Kydoimos 916 Posted July 3, 2014 Has anyone else had this issue with the insignia? http://feedback.arma3.com/view.php?id=19468 They look great though - loving the new emblems! Share this post Link to post Share on other sites
Guest Posted July 3, 2014 I had the same issue yesterday. But you can still use the insigna today ? Share this post Link to post Share on other sites
CaptainObvious 95 Posted July 3, 2014 Is anyone else getting this error in the editor when hitting Preview? imageIt seems to happen only when I have a Game Logic unit Zeus and the required zeus modules inserted. This is without any mods activated. No Steam cache integrity errors either. It's a known issue, Zeus modules don't work until the Bootcamp content is released. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted July 3, 2014 Where do you call ["Open",true] call BIS_fnc_arsenal from? Doesn't crash my Steam dev build. When you call it in the debug console, it will crash, while spawning it will not. I'm not sure about other locations. Usually when you call certain things from the debug console the game crashes, for example, I reported a similar issue in the beta with the strategic map. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted July 3, 2014 It's a known issue, Zeus modules don't work until the Bootcamp content is released. Well that's odd, i was fooling around with Zeus in the VR room yesterday getting ready to use it to train my squad and a few randoms who happen to join the server. However, as expected from DEV branch, some things made it CTD. For example, i spawned a Rahim on the ground, went to pick it up, but as i press the Inventory key, it CTD'd. ---------- Post added at 14:14 ---------- Previous post was at 14:13 ---------- Yes, because VR suits are usually used in actual combat, and therefore need to be camouflaged :rolleyes: Honestly, no. Camo's are un necessary. I do think, though, that maybe the glowing parts of the suits should glow a bright white color of the faction. Share this post Link to post Share on other sites
Kydoimos 916 Posted July 3, 2014 @Mitrail - just to clarify, the issue I was referring to was the glowing white halo around the insignia - is that what you noticed too? Just trying to work out if it's only me! https://www.dropbox.com/s/qz6wb9mrwp...ture%20Bug.jpg Share this post Link to post Share on other sites
das attorney 858 Posted July 3, 2014 (edited) Nasty crash today. Went to black screen and had to quit with Task Manager. In .rpt File read error: addons\structures_f_data.pbo,ERROR_INVALID_PARAMETER ReadFile error 3e6, offset f78e000, address 00000CF4 File read recovery from error 57 has failed with error 3e6 Error 3e6 reading file 'addons\structures_f_data.pbo' ErrorMessage: Invalid access to memory location. Is this known issue or do you want dump files? EDIT: Did some checking and added crash files to this ticket: http://feedback.arma3.com/view.php?id=19473 Edited July 3, 2014 by Das Attorney Share this post Link to post Share on other sites
Guest Posted July 3, 2014 @Kydoimos : confirmed : a white halo aroud the insigna. =============================== If a call BIS_fnc_arsenal from a trigger, does the arsenal opened for every player on the map ? Share this post Link to post Share on other sites
2nd ranger 282 Posted July 3, 2014 Nasty crash today. Went to black screen and had to quit with Task Manager. I've had this three times since yesterday's update. Share this post Link to post Share on other sites
bad benson 1733 Posted July 3, 2014 not sure if it has been mentioned before but it would be great if the comments could be removed from the arsenal export code. it's really annoying to have to remove it everytime when just playing around. it should be pretty clear by the name/wording of the commands what is actually happening. removing the comments would make the code much more plug'n'playable. sorry if i missed something and there's an easy fix.. Share this post Link to post Share on other sites
old_painless 182 Posted July 3, 2014 As for the arsenal export code - could it be possible to have it in a syntax that is valid to paste into an Init field of a unit that you put down in the editor? If people find the current form useful, then perhaps two ways of exporting; one for the current syntax, one which is Init field friendly -OP Share this post Link to post Share on other sites
CaptainObvious 95 Posted July 3, 2014 As for the arsenal export code - could it be possible to have it in a syntax that is valid to paste into an Init field of a unit that you put down in the editor? If people find the current form useful, then perhaps two ways of exporting; one for the current syntax, one which is Init field friendly-OP For noobs like me, the init field friendly approach would be greatly appreciated. Share this post Link to post Share on other sites
