http://arma.jiripolasek.com/files/CorruptedUserSettingsHotfix.zip This should work. run the application inside that zip and it should be fixed
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May 10 2016
Hello,
you're missing one of Launcher files for some reason. Let Steam check installed files:
- Open Steam;
- from the Library section, right-click on the game and select Properties from the menu;
- select the Local files tab and click the "Verify integrity of game cache..." button;
- Steam will verify the game's files - this process may take several minutes.
The issue is a bit more complex than it seems (as already the additional note proves) - when You start a mission, there go several changes of faces:
- Setting the face according to the soldier model
- Setting the face according to identity type
- Setting the face according to identity (scripted setIdentity goes here)
- Setting the face according to profile
- Setting the face according to mission scripts (including execVM)
That means we may possibly change the faces using execVM, but that could possibly collide with all mission scripts and provide strange results (including for example the East Wind campaign).
Just a side note, it worked well in A2 because story characters had their own head models with no selections to change the face on.
I see.
But Miller certainly has its own head model, and from what I could see the Arma 2 characters arent't very different from the Arma 3 characters, config-wise.
I haven't ever tried if a setIdentity on a predefined character from Arma 2 worked; it might be that there the selection of identity was "final".
But you will know better than me :)
duplicate of #24844
+1, really no sound. Strange that mod content have those sounds, only vanilla havent. But before update there atually was sound....
Sad that ArmA 2 had this feature while ArmA 3 doesn't.
stop using them ... they are garbage anyway
those "stacked EHs" are BS anyway
https://community.bistudio.com/wiki/addMissionEventHandler
onEachFrame => "Draw3D"
onPlayerDisconnected => "HandleDisconnect"
onPlayerConnected => init.sqf if(!isDedicated && hasInterface) then {...}
onpreloadstarted & onpreloadfinished are kinda useless anyway as there is no real need for them
only thing that is still lacking some way of doing different is onMapSingleClick ...
Hello,
Thank you for reporting the issue.
We need crash dump files from this folder to analyze your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package, please?
Archive smaller than 5000 KB can be attached directly to the ticket. For bigger archives, please use some free sharing service and post link here.
How to find correct crashdump file:
Try to make the crash happen
Look into crashdump folder
Upload crashdump with latest date in name (crashdump is rpt + bidmp + mdmp file with same name). Please try to provide as many crashdumps as possible, it helps us investigating the problem in a big way.
Thank you.
Perhaps you should notify the owner of the server that their mission is not what you expected it to be.
Are you unable to launch the game? Does the game crash?
Just a note regarding that log message: you can ignore it, it should not be logged at all.
Hello,
please check whether your arma3.exe has enabled "Run a this program as administrator" and either disable it or start Launcher as administrator as well.
Hello,
could you please look into an Error Viewer and locate an error record under Windows Logs/Application log? It should contain more information.
Also as we found out, a simple re-install (or repair) of Microsoft Visual C++ Runtime package may not be enough to fix it. Please try to uninstall it, restart the computer, install it again and then restart the computer again.
I should add to the notes, once the first two steps are done, preview the mission. An "Arsenal" option will appear on the object you placed. If your weapon supports bipods, the bipod does not appear. If there is a bipod in the crate then:
[_crate, (itemCargo _crate(+ _availableItems))] call BIS_fnc_addVirtualItemCargo
Will add the bipod from the crate but not from the list.
Neither "Item_bipod_01_F_blk" or "bipod_01_F_blk" work (Item or no Item, regardless of bipod type).
I now will not be able to tell what it was the server on Arma2, mission was CTI. There such function was realized. It was possible to cause the menu and to change the card scale size to GPS. On the card more information on a landscape and an environment was displayed. Mines of allies were visible. There was an illumination of impassable sites of a landscape, stones and rocks were illuminated in other color. It was very convenient, access and change of scale are very clear and had fast access.
Change of the PIP AV size of a chamber has interest. To approach the look to the PIP window screen, such function has interest.
Cannot reproduce. Could you add repro that works in vanilla game?
