13
Да, проблема та же самая, какие еще могут быть причины? В интернете не нашел однозначного ответа.
And another update because I can't just leave things alone, I've got a workaround for the second issue I posted above. The WL variables can be modified at runtime, which means with a few scripts set to run after the WLinit, you can work past these issues:
I've also found an additional "issue" (more like a NTH feature) for mods where you want to use an independent faction as Blufor or use an Opfor faction as Independent etc (IFA3 this time)
I'm getting the same.
Replaced all [“water”, “out” ] statements with [“water”] and it now works with version 1.86/1.88. This file has been playing over two years so the existence of the parameter makes sense.
Wed, Dec 12
Had 3 cases in Arma discord where this was caused by people supplying wrong arguments to BIS_fnc_randomPos, they all had a "out" parameter in their blacklist.
Same with Invade&Annex
Hmm, have you tried updating your graphics drivers or reverting them to the previous version?
Tue, Dec 11
When the user sort (or do anything that would change the list)
The Filename should update accordingly.
Confirmed still happening in 1.88
К сожалению да.
In 1.86 and 1.88 this range on a final spotting skill of 1.0 has now been reduced to 320m and just 210 at minimum skill. This is having a dramatic impact on the AIs ability to spot and engage at reasonable ranges and there are better ways to balance the AI inside of woodland if the spotting time and spotting range had a wider value range.
It is not related to "high commander role", its about small script at same place where currently is a code that creates AI orders and makes them 'use' fast travel.
You didn't stated any point why removing the ability is an disadvantage,
but, maybe i didn't made it clear, but the suggestion is about fixing that game pretty often gets stuck with unneeded sector voted and no strategical options for team left, it could be fixed with "automatic revote if contested sector gets unlinked from base", or maybe adding some 'attack' marks to the "unlocked" sectors and making the sectors less prominent in the voting, or by multiple other ways.
There has already been an update that should have fixed the hang issue. Are you experiencing issues even after the update?
Wulf , прошло 10 дней с момента последнего Вашего сообщения, сколько еще времени мне придется ждать?
Не очень нравится то, что купив игру я не могу ею воспользоваться.
The Panther IFV is also affected in the same way.
The AI need to act independently as there is no "high commander" role. Removing the possibility to vote for an unlocker sector is a much bigger disadvantage than people voting for it because they don't understand that they don't have to.
wanna chip in too, not only on the kajman, even the blackfoot pilots have an existential crisis when engaging MBT's, instead of using their more Effective ATGM's they rather use the flimsy 20mm cannon that doesnt do squad against heavily armed tanks, there must REALLY be an issue with the AI code, even modded helicopter gunships are affected by it.
Mon, Dec 10
- ? (you meant fast travel to targeted sector even if it can be captured without vote?, if so, then: when it comes to team & team combat (when the described issue occurs) ability to f.travel to contested sector is questionable;)
- This could be easily improved with simple commanding AI, and maybe per squad orders with displaying: maybe just something light like in BF3; (this would also allow AI squads to defend sectors), CTI always had 'larger' comm. AI than the one needed here.
I can confirm that this is a PITA.
You use to be able to, as long as you have not restarted the client i.e been jumping from editing to testing on a loopback server and back to editing, be able to start a new editor session and sort the open mission dialog by date and press Open to automatically open the last mission you were editing.
As described above this no longer happens. Although the top sorted entry is highlighted if you press Open it will open the top entry as if the missions are NOT sorted (default by name ascending).
You need to specifically click on the, already highlighted, entry to open the correct mission.
Thank you for your feedback. The reasons behind this are:
Thank you for the report. Could you please upload a test mission here?
Thank you for the report. Does it occur without mods enabled?
Thank you for the report. Drift did you already try the possible solutions here?
Thank you for letting us know for now I will close this.
Thank you for the report. According to your rpt you suffered a 0x00000001 - UNABLE_TO_INIT_DXGI error.
