User Details
- User Since
- Oct 14 2014, 11:43 PM (531 w, 5 d)
Fri, Dec 13
i tried recreating the problem by just fuzzing the modparams using a snippet of the code from the ace_common_fnc_getAddon function to fire off all the cfgweapons, cfgvehicles, cfgmagazines, and such and could not cause the same to crash with those modparams but i did notice that the uinamespace getvariable "ace_arsenal_addlistboxitemcache" is a hashmap that is using the getordefaultcall command to add items and i was wondering if there is a memory limit?
Nov 9 2024
i was able to crash the game with the modparams command by inserting a really log string as the modclass parameter...i wonder if the modlist i was using had an obfuscated modclass that could have caused a buffer overflow or something in an unusual way?
Sep 27 2024
Aug 26 2024
Apr 25 2024
yes, and/or using filepatching, and/or within the scenario folder itself
Mar 9 2024
Apr 29 2023
Mar 11 2023
I am not expecting anything but i think it would be neat to have the following feature(s) added to the scripterror event handler:
the handler runs in an overall catch block that redirects the error message from it's default behavior. this is accomplished by not displaying the error message on screen unless one's return value is a string with said error he/she would like to be printed. additionally, one can return value false or true to change the handling of the script as either a continue execution (true) or breakpoint (false) such that he or she can handle the error gracefully (like in the case of code that could cause problems if the code continues with errors). this would give modders the ability to turn off error messages by event this event handler just returning true or saving the errors into a variable for later parsing and analysis or redirecting to the log file or showing the error in the systemchat, etc.
Feb 9 2023
from my experience, the mods that this has occurred with are:
lago melee system
bullet in chamber
project infinite inspect weapons
i believe it has something to do with the cfgmods parser because it fails at that step during the startup process
diag shows following error unique to this:
d:\bis\source\dev\futura\el\evaluator\expresscompiler.cpp(4384)(func: GameState::CompileConstants) [AssertNoDlg] MainThread=8712 globals
i haven't been able to pinpoint exactly what is causing it or the correct commonality between the above mods. and there are many more that are causing this but it is taking me way too long to track them all down.
May 21 2022
Jan 18 2021
Nov 8 2020
what i've found is that the bis_fnc_arsenal script uses the ui list boxes to randomize the attachments so if the primary/secondary/handgun is active, the attachments on the weapon selected will be randomized but will not when any other category is selected (e.g. select uniform, vest, backpack and the attachment will not randomize or remain the same or be no attachment if the attachment is not compatible with the weapon randomly selected from the ui list box). i recommend the script either switching to each weapon's list and then randomizing the attachments or just doing it the hard way and looking at the compatibility list in the config for one (whatever is most efficient since many users are using massive mod lists anymore).
Sep 24 2017
Apr 15 2017
Oct 7 2016
disregard, i created an option within my mod to simulate this.
Sep 8 2016
Aug 27 2016
FOUND IT! in the file BISProfile.json, if the value for "tag" contains special characters (in my case i used open/close parenthesis and forward slashes in my clan tag from UNITs (https://units.arma3.com/unit/secret)) and i caused a crash so i changed the settings on my unit to use an underscore as the only special character and then changed it in the BISProfile.json file and it no longer crashes!
i thought it worked but then the next time i opened the game it got the exact same error. the attachment above is from the release candidate 164 (Arma3Update164RC) which means if this goes live, my game will be bricked.
Aug 16 2016
Only crashes on dev; stable is good. i put the phaseLog parameter in my arma_params.txt file specified by the launcher.
Aug 15 2016
YEAH! it worked this time.
Aug 12 2016
is there a way to force a bidmp or something? the window pops up (from battleye) when it crashes to submit a report but it is just that text file i sent earlier.
Aug 11 2016
Aug 6 2016
my attempt at a debug dump at: arma3.zip . i updated the game through Steam, not the updater. just updated the video drivers so they are good too. i also tried with/without battleye. with/without memory options set. let me know what email to send the link to if you need access.
