#dev_rc_branch
1 messages · Page 5 of 1
which unit?
The one that could be hit by a rotor
how do you know this, you need to calculate collision first, 1 client has todo it, which client if there are 5 units next to chopper?
Check it from unit side, not from helicopter side
Exactly the same as its done with vehicle body collisions
You can't run over unit that doesn't see itself being run over
calculate possible collision on the unit's pc?
Yes
you cant do this, as Im trying to explain you will have to calculate it for every client on every client
so the vehicle calculates it then sends damage to whatever unit it hit
Its already done like this for unit-car collisions
unit has own collision calculation
Why can't this rotor collision be as well?
which does not include rotor collision
It is unfair that player clearly didn't touch a rotor yet they died simply because they lagged a bit and helicopter owner saw them touch it
stayaway from rotors
Even worse right now it seems to work from unrelated sources, like PERF server sees remote unit touch remote helicopter's rotor
and it kills the unit
This is the result of current design
dont think thisisthe case the authority is the vehicle that has unit in collision result remote chopper doesnt have unit in collision result so it cannot send damage request
Well knowing Arma I expect everything, global damage multiplied by number of clients is a usual occurence
I have seen this video already, is this a rotor kill?/
Yes, other videos attribute the kill to helicopter pilot
This also started recently with latest perfs
And this damage is not checked through HandleDamage
Fits this rotor damage perfectly
but you could have scripted it from having just a vehicle, show ne it has instigator
helicoter or drone all the same you could kill with drone before and this doent show the rotor kill and I cannot even imagine how this was possible from the vid
Already saw complaints on other servers about the same issue.
https://clipchamp.com/watch/QZf5LIEQAq4
point is, the change is the unit dies everywhere after hitting the rotor instead of dying on one client only and becoming a ghost
Cant really confirm or deny this is the rotor kill because not enough data
I believe this is rotor kill because:
- It started just recently with PERF on the server (clients are all stable)
- It bypasses scripted damage checks (HandleDamage)
so theserver perf the clients are not?
Yes
What I believe happens: Server sees REMOTE heli's rotor touch REMOTE unit and sends the damage message
no the client thathasspinning rotor collision sends damage
mismatch in clinet server could be the reason
Rotor damage is part of vehicle simulation
correct
So stable client would still do the local setDamage 1 basically
Also iirc the calc for rotor collision is a static radius and it's quite rare to trigger it
You basically need to rub your face on tailrotor
no it used to do setdamage 1 to remote client resulting it ghost unit
Yeah but like in engine, not command, thus I said "local"
This looks weird
its a good point the fact that client is not updated may be the case of strange behaviour
im going to look at it tomorrow with the focus on what could happen if client has old handling and the server has new
and if this can be diverted through handle damage as well
That would be nice, the stable implementation does not even care about allowDamage afaik
HitHRotor destruction also ignores HandleDamage btw (it checks for allowDamage though)
i will need a repro for that preferably a ticket too
I don't think so. But you can test 😅
if helicopter set to allowdamage false it disables rotor collision calculation hence cannot kill any unit walking into rotor. if unit dies then you have client running old code nothing to do with change
So this rotor damage was in the engine for a long time but just bugged?
I assume it made unit ragdoll for helicopter owner but the unit itself was still walking around normally?
that was the bug yes
one other possibility is that that set damage 1 from rotor to remote unit (old code) could get broadcast because of server changes but not immediately so it looks like random death. are there servers that run only perf for both?
All these videos are from the PERF server and clients being random stable players
I don't think anyone runs anything but stable there
I think I sort of reproduced it
Player 1: Perf
Player 2,3: Stable
Player 1 = server
Player 2 = heli
Player 3 = foot
- Heli is attached to Player 1
- Player 2 and 3's game is frozen for 20 seconds
- Player 1 rotates to move Player 2's heli rotor to Player 3
- Then Player 1 moves heli away
- Both 2 and 3 unfreeze
- Player 3 ends up dead
10:54:37 ---------------------------------------------------------
10:54:37 "Frame 59314: Killed Both: B_Soldier_F"
10:54:37 ["B Alpha 1-4:1 (Sa-Matra (3)) (B_Soldier_F)","B Alpha 1-3:1 (Sa-Matra (2)) REMOTE (B_Heli_Light_01_armed_F)","B Alpha 1-3:1 (Sa-Matra (2)) REMOTE (B_Soldier_F)",true]
Screens 1 and 2: helmet player and heli player clients are frozen
Screen 3: players unfreeze, helmet player dies
Gonna see if this also happens when all 3 are Perf
I think this repro matches what's going on with live server, Perf server sees remote heli rotor touch remote unit and kills the unit
Same picture when server and 2 clients are on dev build
["Arma 3","Arma3",215,151218,"Development",false,"Windows","x64"]
11:07:57 ---------------------------------------------------------
11:07:57 "Frame 62709: Killed Both: B_Soldier_F"
11:07:57 ["B Alpha 1-4:1 (Sa-Matra (3)) (B_Soldier_F)","B Alpha 1-3:1 (Sa-Matra (2)) REMOTE (B_Heli_Light_01_armed_F)","B Alpha 1-3:1 (Sa-Matra (2)) REMOTE (B_Soldier_F)",true]
Yep, reproduces properly
(Warning: Loud music)
Number above players is them broadcasting their diag_frameno each frame, to visually show that their game is frozen and doesn't simulate anything
I froze both remote players, then make remote heli rotor touch remote unit and it killed the unit
Exactly what we see happening on real servers, random deaths because server saw the rotor collision while neither unit nor heli saw it
11:16:08 ---------------------------------------------------------
11:16:08 "Frame 117384: Killed Both: B_Soldier_F"
11:16:08 ["B Alpha 1-4:1 (Sa-Matra (3)) (B_Soldier_F)","B Alpha 1-3:1 (Sa-Matra (2)) REMOTE (B_Heli_Light_01_armed_F)","B Alpha 1-3:1 (Sa-Matra (2)) REMOTE (B_Soldier_F)",true]
````Killed` EH log on victim unit's side btw, so this is new rotor damage (killer=heli, instigator=pilot)
I tested this and it worked identically in both setups:
- PERF + Stables
- All DEVs
dev update 22-11-2023 rev. 151158
Fixed: A recent fix in an audio conversion tool has now been applied on all sound data. This should reduce 'popping' glitches at the end of samples.
Is 'all sound data' means absolutely all (and every) sound file in Arma 3 data? Because I can reproduce this e.g. with vehicle smoke screen and vehicle turret servo rotation
Vehicle movement and vehicle interior sounds still popping too
All audio files that are in the .WSS format.
Tanks loop interior engine sound is popping at the sample end (reproduced with Nyx and Kuma tanks)
🗒️ popping and crackling are different things
I took a look at the source and processed files of some of the internal engine sounds, they don't seem to differ at all even with the compression and decompression. If there is a cause for some form of distortion or audio artifacting, it is either because the files are an imperfect loop or there is an issue still in the in-game audio system. The fix for the DC offset caused by compression, which is what was fixed in the audio conversion tool, is correctly applied to those files.
The popping that was fixed, was basically your speaker being held at 100% (instead of oscillating around 0%), and when the sound ends it would "pop" back to zero percent.
Also noticable when tabbing out and sounds get stopped.
how do you freeze the game
_freeze_until = diag_tickTime + 20; for "_i" from 1 to 2 do {_i = [1,2] select (diag_tickTime > _freeze_until);};
in unscheduled?
Yes
Speaking of which, wish there was a diag command to cut off network in the similar way for development and test purposes
but the setdamage message sent to frozen client does not disappear it just delayed
until client is unfrozen
Yes, server sends damage message because it saw remote unit touch remote heli, which is where the issue comes from
Both heli and unit were frozen, none saw the moment of rotor touching, server killed the remote unit
What happens on live server: Units get out of the helicopter (or walk by), server predicts their position wrong, which ends up near the rotor, so server decides to kill them
Yet neither helicopter owner nor unit owner touched saw rotor collision
Bet this will also work for 3rd non-server client, gonna be a complete mess with say 50 players, people will start dying randomly by being near a working helicopter
can you try this on current stable and tell me what is the result?
Same setup but all stable?
all clients and server are stable, yes
Can't get unit killed from rotor, only through collision damage which properly fires HandleDamage and Killed with heli pilot as killer (no instigator)
18:40:55 ---------------------------------------------------------
18:40:55 "Frame 51838: Killed Both: B_Soldier_F"
18:40:55 ["B Alpha 1-3:1 (Sa-Matra (3)) (B_Soldier_F)","B Alpha 1-4:1 (Sa-Matra (2)) REMOTE (B_Soldier_F)","<NULL-object> ()",true]
No result in trying to kill remote unit with attached remote heli (both frozen)
Expectedly can't kill with normal roadkill collision either
So it is indeed a bug in PERF/DEV builds where clients can kill because of remote entity collisions they saw
For a fix I'd still suggest to do this collision check from unit side, not from helicopter side, this will make it in line with the rest of multiplayer design
Or just ditch it and leave things as they were
no rotor damaging units
Speaking of roadkill damage, I'd suggest making killer the vehicle and instigator the driver
Might affect some backwards compatibility though
I've been super deep into damage propagation recently so I probably can do a write up on all damage issues there are in the game with suggested fixes, but again backwards compatibility is a big concern
Perhaps we can introduce some kind of mission description.ext flag for expanded damage source tracking?
