- User Since
- Mar 5 2013, 7:10 PM (399 w, 4 d)
Jul 1 2016
May 10 2016
Attaching your specs would be a good idea. Run dxdiag, save and upload. A Windows Error says literally nothing about any crash reasons.
Also, uploading the arma3.rpt is a good idea. You can find it under C:\Users\YourName\Appdata\Local\ArmA3\
Not able to reproduce although I'm using Dev build EXE rev. 114607. Exiting in the middle of the ocean in a RHIB / Assault Boat works fine. It takes a second until the character is able to move due to having hopped out of the boat but otherwise I have no issues.
Ofcourse it's intended that no chat is working unless you have a radio. SideChat aswell as any other chat besides systemChat is supposed to simulate radio traffic, and as such relies on an actual radio.
At least that's how I understood it. The BIKI articles should have this added in the notes though.
(globalChat may be excluded from this, I'm not too sure, considering it's somewhat of an administrative channel in MP)
To clarify, this has been around since ArmA2 or possibly earlier.
True it's not stated in the BIKI. In MP, sideChat is useable by everybody, however, for a unit to be able to use it scriptwise it requires a radio. It's simulated as radio.
Is the unit activating sidechat alive at the time of execution?
You're more than likely doing it wrong. Not able to reproduce following exact steps provided, besides, you are missing the activation which is crucial. TRUE and THIS are the exact same thing if, for instance, you set Activation to BLUFOR.
I was able to execute sideChat aswell as any other chat using Activation BLUFOR aswell as condition THIS/TRUE.
["Land_CampingTable_F",[0,-0.6,0],0], ["Land_TableDesk_F",[0,-0.7,0],180], ["Land_WoodenTable_large_F",[0,-0.8,0],90], ["Land_WoodenTable_small_F",[0,-0.8,0],-90]
The above code is what I've used to fix it as seen in the second screenshot. Thought I'd post the code for reference.
(Added this to _animset switch in the main sqf file)
You'll probably want this link: https://community.bistudio.com/wiki/ArmA:_Cheats
What's the technical issue you're talking about though?
Use freelok (Alt) if you want to have the camera move around. It shouldn't move around automatically as that's a huge distraction, head movement inside aircraft is always available though.
It's probably just like my GTX 470 - if I end up running it at 110 degrees for a long amount of time it can end up frying itself, making the screen weird and eventually resetting itself. I believe this is what's happening here, your GPU is simply reaching maximum load and eventually resets to prevent damage.
Dropping GPU usage is something I experience aswell. I've tried this by going overkill and spawn 155mm shells around me for a few minutes - GPU usage went from 99 to 50. This was in high-pressure environments where stuff is exploding, but I imagine it's sooner for your laptop due to it having less strength.
I have no other ideas, but I highly doubt it's any other part than your Intel HD Graphics Card.
These options are pretty limited. As we can see it fails to properly recognize your onboard graphics. You have Intel HD Graphics 4000 according to your DxDiag but instead it recognizes an AMD Radeon HD 7670M, a completely different chipset.
It's good to see that MSI finally got the GPU temperature set up. That is the only useful thing in MSI Afterburner for you, apparently, as you're severely limited in other aspects. I'll wait for you to upload a new hardware monitoring file (delete your old one before testing! It turns off when the hardware monitoring file reaches 10MB in size) before saying anything else.
Can you upload your ArmA3.cfg as .txt file to the site please? It's located in Documents -> ArmA3 -> Arma3.cfg
It should be a lot easier to get an overview as it has all prominent graphics options aswell as a mod launcher list.
Also as for MSI Afterburner make sure you're NOT using the beta version of things. My version is 2.3.1, downgrade if you have to, it's the latest stable version so easy to find.
OK, sorry for the late response here, got caught up in a few other things.
I really think this is a case of your laptop just not being strong enough, although it certainly is weird that it never happened prior to 1.08 as you mentioned. It's most definitely a hardware issue.
