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DasAttorney
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User Since
Mar 7 2013, 1:58 AM (341 w, 20 h)

Recent Activity

Aug 2 2017

DasAttorney created T126362: Increasing 'AllDead' and 'AllDeadmen' collections during game - can't deleteVehicle.
Aug 2 2017, 6:10 PM · Arma 3

Sep 2 2016

DasAttorney added a comment to T120070: DX11 error : CreateTexture failed : E_OUTOFMEMORY.

Hi again,

Sep 2 2016, 10:42 PM · Arma 3

Aug 29 2016

DasAttorney added a comment to T120070: DX11 error : CreateTexture failed : E_OUTOFMEMORY.

Managed to get a crash, here's the dump files (verified installation and also bi malloc).

Aug 29 2016, 11:28 PM · Arma 3
DasAttorney added a comment to T120070: DX11 error : CreateTexture failed : E_OUTOFMEMORY.

Just done a test and it went blocky for a while but then recovered and carried on as normal.

Aug 29 2016, 9:12 PM · Arma 3
DasAttorney added a comment to T120070: DX11 error : CreateTexture failed : E_OUTOFMEMORY.

Yes, sorry I forgot about the malloc - I tried a different one last night and forgot to change it back.

Aug 29 2016, 6:57 PM · Arma 3
DasAttorney added a comment to T120070: DX11 error : CreateTexture failed : E_OUTOFMEMORY.

Is there anything else I can check?

Aug 29 2016, 5:40 PM · Arma 3
DasAttorney added a comment to T120070: DX11 error : CreateTexture failed : E_OUTOFMEMORY.

Sorry to come back with bad news - just got a crash - no mdmp file (but I read somewhere it won't generate if mem is low).

Aug 29 2016, 5:31 PM · Arma 3
DasAttorney added a comment to T120070: DX11 error : CreateTexture failed : E_OUTOFMEMORY.

Ok, that's much better now - I have the correct RC installed and the mission is running with no errors (which is good), plus, the pagefile is filling up like a boss.

Aug 29 2016, 4:24 PM · Arma 3
DasAttorney added a comment to T120070: DX11 error : CreateTexture failed : E_OUTOFMEMORY.

Sorry - had an old RC code so it downloaded the stable branch instead - have applied the correct code now and it's redownloading (my upstairs neighbour has kindly let me run an internet cable into his router so it's a lot quicker than doing this off my internet connection)!

Aug 29 2016, 3:44 PM · Arma 3
DasAttorney added a comment to T120070: DX11 error : CreateTexture failed : E_OUTOFMEMORY.

I can't run it as the update for addmissioneventhandler wasn't included in the RC branch:

Aug 29 2016, 3:27 PM · Arma 3

Aug 28 2016

DasAttorney added a comment to T120070: DX11 error : CreateTexture failed : E_OUTOFMEMORY.

Ok I think I've figured out how the crash works on my PC.

Aug 28 2016, 6:49 PM · Arma 3

Aug 27 2016

DasAttorney added a comment to T120070: DX11 error : CreateTexture failed : E_OUTOFMEMORY.

Hi, thanks for checking in :)

Aug 27 2016, 2:21 AM · Arma 3

Aug 25 2016

DasAttorney created T120070: DX11 error : CreateTexture failed : E_OUTOFMEMORY.
Aug 25 2016, 5:14 PM · Arma 3

Jul 31 2016

DasAttorney created T119699: configSourceModList not working as intended.
Jul 31 2016, 1:20 PM · Arma 3

Jun 6 2016

DasAttorney added a comment to T117302: "position accuracy" (_this select 6) is not updating on script command targetKnowledge.

Thanks for the heads up ceeeb.

Jun 6 2016, 8:55 PM · Arma 3

Jun 5 2016

DasAttorney created T117302: "position accuracy" (_this select 6) is not updating on script command targetKnowledge.
Jun 5 2016, 11:35 PM · Arma 3

May 10 2016

DasAttorney edited Steps To Reproduce on T85996: disableAI "cover" prevents groups from completing scripted waypoints.
May 10 2016, 12:54 PM · Arma 3
DasAttorney added a comment to T85479: dev branch crash - after recent fix for certain pc's.

Re: menus taking ages to open - turns out my profile was so bloated with variables in the namespace that it took ages to load pause menu and other data, so that was my bad.

Hope this helps anyone else who has any similar issues.

Closing/please close.

Thanks.

May 10 2016, 12:39 PM · Arma 3
DasAttorney set Category to category:gamecrash on T85479: dev branch crash - after recent fix for certain pc's.
May 10 2016, 12:39 PM · Arma 3
DasAttorney added a comment to T83492: Game freeze in editor.

If it helps, I think it's when the script above scans a map object (or certain type of map object) Spawned/editor placed objects seem fine. It was only when I started pointing the cursor at some of the objects that make up the airport that the game started freezing.

As I say though, I'm not sure but wanted to give you some context.

May 10 2016, 11:39 AM · Arma 3
DasAttorney set Category to category:gamecrash on T83492: Game freeze in editor.
May 10 2016, 11:39 AM · Arma 3
DasAttorney added a comment to T83448: InitServer, InitPlayerLocal, Init are not processed.

Also, functions with postInit=1 and preInit=1 are not processed.