So actively developed missions can flip the flag and enjoy better damage tracking?
improvedDamageSources = 1; or something?
btw can you plz explain which issue you were talking about? I think I misunderstood 
I'll guess he's talking about this: https://feedback.bistudio.com/T150430
dunno. it does look like it could be caused by the suspension system.
but maybe it's caused by the ragdoll
nope it doesn't help with that issue. I just got Arma'd 🥲
so it's a ragdoll issue then
yeah it does it even on vehicles without wheels/suspension like statics
just way less often and usually way less violent/arma space program
remove collision if unit ragdolling?
I guess. I'll investigate it later
btw it only happens with non-local units right? I've never noticed this in SP
I'm pretty sure it's non-local yeah
I've identified a few issues and how to improve them so we will probably remove this patch from prof as no time to test new before xmas
Yeah what Trager posted. Was just curious if it did affect it or not
Probably because non-local units jerk all over the place due to prediction/interpolation/extrapolation
They used to destroy trees and walls first few years of arma because of that
unit dies -> bushes, trees and walls nearby fall down
on a populated mp server

Its like the features weren't developed to be played in multiplayer 🤔
They still do
Not as much at least
each client used to do damage with each ragdoll they had regardless of locality
These units also yeet vehicles around
The ragdoll issue is that ragdolls have incredibly high mass
It doesn't happen in SP tho 
Even when the ragdoll is done and you hit a corpse your vehicle often gets launched into the air (MP).
I wonder if sudden prediction/interpolation movements produce large velocity? I believe they do.
Ragdoll owner sees tank moving over it -> Remote tank corrects position with a sudden movement -> Sudden tank movement transfers to ragdoll -> Tank owner sees ragdoll updating position with a sudden movement and large speed -> Sudden ragdoll movement transfers to tank -> Repeat
Btw you can reproduce MP physics issues (where collision launches vehicles through the map) very easily, simply SHIFT+MINUS+FPS two clients to 20 FPS and every collision will end up like this
That seems like the classic game physics thing of two objects ending up clipping because of low sim rate relative to speed, and violently de-clipping themselves when they realise
How does physx resolve clipping btw? I don't think it launches bodies this violently, doesn't it?
I don't know barely anything about how PhysX works technically.
I can say that if you place two physics objects intersecting in Arma (easy enough with Zeus or Editor) something is going flying. I can also say this isn't unique to Arma's physics - it's an iconic part of the physics behaviour in games like Gmod and Halo
So I guess launching is not only because of large velocity, but also network updates placing objects inside each other
Large velocity probably contributes to huge collision damage
Being intersected can be instant death even with 0 velocity tbh
Yeah, velocity gets added from that launch that happens even with local objects
That is a physx tendency, IIRC. It doesn't deal well with large overlaps.
@full sonnet Is there a reason why display unique names are limited to a-z, A-Z, 0-9, _ characters?
If we could have slashes in there, I'd be able to provide texture paths right in the display name
Will be useful for models to use mission file textures
Slashes and dots
Having to do ```sqf
_name regexReplace ["XXX/", ""] regexReplace ["VVV/", "."]
"#(rgb,1024,1024,1)ui('Texture_AnyPicture','iXXXpVVVpaa')"
I didn't know it was limited.
Probably because procedural Texture String parser is limited
Don't remember.
I would expect only quote to not be allowed
Gonna make a ticket
Can someone tell me what is the latest RC branch version number? Game updater throws me an error, when I try to update and I'm not sure I'm having the latest one.
version->build
1.54 133479 is what I have for RC
Thank you!
Yup, always getting a timeout with gameupdater and It's not the latest build
For those who missed it . Dev branch change log https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/?page=61
19-4-2023EXE rev. 150515 (Game) EXE rev. 150515 (Launcher) Size: ~66 MB ENGINE Added: getPilotCameraOpticsMode and setPilotCameraOpticsMode script commands - FT-T169615 Added: Alternative syntaxes for createVehicleCrew - FT-T171324 Tweaked: UI to Texture now supports mipmaps - FT-T170799 Tweaked:...
Tweaked: Blood drop effect was improved anyone knows what exactly was improved?
the blood model seems same but it now has random? scale on the ground, now can visual smaller blood splats
killzone_kid, how about replce the old 3D blood models with new better quality analogs from the Laws of War DLC
(you can find it in Eden Things → Medicine)? It's a same non surface attached models so seems no problems if wanted
Means a CfgCoreData → slopBlood, footStepBleeding0, footStepBleeding1
see picture models compare
https://ibb.co/QKtkNt4
plus Laws of War blood models have Fresh and Old versions, it will be possible to realize on injury fresh blood spawn → pause → replace it with the old one → pause → delete
Does the different blood model appear when you launch LoW DLC?
What do you mean 'launch'?
LoW always launched in Arma 3 vanilla, not as Contact
scenery object / decals
As part of composition set up somewhere?
in 3den, if you type in "blood" in scenery category, you'll find them
they are probably used in the laws of war campaign somewhere
I see
ah do you mean this public prop decal can falsely spot player injury position, so dangerous in MP?
And maybe by design the player's blood drops must be different from Eden Editor prop?
Although they quickly deletinng, don’t known about how big problem it will be
Also when player bleeds on some object(building) the blood drops creating on the ground not room surface
In the case of a blood pool (slopBlood) spawned after unit dead it cannot be done - it's an object the texture attached to terrain surface
But blood drops can be adjusted in 3D position, spawning on the building's floor will be possible i guess
https://community.bistudio.com/wiki/getEntityInfo doesn't seem to be available in current dev
Revision: 151259 Added getEntityInfo
EXE rev. 151257 (game)
it's available in a newer revision. so changelog is incorrect
Is there any rough estimate for when the next dev update will come?
Every Wednesday afternoon, unless we opt out that week for a variety of reasons or the smoke test fails.
It was added very close to dev preparation so yeah, probably didnt make it, which is good as getEntityInfo had another tweak
Is there any chance we could get someone to have a look into the LOD limits for the runway pieces please?Probalby a class roads thing.We have such great runway tex's /pieces now i think that class limitation LoD probaly needs a tweak.Has been the same very ,very low LoD for runways since Arma 1.From what i seen the reforger stuff is amazing.Hate to have all that quality faded out too quickly.Maybe the runway pieces could have its LoD's linked to object quality?Would be nice.
*Object view distance.
Well BIKI often writes about future Dev content
👍
quite prophetic
Yeah we sometimes write the changes into biki as soon as they're committed internally
getModelInfo could use same treatment as getEntityInfo to only query needed value instead of building and returning full array and then selecting from it
ANYTHING = ENTITY getModelInfo NUMBER
But it only returns 5 elements.
That hardly is worth the effort
Perhaps
was gonna say the same thing, maybe if there are more values to return in the future
I wish we had this approach from start, a command with long array of properties and a command with fast access, could have saved on so many commands and made it fast and consistent
Can also put it into one command.
If -1 then all are returned
still one command just alt syntax
Sqfv2 when?😄
17-1-2024
EXE rev. 151287 (game)
EXE rev. 151287 (Launcher)
Size: ~77 MBDATA
Fixed: Wrong unflip action condition for UGV - FT-T171437
Fixed: Wrong unflip action condition for Kart - FT-T171437
Tweaked: Debug console can be enabled for singleplayer scenarios with enableDebugConsole scenario parameter - FT-T178141
Tweaked: Added option to skip automatic scenario parameter initialization in singleplayer - FT-T178325
Added: BIS_fnc_unflipThing scripting function
Fixed: Undefined variable error in BIS_fnc_unflipVehicle
Added: Re-enabled unflip action for Quadbike - FT-T171437
Fixed: Wrong unflip action condition for static weapons - FT-T171437ENGINE
Added: getEntityInfo script command
Fixed: AI characters may move away while getting healed (failing the heal) - FT-T158514
Added: actionNow script command - FT-T177447
Added: diag_resetAnims script command to diagnostics binary - FT-T178065
Added: getModelInfo now also returns mass - FT-T163583
Fixed: Explosion sound effects were not audible if the explosion occurred beyond the view distance - FT-T171589
Added: Additional syntax for the landAt script command for landing at a specific helipad - FT-T178205
Added: disableAI "FireWeapon"
Tweaked: Added alternative syntax to the getEntityInfo script command for fast access, as well as an isMan property - FT-T178345
Added: overrideHazeQuality server and scenario parameters, and also added haze to the getVideoOptions command return
Added: Additional context to the 'cycle as first waypoint' warning message - FT-T178338
So many nice changes. Love it
Dont forget to add that skip var to wiki please
Already done
woohoo
Works great. Thanks
that isMan check in getEntityInfo, does that check for "man" or "CAManBase" or something else?
