In T190724#2787075, @Geez wrote:Hello byNautiic.
Neither crane should be destructible by design. We have confirmed that the yellow one is destructible and the issue is scheduled for a fix.
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Apr 8 2025
Apr 8 2025
PR9INICHEK renamed T174121: [Feature request] Add ability to open Discord/TeamSpeak server through the game from [Feature request] Add ability to open Discord server through the game to [Feature request] Add ability to open Discord/TeamSpeak server through the game.
i understand now. you are referring to b-tree sorting. neat!
ACE team is aware.
@dedmen according to syntax 3 https://community.bistudio.com/wiki/call#Syntax_3 _this in this case should be nil as expected
The radio could also be used strategically by turning it off if you need stealth or turning it on and leaving the car as a decoy
is there anything you would like me to pass on to the ACE team to fix? i can see this took a long time to get to so i am extremely appreciative of your support! i am not surprised that there were 52k items because i am probably breaking a record for the number of mods that arma has ever had active in one session but besides that point, i just want to use ace arsenal with my mods because the vanilla arsenal is just too slow because of the caching isn't saving time or the lists are all populated at once instead of for each list upon selecting the category but i digress. i've been using a downgraded version of ace because even that version is faster and it is limited cuz acex mods do not work with it due to the use of hashmaps in the latest version and the saved loadouts are stored in hashmaps in my profile so i cannot see those loadouts either. i can imagine that if ace does not fix their bug, even with multithreaded sorting, you will still have this issue because of the threads overflowing from recursion (even the most secure linux distros are always vuln to a DOS from a fork bomb), therefore if i can assist in passing on the result of this to them, i would appreciate it. Thank you again!
Maybe target lost is the moment when you lase the sky and laser object stops following your aim but remains in the last place?
I tried what other people have been doing to fix the issue but it won't even let me on the sever it happend on just says I'm already on that server
MurderedThrice set Operating System Version to Ps5 on T190810: Login error 0x0001000F and 0x0001000D.
It's been so long that I don't even remember what this was about :)
This is intended and was an actual FIX! to prior mechanic
Oh my good friend the stack overflow. That's not nice.
dedmen closed T180455: [Feature Request] server.cfg Config Entry for BattlEye Query Timeout as Resolved.
If there is a timeout, its in battleye config. If there isn't then it won't be added
dedmen renamed T188336: [Feature request] Fisheye post processing effect from [Feature request] Fisheye effect to [Feature request] Fisheye post processing effect.
and it wrote to me (0xC000001D - STATUS_ILLEGAL_INSTRUCTION)
Your CPU is too old.
We just use Microsofts API to access the Microphone.
For most users it works fine on 64-bit. I looked into it and couldn't figure out why it would fail for some users.
dedmen renamed T172191: Microphone not working in 64-bit from Microphone not working to Microphone not working in 64-bit.
dedmen closed T78229: Please allow us to control the version of the game we are running to an extent as Resolved.
The problem lies in automatic updates being pushed through that break one or more mods and potentially de-stabilize an ArmA unit's ability to play missions until the issues are trouble-shot and fixed(could take hours or weeks).
I'm firin mah lazor!
dedmen added a comment to T190250: (AFM) Deleted Passengers by ZEUS won't reduce the overall weight of the airframe.
Indeed. "AddCrewWeight" internally.
When get-in process is finished, it adds 100 to the weight.
When get-out process is finished, it removes 100 from the weight.
There are all kinds of ways this can break, teleporting a unit out of the vehicle should do the same, a player disconnecting and their body being deleted too.
This is unlikely to be fixed because of low impact and complexity in fixing it.
Geez changed the status of T190788: firefighting station roof hatch opens in wrong direction from Awaiting internal Testing to Confirmed Internally.
dedmen changed the status of T190333: Zeus units missing in "Create" menu after loading from New to Feedback.
Fixed 2.20
The list of whitelisted addons is not stored in savegame.
When the Curator is recreated when loading a savegame, the addons are default initialized with only the addons that are currently active in the mission.
So it lost any that were added after curator were created (like is the case when you set it to all addons)
dedmen added a comment to T184219: [Feature Request] Remove argument count limit from callExtensionArgs.
You could make it a giant string, the limit for that is 9megabytes? With 2048 arguments, you can pass 19GiB in one extension call.
That should be plenty.
dedmen closed T154359: assignedTarget only updates when the unit has attacked the target as Resolved.
There are lots of odd things about Arma AI :D
dedmen changed the status of T190789: [Feature] Expand getAllPylonsInfo to include proxy information from New to Feedback.
private _vehicle = vehicle player; private _helper = "Sign_Arrow_Blue_F" createVehicle [0,0,0]; private _allPylonsInfo = getAllPylonsInfo _vehicle; private _pylonProxyInfo = (_allPylonsInfo#0) # 6; _pylonProxyInfo params ["_relPos","_relDir", "_relUp"];
It behaves the same as
call x vs [] call x
Stuck on loading screen is a common issue with badly made mods, we introduced the ENDLOAD cheat code to bypass that. But official/vanilla, I've not seen it happen in vanilla yet
https://community.bistudio.com/wiki/Arma_3:_Cheats#ENDLOAD
dedmen added a comment to T190684: getShotInfo not working as expected with timers on placed explosives.
