BattlEye would need to add it on their end.
Probably into their existing BE server config.
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Very unlikely.
static noise and transmission quality maybe. Rest no.
Wed, Apr 17
If they don't even support animation at all, then definitely not.
Thu, Apr 11
"when you watch remote players" yeah you are moving your camera into them.
I assume local camera state will reflect theirs, and as I'm checking local camera state, it will probably also trigger isADS then. But only while spectating.
Wed, Apr 10
Fri, Apr 5
That would be same spot as bipod_length, bipod, bipod_mounting, revolving, reloadmagazine sources.
Added in 2.18.
But not sure if we will do the required config changes in base game.
Requires this
Thu, Apr 4
I think the file extension in there would still make sense, because script files don't need to end in .sqf
But that matters so rarely, it might make sense to split it into a second definition?
Wed, Apr 3
There is simply a script running during the freeze, a very very long running script it seems.
RTDynamics dll was outdated.
We have published the wrong one to google drive.
Here is the correct one https://drive.google.com/drive/folders/1IgD3SMZoaKmcV5Nz8qtH-J9L21-a7Eiq
Tue, Apr 2
next dev or prof
At the end of a Eden scenario, all objects are cleaned up, and if their reference count goes to zero they are deleted. And usually at this point an object only has one reference to it.
Eden has a "mouse handler" that checks what is under your mouse cursor, and stores a reference to the object under the cursor.
Wed, Mar 27
Tue, Mar 26
Fri, Mar 22
This fix was missed for placing compositions in Zeus. That'll be there with 2.18
Mar 15 2024
Grass cutters are old technology, and they weren't designed to be moving around. So unlikely that this gets fixed
The reason could be that I don't know how character sounds work and would have to learn it first to know if doable or not :D
With simpleVM, which will apply in this simple code, the loop will already be order of magnitude faster. Not really worth to add more alt syntaxes for that
When game freezes, it will generate a FREEZE .mdmp fule in the RPT folder. I need that to figure out what it was doing during the freeze
It tried to display some text for which the font didn't exist.
I don't know how that happened, but the crash will be fixed in next profiling/dev branch update
load on the GPU has increased to the point where objects start to flicker in and out of existence multiple times per second.
Isn't that just the same as T178840 ?
Its going to be fixed on next profiling branch/dev branch update, but I'm not sure if moving the event processing before the UI processing will break something else :D
Works for me.
curatorToggleInterface is backspace (That's not the Zeus open key which would be Z/Y).
And pressing backspace, it activates and prints to chat.
Mh I can't see enough in there to figure out why that happened.
But its just a random one time thing right? it doesn't happen repeatedly?
Huh nice find.
Your game is set to chinese language right?
Crash was already fixed on profiling branch. Will be fixed in 2.16
Good find. Wow. Sadly really annoying to fix :D
Something went wrong in our memory allocation, but I've never seen that before and don't understand how thats possible to happen.
As its just random, it might just be a random one time fluke
Please follow this https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
I need the crashdump files
Caused by 3CB code. Bug was fixed on 04.03, I think the fix is on profiling branch
There are also other cases where these ghosts stay behind. They simply don't delete properly
Your crash from 6th was in microsoft's XAudio code
Not possible.
Well the game just said your graphics card disconnected.
Might be a graphics driver issue or power surge or some other random thing. We have no indication of what the reason might be.
True. That is because Triggers themselves don't have a eventhandler collection on them.
These Eden events re-use the event handling already present on objects.
Its not really worth it to add it just for that, and also as you said wouldn't work on Markers either.
Mar 11 2024
We found that this change was done in October 2008. That was before Arma 2 release, its been like that since then.
Mar 6 2024
Mar 5 2024
can it be documented in a bit more detail than what is currently there?
I'll let Lou decide that
Mar 4 2024
This bug currently breaks ACE' ability to set terminals in the editor.
Feb 22 2024
Feb 12 2024
_self set ["#base.#create", DICE_fnc_hmo_onCreate];
you really want T178693 so we'll do that there
Destroy task. transitions into a so called "Brown Move" when it cannot find the target.
They then issue a move order to the targets last known position.
Feb 9 2024
Feb 8 2024
Feb 5 2024
All that was viable has been done for 2.18.
If there is new stuff then probably a new ticket for that (link it to this one tho)
Probably not 2.16
2.16 profiling branch though, shall be good enough
Feb 3 2024
Storing stringtable keys, like "Is this defined" would be acceptable in this specific case. And also the package/container names would be okey in this specific case.
But this only applies to base game's stringtables from un-encrypted PBO's. For CDLCs I would say no.
I assume your mostly vanilla mission is unlikely to use CDLC stringtable keys anyway.
Feb 1 2024
Jan 30 2024
We will add a "Auto" ultra-wide option. That should take care of you.
Its the same as the old Auto but it disables triple-head.
Dev branch tomorrow. maaybe profiling branch
Jan 26 2024
Newtarget is not feasible.
Target is already detected before its known. NewTarget triggers, while nearTargets still returns empty list.
Then when unit becomes known, it appears in nearTargets, but NewTarget wouldn't trigger, because the target has already been in the list, it was just updated. And for that we already have KnowsAboutChanged.
Looks like a won't do.
We'll try to research and provide some documentation on the timeouts of different WP types.
ENDLOAD cheat code. Does the same as the internal key combo
Next week dev branch
Jan 25 2024
That message isn't easy to expand.
Also this is not problematic. It means it ran past our pre-allocated storage. The array will just expand dynamically and work fine. It just means we allocate twice.
Unless it spams that message, its not actually a problem that needs solving.
Jan 24 2024
next week dev branch, and 2.16
That is because view distance is based on the center of the object. And the beams center is in its center, so far away.
Though max beam length is 1000m, so it really should be 500m.
Jan 23 2024
You're writing about new command. But all I see is new eventhandler?
No repro on latest internal build.
No repro on latest profiling branch.
No repro on 2.14 stable.
Jan 22 2024
https://feedback.bistudio.com/T177742 because Magazine is also a WeaponSlotItem
Arma 3 fix will be in 2.16 update.
DayZ Team has been informed. Thank you!