I see.
I personally have isAgent object (for checking if unit is created with createAgent) too but it's not committed yet
that's for team member
just add alt syntax
it is better to have separate commits so it could be reverted/investigated/included/excluded easily
Off, my isMan request was about simulation="soldier" check 
Animal = !isMan
Literally that's the code
does it not work as you expected?
private _weaponHolder = "GroundWeaponHolder_Scripted" createVehicle getPosATL player;
private _primary = primaryWeapon player ;
player actionNow ["DropWeapon", _weaponHolder, _primary]; ```This fails to drop weapon properly into the `_weaponHolder`, even though the weapon disappears to nowhere, despite `action` works very well
ticket please and ping @harsh orbit
Thought it was checking for config's "isMan" by dedmen's comment, but looks like it works properly
cache = createHashMap;
unit = player;
[
diag_codePerformance [{getText(configOf unit >> "simulation") == "soldier"}]
,diag_codePerformance [{cache getOrDefaultCall [typeOf unit, {getText(configOf unit >> "simulation") == "soldier"}, true]}]
,diag_codePerformance [{unit getEntityInfo 0}]
]
```=>`[[0.000822514,100000],[0.000662739,100000],[0.000319898,100000]]`
Twice faster than caching config check result, works great!
nice work on the "BIS_fnc_unflipThing" function
only tweak I'd make is to add a couple second delay before re-enabling damage
@harsh orbit chance that new disableAI "fireweapon" can also apply to player characters? allows to simulate weapon safeties and have proper safe zones without that addAction
No
unit lockPrimaryWeapon bool ?
OnEachFrame + setWeaponReloadingTime can do the job.
Not pretty but works
this is how ive done it but man would I like to be able to 'lock' it at 1 instead of being forced to run it per frame
disable player fire input until he hits reload key or switches weapon 😄
the addiction method is incredibly easy
is this the approach that leads to having an empty/"hidden" action menu entry at the end tho?
why, did you experience any problem or you want to add because why not?
that old addaction solution isnt good
there's a better way
our workaround to disable the ping button was to use the EH version: if isNil "lxWS_disablePingEH" then { lxWS_disablePingEH = addUserActionEventHandler ["TacticalPing","Activate",{ private _unit = player; disableUserInput true; _unit spawn { disableUserInput false; }; }]; };
similar could be done with the fire action i guess 😄
Yes
can you elaborate how it does block the action?
addUserActionEventHandler itself wont stop the action right?
does the disableUserInput true-false still invalidate it?
addUserActionEventHandler ["defaultAction","Activate", {
systemChat "defaultAction";
disableUserInput true;
[] spawn {disableUserInput false};
}];
seems to block firing but it will also block stuff like clicking in dialogs ;D
(can't click stuff in arsenal for example)
just addaction for blocking firing
its what i do to fake guns be able to fire multiple ammo types from the same magazine
it probably makes more sense to have something like actionName disableUserInput disable instead
dunno if it's feasible tho
first of all it's just an idea, so no one said it's happening
second of all disableUserInput already exists. why make a new command?
it's a bad approach since it gives you an empty item in the action list. very annoying and feels hacky (which it is)
oh thats news to me nvm then
weapon safety is just such a core part of the game and MP, a dedicated solution would be good. however we’ve survived this long without
vehicles can settle (physx suspension), collide with a small rock and shift, etc. just from experience a small delay is useful (from watching people unflip vehicles in MP hundreds of times)
maybe just monitor for 216 and if more complaints roll in then address
from watching people unflip vehicles in MP hundreds of times
old function
ive never seen that appear before
and ive added plenty
can hide it at least with https://community.bistudio.com/wiki/isActionMenuVisible
in the condition
but i think that'd let you bypass the 'safety' by opening the action menu
#dev_rc_branch message
Still not fixed, do you want FT ticket for this?
Nope. I still haven't gotten to it but I do have it on my to-do list
Also bullet hit water produces concrete (or dirt) sound effect, though in config there are 8 sounds bullets will hit the water with correct paths
I want create ticket about this tomo
Even if you're in the middle of water?
Tested in 3-5 meters from the beach, cannot say more yet
Fixed both
no need for ticket/test
Also
grenade launcher projectile will create dirt particles on hit water (vegetation too AFAIK, tested long time not shure)
Shoot grenade using e.g. MX GL at water; and shoot vegetation in close range less 10m
that's a config issue
in AmmoConfig >> "HitEffects" class, there should be a list of all hit effects (for water, there should be hitwater), but there's only two
vehicle and object
afaik neither is used anymore?
never seen those
Was having no effects on water fixed btw?
Today ye
👍
@full sonnet ,Can we please get class roads LoD coef made public/editable ?We need a cfg edit to adjust for different modes to be better portrayed.Since Jets DLC we have alot of aircraft ppl ,we have been graciously given South Asia and there are more flying terrains to come in the future but without the ability to edit these values we still stuck in 2008/Arma 1 era values.
Not great for flying modes.:(
https://community.bistudio.com/wiki/setFeatureType
Does this work for you
class roads LoD coef made public/editable
what is that exactly?
i assume they mean ability to modify dist roads lod changes
Thanks!.I have utilised this feature on 3den placed runway pieces but cant access the road class that the WRP baked objects adhere to.The 3den placed objects dont reflect light correctly and are broken in regards to vehicle headlights.If i remove class roads from the p3d the runways adhere to the object viewdistance but then also are broken in regards of night time lighting.If we can edit/adjust the roads class LoD coef we dont have to resort to hacky solutions that dont really work anyway.Is there another class i can try in the p3d that will give me correct LoD's and correct lighting?Might have to do some experimenting.I think i may have already tried class House but had no luck.Dont really wanna get all hacky...Would love to see a CfgWorlds entry that does this on a case per case basis.Like our individual world cfg entries.
If i can mod my pistol to fire HE cows and rabbits at 600 rounds per minute i reckon we should be able to edit terrains to better suit the modes they were designed to support...lol
Making roads more visible could be an issue in terrains like Fallujah etc.So a CfgWorlds entry would prolly work best.
Just thinking out loud , runways are probaly closer to a Class Land_Landmark type feature.
19-4-2023EXE rev. 150515 (Game) EXE rev. 150515 (Launcher) Size: ~66 MB ENGINE Added: getPilotCameraOpticsMode and setPilotCameraOpticsMode script commands - FT-T169615 Added: Alternative syntaxes for createVehicleCrew - FT-T171324 Tweaked: UI to Texture now supports mipmaps - FT-T170799 Tweaked:...
@winter crescent btw I renamed getObjectBones to getBoneNames 
To increase the immersion of vehicle crew/passengers in periods without GPS, I’ve been attempting to remove the crosshairs on the main map, that track a vehicle’s position. After investigating map layers, Rsc controls, server settings and vehicle configs, I’ve run out of ideas. A few posts on Discord suggest that it’s currently not possible to remove these crosshairs as they are an inherent part of the Arma 3 engine. Is this true?
I noticed that there were some updates to the server difficulty settings in 2.12. Would it be possible to include an option to remove these crosshairs in a future dev build?
you mean red square with the dot, that you move over the map, that shows the position and hight?
no, that's easy to alter. I mean the black cross hairs that show when you're crew/passenger of any helo or tracked vehicle.
ah...
yeah exactly. It's a strange one, because even with max realism settings, tracked ww2 / vietnam vehicles effectively have a gps. Unless I'm missing something.
Thanks. At least I now know that its a known issue.
can we get a sitrep on the 2.16-2.18 adjustments ... there were some stuff moved from 16 to 18, wondering if 18 will come sooner than expected
2.16 will be a mini update, but it requires a version increase.
2.18 will be a more regular platform update.
Timelines are not yet confirmed.
Soon™️
19-4-2023EXE rev. 150515 (Game) EXE rev. 150515 (Launcher) Size: ~66 MB ENGINE Added: getPilotCameraOpticsMode and setPilotCameraOpticsMode script commands - FT-T169615 Added: Alternative syntaxes for createVehicleCrew - FT-T171324 Tweaked: UI to Texture now supports mipmaps - FT-T170799 Tweaked:...
Hey, that's my job 😄
what PBOs are needed to get the console in SP? tried to load functions_f.pbo from dev branch with perf branch, but doesnt seem to work
console?
Posted January 17
17-1-2024
EXE rev. 151287 (game)DATA
Tweaked: Debug console can be enabled for singleplayer scenarios with enableDebugConsole scenario parameter - FT-T178141
doesn't it mean this?
