#dev_rc_branch

1 messages Β· Page 18 of 1

slender grove
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Former

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Detailing the weapon impact and passage of the jet.

crisp wyvern
timber sorrel
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Well. Whatever's up with the Dev Branch, my Arma is running a LOT better now on my pos computer.

slender grove
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That might be incentive enough for me to try it...

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but then again it's two weeks away.
πŸ€”

scenic gyro
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I seriously doubt they've slipped in a major performance boost into dev branch with no mention of it in the changelog

lucid crag
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I would imagine the lod difference between interior and optics, third person, etc will affect performance

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"My arma is running a lot better" is extremely vague

scenic gyro
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right, he doesn't say whether it's running better than it always has, or that it's just running as well as it did prior to earlier versions of the dev branch

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5 years after the games release, there really aren't any optimisations they can still make which would have a big impact (without major engine rewrites)

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but regressions relating to the Tanks DLC, sure, there will be some work done on optimising that stuff

timber sorrel
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Apologies for the lack of clarification. I've seen a nice increase in frames when moving from release to dev branch.

slender grove
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@timber sorrel
Does that include all maps or specifically Tanoa?

timber sorrel
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All standard maps. Altis, Stratis, Tanoa, Malden '35.

slender grove
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Then I guess I've something to look forward to.

severe nimbus
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BLOS firing omg so amazing πŸ˜„

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Tanks DLC wil be a blast

crisp wyvern
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@severe nimbus Keep in mind that I'm pretty sure that this needs Data Link Receive enabled

severe nimbus
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the question is if that is set to on as default in eg Zeus

scarlet root
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is it normal that dev/diag version is crashing frequently now?

full sonnet
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considering that the last exe update was almost a week ago. No

scarlet root
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well not just talking about the very last - more like in the last 1-2 months

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seems with window mode and not having focus mostly, but also other situations

crisp wyvern
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@light lintel Tweaked: Adjusted RCWS turret durability on MRAPs, Panther, Bobcat, Marid, Scorcher, Sochor, Speedboat, and UGV 4 April 2018 dev branch changelog

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In addition, Tweaked: Blackfish can now transport 2x Nyx AWCs of any variant and Fixed: The Mohawk helicopter wasn't able to slingload Nyx (special thanks to Keplager)

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And a fix for Bombs not falling on target when using the CAS module and the bomb deployment envelope

light lintel
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yeah i saw, though they don't say whether that's tweaked up or down πŸ˜„

crisp wyvern
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I believe that you'd only wanted it reduced on the MRAPs?

light lintel
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i actually didn't have much to say about the durability actually πŸ€”

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just their existence at all as opposed to an exposed gunner

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But it's the same turret on all of those

crisp wyvern
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@light lintel If one could shoot out/disable the optics it'd be a different story and you know it πŸ˜›

crisp wyvern
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@light lintel btw one realization that I had re: Blackfish support for "2x Nyx AWCs of any variant": you can have a scenario premised on the AAF or an ally -- or any force -- airlifting in AWC 302 Nyx (AA) and AWC 303 Nyx (Recon) pairs via Blackfish, with CH-49 Mohawks performing 'tactical' (local?) repositioning thereof, as part of an integrated air defense network.

light lintel
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Yeah the Nyx being air-liftable is great

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The Nyx is just great in general πŸ˜„

crisp wyvern
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Now if only sling-loading allowed more than one carried object/vehicle... though I'm not sure whether an articulated vehicle would (should?) count as one or two in an Arma title: https://en.wikipedia.org/wiki/File:HΓ€gglunds_Bv206D_CH-53G_Luftransport.jpg
(Trivia: Other vehicles of this sort besides https://en.wikipedia.org/wiki/Bandvagn_206 are https://en.wikipedia.org/wiki/Sisu_Nasu , https://en.wikipedia.org/wiki/BvS_10 , and https://en.wikipedia.org/wiki/Bronco_All_Terrain_Tracked_Carrier )

light lintel
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yeah, i've come across them before

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would be fun to have more such vehicles in A4

past moon
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DEV and RC updated, please test 1.82.x you have last week-end chance evilgrin

light lintel
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😱

full sonnet
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That sounds promising! Tank yu dwardun

timber sorrel
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Whoo!

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Tanks very much!

scarlet root
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  Error position: <power interpolate[0.1, 1.0, 0.4, 1.0])>
  Error Undefined variable in expression: power```
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from

    {
        name = "Light Bonfire";
        diffuse[] = {1,0.45,0.15};
        color[] = {1,0.45,0.15};
        ambient[] = {0,0,0,0};
        brightness = 10;
        intensity = "3500*(power interpolate[0.1, 1.0, 0.4, 1.0])";
        blinking = 0;
        drawLight = 0;
        class Attenuation
        {
            start = 1;
            constant = 3;
            linear = 0;
            quadratic = 22;
        };
        position[] = {0,3.5,0};
    };```
blazing sorrel
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Bonfire lit

full sonnet
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Is interpolate some secret config only command? It doesn't exist according to biki

scarlet root
full sonnet
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Thanks

twilit juniper
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anyone have any idea on how to fix the new physx suspension on the new hatchback?.

formal spear
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@twilit juniper "fix" ? No? It was intentional. Complain all you will but it handles better than it did previously

light lintel
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collisions with trees while using the SLAT cage may cause the rhino to roll over 😐

wispy summit
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g'day guys

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can anyone please do a check for me with static weapons and the enableweaponassembly command?

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by setting it to false it appears to completely lock out the static so it cannot even be used

verbal ginkgo
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I noticed that the FFV allowed angles for the M1 Slammer are a bit weird. You can't really depress the gun much and there is an area in the middle with makes you rest your gun. It makes using bunos and guns harder than it needs to be

formal spear
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@candid dew Am i crazy or did you post about there being a dev branch update? 11 GB?

candid dew
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@formal spear yeah, sorry. I didn't realize it was workshop downloads, not an update

formal spear
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Oh. Nooooo :(

thick oyster
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Fixed: Hand grenades were using incorrect LOD when being thrown hmm

blazing sorrel
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πŸ€”

bleak canopy
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It'd be funnier if it were incorrect LOB

light lintel
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I'm happy they've fixed the SPG-9 sounds

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or at least, that's what they say πŸ˜„

blazing sorrel
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Ayy

verbal ginkgo
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To my great surprise I have learned there is no actual script command to have AI take cover. There is no (know to me) way of triggering the "Take Cover" order you can give as a leader via scripts. And no, putting AI in a danger mode is not the same as the "Take Cover" order.
So yeah, arma is a massive milsim game, but it has no way of ordering AI to take cover via scripting or waypoints...
All of the AI mods have to script their own way of getting AI into cover.
The code is already there, the "Take Cover" order works perfectly fine, we just have no way of giving it to AI outside of being the group leader and using the player order menu. It would be nice if we could get a command to trigger the "Hide"/"Take Cover" behaviour for the AI.

twilit juniper
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Anyone know how to get the dialog working

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on the dev branch?

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I tried "Animation" diag_enable true; but it gave me a "needs ;" error

scarlet root
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start the game with diag.exe

light lintel
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any info on what this does? Added: A new activeSensorAlwaysOn ammo parameter

tame rover
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probably forces the AI to turn on active radar sensor when using that ammo

light lintel
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aha, interesting

crisp wyvern
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Currently relevant only to radar

light lintel
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Tweaked: Vehicle threat and cost values were adjusted what does this mean exactly? been seeing a lot of changes with this recently

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and what does this mean?
Tweaked: The "maxHoldsterValue" animation source now works on vehicles with Dynamic Loadouts, but only for non-pylon weapons (e.g. the HMG)

tame rover
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you can assign a "holdster" number to a vehicle magazine in the config (holdsterAnimValue parameter) that will trigger an animation with the matching maxHoldsterValue when ever that a weapon carrying that magazine is loaded

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was how the weapon bays were done on the blackfoot before they used the bay system introduced with Jets DLC/Dynamic Loadouts

light lintel
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ahh

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so you mean like how the nyx missiles get animated during the reloading animation?

crisp wyvern
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will trigger an animation with the matching maxHoldsterValue when ever that a weapon carrying that magazine is loaded sees 'retractable gun' potential for a sci-fi mod, i.e. the Millennium Falcon belly gun from Empire Strikes Back

scarlet root
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@light lintel latest dev branch just fixed threat values. someone made them strings.. (instead of numbers)

light lintel
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@scarlet root I see. But what are threat and cost values? Is it something the AI used to prioritize targets?

light lintel
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Ah, thanks

light lintel
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Added: Terrain awareness (TAWS-like) color-coded navigation panels to all vanilla aerial vehicles
Anyone tried this out?

