still not fixed
2024 09 16
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Sep 16 2024
dont know if any other vehicle has this bug
I have the exact identical issue, same symptoms and error.
Cannot use any element of Arma 3 Tools, all immediately crash.
Also using Windows 10 64 Bit
Sep 15 2024
Sep 14 2024
Well, Hi. I'm very, very stupid. Everything was down to not having the correct mod folder set up. I swear that's one of the first things I tried but oh well, now it works apparently so yeah, laugh at me if you will; I'll be recovering lost time
Probably related to gas stations blowing up several times too. Some MP mess is going on.
Looks like localization side issue @falagor
Sep 13 2024
I believe it is related to the fact that the player is touching the ground at the time
try
player setPosWorld (getPosWorld player vectorAdd [0,0,0.1]); player setVelocity [0,0,100];
nevermind i fixed it
I take it this bug still exists as I am getting the same problems where recoilCoef doesnt seem to do anything, along with hit in AmmoCoef
Sep 12 2024
Reposting from discord:
Sep 11 2024
Seems to fix an issue I thought was unrelated, where hideObjectGlobal didn't always work on *localhost* when executed during the init process. Time will tell, because the replication wasn't 100% reliable anyway. Tested on 2.18 RC.
Sep 10 2024
Light on this object always be allowed to enable, by default animation and lights state is off
Use this code to enable lights
_this animateSource ["Lights_Hide",0]; _this switchLight 'ON'
This is still an issue in 2.16.151618.
Sep 9 2024
I cannot see which script file it was, but the "modParams" command was at line number 374.
Sep 8 2024
In T184224#2663092, @TRAGER wrote:This error fixed in dev see T182822
Solved the problem by updating via .\Publisher Cmd update, however, now the question arises, now always update via cmd or was it an episodic case.
Sep 7 2024
not every mod in arma uses ai, could be interesting having the chance to rise or lower the water height.
Sep 6 2024
This error fixed in dev see T182822
Sep 5 2024
small tweaks to launcher params seem to have made this stable and stopped the issue.
In T184176#2662576, @dedmen wrote:Why should it not throw error?
getNumber reads either number, or string as SQF script. If its not SQF script it throws error. That is by design. I don't see a problem here?simple expressions depend on context. Animation simple expressions have different variables than sound or particle effects. And the values of these variables are different per object.
getNumber doesn't know what environment.
Having allDisplays return in correct order would work for me. What I meant by topmost was the rendering order and I thought this would be same as input focus. The reason I need the topmost display is so that I can add new controls to it via ctrlCreate so that those controls wont get hidden behind UI elements from other displays
The freeze dump, is currently inside "modParams" script command. It is looking if a mod's picture exists, and trying to find what PBO it is in.
A freeze dump is only a snapshot of a instant in time. That's why we always write two freeze dumps, so we can see atleast two points and judge where the freeze might be at.
I think setPhysicsCollisionFlag would be a great solution to issue № 9
2.20 152207
allDisplays can't do this because the displays returned are in random order
Why should it not throw error?
getNumber reads either number, or string as SQF script. If its not SQF script it throws error. That is by design. I don't see a problem here?
The engine is just not built to have water level change on the fly. Many things would break and not work correctly.
Adding the command itself, and pushing up the water level is easy. And then you have AI flying helicopters under water.
Agreed, the new environment can generate some highland lakes
In T85736#1129500, @commy2 wrote:Yeah, I noticed that too. Apparently it's a campaign / set of missions.
https://forums.bistudio.com/topic/186001-sp-campaign-delta-force-altis/raft wars
Installation:
Extract "DFA.pbo" to your "Steam\SteamApps\common\Arma 3\Campaigns" folder.The developer wrote that this is the way to install it, but I don't think you are supposed to throw any files inside the Campaigns folder (which doesn't even exist, you have to make one), similar to how you are not supposed to put files inside the Addons-folder.
ref: https://forums.bistudio.com/topic/168277-cba-community-base-addons-arma-3/page-31
Sep 4 2024
MBT_02_Engine_EXT_Burst_Sound(Shader)Set and MBT_02_Engine_INT_Burst_Sound(Shader)Set also do not exist, however the sound files is existing in data
Plus not added to soundSets(Ext)Int={}; of MBT_02_base_F and MBT_02_railgun_base_F classes
Sep 3 2024
I was not aware of getShotInfo, I think it be good to keep in line with it so setShotFuseDistanceLeft and setShotTimeToExplosion sound reasonable.
Sep 2 2024
Plus one error MBT_02_Servo02_Int_SoundSet missed in soundSetsInt={}; of MBT_02_base_F and MBT_02_railgun_base_F classes
I'd add shot into command name to distinguish it from triggers. Also maybe use same names as titles for values in https://community.bistudio.com/wiki/getShotInfo ?
My internet connection has been upgraded to a fiber optic one, with a very decent connection speed.
The stuttering still persists when 10+ compositions are subscribed from STEAM.
if (objectcurators _logic isNotEqualTo []) then { /* ... */ };
;-)
Works on Windows at least:
stable: S.O.G. Prairie Fire | vn | false | false
profiling: S.O.G. Prairie Fire | vn | false | true