NorX Aengell 23 Posted July 3, 2014 (edited) And by the way it is possible to have the IDD of the arsenal ? Thanks :). Edit : Seems Arsenal have an IDD of -1. But if you want to know when the arsenal is open or not use ((finddisplay -1) displayCtrl 899)). 899 is the IDC of MouseArea in RscDisplayArsenal. I don't know if its the correct way to do this but its do the job :). Edited July 3, 2014 by NorX_Aengell Share this post Link to post Share on other sites
Sniperwolf572 758 Posted July 3, 2014 not sure if it has been mentioned before but it would be great if the comments could be removed from the arsenal export code. it's really annoying to have to remove it everytime when just playing around. it should be pretty clear by the name/wording of the commands what is actually happening. removing the comments would make the code much more plug'n'playable.sorry if i missed something and there's an easy fix.. It would make so much sense if it was exported in the format it's stored in the profileNamespace, possibly wrapped in a function that applies the loadout to a unit. For example: [<array of gear>, <unit>] call BIS_fnc_applyLoadout Share this post Link to post Share on other sites
DJankovic 401 Posted July 3, 2014 I would just like to ask devs,what is going on with arma 3 naval stuf? We have enormous sea witch is not used a lot of times, will we ever posibly see a DLC with ships mybe or something similar? Thank yo u Share this post Link to post Share on other sites
CrazyBaron 10 Posted July 3, 2014 I would just like to ask devs,what is going on with arma 3 naval stuf? We have enormous sea witch is not used a lot of times, will we ever posibly see a DLC with ships mybe or something similar? Thank you i believe most players would preferred another fraction instead of naval combat that won't be used... the only way i see ships is when you can walk on them with boarding possibilities and so on... at the same time you need huge crew to use them... Share this post Link to post Share on other sites
Guest Posted July 3, 2014 I want more a transport aircraft than some naval stuf which will not be very used. Or as CrazyBaron said a new faction, but not a little army like AAF. Share this post Link to post Share on other sites
L3TUC3 32 Posted July 3, 2014 I would just like to ask devs,what is going on with arma 3 naval stuf? We have enormous sea witch is not used a lot of times, will we ever posibly see a DLC with ships mybe or something similar? Thank you ? Share this post Link to post Share on other sites
bad benson 1733 Posted July 3, 2014 Tweaked: VR uniform visuals goddamnit! i was so happy to have found this outfit: http://i.cubeupload.com/APLMlN.jpg any chance we could get the more raw version of the VR suit back in addition? Share this post Link to post Share on other sites
Nathan423 10 Posted July 3, 2014 Is there a way to access the saved load-out out side of the game like a file location? Share this post Link to post Share on other sites
das attorney 858 Posted July 3, 2014 Config/model errors on Titan Launchers: Bad secondary muzzle direction in launch_B_Titan_F:'muzzlePos2'-'muzzleEnd2' Bad secondary muzzle direction in launch_B_Titan_F:'muzzlePos2'-'muzzleEnd2' Bad secondary muzzle direction in launch_I_Titan_F:'muzzlePos2'-'muzzleEnd2' Bad secondary muzzle direction in launch_I_Titan_F:'muzzlePos2'-'muzzleEnd2' Bad secondary muzzle direction in launch_O_Titan_F:'muzzlePos2'-'muzzleEnd2' Bad secondary muzzle direction in launch_O_Titan_F:'muzzlePos2'-'muzzleEnd2' Bad secondary muzzle direction in launch_B_Titan_short_F:'muzzlePos2'-'muzzleEnd2' Bad secondary muzzle direction in launch_B_Titan_short_F:'muzzlePos2'-'muzzleEnd2' Bad secondary muzzle direction in launch_I_Titan_short_F:'muzzlePos2'-'muzzleEnd2' Bad secondary muzzle direction in launch_I_Titan_short_F:'muzzlePos2'-'muzzleEnd2' Bad secondary muzzle direction in launch_O_Titan_short_F:'muzzlePos2'-'muzzleEnd2' Bad secondary muzzle direction in launch_O_Titan_short_F:'muzzlePos2'-'muzzleEnd2' Ticket here: http://feedback.arma3.com/view.php?id=19486 Share this post Link to post Share on other sites
HKFlash 9 Posted July 4, 2014 http://jameystegmaier.com/wp-content/uploads/2013/11/ursula.jpg? Oh come on you know what he meant: which. Share this post Link to post Share on other sites
Vasilyevich 20 Posted July 4, 2014 i don't know why but the NATO and AAF Pilot uniforms have CSAT Glows.. since forever O.o Share this post Link to post Share on other sites
L3TUC3 32 Posted July 4, 2014 Oh come on you know what he meant: which. I wholeheartedly support the inclusion of more sea witch. (and boats). Share this post Link to post Share on other sites
dezkit 28 Posted July 4, 2014 I dont know what happened but when I launched the dev build today, it led me straight to the built-in 3d editor.. on the very top it said something about being obsolete. I had no mods running at all. Share this post Link to post Share on other sites