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I'm assuming it was added in response to all the complaints on the forums about AI planes hitting cliffs πŸ˜„

scenic gyro
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sounds interesting, would like to see more info

inner pagoda
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It's just a color overlay on the GPS UI if you're in an aircraft. If you can safely fly over terrain, it's green. If you'll fly into the terrain at your current altitude, it's red. I don't believe this will do anything for AI flight.

light lintel
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oh. hmm.

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i was hoping the AI can use this to know when they're going to crash

inner pagoda
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Nah this seems to be solely for humans. Another tool in the box to avoid accidentally flying into terrain.

light lintel
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looks nice πŸ€”

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will have to see how useful it is in actual use

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i suppose it may be more useful for planes attempting strafing runs

scenic gyro
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It does look nice ... I guess they haven't added the "too low", "terrain", "pull up" audio alerts, though maybe that's for the best

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I was amusing myself today by doing some low altitude flying on Altis in a Black Wasp ... the valleys just aren't deep enough to make that really fun 😦

scenic gyro
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Added: A "Breakwater" user animation to Gorgon

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Anyone know what this means?

rustic plaza
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Pandur has wave breaker in front which now in game is automatically unfolded with new "inWater" animation source

thick oyster
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thats cool , btw is that magazine proxy really coming into A3?

scenic gyro
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@rustic plaza oh, that's extremely cool

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can't wait to see a video

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(no dev branch on linux)

light lintel
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Will the Marid also get that breakwater thing?

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Since it has one too

scenic gyro
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how about an inRain animation source and animated wipers on the vehicles where they are modelled

light lintel
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That would probably be annoying tbh

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If it started automatically at least

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Since the windscreen isn't really affected by the rain

scenic gyro
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it would actually give a plausible reason for rain not affecting visibility in vehicles

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and if it means you drive just a bit slower in rain, well that too only increases the impact of weather on scenarios, beyond just "atmosphere"

golden plaza
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Ehhh, it's not really automatically unfolded, I didn't use that source after all

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It's just user animation, you can use "animatesource" command to move it

vapid aspen
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This can be cool to have inRain animation, for like create rainy textures on any building with help of animation source for sure

whole cairn
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@rustic plaza That reminds me, I saw quite a few dev branchs ago (like 6 months or something) that the dozer on the NATO Engineer IFV nammera was animated. How do you actually move it exactly?

crisp wyvern
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Scripted animation

light lintel
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probably animatesource

light lintel
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Added: A small aiming dot on the AH-6's front windshield praise be the kind souls that made this change

scenic gyro
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heh, people have been asking for that since day one

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guess they finally found time to address some of the highest voted items in the wishlist

light lintel
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yeah they did say they going back through things and polishing assets

scenic gyro
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guess I missed that, I saw them mention going back through scenarios/campaigns to overhaul them in the light of all the DLC engine additions/changes

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which we've seen happening in some of the more recent changes. Though I worry that also means there aren't many additional engine changes planned going forward.

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I would pay the full asking price of the game over again if only they would fix some of the bigger issues with player controlled AI.

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I noted again the other day that while playing one of the Tac Ops missions that AI still won't re-arm from bodies/crates/vehicles when ordered to do so. They acknowledge the order but don't move. The AI controlled autorifleman in my squad ran out of ammo and switched to his pistol, he just couldn't be made to re-arm at the nearby vehicle which was carrying some AR ammo, so I ended up having to get the ammo myself then put it into his backpack. He switched to the rifle, reloaded, then back to the pistol and refused to use the rifle in engagements. So I had to go into his inventory and remove the pistol.

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all of which seems like it should be so simple to fix, yet these issues have been there from the start 😦

light lintel
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yeah i hope AI issues don't become the other albatross around their necks, though probably have already...

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(the first being "Arma has terrible performance" which seems to be the only thing some people remember about it)

crisp wyvern
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Any idea what the 'zero' is for that dot?

thick oyster
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I did wish that AH6 had a actual hud on his helicopter helmet

stray storm
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I wish Zeus worked properly

light lintel
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What's not working properly?

scenic gyro
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Doubt the ranging for the dot really matters much given the dispersion of both the rockets and miniguns

crisp wyvern
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RobertHammer I did wish that AH6 had a actual hud on his helicopter helmet It's going to turn out that that's authentic/realistic even now, much less "2035", huh?

stray storm
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@light lintel Zeus working perfectly when the server first starts up but if a new Zeus logs in and the first one logs out the Zeus interface disappears.

light lintel
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oh

stray storm
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Zeus used to be awesome but there was a update about a year ago that broke it. It hasn't been fixed yet.

light lintel
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does it happen if you enable AI slots as well?

stray storm
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i haven't tried that

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it only happens on a dedicated server

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not on host

light lintel
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yeah. try enabling AI slots. we use zeus but i don't remember people bringing this up. although in our case we enable AI slots and don't usually have multiple zeuses

stray storm
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How would enabling Ai fix it?

light lintel
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the slot should remain even if the player leaves the slot or disconnects

stray storm
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the slot doesn't disappear, its just the Zeus interface disappears

light lintel
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ah

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hm.

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dunno then. give it a shot, at worst it doesn't work and you know it doesn't work

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and then you can file a bug ticket πŸ˜›

light lintel
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There was something on dev branch about enabling datalink data to be transmitted by infantry (e.g. laser designators) - or at least that's what i remember. I can't find the entry in the dev branch logs though. Would someone know more about this?

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nvm, some more googling suggests that infantry datalink indeed made it into 1.82

crisp wyvern
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@light lintel Are you thinking of infantry spotting for Rhino MGS-fired MARUK missiles?

light lintel
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yeah, someone was trying that

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dev branch update on june 1 enabled rhino to detect infantry designated lasers without datalink

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(based on LOS)

crisp wyvern
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Wasn't that just by adding a laser sensor directly to the Rhino?

light lintel
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yeah

scenic gyro
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the "remote designators" mentioned in the last changelog are the UAV terminal controlled 'camera/designator' surveillance thing, which almost everyone seems to forget about

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this actually makes it more useful, with datalink it can be spotting armour targets for you with no human assets to risk while you fire at them safely from the other side of a hill with the MGS. Unlike a UAV or UGV, it's not going to show up on radar or as an obvious IR target.

light lintel
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oh, i was talking about Tweaked: Returned the laser spot tracker to the Rhino so it doesn't have to rely on Datalink only (https://feedback.bistudio.com/T128036)

scenic gyro
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oh, thought you meant Friday's update

light lintel
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nah, June 1st

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remote designators... are a bit of an odd thing

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don't think we've ever used them

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one of our missions have them apparently, but still ended up not getting used

scenic gyro
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yeah, I didn't really understand them when they were added. I can think of one or two scenarios where they would be useful, but I've yet to actually use one outside testing it in VR

light lintel
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maybe they make sense if infantry datalink wasn't a thing 🀷🏽

scenic gyro
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for a defensive scenario, with a small team, they could be useful to help cover one of the avenues of approach e.g. watching your rear to ensure you don't get flanked

light lintel
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yeah, but you still need someone looking at a terminal... at which point you can just put someone there with a bonus rifle

scenic gyro
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or for coordinating an ambush, again with a small team, you can't necessarily have an observer to watch for the approach, so set up the camera watching the road a few hundred metres away and then have the entire together at the ambush point

light lintel
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oh yeah, there's the PiP feed thing that can be used

scenic gyro
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yes, the needing to look at a terminal is an issue, but I figure that checking the remote camera for a few seconds now and then is better than keeping that person permanently sat doing nothing but watching when you're not really expecting an attack from that direction.