May 10 2016, 11:38 AM · Arma 3
DasAttorney added a comment to T83039: SmokeShellGreen crashes the game.

Also, I've commented out all references to coloured smokeshells in my missions I can find but keep getting this: (It does let me load though now)

4:00:20 Warning Message: No entry 'bin\config.bin/CfgMagazines.'.
4:00:20 Warning Message: No entry '.picture'.
4:00:20 Warning Message: '/' is not a value
4:00:20 Warning Message: No entry '.scope'.
4:00:20 Warning Message: '/' is not a value
4:00:20 Warning Message: Error: creating magazine with scope=private
4:00:20 Warning Message: No entry '.displayName'.
4:00:20 Warning Message: '/' is not a value
4:00:20 Warning Message: No entry '.displayNameShort'.
4:00:20 Warning Message: '/' is not a value
4:00:20 Warning Message: No entry '.nameSound'.
4:00:20 Warning Message: '/' is not a value
4:00:20 Warning Message: No entry '.Library'.
4:00:20 Warning Message: No entry '.libTextDesc'.
4:00:20 Warning Message: '/' is not a value
4:00:20 Warning Message: No entry '.type'.
4:00:20 Warning Message: '/' is not a value
4:00:20 Warning Message: No entry '.count'.
4:00:20 Warning Message: '/' is not a value
4:00:20 Warning Message: No entry '.maxLeadSpeed'.
4:00:20 Warning Message: '/' is not a value
4:00:20 Warning Message: No entry '.initSpeed'.
4:00:20 Warning Message: '/' is not a value
4:00:20 Warning Message: No entry '.reloadAction'.
4:00:20 Warning Message: '/' is not a value
4:00:20 Warning Message: No entry '.modelSpecial'.
4:00:20 Warning Message: '/' is not a value
4:00:20 Warning Message: No entry '.ammo'.
4:00:20 Warning Message: '/' is not a value

May 10 2016, 11:24 AM · Arma 3
DasAttorney added a comment to T83039: SmokeShellGreen crashes the game.

And orange too!

3:39:14 Warning Message: No entry 'bin\config.bin/CfgWeapons.SmokeShellOrange'.
3:39:14 Warning Message: No entry '.scope'.
3:39:14 Warning Message: '/' is not a value
3:39:14 Warning Message: Error: creating weapon SmokeShellOrange with scope=private
3:39:14 Warning Message: No entry '.displayName'.
3:39:14 Warning Message: '/' is not a value
3:39:14 Warning Message: No entry '.nameSound'.
3:39:14 Warning Message: '/' is not a value
3:39:14 Warning Message: No entry '.type'.
3:39:14 Warning Message: '/' is not a value
3:39:14 Warning Message: No entry '.picture'.
3:39:14 Warning Message: '/' is not a value
3:39:14 Warning Message: No entry '.Library'.
3:39:14 Warning Message: No entry '.libTextDesc'.
3:39:14 Warning Message: '/' is not a value
3:39:14 Warning Message: No entry '.model'.
3:39:14 Warning Message: '/' is not a value
3:39:14 Warning Message: No entry '.simulation'.
3:39:14 Warning Message: '/' is not a value
3:39:14 Warning Message: No entry '.fireLightDuration'.
3:39:14 Warning Message: '/' is not a value
3:39:14 Warning Message: No entry '.fireLightIntensity'.
3:39:14 Warning Message: '/' is not a value
3:39:14 Warning Message: No entry '.fireLightDiffuse'.
3:39:14 Warning Message: Size: '/' not an array
3:39:14 Warning Message: Size: '/' not an array
3:39:14 Warning Message: No entry '.fireLightAmbient'.
3:39:14 Warning Message: Size: '/' not an array
3:39:14 Warning Message: Size: '/' not an array
3:39:14 Warning Message: No entry '.weaponLockDelay'.
3:39:14 Warning Message: '/' is not a value
3:39:14 Warning Message: No entry '.weaponLockSystem'.
3:39:14 Warning Message: '/' is not a value
3:39:14 Warning Message: No entry '.cmImmunity'.
3:39:14 Warning Message: '/' is not a value
3:39:14 Warning Message: No entry '.weight'.
3:39:14 Warning Message: '/' is not a value
3:39:14 Warning Message: No entry '.lockingTargetSound'.
3:39:14 Warning Message: Size: '/' not an array
3:39:14 Warning Message: No entry '.lockedTargetSound'.
3:39:14 Warning Message: Size: '/' not an array
3:39:14 Warning Message: No entry '.detectRange'.
3:39:14 Warning Message: '/' is not a value
3:39:14 Warning Message: No entry '.muzzles'.
3:39:14 Warning Message: Size: '/' not an array

May 10 2016, 11:24 AM · Arma 3
DasAttorney added a comment to T82621: Security of profileNamespace in MP.

There was some talk of blacklisting certain scripting commands (similar to cfgRemoteExecCommands) via description.ext, so if that ever appears, then you could blacklist it in your MP session.

May 10 2016, 11:10 AM · Arma 3
DasAttorney added a comment to T82621: Security of profileNamespace in MP.

That would be better I think. I mainly use it in the editor for diagnostics anyway. I haven't had cause to think of a reason to use it legitimately in MP.

Still there's nothing to stop someone running some missions in the SP editor, compiling a list of variable names, and sending them to you for your PC to erase. (If they really wanted to blank your KOTH variables for instance)

I think that's probably something that could be managed by scripts.txt or another Battleye scan though.