This is a report by a user of our server... i only have this video. This is a normal Offroader and only vanilla stuff. No mods or something... I tried also at the editor in SP but nothing happends... but i dont know what happend on DS....
Edit: I try to get the server and client rpt....
unfortunately all ugly
What about big boxes? Too realistic explosion?
I think all is bad. Explosion, physic, for small and large boxes.
This is shame for game simulator.
Should be fixed as soon as possible
this is realistic enough when you see mini explosions, because each projectile should ignite it's charge, they can't explode all once I believe, problem only with physics of boxes, it's of course non-realistic when it goes down hill, but fun...so fun xD
the small one was fine xD just went down hill xD
I didn't even have to look at your videos to know what you're talking about, I already know what it looks like. Blown up ammo crates go crazy!!
Very unfortunately for missions where you have to destroy enemy ammo supplies.
It's great help when people take the time to make a video of the problems.
Maybe in other words, I don't want to watch the videos, because I know about it and seeing it hurts my eyes.. :-) BIS please fix! :-)
"I didn't even have to look at your videos to know what you're talking about"
Yes , Yes I understand) I made this video for BIS, maybe they don't know about it, if this shit is still there in the game/
DisableUseractions TRUE/FALSE
DisableUseractionsGlobal TRUE/FALSE
for configged actions, yes i would agree that would be useful, you could then re enable those actions as and when you see fit and would also allow more possibilities for replacing the actions that are run with something scripted
It looks like that the error still exist.
I've attached the log.
Adding this feature to enableSimulation could potentially break a lot of scripts that rely on this behavior. I would suggest adding a command to disable all actions on a specific object instead.
Sounds good.. +1
Does the issue persist in 1.50?
After almost one month of research and endless amount of testing even to the point where I factory reset my computer, I have finally come to a conclusion to this horrible problem. FIRST of all, I would like to say no offense, but no thanks to the Bohemia Interactive team, all they did was slow me down in my process by having me submit this ticket in the first place. For anyone else having this issue, I almost guarantee this will fix it if you have tried all of the ACCESS_VIOLATION fixes bohemia has "guessed."
FIX: Put "-malloc=system" in startup parameters of game. ALSO, run game as administrator.
Note: I literally looked at countless tickets and research and found no answers to this topic until I tested for countless hours myself. Maybe I should be dev.
I'm having this problem too.
Windows 7 64bit
Geforce GTX770
16 GB RAM
I've tried all malloc options. Nothing worked for me. The game crashes still with 0xC0000005 - ACCESS_VIOLATION !
This is very annoying.
1.48 Hotfix fixed the Problem for me.
This means problem should be fixed with Version 1.48.131645.
Thx for fix!
Great, however even if you're not a twitch shooter, it can be a big annoyance as it really hinders movement. Countless times I was left exposed because of this.
For example when you're under fire and try to get in that small guard tower, in the heat of the moment you run up half of the stairs, and in the middle you turn to go further up - because you touch the rail, sensitivity kicks in, and you end up running down the stairs again back into the enemy fire.
Anyway, considering I play mostly coop with buddies (I played TacBF a few times as well, it was great but I have terrible fps) I can't say I'm a twitch shooter myself.
It's just that people often mistake the cause of this with something else. Low framerate for example, instead of touching stuff, which is probably why not a lot of people complained.
Ok so even vehicles and other players/AI... hmmm. Well i don't know what does this but it really frustrates me and often is the reason for me to alt+f4 because you run out or away from cover.
Anyways there's not many posts about this so not many poeple have noticed it but then again no one noticed the gun sounds playing accross the map fpr nearly every player a couple of month ago. You know like the reload sound in dayz where every one on the map can hear that 1 guy reloading for some reason. I kpet telling my friend listen closely. Never really paid attention to it untill i kept saying it every time i heard the glitched sound myself. Even though he played every day many hours a day he never noticed. How that is possible i don't know but it's as if their brain can't work together with what their body is doing whille having to pay attention to something that happens on a screen, like moving your mouse 5 centimeter and not noticing that it makes you turn twice as much as it's supposed to or as it usually does.