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anyhow, as I said, I've never actually used one in anger and who knows if I ever will.

light lintel
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in anger? πŸ€”

scenic gyro
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I thought you were from the UK?

light lintel
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ah, i see

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lol no i'm not, i'm from india

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(although in europe at the moment)

scenic gyro
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ah, yeah, I have to explain that expression to my colleagues in India every time I use it

light lintel
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haha. yeah i've never heard it before

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but now i know πŸ˜„

scenic gyro
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well I'm a European who spends 3 months a year in India πŸ˜ƒ

light lintel
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oh? nice πŸ˜„

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at the moment you spend more time in india than i do!

light lintel
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However, due to our team becoming smaller than before, we do not see it as useful to update Dev-Branch on a daily basis. Instead, we've been investigating other options, and came to the conclusion that it would be best to start pushing Dev-Branch updates on a weekly basis. Via this change, we'll be able to reduce administrative duties on our end, and make the weekly Dev-Branch updates more juicy and worth playing! will have to change my habit of compulsively checking dev branch everyday πŸ˜„

scenic gyro
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hmm

thick oyster
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well #theend πŸ˜›

timber sorrel
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It is painful watching Arma 3 development grind to a halt and also knowing Arma 4 is years away. Will reduce the churn in modding so there is at least that benefit.

light lintel
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I dunno, reduces the posts that say "logistical issues" at least πŸ˜›

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I'm happy they've filled out most of the asset roles and features, and that they're mostly shifting to focusing on polishing what's out there already

scenic gyro
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I'll be happy if they apply that polish to the areas that really need it

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I guess that it will be our job to shout the loudest and longest about the bugs/issues which bother us the most

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we're running out of time and can't wait for BI to get around to it on their own

light lintel
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Tweaked: Autoseeking missiles check target visibility (through terrain) when locking

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I'm assuming this means they won't acquire targets through terrain?

scenic gyro
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I'm expecting you guys not to let me down when it comes to details on the Encore changes now in dev branch

formal spear
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Woah

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swwweeet!

scenic gyro
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Very nice

full sonnet
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no the towing thing doesn't actually work as far as I heard

scenic gyro
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I appreciate the attention to detail on the model though, the fact that it lines up perfectly with the Hemtt at least means you can do static scenarios with it 'attached'

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If the stabilisers are animated, then maybe someone will even provide a towing mod for them. Articulation won't work but that's not really important on a short-bodied trailer anyway

full sonnet
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I was also building a MIM-104 which is very similar.. Not sure if I'll continue that now πŸ˜„

scenic gyro
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I hope that guy is running with texture quality set to low ...

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clearly some of the scripts/behaviour are missing currently

light lintel
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apparently the textures are still WIP

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can only recover/launch boats using the boat rack, i'm assuming it was not positioned properly for the action/he didn't wait long enough

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the hangar door at the back opens via a control panel

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but yeah some stuff is still WIP

fossil gyro
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Hope we can interact with the Liberty's back hangar doors, and even better, the side openings!

light lintel
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the hangar door at the back opens via a control panel

fossil gyro
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that I didn t find then

light lintel
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i think it was in that elevated section

fossil gyro
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yeah the textures can t be done yet πŸ˜‰

light lintel
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you turned away too quickly πŸ˜›

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the stairs to the left at 5:47

fossil gyro
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This VLS or so artiellery is weird, no info about it and it is so flat but has 2m rockets πŸ˜„

light lintel
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yeah only the top is modeled

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advantage being you can stack it on top of other things

scenic gyro
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it has VLS? I didn't see any doors in the model

fossil gyro
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yeah, but after fireing one rocket it kicked me out of remote control and I couldn get out myself, camera was stuck above the object

scenic gyro
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oh, it's a separate component like the guns ...

light lintel
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yup

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had you connected via UAV terminal, phil?

scenic gyro
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actually, that's fantastic ...

light lintel
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yeah πŸ˜ƒ

fossil gyro
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BUT why isn t it on the list of new objects?

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yes how should I do it differently?

light lintel
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oh, no, i thought you were piloting it directly

scenic gyro
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are they providing a composition this time around?

light lintel
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but i assume it's to be used like a UAV, so probably just a bug

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not so far GBee, but people are requesting it on the dev branch thread

fossil gyro
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the 130mm cannon can only be set to max 2km, not much

scenic gyro
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I give it a month before someone releases a railgun mod to replace the 130mm

light lintel
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The USS Iowa mod. That has some crazy guns.

fossil gyro
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Also would be nice to have other camos for the radar/SAMs

light lintel
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especially a NATO olive camo for tanoa

fossil gyro
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Is the (static) towing vehicle new?

light lintel
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hm?

north compass
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I think he meant the hemmt tractor, it's been there since beta (?) iirc

light lintel
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but that's not static πŸ€”

north compass
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Yeah, but someone above said that those new assets are at such height that they look nice with hemmt as static composition, maybe that was the source of confusion.

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and hangar door control panel is inside on the right side of the door.

green ridge
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how do i use the new boat weapons on dev branch? are they like a UAV?

light lintel
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@green ridge they should be, yes

scenic gyro
light lintel
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what an odd coincidence, i was thinking about hiding a tigris/cheetah in the forests of tanoa with those camo nets, a few minutes ago πŸ˜„

quiet kernel
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Any idea were the briefing table and screen might go?

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Seems like it's kinda designed for a specific spot, as it's default height on land is pretty high.

scenic gyro
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@quiet kernel Screenshot in the official announcement shows it in the hangar

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up against a wall

quiet kernel
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You have a link to it? I can't seem to find it.

scenic gyro
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Hmm, I thought it was in the oprep but I can't see it now

scenic gyro
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I did see a screenshot, showing a 'briefing' taking place, with the table below the screen in the hanger, but I can't find it now so it's possible that it was fan made and not official

past moon
light lintel
past moon
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in case someone has crashdumps from RC please do not forget to share those with us (DM me or via A3FT (just PM me url to ticket))

rustic plaza
thick oyster
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wait a sec , that thing doesnt suppose to have light on Flir pod lol

rustic plaza
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well, it was there, I fixed it more for RHS tank searchlights

full sonnet
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Aww yeah.. I got so angry when the RHS searchlight didn't work. We thought it was some mod conflict ^^

thick oyster
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its cool to see the functionality fixed but the hellcat still has that light inside the flir pod?

rustic plaza
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I guess it someone took some artistic liberty when making that futurized helicopter

thick oyster
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more like forgot to add searchlight πŸ˜›

rustic plaza
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dunno, you could fit some powerful led lights around camera

thick oyster
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only if were there but flir pod doesnt have that

rustic plaza
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I can add little dots to it then πŸ˜›

thick oyster
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if you really wanted to add light to that pod , then that pod would be like twice as big

rustic plaza
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why?

thick oyster
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thats seperate light , you cant just put inside Flir pod because its full with thermal camera

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at this point you rather do proper searchlight on side of pod πŸ˜›

rustic plaza
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not like LED lights are taking a lot of space?

full sonnet
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Just take LED strips and glue the onto the outside

rustic plaza
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  • it's possible to explain that by miniaturization of thermal sensor components in future
formal spear
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Well we never know what they got in the future right? So todays logic may not apply the same in 2025? :D

thick oyster
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they do , especially larger ones ,for millitary those small leds are useless just saying πŸ˜„

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it should be like this

rustic plaza
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not sure about it - I was wielding some powerful handheld led lights

#

танковая Ρ„Π°Ρ€Π° Π»ΡƒΠ½Π° пСрСдСланная Π½Π° ксСнон 12 v 55w свСтит просто ΡˆΠΈΠΊΠ°Ρ€Π½ΠΎ. водонСпроницаСмая ΠΈ ударопрочная. ΠΈΠ·Π³ΠΎΡ‚Π°Π²Π»ΠΈΠ²Π°ΡŽ Π½Π° Π·Π°ΠΊΠ°Π·. доставка.

