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Apr 30 2024
Same crash, fixed in todays profiling branch update
Apr 29 2024
UI to texture rendering failed. The rendertarget didn't exist. I don't know how that happened I never saw that before. I added a safety check, won't happen again after tomorrows profiling branch
Apr 28 2024
Thats fair and i can understand the reasoning. still would be cool.
I've been trying to find a 2. person with an AMD GPU to confirm it but they are hard to find lol
not disagreeing. would be handy.
t the same time with very limited dev resources, its a matter of priority, complexity and benefits
I mean yea, if i would be an advanced windows user, and would i know how to do that, then yea.
Apr 27 2024
Bug 1 seems to have been fixed, as I can't reproduce it.
However, bug 2 still persists unfortunately. It happens only if the player doesn't have the throwable class that's added with the command.
cant you just symlink/junction all folders but keys into a second "server folder" - would leave only to duplicate the exe and a few dlls in the root dir
Apr 26 2024
Is it not possible to customize dustEffect for specific surfaces in the same way DustEffects are, to achieve the desired snow surface effect? Similar to the different particle system when flying over water?
Sort of I guess, problem is two-fold:
I'm almost completely mathematically illiterate :D
please? 😬
I can agree with 8-10 players in a section moaning together on wounded, this is performance and sound garbage ok
But the sound from the bipod of which there are 1-2pcs. per section IMO will only improve poor sound accompaniment from player to players. I suggest that the bipod sounds should not be local and make this the default in the vanilla Arma 3
I have both yes.
You can already get position of a model selection/bone can't you?
So you can calculate the required offset
Should have worded it better but what NikkoJT said, attach from child object selection to parent object selection.
Indeed there is no MEH or Object EH to detect it, I've once tried to do similar with remoteExec ways IIRC, but isn't really a good way anyways
Apr 25 2024
i did end up doing my own work around just thought i might be nice for others to have an option
yes, and/or using filepatching, and/or within the scenario folder itself
Using getArtilleryComputerSettings makes sense for players, but I'm not sure how it'd work for AI artillery since they don't use the UI (and there can be more than one of them on a machine). I'd prefer to have a solution that can also work for AI.
I think they want the ability to use the child object's selections as the reference point. The existing selection stuff is only for the parent.
Fixed in Dev build 151757.
Fixed in Dev build 151757.
@dedmen either Spearhead 1944 or RHS AFRF (Grad rocket artillery have it if that's easier as smaller) fine?
Should be fixed in Dev build 151757.
Very likely that its the same reason yeah. I didn't check the code
We updated the Mac version a few days ago, does it work now?
You mean storing the video in a mod, that every player has?
Won't do. Feel free to write your own, or look at what the firing drill code does.
Very unlikely. The inventory system is not maintainable and this would probably be very complex.
???
attachTo can already attach to selection. And you can rotate it after attaching. Wiki even has example of that https://community.bistudio.com/wiki/attachTo
I don't get this? what is missing? As far as I can see its already all there
Air effects are included by class Air so base class for air vehicles.
"but when flying over that material"
Dust effects are for wheels, not flying. Rolling wheels only. Only when the vehicle has https://community.bistudio.com/wiki/isTouchingGround and moves, then dust is spawned at the wheels.
MissionEventhandlers make sense.
You can already see in your chat display bottom left, who is transmitting right?
The access code is no longer needed, as the update was officially released.
The MacUpdate216RC is not working nno longer. Is there any new solutions?
Unlikely
looks like a random one-time crash. Nothing actionable.
createSoundSource already takes array.
Can we just add a "localOnly" parameter to it? should be fine right?
Since source for roadkill damage changed from being a driver to an actual vehicle, damage from physx objects is still unit itself.
v = createVehicle ["Land_ToiletBox_F", player modelToWorld [0,10,0]]; pos = getPos v; onEachFrame {v setPos pos; v setVelocity [0,100,0]}; u = group player createUnit [typeOf player, v, [], 0, "CAN_COLLIDE"];
Here is a repro script to kill a unit with PhysX object.
v = createVehicle ["C_Hatchback_01_F", player modelToWorld [0,10,0]]; pos = getPos v; onEachFrame {v setPos pos; v setVelocity [0,100,0]}; u = group player createUnit [typeOf player, v, [], 0, "CAN_COLLIDE"];
Same repro with a vehicle instead of object properly attributes the vehicle as damage source
__FILE_NAME__ __FILE_SHORT__
getArtilleryComputerSettings sounds good place to put this.
The position is stored in global UI, "GetAtilleryTarget"
the settings command could also return a reference to the UI display? Like shownArtilleryComputer checks.
Its actually a dialog, the dialog that https://community.bistudio.com/wiki/dialog checks. That could've also just returned the dialog display (which can then be checked for null), but alas we have 20 years of tech debt.
This seems to have been done on purpose, back in 2018.
In T180323#2597801, @reyhard wrote:Those are not visible in game and that's why they are not defined. I guess I could try hiding those magazines better in Eden box editor if they are visible over there
They aren't visible in Eden, but these wrong icons are explicitly defined in the config. Maybe just remove these definitions so there are no pictures for them at all.
Those are not visible in game and that's why they are not defined. I guess I could try hiding those magazines better in Eden box editor if they are visible over there
There is a CommandChanged group EH, but that only works for commands, which is unfortunate when lots of things just aren't commands, see below.
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.
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.