#arma3_scripting

1 messages ยท Page 408 of 1

edgy dune
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oh no I dont wana bother them

still forum
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I don't think actions work on disabled things

edgy dune
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fuccc

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sleep maybe? like

#
this disableSimulation true;
sleep 4;
this disableSimulation false;
still forum
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That would work yeah

edgy dune
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oh boi

still forum
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But the vehicle shouldn't move

edgy dune
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can u set a velocity to a obj that has no simulation

still forum
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as the simulation is what moves the object along it's velocity

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So yes you can. But it won't move

edgy dune
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foiled again

still forum
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I have an idea.

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Lemme think

edgy dune
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ears open

still forum
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They have no physx.. But I don't think you can drive through it.. But you could still try

edgy dune
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oh I c,it woulnd thave phytx

still forum
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My hope was that they maybe also have no collision.. But from reading the wiki it looks like they have

edgy dune
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doesnt hurt to try I suppose

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so why does it work for infantry tho? dont they have phyx?

still forum
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true

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I guess ragdoll's have. But alive and moveable units don't

unborn ether
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createSimpleObject is just a GEOM muppet. It doesn't really has a namespace. Usually used for "outlands" where no one touches but sees it.

edgy dune
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hmm would hard would it be to take a existing solid object and make it into a static object?

still forum
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yeah. But GEOM includes collision. Which is the problem

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simple you mean?

unborn ether
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But don't use it in MP much

edgy dune
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Use with caution as this technique is not very clean - should not be used for many objects and definitely not in MP games.```
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^^ rip

unborn ether
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What I can say about this notice

still forum
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You don't need MP to try if it works

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if it does work getting it to MP is not the problem

unborn ether
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is on my results 47/50 objects were created normally, while 3 of them might just disappear or having wrong state (dirAndUp etc)

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Thats what the notice about

edgy dune
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alright ima try this out,if it fails ill just crie as usual

unborn ether
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Just for the case if you are not going to use it for 1000+ objects, but 1-3 = fine.

edgy dune
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prob gona be 1-4 object maybe,our mission maker just asked me to find a way XD

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well head zeus operator

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well

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it makes the object a staitc object but

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  1. cant add it zeus and
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  1. cant walk through it
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foiled again

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this is harder then I thought

unborn ether
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@edgy dune As been told this is just a GEOM muppet. Object doesn't have a namespace. It has only one state via "I do exist". It cant recieve setVariable, netiher EVH.

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@edgy dune This results in that this object only collide with others. End.

edgy dune
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I c

peak plover
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what r u trying to do @edgy dune ?

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Make units walk through objects?

still forum
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and vehicles

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u know how in star wars hangers have sheilds? well someone iin my unit has a "shield object" a transperent blue object basicly. Wat id like to do is have that object be so that ppl and vics can go through ,basicly like a static object

peak plover
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๐Ÿค”

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I don't really know, but I think I get it

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disablecollision

still forum
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No

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Vehicles are physx. No work

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we tried a lot already

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Wait

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@edgy dune Did you try disabling the collision of the shield object? Instead of vehicles and units?

peak plover
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I can cursorObject disableCollisionWith player and walk through houses, cars, placed objects

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I don't see how this would not work

still forum
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Do you read what I write?

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Vehicles != player unit

peak plover
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hmm

still forum
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As I said we tried that already. And as I also said vehicles are physx and don't work

unborn ether
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Bad workaround actually, it is better to just destroy the GEOM LOD of the object, which will make it passable

still forum
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But I don't think we tried disabling the collision of the "shield" itself

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Yeah. That was what I would do. Disable GEO with a animation. But as he is using a BI model that isn't an option

unborn ether
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Just a create your own p3d - best solution for desired "transparency"

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As disableCollisionWith has EL. If this object is not local to current PC, you'll have to send this to JIP.

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To all of the players ofc

edgy dune
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Oh I dont have access to the sheild obj,all I k is that

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its just pretty much a thin vr block

still forum
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Did you read what I wrote above?

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Disable collision of the shield

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instead of vehicles and units

edgy dune
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oh yea thats wat I was responding to,I dont have access to it

peak plover
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attach the SHIELD to something

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attaching a car to a car causes the car not to collide with cars

still forum
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Ah.. Thought disableCollision can generally disable. But it can only disable between two objects

edgy dune
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oh attaching

still forum
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Yeah! AttachTo disables collision! That's awesome

edgy dune
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lemme ty that

unborn ether
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@edgy dune If your shield is created via mission.sqm, i'd rather do disableCollisionWith in init-line.

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@still forum Bad idea to use attachTo

still forum
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why?

indigo snow
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If its a custom object, why not modify the object itself

still forum
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Why is the only viable probably working way a bad idea?

indigo snow
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Just disable the collision LOD?

still forum
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How?

peak plover
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What command?

unborn ether
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@still forum read my post about mission.sqm

still forum
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We already know disableCollisionWith won't work

peak plover
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^

unborn ether
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@still forum attachTo damages performance alot more than just JIP packet, believe me

still forum
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For a static object that never moves?

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Out of which you have at most a dozen in the mission

peak plover
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I highly doubt it's worse than something else

unborn ether
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Whatever, as i told: If the object is accesible via mission.sqm - just make disableCollisionWith in init-line of the object

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No strings attached ๐Ÿ˜„

peak plover
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Yes

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But

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No matter where you use the command

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it acts the same way

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Also using init line is cancer

still forum
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Yes? Ofcause you can use something that doesn't work. But how does that change the situation that it doesn't work?

unborn ether
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Object created via createVehicle on server machine will have no effect on all PCs, because it is EL

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Thats why i stated mission.sqm

peak plover
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๐Ÿคฆ

unborn ether
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@still forum I use it alot, haven't seen its not working

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Otherwise it would be stated somewhere on Wiki that it doesn't work, ain't it?

still forum
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Dude. We just tried. It doesn't work. And wiki also says it doesn't work.

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In a Big yellow warning box with a big yellow exclamation mark

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Object created via createVehicle on server machine will have no effect on all PCs, because it is EL That's wrong

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createVehicle is global.

unborn ether
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Command has to be executed where objects are local, and as long as they don't change locality, the effect of this command will be global.

edgy dune
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oh shit it works

unborn ether
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Where does it say its not working?

still forum
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This command doesn't disable collision between PhysX objects.

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I thought it was in the warning box.. apparently it's right above it

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Maybe we should make the non physx hingy also a big yellow box?

peak plover
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@unborn ether YOu can't drive through a object with a vehicle, but you can run through it with a unit

still forum
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@edgy dune woop woop

unborn ether
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Why would you create a PhysX object with which you want to have no collision? ๐Ÿ˜„

edgy dune
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OH LOL IT DOENST WORK WITH INFANTRY

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but with vics only

still forum
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@unborn ether Vehicles are physx.

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@edgy dune disableCollision then for units?

edgy dune
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yes

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two worlds combine

peak plover
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Nice, problem solved ๐Ÿ˜„

edgy dune
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done

unborn ether
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Why would you disable collision of a vehicle towards unit? ๐Ÿ˜„

edgy dune
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_this attachTo [box ]; 
mergedList=allUnits+vehicles;



{ _this disableCollisionWith _x;} forEach mergedList;

hint "done";



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so wat have we learned today

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1) arma 3 is not made for a star wars mod

unborn ether
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๐Ÿ˜„

still forum
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How to find a ton of wonky ass weird workarounds to make some wonky ass thing work that nobody thought about before

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Just a usual Arma day

peak plover
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yiss

unborn ether
still forum
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Though.. If a starwars mod made that shield

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Why don't they just add a method to disable collision?

unborn ether
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They should have thought about GEOM LOD

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really

edgy dune
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well about that

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I have no idea why the head zeus of my unit asked me to find out how,I assuemd a sheidl

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sheild*

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I just needed a story to explain it easier

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The thing is in the mod theres a acclamator,thats empty and not solid cuase well

still forum
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lul

edgy dune
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arma 3 cant handle a giant space cruiser

