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Today
Yesterday
I can confirm that I am experiencing this issue on my end aswell.
There are some indirect approaches via character command handler to force weapon fire:
//------------------------------------------------------------------------------------------------ modded class SCR_CharacterCommandHandlerComponent : CharacterCommandHandlerComponent { protected bool m_bACE_ForceWeaponFire = false; //------------------------------------------------------------------------------------------------ override bool HandleWeaponFire(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) { if (m_bACE_ForceWeaponFire) { if (pInputCtx.WeaponIsRaised()) pInputCtx.SetWeaponPullTrigger(true); m_bACE_ForceWeaponFire = false; } return HandleWeaponFireDefault(pInputCtx, pDt, pCurrentCommandID); } //------------------------------------------------------------------------------------------------ void ACE_SetCanHandleWeaponFire(bool canHandle) { m_bACE_CanHandleWeaponFire = canHandle; } //------------------------------------------------------------------------------------------------ void ACE_ForceWeaponFire() { m_bACE_ForceWeaponFire = true; } }
However, this approach does not work when the weapon is lowered, so it's not good for features like weapon cook-off.
Resolved for one of the future updates
Turns out there is already a ticket for it: T166418
Hello,
this has been resolved internally and will be changed for future updates.
Regards,
Geez
The same situation also occurs in extreme off-road driving and collisions with obstacles.
Had this happen again yesterday. New round of Confict, literally 2nd base captured, placed 5 machinegunner groups, 0 soldiers appeared, 100% of limit used up! Wish I recorded that.
I just realized that there is technically already a syntax for it the code base:
class SCR_Sorting<Class T, SCR_SortCompare TCompare> { ...
but it doesn't seem to be enforced, as the example below still compiles:
class WrongClass { static int Compare(Managed left, Managed right); }
Wed, Jul 2
Thanks for the reply. Looks promising!
Changes were made so that type in JSON is basically cast into script variables if possible.
Does this mean that parsing for other types that defvalue supports will also work?
Like "VETERAN" for EAISkill or "0 1 0" for vector or "0 1 0 1" for Color?
modded also doesn't work:
class test_base<Class T> {}; modded class test_base<Class T> {}; // Throws error
Hello there, issue should be internally fixed but not sure when exactly it will be released. Probably in some next major update.
I will keep the ticket open until it is released so be sure that there are no other issues afterwards,
Tue, Jul 1
Mon, Jun 30
Sun, Jun 29
@JimBeam
There are 3 or more posts on the RPG spam already. You don't need to dedicate your spare time worrying about it.
Wanna bet 99,999% of those kills is RPG?
@Geez, Hi this can be closed, after 60min the update on all servers worked. Maybe the workshop was not ready yet or had todo some background work. I can not close tickets by myself :-( Have a nice week.
Not to mention it's insane how accurate it is!
rpgs have a minimum arm distance, you are too close to the wall
Sat, Jun 28
This issue needs to be assigned. I have sent dozens of FULL logs to you about this crash.
Nitrado doesn’t know what they are doing.
I want to add to this… mainly because I can’t create a new inquiry. I saw this and thought it was related to server performance. I saw some ramblings that Arma was running on Nitrado, and finally did an IP lookup and confirmed that indeed official servers are running on Nitrado. (at least some of them).
I tried to repro it myself by forcing packet loss but couldn't. Just had this happen again but I had very stable connection, group placed, no soldiers appeared, limit used up. No idea how, but the bug is indeed there.
I was able to reproduce the RPG bug on vanilla, please see attached.