May 10 2016, 11:10 AM · Arma 3
DasAttorney added a comment to T82621: Security of profileNamespace in MP.

Also, option A (the confirm menu) could be abused by script kiddie. Ex:

Script kiddie sends following code to you (by EH/whatever) to spawn on your machine:

while {true} do {
missionNamespace setVariable ["lol", "haha I made your confirm menu pop up"];
profileNamespace setVariable ["lol", "haha I made your confirm menu pop up"];
saveProfileNamespace;
sleep 3;
};

So you get a request every 3 seconds asking to save some variables.

Sorry, I'm not knocking your idea, it's just a hard issue to regulate imo.

May 10 2016, 11:10 AM · Arma 3
DasAttorney added a comment to T82621: Security of profileNamespace in MP.

Forgot to default delete it if it does already exist:

{

if not (_x in (allVariables missionNamespace)) then {
	// add to mission namespace
	missionNamespace setVariable [_x,"someVar"];
	// now it's ok to delete  :)
    profileNamespace setVariable [_x,nil];
} else {
	// delete it anyway cuz we're a jerk
	profileNamespace setVariable [_x,nil];

};
} count (allVariables profileNamespace);
saveProfileNamespace;

May 10 2016, 11:10 AM · Arma 3
DasAttorney added a comment to T82621: Security of profileNamespace in MP.

You could get round option B though by doing this:

{

if not (_x in (allVariables missionNamespace)) then {
	// add to mission namespace
	missionNamespace setVariable [_x,"someVar"];
	// now it's ok to delete  :)
    profileNamespace setVariable [_x,nil];
};

} count (allVariables profileNamespace);
saveProfileNamespace;

So if it doesn't exist in MNS already, our jerk admin/hacker matey can add it to MNS, and suddenly it's ok to delete.

May 10 2016, 11:10 AM · Arma 3
DasAttorney added a comment to T82612: Random crashes - mods used - for your reference.

Thanks for replying.

You can close this then. It was only for your reference if you needed it. There is 0% chance of me not playing with this mod activated as it is the project I'm working on.

Cheers.

May 10 2016, 11:10 AM · Arma 3
DasAttorney edited Steps To Reproduce on T82612: Random crashes - mods used - for your reference.
May 10 2016, 11:10 AM · Arma 3
DasAttorney edited Steps To Reproduce on T82044: Stepover glitch through doors.
May 10 2016, 10:50 AM · Arma 3
DasAttorney edited Steps To Reproduce on T81699: Gunners attached to building are jerky.
May 10 2016, 10:39 AM · Arma 3
DasAttorney edited Steps To Reproduce on T81588: Mi48 Kajman doesn't respect waypoint Z or flyInHeight command.
May 10 2016, 10:35 AM · Arma 3
DasAttorney edited Steps To Reproduce on T81321: GunLightOn and IRLaserOn actions reset fire-mode.
May 10 2016, 10:27 AM · Arma 3
DasAttorney added a comment to T80829: forceWeaponFire not working on commander turrets (Smoke Launcher).

Did you try that demo mission linked to this ticket?

Press 0,0,2 or 0,0,3 on radio.

Is that working for you?

edit: ok agreed - useWeapon action is still working but forceWeaponFire is not.

May 10 2016, 10:11 AM · Arma 3
DasAttorney added a comment to T80829: forceWeaponFire not working on commander turrets (Smoke Launcher).

UseWeapon also broken on Marid (player as commander) Hear the noise but no smoke.

vehicle player action ["useWeapon", vehicle player, player,0];

May 10 2016, 10:11 AM · Arma 3
DasAttorney added a comment to T80829: forceWeaponFire not working on commander turrets (Smoke Launcher).

No, that doesn't work either.

If a player is in a Marid and uses:

commander vehicle player forceWeaponFire ["SmokeLauncher","SmokeLauncher"]

You hear the noise and see the grenades fly out of the barrels, but no smoke is produced.

May 10 2016, 10:11 AM · Arma 3
DasAttorney edited Steps To Reproduce on T80829: forceWeaponFire not working on commander turrets (Smoke Launcher).
May 10 2016, 10:11 AM · Arma 3
DasAttorney added a comment to T80598: Enemy Ai won't attack you if the vehicle you are in has a dead body belonging to their side..

I'll see if I can put together a repro for you :)

May 10 2016, 9:58 AM · Arma 3
DasAttorney edited Steps To Reproduce on T80598: Enemy Ai won't attack you if the vehicle you are in has a dead body belonging to their side..
May 10 2016, 9:58 AM · Arma 3
DasAttorney added a comment to T80220: Assigned vehicle infinite loop problem.

NP mate :)

May 10 2016, 9:46 AM · Arma 3
DasAttorney edited Steps To Reproduce on T80220: Assigned vehicle infinite loop problem.
May 10 2016, 9:46 AM · Arma 3
DasAttorney added a comment to T80220: Assigned vehicle infinite loop problem.

Edit: nvm, other comment by other user was deleted

May 10 2016, 9:46 AM · Arma 3
DasAttorney added a comment to T80205: Game crash in editor.

Looks good to me - thanks for looking into it :)

May 10 2016, 9:46 AM · Arma 3
DasAttorney added a comment to T80205: Game crash in editor.

