Of course, as soon as I make a ticket, this is now working fine and there's no issue. I have no idea how it just randomly started working today after not working last night for hours.
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Wed, Dec 18
Mon, Dec 16
Sun, Dec 15
Nov 16 2024
I tried to script a solution for this for hours, but nothing I tried worked.
Jul 11 2024
Coming back to this to see if server side memory leaks are a vanilla issue currently, or could it be my own scenario causing them?
Jun 27 2024
Jun 1 2024
As a workaround I just realized I can drag the child prefab I want to add to the parent layer.
So you just need like a dummy prefab to let you add new stuff.
May 15 2024
May 9 2024
someone made this great mod to fix this issue (thanks to cyborgmatt for linking me): https://reforger.armaplatform.com/workshop/614F73C7E71E1480-Allrankslockable
May 8 2024
Any update on this? Ive spent hours and weeks trying to figure this out...
I've also posted a few times in the discord about it and never get an answer.
Every time I try to remove the Request Vehicle action it gets auto added back to the prefab, canceling out the old method of spawning vehicles and it's soooo frustrating!!!
Apr 21 2024
same here, I even tried to override rank requirement using SCR_EntityCatalogSpawnerOverrideData in the US_Vehicles.conf with no luck.
Apr 15 2024
any way to tell if its a vanilla or modded weapon?
Apr 13 2024
Mar 18 2024
Update: I made and have been using this mod to simulate the old method of spawning in the AmbientPatrolSpawnpoint entities only when players are near.
https://reforger.armaplatform.com/workshop/60E020457A6E2EBC-AILimitFix
Mar 16 2024
There is also a noticeable performance drop using the current method for spawning AI on a full 32 player server. The old method worked much better IMHO.
Any tips on how to mod it back to the old method?
Mar 14 2024
I was able to override the aiLimit by using
aiWorld.SetAILimit(5000);
in both, SCR_DefenderSpawnerComponent.HandleGroup() and SCR_SpawnerAIGroupManagerComponent.OnAgentsUpdated()
Jan 30 2024
Thanks, I made this suggestion in the discord, but one of the devs said I should make a feedback ticket for it.
Jan 27 2024
Oct 20 2023
ah thank you! I must have just read "Changed: -disableLoadingLatestSave command line param phased out" and ignored it/stopped reading as I was using -LoadSaveFile
Thank you for the explanation!
Oct 18 2023
sorry I didnt note that, experimental branch (1.0.0.11)
Oct 13 2023
Jul 26 2023
Hello! Any more info available with the announcement of the development of your own rcon tool?
Jul 16 2023
Jul 13 2023
This issue persists in 0.9.9.38
Jul 8 2023
Jul 5 2023
Jun 17 2023
Well I hope so!
It would save quite a bit of hard drive space when hosting multiple servers on one machine!
Also I'd love to have the say command working for remote server announcements.
At least you CAN use bercon to remote ban players.
Jun 5 2023
Jun 3 2023
Jun 2 2023
Sep 30 2022
Hey just so you guys know, I did get a response on my ticket for PC: "Saving and loading not supported at the moment in the multiplayer environment."
You can sub here as well if you want to follow the progress or get updates on this: https://feedback.bistudio.com/T167167
Sep 16 2022
yes Matt. this is for conflict mode, not game master. I suppose it's time to wait longer! :) Im curious how it was working fine upon release and is now broken and not supported?
Aug 26 2022
same, I just had a new mod download fine but 2 updates that were needed failed, I had to go to workshop to update, then go find the server again to join fully updated.
I just had a mod download that i didnt have, but two mods that needed updates failed to update.
So seems downloading new mods works fine, but updating mods fails.
Maybe this is related to the xbox problem kids are having joining crossplay servers with mods, Im on PC.
Aug 20 2022
doesn't seem to have a problem saving, as there's a save file in the .save folder. Its loading the save file where it has problems, it just gets overwritten.
Aug 18 2022
Aug 12 2022
Will this also be fixed in conflict mode? Or do I need to make a new ticket for this issue?
Aug 10 2022
I have experienced this and I think I narrowed it down to switching tabs at the top (community vs favorite) before the current tab's list has fully loaded.
I have also experienced this!
This also happens on Conflict servers.
1 - Start a conflict game
2 - cap a point
3 - restart server after 120 sec to make sure progress is saved in the save folder with a json file.
4 - re-join server to see that the map has been reset.
5 - save file gets overwritten with a new game save instead of loading the previously saved game.
Jul 18 2022
Same for PC, if the server restarts it does not load your json file and it just creates a new one, erasing all progress made on the mission.
Feb 11 2022
Thanks so much for the quick response here!
I was hearing from a couple of people that it had been broken for years.
Thanks for the clarification on this!
All is now well! :)
Feb 10 2022
I had this issue recently. I went up to the mountains and tried to work on modding in steam offline mode. I could not connect to my local pc test server without using my phone to tether internet. I tried for hours and getting online seemed to be the only solution. This means if I lose internet, I can only play DayZ in Community Offline mode, not ideal at all...
Jan 27 2022
I was hoping to see a potential fix in 1.16 but I dont see anything about it in the notes... Does this mean, with the new gun that I see noted, that we will now have less scripts we can load and less serverFPS for 1.16?
Jan 4 2022
Thank you for re-opening this issue! Looking forward to a test candidate on experimental branch!
Oct 4 2021
Getting the same here, InitGlobals server crash when using "too many mods" using scripts. Seems like it's become a well known issue as of 1.14 but I have not seen a new ticket on this matter. One of my servers is back to having to remove a mod or two with every new mod and/or game update. I was running a Namalsk server with up to 51 mods, but have since 1.14 had to scale them back to 45 mods total.
Mar 22 2021
UPDATE: ITS FIXED!
Update: I can upload a mod to Arma3 workshop without issue
I have multiple mods that I can not update.
Dec 28 2020
I just came by to say that I had to drop yet ANOTHER mod today because of this issue... What's the holdup on pushing this MUCH needed fix?
Dec 18 2020
Seeing that blog post today, seems you guys are done for the year? So I guess I'll be teaching my players how to move to exp branch for xmas! XD
Dec 16 2020
Soon I hope! I had to remove yet another mod this week! :(
I was trying to wait, but now Im seriously thinking of switching to exp build!
Dec 14 2020
Ukulelekid713, I no longer have the list of mods I tested above, however I DO remember that a specific mod (@Metallurgy&Forging) created the #InitGlobals error mentioned above. I removed the offending mod and was able to add a few more, until I just gave up around 85 mods as the startup process was not freezing on server core. I assumed it was something else introduced in this exp build that caused this new #InitGlobals error making specific mods incompatible.
I agree though, better sooner than later! As of now, I'm still sweating on every mod update, will my server freeze or nah?
Dec 7 2020
I did get that #InitGlobals error around mod 73.. However my stack trace was through a different mod (Coca's No Vehicle Damage Expansion).
I removed the most recently added mod (Metallurgy&Forging), and was able to add an additional 12 mods, bringing my total up to 85 (from 33 in stable)!
I did have a couple mods that would cause the server to crash at server.core.xml, instead of freeze.
So I removed those mods and kept adding others that would not cause a crash.
Great news! I was able to add multiple mods back to my list without getting experimental to freeze!
I'm only able to run 33 mods on stable, Im now up to 84 mods on experimental and it hasn't froze yet! :)
Dec 4 2020
No luck here! I can't even add one more mod to my server running this latest build of exp.