β–Ά Play video
thick oyster
#

handheld is handheld , there is a good reason why on vehicles they use strong searchlight , old or modern ones - light get strong light and light up the big area

rustic plaza
#

thats tech from 70, xenon powered, used on russian IR searchlights

#

on video it's without filter

#

light bulb itself is small - reflective part take most of the space

#

Luna on BMP3M or T80UE1 is even smaller

#

then you have search(/blind) light on M1A1 TUSK variants which are not that big neither

thick oyster
#

tank ones are different , different purpose btw πŸ˜‰

rustic plaza
#

on TUSK size of light is bigger because it hold battery inside

#

yes, they are different but they are using same tech

#

as on video presented if you want to get strong light you can take filter and bach, its done

#

searchlight on hellcat has range of 250-350 meters

#

and on that OU-3G video you can see that something really small quite provide light up to 600m

#

or even more

#
  • actually Russians were using same searchlights on Mi8 πŸ˜›
thick oyster
#

that range on hellcat was probably a optimization for the engine

#

so you saying to put russian searchlight on flir pod then πŸ€”

rustic plaza
#

no, I was more trying to explain you that it's technically possible to do something like that on current design

#

I'm not speaking about sense of having something like that though - in the end, you don't see something like that in real life

#

mainly because it's redundant with TI

thick oyster
#

well i would rather see something with realstic approach πŸ˜„

rustic plaza
#

I think it's nice thing anyway since you can disable TI with scripts and how something less OP during the night + it's exposes some nice sandbox functionality

#

if it wasn't in game at all I would probably struggle a little bit to push that fix to game

scenic gyro
#

Heh, Reyhard fixes a long standing bug that lots of people wanted fixing and then has to try and justify a design choice that wasn't even his to begin with ...

#

Thanks for that fix Reyhard. Yes having the light tied to the camera pod might be artistic license, but then it's no more so than a lot of other choices in the game

#

Now I'm not saying I wouldn't like to see modelled lights but I accept there are only so many hours in the day. Searchlights on some vanilla vehicles (could be tied to turret/CROWS for simplicity) would be sweet if we're just listing out wishlist items.

#

IR lighting ... now that would be really nice

#

heh, while playing with the Hellcat in the editor just now (without fix), found a small cosmetic bug ... if you switch to the camera as co-pilot then exit the heli, you're still in the camera view until the animation completes, I was able to watch myself dismount via the camera

light lintel
#

OMG! Reyhard thanks a lot!

#

It had been bothering us for so long πŸ˜„

#

Especially since it was working in the pre Alpha E3 footage...

light lintel
#

BTW probably should mark it fixed πŸ˜›

rustic plaza
#

It's still in testing so probably next week

light lintel
#

ah

lunar bane
#

I was informed there would be Argo content being transferred to the A3 1.84RC build (or rather the Encore update). Is this still not present in the RC until the Encore Update arrives? :3

thick oyster
#

argo content? that most like 99% of reskins of A3 stuff

#

which some of it was paid

scenic gyro
#

@@lunar bane Who told you that?

light lintel
#

Yeah, not heard this so far

#

(although it would be nice)

scenic gyro
#

In terms of new skins and the odd bits of new clothing, it could be nice, though it's already hard enough to find the item you're looking for in the virtual arsenal or editor at the moment, especially with large mods like RHS

lunar bane
#

I was told by someone on the BIS forums in a message. I suppose the hope would be to get the gametype content/props from Argo since the project is nearing end-of-lifetime for the concept... πŸ˜› Fingers crossed eh?

light lintel
#

I mostly just want the turret-less Gorgon πŸ˜›

scarlet root
#

i guess some people next to me asked for that too

#

(have ARGO objects and game modes in A3 in some form)

scarlet root
#

activeSensorAlwaysOn = 0;

#

autoSeekTarget = 1;
flightProfiles[] = {"LoalDistance"};
class LoalDistance
{
lockSeekDistanceFromParent = 2000;
};

#

also some clean-up of invalid sound definitions in cfgWeapons πŸ‘Ύ

#

new HeavyBombExp1, HeavyBombSmk1/2/3 and FX_MissileTrail_SAM_LongRange

#

actual effect classes are: HeavyBombCrater, HeavyBombExplosion, MissileExplosion, FX_Missile_SAM_LongRange

#

class RscControlsTable

#

shadedSea = 0.3; in ctrlMap (probably to adjust/complement recently introduced drawShaded)

#

class MissionExportSQF
{
text = "Export to SQF";
action = "[] call bis_fnc_3DENExportSQF;";
};

#

^ new stuff in 1.84/1.85

scenic gyro
#

Added: Front lights for the pilots of the WY-55 Hellcat

#

Anyone know what that's about? It doesn't seem to relate to the fixing of the turret light as that's a separate line in the changelog

light lintel
#

i think there was no light either? the second part is about the light following the turret

#

the ticket has details, seemed to be an engine level issue

scenic gyro
#

no the light was always there, but the light turning with the camera broke

light lintel
#

oh, then idk πŸ€”

scenic gyro
#

well the light was always tied to the camera, maybe they modelled a separate light as someone asked for in here last week

#

but the plural "lights" for "pilots" makes it sound like something else, like internal map reading lights or something?

#

oh, could mean they have both static lights for landing AND the searchlight now

#

that would make a lot of sense

#

the same static lights that every other helo has to compensate for the fact that the search light may now be pointing in an unhelpful direction for landing at night

#

that's probably what was meant πŸ˜ƒ

light lintel
#

yeah, that would be quite nice πŸ˜ƒ

scenic gyro
#

with this fixed I expect to see a few people requesting Gendarmerie and 'rescue' Skin variants of the Hellcat

#

and I can't deny that I would like that, a Gendarme variant would be an interesting addition to something I'm working on

#

A navy search and rescue version would go well with the Liberty

light lintel
#

police in helicopter
searching for marijuana

#

(mission idea right there)

rustic plaza
#

Collision lights were not available for hellcat pilot because presence of that action is tied to main reflectors

#

Fix for searchlight most likely won't be available in 1.84 unfortunately

light lintel
#

πŸ’”

scenic gyro
#

@rustic plaza Missing collision lights is a separate item again, so are the "Front lights for pilots" what I was guessing, the downward pointing white lights or something else?

rustic plaza
#

Static front lights

scenic gyro
#

thanks

#

that's nice then. Regarding searchlight, I hope whatever issues are keeping it out of 1.84 are resolvable

light lintel
#

i'm assuming it's mostly the time frame, seeing that release is probably next week

rustic plaza
#

Indeed

scenic gyro
#

nice, just re-read the changelog and noticed that the doors and solar panels of the tents can now be toggled from the editor (without scripting). I know that was a bit of an irritation for some.

light lintel
#

Speaking of vehicle customization... would still love for the Gorgon and Strider's NATO skins to be selectable from the editor...

inner pagoda
#

Still holding out that last shred of hope for pacific skins for the Hunter and HEMTT, personally.

winter oracle
#

Is there more functionality to the speedboat and assault boat with the USS Liberty than vehicle in vehicle with the boat rack? Any way to launch them from the Liberty or is it just for placing them stowed on the boat rack?

light lintel
#

when you get inside the boats which are in the boat rack, you should be able to launch them via the action menu

#

and similarly you should be able to recover the boats from the water

analog cliff
#

@past moon hi :)

Please give players on Dev-branch use command diag_drawMode

Unfortunately, now this command is broken.

@scarlet root post on wiki (https://community.bistudio.com/wiki/diag_drawMode):

Currently A3 dev branch, diag.exe, version 1.65.138249 has no drawModes available:
diag_list "drawMode" -> []

May be error from arma3diag_x64.exe opened with Notepad ++ clarify the situation

"Diag mode "%s" not valid!
diag_drawmode
diag_toggle
diag_enabled
[listOfAllToggleDiagModes]
diag_list "toggle"
Returns an array of all diag modes available in game.
<toggle/drawMode>
diag_list
diag_enable
lsCLS
lodUL
Error: %s : %f cannot use this level as shadow buffer LOD
Error: %s : %f SB shadow lod expected in this level
lodUS
Error: Unknown shadow buffer source
Unknown
BlendAlphaOrigin
Scene::DrawObjectsInstanced
Skinned instancing - instanced objects have different animation texture ID! Objects '%s' will be broken!
Skinned instancing - skinned object has list of objects. This is incompatible with skinned instancing!
obj->CanBeInstanced(level, oiBeg->distance2, dp)
scSVI
Scene::DrawObjectsShadowVolumeInstanced
Shadow volume skinned instancing - instanced objects have different animation texture ID! Objects will be broken!"