Hi,

I haven't tested to check that as I only ever load up the editor to work on a mod.

I'd have to know what I'm looking for (what type of crash) to start playing around in vanilla trying to trigger it.

Is there anything you can see from the crash files that I can test for in vanilla?

May 10 2016, 9:46 AM · Arma 3
DasAttorney added a comment to T80205: Game crash in editor.

Added 2 more crash files.

May 10 2016, 9:46 AM · Arma 3
DasAttorney edited Steps To Reproduce on T80205: Game crash in editor.
May 10 2016, 9:46 AM · Arma 3
DasAttorney added a comment to T80158: setOwner breaking mandatory AI functionalities.

Similar issue here (AI do nothing when transferred Server => HC)

http://feedback.arma3.com/view.php?id=21192

May 10 2016, 9:44 AM · Arma 3
DasAttorney added a comment to T79957: Units spawned on Headless Client aren't targetting properly.

Closing ticket - opened in error.

I commented out localClient[]={127.0.0.1}; accidentally hence HC not getting accurate position info.

May 10 2016, 9:38 AM · Arma 3
DasAttorney added a comment to T79957: Units spawned on Headless Client aren't targetting properly.

I can't close this for some reason. Mods please close!

May 10 2016, 9:38 AM · Arma 3
DasAttorney edited Steps To Reproduce on T79957: Units spawned on Headless Client aren't targetting properly.
May 10 2016, 9:38 AM · Arma 3
DasAttorney edited Steps To Reproduce on T79773: lineIntersects does not return an intersection if underwater.
May 10 2016, 9:32 AM · Arma 3
DasAttorney added a comment to T79769: Crash right after initial Arma III logo with "loading addons".

You'll need to attach the following files:

.rpt
.bidmp
.mdmp

See here: https://community.bistudio.com/wiki/Crash_Files

May 10 2016, 9:32 AM · Arma 3
DasAttorney added a comment to T79654: Crash on client when DS spawns units.

Hi, repro is with BIS_iceman

May 10 2016, 9:29 AM · Arma 3
DasAttorney added a comment to T79654: Crash on client when DS spawns units.

Wow I just had a quick look on Virtual Studio and it looks like exactly what you said.

Not sure how I managed to 'achieve' that!

May 10 2016, 9:29 AM · Arma 3
DasAttorney edited Steps To Reproduce on T79654: Crash on client when DS spawns units.
May 10 2016, 9:29 AM · Arma 3
DasAttorney edited Steps To Reproduce on T79550: Units local to HC will not follow waypoints set on server.
May 10 2016, 9:25 AM · Arma 3
DasAttorney added a comment to T79539: DS crash on mission start IF HC is connected - C0000005 ACCESS_VIOLATION at 5C33415C.

Update:

I doubled the RAM on the server to 2048. It's now working ok and doesn't crash out.

May 10 2016, 9:25 AM · Arma 3
DasAttorney added a comment to T79539: DS crash on mission start IF HC is connected - C0000005 ACCESS_VIOLATION at 5C33415C.

Hi, PM'd you about test mission.

May 10 2016, 9:25 AM · Arma 3
DasAttorney added a comment to T79539: DS crash on mission start IF HC is connected - C0000005 ACCESS_VIOLATION at 5C33415C.

Hi, no dice I'm afraid.

Now the DS is crashing when connecting player either enters or gets past player selection screen.

MDMP describes it as "The thread tried to read or write to a virtual address for which it does not have the appropriate access"

I've uploaded 3 sets of crash files for you. Mission should be the same as the one I sent you.

I'm on 127992. Verified files as well.

7z file icon crash.7z [^] (630,978 bytes) 2014-10-30 16:11

May 10 2016, 9:25 AM · Arma 3
DasAttorney added a comment to T79539: DS crash on mission start IF HC is connected - C0000005 ACCESS_VIOLATION at 5C33415C.

I just checked Stable and I don't get any crashes on DS or client (HC not tested as not in Stable yet)

May 10 2016, 9:25 AM · Arma 3
DasAttorney added a comment to T79539: DS crash on mission start IF HC is connected - C0000005 ACCESS_VIOLATION at 5C33415C.

Hi,

It's not any better - client still crashes when DS spawns in units.

I opened a new ticket and put the client crash files there:

http://feedback.arma3.com/view.php?id=21296

I might go back to Stable and check everything works OK.

May 10 2016, 9:25 AM · Arma 3
DasAttorney added a comment to T79539: DS crash on mission start IF HC is connected - C0000005 ACCESS_VIOLATION at 5C33415C.

Hi,

I just tried the update and I can't even run the mission on a DS now without the client crashing (HC is not connected).

I deliberately didn't change anything over the weekend so that I could check your changes.

I will need to go and double check my code just to make sure there isn't anything there causing this (I have done that already, but you never know).

I don't know what to do here though - I'll set up a new ticket with client crash files. Merge it in here if you need to.

At the moment though, I can't even run the mission to do a repro for the HC issues.

May 10 2016, 9:25 AM · Arma 3
DasAttorney added a comment to T79539: DS crash on mission start IF HC is connected - C0000005 ACCESS_VIOLATION at 5C33415C.

The changes you made on Friday (build 127815) seemed to have fixed crash on mission init, but the crash report I sent in #21178 is still present.