@harsh orbit see #arma3_feedback_tracker message and following posts
ok i think i realized my mistake.. (FP + not latest data extracted). my bad
what's FP?
filepatching
does it work in vanilla dev?
lbSetTooltip no longer works on RscListNBox in the RC, there is no lnbSetTooltip command
PSA: remains collector improvement from todays dev is not complete, MP still has problems which should be sorted with next dev
19-4-2023EXE rev. 150515 (Game) EXE rev. 150515 (Launcher) Size: ~66 MB ENGINE Added: getPilotCameraOpticsMode and setPilotCameraOpticsMode script commands - FT-T169615 Added: Alternative syntaxes for createVehicleCrew - FT-T171324 Tweaked: UI to Texture now supports mipmaps - FT-T170799 Tweaked:...

you can do cooler stuff with it but that would be one yeah 😅
Yeah I'm thinking I maybe can do a nice thing with blending
not just that, but using switchGesture you can play moves as gestures
Oh?
they need a mask to work correctly tho
e.g. weapon switching anims
That would be dope. I wish there is a way to blend multiple animations with proper movements
Do these blend only two animations and two gestures?
you mean the blend factor?
Yeah
it blends the current anim with the next anim
dunno if it works with gestures tho (they do have a blend factor but not sure if the engine uses it)
As in, you can't play more than two animations
Looks gesture also only supports two
Even though the limitations this is very big to us I guess. It still does mean there is a slight chance to tweak anim for very specific case... I mean, screenshotting
BTW, does this mean weapon swtich anim actually was a gesture?
for players yeah
not sure for AI
I think they played it as anims
I've never seen AI move and switch weapons at the same time
That kinda makes sense, I was wondered why I couldn't remake weapon switch anims via script
tho it uses a more complex mechanism
speaking of weird things for AI, they for some reason don't ever play turning animations
I think playing anims messes with AI aiming
at least it does when you do playMove. they can't aim during the first cycle of the move
I never noticed until I was looking into animal animations and noticed the vanilla goat etc dont play their turn animations - if you selectPlayer the goat they play fine
ah that uscks
One thing I still think we lack regarded to anims is aiming command actually, they said no though
actually I was gonna add it (but limit it to get the "ok" from others). I even got a draft working but never sent it. now it's too late
Wish you are still around
well I'm not, that's why it's too late 😅
So technically you can blend up to four animations now... I am guessing what is possible after this
This looks cool. The AI is synced with SQF I assume?
(Had a "multi server" in mind for some time now for larger scale PvP ops. One side on one server other side on the second, with units synced. Mind sharing how you achieved this? animations/positions are something I have yet to experiment with)
https://community.bistudio.com/wiki/switchMove
Guess Example 4
yeah. it's just that
can we record player animations and apply it to some ai?
that would make building cutscenes etc a lot easier
you can. but not aiming/head/leaning
Technically we already can but this means more eaiser
yeah i mean easier
Damn, multi server arma might be a thing one day 
why should i script something terribly slow if i could just run & stuff myself and then apply that to an actor later
he's trying too hard 🤣
I don't think it's normal to bleed out of your butt
well if one keeps hitting their butt on the ground like this guy it's bound to happen 🤣
Arma reforger sex update is NOTHING compared to what I’m about to create with this feature 😏
Love that change
https://www.youtube.com/watch?v=JSm-uV6kWZ8
Hmm nice way to animate
I don't understand whats special about that video. Can someone explain what this addition actually made possible there?
Continuously loop a part of animation? Oh wait it's already possible with setAnimSpeedCoef?
It's in the video description.
Thank you
Aha, yeah
Before when using switchmove the camera also flickered sometimes due to move change.
The animation changed instantly to the repair animation, now it's a relatively smooth transition no matter what initial stance/animationstate the player has.
On ending the animation/action it also goes back smoothly to a player controllable state instead of acting wonky (instant animation change, taking weapon out etc).
I used a combination of playMove and switchMove in the video. (The looping Exile repair animation was also important i guess (no clue why since i don't know much about animations)).
Ah thats because you can now specify the offset of where the animation should start?
Thank you for your work Leo, now we can achieve far more professional looking results when working with animations
Hypothetically, would there be any fundamental problems with the "take controls" feature of co-pilot positions being made accessible to land vehicle classes?
I assume the problem might be that its only implemented for aircraft? I don't know how the code for that works
As far as we can tell it is engine side enabled for only heli and plane classes.
Came up in conversation about some possible functionality enhancements we could make to the "co driver" positions for some of our vehicles in Spearhead.
Actually TakeControls actions are implemented in Transport, so for all vehicles and ammoboxes.
And we call it "VehicleControl" generically.
Might just work, someone would need to try it 😄
🤔
Are you volunteering?
I can volunteer @umbral orchid. 😄
When he (presumably) wakes up at least.
im awake but it didnt work last time I tried it
Engine blocks the actions, so you wouldn't be able to try it
@full sonnet seems something else is borked with it
strange that dll is there in the dll folder
manually copying the dll to the same folder as the exe fixed it at least
unfortunately doesnt show the action still
I could force it with
player action ["TakeVehicleControl", vehicle player];
that also works on 2.14
strange I thought it didn't last time I tried it
at least 2.14 profiling branch
Maybe most cars are not configured to have the second seat be a "copilot" seat?
this was with a tank and I added isCoPilot = 1 to it
turrets without it couldn't use the TakeVehicleControl scripted action either, only the turret I set isCoPilot 1 to could. but the action never showed up in the action menu
I'd probably have to try, but not soon
np - at least its good to see that it works its just the action is hidden
makes me wonder if the pilot camera stuff is available for vehicles other than aircraft too
are the animation issues in profiling branch (before the update) present in the latest dev branch update?
yes
dev branch is roughly each 4 week or so, right?
Or there is some scheduling that makes it impractical
thanks
7-3-2024EXE rev. 151510 (game) EXE rev. 151510 (Launcher) Size: ~71 MB ENGINE Fixed: Remains collector was not removing invisible dead characters from vehicle wrecks Added: Weapon holder support to the remains collector (WIP) Added: weaponholderManagerMode, weaponholderRemovalMinTime, weaponholde...
Is load3DENScenario only for Eden workspace, not for like main menu?
Yes
Hm. Was wondered if it can be used to launch my last mission in one click from Main Menu. Was because just lazy to set startup parameter
that's the one feature i'm really missing.. being able to load 3den missions from main menu
for years already
having to boot up 3den, in a terrain i don't even want, then opening load screen, selecting map, etc... annoying
especially since i have such a huge amount of mission files that just opening up the loading interface for the first time takes a couple seconds
Who doesn't miss that feature.
If it can be called from Main Menu that's a big pleasure too

is there a particular reason the Arma 3 server doesnt have a "Development Branch"?
Afaik the dev branch has multiplayer disabled anyway, so wouldn't be of any use?
thats just with diag.exe - dev branch is just stable+1 (ie 2.17 atm) that has both data changes and latest engine (ie network affecting stuff cant be in perf branch)
It doesnt, you just can't join stable servers
Ah, I see. Might have mistaken those two.
Profiling is also often compatible with stable, I remember using it on my live server
Profiling/performance yeah. Using both regularly
a3server.exe is included with the client dev branch so its even weirder
probably logistics
also the server version has reduced filesize pbos (textures etc removed) iirc
so would require those being generated, less of a problem these days when dev branch doesn't add new assets etc very often but shrug
that's my guess anyway
ah ofc probably build time lmao
dev branch still has the anim sync broken
almost unplayable with this unfortunately
I use exe with -server for that
now now let's not start complaining about things broken in dev branch
Correct, the fix was done after the last Dev branch was built.
where was a complaint? only noted our test of the garabage collector was kinda meaningless due to that and client+server crashes we had (no clue if related - will drop on FT later today)
What animation has to do with it? Seems the problem with animation was that the spectator camera was not smooth and unit would stand in FFV position, what issues you have?
all anim transitions were broken; AI not able to operate normally as result; after some time you could no longer reload your weapon; after some time vehicles started to beam and server crashed; as said also some client crashes (we dont have normally); plus some audio glitches with wrecks (scripted system - could be a result of "working" wreck clean-up. didnt have time to investigate yet)
@scarlet root don't we have a video of that glitch? Could DM it to KK.
was already fixed though (twice) on profiling
The animation issues we observed happened outside of the spectator.
that does not sound like the issue that was fixed
The animation transitions sounds like the spectator one
Spectator was broken because all animations were broken, and you were looking out of the broken animation units eyes
But that was a clientside only bug and wouldn't apply to AI running on a server?
