Hi,
I had the same issue.
When throwing a hand grenade, even if you see it going away after the throwing animation. You can sometimes get killed by explosion like the grenade is blowing in your own hand.
It's like there is synchonisation/validation issue ( or what ever) on the server side notvalidating the throw and keep the last position of the granade in your hand.
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Jul 2 2024
Hello Ricks, could you please provide a video of the issue? Also is this on vanilla or modded?
Hello Gctobias.
Can you please record a video of this issue? Also what do you mean by "when I go to through a grenade?" do you mean "when throwing a grenade"?
Regards,
Geez
In C#, one would use the is, or, and operators with braces which the compiler lowers into comparison checks.
example for C#:
csharp if (damageContext.damageType is EDamageType.COLLISION or EDamageType.FIRE or EDamageType.REGENERATION) return;
Note in the lowering process on the right side, the compiler attempts to use any possible optimisation to skip unnecessary checks. In this case it does a bounds check since two of the enum options were adjacent.
https://sharplab.io/#v2:EYLgxg9gTgpgtADwGwBYA+ABATARgLABQGAzAATakDCpA3oaQ+WRiqQLIAUAlLfY/wBEAhgFshAcxiUIAOwAuMBHNIATURKmyFS0gF5SMmAHdutVeskAVAJ4AHGHtIBRYWKt2YAOkoB5ADJ+AJIAyoE+AHKkAL4A3Hz8DACWAGakHGpumvKKcp4ZGjb2pIkAzs6uBR7e/kGhEaTQ5RYwhV4AYoEASk4NUE2ZrZ7dAOJO4U6dAIKWYeFc8Qn8GADscQT8UYSbBIQUFZLS2Tp064wk/ZVF+e5FNKSScjGkJTCP0VuEhDAyAK4iFzcHCd+OEIk4ADQLXwBEKzSGnBgdbrw/htSYw8LDFGMEZjCbTOELSZsHzDACqwXhUSAA
Yeah, this is why I'm proposing thing from OP. :)
It's an compilable scripting language anyway, so compiler could handle this synthax sugar and unfold it in an ordinary || manner.
ah, correct - they are not flags (1 2 4 8 16), just enum values (0 1 2 3 4), my bad on this one
doing x in [a, b, c] in SQF also creates and allocates an array (in C# too)
In T182389#2629802, @LouMontana wrote:that's SQF syntax… in Enfusion we do
if (damageContext.damageType & (EDamageType.COLLISION | EDamageType.FIRE | EDamageType.REGENERATION)) return;:-)
I've been having this awful problem too.
Correction, the repro still produces crashes when done with a peer client. I updated the repro accordingly. Latest crash ID: d1fe2423-714a-4d00-bd30-43ed8f2fbc1a.
XBOX players don't have that problem.
In T181447#2631970, @veteran29 wrote:The crash is caused by doors in doors info list perhaps the game could handle this more gracefully or at least report something to logs.
Thanks to NiiRoZz for the information.
Jul 1 2024
The crash is caused by doors in doors info list perhaps the game could handle this more gracefully or at least report something to logs.
The issue is still there on stable, crash report from ACE Carrying which uses the method: 14151df8-6938-4642-a2ac-a613c56c386e
Can confirm that it also happens in the game itself (1.2.0.70).
Any news on the addition of UPnP support for Listen or Ded servers ?
In T182085#2623657, @sonsoeg wrote:
I looked into this issue, it appears that 1.2 broke the way terrain bounds are calculated.
Meaning when you create a new terrain or resave an existing world entity, the terrain bounds will break.
Reproduction is as simple as it sounds, just create a terrain larger than the default bounds (~3000m) and try to move the camera beyond it.
