as seen its usually dead slow with only few servers a second - aka to scan all 6k takes ages
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Jul 2 2020
Working as intended:
Jun 22 2020
@dedmen thanks a lot!
Jun 15 2020
To expand the purpose a bit: We want/have to replace the mod list in the main menu. The functionality is hardcoded, so we need a scripted replacement. Unfortunately currently this is not fully achievable. Hence the request.
[Feature request] Extend modParams with modDir info
Jun 9 2020
It is reproducible for me - just not 100% of the time (but quite high degree).
Jun 7 2020
cool :)
Thanks a lot!
Jun 5 2020
still transferred via STEAMWORKSquery and thus a neat way to transmit data to custom server browser
should be yes. different suggested syntax though
Jun 4 2020
same as https://feedback.bistudio.com/T151256 ?
Jun 2 2020
May 29 2020
@Killzone_Kid wanna take a look now? :)
May 28 2020
See also: https://feedback.bistudio.com/T123926
agreed. try to edit out but is hardcoded
May 27 2020
Great to see dedmen!
May 25 2020
does this need more info or cleared up in direct chat? @dedmen
May 18 2020
@Wulf running a config dump that scans the complete config space - the config viewer may trigger the same. or just use the internal version as its adds a tag for empty/missing strings
@Wulf just launching the game and checking rpt
Apr 17 2020
Jan 7 2020
The features of the internal build from BI, and their profiler.
Jan 3 2020
@Groove_C ofc still valid
Oct 9 2019
The launcher shows "Get DLCs" if Tanoa is active. So yes its already supported.
May 28 2019
@Astaroth it comes from some players having GM loaded, while others dont
Jan 21 2019
Dec 7 2018
@Wulf you may want to read the changelog ;)
audio distances were tweaked for ground vehicles
Jul 12 2017
Mar 28 2017
@Dwarden
as 32b exe does not crash with it, this should NOT be considered "wrong data"
Mar 26 2017
the problem is that now you have to define the side also in the specific group, while its already defined in the upper level
Mar 20 2017
Mar 3 2017
Jan 6 2017
cfgPatches/units[] is configured faulty, or mess up in cfgAddons/preloadAddons
Nov 1 2016
Oct 18 2016
nice!
Sep 22 2016
this is since OFP problem or a related issue
missiles have gone haywire at a certain distance
Jun 22 2016
agreed
Jun 1 2016
and still not fixed
May 10 2016
Safe coding would be toLower all strings where necessary.
resolved
best use pboproject from mikero. it will tell you what is actually the problem
fixed
You cannot block key actions from mouse, joystick, gamepad unfortunately.
There is a A3 FT ticket for that and also one in the A2 CIT.
In regards to key combos - simple ones can be detected, complex ones cant.
My system:
https://dev.withsix.com/projects/push/repository/revisions/master/entry/dev/TM.Limnos/source/scripts/client/KeyDownMainDisplay.sqf
https://dev.withsix.com/projects/push/repository/revisions/master/entry/dev/TM.Limnos/source/scripts/client/sharedCode/keyComboHandling.hpp.sqf
Suma was not the author. You have to use the search function with related terms.
This was discussed with Suma in the A2 CIT already.
You may want to search for it and link to it here.
best go the BI forums to get support for this
Great job - thanks a lot!
Thank you!
It was since 1.20 or even earlier as far as I can tell.
The release of AiA TP just exposed a lot more people to the problem.
The objects all BI assets from A1, A2 and OA.
The crashes started to happen at some point (like in other cases) without any changes on the AiA side.
So if you can tell us what of the BI assets are seriously broken, we can try to fix them. Thank you!