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so wat he does is fill it,like how optre has buildable rooms like doom3

still forum
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slaps @edgy dune with a rolled up newspaper to punish him for inventing stories

edgy dune
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so image for somereason my superior wants to make sheilds or something

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also in the update ofr the mod droideks wont have sheilds,so ima script a shield on them that lets bullets through but thats a later story

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sorry ๐Ÿ˜ƒ

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but its easier to explain XD

unborn ether
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Shield that lets bullets out but not in?

edgy dune
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in

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The thing is I just want the sheild to be there for cosmetic,but its solid, so I wana have it where things go through it,but thats a thing for a later time

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result ^^

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man scripting is fun ๐Ÿ˜ƒ

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I like making the arma 3 sub go 18000 kmph and 600km away from the map

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btw I can confirm that going 600km away from the map does not crash the game

unborn ether
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On x64 it will at some point, but that point is kinda far away

still forum
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yeah 600km is not enough You need to go reeaaaaally far

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It's the same on 32bit as on x64

edgy dune
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ive gone th speed of light tho

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i set the velo ti 9*10^9

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to*

unborn ether
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I imagine the size of the map you need for that stuff

edgy dune
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anyways time to sleep XD

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yea we wanted to have

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the star fighters come into ops at light speed

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and pop right over the AO,same for star ship but well.....frames

unborn ether
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Simulate it with pseudo-movement, like you just setVelocity it into nowhere with a resulting setPos

edgy dune
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^^^

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I thought about that

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do it over water so it sorta looks like ur moving

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pararrel axing? watever the word is

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no wait I need to sleep now

unborn ether
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Sleep is for weak

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SQF is life

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SQF is love

edgy dune
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spqr Senฤtus Populusque Rลmฤnus
peak plover
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How to add curator items with custom icons and options ๐Ÿ˜

still forum
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options? What do you mean by curator items? They are just normal items like in the editor

peak plover
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I want custom icons for them so they stand out

still forum
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Wht kind of items?

peak plover
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I am doing a new ai script, I want it to create a object that has a custom icon in zeus. So when the group get's cached it can be edited and moved and uncached by the zeus

still forum
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Ah you mean in 3D? I thought you were talking about the unit/object/vehicle/item/module list on the right side

peak plover
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yeah 3d

still forum
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I'm quite sure that's in engine and not modifyable

peak plover
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per frame with draw 3d?

still forum
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Uh.. yeah. Could work

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DrawIcon3D positionWorldToScreen

peak plover
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๐Ÿค”

still forum
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Or just drawIcon3D. Don't need worldToScreen ofc ๐Ÿ˜„

peak plover
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Hmm

meager heart
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There was function for custom icons

peak plover
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There is the thing that online, player groups have arma units logo abouve them

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I wonder if that's editable or an option

meager heart
still forum
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All things I so far wanted to edit on Zeus was in engine :/

peak plover
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ohh thanks

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Whoa this is exactly what I needed

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Also shouldn't kill performance as it addds to the array of curatoricons

still forum
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But you can't move it as far as I see? You probably can by manually doing stuff in it's internals

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How does that thing work internally?

peak plover
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private ["_curator","_icon","_iconID","_icons"];
_curator = _this param [0,objnull,[objnull]];
_icon = _this param [1,[],[[]]];
_show2D = _this param [2,true,[true]];
_show3D = _this param [3,true,[true]];

if (_show2D || _show3D) then {
    _icons = _curator getvariable ["bis_fnc_addcuratoricon",[]];
    _iconID = count _icons;
    _icons set [count _icons,[_icon,_show2D,_show3D]];
    _curator setvariable ["bis_fnc_addcuratoricon",_icons];
    _iconID
} else {
    -1
};
#

So rest of it

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Is internal

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Ohh

still forum
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Are you sure? setting a variable doesn't sound that engine side.
Probably some func elsewhere

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I just wonder if it might use the drawIcon3D way you already thought of using

peak plover
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Cant find in functions_f or curator_functions

south pasture
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Hi there,
how can i find out, what gear is put to different supply crates by default? config path to init expression?

still forum
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spawn it and check what's in it ^^

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Honestly the easiest way

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you could ofcause scan it's config

south pasture
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problem is - generic BIS containers are the subject to resource leak, they leave garbage in logEntities and jip queue

still forum
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Boxes too?

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createVehicleLocal then

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Maybe local garbage in logEntities but nothing in JIP

south pasture
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create some containers "IG_supplyCrate_F" createVehicle getPos player;, check entities (4 vests with SupplyXX container associated + 1 orphaned SupplyXX). Destroy crate - orphaned object doesn't go.

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It's in vanilla reproducible everytime

peak plover
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Ohh like containers like clothes inside a container?

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That's interesting

south pasture
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yep, and

clearMagazineCargoGlobal _crate;
clearWeaponCargoGlobal _crate;
clearItemCargoGlobal _crate;
clearBackpackCargoGlobal _crate;

doesn't help. Orphaned SupplyXX stays orphaned, contributes to JIP queue, network traffic, messages like Server/Client object not found

meager heart
#

Is that happens on dedicated server ?

peak plover
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๐Ÿค”

south pasture
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dedicated, hosted game, 3Deden

peak plover
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Are ther empty versions of the creates?

south pasture
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idk

still forum
#

messages like Server/Client object not found SERIOUSLY?

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You might have just solved the biggest mistery in Arma server hosting history

little eagle
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So, how do I repro in local hosted MP?

south pasture
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reproduce what? Leak? obj not found?

unborn ether
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Nice old talk about object not found? ๐Ÿ˜ƒ

south pasture
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Leak,
spawn several crates around you
"IG_supplyCrate_F" createVehicle getPos player; get logEntities, destroy crates by any mean, e.g. deleteVehicle cursorTarget; recheck entities.

unborn ether
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I actually solved this great mystery about Object Not Found once and for all. Simple thing - you cannot delete oprhan object link with deleteVehicle if the vehicle is not owned by you.

little eagle
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Why "several"?

still forum
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Because one is boring

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@unborn ether Who owns the vehicle then?

unborn ether
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So if object is created with server (OWNER: 2) and you deleteVehicle it, the link still exist for owner, while vehicle is null already.

still forum
#

So it's always left over somewhere?

unborn ether
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Shit but true

still forum
#

And vehicles deleted on client are left on server?

unborn ether
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Not like somewhere, the owner still have its namespace links, but fails to find it.

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Same for any owner

still forum
#

But if the owner deletes it then it's truely gone for him?

unborn ether
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If owner of the vehicle is client and server deletes it - client will also spam Object not Found

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yes

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It's better to deleteVehicle anything with server for example, previously making setOwner 2

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You'll get rid of that spam

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BUT, not everything works that way fine on engine, while cleaning garbage like bullet projectiles

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Thats why you get something like Object Not Found (16: 423)

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Where 16 is your clientOwner

still forum
#

I never heard about anyone having a reason for that spam

unborn ether
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I've been struggling with this since Arma 2

still forum
#

Maybe that helps BI to fix it now?

unborn ether
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Just found out it a year ago

little eagle
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private _box = "IG_supplyCrate_F" createVehicle getPos player;
diag_log text "====================";
logEntities;
deleteVehicle _box;
diag_log text "====================";
logEntities;
diag_log text "====================";

So, would this work executed as local host?

south pasture
#

yep, SupplyXX leak will be there

unborn ether
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I don't know, since i don't see the creator and the insigator of that deleteVehicle

little eagle
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There's only the local host.

still forum
#

I'd say you need atleast 2 machines

unborn ether
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Local Host, mean client-server?

little eagle
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And SupplyXX are the container dummies of uniforms/vests/baclpacks, right?

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Local Host means local host. No idea what a client-server is. That's an oxymoron.

south pasture
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yes, they pile up in entities, jip queue, parasite network

peak plover
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can u delete those entities? or iddentiyfy them?

still forum
#

you can list them with logEntities

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I'm sure I could delete them too. But SQF probably can't

peak plover
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How do you know if the ones were from delete things 'tho?

