The only crashes in your report are from december, where the game crashed when you were shutting it down.
There are no logs newer than december in there.
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Apr 25 2024
next prof/dev
You can do via:
connectToServer [_ip,_port - 1,_password];
I wonder if we can just get general engine-driven calculation for predicted projectile hit position? This way you could run it in Fired to find out where AI was firing. This will differ a bit from where AI *wanted* to fire though.
Apr 24 2024
Nice. I guess its fine with closing the ticket until there somebody has a really big need for single-return syntax.
getModelInfo player
0.000409759
0.000415021
0.000424912
Command return is very different in nature - model name string, skeleton boolean, placing point vector, mass number. Pretty sure in 99.9% cases you'll only ever use a single value (like I do in all my usages), thus the suggestion to have it return only wanted value. I don't REALLY need it but it would be nice to have.
Ok authors can easy add this thing by scripting WeaponDeployed EH
also distance change ignores too https://youtu.be/MaslgfvHtwc
I don't see the need to spam commands for every place where this pattern appears.
I'd rather improve the performance of getModelInfo instead.
The sound was considered annoying and was intentionally disabled in mid-2018 (Data131653).
Man::Sound weaponInstance
The problem is that everytime a user is added/removed/changed(ready status) in that list, the scrollbar is reset.
Quite hard to reproduce, without battleye on a dev build.
Need example mission with such a pylon based weapon.
Optimally with script that demonstates the issue
You can add that yourself if you wish.
We will not. The _fnc_scriptName in CfgFunctions is also not automatically added, its in the CfgFunctions init script which prepends a header to every script.
If you want that, you have to script it yourself, just like CfgFunctions does.
Please follow this https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
We need the log files.
Thats what I deserve for copy pasting code and then only fixing a bug in one of the two.
There is also a memory leak in there, on every save for every hashmap serialization.
I can actually measure the one function that runs there. And I can see the difference but it's so extremely small.
Well it would make sense that you cannot play a game that doesn't exist on playstation, on playstation.
It is a setting, in the Video options under the Display tab.
There are Todo's in code in multiple places saying that Form needs to be handled.
This feature was never actually implemented. Its unlikely that it will.
Please follow this: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
And please don't dump a huge amount of text into a text field. You can upload files here too.
Apr 23 2024
I think during combat injured AI after getting order 'get treat from medic' must take prone position and medic on healing start needs proning too. All animations will applied by auto, just force the wounded man to prone after the medic has received the order to treat him, the medic himself will also prone before treating him, or he will run as usual, go prone a few meters away and crawl to the wounded man…
In any case, AI should not be frozen like it is happens now
Same as T166771
Fixed in Dev build 151725. Heal action was tweaked it should be better.
Not possible.
FSR 1 might be the maximum doable.
Apr 22 2024
Fixed in Dev build 151725.
Fixed in Dev build 151725.
Fixed in Dev build 151725.
Fixed in Dev build 151725.
Apr 21 2024
Apr 20 2024
Hmm had to agree that it is a good idea to have an EH to detect if someone starts to speak or stops.
Apr 19 2024
If you want to play with more realistic in-game radio use TaskForce Arrowhead Radio (TFAR) and a TS3 server.
In T180569#2595065, @Karmavil wrote:@cryptearth I'm pretty sure your interface size is set to Small.
Go to Options -> Video -> Display and set Interface size to Normal.
Restart the game.If I set it to small I see the text correctly, no typos.
Sad, because a typo would be a much more easy fix.Any recommendation to update the title of this report so it reflects better what's the issue?
It is small issue, not a big deal
Should be already fixed on current Stable.
The radio protocol has parts of that - however the effort and complexity to make that part of the VON system is likely not low.
BattlEye would need to add it on their end.
Probably into their existing BE server config.
Very unlikely.
static noise and transmission quality maybe. Rest no.
Apr 18 2024
Yeah, completely broken in game
Reaction Forces. But thats not the problem if the game started, i can activate the dlc ingame, then the game restarts itself and i have no problems. But if i start with launcher and activated one dlc, the LAUNCHER and STEAM shutdown
@cryptearth I'm pretty sure your interface size is set to Small.
Go to Options -> Video -> Display and set Interface size to Normal.
Restart the game.
Apr 17 2024
It's not broken. You're using an old version of the game. As the wiki says, the command will be available in A3 v2.18. (you can also try it in the dev branch right now)
Launcher version: 1.5.151618
@thehungryhippo are you on stable (2.16) or dev/perf branch?
@Dwarden is it possible?
which DLCs? did you try to narrow it down by adding one by one yet?
If they don't even support animation at all, then definitely not.
Apr 16 2024
An update. If I start the game without DLC's and mods (I don't have any mods anyway) everything works. I can then activate the DLCs in-game, restart by asking in-game and then everything works. It just doesn't work via the launcher.
Its not the Graphic Card or something that mades problems. If i Start Arma 3 with the launcher, Steam and the Game Shutdown everytime. If i start "arma3battleye.exe" and "arma3_x64.exe" (without the launcher in the folder of the game itself) then it starts Normaly without a problem. but on this way i dont can play any DLC