Also need to consider the mineDelay for mines that do not have a timer.
A tripwire mine with mineDelay = 2, would show timeToExplosion=2, and be stuck at it until something actually triggers it.
dedmen added a comment to T190684: getShotInfo not working as expected with timers on placed explosives.
You can always fetch the time delay by yourself.
Kohjin added a comment to T190684: getShotInfo not working as expected with timers on placed explosives.
timeToExplosion is only implemented for Bullets with "explosionTime" config entry, basically UGL grenades that explode after certain time.
Yeah, I suspected as much based on my testing, nice to see I wasn't entirely wrong.
+1
Geez changed the status of T190788: firefighting station roof hatch opens in wrong direction from New to Awaiting internal Testing.
Geez changed the status of T190783: [Suggestion] Repairing buildings/fortifications from New to Feedback.
Geez changed the status of T190784: [Suggestion] Screams when incapacitated or dying from New to Feedback.
dedmen added a comment to T190684: getShotInfo not working as expected with timers on placed explosives.
timeToExplosion is only implemented for Bullets with "explosionTime" config entry, basically UGL grenades that explode after certain time.
+1
Geez changed the status of T190791: [Feature Request] Add option to Contextual UI for downed players to roll them over when administering aid from New to Feedback.
Geez changed the status of T190777: Tripwire not triggered when walking through it via ladder exit animation from New to Awaiting internal Testing.
Geez changed the status of T190796: Between the wall and slight concrete curb thing. from New to Reviewed.
Resolved for 1.3.0.154 and higher.
Geez closed T189804: [1.3.0.102] (Conflict) FIA AIs appear at the base at different times, not when approaching it as Resolved.
Resolved in 1.3.0.130
R34P3R added a comment to T190345: [1.3.0.125/1.3.0.130] Workbench Restricts SlotManagerComponent to EntitySlotInfo.
+1
Geez changed the status of T190724: Crane destruction issues from Awaiting internal Testing to Confirmed Internally.
Hello byNautiic.
Neither crane should be destructible by design. We have confirmed that the yellow one is destructible and the issue is scheduled for a fix.
This is so annoying.
I truly hope they fix this asap as this just drives more PS5 players to use party chat/discord.
In T190737#2786995, @BaconBuns wrote:That´s not how a grenade works Bosmo, unpinning it arms it but when you let go of the trigger handle the fuse starts
Yes, hearing people scream when receiving leg and arm fractures (like in old ArmAs) can be great for immersion and provide actionable gameplay cues for both teammates and aggressors.
kazeka4 added a comment to T190710: Major FPS drop when moving the mouse or changing camera direction (from 250 FPS to 70 FPS).
In T190710#2786149, @Geez wrote:Hello kazeka4.
Could this be caused by some external software you are running or outdated/corrupted driver?
BaconBuns added a comment to T190777: Tripwire not triggered when walking through it via ladder exit animation.
Tripwires dont trip if walked over only when running
That´s not how a grenade works Bosmo, unpinning it arms it but when you let go of the trigger handle the fuse starts
100% agree.
The soundtrack should grow bigger as well. The soundtrack in Reforger is short but catchy,
I used to go around main at start and place SU defensive positions/US bunkers at the main base so i could listen to something while i got geared.
This already exists, you can check your Rank in the Objectives UI, viewable by holding J on PC by default. For the console binding, you can find it under Settings > Controls > Common > Show all objectives
bigapplea added a comment to T190760: [Feature Request] (Ammunition Supply Point|Armory|Arsenal) Move 200rnd M240 Belts to Heavy Vehicle Depot(Maintenance Point) ammo box.
every single suggestion you put is bad and will never change. you’re clearly a new player
Apr 7 2025
Apr 7 2025
AGONY added a comment to T190710: Major FPS drop when moving the mouse or changing camera direction (from 250 FPS to 70 FPS).
Chiming in here, because this has been an issue for literal YEARS.
It has absolutely NOTHING to do with external software or outdated/corrupted drivers. It most likely has to do with the fact that DayZ still runs on DirectX11 - as this issue can be almost entirely eliminated by running DayZ on a Vulkan API (I and many others have tested this firsthand).
AMD GPUs have had these issue worse than Nvidia for the last few years, but ever since 1.26, the issue is just as noticeable on Nvidia GPUs as it is AMD.
Most AMD GPU users have had to run specific drivers from May 2020 to get slightly better performance due to changes in how AMD GPUs handle DX11. Reported this one years ago.
I bought an Nvidia 4060 JUST to "fix" these issues back in September of 2024, and it genuinely did fix my frame issues until 1.26 was implemented. But let's get down to specifics about this issue, since I know for a fact I'm not the only one in you lot's ears about it right now:
Same problem here.
Fix pls
BouncyBear added a comment to T188384: Microphone works for ~5 mins after joining a server then stops. .
I just reinstalled Win11 and Arma, still the same error.
PR9INICHEK updated subscribers of T189599: [1.2.1.202] (Conflict) AIs are created at starting locations where the main bases should be.
@Geez hi :)
PR9INICHEK updated the task description for T190308: [Feature Request] (Conflict) A collection of tickets for improving composition of groups on FIA bases.
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