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- Jan 19 2016, 12:04 AM (461 w, 2 d)
Thu, Nov 7
I have not found a vehicle that would spawn without the hand brake on. Or has anyone followed a car that rolled away and went in to driver seat to check and then found that hand brake was off.
I double checked it in the workbench and you're correct that they do spawn with the handbrake on. I would argue that the issue is in fact how neutral gear behaves. When I use GM to drag a car to a slope with the handbrake on, it will not slide down when I put it on 1st gear, but it will when I put it on neutral. Ofc cars spawn in neutral, which leads to OP's issue. The ticket's title and description should be updated accordingly.
Mon, Nov 4
The repro still shows the old spawning system, but the newer building mode has the same issue. In fact any editor mode has this issue, hence also GM.
It also doesn't seem to get removed when someone falls unconscious while bandaging. For instance, you can shoot an AI in the leg and then keep shooting until they fall unconscious while they try to bandage. You won't be able to bandage it, but you can verify in GM that they are still bleeding. This can even be reproduced without peer clients.
Oct 3 2024
Thanks for the update. Tbf. the AI has gone through many revisions in the meantime and I don't think I've seen the problem pop up in practice recently. It might still be reproducible with the setup above, but it was a ridiculous setup to begin with just to make it reproducible.
Sep 25 2024
Sep 10 2024
Should be closed, since duplicate of T184289
Can be closed as resolved.
Sep 7 2024
I get a new error now with the very same set-up as described in the repro:
07:43:28.112 BACKEND (E): [RestApi] ID:[3] TYPE:[EBREQ_WORKSHOP_GetDownloadListS2S] Error Code:503 - Service Unavailable, apiCode="", uid="", message="" 07:43:28.211 BACKEND (E): Failed to fetch addon details from workshop API! Repeat later or try different mods. 07:43:28.410 ENGINE (E): Unable to initialize the game 07:43:28.430 ENGINE : Game destroyed.
Was just a temporary thing. It falls back to the old error again.
Sep 6 2024
Sep 5 2024
Aug 9 2024
Jul 4 2024
Jul 2 2024
Correction, the repro still produces crashes when done with a peer client. I updated the repro accordingly. Latest crash ID: d1fe2423-714a-4d00-bd30-43ed8f2fbc1a.
Jun 3 2024
Can be marked as resolved, since it was added in the meantime.
May 24 2024
May 17 2024
RoadNetworkManager has been implemeted on experimental. It's now possible to query roads and get their width and points.
Feb 23 2024
AIWorld.GetRoadNetworkManager looks already promising. Currently returns null, but I guess it will be functional once AI driving is added.
Feb 11 2024
Feb 8 2024
Nov 11 2023
This issue is no longer observed on experimental.
Nov 8 2023
It still happens for me on stable, but it looks like it has been resolved on experimental.
Oct 22 2023
Since this hasn't been tested yet, I'll take the liberty to provide a more detailed repro. I created and published a test mod with the ID 5EAC510A8E6EC623, which contains the following code and in essence defines a new variable for the mission header and its value is written in the chat for all clients:
//------------------------------------------------------------------------------------------------ modded class SCR_MissionHeader : MissionHeader { [Attribute(defvalue: "11", desc: "My mission header variable")] int m_iMHT_myVariable; };
Oct 8 2023
Sep 24 2023
Jul 15 2023
Jun 9 2023
Nice, thanks for the update!
Jun 6 2023
Jun 2 2023
May 19 2023
May 15 2023
May 14 2023
I think this ticket can be marked as resolved. The server name has been fixed in the recent update.
May 6 2023
Apr 12 2023
Apr 11 2023
Apr 10 2023
Apr 9 2023
One can always argue whether it is a feature or an abuse. I am more on the abuse side, since a lot of causal folks don't know the mechanic too well and don't know how to deal with it.
Apr 8 2023
This type of abuse is really rampant on the official servers, however simply hiding the delete action behind a rank would be problematic at the beginning of a match, since no one would be able to remove misplaced objects.
Jun 16 2022
Yes, the A2S_INFO is all over the place...
- dedicatedServerId instead of server name
- the map is reported as stringtable ID of the mission instead of Everon
- Game is reported as "Arma Reforger", which in Arma 3 was used to report the name of the mission
- Steam app ID is 0, which is why you can't connect
Jun 2 2022
Oct 13 2021
I'm sorry for the confusion I created. We were trying to get rid of ACE optionals for ZEN by using __has_include, but still have issues with file patching.
