Experience true combat gameplay in a massive military sandbox. Authentic, diverse, open - Arma 3 sends you to war.
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Experience true combat gameplay in a massive military sandbox. Authentic, diverse, open - Arma 3 sends you to war.
New to Feedback Tracker or just not sure what to do?
Arma 3 Feedback Tracker "How To" Guide
Since I obtained dual citizenship, I needed to have my birth certificate translated and notarized. He was unable to find a notary in New Jersey. The immigration group said that you need to use https://onenotary.us/. I successfully completed all the tasks on the day of my visit and submitted the documents on time. It is very convenient in situations where deadlines are important.
Profiling branch should have a fix on it now. Collecting more feedback in Discord.
Same thing as the other ticket, game is trying to load/draw map icons. And something corrupts there.
The AI grid (both pathfinding, and in general where units are) ends at the map edge. And always has.
But I think pathCalculated EH should still trigger anyway, even if the path failed?
Map icon drawing crash/freeze. Long known issue, I cannot reproduce so I cannot fix.
Not much I can do about it.
Mod is the only way there will be. Won't add anything more.
Some sort of better highlighting might be a good idea! For me personally if there's only one comment on a page, I could easily miss it (like I did here). Maybe a forced height or bigger padding could already be a good help.
The good old XAudio crash.
It seems to be a bug in Microsofts code, sadly they didn't fix it even in their latest update.
We cannot do anything to fix it on our end, but you can set your audio output device to run at 44.1kHz instead of 48kHz that you're at now.
Should a note have a forced height or so in order to catch attention? I agree that a single one-line comment can really be glossed over
Ah yes, the good old "HasEventHandler" != "IsEventHandler"..
"LaserTargetChanged" has the same bug.
And EpeContactStart/EpeContactEnd/EpeContact too
Whoops sorry, I thought I looked if something was already mentioned in the comments on the wiki. Guess I missed it ^^"
Thank you for looking into it though! I'm glad that I could help somehow :D
Your issue is fixed next update. But that doesn't solve the underlying issue of using the p3d filename, I just fixed the casing.
Sa-Matra commented that on the wiki page https://community.bistudio.com/wiki/worldName
Would need a repro mod I can test this with.
But I don't think its worth to invest time into it.
It seems hard to do.
By design
Mh. I just started a empty mission in VR and switched the right panel, and I get
B Alpha 1-1:1 (dedmen) (Minenspezialist): Unknown action ListRightVehicleDisplay, target B Alpha 1-1:1 (dedmen)
If I have to use an alternative port:
Which settings or files do I need to modify in the mission or configuration files?
None
might be related to this 😬
http://killzonekid.com/arma-scripting-tutorials-syncing-map-clock-with-itemwatch/
Was about to make a ticket about the same issue. so yea, it still persists as of 2.20
In T193325#2835489, @dedmen wrote:You can keep using them if you disable BattlEye.
They were abused for cheating, so now everyone has to suffer because of them.
Another annoying manifestation of this behaviour: if the particle source is underneath an object, using setParticleCircle can cause particles to appear on top of the object, instead of down where the particle source is (e.g. when the source is inside one of the CSAT dome structures, the particles will appear on top of the dome)
Very important: there is a persistent profile tracking used in this campaign. If you've ever tripped the collateral damage previously, you must replay the whole campaign (mission 1 can reset the tracking it at its ending), otherwise you will still not get the achievement.
I'm not convinced what's happening is connected to saving and loading. From testing and investigating, I think you're simply seeing the effects of random scripted artillery strikes attributing to collateral damage wrongly. It would be great to retest with the changes in the detection system from https://feedback.bistudio.com/T170768. If it still happens afterwards, I'll dive deeper.
I've tried to rework collateral damage detection in both "Altis Requiem" campaign missions where it's used. The "BuildingChanged" EH was indeed the main culprit. Combined with scripted ambient artillery, it would tally destruction of civilian buildings that the player had no control over. In addition, actions by NATO also were attributed to the player (AAF). The player calling mortar support on the town will still count.