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.
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Sep 5 2024
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
Sep 1 2024
Aug 31 2024
Aug 30 2024
Aug 29 2024
Validate your game files in Steam.
Aug 28 2024
Aug 27 2024
Aug 26 2024
RM-51 and RM-70 of the CSLA CDLC seem to not work with this EH. The EH doesn't seem to fire. Only these two vehicles from the CDLC seem affected. I tested vanilla, GM, CSLA, RF/WS artillery units, and they all work except these two.
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Issue likely already fixed on profiling branch and in the next game update.
You could report it on BattlEye's website, or you could just wait for them to whitelist it again.
Adding some stuff from Discord #dev_rc_branch channel:
Aug 23 2024
I agree, the action menu / scroll wheel menu should appear in the layout editor.
I have somehow managed to move it a long time ago, I wasn't aware at the time that it was not a feature of the game.
I found out the hard way today when my layout got wiped due to there not being a save function. In trying to recreate it, I realized that the action menu was missing in the layout editor.
there is visual proof that I made it work, and I can attest to the fact that it was persistent even in vanilla arma. I am very curious to know why I was able to do so in the past and not anymore
Aug 22 2024
Problem can be reproduced in both normal player view and Zeus view.
any chance for this to be added in future?
Aug 21 2024
The freeze is now also fixed, but it will not make it to 2.18 game update, it will be available on profiling branch.
And the crash was already fixed.
By the way, the game is called "Arma 3", lowercase second A. and it's also not "Armed Assault 3"
https://www.bohemia.net/blog/arma-2-the-name-tale
Would it be possible to grant this ability to weapons attached to air vehicles and gunpods? geometry dash wave is sure to leave an indelible mark on players' minds as they immerse themselves in its captivating world of geometric puzzles.
I will add -debug to the server start options and notify you when this occurs again.
run 3
I have scripts that monitor client PC crashes by storing and retrieving cargo objects from transport vehicles' cargo spaces.
spacebar clicker
Aug 20 2024
Aug 19 2024
Aug 18 2024
reopening for visibility
Aug 17 2024
In T183738#2654410, @clairemiller069 wrote:Try fully restarting the mission instead of loading from a previous save. This may reset the AI behavior and prevent the squad leader from getting stuck in the looping pattern. Additionally at Expertsmind, ensure that no mods are running, as they could be affecting the mission. If the problem persists, consider replaying the mission from the campaign selection screen after finishing it once.
Try fully restarting the mission instead of loading from a previous save. This may reset the AI behavior and prevent the squad leader from getting stuck in the looping pattern. Additionally at Expertsmind, ensure that no mods are running, as they could be affecting the mission. If the problem persists, consider replaying the mission from the campaign selection screen after finishing it once.
Update: this happened yet again even though I thought the restart fixed it, instead the squad leader does the same thing but in the middle of town after clearing it, deciding that the squad needs to get some more exercise in and has them running up and down a short stretch of the main road.
Aug 16 2024
Another thing regarding the windows virus. According to Epics forums, these virus blocks are false flags. Epic has created some files for the Unreal engine that mimic the same behavior as malware, but they are safe according to them. But they recommend disabling the windows AV when you install the editor.
Aug 15 2024
ammo_box addWeaponCargo ["MineDetector", 1]
-> MineDetector has no weight and can be equipped as secondary weapon.
Aug 14 2024
If you're ok with alternatives, you can try OpenTrack instead. I think it also has a TrackIR output mode.
Some mod is deleting a magazine inside a Reload eventhandler.
Bug was fixed 2 months ago, and is available on profiling branch (Which you can select in the steam beta branches settings)
It will also be fixed with next game update