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ahh okay

little eagle
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Dedmen can delete them lol.

unborn ether
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if (local _object) then {
    deleteVehicle _object;
} else {
    if (isServer) then {
        _object setOwner 2;
        deleteVehicle _object;
    } else {
        // RE it to server to make it go away
    };
};

still forum
#

I can delete everything :U

south pasture
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you can if you know netId, but there is no way to find them by entites, nearobject etc

unborn ether
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Sorry no markup

still forum
#

You can edit messages ๐Ÿ˜‰ and add markup

little eagle
#

```sqf

```
for syntax highlighting.

still forum
#

Did anyone check what the roque object's position is after it "disappears" ?

unborn ether
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[0,0,0] for sure

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as its objNull already

still forum
#

So no? Damn that would be a fun project to investigate now

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Still 5 hours at work. And then 5-6 days waiting till my HDD is undeaded

little eagle
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Well, whoever said this works, it doesn't, because I overwrite the previous log file with the new one - same frame.

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I also see no Object Not Found (16: 423) in the RPT.

unborn ether
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@commy2 As been told to get rid of it, deleteVehicle should be performed at the point where vehicle is local to command instgator

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A bit of notice, any driver unit (MP) takes owner to himself once he enters the seat

little eagle
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I don't want to get rid of it my friend, I want to reproduce it. Provoke it.

unborn ether
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Then createVehicle it on client and deleteVehicle it on server or vise versa. Repeatedly. Once you'll get it

little eagle
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"Repeatedly" - oh boy.

unborn ether
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Well that doesn't happen all the time for some reason.

south pasture
#

@little eagle , you want to reproduce supplyXX leak or obj not found?

little eagle
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Yes.

meager heart
#

Spawned: Pos: [852.500000][5.892423][4234.500000], N:IG_supplyCrate_F | Destroyed: Pos: [852.500000][-88.984962][4234.500000], N:IG_supplyCrate_F

little eagle
#

Preferably all by one script, so I have a unit test.

unborn ether
#

Sec

little eagle
#
> Loc:1, ForDel:0, Dstr:0, DmgDstr:0, DmgDead:0, Sim:1, Inv: 0, AnyPl:0, Out: 0, NetID:2:193, Pos: [0.000000][0.000000][0.000000], N:Supply140
> Loc:1, ForDel:0, Dstr:0, DmgDstr:0, DmgDead:0, Sim:1, Inv: 0, AnyPl:0, Out: 0, NetID:2:198, Pos: [0.000000][0.000000][0.000000], N:Supply100
#

I got these two left after deleting the box. Is that what you mean?

still forum
#

Looks like it yeah

lone glade
#

isn't that because of their destruction type? (aka ground sinking)

unborn ether
#
private _vehicles = [];
for '_x' from 0 to 25 do {
    private _vehicle = "IG_supplyCrate_F" createVehicle [0,0,random 1000];
    _vehicles pushBack _vehicle;
};

[[_vehicles],{
    params ["_vehicles"];
    {deleteVehicle _x} forEach _vehicles; 
}] remoteExecCall ["call", -2];

#

run on server with client connected

still forum
#

deleteVehicle'd things don't sink into ground

lone glade
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those are ammoboxes

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yes they do

still forum
#

huh ๐Ÿ˜ฎ

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I guess I never deleteVehicled a ammo box

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Maybe same as destroyed buildings then? kinda

lone glade
#

but yes, deleteVehicle does remove it, not sink it

still forum
#

stap confusing me :u

lone glade
#

it could be a bug with that destruction type tho, houses have a different destruction type from boxes ^

unborn ether
#

What do you mean about "sinking" i dont get then?

lone glade
#

they had the same in 2013, but since sinking houses didn't look good they changed that

unborn ether
#

Default destroyed animation?

little eagle
#
0 spawn {
    systemChat "begin";
    logEntities;
    sleep 1;
    private _box = "IG_supplyCrate_F" createVehicle getPos player;
    sleep 1;
    logEntities;
    sleep 1;
    deleteVehicle _box;
    sleep 1; // deleteVehicle applied next frame
    logEntities;
    systemChat "done";
};

^ this is the repro for the log file filling up, though I don't know if this means that these objects are still accessible in the game.

lone glade
#

nope, destruction type

still forum
#

I mean destroyed houses sit under the ground and never get deleted

lone glade
#

nah

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it was changed in december 2013

still forum
#

And as the supply thingies somehow also don't get deleted

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Are you sure?

lone glade
#

yes

still forum
#

I remember that from less than a year ago

lone glade
#

house sinking was removed a few months after launch, at least on vanilla buildings

peak plover
#

less then a year ago so less than 8 days ago?

unborn ether
#

NOTICE: deleteVehicle destroys any object created via createVehicle. If it is a map object (not mission.sqm) it will have NO effect. Any map building is "sinking" to the ground to -100 Z-Vector and will be present until end of times. Truth

little eagle
#

than* , nigel

south pasture
#

@little eagle , those orphaned supplyXX objects only accessible if you know their netId, afaik you can get those from logEntries, no other way from inside the game

still forum
#

And I think there was a bug report on feedback tracker about it last year @lone glade so you really really sure?

lone glade
#

it's possible they reintroduced it

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wouldn't be the first time that happens

still forum
#

Can you get them via their netID and then delete/setPos them?

little eagle
#

Well, now let me be a skeptic for a moment. If you can't access them ingame, what harm do they do appearing in a log file?

still forum
#

They are in JIP queue and they are apparently simulated

lone glade
#

they're still in the scene or not?

unborn ether
#

Yes they are

lone glade
#

yeah, then it's an issue

still forum
#

And they spam errors to RPT

little eagle
#

Can't reproduce the errors in RPT.

unborn ether
#

But one question. How do you manage to not delete a "sinked" object created with createVehicle or mission? Thats strange

lone glade
#

is it reproducible with all vehicle types?

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or just supply?

unborn ether
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Thats a general object behaviour only applied to an objects of a map (where you cant delete or neither attach them).

little eagle
#

Another question. Why N:Supply140 and N:Supply100? The box had like 10 vests and two backpacks. Why one of each?

south pasture
#

@still forum , delete - yes. On DS i had issue with spamming object not found. Server (2) didn't know about the object but owner (HC) had it in entities (tried to do some sync work, messages Type_93, Type_121. I checked the object on HC (it was there and it was orphaned SupplyXX), destroyed that instance on HC by netId, it was gone

still forum
#

So destroying by netID works.. That's good.

unborn ether
#

Well thats destroying a link straight. Anyways thats kinda messy.

south pasture
#

But no way to get netId of orphaned obj, it's not searchable

still forum
#

I could get all these entities via Intercept but maybe there is a better way

lone glade
#

didn't someone here say destroying it where it's local works?

unborn ether
#

Yes i did.

still forum
#

Can't you just live scan the RPT on the server. Harvest the ID's and delete

lone glade
#

then just remoteExec deleteVehicle with the object as target

#

boom, done

still forum
#

Or run logEntities on the server. and use a extension to analyze the logfile

little eagle
#

Replace all:

deleteVehicle _object;

with:

_object remoteExec ["deleteVehicle"];
#

ยฏ_(ใƒ„)_/ยฏ

lone glade
#

missing target

little eagle
#

No, everywhere.

unborn ether
#

Kinda spams a packet to everyone but well..

#

You should just remoteExec it to server with setOwner

little eagle
#

Why?

unborn ether
#

One packet, 100% guaranteed

lone glade
#

remoteExec goes through the server to find the owner if you pass the object

unborn ether
#

this remoteExec will send a packet to 0 - EVERYONE

#

so every PC including server DS will do deleteVehicle

south pasture
#

thing is, that those orphaned objects are still the subject to change ownership , even if it has netId like 45:3456, if client 45 disconnects, that shit changes ownership to 2 but netId is still 45:xxx

lone glade
#

... yes, and as I said, just pass the object as target

unborn ether
#

@south pasture Well thats sad,

little eagle
#

I still can't reproduce it.

unborn ether
#

@lone glade Vehicle will be deleted on the first cycle when packet sent, so you don't know who will delete it first and if he is an owner of it.

lone glade
#

jesus

peak plover
#

_object remoteExec ["deleteVehicle",_object];

#

will exc only wehn object locla

lone glade
#

^ this will execute it on the owner's machine only

unborn ether
#

^ this one proper.

lone glade
#

and is what I meant

unborn ether
#

Then its ok

#

But this still sends a bit more packets than usual, as I assume it will scan owner among all PC's.