#

Code from \common\Arma 3\Dta\bin\config.cpp:

class ButtonB1 : ButtonA8 {
idc = -1;
x = "(-SafeZoneX)+0.01 + 0.083 * 3";
text = $STR_UI_DEBUG_BUT_NORMAL;
action = "diag_drawmode ""Normal""";
sizeEx = 0.027;
};

            class ButtonB2 : ButtonA8 {
                x = "(-SafeZoneX)+0.01 + 0.083 * 4";
                text = $STR_UI_DEBUG_BUT_FIREGEOMETRY;
                action = "diag_drawmode ""FireGeometry""";
            };
            
            class ButtonB3 : ButtonA8 {
                x = "(-SafeZoneX)+0.01 + 0.083 * 5";
                text = $STR_UI_DEBUG_BUT_VIEWGEOMETRY;
                action = "diag_drawmode ""ViewGeometry""";
            };
            
            class ButtonB4 : ButtonA8 {
                x = "(-SafeZoneX)+0.01 + 0.083 * 6";
                text = $STR_UI_DEBUG_BUT_GEOMETRY;
                action = "diag_drawmode ""Geometry""";
            };
full sonnet
#

@analog cliff they already know.
I made a mod to reenable some of the commands

rustic plaza
#

good news - searchlight fix will be in 1.84 πŸ˜‰

unique bloom
#

Ayy

thick oyster
#

only if the magazine proxy was in πŸ˜›

tame rover
#

πŸ€”

light lintel
#

Wooo

#

Thanks reyhard!

light lintel
scenic gyro
#

nice

limber junco
#

That is going to make for some interesting scenario ideas.

rustic plaza
#

there are also new sounds but they were added after I've recorded it

void magnet
#

that looks fantastic @rustic plaza

scenic gyro
#

It's going to be fantastic seeing those flying overhead

limber junco
#

Yep. Can't wait to make some missions with VLS objectives or defenses,

light lintel
#

that looks amazing!

#

(not to be that guy but... it would actually be cool if the missile trails were more visible on the other large missiles too, like SAMs and AAMs - although i'm basing this on stable branch, and foggy memory)

limber junco
#

Reyhard, are the VLS cruise missiles ONLY Laser tracking? Since they use Datalinking targeting, can target locks be passed via IR/Visual/Radar sensors from datalink equipped units in the field?

light lintel
#

Probably not, the missiles themselves need additional seekers

#

But configs will hold answers

rustic plaza
#

@limber junco they should be able to target any data link target

#

so i.e. it could work pretty nicely with Nyx radar

#

it should be also able to engage hovering helicopters

scenic gyro
#

I'm just going to say again that it would be nice to get a placeable 'radar' module with data link that can be sited where we currently have static, non-functioning radar objects in the game. The domes, the airports and yes the top of the superstructure of both the Freedom and Liberty

light lintel
#

yeah that would be cool

#

and that's interesting info, reyhard πŸ€”

#

so the condition is that the target has to be stationary?

#

or only stationary in case of an air target?

#

and is there any interaction with countermeasures in that case?

limber junco
#

Per Dev forum someone tested it and it will lock on using any sensor that can send datalink info, even AR-2 darter Personnel sensor.
Dude...... great work!

#

@scenic gyro Ditto. If we can make all those Radar Sites already on maps into actual, targetable, working Radar sites it would open up so much game play.

white zinc
#

heres the real question though.. can you manually data link things together in real time?.. cause what if you lose said drone.. and have to put in a new one?.. Eden wont be there to save you

light lintel
#

what do you mean?

#

along with DataLinkSensorComponent

#

if that's what you meant

white zinc
#

that's scripting it in.. I meant like.. a feature to data link whole in-game..

#

cause what if you lose the unit in the game? like the drone that lases the target.. or the type of firepower that is used to kill said target.. you need a new one.. but it's not data linked!

light lintel
#

yeah so then you give the player an add-action to do that (or use some EH)

#

I dunno the kind of missions you have in mind, but at least in our games, dead drone = no drone, end of story πŸ˜„

agile wagon
white zinc
#

that's cool.. at least that's a feature

neat willow
#

On latest dev branch: When I open a mission in the editor and "play mission in MP" the mission will be wiped and overwritten (empty) in the save. Can any1 confirm the issue?

scarlet root
#

sounds nasty

agile wagon
#

@neat willow If you are on the diag dev branch Im pretty sure it is made to not work, otherwise I don't know.

neat willow
#

I see, deleting the save files is a pretty weird approach to that though. It’s probably that.

agile wagon
#

I agree, may be something else.

silent kindle
#

can somebody check is reverb in corridors of uss liberty works properly?

light lintel
#

Hey reyhard... Can the VLS be placed underwater? And if so, can missiles be fired from under water? πŸ˜ƒ

bleak canopy
#

On the submarine?

light lintel
#

It'll probably fit on the submarine but the submarine will always float by default

#

So that's not a problem for surface launches

#

But I think you'll have to literally put it on the ocean floor to try an underwater launch

rustic plaza
#

And if so, can missiles be fired from under water I dont think it's possible to fire it underwater

bleak canopy
#

attach the sub and the vls to a turtle =D

cunning prawn
#

You think the Megalodon is the only thing to fear in the water? :D

light lintel
#

Thanks reyhard πŸ˜„

scenic gyro
#

Bond villians lair, missiles fired from below the surface of a pond or lagoon ...

light lintel
#

Another question, how big will the cruise missile's boom finally be? I was reading that the explosion radius is still quite small, although that was last week...

limber junco
#

Hmmm... underwater missiles... Will have to test tonight if someone doesn't beat me to it.

inner pagoda
#

Just attempted to fire the VLS underwater, can confirm that you cannot launch any missiles.

tame rover
#

I tried it too, also if you fire them just a few cm below the surface (not deep enough for the weapon to disable) they just explode on launch

#

which is what I expected given how every other shell or missile ingame explodes when it hits water

inner pagoda
#

In my testing I also managed to have two separate launchers run away from me and continue firing missiles after I released control of them.

#

Perhaps that's just me not fully understanding the finer points of controlling UAVs, but it was alarming nonetheless to suddenly hear more missiles in the air, only to look back out to the ocean and see 6 more burning to make landfall.

scarlet root
#

Warning: Cannot evaluate '0.9 * (1 - sea)'
Warning: "Cannot evaluate value:0.9 * (1 - sea)" in 'bin\config.bin/CfgSoundSets/Explosion_Debris_SoundSet.volumeFactor'
Warning: Cannot evaluate 'CM_None'
Warning: "Cannot evaluate value:CM_None" in 'bin\config.bin/CfgAmmo/M_Vorona_HEAT.weaponLockSystem'
Warning: "Cannot evaluate value:CM_None" in 'bin\config.bin/CfgAmmo/M_Vorona_HE.weaponLockSystem'

#

still in latest RC

#

should be an easy fix

#

Warning: "Cannot evaluate value:IDC_IGUI_WEAPON_MODE2" in 'bin\config.bin/RscInGameUI/RscUnitInfo/WeaponInfoControlsGroupLeft/controls/CA_Mode.idc'
Warning: Cannot evaluate 'IDC_IGUI_WEAPON_MODE2'

light lintel
#

Thanks for testing the VLS guys πŸ˜„

rustic plaza
#

Warning: Cannot evaluate '0.9 * (1 - sea)' Warning: "Cannot evaluate value:0.9 * (1 - sea)" in 'bin\config.bin/CfgSoundSets/Explosion_Debris_SoundSet.volumeFactor' seems something in engine is broken

#

fixed rest of errors

scarlet root
#

thanks!

#

maybe remove the sea parameter for now?

#

@rustic plaza well its the only case of volumeFactor = "0.9 * (1 - sea)"; with parameters

#

the rest are just int/floats

#

probably some copy paste mistake when porting from non soundset defs

rustic plaza
#

@scarlet root nope, it's working for water impacts

#

it was specifically added later to config to differentiate between ground and water explosions

scarlet root
#

well fair enough - only checked 1.82 config dump as ref

rustic plaza
#

it was added in 2016

#

so probably after some changes in code engine became more restrictive so that soundSet tech is no longer working with certain ammo simulations

scarlet root
#

why has mapSize been removed from quite some houses?

