just curious - is the <port> supposed to be the game's port or the steam port or the steam query port?
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May 10 2016
it appears that suppressors are also affected by this bug.
TIL about MALLOC_PERTURB_ - gotta say the last 12 hours have been life-changing :)
hey nics - just curious - do you still need to inject asm to work this, or did you figure that out?
reason why i ask - i don't like to inject code into things that have anti-hack sentries, ya know?
some guy on the forums is working on his own chrooted environment with custom glibc that has mallinfo() returning a cached struct.
http://forums.bistudio.com/showthread.php?169926-Linux-Dedicated-Server-feedback/page18
I know, it's a *bit* off-topic, but I wanted to help point you in another direction since you don't seem to be getting much feedback here.
this is really awesome - I shared the link with the linux dedi server thread.
[edit] ICEMAN: can you please link this to 18556?
I've actually not experienced that particular manifestation of the bug. I have seen weird box stuff with R3F A&L and bugged positioning only.
From my experience, it only takes a few players operating out of a single area who are constantly coming/going and parking cars to reproduce. I'll see if I can round up some buddies to help me test unless @SaMatra already has a dev wasteland server up or something...
@Iceman - repro came from my forum thread :D nah nah nah nah boo boo :)
[edit] too many NAHs
The problem was that there was already lots of discussion on the forums about it, it was just hijacking all kinds of other threads. The intent was to keep discussion about unverified facts and repetitive observations away from the ticket. If it really makes things more messy, I apologize.
I have only observed this on a dedicated server.
I have only observed this with at least 2 players. (it may require one of them to be JIP, unsure)
In all missions where I observe this, setpos (or setposATL variant) was used on the vehicles. The vehicles were not editor placed.
My brother got so sick of assisting me in trying to repro that he will no longer play ArmA 3 with me. Maybe he will come back if watchdogs disappoints him.
<removed uncomfirmed observation about skipping time>
the basic repro goes like this:
Server spawns some vehicles and sets them into position with setpos (sqf)
Players drive those vehicles around - abandoning or parking them far distances from other players (outside of object draw distance of other players)
Players will begin to observe non-local empty vehicles frozen in the air when they approach. Helicopters seem to freeze higher in the air.
Anything that is done to enable physics for the parked vehicle (eg getting in the car) will update the vehicle's true position to anyone close, sometimes creating catastrophic explosions (eg due to vehicles "updating" to the same position that another vehicle now occupies)
because of the aforementioned loss of my brother's assistance, I will be unable to provide much more useful information, other than observations. Please let me know how I can collect more data or be of assistance in fixing this very annoying bug.
I have created a discussion area for the purpose of gathering and testing data here : http://forums.bistudio.com/showthread.php?177446-Floating-Non-Local-Vehicles-Discussion-Thread
This is not resolved.
We are starting to think this is an issue of earlier setpos commands not propagating correctly to all of the clients.
please disregard - i believe this was my error.
Hi - is it possible that something during the course of this ticket broke nearEntities? It seems to no longer let me use a string or array of strings as a type filter. It is saying it expects an object instead. This is the only thing in the changelog that I could see that could affect this, so I thought it might be appropriate to mention it here too.
[edit] I can make another ticket if necessary, just let me know.
can this be linked to the multiplayer issues ticket? (15987)
I observed no camera issues related to this particular issue
@the_Demongod you may want to open a separate ticket to track your issue.
This seems to be an issue with some choppers when they are not local to the player (there may be other necessary conditions, but I only see the bug on non-local choppers)
http://feedback.arma3.com/view.php?id=16791 helicopter manual fire locality issue
should certainly be replaced with a warning and recommendation
A small note - when you are in this "strange" view activated by shift, your scope and weapon are steadied in a certain direction, but the projectiles will travel as they would if the "strange" view is not activated. So you could be aiming (holding shift) at something directly in front of you, and bullets would be traveling to the right or left or all over the place (depending on fatigue).
tl;dr: scope steadies, aim does not.
A small note - when you are in this "strange" view activated by shift, your scope and weapon are steadied in a certain direction, but the projectiles will travel as they would if the "strange" view is not activated. So you could be aiming (holding shift) at something directly in front of you, and bullets would be traveling to the right or left or all over the place (depending on fatigue).
tl;dr: scope steadies, aim does not.
(copied my comment from 14674)
This issue still present in release version.
my buddy opened fire on his shadow the other day, ended up getting us killed :)
sorry, can't see it.
Have the same issue, only JIP, no mods.
possibly a duplicate of 0008328
This is outside of the scope of the ticket, but I'm wondering how to do this with the dedicated server - not sure how to load things that aren't in the mpmissions dir as PBO. I'll report my results, we are dying to play correctly for the rest of the weekend :)
To clarify, the problem seems server or mission specific, not client specific. If a server is affected, *nobody* can JIP- not just select individuals.
Also, it first occured on the update from the 16th.
Happens to me too (even after the update on the 18th).
Seems to only happen when JIP
These types of floating objects can also cause damage.
hey guys - i understand the cost of fixing this - can you just say "we aren't gonna fuck with this one" or something?
(yes, a year later :) )
This issue is still present in current release version.
take a look at Land_dp_mainFactory_F while you are at it :D
May 9 2016
Sometimes merely getting injured seems to reset the fire mode.