And the fact that the posts about this issue are month old but the only reply they got was that they couldn't reproduce it... well that tells me that this is not really going to get fixed. Only thing we can do is keep spamming this or these posts so they stay on top. Because if a trouble shooter guy from the game can't figure out how to run against a wall and see the difference in his mouse sensitivity... then i don't know they might be console noobs i'm not sure.
Or automated answer that comes up when there is a post but not many people vote for it... i don't know, just seems really weird, and like you say Considering the big impact on CQB... well pretty crazy that no one else has talked about this or fixed.
I don't remember this happening to me in arma 2, so must be with the newer engines which have a new physics thing maybe? arma 3 and DayZ SA have it 100% sure, tested here on 3 different computers.
If people say that they don't have then it's not true there's no way that you don't have this issue in the game since it's the game itself that does this and not a hardware or software issue. and like i said people that don't even pay attention to what happens in the game that they play.
Sorry long post but i'm just really annoyed and frustrated over this issue which is pretty game breaking IMO, and seeing the BI team not be able to reproduce it... arghhhh !!!! damnit ! either they play another version, or another game, or they don't try it, or they have bots to try it, or they use google translate to figure out what we talk about. Either way this is just not okay to be left as if nothing happened.
Duplicate ticket for this issue here: http://feedback.arma3.com/view.php?id=22504
This has been a problem since the Alpha and really needs to be fixed.
I've tested and I see that this is a thing. Hasn't really bothered me ever at all because I'm not a twitch shooter. But I can now understand after seeing the couple of videos and steps to repro it.
Here's a video recorded in 60fps, on this one you can easily notice the difference. I restricted left-right mouse movement, so it's always the same, which means it's definitely game's fault.
https://www.youtube.com/watch?v=HnZPzZkvK4k
Also notice how smooth the aiming is when not touching the wall, when you touch it, not only does the sensitivity increase, but it's wonky (kinda like freelook used to be, but worse) and inconsistent.
It's a problem when clearing rooms, and you accidentaly touch the door frame, it sends your aim all over the place.
It's a problem on any 180 staircase (http://en.ava-company.com/images/stair-p.jpg) especially if you're in rush, when you need it to work most.
When you go up the middle and it's time to turn, if you touch the inside fence, it sudenly turns you too much, and you end up walking down.
Those small guard towers are the most affected.
Basically, if you ever touch anything while shooting at someone, your aim is all over the place.
Vehicles yes, even by touching other players/ai you are affected. In fact, if you really can't reproduce, just place an AI unit and walk forward into him while moving the mouse, it's terrible.
I'm genuinely surprised this doesn't have a higher priority, considering how big impact it has on CQB.
Yep having it also, and it's like this for everyone, problem is just that many people don't really pay attention to what happens in the game that they play so not many people notice it. Running against a wall, goint up stairs (whille touching either the wall or the hand rail) and when you walk through door openings, well as long as your character is touching something that doesn't move (not sure about vehicles) the sensitivity becomes twice as high. If you can't reproduce it, i don't know what game you are testing it in, but not arma 3, because this happens for everyone. And Dayz Standalone also has it. I'm using no mouse accel or anything else.
I'm unable to reproduce the issue. Could you please provide more info? Thank you.
It happens when you walk backwards against the wall, if it's stabilization they need to fix it, can't stabilize on the wall behind you :)
But I don't think it's that, it was happening long before weapon stabilization was added (I would even go as far to say it was there from alpha, but not really certain), I just never got around to reporting it.
EDIT: Skip this one, and check the next note, it explains a lot better.
https://www.youtube.com/watch?v=JT2IBhJMwls&feature=youtu.be
Here is how to reproduce it, keep in mind though, it's a lot easier to feel the sensitivity spike in game then by watching, but should be noticeable enough even on the video.
Also make sure to read the description.
PS. Something I failed to mention, it's not enough to walk back and stop when you touch the wall, sensitivity is increased while you're moving against the wall.
It's likely because you're rested (weapon stabilization) when against the wall.
Does it happen on vanilla servers too?
After a direct hit by a shot from a tank, soldier falls in the spot where he stood.
And does it not once, but over time, which is very noticeable.
Where the kinetic energy of the projectile is lost?