Would be nice to be able to add light poles, I mean the big ones.
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Apr 7 2025
In T179592#2786195, @Geez wrote:In T179592#2785578, @byNautiic wrote:Still kinda happens in 1.3.0.130 @Geez
Currently there is no planned fix for this.
Changing active rocket pods
The thing is, its not very difficult to get access to these weapons, you just have to make a couple of logistic runs or attack a base. The thing is, its to prevent people to just go lonewolf as soon as they arrive on the servers.
Yes please !
Hello DaddyDank,
It might be worth adding a tag in the description:
compatible with
🙏
@Geez hi :)
@Geez hi :)
In T179592#2785578, @byNautiic wrote:Still kinda happens in 1.3.0.130 @Geez
Apr 6 2025
Capping AI structures might finally bring some balance to those hectic front-line clashes. If the game refines its objectives and server stability, it could evolve into something truly engaging and strategic.
This appears to be the sole reason why my game keeps disconnecting, I did not reference that the internet would "Fail" when Launching the game. I stated that it disconnects my ethernet port and ceases all communication. no lights, No traffic. The port shows that it's connected and that I have internet, however; the traffic of the port stops to a dead halt. Please check again and let me know if there is a fix for this on this current version of the game. This has been happening at the launch of 1.3 of Arma Reforger. It has not happened before the new update.
I also get this error code in event viewer as well.
"Faulting application name: ArmaReforgerSteam.exe, version: 0.0.0.0, time stamp: 0x00000000
Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000
Exception code: 0xc0000005
Fault offset: 0x00007ffeee96f10d
Faulting process id: 0x3FA4
Faulting application start time: 0x1DBA7207FAF6135
Faulting application path: G:\SteamLibrary\steamapps\common\Arma Reforger\ArmaReforgerSteam.exe
Faulting module path: unknown
Report Id: aa40c653-e6a5-48c8-8e1d-edb39a87e15c
Faulting package full name:
Faulting package-relative application ID: "
Hey Geez
Like unloading supplies:
10% - 10 XP
20% - 20 XP
30% - 30 XP
Still kinda happens in 1.3.0.130 @Geez
Workaround: Dump supplies out of the MCU on the ground and then MCU can see them or bring a truck with supplies near and MCU can see those supplies as well. And I suppose MCU can tap into existing secret/known cache locations as well.
Apr 5 2025
Just had this happen on Xbox twice today for the first time ever
In T187549#2724765, @ziipzaaapM16A4 wrote:i guess you could easily use the Steam Controller mapper.
it maps to the xbox controls and then you could should be able to use the controls just like everyone else
remapping is not the answer, it needs native controller (non steam) support to enable the haptic triggers, and nuanced rumble like on console ps5.
I have exactly the same issue, it started after I played the game around 70hours without issue. I'm not exactly sure but I think it started after I updated BIOS and installed newest chipset drivers for my motherboard. I'm using external soundcard connected through USB. Sound BlasterX G6, but I also tested connecting microphone to onboard sound without change.
Ok, i tryed to debug this crash, but get not any feedback from the Script, because the method "TrySwapItems" is a super and hard coded. So the Server sometimes crash if you call "TrySwapItems" on the Master side. Why calling this on the Master? Because Proxy is not allwed to move items into a storage that owned by the Master. And it works fine for 99%. But by the 1% the Dedicated just crashs.
Apr 4 2025
I'm the other guy with the same issue
Instead of leaving it as "None", explicitly setting the single-press keybind to the "Single Click" prefix appears to correct the behavior.
Apr 3 2025
Played yesterday for a few hours, slow texture loading with rebar enabled seems to be fixed for me atleast, also 100% CPU usage freezes didnt happen during my play session, still need to do some testing with those for a few more hours.
I've noticed this as well. As far as I can tell, the issue isn't the game putting the map marker in the wrong place - the map marker object itself (comprising the marker and its text) is incorrectly centred. It's centred on the point between the icon and the text, when it should be centred on the centre of the icon. If you place a marker and then zoom in and out on the map, you can see the icon and text scaling on this central point. This makes precise marker icon placement impossible, as its precision is dependant on the current zoom level.
I've noticed this same issue since the 1.3 update. It wasn't happening beforehand, and it doesn't happen with freelook. When using the freelook key and freelooking with the mouse (even with TrackIR running), freelook rotation seems scaled correctly regardless of zoom level. When trying to freelook with TrackIR, rotation is scaled correctly while at normal zoom, but seems to be at about 0.5x scale when zoomed in (in other words, you can use TrackIR to turn your character's head 90 degrees to the right, then when you hold down the zoom button, the view will zoom in and your character's head will only be turned 45 degrees to the right - returning to 90 degrees when releasing the zoom in button).
Can you please provide videos of this still occurring especially with REBAR enabled?
Solved.
In T190524#2781744, @Akibuua-FIN- wrote:Did you use the radio to report the kill and then that you are at the exfil site?
(Choose radio, inspect it and use the function feature to send information in morse code)