At this point it's more likely an issue on our end, since I take your word that it was fixed. Hence, consider it as resolved.
Oct 6 2021
That fix actually is the root of this issue. Yes, __has_include matches unpacked mods now when file patching is enabled. Problem is that it does so regardless whether the mod is actually loaded or not.
Oct 2 2021
Jun 27 2021
May 27 2021
Dec 24 2018
Still, the cache is also here an issue. https://feedback.bistudio.com/T123355 would imply that the caching is done independent of whether you pass code or string.
Dec 23 2018
But why don't I observe a memory leak in this case?
Nvm, bad example.
uiNamespace setVariable ["display", displayNull]; terminateOnEachFrame = false; onEachFrame { _display = uiNamespace getVariable ["display", displayNull]; if (isNull _display) then { if (terminateOnEachFrame) exitWith {onEachFrame {}}; terminateOnEachFrame = true; _parentDisplay = findDisplay 49; _parentDisplay createDisplay "RscDisplayEmpty"; _display = findDisplay -1; uiNamespace setVariable ["display", _display]; _arr = []; _arr set [500000,random 1215235345]; _display displayAddEventHandler ["unload", {_arr = []; _arr set [500000,random 1215235345]; str _arr}]; } else { terminateOnEachFrame = false; _display closeDisplay 1; }; };
Not really surprising, but passing a string instead of code to an event handler seems to have the same effect, e.g. for a display like in this test case
uiNamespace setVariable ["display", displayNull]; terminateOnEachFrame = false; onEachFrame { _display = uiNamespace getVariable ["display", displayNull]; if (isNull _display) then { if (terminateOnEachFrame) exitWith {onEachFrame {}}; terminateOnEachFrame = true; _parentDisplay = findDisplay 49; _parentDisplay createDisplay "RscDisplayEmpty"; _display = findDisplay -1; uiNamespace setVariable ["display", _display]; _arr = []; _arr set [500000,random 1215235345]; _display displayAddEventHandler ["unload", str str _arr]; } else { terminateOnEachFrame = false; _display closeDisplay 1; }; };
Dec 13 2018
Dec 10 2018
OMG, thx! Setting BIS_fnc_initModules_disableAutoActivation to false does the trick!
Dec 7 2018
Nvm, logging revealed you are completely right. It's "attributesChanged3DEN" that gets triggered, "registeredToWorld3DEN" is for redos in the history instead. You may want to add "registeredToWorld3DEN" to ZEI to handle redos in history, since in that case "attributesChanged3DEN" does not get triggered.
Ok, that's curious, since our effect modules in Achilles, which follow the syntax used in the smoke module, still work fine when placed in Eden and we are using "registeredToWorld3DEN" for Eden and "init" for Zeus/mission start. Gonna have a look if I got time. Unfortunately, got some other issues with spawning modules on the fly with scripts, but that is unrelated to this issue...
I suspect the culprit is sectorA = (createGroup sideLogic) createUnit ["ModuleSector_F",_pos,[],0,"NONE"];. The module function of ModuleSector_F does not get called, and thus "finalized" will never set to be true. The update likely broke something in the createUnit command.
I'm pretty sure it's intentional. For instance, have a look how BIS_fnc_moduleGrenade is implemented, which is the module function for the smoke grenade module. "registeredToWorld3DEN" is the one that should be triggered in Eden, not "init".
Jul 4 2017
Jul 2 2017
Well, this issue has been resolved by now and can be closed.
Jun 9 2017
The name attribute for the music class is not properly localized. Hence, it is not restricted to Zeus. It can also be observed in Eden.
Apr 29 2017
A concrete examples may help. You can use the Ares/Achilles source code as a template.
+1 Essentially the last two commands that are missing for creating an EH that handles the enter key as a line break.
Mar 22 2017
I can confirm this issue.
The "Game Master" module "Default Addons" combo box seems to be broken for certain resolutions atm (at least for x64 version).
Mar 17 2017
Thank you for the fix!
Thx for fixing the issue!
Feb 20 2017
@nomisum
I wouldn't say that the issue makes fog completely useless. You just have to avoid the critical region atm.
No, it can be closed.
Feb 16 2017
Hello Alwin,
thank you for your answer.
I wasn't sure how hard such a feature would be to implement.
I tried to reproduce the issue by executing