Jul 27 2016
all those troubleshooting tasks were accomplished; even restarting steam/windows, updating windows/steam, and switching back and forth several times between stable and dev versions. the moon and stars aligned on this one when it comes to my system.
there were no debug dump files in that folder
this is without any mods, all default options; development version.
1.62 version (stable) works just fine for me, even with mods enabled
development version was working with version 1.63.137676 but ever since July 22nd, version 1.63.137695 on this has not worked.
Jul 22 2016
May 10 2016
"No messages received" Countdown (but server not resetting)
Comes back without kicking me out.
Super laggy
Leave because lag
Find a different server
Join, spawn at coast.
Friend I was playing with did the exact same as me, only when he joined the server I was on, he still had his character and location.
Yeah, it feels like there is an invisible barrier between the player and the zombie. You can get around this by strafing around the zombie and attacking from an angle.
I also think walking into the zombie helps, but I'm not too sure.
Taking my mask off helped me, but didn't help my friend. We had to saline him to fix it.
"No messages received" Countdown (but server not resetting)
Comes back without kicking me out.
Super laggy
Leave because lag
Find a different server
Join, spawn at coast.
Friend I was playing with did the exact same as me, only when he joined the server I was on, he still had his character and location.
"No messages received" Countdown (but server not resetting)
Comes back without kicking me out.
Super laggy
Leave because lag
Find a different server
Join, spawn at coast.
Friend I was playing with did the exact same as me, only when he joined the server I was on, he still had his character and location.
Saw that, this ticket could probably be closed. Thank you.
The original problem I was having, the option for music added to the description.ext was not being listed in triggers however, I just tested it in version 1.55.133346 and they are working now; this ticket could be closed. Thank you.
benargee, switch to dev mode and it says it prominently at the top.
I have tons of scenarios that use game logic waypoints to track "visual logic" style programming so i would lose all that code if i am unable to import all my old missions with this. side note/idea: create a script to mass convert to new format for all missions in personal files (with backup of course).
This is consistent while unmodded (dev version 1.49.131774). AI dies upon transition from free fall animation to parachute deployment. Only workaround is to set foreach units allowdamage false and create trigger that detects istouchingground foreach units set each unit allowdamage true. At one time, long ago this was fixed but it came back I think since version 1.43 or 1.46.
related to ticket: http://feedback.arma3.com/view.php?id=24450
disregard, weapon stabilization is already supported and is good enough, deployed weapon makes no sense anyway. thank you.
even in the live release video we all saw that we could deploy the weapon on a team member.
this is still an active issue in RC version 1.48.131504.
fixed with update (dev version) rev. 131590 http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog/page58&s=05531baae8f446f0fe505a0c6f494908
please close ticket
only happens to passengers in cargo positions; might be a symptom of not being able to take the nvgoggles from inventory and moving back to the linked slot (this is a separate issue).
retested it and the conditions are:
if no pilot and you are in the cargo (back) of helicopter, nvgoggles work but as soon as a pilot is on the heli, nvgoggles no worky. (tested version 1.43.129935)
worked like a charm. thank you.
yes ImperialAlex, that is perfect.
make sure to surround the mod option with double quotes (") so it recognizes the spaces and special characters are not another switch to the command. additionally use a .bat file to put the command into so there is no limit to the number of mods you want to use (i had the same issue with it too long).
amd fx-8350 8core 4ghz 8gb ram
amd radeon R9 200 series
win7 x64
game saved on SSD
not sure about ram speeds
I've noticed this as well when one increases the time acceleration (setacctime), either while the AI is driving or flying the pilot/driver will 'stutter' as OP puts it and return to normal when time acceleration is 1x or slower. I would assume this is related to one's system lag as V_Ninth and TOMMEH indicated.
check out my hidden_ghillies (http://steamcommunity.com/sharedfiles/filedetails/?id=400754572) mod or check out g00d69's mod that inspired the majority of my mod's configuration. they include full body ghillies and i can create more if you have textures that you would like me to add.