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Found 319 results

  1. Hello guys, I'm having a problem trying to command a Mechanized platoon with High Command. The problem is that when you're the high commander and the commander/gunner of the vehicle that you're in, when you try to select another unit from the map (by clicking left mouse over the unit's icon), your own vehicle is ordered to move to the location where you left clicked. So in order to use the High Command module to select units from the map, you need first to switch yourself to Driver position or get out of the vehicle altogether: very clumsy! Is there any way that I can work around this, perhaps reassigning somehow the map move command to some other key? Cheers
  2. I would prefer option 2 as it means that you don't lose all your progress from that round, perhaps requiring you to not be in combat so it wouldn't be exploited
  3. Tyler Prince

    Inoperable windows

    Windows of the cannery on the north side of risk on the peninsula are inoperable.
  4. i have found a glitch in vigor that makes your head dissapear. its caused when in 3rd person while aiming you swap weapons and as its doing the animation press the toggle view button three times and it should put you back in third person with no head.
  5. So I've noticed for awhile and not sure if there has already been a post about this problem of mine but I've been having a issue when on servers when I look on the players list no XML tags show up at the side of there name I was wondering why I've been having this problem I would be great to have someone to tell me how I can get this fixed but if not it's not really an issue to me. Here is a link to the source of what my issue is maybe someone can explain this problem: https://steamuserimages-a.akamaihd.net/ugc/965343738214885492/84E21CCA560BE8A54859B35EC0B75975195C37BE/
  6. hello guys, its with immense happiness, that after YEARS of problems, i can finally mark as solved a problem that was plaguing me (and my unit, my friends, and many other people), the infamous "SESSION LOST" error, and relative disconnection! in years (and i mean YEARS) of research, of asking BIS support (thay tried to help, but without luck) and even Battleye support (they never answered, shame on them), i finally found (for pure luck) what seems to be one of the causes (because there are many causes for the same error, yes), probably the most unknown one. on my server i was using LAN cable, so attached to onboard nework adapter integrated on motherboard, but had also a wifi usb antenna to access server also from wireless... seems that having 2 network systems caused the problems, was not relevant if i used cable or wifi , the simple fact of having 2 was the problem! disabling one of the two (i tried both way) solved the problem!! for future reference , other causes , way more common, are : -mods not matched on server-client -an error in the arma3 cache. so all the working solutions i found (each for its own cause of the problem) are: 1) disabling one of the (more than one) real network adapter cards in the network settings probably problem with win10 is that as of update 1603 the network-order has been removed and you cannot priorize a card anymore you will have to manually disable all of the adapters that are not in use. 2) Reboot your PC, when it boots up, don't open anything copy this into a text file, save, then rename WipeArma3cache.bat rmdir "%userprofile%\AppData\Local\Arma 3\" /s /q ...and run it. 3) match EXACTLY the server mods, so that client and server run ALL the same mod, same versions. hope this saves people years of problems, losing community around servers, and many ARMA3 friends (gone to other games for this problem). this is the maniphest ticket of this problem: https://feedback.bistudio.com/T128085
  7. I think I've found a bug while flying advanced flight mode in the MH-9 Hummingbird on Code Four Gaming's US #4 Infantry KOTH server. I have 7000 tactical insertions in the little bird since V10 came out. So, I was flying with a full little bird (7 passengers all of whom were wearing spec ops armor. not sure what else their loadouts contained, or if player loadouts even effect the helicopter weight in AFM), and the heli felt extremely heavy. AFM takes into account the weight of each additional passenger, and the helicopter becomes harder to fly and responds differently, something that I am quite attuned to. So it's very obvious when something is out of whack. I kicked out the 3 people inside the little bird (can't kick people off the bench), but even with just the 4 players on the bench, I was still too heavy to fly properly. Has anyone else noticed an excessively heavy little bird in AFM? Is it possible this is a KOTH or C4G bug, or is this an A3 / Bohemia bug? This is at least the second time I have seen this bug happen. I don't know how to replicate it. I fly with a Thrustmaster HOTAS Warthog throttle and joystick, as well as Thrust master pedals and TrackIR headtracker. It was not a controls / throttle issue because I can see the collective percentage on the gauge that shows ascent / descent rate. So I know that my controls were working as expected. I repaired the helicopter in the safe zone repair pad, even though it had no visible damage, yet the issue persisted. Any ideas?