#

Not sure tho

lone glade
#

set the remoteExec mode to 1 in description.ext, now watch as your network melts

still forum
#

Fun fact.
"Supply20"
"Supply40"
"Supply100"
"Supply120"
"Supply180"
"Supply200"

These are very efficiently compressed b the netcode. As you can see there are some missing ๐Ÿ˜„

lone glade
#

max one is 480

#

which is 48 grenades, or 480 bananas

still forum
#

or infinite dogtags

peak plover
#

๐Ÿ™€

#

I don't think you can have infinite dogtags?

lone glade
#

wait, they are mass 0?

still forum
#

they were

lone glade
#

I managed to get 10 000 car keys

still forum
#

Didn't you want to get that changed

lone glade
#

yes, but meh

still forum
#

I think dogtags were too. So you couldn't accidentally loose it

lone glade
#

imho all objects should have mass, but hey

still forum
#

can you deleteVehicle buildings?

peak plover
#

map objects?

#

kind of

unborn ether
#

@still forum only generated from mission or createVehicle

lone glade
#

if you wanna troll the server owner by getting tens of thousands of car keys and crash the server / destroy framerates :/

still forum
#

lul

#

Just fill your backpack with as many till you crash

#

and then everyone who opens it will crash

lone glade
#

select the thing, hold shift, hold right arrow, watch as your framerate drops

little eagle
#

Well, I got this message:

12:29:21 String STR_cba_xeh_all_component not found

on the server.

lone glade
#

YE BROKE IT

unborn ether
#

stringtable key missing.

little eagle
#

And on the client 318 times:

12:30:12 Server: Object 3:341 not found (message Type_121)
still forum
#

Oh man.. delving into netcode. How fun

peak plover
#

What a blast

little eagle
#

So essentially, deleteVehicle will trigger this error message when used on a remote object.

unborn ether
#

๐Ÿ‘Œ

still forum
#

If a non owner calls deleteVehicle. Does it keep existing for him?

#

That's what commy tested isn't it?

unborn ether
#

No, its nullified

#

deleteVehicle is a global on effect

lone glade
#

it still exist in the scene apparently

still forum
#

So I should look into what locally happens when it's deleted and not into the network message that's sent out?

unborn ether
#

You should scan your code for any deleteVehicle and build a logics for yourself about how the locality is passed

#

OR

#

Just send it to server via remoteExec with setOwner 2; ๐Ÿ˜„

lone glade
#

nah

#

just pass the object as target in remoteExec and you're done

still forum
#

No no. I'm checking what the engine does

#

If deleteVehicle locally doesn't work then I don't need to dive through the netcode

little eagle
#

Well, something is wrong here still. If I execute:

if (isServer) exitWith {};

private _vehicles = [];

for "_x" from 0 to 25 do {
    private _vehicle = "IG_supplyCrate_F" createVehicle [0,0,0];
    _vehicles pushBack _vehicle;
};

[_vehicles, {}] remoteExec ["call", 2];

I still get ~300 of these on the clients RPT. Without ever deleting anything.

still forum
#

Maybe they get..........

#

Maybe the object is just fake

#

and when you open it it opens the inventory of the invisible magic inventory object at [0,0,0]

lone glade
#

if you spawn all of them at 0,0,0 they maybe end up exploding

little eagle
#

And?

unborn ether
#

But exploding doesn't mean they are NULL

still forum
#

And when you delete it the fake object is deleted but not the actual inventory

lone glade
#

wait a second

little eagle
#

So, since I can reproduce this without deleteVehicle, you all need to rethink this.

lone glade
#

maybe what's left is the ground holder attached to it?

#

so you're deleting the object but not the holder for some reasons?

little eagle
#

Not deleting anything, alganthe.

still forum
#

Can someone find out what the type in the config is for supply boxes? The thing in config that says that objects are boxes. I guess simulation and type

unborn ether
#

@commy2 Thats a new mystery to me about why the remote objects are not found just by sending them. jeez

still forum
#

If I have the netId I could just check what kind of object is behind that netID

little eagle
#

I will make the repro as simple as possible. Sec.

still forum
#

but for that I need my devenv at home :/

little eagle
#

I also get a lot of these:
12:35:36 Matrix is not valid as physx transform! Object: 60b46b00# 498: supplydrop.p3d REMOTE, IG_supplyCrate_F, Remote

unborn ether
#

Oh jezus, never send it via remoteExec again ๐Ÿ˜„

#

I think i just made a new blackhole about deleteVehicle

still forum
#

You can get the object via netID right?

#

What is typeOf?

#

or str _obj

south pasture
#

@still forum , my objects, which contributed to Object not found were SupplyXX (orphaned, without parent), message types 93, 121

still forum
#

I don't really want to look up the message types.. Should I? It's always such a chore

little eagle
#

I can reproduce without remoteExec.

south pasture
#

those objects are out of sync between master copy of the world (server) and other client copies

little eagle
#

GLOBAL EXEC:

if (isServer) exitWith {}; 
 
private _vehicles = []; 
 
for "_x" from 1 to 2 do { 
    private _vehicle = "IG_supplyCrate_F" createVehicle [0,0,0]; 
    _vehicles pushBack _vehicle; 
}; 

Server RPT:

12:44:13 Server: Object 3:1310 not found (message Type_121)
12:44:13 Server: Object 3:1309 not found (message Type_455)
12:44:13 Server: Object 3:1308 not found (message Type_455)
12:44:13 Error: Object(3 : 1309) not found
meager heart
#

The thing in config that says that objects are boxes
vehicleClass = "Ammo"; ?

unborn ether
#

@commy2 So it comes out when you remoteExec a command to create vehicle to a client - server fails to find it. Nice.

south pasture
#

@little eagle , and now check what object and what type, parent for 3:1310

little eagle
#

No remoteExec used here.

#

Just createVehicle and pushBack.

unborn ether
#

Global Exec is a remoteExec (if you mean about Debug Panel)

little eagle
#

Yeah, but it sends a piece of CODE. Who cares.

#

The correct name is debug console.

unborn ether
#

Well seems like engine cares who sent it to you, some stuff around the instigator?

little eagle
#

If I execute blank code, no error happens.

#

So it is createVehicle or pushBack.

#

Definitely not remoteExec.

#

Or deleteVehicle.

still forum
#

Diag binary has diag mode BodyRemove. That coouuuld do stuff here

lone glade
#

using random words won't make us magically help you

unborn ether
#

@commy2 When you press a GLOBAL button in Debug Console it sends this code (code block yes) as remoteExec to 0. The thing is that vehicle created via remoteExecuted instigation results in some harsh when creating a vehicle.

still forum
#

I think in engine objects are only deleted when no one references them anymore... So someone probably keeps a ref.

