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https://community.bistudio.com/wiki/Arma_3:_Unusual_process_exit
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Dec 5 2022
Dec 4 2022
In T167384#2385380, @dedmen wrote:The hurons simply save a composition with the different camo or use a script command to change their looks then place now in the editor and they will be in their original textures.
I'm unable to follow these steps.
Can you explain better what to do?
I can place hurons and set them to their opposite color.
I can also copy-paste them and they keep the color I set. I can also save them as a composition and place them, and they still have the color that I set.
Dec 3 2022
The first video showed how the siren did not turn off on a vehicle that had simulation turned off (by DynSim) when it was damaged by 100%
now I suspect this is normal behavior for this kind of object
Dec 2 2022
Yes, I have. I've done both. I am also running mods that's normally when the game crash and does not respond
Hello, i've checked your crashfiles.
Seems to be a known issue related to the map, its a complex issue but we are looking into it.
Sorry for the inconvenience.
Have you tried verifying your files through steam or reinstalling Arma 3?
What you are suggesting is rewriting half the engine, it is not doable
Dec 1 2022
In T167056#2385841, @Wetzer wrote:What do you mean? The detection radius cannot be less than vehicle precision, because of the path planning, it will plan path in chunks of the size of vehicle precision so it cannot be less. If you you think the precision is too rough, make a mod and change it, since it is config value it cannot be changed on per vehicle basis.
The idea is not to change vehicle precision itself. the idea is to make it changeable if the value is taken into account for path planning at all. The default would be "yes". When mission creator decides by additional optional parameter of completion radius to switch off precision value, the path planning would take into account only the given completion radius of the specific waypoint.
What do you mean? The detection radius cannot be less than vehicle precision, because of the path planning, it will plan path in chunks of the size of vehicle precision so it cannot be less. If you you think the precision is too rough, make a mod and change it, since it is config value it cannot be changed on per vehicle basis.
In T167056#2385760, @Wetzer wrote:@BIS_fnc_KK
After some testing, I would appreciate the ability to influence the safety range. Maybe as an optional parameter to switch off safety distance.
As new, optional parameter it would not break the default setup and give the chance for existing missions to "react" to the new cirmustances with minimum effort.
An advantage of this would be, that the multplier can be introduced again for Non-PLaer AI groups
@BIS_fnc_KK
After some testing, I would appreciate the ability to influence the safety range. Maybe as an optional parameter to switch off safety distance.
As new, optional parameter it would not break the default setup and give the chance for existing missions to "react" to the new cirmustances with minimum effort.
An advantage of this would be, that the multplier can be introduced again for Non-PLaer AI groups
I see your using a lot of mods, can you see if the game works fine if you run it vanilla?
dev-branch next week
The hurons simply save a composition with the different camo or use a script command to change their looks then place now in the editor and they will be in their original textures.
Nov 30 2022
should be fixed in rev 150110
Should be fixed in rev 150108
should be fixed in next dev
dev-branch next week
Could you remove this multiplier?
In T167056#2385061, @BIS_fnc_KK wrote:
rev 150093
Thanks for the thorough investigation
Nov 29 2022
alt syntax rev 150092
If those buildings are not added to slow vehicles by the engine, then they wont return, use nearestTerrainObjects for those
I was unable to reproduce the issue. Please upload the RPT file from session where you had the issue.
prof v8, next dev branch
Thank you for reporting this issue.
We will see what we can do to resolve it.
Thank you for requesting the feature.
Due to the current phase of Live Ops development in Arma 3, we cannot commit to any new features,
though we will try to consider them.
Fixded next dev branch
Is there some way to change the UI back to vanilla while still having S.O.G. Prairie Fire enabled?
Nov 28 2022
Guys it was my fault, I was not attentive and misunderstood you in a hurry, also english is not my native language/ In general, I missed
game crashed several times during mission, files checked on arma3 workshop wo results
game crashed several times during mission, files checked on arma3 workshop wo results
Yes, this seems to be a problem with Windows 10 (and maybe earlier versions). This joystick also crashes other flight games like Star Wars Squadrons. I got a newer joystick, also a Thrustmaster, which works fine in Arma and all other games I've tested.
It seems something called "PID_*" is causing the issue.
This isnt part of arma so there is nothing we can do.
Thank you for requesting the feature.
Due to the current phase of Live Ops development in Arma 3, we cannot commit to any new features,
though we will try to consider them.
Thank you for requesting the feature.
Due to the current phase of Live Ops development in Arma 3, we cannot commit to any new features,
though we will try to consider them.
Hi - we will need your crash files - see https://feedback.bistudio.com/w/ft_a3_howto/
Won't do
BIS_fnc_spawnGroup could do with a change along with this addition.
Currently, if the function spawns a vehicle as part of the group( e.g a CfgGroups entry ), the group is passed to BIS_fnc_spawnVehicle where addVehicle is used on the group, but at the end of BIS_fnc_spawnGroup an additional group is created so as to reorder the units by rank( previous group is deleted ) but the vehicles are not transferred.
Hello, thanks for the clear repro!
I was able to repro the issue on our internal build and will pass it along to our programmers.
We will see what we can do, to resolve the issue.
Hello, to be able to see what might be causing your issue we need your crash files (.rtp and .mdmp) of the time of the crash.
https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/ hope this guide helps finding them.
You can attach them to this ticket or post it in a comment.
Nov 27 2022
I did some more testing on a new dedicated server installation on a different system and could reproduce the issue there with just vanilla Arma3.
@mickeymen
I appreaciate your effort to find a solution. But to set the value for the completion radius to a value lower than a computated specific value for each type of vehicle would "override" this lower value by the "computated specific value". And here is the problem specially for that specific air vehicle:
The computated value is 10x higher as forseen by the value in the config. this means in numbers:
The minimum completion radius forseen for this air vehicle is 100m. This means, that all values between >0m and 1000m would be overriden by 1000m (the faulty computated minimum value for these air vehicle of 100m).
Caused by the bug it is 10x higher, so it is 1000m.
In other words: All values from 100m(this is after the introduced behavior of this ticket the minimum compl. rad for this vehicle) to 1000m are not reachable to set. And THAT is a problem. Not for me, but for some scripters and for all the missions out there, that maybe are abandon and have no support anymore to react to this.
@mickeymen Is this a language problem? "non-zero" means "not zero". The behaviour for zero completion radius is fine. The behaviour for non-zero completion radius is not.
Nov 26 2022
In T167056#2383734, @Wetzer wrote:
thumbs up
@BIS_fnc_KK any news?
Nov 25 2022
Nov 24 2022
TL;DR: Setting a small non-zero completion radius massively increases the completion radius for air vehicles.
@Tenshi
If you expand the older posts, you will find this post from jaj22:
"
Replicated this in the editor. It looks like when you give vehicles non-zero completion radius values, it caps them to a type-dependent minimum. However, this minimum seems to be 10x higher than the normal type completion radius for air vehicles. Tested cases: