Nice thanks @rVn !
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Advanced Search
Jun 6 2019
Feb 14 2019
Feb 26 2017
Can anyone confirm if Battleye Rcon is working, with this method of starting x64 server?
EDIT: rcon issue was I was just missing beserver_x64.cfg
Did this issue come back? I am now getting all rtm animations corrupted with current addonbuilder, while a version from Nov 2016 worked fine.
Feb 24 2017
Yes I do use FireDaeamon.
Installed and ran steamclient, opened to login screen only and x64 A3 server gives me the same results.
Feb 21 2017
I am getting the same issue on Windows Server 2008 R2 64-bit.
Dec 12 2016
Cool, glad to be of assistance.
Tested on 1.66 and dev in the editor with no mods.
Testing https://community.bistudio.com/wiki/setUnconscious in (arma 3 1.66) again as it is reported via biki as working in Arma 3 since v1.63.136889.
Dec 3 2016
Just a heads up about this issue, not certain it is related. We noticed that the Killed EH (player addEventHandler "Killed") was executing client side properly. However, playerRespawnTime is always returning -1 since A3 1.66 release.
Sep 10 2016
This was caused by the 1.48 update and was addressed in Epoch 0.3.1.0 so this issue should be closed as it is not an Arma issue.
Hey guys, just got back on the new tracker. This issue can be closed, as it was fixed by BI long ago.
Sep 9 2016
May 10 2016
rgr that commy2 that is a bit smaller but that is still 3 commands and 2 more commands than we should need to accomplish this task.
BI devs, if this is not subject to change please close the issue. Otherwise could you please look into adding a way to at least suppress the errors so we can use param(s) as it was originally implemented?
Thanks, I see the note on the wiki now. It makes sense but would have been nice to keep it down to only one command vs three. Basically if there is any chance that a function will get invalid data you should not use param(s) anymore as it will work but throw errors.
This is what I came up with, for now:
_data = [];
_newData = _this select 0;
if (_newData isEqualType _data) then {
_data = _newData;
};
We are getting reports just like this with Epoch servers so I think its safe to say its not just one mod or script that is causing this issue.
Arma 3 v1.46 build 132256 is confirmed to have fixed this issue.
animate object > add(Magazine|Weapon|Item)Cargo = clients crash
This is still an issue as of 1.46 build 131175 and we had to issue a workaround to take the loot out of the config animated weapon holder objects as that is crashing the clients since 1.46.
http://epochmod.com/forum/index.php?/topic/34938-epoch-server-0303-build-9-changelog/?p=246566
Confirmed here too, this needs to be fixed before the release of 1.46.
Rabbits and Dogs still need some love.
Seeing the same thing: Goats, Chickens, Dogs are unable to move, but Sheep are.
1+
Step Over + S, lets you pass right though stock Arma 3 Hesco barriers and many other objects.
1+ This feature would be a game changer.
1+
nearSupplies workaround can be a bit sloppy. Please do extend InventoryOpened EH to return all connected containers.
Just to follow up this is the same issue: http://feedback.arma3.com/view.php?id=14327 and it is already noted on the wiki https://community.bistudio.com/wiki/nearestObjects
This would be a great addition please add!
I understand that it creates a infinite loop now, I was under the impression that the opened handler was able to act before the actual opening hence the ability to suppress the inventory dialog entirely.
I guess it does what is says, opens the inventory first then closes it when passed true.
Revised steps to reproduce, crashes 100% of the time on 1.22
Ya I should have waited to post this, it seems that its the code that I am passing that is causing the crash.
Just letting you know about it, close if you think its not worthy of a fix.
Not a major issue but it allows a player to hide inside of the rubble so that you cannot be seen but can see out.
few more shots
https://www.dropbox.com/s/7egsfs0t3midpb3/2014-05-30_00007.jpg
https://www.dropbox.com/s/vdf8syl32v42xhe/2014-05-30_00008.jpg
This would likely explain the issue we are having with vehicle inventory getting replaced with first aid kits.
After testing it seems that if you set texture before you clear the cargo it works fine.
_vehicle = "B_MRAP_01_hmg_F"
createvehicle getpos player;
_vehicle setObjectTextureGlobal[0,"#(argb,8,8,3)color(0.05,0.05,0.05,1)"];
clearWeaponCargoGlobal _vehicle;
clearMagazineCargoGlobal _vehicle;
clearItemCargoGlobal _vehicle;
1.18
Seeing the same thing here Tonic. Would be nice if this could be fixed with the addition of removeWeaponCargo / removeWeaponCargoGlobal commands.
Seeing the exact same thing as AgentRev reported with 1.24.
Thanks for confirming! Was starting to think I had gone crazy.
same here, upvoted
Just reporting what I have found and I realize that the intended use is not static objects, yet it could happen and when it does its use produces unexpected results. Engine wise I would say that it is a bug because the killing effect is very similar to that of a moving a thingx object.
Nice, confirmed fix.
confirmed fixed here as well.
Thanks KK, the plan is actually to use all base weapons. However, the same problem exists for that weapon+attachment. You lose the silencer when moving it to your backpack and back to the handgun slot.
If you move the weapon to the backpack then to the ground no problem, its just the failed move from the backpack to the handgun slot.
Up vote! addMagazineCargo and addMagazineCargoGlobal should be updated to support the same features that http://community.bistudio.com/wiki/addMagazine_array does.
is everyContainer not in 1.20? does not seem to work for me giving an error about missing semicolon.
This is still happening as of 1.20