#

I can find out who.. With my frickin dev env GRRR

unborn ether
#

@commy2 I never tried what you did now before actually. So this is another mystery yet to solve.

south pasture
#

@still forum , maybe that ONE is jipQueue?

still forum
#

But clients don't have a jipQueue so it should only exist on the server

#

they should atleast disappear on the client

unborn ether
#

Anyways its still better to create and delete vehicle only on a server machine (whatever method you use)

#

Lessens the problem i think much.

south pasture
#

@unborn ether , with world copy syncing - yes. But still those BIS vanilla crates leak supplyX - degrade network, performance, you name it

little eagle
#

LOCAL EXEC on client:

private _vehicles = []; 
 _vehicles pushBack ("IG_supplyCrate_F" createVehicle [0,0,0]); 
_vehicles pushBack ("IG_supplyCrate_F" createVehicle [0,0,0]); 

Server RPT:

12:54:12 Server: Object 3:1565 not found (message Type_121)
12:54:12 Server: Object 3:1560 not found (message Type_121)
12:54:12 Server: Object 3:1561 not found (message Type_121)
12:54:12 Server: Object 3:1562 not found (message Type_121)
12:54:12 Server: Object 3:1563 not found (message Type_121)
12:54:12 Server: Object 3:1564 not found (message Type_121)
12:54:12 Server: Object 3:1566 not found (message Type_121)
12:54:12 Server: Object 3:1567 not found (message Type_121)
12:54:12 Server: Object 3:1568 not found (message Type_121)
12:54:12 Server: Object 3:1569 not found (message Type_121)
12:54:12 Server: Object 3:1570 not found (message Type_121)
12:54:12 Server: Object 3:1571 not found (message Type_121)
12:54:12 Server: Object 3:1572 not found (message Type_121)
12:54:12 Server: Object 3:1573 not found (message Type_121)
12:54:12 Server: Object 3:1574 not found (message Type_121)
12:54:12 Server: Object 3:1575 not found (message Type_121)
12:54:12 Server: Object 3:1576 not found (message Type_121)
12:54:12 Server: Object 3:1577 not found (message Type_121)
#

No remote exec, no GLOBAL EXEC.

unborn ether
#

Jesus

south pasture
#

when after 10+ hrs session you have 5k+ orphaned objects - no joy

still forum
#

Message 121 could be UpdateCar or UpdatePositionCar

unborn ether
#

Just never create any vehicle on client machine if its not createVehicleLocal

#

profit

still forum
#

Which would make sense

little eagle
#

Well, If I create only one object, no error happens.

#

It has to be 2.

unborn ether
#

Try this on the server and see if client get this spam

still forum
#

Client: Object %d:%d (type %s) not found. That's the clientside message right?

unborn ether
#

yep

still forum
#

Yeah. Then that's a "Car" update message. Probably telling people it moved or was created

#

without telling them that it even exists beforehand

little eagle
#

Ah, nvm:
LOCAL EXEC on client:

"IG_supplyCrate_F" createVehicle [0,0,0];

Server RPT:

12:57:32 Server: Object 3:1617 not found (message Type_121)
12:57:32 Server: Object 3:1618 not found (message Type_121)
12:57:32 Server: Object 3:1619 not found (message Type_121)
12:57:32 Server: Object 3:1620 not found (message Type_121)
12:57:32 Server: Object 3:1621 not found (message Type_121)
12:57:32 Error: Object(3 : 1610) not found
12:57:32 Error: Object(3 : 1611) not found
12:57:32 Error: Object(3 : 1612) not found
12:57:32 Error: Object(3 : 1613) not found
#

Let's try the other way around...

unborn ether
#

Are you sure this is not the same objects spam you've created before?

#

can you get a netID on created veh?

little eagle
#

Yes, I restart the mission to make sure.

#

Well, back to 3den.

still forum
#

Oh yeah. Compare netID's

little eagle
#

Not restart.

still forum
#

if it's like netID+1 then we know it's creating 2 vehicles

little eagle
#

If I execute createVehicle on the server, no error happens.

#

If I execute it on the client, there appear these in the servers RPT.

still forum
#

It is spamming that message right? periodical updates and not jsut one message per object?

little eagle
#

3: is indeed the clients ownerID.

#

No, only when I create them.

still forum
#

So one message per object. hmpf

unborn ether
#

So creating it on server doesn't spam anything?

little eagle
#

Doesn't appear to be so at least with this repro.

unborn ether
#

Well anyways thats an impending doom, because projectiles are also generated from a client with createVehicle.

#

It coming to you can't do much about this spam.

still forum
#

but projectiles don't leak do they?

#

Atleast I don't know of a problem related to them

unborn ether
#

No actual idea for now about this exactly, still gives creeps.

still forum
#

@little eagle did you check the netID stuff? If you create a box and the box has netID 5 does the error message have netID 4 or 6 ?

unborn ether
#

@still forum clientID:netID it goes like this

#

@still forum so first INT is a clientOwner ID

still forum
#

and the second is net objID I know

#

If they increment though we know that the faulty object is indeed a seperate object and that it is spawned together with the actual box

#

And if I have that I can trace where that thing is spawned and see what it does when it should get deleted

little eagle
#

I disconnected with the client to inc the client owner id and now it says 4:xyz

unborn ether
#

If that is a netID generation fault, why would vehicle be properly exisitng? I think that should have led to a exception.

still forum
#

I don't think it's a fault with the netID

#

I think it creates the box first. Tells everyone on the network that it was created and then sends a position update. All fine.
Then it creates some helper object for some reason. Doesn't tell anyone that it exists. And then sends a position update. And other are like "wut? What's that?"

#

So either it's a bug that it doesn't tell others that it exists. Or it's a bug that it sends position updates

little eagle
#

Testing the first of the net ids in the RPT:
Server:

objectFromNetId "4:4" // 2c885600# 42: backpack_small.p3d REMOTE

Client:

objectFromNetId "4:4" // 47deb580# 37: backpack_small.p3d
still forum
#

And the ID of the object you created is?

little eagle
#

?

#

A different one, because this is a backpack inside the crate I created.

still forum
#

Is the netID of the vehicle you actually created. The box you have as cursorTarget. Is that different than the error message from RPT?

unborn ether
#

I think its a fault of a backpack added to a box, since backpack is an actual standalone object instance.

#

No idea what else that can be

little eagle
#

Found it, it's "4:3"

still forum
#

So like I guessed then

little eagle
#

"4:3" is not logged on the server.

still forum
#

Actual object is 4:3 and it also creates a 4:4 that goes rogue

unborn ether
#

Bingo, for ๐Ÿ’ฉ sake

little eagle
#

But the backpack works just fine, even on the server.

unborn ether
#

Try creating a box with a backpack from your server now.

#

See if it results the same way

still forum
little eagle
#

If I create the box on the server, no error is logged.

unborn ether
#

@commy2 btw, did you use addBackpackCargoGlobal on client?:

#

@commy2 or just addBackpackCargo?

little eagle
#

No.

#

Neither.

still forum
#

Oh cmon BI.. please... Boxes have AI? You can't be serious

little eagle
#
"IG_supplyCrate_F" createVehicle position player;

Is all I did.

lone glade
#

boxes are onto us

little eagle
#

Btw, I can wear the logged ids as vests or backpacks just fine.

unborn ether
#

That means that backpack is coming from config entry.

little eagle
#

Yee.

#

This is probably just a position update sent to the server for an object that it not yet received or something simple as that.

unborn ether
#

Now try to pickup that backpack from a box

#

You've created

#

on server

#

And see client RPT

#

Im pretty sure it will start spamming

little eagle
#

No error.

#

Nothing logged.

unborn ether
#

So the server is the true daddy here. Ok. Anyways i never createVehicle from client.

#

Thank god

#

Tip of the day: createVehicle and deleteVehicle from server only (if not a createVehicleLocal)

lone glade
#

and now someone please create an issue on the tracker so it can be ignored for an indefinite amount of time

still forum
#

I'm quite sure it already exists

little eagle
#

In hundreds of copies.

#

They should just disable the log message.

still forum
#

are boxes physx?

unborn ether
little eagle
#

Yes.

still forum
#

I need something to punch

lone glade
#

your groin ๐Ÿ˜„

still forum
#

what is simulationType of a ammobox?

lone glade
#

thingX afaik, goig to check

unborn ether
#

@still forum simulationType is an engine tied entry which specify how this object behaves, for example if its a car which just explode on death, or a building which "sinks" down.

still forum
#

Yeah?

#

Why are you telling me that

lone glade
#

and no, it isn't.

