User Details
- User Since
- Sep 24 2014, 4:51 AM (534 w, 4 d)
Sep 10 2017
Still present in 1.76.
Fixed in 1.76
Jul 1 2017
Jun 15 2017
Jun 1 2017
Apr 25 2017
I agree. Just found out that it's impossible to use any kind of TI with ppEffects.
Feb 21 2017
Feb 15 2017
Sep 11 2016
1.64 RC - problem still exists
Aug 21 2016
1.62 - problem still persists.
See my previous comment. Please make the server and client change the overcast at the same rate. The difference the client and server can in a short time period is huge.
Aug 19 2016
Aug 13 2016
In the meantime... you can use Poor man's RegisteredToWorld3DEN EH:
1.62 - EH still does not work
May 10 2016
Yes, just tried it. It works :)
Seems like you need to use "Logic" instead of "System"
Obviously I checked every standard stuff. Looks like using a new profile path solves it (just latin characters) Will post if it still occurs.
Had no problem like this before... what's more the new profile files are actually created and written in that folder, but looks like the game is having a problem reading it.
Sometimes now I cannot get trough the "Best place is to start at Bootcamp", if I click no, it changes the Intel part of the main menu, if I click yes it's either crashes or opens up the bootcamp mission selection with an error message.
Also, I can create a new profile from ingame, but I cannot edit the profile name. What's more I cannot delete existing profiles (asks if I'm sure, I click yes and nothing happens)
RC is resetting my profile. Any solutions guys? Shall I just destroy my registry or reinstall my system? :D
It's not happening anymore with today's Dev build.
Yup, I tried with/without custom profile, does not work. I even deleted the registry entry which holds the latest profile (so it loads up the default one), still no luck.
It just takes the selected profile and rewrites (almost?) everything. Controls, video settings are affected, that's 100% sure. Must be some rare conflict of some sort. (Not happening to everyone on Dev Build)
Thank you for the quick response!
Stable version works fine. I uploaded the report.
I just redownloaded the whole Dev Build (game updater), the problem is still present.
Looks like if you spawn it (not sure about call, as it crashes) the code assigned to the buttons are executed once the dialog is created.
Can anyone confirm this?
Yes it is, however, if I don't touch it (edit: just placing the object, not clicking on the checkbox), it doesn't apply the attribute (not returning anything, the expression isn't called, the attribute is not saved in mission.sqm). Not sure if I do something wrong or maybe it's the way it supposed to be.
Updated the ticket.
@harmdhast: indeed, but check with a helicopter for example. It is totally destroyed (afaik), but no Killed EH is triggered. Bottom line is still, that the Killed EH is still not reliable on vehicles.
@TheMasterofBlubb: Well, sure, but that would need a loop, so why use the killed eventhandler at all. Ideally, you should be able to do this with only using killed EH.
So yeah, alive still returns true on ground vehicles. Adding some context here:
I wanted to replace a continuous respawn loop with killed EH (performance ftw!), but I figured out that there is a problem when the vehicle gets into a water. At the moment I see no workaround here, as hit/hitpart/dammaged/handledamage don't return anything either when the vehicle gets destroyed/disabled in the water.
@KK - Yup, my bad. Alive returns false on helicopters, but not on ground vehicles. Correcting the description.
edit: also on jets - edit2 : scratch that, killed EH works on jets
To be honest, I'm clueless. No matter how I experiment, I cannot find 100% proof that it's actually BE blocking or just the UAV system works this way and these are just harmless log spams.
From my latest experiments, it worked fine, but I have some experience with UAVs and they do tend to do crazy stuff overtime. Like once I disabled the autonomous function, landed the drone and right after I released controls, it started to take off.
I kind of believe that these logs are there for a reason, but I cannot be 100% sure if it's even Battleye related.
Edit note: replaced fn_common_returnChildren in the reproduction to BIS_fnc_returnChildren. (was copy pasted from my modified code )
Yeah, according to biki, you can use Arma 3 sounds. Say3d also have this problem so it doesn't matter. Maybe we can properly script sound stuff in the future.
Thanks. Too bad that's not global. Can I use the stock audio files from Arma 3 with say3d?
edit: also cannot set pitch... damn it.
Thank you very much! :)
Here's a new crash with 1.50. Couldn't reconnect to the same mission
https://www.dropbox.com/s/pmmky53yj135cpf/ArmaReport_Log_20150827T183945_RadicsXIstvan.zip?dl=0
used mods:
CBA 1.1.23
Shacktac Stamina bar
Shacktac Fireteam HUD
Cyprus Push-to-Hear 1.6
@BaBe_midTex - Mid range terrain replacement
New one, updated CBA to v2.0.0.150817. It was just in the editor testing GUI
https://www.dropbox.com/s/00ykj16ayen5pek/ArmaReport_Log_20150831T223214_RadicsXIstvan.zip?dl=0
Greetings Adam,
I have already attached a DropBox link with a winrar package to the ticket
Pasting here too: https://www.dropbox.com/s/6hal2ltact4hwaa/armadump.rar?dl=0
Also there's another one:
https://www.dropbox.com/s/4n3p5451oiokh5f/ArmaDump2.rar?dl=0
I can reproduce a crash (not sure if it's the same) by clicking on play-> campaign, then going back and again play -> campaign. For me for the 2-3x try crashes the game. Tried with different profile, the result was the same. Even with a brand new profile.