Before the crash:
c:\w\dev\futura\lib\landscape.cpp(11881)(func: ObjectListFull::~ObjectListFull) [AssertNoDlg] MainThread=8228 !IsInList()
c:\w\dev\futura\lib\landscape.cpp(11881)(func: ObjectListFull::~ObjectListFull) [AssertNoDlg] MainThread=8228 !IsInList()
c:\w\dev\futura\lib\landscape.cpp(11881)(func: ObjectListFull::~ObjectListFull) [AssertNoDlg] MainThread=8228 !IsInList()
c:\w\dev\futura\lib\landscape.cpp(11881)(func: ObjectListFull::~ObjectListFull) [AssertNoDlg] MainThread=8228 !IsInList()
c:\w\dev\futura\lib\landscape.cpp(11881)(func: ObjectListFull::~ObjectListFull) [AssertNoDlg] MainThread=8228 !IsInList()
c:\w\dev\futura\lib\landscape.cpp(11881)(func: ObjectListFull::~ObjectListFull) [AssertNoDlg] MainThread=8228 !IsInList()
c:\w\dev\futura\lib\landscape.cpp(11881)(func: ObjectListFull::~ObjectListFull) [AssertNoDlg] MainThread=8228 !IsInList()
c:\w\dev\futura\lib\landscape.cpp(11881)(func: ObjectListFull::~ObjectListFull) [AssertNoDlg] MainThread=8228 !IsInList()
c:\w\dev\futura\lib\landscape.cpp(11881)(func: ObjectListFull::~ObjectListFull) [AssertNoDlg] MainThread=8228 !IsInList()
c:\w\dev\futura\lib\landscape.cpp(11881)(func: ObjectListFull::~ObjectListFull) [AssertNoDlg] MainThread=8228 !IsInList()
c:\w\dev\futura\lib\landscape.cpp(11881)(func: ObjectListFull::~ObjectListFull) [AssertNoDlg] MainThread=8228 !IsInList()
can be done easily with moveObject from mikero - however for a public release you would need the permission from BI..
Does it happen for every chopper and any position? SP and MP?
class CfgVehicles
class All
ejectDeadDriver = 0; ejectDeadCargo = 0;
class AllVehicles: All
class NewTurret ejectDeadGunner = 0;
class B_Heli_Light_01_F: Heli_Light_01_base_F
ejectDeadCargo = 1;
class Heli_Light_01_armed_base_F: Heli_Light_01_base_F
ejectDeadCargo = 1;
yes
BI could just add each stable patch as a branch (with stable branch always being the latest).
However it could lead to version madness in MP.
Keeping always one stable prior to latest stable would be useful for organized groups/communities in case a new patch introduces serious issues.
Your code logic is somewhat complex and as such I may misunderstand your intent.
{
if(_x getVariable ['X39_MS2_var_UnitInitialized', false]) then
{
_unit = _x;
};
false
} count attachedObjects X39_XLib_var_ActionDialog_Executor;
This design seems not safe/defensive programming.
---
My suggestion:
private ['_attachedObjects','_unitFound'];
_attachedObjects = attachedObjects X39_XLib_var_ActionDialog_Executor;//not necessary
_unitFound = false;
{
private ['_currentUnit'];
_currentUnit = _x;
if (!isNil '_currentUnit') then
{
if (!isNull _currentUnit) then { if(_x getVariable ['X39_MS2_var_UnitInitialized', false]) then { _unitFound = true; }; };
};
if (_unitFound) exitWith {_unit = _x;};
} forEach _attachedObjects;
If you can be sure _attachedObjects doesn't contain undefined units or removed units, the isNil and isNull check is obsolete.
Also you should not need to private _x as its a special variable as the engine sets the scope itself (at least thats the current knowledge and how Squint handles it).
Overall I don't get why you use the {} count array construct here.
If you want to catch the last unit in _attachedObjects that contains your variable, just ditch the exit condition of my design.
Ref: https://community.bistudio.com/wiki/count
is there a thread in the BI forum about it?
how do you call/execute the code? what is the call/execution tree? where is the code defined and where is the file to be found?
New ticket?
The reopening was as it was not available in stable, so it should have remained resolved but not closed.
kudos to you japapatramtara :)
fixed
"Box_Ammo_F"
Box_Ammo_F: Ammo_hide - unknown animation source Ammo_source
Box_Ammo_F: AmmoOrd_hide - unknown animation source AmmoOrd_source
Box_Ammo_F: Grenades_hide - unknown animation source Grenades_source
Box_Ammo_F: Support_hide - unknown animation source Support_source
"Box_Wps_F"
Box_Wps_F: Ammo_hide - unknown animation source Ammo_source
Box_Wps_F: AmmoOrd_hide - unknown animation source AmmoOrd_source
Box_Wps_F: Grenades_hide - unknown animation source Grenades_source
Box_Wps_F: Support_hide - unknown animation source Support_source
"Land_Box_AmmoOld_F"
Land_Box_AmmoOld_F: Ammo_hide - unknown animation source Ammo_source
Land_Box_AmmoOld_F: AmmoOrd_hide - unknown animation source AmmoOrd_source
Land_Box_AmmoOld_F: Grenades_hide - unknown animation source Grenades_source
Land_Box_AmmoOld_F: Support_hide - unknown animation source Support_source
fixed