Dedmen constantly breaking the game 
nu
[Crash] DS crash with latest dev branch mid mission
https://feedback.bistudio.com/T179867
[Crash] Client crash on game exit
https://feedback.bistudio.com/T179868
(both private CDLC tickets)
this was the AI beaming - this recording is from observer mode
however it happened also when in a vehicle or as infantry
if there is a dev branch update this week with the anim fix, we will try again on Sunday (mainly the garbage collector)
Dev branch for this week is already closed, so unless we fixed the crashes by accident they'll be next week
So this is what makes it "almost unplayable with this unfortunately"?
see above: #dev_rc_branch message
ok
- AI wasnt able to use weapons properly. especially AT launchers
7-3-2024EXE rev. 151510 (game) EXE rev. 151510 (Launcher) Size: ~71 MB ENGINE Fixed: Remains collector was not removing invisible dead characters from vehicle wrecks Added: Weapon holder support to the remains collector (WIP) Added: weaponholderManagerMode, weaponholderRemovalMinTime, weaponholde...
No. I just paste it here when I see the notification in my inbox😄
Was there ever any progress made on flushing the vRam? I see some conversation about this last year.
I think SUPERFLUSH is a thing already?
Is that in profiling only, or also in the regular build?
Urmm it looks it is 2.18 command
Hm, will have to try this.
@full sonnet , seems alot of ppl having trouble making their placable objects have sounds.e.g rotating radar dishes.not all simulations have sound controllers enabled.Would be good if they all had the ability to make sounds.
aha
I think it mostly turned out that the VRAM wasn't the problem.
i think in some situations might be really really good
but not a fix all issues

Well, the behaviour's kinda odd because it won't free VRAM until it runs out.
But I don't think that actually hurts.
If you want it to use less then you can tell it to use less in the launcher. Assuming that the option works.
99% of people don't even notice when Arma is using 20GB of VRAM :P
true 🤣
tbh performance is pretty great nowadays
you'd be hard pressed to be running at 20 fps nowadays unless u r RAM Capped
or 20 year old cpu.
it doesn't...
huh 23 gbs?!
yes
I have 24 GB vRAM
4090?
i assume thats when the LODs start flickering
what is that related too
cuz thats my most annoying problem, you hit LOD Flickering and then performance on server/client starts eatting absolute shit
its fixable but its kind of annoying cause usually its like absolutel severe
It's system memory. Turns out that the default cap was 4GB.
Profiling branch got changed to 75% of physical. Otherwise you can use maxmem to increase it.
I've even bought my 3090 Ti because of 24 GB, thinking this was the reason when I had a 8 GB vRAM GPU
but turns out it was 4 GB max RAM coded by devs 
thats a sadge
The 4070 Ti Super has 16GB, normal 4070 Ti has 12GB
because 16 GB out of 32 is not 75% and it still results in same crap
i havnt really noticed the issue myself, the only issue i cant get over is fucking tree flickering reeeeee
i remember when i had 8 gb of ram
Arma would just hard lock my entire pc
a lot
Arma isnt really playable with below anything of 12gb of vram and 16 gb of ram
lol
Yeah well there's the problem 😛
Oh okay
has 2GB of VRAM, it's fine
LOD Flickering and stuff like that isnt related to ram cap ig
more like server issue
Well I meant if people are using a 6GB or 8GB card then they should use high textures and that'll be fine for them. With vanilla assets I could use Ultra too. But that was a no to with GM textures.
I've seen LOD flickering offline too, i assumed that was an asset LOD issue
no its random issue
But i guess it depends on what you mean by LOD flickering...
but its the biggest issue you'll run into
I've seen some videos of trees and assets popping in and out of existence and that was probably RAM related
As opposed to LOD flickering/ z-fighting
Arma doesn't use it all though
true
It was capped at 4GB or whatever
i dont know if its ram
i think if i switched my server to profiling
it might be fine
i should try it
Build: Stable
Version: 2.14.151313
Allocator: C:\TCAFiles\Users\name\5690\Dll\tbb4malloc_bi_x64.dll [2017.0.0.0] [2017.0.0.0]
PhysMem: 128 GiB, VirtMem : 131072 GiB, AvailPhys : 66 GiB, AvailVirt : 131068 GiB, AvailPage : 67 GiB, PageSize : 4.0 KiB/2.0 MiB/HasLockMemory, CPUCount : 16
cause this is my server
xD
Was curious as we had another mission last night where some clients got the t-pose 3fps low poly bug. It was on a large map though so I'm blaming that, but it ran fine for quite awhile and then just randomly hit people at different points throughout the night. I didn't check my vram while it was happening though
no need to check vRAM - it's not vRAM and not RAM
it's something else
but we don't know what
You're still getting the same issue on current profiling?
of course
75% of my 32 GB RAM would be 24 GB, but I never see more than like ~17 GB playing vanilla Warlords or standing AFK for hours at respawn on our vanilla server
but it still occures
Curious. Must be another limit in there somewhere.
16GB is the upper limit, so it could be RAM-related. #perf_prof_branch message
is generally weirded out by virtualmemory being set lower than physicalmemory there
is it? looks like >1000x as much
AvailPhys : 66 GiB, AvailVirt : 131068 GiB
it's almost implausibly high 😄
130 TiB of virtual memory?
It's 131068 GiB
That would make more sense 😄
yeah if my server is lagging
its most likely a mod

the only thing that made my server almost crash was Zulu's Headless Client Mod
its weird because i used it a long time ago it worked fine.
probably mod conflict tbh
yeah thats confusing
i dont get that either tbh
No, what it says is correct
That's 128 TiB not 130
x64: Windows 8.1 and Windows Server 2012 R2 or later: 128 TB
If you try A3 on Win 8 or 7 you should get 8 TB, according to that link
Fixed: Mortar gunner anim desync fix was breaking other get in turret animations - https://feedback.bistudio.com/T124694
we tried dev branch again last Sunday. no more issues with beaming AI and such. however we still had AI crew to be in standing anim after revive - how could we determine if our issue is a different one?
we do this
SPE_fnc_play_vehicle_animation =
{
params
[
["_unit", objNull, [objNull]]
];
if (!isNull _unit) then
{
// TODO, find a better way to determine the vehicle seat animation?
private _animation = _unit getVariable ["SPE_revive_vehicle_animation", ""];
[_unit, _animation] remoteExec ["switchMove", 0];
};
};```
and before
```sqf
private _animation = animationState _unit;
private _isInVehicle = _vehicleUnit isNotEqualTo _unit;
if (_isInVehicle) then
{
_unit setVariable ["SPE_revive_vehicle_animation", _animation];
[_unit] call SPE_fnc_play_terminal_animation;
};```
i guess a possible alternative to switchMove would be to use some from of moveInXXX and such
@plain bluff do you remember why you implemented it this way?
7-3-2024EXE rev. 151510 (game) EXE rev. 151510 (Launcher) Size: ~71 MB ENGINE Fixed: Remains collector was not removing invisible dead characters from vehicle wrecks Added: Weapon holder support to the remains collector (WIP) Added: weaponholderManagerMode, weaponholderRemovalMinTime, weaponholde...
hm it was only added today
seems we need to test once more next Sunday
@unreal arrow GC seem to work as expected now. we will need to do some more focus testing on some specifics and potentially adjust our cleanup configuration, yet so far looking good 👍
No
WH still WIP though not for long
the mortar gunner fix now only fixes mortar gunner. so whatever issues you have with other animations will be something else
Mortar gunner specifically? Or the bug that was reproduced easily with mortar gunners?
it was specific to mortar gunner
Wonder if its gonna also fix RHS animations, thats where it breaks the game the most
it's on dev you can test
People stick out of tanks and easily killable with small arms
why is he visible, maybe should be set to invisible in config?
this happens in SP too
afaik it's an animation timing issue or something like that
All RHS vehicles are like that, my guess is to simulate crew being killed by armor penetration
I don't think tank crew should be set invisible (vanilla tanks don't either, iirc)
Works with same repro so hope its fixed too
settting units invisible in config disables their firegeometry
so the only way crew die is when the vehicle dies
to me it looks like racing condition that the unit is removed from landscape before the gunner animation sets unit in correct pose. I am not expert on animation so I won't be looking in it any time soon
or from damage shared from the vehicle
yeah it is something like that. it only happens with vehicles that have door animations (I've never seen it happen with vehicles that don't have door anims)
Its the other way around?
Vanilla crew animations have "sit down" small animation bit which prevents this bug from happening
nah not that animation
leopard means the hatch openig and closing
when they enter
no vanilla vehicle uses it
Unless you meant vehicle door animation and not unit animation that plays on get in
yeah I mean this
Ah, alright
they delay the getting in/out so it's somehow related
that's interesting if it is related to the vehicle door animation because spearhead has the same issue occasionally and we use the door animations
From my observation its about "intro" crew animation
if vehicle has it, bug doesn't happen
different from the one kju reported
not sure how its called internally
that long sit down animation when you get in\out of a quad bike
getInAction
getOutAction
followed by a transition animation in the driverAction (or gunnerAction etc)
hmm both mortar and RHS tank have it so it must be something else
it probably happens if turret is remote
I have reproed it in SP too
well not the mortar one
RHS vehicles (+ other vehicles with doors)
in the case of the atv:
driver_offroad01 = "driver_offroad01_settlein";
class driver_offroad01_settlein: Crew
{
connectTo[] = {"driver_offroad01",1};
};
so it plays the settlein animation and then switches to the 'idle'
I don't think its related to this though
driverInAction is just for when the driver is turned in, driverAction is turned out
Ah, thought its "getting in"
nope thats this
getInAction
You also see it on vanilla tank but just for a few frames
then it fixes itself
Yeah, guess it might have something to do with door animation, no other leads from me
In this thread well try to describe updates happening in the Development branch of Arma 3.This changelog is not complete, nor confirmed to be working as advertised. Again, Development branch does not pass internal QA before publication. Stick with main branch if you do not want to deal with the (...