However, I read your note on that ticket that it would be fixed in upcoming build #127818 so I was waiting for that to go live and will check again for this ticket and that one.

If no change, then I’ll upload a repro.

May 10 2016, 9:25 AM · Arma 3
DasAttorney edited Steps To Reproduce on T79539: DS crash on mission start IF HC is connected - C0000005 ACCESS_VIOLATION at 5C33415C.
May 10 2016, 9:25 AM · Arma 3
DasAttorney added a comment to T79536: DS crashes on despawn units ONLY when HC connected: C0000005 ACCESS_VIOLATION at 01B8D050.

Thanks for looking into this one so quickly.

I updated this morning and I'm on 127815.

Will keep an eye on the revisions and test as soon as 127818 goes live.

May 10 2016, 9:25 AM · Arma 3
DasAttorney added a comment to T79536: DS crashes on despawn units ONLY when HC connected: C0000005 ACCESS_VIOLATION at 01B8D050.

Just to add: The mission is rock solid on just DS and clients.

Crashes only happen when HC is connected.

May 10 2016, 9:25 AM · Arma 3
DasAttorney edited Steps To Reproduce on T79536: DS crashes on despawn units ONLY when HC connected: C0000005 ACCESS_VIOLATION at 01B8D050.
May 10 2016, 9:25 AM · Arma 3
DasAttorney added a comment to T79422: new command for server config: onServerStart.

Agree with Skaronator - If I block .sqf via allowedPreprocessFileExtensions, then Arma can't read it's own files:

Could not load 'A3\functions_f\systems\fn_locations.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\variables\fn_areEqual.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\variables\fn_swapVars.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\variables\fn_variableSpaceAdd.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\variables\fn_variableSpaceRemove.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\vectors\fn_crossProduct.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\vectors\fn_dotProduct.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\vectors\fn_magnitude.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\vectors\fn_magnitudeSqr.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\vectors\fn_unitVector.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\vectors\fn_vectorMultiply.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\vectors\fn_vectorDiff.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\vectors\fn_vectorAdd.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\vectors\fn_vectorFromXToY.sqf'. Extension not listed in allowedPreprocessFileExtensions
Could not load 'A3\functions_f\vectors\fn_rotateVector2D.sqf'. Extension not listed in allowedPreprocessFileExtensions

May 10 2016, 9:21 AM · Arma 3
DasAttorney edited Steps To Reproduce on T78459: Missing skeleton in Land_WIP_F.
May 10 2016, 8:52 AM · Arma 3
DasAttorney added a comment to T78023: Civilian ejecting from a jet gives error "Bad vehicle type: ParachuteC".

Still present today!

16:59:34 Warning Message: Bad vehicle type ParachuteC
16:59:34 Warning Message: Bad vehicle type ParachuteC
16:59:34 Warning Message: Bad vehicle type ParachuteC

May 10 2016, 8:40 AM · Arma 3
DasAttorney added a comment to T77862: Black screen game freeze randomly.

Rgr - will try and again without mods/params - haven't had a crash for a couple of days but will try to replicate.

May 10 2016, 8:37 AM · Arma 3
DasAttorney edited Steps To Reproduce on T77862: Black screen game freeze randomly.
May 10 2016, 8:37 AM · Arma 3
DasAttorney added a comment to T77844: Model errors for Titan Launchers.

BTW - I can't close issue - "access denied". :(

May 10 2016, 8:36 AM · Arma 3
DasAttorney added a comment to T77844: Model errors for Titan Launchers.

Thanks Pettka - can't see any errors now.

May 10 2016, 8:36 AM · Arma 3
DasAttorney edited Steps To Reproduce on T77844: Model errors for Titan Launchers.
May 10 2016, 8:36 AM · Arma 3
DasAttorney added a comment to T77831: Multiplay Game Freezes 5-6 minutes from start of mission consistently.

@Iceman - added files and ticket here:

http://feedback.arma3.com/view.php?id=19504

May 10 2016, 8:36 AM · Arma 3
DasAttorney added a comment to T77831: Multiplay Game Freezes 5-6 minutes from start of mission consistently.

Similar issue - added rpt and bidmp. No mdmp available.

May 10 2016, 8:36 AM · Arma 3
DasAttorney added a comment to T77097: Cannot load certain cutscene animation footstep sounds.

Hi, broken combat roll sounds as well:

http://forums.bistudio.com/showthread.php?152866-General-Discussion-(dev-branch)&p=2688085&viewfull=1#post2688085

Cannot load sound 'a3\sounds_f\characters\crawl\concrete_roll_1.wss'

May 10 2016, 8:18 AM · Arma 3
DasAttorney added a comment to T76448: Add new command "isEqualTo" for binary comparison.

Thanks KK and Japa - this will be very useful :)

May 10 2016, 8:00 AM · Arma 3
DasAttorney added a comment to T76348: Server crashing few minutes after mission launch.

@Dwarden, please see here (very similar, if not the same) issue. I've posted up the code that causes the crash:

http://feedback.arma3.com/view.php?id=17962

May 10 2016, 7:58 AM · Arma 3
DasAttorney added a comment to T76321: Dedicated server crashes after briefing.

Small update.

If I spawn the code with a sleep of say 10 seconds, then it stops the DS crashing. It seems to only crash if ran directly in the respawn.sqf.