#

destruction != simulation

little eagle
#

Pretty sure what you described is destructType.

lone glade
#

^ yes it is

unborn ether
#

Sorry then

lone glade
#

so

little eagle
#

destrType*

lone glade
#

I found something I need to try asap, we may be able to make illumation only grenades

little eagle
#

destrType = "DestructBuilding";
from ReammoBox_F

still forum
#

I need simType :U

#

"simulation"

little eagle
#

simulation = "thingX";
from ThingX

still forum
#

Ugh Fun then

#

Just looking through the sim types.. strategicGame sounds interesting

#

hovercraftX submarineX paraglide temp slop

little eagle
#

What do you mean "looking through them". I'm pretty sure they appear all over the place like a single spaghetti in noodle soup.

still forum
#

true

#

else if else if else if else if else if else if... for all sim types

little eagle
#

submarineX is used by SDV_01_base_F

lone glade
#

rip sdv, you poor vehicle that will never be used properly

little eagle
#

hovercraftX is unused

still forum
#

What happens if we make a box with thing instead of thingx

little eagle
#

No physx.

#

Which would solve like half the issues with it.

still forum
#

Could that have an impact on the errors?

little eagle
#

Doubt it.

#

It's not really about the box I suspect. The same would happen with a tank with the same cargo config.

still forum
#

would or does?

little eagle
#

Would.

still forum
#

If it happens with all inventory vehicles I need to look elsewhere

#

but so far it sounded like it only happens with boxes and backpacks (which are boxes)

rotund cypress
#

Whats wrong with creating a vehicle on client? Creating it on server means that the server gets even more things to do. @unborn ether

still forum
#

@rotund cypress rogue existend non existend items and RPT spam

little eagle
#

Well only boxes have backpacks etc in their cargo in vanilla.

still forum
#

the stuff we are talking about for over an hour

rotund cypress
#

Sorry cba to scroll up

little eagle
#

Whats wrong with creating a vehicle on client?
Nothing, just some RPT spam that means squat.

rotund cypress
#

Rogue existend?

still forum
#

after you delete it a part of it is still there

rotund cypress
#

And what is causing the RPT spam?

still forum
#

The bogus object that doesn't really exist but still sends position updates

little eagle
#

Probably position updates sent to the server of objects not existing on the server (yet).

unborn ether
#

@rotund cypress Causing tons of leaks when created on client.

rotund cypress
#

Ah I see. Leaks?

still forum
#

these objects

#

That are there but cannot be deleted really

#

You can only delete them by getting their netID from a error message or logEntities manually and then deleting them by getting the object from it's netid

rotund cypress
#

I mean creating vehicles on client regardless of RPT spam or not, is what I would do since it is probably in most cases > beneficial than having RPT spam

still forum
#

If boxes are thingX and backpacks inherit from them. Backpacks are also thingX

#

And so far we know backpacks and boxes are the problem. So it might aswell be thingX that's the problem

#

But if you have a lot of vehicles that you cannot delete even if you want?

rotund cypress
#

I mean honestly, every damn update RPT just starts being spammed more and more

still forum
#

Small missions probably doesn't matter.

rotund cypress
#

Wait it results in you not being able to delete them?

still forum
#

Most of the RPT spam is these objects though. Atleast that's what it currently looks like

#

Do you read what I write?

#

You can only delete them by getting their netID from a error message or logEntities manually and then deleting them by getting the object from it's netid

rotund cypress
#

Ah sorry

still forum
#

I'd really like to know if it also happens with thing boxes instead of thingX

tough abyss
#

Pretty sure there is old sqf code run unscheduled to brute force remove them, from last time issue with supplyX getting left behind

rotund cypress
#

Sorry if you already wrote this, but what is actually causing this?

lone glade
#

a bug / bad design

rotund cypress
#

Yeah thats all welll but how can i reproduce it myself?

#

Of course its a bug.

tough abyss
#

Kinda weird seeing people trying to rework similiar bug/issue a year or 2 later

unborn ether
#

This is a Neverending Story itself ๐Ÿ˜„

#

But the magic is really black here

#

I even found a better example

still forum
#

I didn't look into it yet. Maybe there is a chance to fix it

unborn ether
#

I think Getting Over It is an exact explanation of that experience ๐Ÿ˜„

still forum
#

And hand BI the fix just to have them put it onto their todo stack

unborn ether
#

Sometimes i think that a problem of the engine at its core, i'll never believe they've never investigated that

still forum
#

Well ofcause it's a problem in the engine

unborn ether
#

I think in the part where you cant really do much about it anymore.

little eagle
#

And what is the actual problem? RPT getting too big after long missions?

still forum
#

All the objects being there and being simulated

#

-> server fps bad

unborn ether
#

Mainly its not just simulation case

still forum
#

@unborn ether Everything can be fixed

unborn ether
#

The thing is that really cause CPU utilization

little eagle
#

Well, the repro is creating and deleting cargo boxes. Which mission does that?

still forum
#

@little eagle Ever dropped a backpack on the ground?

little eagle
#

Like twice in an actual mission.

still forum
#

Add's up

lone glade
#

some public "dynamic" missions do it a lot more often

little eagle
#

So, I heard deleting the cargo didn't help either?

still forum
#

Like.. Take a 60 player public server that's online for 3 days. Players swap like 3 times a day. So 180 players per day. 3 days that's 540. Everyone dropping backpack twice.
1080 rogue simulated possibly even physx vehicles sucking all the CPU time

lone glade
#

at that point i'd be more scared of scheduled scripts breaking

still forum
#

All of them also spamming network messages about their position updates

#

causing crapton of RPT errors on all clients. Spamming their RPT and dropping their FPS

lone glade
#

but yes, I once saw a 42GB RPT log

#

42 fucking gygabites

still forum
#

So the issue isn't that that's not a real problem.

#

I think I even had 200GB once

#

or 178. Something close. I have screenshot somewhere

little eagle
#

That can't happen to me luckily. I only have 119 GB space left.

still forum
lone glade
#

RELEASE TFAR 1.0 ALREADY

#

ded mod

#

no update in 2017

still forum
#

I can't run Arma.

#

I can't dev on the plugin

#

fuck off

lone glade
#

you dev on prod, all your commits are releases

little eagle
#

^ that will at least force you to write your code carefully.

still forum
#

Ammo boxes can also have fuel and fill up vehicles?

lone glade
#

fuel, no idea, ammo yes

#

considering both are usable on the same objects then i'd say it's also possible

little eagle
#

Atm:

"Does this commit break anything? Nah, some other dev will complain if it does before release".
no one tests it
release, "Why is this broken?"

lone glade
#

"Huh, that issue wasn't raised in testing"
"How the fuck did nobody notice this?"

still forum
#

Does the bug also happen when putting a backpack into a box? Where the backpack entity should realistically get deleted and removed from logEntities

lone glade
#

isn't there an issue with backpack entities not being deleted properly too?

still forum
#

Yes

little eagle
#

Where the backpack entity should realistically get deleted and removed from logEntities
What? Why?

still forum
#

If you put a backpack in a box. The model disappears

lone glade
#

it shouldn't, the ground holder still exist somewhere

still forum
#

It just just an entry in a list of items

#

But yeah. The ground holder appears to continue existing. Which is probably the problem

#

init EH is called on the backpack when you take it out of a box?

little eagle
still forum
#

Yeah. Understood

#

But if you remove the backpack from the box via script. Then the rogue entity is leftover?

#

Oh wauw.. If you call removeBackpack on a unit. He drops his backpack on the ground. Creating a new weapon holder and broadcasting it to all clients. Then calls init EH on the holder. Adds the backpack into the holder which it again broadcasts to everyone over the network. Then removes the backpack from the unit's inventory, again broadcasting the changed inventory over the network. Then again sends a position update over the network.. Then calls deleteVehicle on it.

peak plover
#

๐Ÿ™€ ๐Ÿ™€ ๐Ÿ™€

still forum
#

They could also just remove the backpack from the unit. And delete it.

#

But... BI and over 10 year old code that was written in a rush and never looked at again

peak plover
#

Some of that might be to fix the duplication which was very present in alpha

#

You could just drag the same item very fast and create 2 or grab the same item very quickly with another player from a container

#

bag or such

unborn ether
#

@still forum Are you sure about it? WeaponHolder is created each time you open inventory without cargo container

still forum
#

Yes

#

You don't open inventory

#

As I said when you remove the backpack via script from a unit

#

Didn't say anything about opening inventory

unborn ether
#

๐Ÿ‘Œ Nothing of optimization value was lost

still forum
#

I'll better stay with optimizing and fixing scripting stuff.

