- User Since
- Mar 7 2013, 9:03 PM (560 w, 4 d)
May 10 2016
Agreed, but duplicate (or at least subset) of issue ID 4896: http://feedback.arma3.com/view.php?id=4896
Game version should be changed from the beta; it affects stable branch as well.
I wasn't part of the mission played last night, but I know a lot of people who were suffered this error. When we've played A3 in the past this has been an issue as well. I'll push them all to upload their dumps.
Recommend setting this to "high" priority - it happens a lot, rendering the game unplayable for those it affects and ruining missions for those it doesn't, as half of your section can't maintain their presence.
Could this be to do with depth of field?
The game probably doesn't count the stars as 'in focus' (they are at infinity), so because they're a point source of light they'll be rendered just like an out-of-focus highlight in photography:
Turn off depth of field and see if your stars are still 'too big'.
Read more here:
I'm getting this a lot for \reticle_hamr.p3d.
LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_hamr.p3d]
Repeated a hundred plus times in one 2-3 hour session.
May 9 2016
Also I should clarify - this button should be there for everything - men, vehicles, weapon crates etc.
A cheap way of doing it would be to add whatever you add/remove in the GUI to the editor's init field - but this would still leave it cluttered.
A better solution in my opinion would be to add another line to the unit's code inside the .sqm - "init_gear" or similar, which stores the changes from the GUI. This does leave us with one problem though: what if someone changes a unit's, for example, main weapon with the GUI, then puts in the relevant code to give them a different main weapon in the init field? One would have to have a higher priority, and I would suggest the init field as anyone who uses that should know what they're doing.
Whilst this feature request isn't really the place to request different features - and I don't think an altitude slider is needed (there's already a text field) - I will say perhaps an easier method of placing enemies inside buildings is needed.
Hmm, my issue on this (which was, sadly, a duplicate) garnered 54 votes - it's a shame that now those votes will not be added onto this vote count.
For reference: http://feedback.arma3.com/view.php?id=3321
Voted up. The contour lines should be a different colour when the satmap texture is enabled, so they actually contrast with the background.
If it's anything like ArmA 2 - and it is - they're zeroed at about 300m (it says in this game though in the top right, so no guessing) and you will have to aim down in CQC to hit the target.
Happens to me too - but not consistently. I exited Steam and restarted it and ArmA III launches correctly. It has happened once previously, and a simple relaunch was enough. I have attached my crash dump files as per an earlier request, hopefully they can be of some use.
Problem Event Name: APPCRASH Application Name: arma3.exe Application Version: 0.5.102.571 Application Timestamp: 512deb6a Fault Module Name: ntdll.dll Fault Module Version: 6.1.7601.17514 Fault Module Timestamp: 4ce7ba58 Exception Code: c0000005 Exception Offset: 00039343 OS Version: 6.1.7601.2.1.0.256.1 Locale ID: 2057 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789