Let me know if you need any more information on this.
edit: here's the crash dump. it is not always generated though.
edit2: changed the memory allocator (from system), now it's not happening
https://www.dropbox.com/s/fhlpu9wbmqgs8js/CampaignMenuCrash.rar?dl=0
Already fixed
Unless you are talking about slingloading, it's probably not a BIS bug, rather it's a script bug. Assuming that loading a stomper into a Mohawk actually means loading the Stomper into the cargo bay, which is not a vanilla feature.
Fixed in 1.48 RC
Fixed, as the root problem is fixed.
Looks like it's fixed on dev branch (according to the changelog)
Update: it isn't related to the grenade launcher, it can happen with any weapon.
Forgive my sloppy testing.
[sorry, I know it's not for discussion]
People like 3rd person because of this exploit, nothing else. If someone wants play without wall peaking, then he/she will join to a 1st person server. The bigger "fov" and arguments like that are just trying to justify seeing over walls.
Distributing any resource to fix this "problem" would be a bad idea and a waste of time and energy IMO, but I'm no dev... so...
Anyways, there's a mod for a custom 3rd person camera.
1.55.133820 (DEV) - The issue is still present.
1.48 - this issue is still present.
Thank you for your answer.
Still, I think the script commands to enable/disable (and customize) the radar on vehicles is needed.
Yup, I can confirm. I checked all the helicopters:
Pawnee/hummingbird - disabled
Ghost hawk - disabled
Blackfoot - enabled
Huron - disabled
Orca Armed - enabled
Orca Armed Black and White - disabled
Orca Unarmed - disabled
Kajman - enabled
Taru - disabled
Hellcat armed - disabled
Hellcat unarmed - disabled
Mohawk - disabled
If it's on purpose, then it's inconsistent, also mission creators don't have the option to properly balance the game with enabling / disabling radar on vehicles. I suggest adding script commands. (example http://forums.bistudio.com/showthread.php?173657-Vehicles-radar-system)
If it isn't on purpose, then please fix it ASAP. This can make PVP missions completely unbalanced.
It is fixed! (hooray) You cannot interrupt the healing animation anymore.
Thanks BIS!
Are you gonna fix this guys? It's pretty frustrating...
I feel your pain guys. "engine limitation"
No idea, cannot join my dedicated server :D
edit: got it working, yup, it is fixed :)
1.48 RC - EH still not triggers if object is not local
Still not fixed. First person incoming missile sound in most air vehicles is just too quiet.
Still present in 1.52
1.55.133820 (DEV) - Still present
The military cargo buildings also having problems with the window glasses.
I found that it only happens in Multiplayer (tested with dedicated server). The same waypoints work fine in single player.
Too hard to fix. Hm. Did they lose the source code?
Apex? Von? Will they fix it?
Still problematic in 1.54. The problem is that the client's Forecast value is the server's overcast value, thus it's moving to that value ALWAYS slower than the actual server overcast towards forecast. And there comes the JIP player who actually gets the server's overcast value instantly.
Not trying to be the salty one here... but have you actually tested your game's weather sync?
What does "reviewed" mean?
So... what's up with this guys???
May 9 2016
There's another problem. Sometimes the clouds are not present, no matter if the overcast is set on the client. So players can experience heavy raining and a clear sky.
Here's what happens:
[1.48]
If I set the overcast on the server, I must run the forceweatherchange command too to change it on the clients and also to form the clours on the client.
However, If I just set the overcast server side, that can change even instantly, but the client cannot. Wouldn't be a problem as it should just set the forecast, the future overcast value in x seconds.
The problem is that if I reconnect, the client automatically update to the server's value. It would be good to know what is the actual setovercast maximum change per second on the client. (the max speed of the overcast can change on the client) to avoid joined and JIP players differences.
edit2: I measured the changing rate on the client, and 1 to 0 or 0 to 1 should take around 3125 seconds, so setting 3600 setovercast 1 (from 0) should be safe - but it's not. The client overcast value is always changing slower than the server one, no matter if the client could handle the 0 to 1 change in 1 hour. That's the problem. SO with time the overcast values won't match between already joined and JIP players (as stated above, they get the server value)
edit: Or just make the same limit on the server (except if you use forceweatherchange - that should still set it automatically to the set value)
Value of the waves isn't syncing - not sure if that even changes anything. However if I can notice some waves forming no matter what are these values, but if I reconnect the waves are gone and I need to wait for them again.
Fog, lightning, rain is syncing with a little delay, so that's actually pretty OK. Rainbow is not syncing (not even sure that's a valid weather effect) I haven't checked the wind though
It's still not syncing properly... This is just makes the servers not to use weather changes AT ALL... Sometimes it's just a bit difference, sometimes it's a storm on one computer and on the other it's a sunny beautiful day.
Dear BI... Any info on this issue? I would be so happy if this could be addressed.