#

That other stuff is too much hassle

edgy dune
#

do I have to make any changes to any scripts ive made for zeus if I wana put em in eden

lone glade
#

example?

little eagle
#

Probably.

edgy dune
#

oh commy tags?

#

also question

#

now im lazy,and I have a vr block with 2 addAction,one makes the block red the other blu

#

now as I am lazy I dont reallly want to walk up to the vr block and I want to have another vr block thats next to me,allow me to activate an addAction of another block

#

how do u do that?

little eagle
#

Give the one you want to change the color of a variable name and use setObjectTexture with that name instead of _target

edgy dune
#

well about that

#

heres the full story

#

so idk if u saw but me and demen had a swell time tryna find a way to have infantry and vic be able to go through a object

#

the reason was that my unit is a star wars unit and we would impliment such ermm "feature" as a shield, like the ones in front of hangers

still forum
#

"demen" triggered

edgy dune
#

sowwie

#

now the hangars have hangar doors, and well if u watch star wars the venator has like 6 of em far awayt from each other

#

theres a object that we have where there is this small little box u walk up to to open the hagnar door

#

hangar*

#

Wat I wana do is have it so that I could open any of them from say the "air traffic control center"

still forum
#

๐Ÿค˜

edgy dune
#

thats the full story

#

any ideas how such can be done

#

I would try the who varialbe naming thing tho

still forum
#

if the opening boxes just have addAction scripts

#

just add these actions to yourself

#

then everyone can come up and press your buttons to open doors

edgy dune
#

-.-

#

ur having fun arnt u,but yea ill try that

#

i should first find out wat object it actually is XD

little eagle
#

Exactly like I described:

Give the one you want to change the color of a variable name and use [x] with that name instead of _target

edgy dune
#

Okaie dokie i try when I get home ripppp

meager heart
#

May the force be with you

little eagle
#

\\//_

#

Eh.

lucid junco
#

hi, is there some way to disable Ai go prone? know about setunitpos "UP". but i need them to be crouched or UP but never layed down.

unborn ether
#

@lucid junco AI will resume his current behaviour even if you force command. The behaviour of AI proning is possibly coming from a suppression module. This one can be disabled with:

_unit disableAI "SUPPRESSION";

Should help

lucid junco
#

will try thx

#

doesnt work

unborn ether
peak plover
#

@lucid junco ```sqf
_unit disableAI "AUTOCOMBAT";
_unit setBehaviour "AWARE";

#

I think you can also make a config edit for terrain config. They should have a value that's the chance of going prone in that ground type

still forum
#

The floor is lava! You can't go prone on that

peak plover
#

Haha, exactly

lone glade
#

"the floor is lava" - physX

sand pivot
#

i'm trying to create an array of units whose name contains a couple characters of a string. I was hoping to do something with find or in with allUnits but can't get it to work.

little eagle
#

You want what?

lone glade
#

use select?

sand pivot
#

if i have units named "a_unit1", "unit2", "unit3", "a_unit4" then how do i quickly return "a_unit1" and "a_unit4"

lone glade
#

allUnits select {"myChars" in _x}
use tolower if you don't want case sensitivity

little eagle
#

tf?

#

how do i quickly return "a_unit1" and "a_unit4"
[a_unit1, a_unit4]

sand pivot
#

yea, i'm not explaining well, sorry, i need foods, hold on, i'l clarify

peak plover
#

mychars in name _x?

#

I dn't think you can in for a unit?

lone glade
#

use str then

peak plover
#
(toLower name player) find 'n' > -1
#

checks if n is in player name

#

returns true if n in name

lone glade
#

in returns a bool, use that instead

#

oh wait, no you can't use in like that ๐Ÿ˜„

sand pivot
#

in isn't working right or i'm not doing it right

little eagle
#

Are you all drunk? None of what you all write makes any sense.

peak plover
#

@sand pivot are u spawning units with the editor?

lone glade
#

yeah, I might be

sand pivot
#

editor, not curator, so yes, prenamed, really there are only a few units that i want to earmark as curator objects

peak plover
#

Lol commy are u drunk, because you can't make sense ? ๐Ÿ˜„

#

Are the units of a cerrtain side or ethnecity or in a certain area?

#

Don't name them all

#

Just grab them from allUnits from inArea or sth

#

I can't imagine naming 100 units

still forum
#

I think you need to toArray and then nearstObjects

sand pivot
#

there are only like 8 of the 100 civilians that i want to grab

still forum
#

@little eagle I don't understand what you mean

peak plover
#

Names are not reliable, use vehicleVariableName instead

little eagle
#

Then give them names, remember the names, and write the names down as array.

still forum
#

If you set their names anyway. Use that as variable name and use use the variables

sand pivot
#

i think find will work as @peak plover suggested, i'll test and report back

peak plover
#

Use variable name instead of name

sand pivot
#

i don't mean names names, i mean variable names

peak plover
#

Aah

still forum
#

Yeah then.. Just use them if you already know what names you have

peak plover
#
_myUnits = [my_dude_1,my_dude_2];
little eagle
#

[unit_1,unit_2,unit_3,unit_4,unit_5, unit_6, unit_7, unit_8]

#

Done.

sand pivot
#

i would be explicit but trying to make this work across a variety of missions so just using an index like "x_unit_blah" allows me to just find the "x" units

#

i think i'm sorted now

little eagle
#

Coding that behavior into the varnames of the units is a bad idea.

sand pivot
#

i'm listening

little eagle
#

Listening what? That's all. It's ugly.

peak plover
#
private _dudes = [];
for '_i' from 0 to 100 do {
    private _dude = missionNamespace getVariable [format['my_dude_%1',_i],nil];
    if (!isNil "_dude") then {
        _dudes pushback _dude;
    };
};
// _dudes now contains all of my_dude_<0 - 100>
sand pivot
#

ha, ok

#

would you suggest an alternate method for adding objects/units to the curator? @little eagle

#

perhaps just in their init?

little eagle
#

Yea.

sand pivot
#

i guess the other issue i didn't account where scripting helps is if i have multiple curators

#

though that can be done in the init as well

peak plover
#

forEach allCurators

sand pivot
#

yup

#
{_x addCuratorEditableObjects [[this], true]}forEach allCurators;
peak plover
#

that won't work on a server

sand pivot
#

blast

peak plover
#

actually

#

if in init

#

it will

#

because init also runs on server

sand pivot
#

throwing it in the init of the object worked on the DS. thanks for being a sounding board for bad ideas y'all

winter dune
#
params [
            "",
            "",
            ["_value",false,[true]],
            ["_value2",[],[[]]]
        ];

Should I be doing this or not?

#

or just use param for each parameter

subtle ore
#

Params = multiple
Param = single

#

Also, that's a lot of whitespace wasted. Slap it on one line

winter dune
#

hmm ok

#

so even if I need to select for example, param 2 and 3

#

should use params and then type "" where I don't need that param

subtle ore
#

Yep

#
//passed [this,2]
//fnc_yourFnc
params[["_unit",objNull,[objNull],1],["_int",0,[0],1]];
still forum
#

params with 2 or more variables. param with just one

#

but for consistency I'd say always params

winter dune
#

and how can I transform my params above?

#

if I only need the 2 vars

still forum
#

Keep it like that?

winter dune
#

so it's not wrong

#

but it just looks bad

still forum
#

jup

winter dune
#

...

still forum
#

Well... Different people like different things

little eagle
#

param works completely differently than params. They're vaguely related at best. param is a better version of select, and params is like private + a bunch of select/param all at once.

still forum
#

So... They are completely different.. In that param does the same exact thing as params besides actually assigning the variable

little eagle
#

Yes, they are completely different.

jade abyss
#

Wasn't params just the "Mutli Array" Version of Param?!

austere granite
#

does param still call the default return even when a suitable value is given?

