User Details
- User Since
- Mar 26 2013, 11:01 PM (608 w, 1 d)
May 10 2016
Yes Sir,
works fine! Thank you very much.
@Koala: bad news here. Verifying files didn't do anything. Also deleting and re-downloading arma3.exe or the Addons-, dll- or dta-folder didn't help.
I even completely re-installed Arma 3, it still keeps crashing.
Crash report is up.
@Koala: Nikita's description is so damn accurate, I can barely add anything to it.
Maybe this: the game also crashes when a frag grenade explodes.
I tried it in the editor, in Virtual Reality, on Altis and Stratis.
The sound card I use is a M-Audio Revolution 5.1. Fumbling around with sound settings didn't help.
Confirmed.
Bug first appeared on 21 JAN 2016 and is still present in Dev Branch version 1.55.134043
Hm,
I find it rather plausible that APFSDS rounds don't destroy an air vehicle right away. Remember, the projectile is a massive metal dart which is only effective against hard (armored) targets. I could be wrong, but i think the penetrator would simply go through a soft target, in on side, out on the other (damaging/destroying vital systems in its path, of course).
I am with you when it comes to HE rounds. These should blast anything out of the sky, unaware of the range.
Yes,
same here. Very frustrating, indeed.
Hi,
although I cannot confirm the issue with respawn markers, I can with loadouts ("MenuInventory"), because those are selected randomly as well.
A workaround I found on the forums is this: put 'allowFunctionsRecompile = 1' in your missions's description.ext and 'BIS_fnc_initRespawn = {true}' in your soldier's init line. Made the random-loadout-thing disappear.
Anyway, this is not how it's supposed to be.
Nah,
that was just some sarcasm there (sorry, couldn't help it).
There already are some tickets about this. BIS is on the problem, I think they even announced that problem solved some time ago. Well, apparently, it isn't.
Check this: http://feedback.arma3.com/view.php?id=3028
Yes.
Errm,
have you tried unassigning the binocalur before removing?
https://community.bistudio.com/wiki/unassignItem
As far as I remember, the same happened with NV goggles. They just didn't disappear with only removeWeapon or removeItem.
Not sayin' good night, just sayin'...
Hi,
you may want to try add a publicvariable. That will spread the news of your trigger status over the network.
See attached mission file.
I played very much mission and always had a problem like this
Confirmed.
I have no idea what a Life mission is and I don't play Domination either, but I saw this thing happening on our own server just yesterday.
The mission was a little coop thingy made by myself, nothing fancy, also no extra addons needed.
Now, that is cowpoo! If a soldier can arm a satchel, he can also disarm it.
So either limit the whole thing to an expert or let every soldier handle it.
Same here: http://feedback.arma3.com/view.php?id=12082
Can confirm. Ran into this myself yesterday but couldn't figure out the reason. Thank you very much, da12thMonkey!
Although, apart from what is described above, I experienced that the player does NOT have to be in one of said vehicles, the sole presence of it is enough to break the game.
Now that's a true classic! This feature/bug has been seen in Armed Assault and maybe even ArmA II (not sure though). Fortunately, it disappeared after the nth patch, so keep hoping.
How about loading up the script then? Maybe there's a command in it which is no longer valid in Arma III (like processInitCommands, for example)?
May 9 2016
Yawn!
This has only been the case in Operation Flashpoint (2001), Armed Assault (2006) and ArmA II (2009). Why should they actually change it now when we just got used to it?
*irony off*
upvoted