Thank you so much!
Looking forward to the test!
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May 10 2016
Confirmed - got no crash anymore!
Thanks so much!
I want to add a additional Information:
The 1.50RC worked before a 20MB patch which came out last week - since then the error accured.
Additional Information:
Just tested it with a simple mission: 2 playable characters (1 NATO, 1 CSAT) and placed a Hummingbird with a addaction (does nothing, just shows), added description.ext and pboed it with only binarize the mission.sqm - result in same error
If we look at Dynamic Groups,
https://community.bistudio.com/wiki/Dynamic_Groups#DYNAMIC_GROUPS
it would not be a function, but rather a option for the BIS_fnc_dynamicGroups.
Please implement something like this, would be awesome!
Yeah, they are everywhere - I like it though :)
Push!
Push!
Please, at least acknowledge it :)
I did verify my game cache, even multiple times, always stated that all files are valid. I asked my fellow mates, which reports I uploaded, to do the same. Did not help unfortunately.
Thank you for your help! Much appreciated.
I will disable all mods. If a crash accurs again, I will let you know with the rpts and mdmps.
@freexavier I already verified it more then once.
Crashed again, but without addons and no startup parmameters
EDIT: and again - I shot with the slammer HEAT projectile when it happend - my mate was in the proximity when his game crashed at the same time (both times) - i add all crash reports
EDIT2: I crashed multiple times and others as well - I attached all logs I could gather. It is just random, because other crashes happend without a Slammer on the map.
EDIT3: I gathered from others the crash reports as well
I just had again a crash - without mods loaded - zip file attached (I only had start up parameters running - will disable them now as well).
Also another one of a playmate as well - he had activated mods - I will play again without mods and upload my crash files
Did you turn -showscripterrors in your startoptions on? Do you got Errormessages?
Did you create in the description.ext of your mission a "TaskSucceed" or "TaskAssigned" class?
Should look something like this:
class CfgNotifications
{
class TaskSucceed
{
title = "Task has been succeeded"; iconPicture = "a3\ui_f\data\map\Markers\Flags\nato_ca.paa"; description = "%1"; //Text inserted which is given by the second statement color[] = {1,1,1,1}; //white color priority = 0; duration = 6;
};
}
["TaskSucceeded",["Disable the nuke"]] call BIS_fnc_showNotification; should now work.
Not tested though
Alright.
Then the default template should have a problem, because with the cosumized one (eg the one is added) it works every time.
Dublicate of 0000716
And yeah, this is pretty annoying....
Try following to maximaze the performance (for your system specificly):
Add this to your startup parameters
-cpucount=12
-exthreads=5
-maxvram=3071
-maxmem=11264
-world=empty
-malloc=system
-nosplash
-nofilepatching
-skipintro
-nopause
-noland
-high
Alright.
Thanks for the update.
Even if the EH is for vehicles only, it does not say in the BIKI - that's my whole point. Of course a vehicle is a object, but so is the player.
Still would be nice if this would work
Sure it is a bug, if the description in the wiki is correct:
Passed array: [vehicle, position, unit]
vehicle: Object - Vehicle the event handler is assigned to position: String - Can be either "driver", "gunner", "commander" or "cargo" unit: Object - Unit that entered the vehicle
vehicle: Object - subclasses
Vehicle
A vehicle is an Object such as a Tank, car, Helicopter.
Person
A Person is a soldier, man, leader, player, woman.
Unit
A Unit is either a Person, or, Vehicle
It clearly states:
vehicle: Object - Vehicle the event handler is assigned to
and not
vehicle: Vehicle - Vehicle the event handler is assigned to
What the hell?
I ask for help and find a bug and get bad feedback or worse, insults from you?
I present facts and you just say "No it is not like that".
Thanks a lot
As descriped in the Biki:
GetIn: "Triggers when a unit enters a vehicle. [...] This EH is neither triggered upon a change of positions within the same vehicle nor by the moveInXXXX commands. However it is triggered by a "GetInXXXX" action."
GetOut: "Triggers when a unit gets out from a vehicle. [...] This EH is triggered by both the moveOut command and by "GetOut" action."
So the EH will fire if a unit enters a vehicle. So you can add the EH to a specific vehicle and if the player enters this it should do something OR you add the EH to the player, so it fires EVERYTIME the player enters a vehicle.
Never seen this until now. It is not gamebreaking. It is really funny, but should be fixed :)
+1
would love to let my profile speak in british english :D
thanks a lot dwarden :)
Well, not really, because if I'm inside a multiplayer game and the chat doesn't work but as soon as the mission is over and the map will be changed (so everyone is in the lobby etc) the chat begins to function again.
Also if you're ingame and disconnect and reconnect again, it begins to work again.
For me it is also happening, if I'm always ingame, without Alt+Tabbing.
It doesn't matter on the mission, if you go into the editor and place yourself, preview and just restart a few times, the same happens.
Did you notice it in the dev build?
I hope it is b) :)
What do you mean?
same for me as it is for rakowozz
has been resolved with the 1.04 update
resolved
+1
That would be awesome.
Also you could just pick the primary up again while you're walking, and much faster.
Please add at least green, red and yellow tracers for all weapon with tracer ammunition!
My guess it is only a copy and paste job and changeing of the colour values, so at least I would really appreciate that!