#

_value = param [0, call slow_ass_function];

little eagle
#

No. param is a better version of select. You can say param and select are similar, but not param and params.

still forum
#

@Adanteh#0761 you apparently didn't understand how SQF works ^^

austere granite
#

just saying it would be nice that it was somehow magical and wouldn't do that

still forum
#

You can only pass values

#

a potential function call that might return whatever or nothing or might error or crash the game is not a value

jade abyss
#

Ah, param had Index Selection, params defines the _var directly instead of IndexSelection

little eagle
#

Dedmen, by your logic, private and params do "the exact same thing" plus params doing a bit more.

jade abyss
#
param[0,ObjNull,[ObjNull]];

params
[
    ["_Obj1",ObjNull,[ObjNull]],
    ["_Obj2",ObjNull,[ObjNull]]
];``` *
austere granite
#

underscore

little eagle
#

Semi colon.

jade abyss
#

fork off

austere granite
#

spaces between commas..... ? :3

jade abyss
#

My Keyboard sucks

little eagle
#

Now put the [ in the same line.

austere granite
#

no space after comma is broken code

jade abyss
#

@austere granite ๐Ÿ–• ๐Ÿ–• ๐Ÿ–• ๐Ÿ–• ๐Ÿ–• ๐Ÿ–•

austere granite
#

it won't work

jade abyss
#

@little eagle NEVER! ๐Ÿ–• ๐Ÿ–• ๐Ÿ–• ๐Ÿ–•

little eagle
#

Capitalizing commands like objNull is broken code.

jade abyss
#

yo mom issa brokin code!1oneeleven

austere granite
#

That's pretty mean dude

jade abyss
#

It's just commy ยฏ_(ใƒ„)_/ยฏ

austere granite
#

In 2017, German shitposter Dscha was asked what it felt like to insult a human, "I wouldn't know, i've only ever insulted commies"

jade abyss
#

*2018

austere granite
#

2018

#

okay

#

FU

#

fuuuuuuuuuuu

jade abyss
#

noob

#

๐Ÿ˜„

little eagle
#
private _obj1 = param [0, objNull, [objNull]];
private _obj2 = param [1, objNull, [objNull]];

params [
    ["_obj1", objNull, [objNull]],
    ["_obj2", objNull, [objNull]]
];
jade abyss
#

why private the param?

still forum
#

:U

austere granite
#

else it doedsnt private....

still forum
#

U srs

#

troll

peak plover
#

Hmm

#

micro optimization question

jade abyss
#
private _obj1 = param [0, objNull, [objNull]];
private _obj2 = param [1, objNull, [objNull]];

params
[
    ["_obj1", objNull, [objNull]],
    ["_obj2", objNull, [objNull]]
];```
*fixed
still forum
#

@jade abyss Dschakyll and Hyde

jade abyss
#

Already on my list ๐Ÿ˜„

peak plover
#

delete that @jade abyss

jade abyss
#

Force me

little eagle
#

Wasted lines, wasted energy, wasted trees, Save The Trees!

peak plover
#

What's the cheapest way of doing a local object or marker or location?

jade abyss
#

Screw the trees, blow up the earth!

peak plover
#

There's a possbility there would be 1000 of these

still forum
#

What's the cheapest way to do 3 completly different things and only one of them?

#

no

peak plover
#

Hmm

little eagle
#

The cheapest way is to turn off the electrical j...

still forum
#

There is 1 way to create a local object. And rest dunno

peak plover
#

Is it expensive to do a local object or marker or location for 1000 times? What's cheapest way of saving position like that? Array?

jade abyss
#
The cheapest way is to turn off the electrical j...```
j.... ?
#

Was that a ref. to that famous Doc?

still forum
#

position?

#

Just save the position as... numbers

#

And I think location is cheapest?

little eagle
#

Axel Stoll was very famous.

jade abyss
#

Dr. Axel Stoll

peak plover
#

Hmm

jade abyss
#

"Die Sonne ist KALT!"

#

"WeiรŸ ma wieder keiner"

peak plover
#

I could save the location and I'm wondering what if I have 1000s of them.
I want zeus to be able to "wake" or edit cached units which will be deletevehicle'd

little eagle
#

Well, "Physicians" want to tell you that the sun is a black body when it's clearly white/yellow.

edgy dune
#

okay so ik i asked this earlier but I think I explained it wrong

#

its the hangar door thing

#

so in the optre mod there is this thing called

#

hangar door[frigate]

#

and it has a little box next to it that allows u to open and close the door

#

now say i have a vr block thats say at the air traffic control center, is there away to have that box open that hangars door? basicicly trigger that animation?

#

or actualy,how can u set the animation of something?

#

wouldnt that do the same thing?

peak plover
#

Suree

#

I'd look into how ace opens doors with shortcut

edgy dune
#

well its not with ace

peak plover
#

You could get code tips from it

#

it's open source

#

Locations is fine, but I get fps drop on map

#

I guess that's fine

edgy dune
#

if u see that image,that little box,all u do is walk up to it and it pops up like an addAction

#

ohh yea

edgy dune
#

aye will look

lone glade
edgy dune
#

holy shit how much has commy2 done O.O

#

okay so about that animate thing

lone glade
edgy dune
#
_this animate ["door_1_rot"];
_this animate ["door_2_rot"];
``` and I used [west, "HQ"] sideChat format["%1",(animationNames _this)];
lone glade
#

you're missing the state (0 or 1)

edgy dune
#
_this animate ["door_1_rot", 1, true];
_this animate ["door_2_rot", 1, true];
#

would I have to try with 0 aswell?

#

i got those 2 names btw

lone glade
#

animateSource ^ and yes

edgy dune
#

from hinting the names at my self

#

oh so use animaeSource and try with 0

lone glade
#

and animateSource third param is the speed (and also optional)

edgy dune
#

hmm still not working

#

and this is wat im using

#
_this animateSource [((animationNames _this) select 0), 1, true];
_this animateSource [((animationNames _this) select 0), 0, true];
``` I use them 1 at a time
lone glade
#

read what I posted right above

#

you can't pass true as third param

edgy dune
#

oh u cant?

jade abyss
#

@lone glade uhm

#
house animateSource ["Door_1_source", 1, true];```
edgy dune
#

yea i was gona say

jade abyss
#

Since Arma 3 v1.65.138459 speed of animation can be altered with coefficient.

lone glade
#

oh, didn't see it was bool or number

jade abyss
#

๐Ÿ˜‰

edgy dune
#

so ive been addding a hint to the bottom of my code,just so that ik syntax wise it worlks

#
_this animateSource ["door_1_rot",0];
_this animateSource ["door_2_rot",0];
hint format["time %1",time];
#

it hints the time,but still doesnt animatie the hangar, any ideas why?

queen cargo
#

tried different number for the phase?

tough abyss
#

look at the configs for the hanger you are tring to open

edgy dune
#

I could do that

jade abyss
#

+I guess the name is door_1_sound_source or something similar

edgy dune
#

and yea I did try diff phase 1

#

numebrs*

#

I found something that gives a list of all the animations

#

animationNames

#

and just used those strings

jade abyss
#

which should theoretically be available for use with animate command

#

animateSource != animate

edgy dune
#

oh shit i need to go to class

jade abyss
#

AnimateSource uses the config entrys

#

Thats why i mentioned: door_1_sound_source

edgy dune
#

Will try that and config hunting after my class xc

#

Xd*

thorn saffron
#

Does setVelocityModelSpace change the speed smoothly or is it set to that speed at once?

jade abyss
#

at once

peak plover
#

hmm

#

I cannot add locations as editable objects for curator

thorn saffron
#

I remember there was some script command that smoothly changed the vehicle speed, can't quite remember what it was called

peak plover
#

:\

#

setVelocity?

thorn saffron
#
private _veh = vehicle player; 
_targetSpeed = 200;
_vel = velocityModelSpace _veh ; 
_speed = 1;
waitUntil {
    if ((_vel select 1)> _targetSpeed) then {
    _speed = _speed * -1;
    };
    _veh setVelocityModelSpace [
    (_vel select 0),
    (_vel select 1) + ( _speed),
    (_vel select 2)
    ];
    (_vel select 1) == _targetSpeed;
};```
I get generic expression error in the if statment and the final check in the waitUntil
#

the part that adds the speed works fine