Tried perf build, looks to be fixed there. You see broken animation for a bit and then its fine
Still broken in RHS
So its fixed for vanilla mortar, not fixed with RHS assets
mortar gunner specific fix
we tried a wider scope before it always breaks something else
99 little bugs in the code, 99 little bugs in the code. Take one down, patch it around 117 little bugs in the code.
How reproducible is it? I haven't seen it for a long time
99% reproducible
Same repro as this, except swap mortar for a tank
Can change it for you if you'd like to check it
If you meant the crew sticking out
Dedmen don't forget this time to include heli related changes into stable 2.16, please 🙏
so all players can finally benefit from that
What kind of heli related changes?
probably not 2.16 as it is very small scope update
so why not finally merge?
it was supposed to be in stable long long time ago
I don't know why
ot is to just have 1 line more of stuff fixed for 2.18?
also until 2.18 it will take a long time, again
I know it is small update, don't know what's in it yet
it's there, since 2.10 and the fix was already updated/refined/improved by Dedmen
just give it finally to all the people on stable...
when staging for 2.16 is released (soon) you can test it and see if it is there for sure
@unreal arrow how were weaponholders handled by the GC before your recent work?
the reason for asking is defaults for it when you havent defined the new params in desc.ext
currently it uses separated hardcoded defaults, right?
wouldnt it be better for backwards compatibility to use the values from corpse if not defined for weaponholders
ie a mission has set mode=1 for corpses - so far weaponholders were removed too (somehow). now weaponholders have the 0 for SP/2 for MP mode as default.
so corpses would get cleaned up but weaponholders would stay - unless a mission gets updated with the new desc.ext params for weaponholders, correct?
sample:
"RemainsCollector setup: [disposalPeriod, managerMode, removeLimit, removeMinTime, removeMaxTime, minPlayerDistance, unit1, unit2....]"
["Corpses:",[5,1,50,300,360,100]] // custom setup via desc.ext
["Wrecks:",[5,1,25,300,3600,100]] // custom setup via desc.ext
["Weaponholders:",[5,2,50,3600,36000,100]] //no defined in desc.ext - defaults taken from engine supposely?
not handled automatically yet just manual add remove. I'm working on finishing it. why do you say it should have default as corpses? to me it makes sense that whs should stay longer especially if someone relies on looting, suddenly their mission has whs disappearing don't think this is a good idea
just values taken from corpse if not defined for WH
why: backwards compatibility - ppl set custom corpse values they may not work with new defaults for WH.
preferably WH would have its own default values and ppl would update their missions. but wont happen too many times and may even be a prob for official missions/game modes
if prior behavior was WH not cleaned up at all (unless scripted), it may also be safer to have it say this way as at times this may be intentional
as said i dont know how it works till/with 2.14 - just noticed the difference setup as posted when WH setup is not yet defined in desc.ext
(added comments to the logging)
I am sorry you lost me. What kind of backward compatibility are you taking about? WH collector is a new feature. This is why it makes sense to default it in a such way that it won't impact user missions with default short removal time but on the other hand does provide cleaning. Corpse weapon holders are cleared with copses so nothing changes here. It is confusing that on one hand you say clean them quicker on the other hand you want it to stay as before, not cleaned at all. I'm sorry I find it hard to understand your concern
How does it work so far with the GC? (before your recent work)
The WH gets removed with the corpse? Not removed at all?
Corpse weapon holders are cleared with copses so nothing changes here
So the new WH setting is not for WH from corpses, yet only WHs without corpse?
I hope the wh handling does not touch script or editor placed ones as it could interfere with some missions.
Saying that now is too late
2.16 is a mini-update with the primary goal of allowing the new Creator DLC to work.
It only receives a few select merges into 2.14. The only reason it gets a version raise, is because some of those merges need it (usually MP compatibility).
Why not to include everything? It's mostly that we don't have scope for the full QA treatment that so many changes all over the game need (several weeks of testing). This is what we'll do again for 2.18.
Lou added wh mode behaviour to biki which is pretty spot on and this is how I am planning to finish it. User created wh with script should not be managed by default only those that player drops when they drop something on the ground from inventory. the 4th mode for any items in remains collector (all but respawned) is kinda pointless but will keep it as well fro consistency.
Corpse WHs (primary and secondary) have own simulation and own loop that deletes them when corpse is deleted
they are simulated WH
Also I won't be adding them to "manage all" mode
Sounds good
Fixed: Disabled helicopters exploding when turned upside down (previously experimental only, switched to all builds enabled)
better to expect less and get more
😮 I got it
wtf..
I found where it happens.
Game restart, exact same parameters to same function, different result
I changed that in 2021, because it broke when you had game installed in D:\โฟลเดอร์ใหม่\steamapps\common\Arma 3
But why does it EXTREMELY rarely randomly break

UB somewhere?
7-3-2024EXE rev. 151510 (game) EXE rev. 151510 (Launcher) Size: ~71 MB ENGINE Fixed: Remains collector was not removing invisible dead characters from vehicle wrecks Added: Weapon holder support to the remains collector (WIP) Added: weaponholderManagerMode, weaponholderRemovalMinTime, weaponholde...
Big thank you to NeilZar, for your last build in an official Arma 3 Live Ops capacity and all your hard work these past years
kudos to you @formal cipher 👏
There seems to be a slight issue since the game update ahead of the latest CDLC. Since then, when in Eden, I place down an RHS T-72 and it spawns with the three crew. When attempting to drag the crew out, I can drag them out fine, but when I drag them back into the tank, only the gunner and driver will go back in. When dragging the commander unit back into the tank, it claims the tank is full. I believe it may be to do with the fact that the RHS commander turret has the crew unit defined there in the config. On mission load, playing as the commander I can order them all out and then order them back in fine. Then as commander I can still walk up to and get into the tank. Testing as a fourth unit in command of the tank crew, I can order them in and out fine. They all mount up. Finally, as Zeus I can drag them out of the tank and when I drag them back in, the gunner and driver go in automatically. The commander unit then runs up and manually gets in rather than being dragged in. I spoke to reyhard and he suggested I post it here as it might have been the latest game update changing something? I think it is how they have configured the commander cupola though.
We merged only very few changes into that update.
And I can't see any that would do that.
Very sure it wasn't an issue before the update?
Honestly, I don't know. We've used RHS for a long old time now and if so, it has either never been noticed or never reported. This is a report I had back to 3CB Factions yesterday on Steam, and upon further testing between the initial reporter and myself, we reduced it back down to an underlying RHS issue and I believe how they define the commander position. It is possible to replicate it with just RHS and cba_a3 running. I have reported it to reyhard and da12thmonkey but was also asked to report it here in case it was the engine update. The main issue appears to be via Eden though.
There was a fix for locked turret slots, quite a while ago
They have turn out turrets
and you can let go off the MG
so pretty sure it's related to script that's locking the turrets.
For SOGPF 1.1 IIRC
Maybe 3den is prioritising the locked MG turret for the commander
entirely possible.
Yeah i'm seeing a similar issue with spearheads tanks with commander MGs
I just tried it now
Ticket with repro steps then, RHS is easier than spearhead
RHS is easier than spearhead
😦
I tried with an old 2.14 exe I had kicking around, same issue, might be related to the turret locking afterall
and not something in 2.16
Well I know its not 2.16 because there was no change for that in there 😄
But we did change putting units into locked slots.
Or rather, previously you could put units into locked turrets, that was broken. So we fixed that.
Might be that the turret is indeed just locked, in which case I don't want to waste my time on debugging that to find out just that
Pretty sure it's just that
GM vehicles also have Editor-locked stowable MG turrets, and they don't have this issue 🤔
GM was the one who reported that bug with locked turrets.
So they would've definitely fixed their scripts if they were broken
It isnt locked in our case, I can move them into another slot and then move them into the commander slot fine
it's like it ignores the commander slot
Ill check if GM works, and what they do differently to make it work
Well GM its a loader rather than a commander position, the loader MGs on spearhead tanks work too. I wonder if its got something to do with commanding or primaryObserver that's causing it
I've just restarted without GM to do something else, but if you're still in, try the Marder (SPz 1). That has a stowable turret for the commander.
oh good tip ty I had a quick look and could only see loader/dedicated gunners, checking the marder now
marder works
its turn out turret however has different primaryObserver and commanding = 0; set compared to the commander turret
Yeah that's the issue
two turrets with primaryObserver = 1;
3den will ignore one of them
interesting. Good find! That gives me something to test out. 🙂
Next dev should have WH integration completed, please test with diag_remainsCollector 2 and different collector modes
Looks like Haze gets reset when loading a save. Been playing Air Control from RF, and everytime I load a save the Haze resets to standard and then after a while pops back to very low, which I set in the settings. Haven't confirmed it happens specifically because I load a savegame, but it is the only common factor everytime I noticed it.
