The issue with removeWeaponGlobal not fully removing all pylon weapons from some CSLA helicopters like the Mi-24V, AH-1F, and MH-60A DAP appears to stem from improper weapon-magazine linking in the config files. While the command logs the correct pylon weapons, some still remain usable, suggesting discrepancies in how pylon weapons are configured or bound to the vehicle. This issue is reproducible and doesn't occur in other aircraft like the Mi-17 or AH-99, indicating a DLC-specific config oversight. A config review of CfgMagazines and weapon associations for the affected helicopters is recommended to resolve the inconsistency.
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Wed, May 28
Mon, May 26
Need help please!
@Tenshi This seem to be fixed.
Sun, May 25
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May 12 2025
The rope is actually unwound, back to 50cm minimum length.
But its stretched by up to 21x. The problem here is that the rope is elastic and stretches itself, not that ropeUnwound is returning a wrong value.
ropeUnwound is working as designed.
prof v31, 2.22
Map icon draw crash.
Old issue, we don't know how to fix it. So far. There are dozens of tickets for it
May 11 2025
You are like the best beta tester in the world by now. You find the issues, you provide the solutions and you charge nothing for all that work.
May 10 2025
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May 2 2025
In T190364#2788419, @BIS_fnc_KK wrote:Players being locked in lobby
works for me, there is a few seconds delay before you can select role
Debriefing remains on screen after mission restart
works fine as well, no debriefing screen for me
In T123355#2801333, @LSValmont wrote:KK never gave back feedback it seems, only Dedmen.
Will Dedmen claim ownership of this?PS: Are holdactions also compiled before every execution? Because holdaction seem very resource intensive with larger code
May 1 2025
This is happening for me on both profiling and standard branch
Apr 30 2025
Tested addAction conditions with this code:
conditionFunc = {call{call{call{ call {captive cursorObject}}}} and call{call{call{call{alive cursorObject}}}} and call{call{call{call{typeOf cursorObject == 'CAManBase'}}}}}; for "_i" from 1 to 1000 do { //player addAction ["Title", {}, nil, 2, true, true, "", "call{call{call{call{captive cursorObject}}}} and call{call{call{call{alive cursorObject}}}} and call{call{call{call{typeOf cursorObject == 'CAManBase'}}}}"]; player addAction ["Title", {}, nil, 2, true, true, "", "call conditionFunc"]; };
Frame rate of 220 without either, 102 with the separate function and 93 with the string. Not sure whether that's compilation overhead or just the code locality costs of running 1000 different functions. The main takeaway would be "don't add 1000 addActions to the player".
KK never gave back feedback it seems, only Dedmen.
Will Dedmen claim ownership of this?
Apr 29 2025
Game loads fine with & without mods, when BattleEye is unchecked/turned off
Collected the ARMA details & report (when required)
Apr 26 2025
just tested with latest dev version, mission complete. recommend close ticket. on side note, it was a bit slower (not significant enough to warrant any fix as this may be a symptom of "efficiency" that caused the bug in the first place). thank you!