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May 10 2016

Anton added a comment to T80491: Some .bikey file combinations prevent dedicated server from loading.

BTW the only workaround I have at the moment is to continue to generate different keys until I get one that works with the mod combination that was having an issue, and then re-release with the mod signed with that new key.

May 10 2016, 9:55 AM · Arma 3
Anton added a comment to T80491: Some .bikey file combinations prevent dedicated server from loading.

It seems that the number of dashes (- or _ characters) in the mods have an effect. I'm unable to generate a local key like 'Ares_1_5_0.bikey' or 'Ares-1-5-0.bikey' that avoids the issue. Using 'Ares150.bikey' seems to work tho.

May 10 2016, 9:55 AM · Arma 3
Anton added a comment to T80491: Some .bikey file combinations prevent dedicated server from loading.

Ignore the 'keys.zip. It's from a messed up upload. Follow instructions in description.

May 10 2016, 9:55 AM · Arma 3
Anton added a comment to T80491: Some .bikey file combinations prevent dedicated server from loading.

It seems like the '-' theory is busted, I found some more keys that don't work in combination with the newly renamed .bikey file (without the dashes in the name). It has to be something internal to the game since the keys work fine in isolation. For some reason it seems to happen more often with map packs that we try.

I'm not sure if it has something to do with the way the key is generated or something. No matter what, there's an issue in the game where some key combinations hang the server.

May 10 2016, 9:55 AM · Arma 3
Anton edited Steps To Reproduce on T80491: Some .bikey file combinations prevent dedicated server from loading.
May 10 2016, 9:55 AM · Arma 3
Anton edited Steps To Reproduce on T80260: Some objects become un-editable in Zeus after pressing 'End' key to destroy them.
May 10 2016, 9:47 AM · Arma 3
Anton added a comment to T80196: Zeus - Grouped Object Rotation Stacks All Objects In One Place.

It appears the issue isn't always related to the mouse pointer. A JONeill's video shows it can happen even when you don't leave the pointer on an object. Sometimes things work pretty well, sometimes they seem to always stack up. I'm able to repro it 100% when leaving the mouse pointer on top of an object when I release it however (even when it's working normally otherwise).

May 10 2016, 9:45 AM · Arma 3
Anton added a comment to T80196: Zeus - Grouped Object Rotation Stacks All Objects In One Place.

I think this actually has to do with dragging any objects on top of another. Rotating is fine as long as you don't end with the mouse on another object.

The same thing happens when moving objects. It looks like (maybe?) they added a 'feature' where dragging one object on top of another would snap it to the same position. However, it looks like the snapping code doesn't take into account the current selection (which should be excluded from the 'things to snap to' list, but isn't). This means that when you release the mouse button, if your mouse happens to be over top of ANY other object (even an object in the set of things you are rotating) it stacks EVERYTHING you had selected into that position.

This is crazy annoying - especially since there is no 'undo' feature and you can undo a huge amount of work by having everything collapse into a black hole with one mis-click.

May 10 2016, 9:45 AM · Arma 3
Anton edited Steps To Reproduce on T79947: Adding 'ArtilleryTargetW' to curator editable objects and then selecting it causes game to crash.
May 10 2016, 9:38 AM · Arma 3
Anton edited Steps To Reproduce on T79656: Need way to specify server keys to use on command line.
May 10 2016, 9:29 AM · Arma 3
Anton edited Steps To Reproduce on T79523: Zeus eventually hits group spawn limit.
May 10 2016, 9:24 AM · Arma 3
Anton edited Steps To Reproduce on T79521: #adminLogged setting for zeus owner does not work on dedicated server.
May 10 2016, 9:24 AM · Arma 3
Anton added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

Is this just a case of waiting for some period and then the serverCommandAvailable function works to detect if you're an admin again, or does it have to be called from a UI handler?

I'm trying to work around http://feedback.arma3.com/view.php?id=21163 by detecting if the unit is an admin in script without any UI necessary and only allowing Zeus in that case - I was planning to do use the serverCommandAvailable command to detect admins (of any type) by whether they could #kick.

Is there a pure-script workaround for this?

May 10 2016, 9:23 AM · Arma 3
Anton added a comment to T79336: Unable to load saved loadouts from Virtual Arsenal when all required components are present.

Better version of example.

Also it appears you cannot load a saved Virtual Arsenal loadout that contains a composite weapon even if that weapon is in the box.

May 10 2016, 9:17 AM · Arma 3
Anton edited Steps To Reproduce on T79336: Unable to load saved loadouts from Virtual Arsenal when all required components are present.
May 10 2016, 9:17 AM · Arma 3