I can confirm that EU servers are broken. There is no need for additional information or anything, they're just straight out broken. Either they are very cheap and low quality, or there are some issues with clusters as someone said here. From my experience, after a few minutes into the game, like 10-15 minutes after game starts and people start joining, server FPS drops to 5-15 and the game starts lagging/skipping frames/jittering. After a few more minutes, the game completely freezes, everyone stops moving, voice chat stops, your character freezes and you can only move your head but not move. The server is still alive when this happens, the server FPS and latency variables still update, but the game is dead. At this moment everyone just quits and joins a different server hoping this won't happen (Previous posts talked about this too in this topic), then after the new server people joined reaches 20 - 30 players, it's just repeat cycle. It starts from the beginning. My own opinion is that EU servers are terribly low quality, people said that US servers are stable, so the problem should be at Bohemia's partner in hosting EU servers, they're most likely providing cheap servers that don't have the capacity to run the servers of a game like Arma Reforger. And all the EU servers are hosted from the same location, I know because they all hame the same ping, someone also said they have the same IP's, so the problem might be there. If any developer of the game joins an EU server and plays for only an hour or two, they'll see that everything I said happens so whoever is responsible of Arma Reforger's servers can test it out themselves. If you have any questions about my experience in this problem you can ask me. I might also have clips of this happening but since this happens all the time and one can just recreate this in possibly less then an hour, I assume I don't have to provide them here.
Thanks for your help, guys.
+1 on this. Needing to move my mouse so much i need to lift it back 3 times to do a turn is annoying and making it hard to use mouse control.
Jun 30 2024
I'm pretty sure your issue is related to server problems, nothing with your game client. Try to connect during the day once on EU servers to see if it happens too.
Similar to this feature request. I would really add this :
- provide a way to know the current server name&ip+port when actually playing on a server (in the top of the options menu for example)
- add in armareforger logs actually the same information somewhere (for example in the console.log file "Connecting/disconnecting on/from -OFFICIAL EU FULL EVERON XXXXXX- IP+PORT)
Does the same thing happen in Experimental?
Thanks Kawalec, I've uninstalled and reinstalled via steam. No change in the bug.
I also verified my game files integrity. The issue still occurs.
I've confirmed that other players have the same problem.
Maybe that's the source of all sound issues:
"Audio
Added: Dynamic reverb based on roomsize".
The outside world as a "room" has very big/infinite size, so there's no reverb?
It's very common after the 1.2 update.
It looks like there are some inertia values problems.
I'd reinstall the game completely. It should fix that freezing problem.
Just some additional info after dozen of hours (hundreds?) playing 1.2.0.70 on official servers :
- At the biggest peak times (days after the update 1.2.0.70) : all servers experienced server FPS decrease, packet losses increase, most of the time leading the server to crash.
- Still these days at peak times : US server seem running way better than EU (still some lags at peak time but US servers crash rarely in comparaison with EU servers).
Getting in BTR: https://www.twitch.tv/videos/2184864163?t=02h16m28s
Yesterday we did witness people was placed in different factions squad. This might be related to that we had 3 factions: US, USSR an FIA. FIA was friendly with US and USSR factions but US and USSR wasn't friendly with each others.
Weird things happening with that :
- ppl join your private team without invite..., and you can't even get rid of them without creating a new squad from scratch...
- you die, you automatically leave your squad and joins another one automatically = if you're alone your squad disappears + deployed radio access....
- you die, you automatically leave your squad and joins another one automatically = you talking for minutes before realizing you've been switched to another squad...
- you're the squad leader, you die, even if you join again your squad, you're not the squad leader anymore... (by the way only the squad leader can recruits so far AIs and gives orders to AIs..., and I don't even know what happen to AIs in that case)
...
What I know about that (tested on 1.2.0.70 OFFICIAL full everon conflict servers) :
- happens "randomly"
- bug stays until you die/respawn or disconnect/reconnect
- You can play 10 hours long on a full server and nothing happens. And sometimes it happens on the first building attempt on a low pop server. (i don't think it's related to server performance, I've joined empty server sometimes to test so I had to build everything and it happened too.)
- I'm having this bug since a long time (at least one stable version before and 2 experimental before), and maybe even since the first time I installed the game ~ a year ago.
- You don't even need to start the building action to have the problem. Having only the shovel in hands near a building to construct reproduces the issue.
- Each time you have this issue, the game selects automatically one of your weapon despite you not actually doing it. Even if you don't have any weapon in your inventory, the game reset your character animation like if you did'nt select the shovel.
- Each time the issue happens, when I selected again my shovel, the default selected action is "dissassembly" and I have to scroll up again to select "Build ..." instead of "disassembly".