the zombie one present anyway, just with hibernation its longer
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Jan 15 2021
Jan 13 2021
Dec 27 2020
Dec 25 2020
It seems that the zombie killing freeze happens if the PC was loaded from hibernation . though the inventory one happens always .
Dec 12 2020
@DiggaDj beyond the inventory and zombies issue, these is one with loading the map . check your SSD for { slower speed / higher error rate } .
Oct 30 2020
This happens every time (regardless was it reopened or not) . And every time after killing a zombie nearby (as further, so shorter the freeze . not sure about players) .
Oct 23 2020
this happens in relation to Actual Window Manager . excluding arma3_x64.exe , fixes this
Oct 22 2020
Jun 18 2020
{F1824904}The "Open folder" / "Open folder in windows explorer" actions crash the launcher .
Jun 12 2019
While the AI do not {understand when to/ properly} use the SAMs, its no way to make the Air Forces less OP or AD stronger, without adding the GamePlay-horrible random, making AD unsupressable( that are same GP-horrible) or making it incredibly unrealistic . but instead of such obvious improvement you think its better to add a pile of nothing-new buildings and other prop scrap as a whole DLC .
Mar 4 2019
Jan 21 2019
Jan 20 2019
*this happens not always
it may be because of that radar work from it's (geometry component's) model pos while passive radar checks visibility to the vehicle itself (/it's center/model pos 0.0.0), but i may be wrong.
Jan 19 2019
Dec 26 2018
Dec 19 2018
Maybe it would be better to set "forced progress" to 25 | 50 % by default, due to that match-wise strategy is an unusual guest on 'quick play' not 'dedicated' public servers.
Dec 11 2018
In T134862#1790247, @chose wrote:
It is not related to "high commander role", its about script at same places 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.
Dec 10 2018
- ? (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.
Nov 5 2018
Oct 19 2018
Mar 1 2018
Jan 19 2018
Jan 14 2018
Jan 4 2018
In T127403#1661688, @Wulf wrote:
sor but neither on the wiki page, neither on in game,editor's info panel is not mentioned hide control functionality and obviously h/f1 do not work for that.
guess you possibly misunderstood something?
Jan 2 2018
In T127403#1661469, @Wulf wrote:Interesting I am trying on our stable build ctrl+z and it works fine.
Can't believe, weird, well, viideo then: https://www.youtube.com/watch?v=VQJfsYAS-lg
and rpt: https://yadi.sk/d/VUUXrzSO3RARQY
Jan 1 2018
In T127403#1660470, @Wulf wrote:Please, create a video of the issue that you are having.
Did you tryed it, does it works on your side?
Dec 28 2017
looked into sensors and realized how it currently is, close this ticket please
Dec 21 2017
In T127403#1660470, @Wulf wrote:Please, create a video of the issue that you are having.
I would, but realy its just: pressing "ctrl+z", nothing happends; (not much for video)
Dec 18 2017
In T127403#1660319, @Wulf wrote:Hello.
All the things you have listed are there and working.
This is awesome news, but none of these i found way how to use then :) , can you please help with that?
(We are talking about ingame GUI editor right?)
(not sure what it can be related to, but i'm on 100% sure that on my side (clean arm3) "undo" action do not working)
Dec 17 2017
Sep 20 2017
" instead of search field (comparable to steam filters)."
its working only if the mods' names is in server's name, would be great to at least have ability to write keywordsToSearchFor in server's mods list
Sep 17 2017
In T126705#1644594, @Wulf wrote:Hello.
Could you please upload a newer Arma report without the -noLogs parameter? We will have a look at it. Thank you.
i disabled -nologs, but not sure i can reproduce the issue purposely, think you can remove the ticket for now (when it will happen again and i'll have logs i'll recreate it)
Sep 12 2017
In T126705#1643995, @dedmen wrote:Your RPT's are useless if you start with -noLogs. Can you reproduce the crash again without -noLogs and -hugePages?
And maybe without Battleye. Although that shouldn't make a difference.Which modules did you sync with what? On what Terrain in the Editor?
:) , daamn, you right, sorry i forgot about nologs, but then: i'm wrong what the command doesn't stopping technical logging for the report logs ?
"addeditableobjects" to "curator", altis (do not think any of it matter)
Sep 3 2017
In T126303#1641137, @chris579 wrote:You are junking the tracker as hell. Why would you even need something like that? SQF is not designed to give you the opportunity of deleting objects or arrays and this is not an issue.
Your disagreement doesn't making it not issue for everyone,
(you can delete objects)
Aug 29 2017
In T126559#1641131, @chris579 wrote:You may think that dedmen is trolling you but this is just a validation that you have no real clue what you are writing in this task. This code exactly shows nothing what is related to your proposal. Plus, your whole task is a duplicate of a duplicate of a duplicate. If you think that you are the very first person that is proposing this you're definitely wrong.
Related to: https://feedback.bistudio.com/T59083If you are breaking your frames with your scripts then you are doing it wrong. If you are implementing your code snippet to another programming language like C# or Java you are going to freeze the whole process.
Aug 25 2017
In T126303#1640884, @dedmen wrote:Not possible engine wise.
You can empty the array and all references by modifying it using array resize 0
"Missing", what a hell are you doing ?, stop junking the tracker
(he edited the post, it was totally pointless)
In T124806#1640886, @dedmen wrote:We now have the Loadout menu for Jets and Helicopters. Isn't that what you wanted?
Do we?
In T126559#1640865, @dedmen wrote:Your step to reproduce successfully shows an example that really could run multithreaded without having to worry about anything. Atleast the part inside the onEachFrame handler, and that also only in theory.
But.. Your code is also useless and essentially does nothing. So your example is that Nothing could actually be run multithreaded. That's true. Just spawn 1000 Threads that do nothing. Why though?
What you suggest here will never come to A3.
This is completely trolling post,
the code shows inability of Arma 3 to process code in multiple CPU' threads,
that code is to prove existence of issue, and have no requirement to do anything,
its up to Arma 3 dev. team decisions of functionality implementations