#

and why did verticalOffset of quite a lot of simpleObjects change? does it have to be recalculated?

rustic plaza
#

Yes, bounding box changed after adding new elements to vehicles (era)

scarlet root
#

hm not sure i follow - with era you mean the armor protection, right?
i was more about the objects, not about vehicles

scarlet root
#

minObjInTownSquare
could we got some info on that one please

limber junco
#

Regarding the VLS firing from subs. Would it be possible to make the VLS invisible and either invulnerable or non-interactable and have it set above the sea level slightly in whatever location your sub is, then when it fires it would at least simulate the sub firing the cruise missiles from it's VLS tubes?

light lintel
#

you can make it indestructable easily (this allowDamage false) and similarly use hideObject to hide it. Like i mentioned before, the sub will float anyway so you don't have to worry about the VLS falling into the water

scenic gyro
#

yeah, but if you want to simulate a launch just below the surface the sub won't help

light lintel
#

well... you could probably put a platform or floating helipad and then put the VLS on that

#

or use attach to

#

although i do wonder why it matters, players won't be able to see it πŸ€”

limber junco
#

It's possible if they're near the coast, or say, if it's scripted to launch from an enemy sub and they're supposed to see the launch.

#

Anyways, thanks. Gonna play with that and see what I can do for my players.

light lintel
#

don't forget to use hideObjectGlobal πŸ˜„

scarlet root
#

Error in expression <wind factor [0.2, 1]>
Error position: <wind factor [0.2, 1]>
Error Undefined variable in expression: wind

#

from

    class Wind_Tree_Creacking_SoundShader
    {
        samples[] = {{"A3\Sounds_F\environment\sfx\tree_creaking\creacking_1",1},{"A3\Sounds_F\environment\sfx\tree_creaking\creacking_2",1},{"A3\Sounds_F\environment\sfx\tree_creaking\creacking_3",1},{"A3\Sounds_F\environment\sfx\tree_creaking\creacking_4",1},{"A3\Sounds_F\environment\sfx\tree_creaking\creacking_5",1},{"A3\Sounds_F\environment\sfx\tree_creaking\creacking_6",1},{"A3\Sounds_F\environment\sfx\tree_creaking\creacking_7",1},{"A3\Sounds_F\environment\sfx\tree_creaking\creacking_8",1},{"A3\Sounds_F\environment\sfx\tree_creaking\creacking_9",1}};
        volume = "wind factor [0.2, 1]";
        range = 24;
    };```
vapid aspen
#

Have you tried with windy sound controller @scarlet root ?

scarlet root
#

@vapid aspen this is BI stuff - not ours

vapid aspen
#

Ho ok ok

brave crown
#

hello

#

do you know where we can ask for an additionnal command

brave crown
#

or additionnal feature lol :X

brave crown
#

@vernal comet , @golden plaza , @rustic plaza any ides about that ? πŸ˜ƒ

brave crown
#

it seems arma3 doesn't support closure :X

#

cause private variable are free at the end of scope , not when they are unreferenced

#

please check this code

#
    newobject = {
        private _nom  = "bob";
        private _prenom = "charly";

        {
            _set_prenom = {
                _prenom = _this;
            };

            _set_nom = {
                _nom = _this;
            };

            _get_prenom = {
                    _prenom;
            };
            (_this select 1) call (call compile (_this select 0));
        };
    };

    sleep 2;
    
    _object = call newobject;
    ["_set_prenom", "billy"] call _object;
    _result = ["_get_prenom", ""] call _object;
    hint format ["result: %1", _result];
scarlet root
#

@brave crown nothing will happen with A3 engine any more

golden plaza
#

No highlight Disgusting

brave crown
#

so sad 😦

#

perhaps for arma4

full sonnet
#

Well.. Intercept CBA has hashmaps which could do what you are trying to do :3

light lintel
#

Hey reyhard, was wondering, would it be feasible for vanilla vehicles to get a "high beam" mode for their headlights, like the RHS vehicles have?

tame rover
#

Our method of doing it is a bit of a hack

#

they're configured with extra sets of headlights that are hidden by animation. It's not as optimal as a proper engine solution to change the single headlight configuration between different modes, would be

light lintel
#

Hmm, yeah. But I suppose it's not too bad if it doesn't cause Bad Things? πŸ€”

#

Although I suppose it'll be a lot of work to get that working consistently across all vehicles...

analog cliff
#

@scarlet root are u seen last patch notes?

scarlet root
#

@analog cliff diag modes?

analog cliff
#

@scarlet root Yeap

#

already tried?

shrewd jasper
#

so it shows the peripheral lods instead of res lod?

scarlet root
#

their visual quality without wireframe is not that great

#

also some other even more useful diags are missing

#

vbs has far better visualization

full sonnet
#

Did we also get the stuff that I couldn't get working?

#

I think I got all the draw modes besides the shadow buffer thingies?

analog cliff
#

I thought that the fix of these commands will make it clear why the FPS in the Kavala is so low and that the game with the render...

full sonnet
#

The fps are low in kavala because there is so much to render

#

we could always get these commands before, and BI has always had them

harsh chasm
#

uΓ©

gaunt hemlock
#
Added: CalculateDateTime function
Added: CompareDateTimes and IsDateTimeNewer functions```
system time?
full sonnet
#

πŸ€”

#

nothing says getTime tho

#

calculate.. You don't need to calculate system time.. it's just there+

#

So I'd say probably not

#

where is our addWeaponWithAttachmentsCargo??

gaunt hemlock
#

Added: Priority Queue data structure functions wot

full sonnet
gaunt hemlock
#

right, i assumed they were commands and thought it was an odd addition

#

give hash maps

turbid portal
#
Added: Improvements to multiplayer security systems related to addon loading, encryption, and server checks 
#

any further information about that point?
arma 3 stopped working for me with wine

full sonnet
#

better bisign checks? maybe not only kicking people after they are already 5 minutes on the server?

turbid portal
#

uh, just started it with winedbg and now I feel a little uneasy:

...
Thread ID=0114 renamed using MS VC6 extension (name=="class Fil")
...
Thread ID=0122 renamed using MS VC6 extension (name=="class Dat")
Thread ID=0123 renamed using MS VC6 extension (name=="class Ban")
...
full sonnet
#

Fil dat ban!

scenic gyro
#

I really want that to be a completely unintentional coincidence because it makes it much, much funnier

past moon
cunning prawn
gritty lion
#

is anyone else here having problems launching the game with the latest dev branch? the game gets stuck on loading core configs for me

#

switched back to stable and everything works as normal

#

@turbid portal maybe related to your problem?

turbid portal
#

I had another look and I got it working again after I've deleted a bunch of cache files

  • one cache.ch file which contained a bunch of bisign data - so probably generated by arma itself
  • some dxvk cache files (i.e. not generated by the game but because of me running it with wine+dxvk)
    but I can't say which was the problematic file
gritty lion
#

hmmm interesting, let me try

#

wooo no way! it fixed it for me too!

past moon
#

so it was the older version of the cache.ch which caused it ?

gritty lion
#

yes

#

deleted that single file and it started working it seems

#

cool stuff, thanks bud

past moon
#

try close game and run it again, just to be sure it can read the new one too

gritty lion
#

yea trying again

turbid portal
#

works fine for me now

gritty lion
#

yeah seems like its loading in game just fine

#

it would get stuck on loading core configs before

#

yep, cool stuff

past moon
#

thanks, fwd details to responsible staff

turbid portal
#

the power of strace πŸ˜‹

past moon
#

caches are generated on first run, next start is then faster as it's not generated (applies as long as the caches do exist ofc)

gritty lion
#

πŸ‘

scarlet root
scenic gyro
#

"Tweaked: Firefly model and material" Firefly?

tame rover
#

On Tanoa IIRC

scenic gyro
#

ambient wildlife, or just a building/object?

tame rover
#

they're wildlife, like the bees and mosquitos

#

Someone had a video on reddit of them after that changenot. But I think they've been in for longer

scenic gyro
#

huh, really? I don't think I've ever seen fireflies ... that would have been really cool, guess I'll be playing Tanoa night missions for the foreseeable future until I spot one

tame rover
#

I seem to remember seeing them before anyway

scenic gyro
#

the one slight criticism I had of Tanoa was that they didn't really add much new wildlife to go with the Terrain.

