Hello owlzisboss.
We have tested this thoroughly but we were unable to produce this issue on our end.
Regards,
Geez
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Feb 27 2023
Not a bug. The only way, how to cure wound poisoning from the first stage is to desinfect the wounds. Tetracycline helps only to get from stage two (sepsis) to stage one.
Hello zgardner.
According to the documentation "Player needs 4 non-contaminated full blood bags to get from the maximum agent count in stage 2 to zero.", so if you had higher level of poisoning, you would need at least two blood bags to get cured. We have been testing this and with lower level only one blood bag was sufficient.
Hello CosmoDayZ.
Neither described behaviour is an issue according to the devs.
Regards,
Geez
Cannot reproduce on our end.
Thank you for the report WOLVERINES.
We are looking into this problem.
Regards,
Geez
Most likely a desynchronisation issue rather than a "hacker".
Hello alem.
Have you tried to check traceroute towards the server IP? As there is possibly a problem on your network.
Regards,
Geetz
Changes were implemented, we are just waiting for it to arrive in public builds. We should have GET, POST, PUT and DELETE then, as well as the special FILE which is just GET -> response body to file.
No headers yet though
Hello SidDebian.
We are aware of the problem of some servers not showing and we are looking into it.
Regards,
Geez
Hello bluesun.
This is intended by design so you do not end up with two SVD's at a single heli crash for example.
Regards,
Geez
Hello Sadrazam.
Did the wired connection resolve the problem?
Hello again.
An update from our side, the fix will get into the second hotfix instead of the third one!
Regards,
Geez
Any news about this issue ??
Example:
_group addEventHandler ["UnitKilled", { params ["_group", "_unit"]; if(units _group findIf {alive _x} < 0) then { // Everyone is dead }; }];
In T170658#2413276, @Xeno wrote:Samatra, there is already a killed EH.
This is about an event handler only firing when all units in a group are dead.. Needed for AI groups in Co-op missions for example.
Currently you have to constantly iterate over all units of a group to check if all units are down.
So virtually like the empty group EH which only fires when all units in a group are deleted.
Samatra, there is already a killed EH.
I'd suggest "UnitKilled" event handler instead. There you can check if everyone is dead as well doing something on individual unit death.
Hello, now I noticed that this problem has been generally fixed and now Koreans, Laotians and South Vietnamese use "MUTE". I don’t know if the creation of this topic played any role in this, but nevertheless, thanks for the work done.
But, an important nuance. I have noticed that when assigning a fighter from the above factions as a "player", he will use the standard voice protocol with American English. The problem is observed only with these factions. OPFOR factions do not experience this problem.
In T165080#2413236, @BIS_fnc_KK wrote:Cant tell what is scripted and what is vanilla on that video. Can you make an Eden repro showing the problem?
Cant tell what is scripted and what is vanilla on that video. Can you make an Eden repro showing the problem?
These issues STILL plague bases to this day! This happened to me 3yrs ago and it still happens today. I lost two generators in our base in the last two weeks along with the cable reels attached to them.
0xC0000005 - ACCESS_VIOLATION
Can also be STATUS_ACCESS_VIOLATION.
Feb 26 2023
@Geez Is this resolved as-in an upcoming update addresses it, or resolved as-in wont fix?
In T165080#2413212, @BIS_fnc_KK wrote:It cannot be just fixed as it may break missions where people used workarounds
It cannot be just fixed as it may break missions where people used workarounds. It has to be a new map control or something
In T165080#2413210, @BIS_fnc_KK wrote:is this the same issue? https://feedback.bistudio.com/T169976
is this the same issue? https://feedback.bistudio.com/T169976
In addition to everything, I can add that if you display information separately on the screen, it is not clear why you need a dashboard in the car? Meaning To bother and make lighting and working devices on it. And then duplicate all this with this clumsy remote tidy, thereby nullifying your own work, since no one uses them in the car, why bother and look at some devices in the car if the remote panel hangs under your nose, I don’t see what logic in that! following its own logic, in the future there will be an oil level sensor. Why not!? After all, there is a coolant level sensor, why not put an oil sensor there too ?! Close the screen with all this so that the road cannot be seen from behind the wheel. Bohemia let's burn! ;)
I think that drawEllipse/drawRectangle shapes not being rotated along with the map is a bug. These are map shapes, no display shapes and their coordinates and dimensions should be relative to the map. I'll have a fix in the mission but this should be addressed on engine level if you ask me.
I definitely agree with this. Alot of the things I see working in the PC version of the game through streams the console Version lacks.
Its being worked on. Lets have some faith ey. ^^
Nothing is perfect. Lets not expect perfection,
but rather, growth. Lets put our 2 cents in there and help that.
Thank you, I really appreciate the help.
Feb 25 2023
@Geez
So many fake server lists are generated by one server owner
Seems like it's fixed since 1.20
I also have this problem with my „base“ (large tent with around 40 wooden crates full of stuff).
Every time I drive back to the tent there is a big lag, like in the video. Car is suddenly lagging somewhere before or behind.
So let's summarize it.
- Extremly slow loading of servers. Loading the furthest away servers first is a problem with Steam, but it's a new issue. The reversed loading order has only been noticeable in Dayz for a last months.
This needs working on, its been a fact of dayz for too long now, please devs, we need you here
In my opinion, the problem of Valve raised by Geez is not only the problem of server list sorting. Many servers of Dayz Browser are forged. Look carefully at them and they all point to a server. For example, CNDZ MOD Browser filters "616292852". At least thousands of servers are forged. They seriously affect the search ranking and need to be pulled into the blacklis
In T170263#2412743, @Geez wrote:Hello, we apologise for any inconveniences.
We understand the severity of the issues currently experienced in the launcher server browser and programmers have been looking into this for the past weeks.
The mentioned forum post is related only to newly introduced issues with 1.20, which is not the case for this specific problem. The current situation is stemming primarily from an emerging issue with Valve's master server:
https://steamcommunity.com/groups/SteamClientBeta/discussions/3/3763356482612086141/.
We have been pushing the issue with Valve.The launcher on our side is also not without flaws, and we are aiming to address those in future updates, ideally after the issue from Valve's end is resolved and allows us a more clear view on the remaining problems, such as missing individual community servers.
Regards,
Geez
The idea with skyscrapers is good in principle, but as it should be in Bohemia, it is crookedly implemented! As for me, those buildings are not at all interesting for research, despite their impressive size, they are empty and meaningless inside. Accordingly, there is no point in walking up those stairs, except for the cumpers
about the ability to adjust the gamma I don't think this is a good idea, and here's the reason: This will be actively used by players to cheat in the dark, so that they can see in the dead of darkness without the use of night vision devices or lighting devices!
Thank you @Geez solid information, you're a gem.