With A3 you'll want to read up on the different options and optimal settings. Some settings strain the CPU more than GPU and vice-versa. It's not perfectly documented in A3 itself, however.
As a last suggestion, I'd say try out any other game. Most of them probably won't reach A3 in the level of workload etc but it's worth a try.
As for MSI, 2.3.1 should most definitely have a temperature reading setting. I've never tested it with onboard graphics but I get the option with my GTX 470. Does it recognize your graphics card and driver version in the main window by the way?
Run a tool like MSI Afterburner on the side as you play the night mission, but make sure to enable hardware logging. Once your graphic driver resets, stop the tool you're using and then stop playing. Check your graphics card temperatures, temperatures at around 105 degrees or hotter for a longer period of time is usually the cause of what you're experiencing.
The interesting question here is though, were you experiencing this prior to 1.08 (version 1.05)?
Arma wasn't exactly made for laptops with an Intel chip and an i5-3210M, so it wouldn't be a surprise if this was a continuous issue. You'll have to keep in mind that Arma is an extremely taxing game where even a beasty GTX660 and an i5-4670k can sometimes run into problems - these specs are pretty much the complete opposite of what you have right now.
This is also not an ArmA3 related error as it's your graphics card overheating due to load.
Go into Settings, Monitoring and then enable GPU temperature, Usage, and framerate. Disable everything else.
Next time you start it up make sure to delete the HTML file beforehand as it caps at 10 MB. The biggest part is GPU temperature as usage shouldn't spike at 100% continuously.
1.08 and 1.10 has also seen the addition of a few graphic options (HDAO for 1.10), so general ArmA settings would be nice to have attached aswell.
It's not patched out. The animations for opening doors etc just don't get played when you use the action "Get in X", or similar actions.
You should attach your system specs.
Looks a lot like intended behavior. "Issue" is still there on Exe Rev. 114484 21/01/2014. The problem with Formations is that they differ a lot depending on heading. Column and Line may essentially be the same thing depending on heading.
I'm assuming that the column formation they're using in safe mode is so the AI can move along the roadside in a safe manner without being run over by vehicles, or intended for similar behavior.
Opened new issue here: #0017026
Closing this. Updated info in new issue.
New issue opened #0017026 with new info posted there.
As a response to what AD2001 pointed out; Completely different issue. The issue at hand is that when having a list of items, although they are completely different, their display name is exactly the same. This will not allow the player to choose proper weapons if they're provided with a UI to do so, unless pictures are added to said UI (extra work).
This issue definitely needs to be fixed. Display names don't need to update after the player has the weapons - the player knows well enough that he has X gun in his hands right now, and can easily view attachments via inventory. It is impossible to do so in a custom made UI.
I don't think it should be implemented. It currently requires CBA, which in turn would require CBA to be implemented. There are more important issues with the current Alpha and future builds than implementing mods.
There are also alot of people who do not like STHud, so forcing it does not seem like a good idea.
May 9 2016
(In response to Madone here) Atleast provide a link if you're saying "read back on ArmA3 website". I also see little reason to not provide feedback on performance if the system even exceeds tha maximum requirements stated on the store page (not that I expected ArmA3 to run any good on my system).
Partially fixed in ArmA3 Stable 1.10 or higher.
Type "Land_Pier_F" now has a solid configuration allowing units to spawn ontop without falling through. It's used in places such as Agia Marina, and around other major towns.
Type "Land_nav_pier_m_f" is still non-solid and spawning on it causes the object to fall through. I've only seen it used at the Altis' Airport powerplant so it's not a major issue.
Not yet fixed in ArmA3 Stable Build 1.08. This includes objects such as piers and Tower Bunkers.
Fixed with ArmA3 Stable 1.08, AI will engage if they are able to see opponents. LOS differs above water and underwater.
Tested with ArmA3 Stable Build 1.08 - fixed. AI has a sufficient engagement range underwater provided they are able to see them (AI will not engage units that are underwater if they are above water themselves, due to no Line of Sight).