  8. If you transfer a weapon from your inventory to your stash while it's loaded it transfers the ammo (rounded to nearest 10) into your inventory and then you can't transfer that ammo into your stash. If you start a new match you then lose this ammo from your inventory
  9. I came across what looked like a golden glowing cardboard tray of canned food and couldn't pick it up. I'm guessing since the status bar at top has three golden circles that looks like you're looking at this from above, and the fact that it was glowing gold, it was meant to be able to grab.
  10. Tweeted out about this, was casually looting and the game crashed. Tried to log back in and it wouldnt let me as you can see from the slip [HERE] The ony way i could fix the issue was hard restarting my console. for a full length of what i was doing just before and after the bug and what i tried to do to restart the game, the video is [HERE] and skip to the timestamp of 1 hour 47 minutes. my game also crashed to dashboard so i ended my stream to upload these. skip to the end of the stream to see that crash.
  11. My buddy recently got arma 3, and started playing the exile mode with me. The first day he got it, it was working fine. The following days to come he is only able to play for 5-10 minutes before being kicked. No error messages come up, only thing that shows up while ingame is "Exile Dixie Normous has been kicked" And it does this for every server he joins Things tried: Reinstalling arma 3 Reinstaling a3 launcher Reinstalling Exile Reinstalling Hvp Reinstalling battleeye Making a new profile Verifying integrity Reinstalling several mods Please help. Also, i had him pull his RTP knowing some people want that to look at http://pasted.co/617872f2
  12. Greetings, Asking your help for an issue that we had with some friends for quite a while now. The issue is simple, when we try to log in any server hosted by any one of us with any mod (none being included in "any"), if the mission is already started, meaning that you can go farther than the lobby, you have something like an 80% chance of disconnecting instantly. It is not a kick, neither an error, nor a crash, but it shows to the other players : "user connected user disconnected" And that's all, nothing to the one that can't join, he simply goes back. This apply either while joining from the launcher or with the game already started. For some reason this error doesn't exist with other servers. We found a way to outsmart this bug, glitch or whatever it is. We get everyone to connect to the server while the host hasn't chosen a mission yet and this basically gets you to an infinite loading screen. There you can't be disconnected, so when the host launches the mission, everyone is in the lobby and you can play (hurrah !). But this doesn't fix everything, if a player was to disconnect for any reason (lost connection, out of power, horny gf) The only way to get him back in action is to do that all again from the start, which is quite a pain I'll let you know. So that's why I ask you to help us, we've been living this for 6 months now and the fact that we spent all the last afternoon trying to get everyone to play without managing it eventually motivated me to post this here.
  13. Hello, I have a big bug on all the game. For example, when I'm in the main menu, every time Mars is lit, the game starts to flash. I can not play because of it because it blinks all the time. Please help my !