How long is a while?
Does the haze value in getVideoOptions change during the change?
It seems to be about a minute before it pops back to the correct Haze level, have only paid attention to it once though so it may vary.
ppHazeQualityName is VeryLow both before and after the change. Still not sure if the change happens after a certain amount of time has passed, or I have moved a certain distance.
could be some sort of pp reset, I will try to repro
Seems to be a pp reset, I just noticed it as well on switching to a new day in RF Air Control. They do a fade in from black on a new day.
You're blue already 
it seems all language container (PBOs) were touched/rebuilt with the latest dev branch update - was that intentional?
yeah localisation for haze
I believe it wasn't the latest but the one before that when all the languages were updated.
is there documentation on what new extreme settings in video options does?
number go up, dopamine hit
It's not really new, it was released with 2.14 or maybe even earlier. I can't rememeber exactly.
But it is similar to the Enhanced Video Options mod, where values can be pushed higher than they could before. Most of it is just pushing the setting to the maximum possible, hence the performance warning.
it was indeed with 2.14
I guess it would be good to know what "push setting to the max possible" is supposed to actually achieve for image quality etc
With some things like view distance it is obvious, but for other things like textures, rendering it is not obvious as an end user
It's mostly in the LOD's, IIRC. So the highest LOD is basically always used.
If you can't tell the difference then turn it down. Just wasting power otherwise.
yeah this is what I mean
need all of those explained in the wiki!! @lucid totem 
No he does
textures is also probably just mipmap related
You can't make textures any higher-res than they actually are, so it probably increases the distance at which they stay full-res
This is what I understand actually
yeah just 4k for longer or sumn
is it possible the crash on game exit made it into 2.16?
and/or into dev branch?
put a few more crash logs on the FT
for me the game crashes always on alt+f4, for months already 😄
only very rarely does it not crash
wasnt it crashing on exit put into like 2.08
ive not had a crash on alt+f4 for years
me always crash on alt f4
2.16 fixed crashing on exit (alt-f4 or otherwise) after 2.14 broke it for me.
2.16 not aware
dev branch definitely yes
insert dedmen fix image here
I launch via Arma3Sync and have never ever had a crash on exit, most often using Alt+F4, tens of times / day.
I had the crash on current profiling and had to restart my pc yesterday
We repack all language addons for most updates, since the localization team sometimes sneaks in small improvements to translations across the database (besides actually new strings, like for haze).
found it.
256 byte long buffer.
Somewhere in the middle is a null char and after it is random bytes.
The code is supposed to find the last backslash.
Usually code finds the string length by searching for the first null char. And then when it found the end, it searches backwards from there.
But due to compiler upgrade, it instead used a constructor that was made for compile-time string literals (Where their buffer length == string length+1, so instead of calculating the length at runtime, it just uses the length it already got)
It ran the compile time string code, on a runtime string, got the wrong length, and was searching for the backslash in the random bytes region. And if it finds it there, it'll fail exactly like that.
Didn't help much that running through it in a debugger, the debugger also stops displaying at the first null char
nice catch, suprisingly little stuff broke with the compiler upgrade.
Or maybe there's more gems like this hiding around 
No DEV this week
Means bigger dev next week🥳
anything can be done about the memory "leaks" it produces? especially with mods
What is "it"? Is there something specific that produces the leaks, or just in general you are noticing increased memory usage over time?
in general, it shouldnt be increasing a ton in a short time, im guessing it has to do with win7/10 memory changes
Uh, it'll increase a ton in a short time if you load a lot of objects or fly around the map at low altitude.
"memory leak" is normally a slow increase over a longer period.
Pretty hard to spot or prove in Arma.
The only "memory leak" would be Arma not flushing memory when terrain gets changed.
But since memory is cheap these days I don't mind😄
Well, I don't doubt that Arma has multiple memory leaks. It's a fairly messy C++ project after all. Whether there's anything that has a noticeable impact is another matter.
well apart from VRAM 😛
House not found in the list
House 24388546b00# 211891: XXX.p3d (to) not found in the operative map
is this new? cant recall seeing that in rpt
Get matrix of physx actor is not valid! Object: 2ea8fb6e080# 688026: chairwood_f.p3d REMOTE, Land_ChairWood_F, Remote
Matrix is not valid as physx transform! Object: 2ea8fb6e080# 688026: chairwood_f.p3d REMOTE, Land_ChairWood_F, Remote
happens also for some more
Matrix is not valid as physx transform! Object: 2eaa78c2b00# 688390: spe_us_crate_ammunition.p3d REMOTE, SPE_BasicAmmunitionBox_US, Remote
Matrix is not valid as physx transform! Object: 2eaa8bdeb00# 688529: dummyweapon.p3d REMOTE, WeaponHolderSimulated, Remote
it's related to path finding
it means the entry point points to some non-existing house
did you debug what's happening with those objects?
that message means either the position is not finite (which seems to be the case here) or the scale is too small (or something else that causes the matrix to be almost singular)
thanks. did not debug as was spammed in our MP session yesterday
with these typ of generic objects, seems hard to pinpoint which of em is causing it, no?
given the weirdness of A3 physx, it's not unlikely that the object went into space or something 😅
or maybe fell thru floor? (not sure if it happens tho) 
submerged placement with dynamic sim to trigger it later?
dunno 
map streaming?
@ honger
Ref #perf_prof_branch message
sus
I suspect its something in script that adjusts these script-controllable UI layouts..
I suspect if you manually adjust it, while in triple-head mode on an ultra wide, it might get bonkered
poor attempt at pinging
so is the manual placement calculated in a different mode than the auto one? why not have the custom UI layout scale?
custom is when you go into Game - Layout options, and edit your layout there
not sure where to put this. just looking for confirmation, i guess... did the rounds counter in the magazines break on public?
i just noticed it doesn't count down anymore
yes, it was counting down until recently
it is checking for "Rounds:" in the text + if the number after matches the bullet count in the magazine and then adjusts the number to the current rounds
huh
ok i just checked on dev-branch. there it works
so it's just not working on public
I wonder how that is done 🤔
The "Rounds: " thing, is "hardcoded" in the stringtable entry for the magazine
str_a3_cfgmagazines_150rnd_762x51_box1
Caliber: 7.62x54 mm<br/>Rounds: 150<br />Used in: Zafir
But its not in the AKM mag
str_a3_cfgmagazines_30rnd_762x39_mag_f0 -> 7.62 mm 30Rnd AKM Reload Tracer (Yellow) Mag
I assume, when its not in the string, then the Game adds it by itself
I can't find the string for the AK12 Khaki Mag
I was curious about it too when I saw it working
that looks like the 'displayName' you're looking at rather than 'descriptionShort' which contains the caliber rounds etc
basically two strings get displayed in that tooltip

It finds : %1< with %1 being replaced by maxAmmo, in the translated description string.
If it finds it, then its replaced by the ammocounter
Usually your stringtable text would be
: 30<br />
lol yeah I figured it was something like that - hack indeed
that moment when not even dedmen knows about this 😄
Never knew there is such hardcoded feature
wtf
it's only a fairly recent addition
nah, i have seen this for god knows how long
at least my brain tells me that it's there for a long time
Added October last year from KK
feels like years for me. i've crunched since then
would be 2.18 only i guess
He mentions there were previous attempts to do the same, but I cannot find them.
It would be safe to go into profiling branch so its in there too probably
that reminds me. magazine strings are probably one of the biggest pain in the arse for me. we have a bazillion strings just to differentiate the mag color. very annoying.
even just a wildcard for the bullet count would be a big improvement already. no need to have 10Rnd, 20Rnd, 30Rnd, 150Rnd, etc.. if it could just be %1Rnd and then it takes the bullet count from the mag class
here's our new 5.56 magazines in RF. i just want to die when seeing that list of unnecessary duplicates https://pastebin.com/5rA6xDei
maybe i should make a ticket for that? 😄
alternatively, being able to use multiple strings in config. STR1 + STR2 + STR3 = $$$
unlikely
the first or last or both? 😄
all
sad
its definitely one of the more annoying things - I'm glad for that hack though as going through all those magazine strings and adding something like
Rounds: %1/30
to all of them would suck
although probably easy with regex
You could probably automate generating most of these magazine strings.
You only need to translate the display name in the first line, the other stuff always stays the same anyways?
I'm not happy with this feature at all as we hide amount of rounds in ACE
And suddenly they're there in inventory tooltips
it's all increasing translation budget 😄
EVAL ?
