- User Since
- Mar 7 2013, 8:59 PM (432 w, 2 d)
Mon, May 31
May 9 2021
Feb 28 2021
Just to add some more info
Yep had this multiple times, when I was zeus, watching players get into a vehicle with disabled sim and then getting a radio message "erm x is stuck inside vehicle" lol
Setting group on careless stops them from firing, but Ideally would be great if set unit combat mode BLUE would work regardless of their mode (aware, combat, safe, careless)
disableAI "WEAPONAIM", "AUTOTARGET", "AUTOCOMBAT"
I have put Category as "AI Issues" as I was not sure if its down to the scripting or the AI that breaks the command.
Feb 15 2021
I asked everyone on the server what they were doing at the time of the crash and nobody was doing anything unique or different.
Dec 8 2020
Jul 10 2018
so a game crash bug goes ignored now?
Jun 21 2018
Jun 20 2018
May 10 2016
i have a memory crash when running australia addon map
i had a very similar crash actually http://feedback.arma3.com/view.php?id=24651
i will now try starting without any launch params
ive tested this without any startup params and now managed to repro the issue
please find the files here
found that its the Australia map causing all other AllInArma maps to crash.
but maybe theres something bis could help with what is causing the issue itself?
could it be australia's map size?
http://puu.sh/iKMM6/96c53d7f58.jpg is the photo of the crash message i receive
the .mdmp file is too large to upload
skype me if you need it
tyler.james.bridgeman or email me
didnt think of that, my apologies!
so the intended feature only lists 1 injured soldier not 4 for example?
how does this work :/
surely you should have more of a choice who to heal?
maybe you want to heal a sniper first as he is closer!
ive had it when ive told the medic to heal someone and he is the furthest one away and the closest injured person died.
oooo good point thats also annoying ill make another ticket for that issue mate
http://feedback.arma3.com/view.php?id=23329 if you use play with six
I will try this and get back to you.
ok that has resolved the issue.
i dont know why i didnt look at the game settings sooner...
may be worth mentioning it in a sitrep to all PWS users or maybe a twitter post or something
http://puu.sh/gQDru/115e9090c5.png please see attached...
this shows others reporting the same issue
hi iceman, are you sure they patrol? i could not see any and i was watching for a good amount of time.
i think if the wheel is damaged they should try and fix it
i can agree i just tested this
Wooo looks good mate, they would be silly not to implement this, also would look awesome with units from your outfit and our British forces
exactly why bis should make this :)
I don't want to use the ACE fast rope its so complicated...
if you were able to place a helicopter and then add waypoint (fast-rope)
add people to cargo and observe then it would be awesome.
with ACE Id imagine its script test, script, test, script, test.
and if my WP idea was do-able on rooftops :P
if this is accepted I have made a ticket asking for a fast rope waypoint!
latest dev build AI seem crawly
added a repro mission for the crawling.
place in documents - arma 3 - missions folder - then load in editor
AI should move the same on stealth and combat when no enemies are present
maybe the stealth should be a TAD slower but not much more than combat mode.
when engaging then you can make them crawl and kneel and run and dance but not when you need to move 800m or something like that behind enemy lines lol
I reckon by the full release of arma 3 if not a few months down the line of release the Ai should be on its way of being fixed, they cannot change major major things due to the campaign.
but none the less, ASR AI addons will most likely be released like arma 2 which did help a lot.
tried lighter vehicles... the helicopter just does mad circling around the car and eventually does the decend then acends again...
thanks oukej, nice to see AI are still being tweaked ;)
please let me know if you need any more info and hope the mission.sqm is a good enough debug
tried moving the waypoints closer to the sea, and had the same result.
to me the path is do able.. for the AI ive never seen an AI dodge this route before :(
you cant just expect BI to fix the AI just by saying "they too accurate, they are uber AI"
you havent attached any demo mission or video showing them that this happens....
less information means less BI can help you, you should know this!!!
mate... commenting every other day is not going to speed things up!!
i have 16gb ram and i do not get this issue at all.
you need to reinstall arma i think! or use a ram cleaner and do not use any game booster etc...
I agree, the guys need these vital pieces of information
you can press [left windows key] & [R] and type %APPDATA%
i doubt they will be able to do this as its not BI that designed the tracker
they simply use plugins
MantisBT made the tracker
do not worry BI do know about this issue and as the LORD said himself on his thread, there is internal meetings about this issue so i believe
cant we have this as a module? i thought arma was supposed to help the community that doesnt have the knowledge?
really need this fix guys so all FSM agent based mods can be successful when it comes to AI chasing targets.
at the moment we are all finding that the AI go to the point where they first are commanded via moveto and we cannot interupt it so therefor the AI follow the exact path of the player.
as you can imagine this is kind of letting the mod down :(
well if those messages didn't exist they may as well just give all their expansions for free.
the bundle is going for like £16 hardly going to make you cry at night if you click that little buy button ;)
Yeah same here, it's also for charity so I bought the bundle straight away
this is not a bug
super AI has been removed from the game....
thanks iceman will help us out a lot to stop people cheating!
why doesn't someone post a youtube clip showing the issue.
this will confirm the issue straight away
^ i agree, i got really confused
yeah it seems so.... Sorry BI
should have really checked first..
Blastcore forum page also has this issue.
additional information: im running JSRS, BLASTCORE (POSSIBLE CAUSE??), AND LANDTEX, SATUS HUD
pic or it didnt happen
ok thanks for the repro, i was able to reproduce "YOUR" issue using the editor mission file...
went into terminal, found that some weapons and magazines were firmly on the ground and went to one of the domes and found some stack of missile floating on the red and white buildings inside the domes
can you paste your script that you use? understand if you cannot
check now if the issue persists
im sure dwarden will take a look when he has the time mate
something the devs can load/play/debug
load the mission in mp or sp or what
ill double check with deniz, but im pretty sure its fixed for us...
we are using a different code than the OP
ill let you know dwarden.
how about a repro mission... not just files
they need a repro to reproduce the issue so they can see what is really going on.
the issue for our team is fixed because primarily we are using a better script to place loot ;) but unfortunately I cant leak any information here.
try another method to spawn loot
Fixed: scripting command createunit is now respecting height coordinate, but also places at the right height
our team will confirm and report back
please close ticket, confirmed as fixed :)
can someone edit this ticket and re name it properly....
"Floating loot, floating debris in multiplayer"
confirmed also "debris / loot" floating in the air and on roofs