  14. Hello, I am modifying curator interface, and I've run into a problem with AI following waypoints. The curator interface has only friendly units editable. Enemy units are rendered through my script separatedly so they can't be manipulated. To reinvent the functionality of "right-pressing" the enemy units with mouse to attack them, I am using CuratorWaypointPlaced event handler. I tried to modify waypoint passed from event handler, I tried to create new one and set it to waypointType "DESTROY" and delete the passed one. And I tried to set the one event handler gave me. AI just refuses to behave correctly as in vanilla zeus interface What am I trying to do: - Recreate the RMB behaviour in curator interface - Make AI move to and attack units at "DESTROY" waypoint What is actually happening: [when waypoint is attached to enemy] AI just stands on place nothing is happening, except the AI seems to guard more the direction to it's waypoint attached waypoints are offset to units they are attached to even several meters. (the position is different) sometimes attachWaypointVehicle attaches waypoint to nearby objects instead to enemy unit (but waypointAttachedVehicle still returns enemy unit) [when waypoint is spatial on ground] AI moves to position, sometimes attacking the enemy usually doing weird sh** on the way. when friendly units are too close to waypoint, unit may start killing nearby friendly units (nearby to waypoint) instead of enemy sometimes the waypoint survives for about 5 seconds before disappearing (maybe false completion?) when forced waypoint position by setWaypointPosition to position identical to enemy unit, sometimes the waypoint refuses and jumps to a nearby position What vanilla zeus does when creating a waypoint: Type: "DESTROY" Behaviour: "COMBAT" Position: under interface cursor it doesn't attach the waypoint to units, only sets position, type and behaviour. When I do the exact same, my AI's refuses to work properly (identical to vanilla zeus) //Event Hadler: When zeus places a waypoint (context: added when pressed RMB while hovering over an enemy unit - attack order) eh_waypointModifier = zeusModule addEventHandler ["CuratorWaypointPlaced", { params ["","_group","_waypointID"]; //Waypoint created by curator interface _wp = [_group,_waypointID]; //Waypoint array _group reveal cw_var_unitToAttack; //Revealing the enemy to ordered group (not helping) _wp setWaypointType "DESTROY"; //Sets the waypoint as "DESTROY" so AI would know it is going to attack something (Curator interface does the same) //AI usually moves towards the target, sometimes it does nothing. But it won't attack the enemy. //** Method 1 ** _wp setWaypointBehaviour "COMBAT"; //Makes the AI move towards the waypoint more reliably (Curator interface does the same) //AI moves towards the target tacticaly, it sometimes even engages against the enemy. //** Method 2 ** _wp setWaypointPosition [(position cw_var_unitToAttack),0]; //Sets the position of the waypoint so spatial DESTROY can find it's actual target more easily - does quite the opposite //AI usually stays on position //** Method 3 ** //Variable 'sys_unitToAttack' set by logic calling this EH _wp waypointAttachVehicle sys_unitToAttack; //Attaches the waypoint to the enemy unit - actually attaches the waypoint several meters away from unit, sometimes to different object (waypointAttachedVehicle still returns sys_unitToAttack) //AI usually moves towards the target, but won't attack //** Method 4 ** deleteWaypoint _wp; //Removes the waypoint created by curator interface _wp = _group addWaypoint [position sys_unitToAttack, 0]; //Creates a whole new waypoint on enemy's position _group setCurrentWaypoint _wp; //Sets the new waypoint as current so AI can't be confused which waypoint to use //AI just stands on place doing nothing. zeusModule removeEventHandler ["CuratorWaypointPlaced",eh_waypointModifier]; //Not needed anymore sys_unitToAttack = nil; //Not needed anymore }]; I've spend at least 7 hours figuring this nonsense out and trying several AI hacks. I want to have my scenario addon-free, just working with vanilla, so any mods are not usable to me. Only scripting hacks. This is not really a request for help. It is a request for someone from dev-team to give me some insight on how zeus waypoints works so I can successfuly and reliably replicate. Thx.
  15. I don't know if it's always been like that or if it's a temporary bug....
  16. Hi. When I use attachTo to attach object A to a moving object B, using an offset of [0,0,0], object A first moves to a position ahead of object B by a distance relative to the velocity of object B, before glitchily moving back to its proper position and attaching correctly. At first I hypothesized that attachTo was using object B's position in simulation time when first setting the position of object A, before settling on updating on the render time position of object B, which would have explained the positional gap increasing as object B's velocity increased. However, when I had a friend test the same, nothing of the sort happened. Instead, object A attaches to object B directly on the offset, no additional movement at all. Additionally, I tried deactivating the framerate limiter (and vsync) and attempted the same again. Same results. Both of us were testing with no mods and no startup parameters, on an empty VR map, with various different vehicles and objects. Ideas for what this is and/or how to fix it would be appreciated.