Thank you for the report. I am unable to recreate the issue with the metal barrel as it shows a flame and has burning sound as it should.
Thank you for the report. However, this is by design.
Thank you for the report. Have you checked the temperature of your GPU and CPU?
ok, thank you for letting us know.
I tested this issue and it seems to be fixed in the game. Closing.
Numerous players of our servers also report to have "problems" to tell how far a vehicle really is.
Just so I can understand this....this is on a warthog hotas...
7 month is not enough for Bis to block doors from opening by animals. Gratz.
Multiply that by 10.
These ones are from "B_CargoNet_01_ammo_F". It happens even when I first start the mission and go right into Zeus, place the box and double click it.
Yes resetting the parameters worked, game is running smooth again
Yes the server was updated, twice now. server IP details was shown in the link:
OMG, thx! Setting BIS_fnc_initModules_disableAutoActivation to false does the trick!
Thank you for the report, we will have a look at it.
Fri, Dec 7
This one is still open :O
Ok, thank you for the reply and letting us know.
My comment still stands you can tell from the audio where the vehicle is coming from the tweak was done so that you can hear the vehicles from further away, so a vehicle should not be able to sneak upon you and those vehicles are not subtle you can hear them from afar.
"ModuleSector_F" createUnit [pos,createGroup sideLogic,format [" sectorA=this; //to set variable name this setvariable ['BIS_fnc_initModules_disableAutoActivation',false]; this setVariable ['name','ALPHA']; this setVariable ['Designation','A']; this setVariable ['OwnerLimit','1']; this setVariable ['OnOwnerChange','']; this setVariable ['CaptureCoef','0.05']; this setVariable ['CostInfantry','0.2']; this setVariable ['CostWheeled','0.2']; this setVariable ['CostTracked','0.2']; this setVariable ['CostWater','0.2']; this setVariable ['CostAir','0.2']; this setVariable ['CostPlayers','0.2']; this setVariable ['DefaultOwner','-1']; this setVariable ['TaskOwner','3']; this setVariable ['TaskTitle','ALPHA']; this setVariable ['taskDescription','Capture sector Alpha']; this setVariable ['ScoreReward','0']; this setVariable ['Sides',[west,east]]; this setVariable ['objectArea',[50,50,0,false ]]; "]];
@Wulf you may want to read the changelog ;)
audio distances were tweaked for ground vehicles
Hi there, any update on this? I mean, this must breaking a lot of games wherever the AI is piloting these are involved. I mean, these things used to be absolute badass Lions terrorising and killing everything on the battlefield, now more like mosquitos...
Nvm, logging revealed you are completely right. It's "attributesChanged3DEN" that gets triggered, "registeredToWorld3DEN" is for redos in the history instead. You may want to add "registeredToWorld3DEN" to ZEI to handle redos in history, since in that case "attributesChanged3DEN" does not get triggered.
It's a custom mission but one that is popular among players called "Invade and Annex". As stated, the mission loads and plays but hangs when creating the main AO thus interrupting everything downstream. A custom "fn_getAO.sqf" script chooses a random location using a "call BIS_fnc_getCfgData" function. Since the update, it throws the error mentioned above. By removing the two lines of code added to "fn_getArea.sqf" with the 1.86 update, everything runs perfectly as before. The call for "fn_getArea.sqf" does not appear anywhere in the entirety of all files that make up the mission which is the frustration.
Ok, that's curious, since our effect modules in Achilles, which follow the syntax used in the smoke module, still work fine when placed in Eden and we are using "registeredToWorld3DEN" for Eden and "init" for Zeus/mission start. Gonna have a look if I got time. Unfortunately, got some other issues with spawning modules on the fly with scripts, but that is unrelated to this issue...
I suspect the culprit is sectorA = (createGroup sideLogic) createUnit ["ModuleSector_F",_pos,,0,"NONE"];. The module function of ModuleSector_F does not get called, and thus "finalized" will never set to be true. The update likely broke something in the createUnit command.