Seems that way. The bug still exists and I'm still not aware of any fixes.
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Yesterday
Hey there,
can confirm I did not experience a crash, limiting to 10 addons seems to have worked.
Are we in a dead end?
+1
In T190464#2805079, @R0NIN2k wrote:Hello,
Any news about it? It's really annoying that in first person, you can't look through the oculars and you need to stick the head out of the vehicle.
What are you using to see AI's pathfinding ?
I had issues with commanding where you ask to get-in, but as soon as everybody is in, they get-out.
Doesn't append everytime, seems to be the case with LAV and/or when having non squad members in the vehicle.
No need to make one feature request by helicopter.... Its just dupplicate
Tue, May 13
I don't know if it helps but I had to set the texture detail to the absolute minimum. Then the crashes don't happen as often and after a while the performance stabilizes.
If you move the 930 supply area closer to the base, it will solve the problem.
Building board sees only 175 and does not see 930, although the map shows that it should see
Cheers, understandable. Thank you sir for the information
It is also not clear why the base itself always has 0 supplies
In T191835#2807363, @Geez wrote:Building board shows only supplies reachable/present inside of the Main tent
And in the main tent warehouse there is 0
But only 175 are available
Hello,
This is as designed.
In map (GM and player) supplies are shown based on the total range of the base. That means all the supplies that are reachable/present for all compositions on the base. Building board shows only supplies reachable/present inside of the Main tent. So, those values are not equal.
Hello Iwing.
This cannot be fixed at this moment.
Hello everyone.
Do you possibly have any additional information as to what could trigger this issue? As so far we cannot seem to reproduce this on our end.
Regards,
Geez
I didn't realise this at the time of opening this ticket but according to Arkensor:
Not editable by script, configured at loadtime through the prefab on the map. You may request script api via feedback tracker if you can present a usecase that shows the need for it
After some assistance digging into this issue on Discord from reyhard, it turns out this problem is due to the long path the original mod had.
@Geez, it looks like we need a IK refresh after Show/hide of the weapon.
After further investigating I found the same error occurs when running PeerTool in the utility mod (RLM) directly. This mod is nothing more than a single new class and some new prefabs. No overrides or anything, so this should not be possible.
Mon, May 12
Hello Geez,
@Geez hi :)
@Geez Hi, can also be combined with: https://feedback.bistudio.com/T186260
Hello Lumix.
According to the dev team this works as designed.
Regards,
Geez
Hello Jaziel.
Please make sure to send it through the crash reporter when the window pops up.
Thank you.