light lintel
#

yeah i think i've seen them

#

fireflies

#

not that i'd be able to tell the difference πŸ˜„

rustic plaza
#

I'm pretty sure you couldn't see them in a3 since someone decided to downscale them by factor of 100 πŸ˜›

#

perhaps you could see them in some debug log but they were basically invisible

#

yet, they were still taking some resources

light lintel
#

πŸ€”

#

maybe i'm thinking of some other night bugs then πŸ˜„

scenic gyro
#

I want wild pigs running through the jungle and jungle cats πŸ˜„

#

Can you imagine a bush rustling, you're all tense, set to engage and then a pig emerges πŸ˜‰

light lintel
#

and you engage it anyway

scenic gyro
#

Bacon!

gritty lion
#

i always felt the same, some boars or other wildlife in the bushes as alternative to rabbits would've been nice

light lintel
#

inb4 Arma 3: Far Cry 6

waxen beacon
#

@light lintel honey badgers too

light lintel
#

honey badgers OP

#

pls nerf

mental fulcrum
#

Badger Badger Badger?

waxen beacon
#

@mental fulcrum noooooo dont start it

scarlet root
#

latest dev branch

Error in expression <0.7 * EXT_DRIVE_DIRT_VOLUME * DRIVE_DIRT_CONDI>
  Error position: <EXT_DRIVE_DIRT_VOLUME * DRIVE_DIRT_CONDI>
  Error Undefined variable in expression: ext_drive_dirt_volume```