So I would say that for me this issue is resolved - weird that it didn't used to do this in previous builds but now does for some reason.

May 10 2016, 7:57 AM · Arma 3
DasAttorney added a comment to T76321: Dedicated server crashes after briefing.

I found what causes the crash (at least on my mission). When players are spawned, they are a civilian unit and a respawn.sqf is ran to change them to independent. The respawn template looks like this:

class CfgRespawnTemplates
{
// Class used in respawnTemplates entry
class horde_respawn
{

		// Function or script executed upon death. Parameters passed into it are the same as are passed into onPlayerKilled.sqf file
		onPlayerKilled = "\skynet\scripts\killed.sqf";
		// Function or script executed upon respawn. Parameters passed into it are the same as are passed into onPlayerRespawn.sqf file
		onPlayerRespawn = "\skynet\scripts\respawn.sqf";
		// Default respawn delay (can be overwitten by description.ext entry of the same name)
		respawnDelay = 20;

};
class Spectator
{

		onPlayerRespawn = "BIS_fnc_respawnSpectator";

};
};

//

In the respawn.sqf, there is some code which causes the DS to crash:

_group = group _unit;
_newGroup = createGroup independent;
[_unit] joinSilent _newGroup;
_newGroup selectLeader _unit;
deleteGroup _group;

Commenting it out stops the crash.

Hope that helps you.

EDIT: Very similar to this issue: http://feedback.arma3.com/view.php?id=17989

May 10 2016, 7:57 AM · Arma 3
DasAttorney edited Steps To Reproduce on T76321: Dedicated server crashes after briefing.
May 10 2016, 7:57 AM · Arma 3
DasAttorney added a comment to T76215: Heavy performance issues with _pos nearestObject ID - (_pos nearestObject ID broken in A3 DEV branch).

Issue fixed for me :)

May 10 2016, 7:55 AM · Arma 3
DasAttorney edited Steps To Reproduce on T75941: class "groundWeaponHolder" creates shadows that are visable through walls..
May 10 2016, 7:48 AM · Arma 3
DasAttorney edited Steps To Reproduce on T74782: East/West side relations stop artillery from working.
May 10 2016, 7:19 AM · Arma 3
DasAttorney edited Steps To Reproduce on T74417: AI Divers in "COMBAT" behaviour are extremely slow (and have bad pathfinding) underwater.
May 10 2016, 7:11 AM · Arma 3
DasAttorney added a comment to T74183: Putting a silencer on the MX SW LMG spams error to log file.

754kb of this:

weapon:"arifle_MX_SW_F" with 7 modes needs weapon mode with index 5, but given silencer(muzzle_snds_H) has only 5 modes
weapon:"arifle_MX_SW_F" with 7 modes needs weapon mode with index 6, but given silencer(muzzle_snds_H) has only 5 modes
weapon:"arifle_MX_SW_F" with 7 modes needs weapon mode with index 5, but given silencer(muzzle_snds_H) has only 5 modes
weapon:"arifle_MX_SW_F" with 7 modes needs weapon mode with index 6, but given silencer(muzzle_snds_H) has only 5 modes
weapon:"arifle_MX_SW_F" with 7 modes needs weapon mode with index 5, but given silencer(muzzle_snds_H) has only 5 modes
weapon:"arifle_MX_SW_F" with 7 modes needs weapon mode with index 6, but given silencer(muzzle_snds_H) has only 5 modes
weapon:"arifle_MX_SW_F" with 7 modes needs weapon mode with index 5, but given silencer(muzzle_snds_H) has only 5 modes
weapon:"arifle_MX_SW_F" with 7 modes needs weapon mode with index 6, but given silencer(muzzle_snds_H) has only 5 modes
weapon:"arifle_MX_SW_F" with 7 modes needs weapon mode with index 5, but given silencer(muzzle_snds_H) has only 5 modes
weapon:"arifle_MX_SW_F" with 7 modes needs weapon mode with index 6, but given silencer(muzzle_snds_H) has only 5 modes

May 10 2016, 7:06 AM · Arma 3
DasAttorney added a comment to T74154: Ref to nonnetwork object ********# NOID ia_soldier_0*.p3d.

Please sort this out Bohemia:

4:17:09 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:09 Ref to nonnetwork object a0f1f200# 1815855: horde_invisible_target.p3d
4:17:09 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:09 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:09 Ref to nonnetwork object a0f1f200# 1815855: horde_invisible_target.p3d
4:17:09 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:09 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:09 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:09 Ref to nonnetwork object a0f1f200# 1815855: horde_invisible_target.p3d
4:17:09 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:09 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:09 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:09 Ref to nonnetwork object a0f1f200# 1815855: horde_invisible_target.p3d
4:17:09 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:09 Ref to nonnetwork object b9cb1600# 1815854: horde_invisible_target.p3d
4:17:09 Ref to nonnetwork object a0f1f200# 1815855: horde_invisible_target.p3d
4:17:09 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:09 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:09 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:09 Ref to nonnetwork object b9cb1600# 1815854: horde_invisible_target.p3d
4:17:09 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:10 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:10 Ref to nonnetwork object a0f1f200# 1815855: horde_invisible_target.p3d
4:17:10 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:10 Ref to nonnetwork object a0f1f200# 1815855: horde_invisible_target.p3d
4:17:10 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:10 Ref to nonnetwork object a0f1f200# 1815855: horde_invisible_target.p3d
4:17:10 Ref to nonnetwork object b9cb1600# 1815854: horde_invisible_target.p3d
4:17:10 Ref to nonnetwork object a0f1f200# 1815855: horde_invisible_target.p3d
4:17:11 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:12 Ref to nonnetwork object b9cb1600# 1815854: horde_invisible_target.p3d
4:17:12 Ref to nonnetwork object b9cb2400# 1815853: horde_invisible_target.p3d
4:17:12 Ref to nonnetwork object a0f1f200# 1815855: horde_invisible_target.p3d
4:17:12 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:12 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:13 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:13 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:13 Ref to nonnetwork object a0f1f200# 1815855: horde_invisible_target.p3d
4:17:13 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:13 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:13 Ref to nonnetwork object a0f1f200# 1815855: horde_invisible_target.p3d
4:17:13 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:13 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:13 Ref to nonnetwork object b9cb0f00# 1815852: horde_invisible_target.p3d
4:17:13 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:13 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:13 Ref to nonnetwork object a0f1f200# 1815855: horde_invisible_target.p3d
4:17:13 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:13 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:13 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:14 Ref to nonnetwork object a0f1f200# 1815855: horde_invisible_target.p3d
4:17:14 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:14 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:14 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:14 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:14 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:14 Ref to nonnetwork object a0f1f200# 1815855: horde_invisible_target.p3d
4:17:14 Ref to nonnetwork object b9cb1600# 1815854: horde_invisible_target.p3d
4:17:14 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:14 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:14 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:14 Ref to nonnetwork object a0f1f200# 1815855: horde_invisible_target.p3d
4:17:14 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:14 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:14 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:15 Ref to nonnetwork object a0f1f200# 1815855: horde_invisible_target.p3d
4:17:15 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:15 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:15 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:15 Ref to nonnetwork object b9cb0f00# 1815852: horde_invisible_target.p3d
4:17:15 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:15 Ref to nonnetwork object a0f1f200# 1815855: horde_invisible_target.p3d
4:17:15 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:15 Ref to nonnetwork object 906f3900# 1815851: horde_invisible_target.p3d
4:17:15 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:15 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:15 Ref to nonnetwork object a0f1f200# 1815855: horde_invisible_target.p3d
4:17:15 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:15 Ref to nonnetwork object 906f3900# 1815851: horde_invisible_target.p3d
4:17:15 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:15 Ref to nonnetwork object a0f1f200# 1815855: horde_invisible_target.p3d
4:17:15 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:15 Ref to nonnetwork object a0f1f200# 1815855: horde_invisible_target.p3d
4:17:15 Ref to nonnetwork object a9038100# 1815856: horde_invisible_target.p3d
4:17:16 Ref to nonnetwork object b9cb1600# 1815854: horde_invisible_target.p3d
4:17:22 Ref to nonnetwork object 9dfa0800# 1816788: horde_invisible_target.p3d
4:17:22 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:23 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:23 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:24 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:24 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:24 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:24 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:24 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:24 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:24 Ref to nonnetwork object 9dfa0800# 1816788: horde_invisible_target.p3d
4:17:24 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:25 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:25 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:25 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:25 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:25 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:26 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:26 Ref to nonnetwork object 70db9600# 1816783: horde_invisible_target.p3d
4:17:26 Ref to nonnetwork object 70db9600# 1816783: horde_invisible_target.p3d
4:17:27 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:28 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:28 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:28 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:29 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:29 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:29 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:29 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:29 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:29 Ref to nonnetwork object 70db9600# 1816783: horde_invisible_target.p3d
4:17:29 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:29 Ref to nonnetwork object 70db9600# 1816783: horde_invisible_target.p3d
4:17:29 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:29 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:30 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:30 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:30 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:30 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:30 Ref to nonnetwork object 9dfa0800# 1816788: horde_invisible_target.p3d
4:17:30 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:30 Ref to nonnetwork object 9dfa0800# 1816788: horde_invisible_target.p3d
4:17:30 Ref to nonnetwork object 9dfa0800# 1816788: horde_invisible_target.p3d
4:17:30 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:30 Ref to nonnetwork object 70db9600# 1816783: horde_invisible_target.p3d
4:17:30 Ref to nonnetwork object 9dfa0800# 1816788: horde_invisible_target.p3d
4:17:30 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:30 Ref to nonnetwork object 9dfa0800# 1816788: horde_invisible_target.p3d
4:17:30 Ref to nonnetwork object 70db9600# 1816783: horde_invisible_target.p3d
4:17:31 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:31 Ref to nonnetwork object 9dfa0800# 1816788: horde_invisible_target.p3d
4:17:31 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:31 Ref to nonnetwork object 9dfa0800# 1816788: horde_invisible_target.p3d
4:17:31 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:31 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:31 Ref to nonnetwork object 70db9600# 1816783: horde_invisible_target.p3d
4:17:31 Ref to nonnetwork object 9dfa0800# 1816788: horde_invisible_target.p3d
4:17:31 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:31 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:31 Ref to nonnetwork object 70db9600# 1816783: horde_invisible_target.p3d
4:17:31 Ref to nonnetwork object 9dfa0800# 1816788: horde_invisible_target.p3d
4:17:31 Ref to nonnetwork object 9dfa0800# 1816788: horde_invisible_target.p3d
4:17:31 Ref to nonnetwork object 70db9600# 1816783: horde_invisible_target.p3d
4:17:31 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:31 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:31 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:31 Ref to nonnetwork object 9dfa0800# 1816788: horde_invisible_target.p3d
4:17:32 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:32 Ref to nonnetwork object 9dfa0800# 1816788: horde_invisible_target.p3d
4:17:32 Ref to nonnetwork object 80215600# 1816786: horde_invisible_target.p3d
4:17:32 Ref to nonnetwork object 70db9600# 1816783: horde_invisible_target.p3d
4:17:32 Ref to nonnetwork object 9dfa0800# 1816788: horde_invisible_target.p3d
4:17:32 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:32 Ref to nonnetwork object 70db9600# 1816783: horde_invisible_target.p3d
4:17:32 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:32 Ref to nonnetwork object 9dfa0800# 1816788: horde_invisible_target.p3d
4:17:32 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:32 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d
4:17:32 Ref to nonnetwork object 9dfa0800# 1816788: horde_invisible_target.p3d
4:17:32 Ref to nonnetwork object 9dfa0800# 1816788: horde_invisible_target.p3d
4:17:32 Ref to nonnetwork object 9dfa0800# 1816788: horde_invisible_target.p3d
4:17:32 Ref to nonnetwork object 9dfa0800# 1816788: horde_invisible_target.p3d
4:17:32 Ref to nonnetwork object 9dfa0800# 1816788: horde_invisible_target.p3d
4:17:33 Ref to nonnetwork object 9dfa0800# 1816788: horde_invisible_target.p3d
4:17:33 Ref to nonnetwork object 80215d00# 1816787: horde_invisible_target.p3d