I'M saying you can reduce translation budget because you can translate far less.
not really. it's going by word count and for example "5.56 mm AP 30rnd Reload Tracer (Yellow) Mag" is 8 words. now if i do (Red) and (Green), we are already at 24 words anyways
i mean, it doesn't really matter if the other languages are just 1:1 taking it over or not
I mean you don't need to translate the Caliber/Rounds part
though i'm pretty sure for example chinese and russian translates it
how would you do it with EVAL? or try to. never really used it except for my color stuff.
Gimme a moment to roll out of bed and eat something ;D will make an example
i know that we could just use a tool to generate those strings / generally it's not that much work, especially since you only ever do it once. but it really triggers me that there is so much duplication 😄
Gg dedmen has killed arma

It's joever
but he's not responsible for that one ;3
Still his fault!
just override all mag strings in ace. ez 😄
no its dead, i haz no time

Kill all modern and past units mods so we can push everyone to 2035 and force them to buy RF & WS

hmm. thanks, will check it out in a bit
it wasn't
the single number was always max round capacity the split numbers is when it was added
i'm using dev-branch so much, i don't even know anymore what isn't in stable
the sanity
endload should be in dev branch, right?
cant get it to work - but might be the workaround via on-screen keyboard is the reason
would be good to see cheats finally possible to trigger without numad too (and no workarounds necessary)
also something seems to have changed with loadingscreen
it gets to hang fairly frequently in our assets preview mission - no sqf errors
and if you kill the loadingscreen with internal key combo, the mission ends instantly normally
2d editor mission
spawns all stuff and deletes them instantly again
very useful to check for config or model errors logged to rpt
...
startLoadingScreen ["WAIT",""];
MyVehicles = [] call compile preprocessFileLineNumbers "createVehicleList.sqf";
if (true) then
{
private["_xCoord","_yCoord"];
_xCoord = (getMarkerPos "target") select 0;
_yCoord = (getMarkerPos "target") select 1;
{
diag_log "";
diag_log _x;
_vehicle = createVehicle [_x,[_xCoord,_yCoord,0],[],0,"CAN_COLLIDE"];
deleteVehicle _vehicle;
} forEach MyVehicles;
};
endLoadingScreen;
endMission "END1";```
this worked reliable for years. since a couple of months endLoadingScreen no longer always gets executed/stops the loadingscreen at times
diag_log
sorry dont follow. it logs all stuff till the end. just doesnt stop the loadingscreen
so you know the command is executed, it just doesn't work?
loadingscreen starts, it processes all vehicles, logs the diag_log next to the engine generated rpt messages, gets to the end, but loadingscreen doesnt get ended - via cheat i can make it go away again
at times it still works, at other times not
the processing is also just a few seconds (with infantry or vehicles)
no freezing dump gets generated either
and if you remove endmission?
BTW: One of RF module Wildfire causes an instant CTD in Diag exe, not in regular Dev exe. I'll report back in hours but what it could be? It's very frustrating when I do a debug or something
30.262: Unhandled exception.```🤔
Bad particle config?
where dump
Uploading. It does seem to have something with SpaceObject + setParticleFire
Hey guys, I'm jumping back in to finish a Ui-to-Texture based mod I was working on in 2.12, however, a uiontexture layer I was using for text seems to not be working anymore since 2.14.
I know some changes were pushed including UIeX, and was wondering if any changes were made that might prevent text displayed through uitotexture from working?
They used to be working back in 2.12
to add some more detail, the ui classes are being loaded in game as before, this was verified by calling them in debug, but they're simply no longer visible
I have checked the model and it's uitotexture suface used for this and it is still setup as it was when working back in 2.12
Not really about dev but I've had same issues on dev and stable with ui2textures recently. They simply end up not rendering, displayUpdate doesn't help after the fact.
What I think helped me remedy the issue: have 3 mipmaps instead of 1 in texture declaration, displayUpdate the texture on the next frame.
Either way something broke with them or was broken
Haven't done a repro yet, but I was having this issue very consistently in my mission
Ha It's been so long I forgot this was now in main branch, my bad. Thank you for this, I'll give the texture line and second frame method a go, I appreciate the help
random thing: did you know that character geometry LOD (not fire geometry) is affecting damage that is being dealt to character? 
how? i thought fire geo does all that
NATO character was taking ~0.4-0.6 dmg when shot was fired at leg, which resulted in 3 shots required to kill someone
AAF soldier, after unifying armorStructural, took around 0.5 to 0.8 dmg, so only 2 shots were required to kill him. After raising armorStructural the required amount of shots was sort of similar.
It seems, that someone was also struggling with different damage on NATO vs AAF soldier and simply decided to change armor structural value on AAF so AAF matches NATO. That band aid was really confusing for me and it seems the true problem here was Geometry LOD, which per se doesn't affect damage.
I guess what is happening there is weird algorithm, which is present since OFP, where larger objects have stronger damage resistance to their smaller counterparts. This was supposed to simulate different structural resistance of i.e. large houses vs small shed without need to configure armor value on all objects back then.
While it was convenient for limited amount of assets which was available in OFP, it brought terrible problems with configuration of assets where i.e. different weapon variants of MRAP would have different damage resistance because of different bounding box. This issue was sort of fixed in tanks DLC with introduction of armorComponent but characters are not using it, so that weird seize coef is still present.
aaand its quite terrible, since geometry LOD is quite random in A3 data
now the question to mod makers is - which one are you using? Long "rod" or short "rod" version?
i just checked our uniforms in WS and it looks like we use both
which makes sense, considering we used vanilla uniforms as base for most of our variants
funny. everything from the release version has the long rod, everything in the 1.1 upate the short rod
why, but why two different collider models xD
53 vanilla uniforms are using long rod, 34 short rod, 2 have no rod geometry. In RHS everything is using short rod
why, but why two different collider models xD
copy pasta from some different template I guess? Since its not affecting a lot in A3 (anims have own collison shapes defined in config) no one probably bothered about it
https://feedback.bistudio.com/T151339 I wanted to fix this issue today and debugging it was a living hell
It seems we're using short rod in SOGPF
I'm sort of inclined to unify everything to short rod, since it is used more frequently on military uniforms (most of the civ character are using long rod for instance)
long rod is A2
atleast last tiem I checked the A2 samples it had it
I assumed at the time its how arma 2's gun collision worked where if you had a long weapon like an MG or 50 cal sniper you'd get stuck in doorways etc
ah, thought so! Just keep in mind that short rod should use armorStructural = 4 (instead of 3)
...good to know
i guess this should be unified in vanilla classes then as well? because i just checked and some soldiers use 3 and some 4
random example, B_Patrol_Soldier_AT_F has armorStructural = 3;
didn't check where it inherits from
ok, i checked. B_Soldier_base_F has armorStructural = 3;
which uses model="\A3\characters_F\BLUFOR\b_soldier_01.p3d"; aha, which has the long rod
it will be unified once geometry is unified
i also notice that my short rod has Component01 and Component03, but no 02 - that can't be right?
https://feedback.bistudio.com/T151339 this issue is caused by using B_Soldier_F geo while having armorStructural of I_Soldier_F (which is using long rod)
I think it had some purpose but I would have to search for it on slack
so probably better to keep it like that for now? 😄
yeah, i'm reworking everything right now
i.e. B_Soldier_02_F is using short rod and has armorStructural 4
till original designer of personal protection was in company, he did those hacks all over the place but it was nowhere documented, so I thought it is some weird design where rifleman with t-shirt has more armor for some weird reasons
I guess he didn't knew it was caused by those geometries and just changed armorStructural for character which gave different result than he expected
maybe create a wiki page with this info, this might impact a lot of mods and it would be nice if there was a single source of truth that can be linked instead of this discord conversation that is not on the public web
🤔
i assumed that triangle shaped object in geo lod was used to define if the weapon was colliding with objects, iirc during alpha the character would lower his gun if he was colliding with objects (like reforger does now)
GM stuff is all short rod.
Yes this is correct.
If you change it, you'll need to change collisionGeomCompPattern[] = {1,3}; in your cfgVehicles class. So best to stick to it. Also the individual vertex tags must remain as they are:
collisionVertexPattern[] = {"1a","2a","3a","4a","5a","6a","7a","8a","9a","10a","11a","12a","13a","14a","15a","16a","17a","18a","19a","20a","21a","22a","23a","24a","25a","26a","27a","28a","29a","30a","31a","32a","33a","34a","1c","2c","3c","4c","5c","6c","7c","8c"};
That's the collision shape defined in CfgMovesMaleSdr>>States per animationState.
Arma 3 Samples\Addons\Test_Character_01 is short rod as well, so the template as handed out seems to also intend on the short rod.
huh i see
Oh dear this sounds like a nightmare to deal with across mods 😅 Samples character has short rod too luckily. so Id wager most mods should have that

We can hope 
wait whats actually wrong with it