  17. hello, i got flashing buildings, constantly appearing / disappearing it eats also a lot of resources, i have less than half frames than usual. here a video:
  18. Ok for the record I am using a samsung s7 active and it is November 21 2017 is the day I am posting this and I need to know why. So i get my new phone and I try to download Mini DayZ. I arrive at the Play store and I look up Mini dayz and it isnt there. So out of curiostity i google it and the app pops up so i click on it and it and it says " Your device isnt compatible with this version." So now im here i just want to know if this will ever be updated to fit my platform.
  19. MrMagnificent

    No Sound What so ever

    Upon launching Arma 3 I am unable to hear all sounds related to the game. I have restarted the game, as well as my computer, Along with reinstalling arma 3 but to no success. I had recently purchased DLC's for Arma 3, Those including Apex, Helicopters, Karts, and marksmen. However i do not believe these to be the problem as when i launched the game yesterday (the day i bought the dlc's) everything seemed perfectly fine. The problem occurred all within the span of a day with no real indication as to what caused it. I had not changed any settings involving the audio in arma 3 recently and i have made sure to change headsets as well as making sure i didn't accidentally mute the sound coming from it. I do not have any mods installed
  20. Hi Guys, i'm running several servers on one machine. The are seperated by IP not by Port, so they are all using standard ports. since last version users can not connect. i see this error in log: 12:55:48 BEServer: cannot find channel #858324836, users.card=0 12:55:53 BEServer: cannot find channel #858324836, users.card=0 12:55:58 BEServer: cannot find channel #858324836, users.card=0 12:56:03 BEServer: cannot find channel #858324836, users.card=0 12:56:08 BEServer: cannot find channel #858324836, users.card=0 12:56:13 BEServer: cannot find channel #858324836, users.card=0 12:56:18 BEServer: cannot find channel #858324836, users.card=0 12:56:23 BEServer: cannot find channel #858324836, users.card=0 12:56:28 BEServer: cannot find channel #858324836, users.card=0 12:56:33 BEServer: cannot find channel #858324836, users.card=0 12:56:38 BEServer: cannot find channel #858324836, users.card=0 12:56:41 BEServer::finishDestroyPlayer(858324836): users.get failed any ideas? This is not happening with Version 1.80.143869.
  21. I do not know if this is a bug but I have died lots of times by being shot through the wall. This has been getting very annoying, but i'm not trying to be annoying but I COULD HAVE HAD A MOUNTAIN BACKPACK BUT I GOT SHOT THROUGH THE WALL!!! (also i died by getting shot through TWO FREAKING WALLS!)
  22. What about lock on on Ground to Air and Air to Air. After TANK DLC it messed up so hard it. I tested it one few servers and mods( editor/exile/koth). There is example how titan AA work now mostly 80% fired rockets just miss target even when target do not use flares When I fly in jet almost every missle Air to Air miss target ( even hovering or 0 flares) It triggering my so hard. Why they messed it so hard. I hope they will make hotfix about that. I used (blackwasp 2, f-35(CUP), shikra ect.) Almost EVERY MISSILE miss target. That should be even possible. It happens after TANK DLC...
  23. Why is the Debug console for offical servers gone? Zeus without it is pretty lame and annoying to do.. now I can't put my premade missions in it either nor can I make arsenals. Please add this back or add a key for ares achillies mod. I have no idea why you removed it or what might have caused it to dissapear.
  24. I would like to know if anyone else is having this bug or if someone could help me fix mine... but as of the update with the Tanks DLC coming in, I'm not able to switch to any weapons when I'm connected to the Greyhawk drones...I've tried restarting Arma, re-downloading Arma, verifying cache...and nothing worked. I could use the laser just fine and the turret works completely fine, but I can't switch to the weapons when I have the GBUS on the drones. Any info on this matter will do... Thanks!
  25. Hi, I have a script that will addmagazineCargoGlobal to some ammocrate. But I try with simple magzine types (eg. 30Rnd_65x39_caseless_mag) and for some reason suddenly I get error message when playing that sais Bad Vehicle type "30Rnd_65x39_caseless_mag". I don't know what causes this and I can't see how I have a typo and it happens for many other magazines too. I have recently installed tanks DLC and it did not happen before. The same code works perfectly when I put it in init line of the ammo box. anyone have the same problem
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