May 10 2016, 7:05 AM · Arma 3
DasAttorney added a comment to T74154: Ref to nonnetwork object ********# NOID ia_soldier_0*.p3d.

I'm getting lots of these as well. Running a dedi on same machine as client.

I read that it is related to deleting a locally created object, but my code doesn't use createVehicleLocal.

EDIT: This error also pops up for editor placed units when running the mission

Ref to nonnetwork object 22d5a040# NOID o_soldier_01.p3d
Ref to nonnetwork object 22d5a040# NOID o_soldier_01.p3d
Ref to nonnetwork object 22d58080# NOID o_soldier_01.p3d
Ref to nonnetwork object 22d58080# NOID o_soldier_01.p3d
Ref to nonnetwork object 22cf6040# NOID o_soldier_01.p3d
Ref to nonnetwork object 22cf6040# NOID o_soldier_01.p3d
Ref to nonnetwork object 22caa040# NOID o_soldier_01.p3d
Ref to nonnetwork object 22caa040# NOID o_soldier_01.p3d
Ref to nonnetwork object 22caa040# 166781: o_soldier_01.p3d
Ref to nonnetwork object 2252c080# NOID o_soldier_01.p3d
Ref to nonnetwork object 2252c080# NOID o_soldier_01.p3d
Ref to nonnetwork object 2252c080# 166788: o_soldier_01.p3d
Ref to nonnetwork object 22630080# NOID o_soldier_01.p3d
Ref to nonnetwork object 22630080# NOID o_soldier_01.p3d
Ref to nonnetwork object 224fe040# NOID o_soldier_01.p3d
Ref to nonnetwork object 224fe040# NOID o_soldier_01.p3d
Ref to nonnetwork object 224fc080# NOID o_soldier_01.p3d
Ref to nonnetwork object 224fc080# NOID o_soldier_01.p3d

May 10 2016, 7:05 AM · Arma 3
DasAttorney added a comment to T73633: Zamak driver seat bugged - AI and players cannot enter.

Just checked it out and the fix is good. Thanks again. Closing.

May 10 2016, 6:47 AM · Arma 3
DasAttorney added a comment to T73633: Zamak driver seat bugged - AI and players cannot enter.

Excellent, thank you. I will check tomorrow (on the 9th of Oct) and verify it's resolved for you.

May 10 2016, 6:47 AM · Arma 3
DasAttorney edited Steps To Reproduce on T73633: Zamak driver seat bugged - AI and players cannot enter.
May 10 2016, 6:47 AM · Arma 3
DasAttorney added a comment to T72382: Tank main gun blasts incorrect + no felt and observed recoil..

Plus, where's the sound of the turret rotating? No servo/hydraulic sounds whatsoever that I can hear.

May 10 2016, 6:11 AM · Arma 3
DasAttorney edited Steps To Reproduce on T72288: TrackIR head roll reversed when facing backwards in a vehicle..
May 10 2016, 6:09 AM · Arma 3
DasAttorney edited Steps To Reproduce on T72286: Please can we have an unarmed version of the soldiers?.
May 10 2016, 6:09 AM · Arma 3
DasAttorney added a comment to T72281: When AI is knocked over (and not killed) by a vehicle, they refuse to resume patrol.

Sorry guys, seems to fixed - forgot to get back on here and update this.

May 10 2016, 6:09 AM · Arma 3
DasAttorney added a comment to T72281: When AI is knocked over (and not killed) by a vehicle, they refuse to resume patrol.

Will check this weekend properly for you - I wrote some code to work around it so will delete from the mission and check again.

May 10 2016, 6:09 AM · Arma 3