from

```    class MBT_01_Drive_Dirt_EXT_SoundShader: Base_Drive_Dirt_EXT_SoundShader
    {
        samples[] = {{"A3\Sounds_F\vehicles2\armor\shared\tracks_surface_movement\Drive_Dirt_DRIVE_DIRT_VARIANT_EXT",1}};
        frequency = 1;
        volume = "0.7 * EXT_DRIVE_DIRT_VOLUME * DRIVE_DIRT_CONDITION";
    };```
#

and Animation a3\anims_f\data\anim\sdr\gst\gestureempty.rtm not found or empty

neat cosmos
vapid aspen
#

That we have more technic information of what changed with Added: Improvements to multiplayer security systems related to addon loading, encryption, and server checks @neat cosmos ?

#

We will see a fix of a problem, when you were being able to modify a3 pbo and add hack inside and do a fast log in into server and being able to execute anything ?

full sonnet
#

Problem previously was that the signatures of the files was grabbed once you connected to the server. And you could stay on a server for minutes before a missmatch would be detected.
They added a cache file, and first game start takes longer now.
Thus, they load the signatures at game start, and cache them so that they can be sent off to the server immediately on connect

vapid aspen
#

So that cache file is added with this new rc branch @full sonnet ?

full sonnet
#

already a couple weeks earlier on dev branch

scarlet root
#

is it true the Eden no longer writes the dependency to the terrain into the mission.sqm?

#

aka you can join without a terrain, have the engine fall back to altis/tanos on your local client, and you only get kicked by sig system down the road?

full sonnet
#

Happend to me and others in my unit more than a dozen times. People swimming in the waters of altis. And others see them glitching and swimming through the ground on Takistan.
Don't even have the automatic kick later on. They can swim around as long as they like

scarlet root
#

hm verifySigs=2 at least used to kick you for missing terrain pbos eventually

#

could just take minutes at times..

full sonnet
#

Not running verifySigs or battleye or anything. That probably plays a part in that

steel rune
#

when riding in car, I get the driver's inventory when I open the inventory as "ride in back" thinkinghuh

#

with the RC branch

scenic gyro
#

whole inventory, or just access to his backpack?

steel rune
#

whole inventory

#

I see his instead of mine

scenic gyro
#

strong possibility for some hi-jinks then, driver gets out of the vehicle to find he's naked and unarmed

neat cosmos
#

@steel rune Strange, unable to repro that. Was it MP, SP, what type of vehicle...?

steel rune
#

MP, Warlords, 3 players in an unarmed MRAP

#

Someone on Redfor reported similar issue, I’ll ask him what vehicle

#

@neat cosmos

steel rune
#

got response, other vehicle was the quadbike

#

two players, person in the back got driver's inventory

#

dedicated windows server

steel rune
#

let me know if you need any other info

steel rune
#

same issue during today's Warlords game

#

all players in ride in back get inventory for player driver

keen wing
#

Bug on warlords, when disconnected from the server and reconnected you could hear the "Sector scanner deactivated" for all the sector scans done. (This was on the Warlords test event)

#

Like the same sound repeated for all past scans

dreamy mortar
#

@neat cosmos i can confirm @steel rune report, I was driving and one of my guys said that he can see my inventory (warlords inside a quillin)

neat cosmos
#

Thanks! The "Sector scan terminated" issue has now been already fixed by Jezuro/Choze in the internal build

#

Thanks for verifying the inventory issue! That one may remain in the patch for 1.86 (which is coming soon) unless it's been introduced by it. We'll still try to look at it!

dreamy mortar
#

Some feedback: the game mode has potential but, the early game is fun but a bit too long, there is progression but the moment pvp starts you are already geared up, you can buy to much ai (maybe lower the available number if the server is full), the playable area is large but with the current layout action is always happening around the airfield (maybe introduce a way to attack sectors across the sea), introduction of the squad menu would be nice

steel rune
#

haven't seen the issue with inventory before 1.86 thinkinghuh

steel rune
#

@neat cosmos we've tried to reproduce it with a couple of different test cases now, the issue only occurs in warlords scenarios

#

both with dedicated and "normal" server

neat cosmos
#

You guys are awesome. Valuable info! Thank you!

blazing sorrel
#

There's an OPFOR Mk20 and black ACP-C2 tex in weapons_f_beta

#

Only on dev

#

Looks like more leaks πŸ‘€

crisp wyvern
#

@blazing sorrel Is that a reskin Mk20 or CSAT with Mk20s?

blazing sorrel
#

Reskin

#

Looks old

#

Pre alpha

#

Same for the ACPC2

#

Interestingly the black ACP-C2 is the same texture as the ti texture's green channel

#

So it's definitely old

crisp wyvern
#

Okay, so more 'throw it in because we can'?

tame rover
#

CSAT or desert AAF? πŸ€”

rustic plaza
#

those skins were always there as far as I remember

scenic gyro
#

so I get that some of the old unused skins in the game may not be up to certain quality standards, but what are the chances that they might be made more accessible from the Eden Editor/Virtual Arsenal/Garage? Particualrly uniforms and vehicles ?

worldly pumice
#

Not sure if this belongs here or in #arma3_tools , but any one have any information on what v3 signatures are?

#

Specifically what improvements have been made over V2

full sonnet
#

Yes

#

the previous whitelist for files has been changed to a blacklist now

#

Yeah I think it's a whitelist now.
Meaning the bisigns have to hash fewer files. Meaning they get done with scanning faster

worldly pumice
#

hmm

#

ooo, that's nice

blazing sorrel
#

@rustic plaza they aren't on stable according to a friend

#

Either way they're nice additions

#

i just wish we had more stuff like this.

#

For modders at least.

ebon tendon
#

Ok, I see AI may not report anything behind hills but they still shoot at the hills if the got something reported by squadmembers. Can anyone confirm this ? I noticed that vehicles empty their mags by doing this... https://feedback.bistudio.com/T133247

full sonnet
scarlet root
#
Error in expression <0.7 * EXT_DRIVE_DIRT_VOLUME * DRIVE_DIRT_CONDI>
  Error position: <EXT_DRIVE_DIRT_VOLUME * DRIVE_DIRT_CONDI>
  Error Undefined variable in expression: ext_drive_dirt_volume

Error in expression <1 * INT_DRIVE_DIRT_VOLUME * DRIVE_DIRT_CONDI>
  Error position: <INT_DRIVE_DIRT_VOLUME * DRIVE_DIRT_CONDI>
  Error Undefined variable in expression: int_drive_dirt_volume
scarlet root
#
1 mambient[] = {0.6,0.6,0.6,1};```
full sonnet
#

Are there official servers on RC?

past moon
#

not atm.

full sonnet
#

Can RC branch be installed seperately in a different directory on a different hard drive?
I know there is the game updater utility for dev branch that can supposedly do that (although I tried it once and failed and couldn't find a tutorial or something explaining how to use it correctly)
I have the disk space now to install RC and dev on the side and test things with it. But I still need the stable build for my groups weekly missions so I cannot constantly up/downgrade

turbid portal
full sonnet
#

Ah thanks. That also answers my RC branch question.
Now I wonder if it messes with the armapath in the registry... It probably does. But I guess I can just manually set it to the path that I want

bleak canopy
#

I have my dev branch through the Steam Beta and use GameUpdater for stable, since dev updates more frequently than Stable.

steel rune
#

@full sonnet you can use steamcmd and beta parameter, that breaks steam until its restarted unless executed in a sandbox

full sonnet
#

@scarlet root you asked if anyone knows something about "forced crash array access out of range"
There are literally 25638 references to that string in the diag binary.
So that message might have almost 26k possible causes.

scarlet root
#

🀐

full sonnet
#

If you send me a crashdump I might be able to tell you where the problem is coming from

rustic plaza
#

crashes might still get fixed

#

yesterday there was fix for custom compass/watch thing - it also had forced crash error before ctd

scarlet root
#

@full sonnet thanks πŸ˜ƒ just need to check your DM history with me πŸ˜‰

full sonnet
#

🀦 oops

full sonnet
#

@rustic plaza I have analyzed kju's crashes, and can tell exactly where it goes wrong. It's magazine proxy related. Where should I report that? Just feedback tracker on public or private?
Might be too much information for public

rustic plaza
#

public should be fine

rustic plaza
#

just a note - there were some fixes to mag proxies recently (instancing)

thick oyster
#

what kind?

rustic plaza
#

magazine proxies were being instanced and their camo was broken

#

so if 3 soldiers were standing close to each other, with each of them having different hiddenSelectionTextures (but same p3d) then they would get unified camo

thick oyster
#

oh okay good

hazy umbra
#

yesterday there was fix for custom compass/watch thing

@rustic plaza Does that include the problem that the compass cannot be used on a car driver seat?

rustic plaza
#

custom UI compass

#

@hazy umbra what are you mentioning is purely data thing

hazy umbra
rustic plaza
#

it's disabled via driverCanSee

#

but no idea why

hazy umbra
#

It only happened with the last patch, and it is really annoying

rustic plaza
#

pretty sure it was like that before

hazy umbra
#

No definitely not. You could always use the compass as a driver

rustic plaza
#

I remember that I had to manually add compass to (used with G key) to BTR in 2015

hazy umbra
#

Well you need a compass in your inventory, yeah... but if you have one, you used to be able to press K and get them to show up

#

With the last one or two patches, that ability is gone, you cannot get a compass even if you have one in your inventory

rustic plaza
#

yeah, I mean I had to manually add gunnerCanSee property to enable inventory compass

hazy umbra
#

Ah okay I misunderstood...

#

I am quite sure though that the compasses worked in driver seats

rustic plaza
#

I will check svn log at work though

hazy umbra
#

Cool, thanks a lot!

scarlet root
#

canSee stuff was changed in some recent patch

#

@rustic plaza ^

rustic plaza
#

yeah, already discussed it with oukej

#

it will be changed

cunning prawn
#

why was the pained crosshair on the hummingbird disabled?

full sonnet
#

cuz it was pained

#

you can now place custom crosshairs there with hidden selection tex

cunning prawn
#

Oooh!

light lintel
#

hmm? i thought it was kept in but could be disabled?

#

the painted one, i mean

#

the UI crosshair was disabled according to the log, unless i'm misremembering

full sonnet
#

Yes. Disabled.

tacit ledge
#

Already had my fun with it πŸ₯’

idle furnace
#

Nice fix for call compile mem leak πŸ‘ŒπŸΌ

rustic plaza
#

it was disabled on unarmed variant

full sonnet
#

Were there callExtension non-array variant changes in 1.90 that were changed again in the perf builds?
Because of
https://forums.bohemia.net/forums/topic/222192-190-update-troubleshooting/?do=findComment&comment=3344359

I just played a mission with TFAR (and little other mods). While we had no connection issues, I encountered severe fps drops (creeping around 5-10 fps), that could be solved by disabling the tfar plugin. After changing to the current performance binary on my client end, this issue had been solved. 

Sounds like callExtension problems.
I know there was a change on the array variant in this/next dev branch.

crisp wyvern
#

Anyone take advantage of the new setMissileTargetPos, missileTargetPos, setMissileTarget, missileTarget, and triggerAmmo commands?

full sonnet
#

are they already on dev branch even?

tame rover
#

They're in the changelog

full sonnet
#

Ah I heard the changelog was pulled. Apparently they pushed it again

tame rover
#

Yeah, the files weren't pushed until Sunday IIRC

#

I wanna know if one can do GPS/INS guidance with MissileTargetPos commands, but I don't know dick about scripting

#

triggerAmmo seems promising, from what I was told about it

light lintel
#

they mentioned needing a valid missile target, iirc, whatever that means

tame rover
#

presumably that said target conforms to the needs of the missile/bomb's sensors

crisp wyvern
#

What's triggerAmmo supposed to do?

tame rover
#

makes the projectile detonate on command

light lintel
#

😱

#

Flak in Arma finally? 😱

crisp wyvern
#

Flak was already supposed to be simulated via the proximity fuse distance ammo parameter? Usually 10-25 meters

light lintel
#

that is possible, since i do remember flak like efffects from AAA

#

but i was under the impression that's only for missiles? (the proximity fuse)

tame rover
#

I dunno what ammunition simulation types the new commands work for. Changelog only mentions missiles, but reyhard said some of the commands work on bombs too

#

so maybe it works on shotShell and other things

#

oh wait, bombs are shotMissile

rustic plaza
#

triggerAmmo works on all cfgAmmo

#

@crisp wyvern proximityExplosionDistance requires valid (locked) target in order to work

#

and it only checks proximity to only that single target

scenic gyro
#

could proximity fusing really simulate flak when flak typically is fused based on a time based fuse? Flak doesn't just explode in the area around an aircraft. triggerAmmo seems to give the possibility for a proper simulation of flak

#

It can also be used to simulate self-destructing munitions. e.g. C-RAM/CIWS rounds self-destructing to avoid collateral damage down range

#

Fireworks!

tame rover
#

you could always do fixed self-destruct timers, with timetolive

#

triggerAmmo's useful for actual programmable munitions with variable fuses or things like option lanyards

shrewd jasper
#

could the missileTargetPos be used for jammers, to have the missile target an empty space some hundred meter besides the plane?

#

would be nicer than to simply self destruct the missile upon jamming

rustic plaza
#

missile setMissileTarget objNull - unlocks missile

shrewd jasper
#

thanks!

scenic gyro
#

@tame rover That's what I was saying though. Flak doesn't explode at a fixed time, it explodes at a variable time (to explode at the same altitude as the target) set at the point of firing.

#

Doesn't timetolive just delete the object rather than detonating? Or am I mixing that up with another option

#

i.e. if you want to tie an effect, such as firework like effects of self-destructing rounds of from a C-RAM Phalanx, you don't want it to just be deleted

tame rover
#

Usually explodes from what I've seen

scenic gyro
#

hmm ok

#

so TTL would be better for that particular case then.

tame rover
#

but I was specifically on about self-destruct safety features you mentioned, which are usually fixed time

#

not variable delay/airburst fusing like you'd have for AA or a variety of other applications

crisp wyvern
#

missile setMissileTarget objNull as 'jamming' if you can 'defeat' jamming and have the missile acquire a new target

tame rover
#

tried writing a quick timed airburst script to test triggerAmmo from fire EH. Made a mess of the syntax for adding a time delay, and repeatedly blew myself up πŸ‘

burnt basalt
#

Hey, comrades, have anyone getting game updater hang on step : steam3 loading?

#

cant get new development branch

#

i think usually it asks for the steam auth code

#

at that step

tame rover
#

if you're using a mobile authenticator, you might have to disable it for a bit and use email auth codes

burnt basalt
#

well, it worked before(

tame rover
#

Yeah, it seems to be recent that it stopped

#

I had to disable it, and run the Delete user data.bat and start again

burnt basalt
#

thanks for the tip, worked for me

burnt basalt
#

Have anybody found new reload eventhandler?

full sonnet
#

I assume they are config eventhandlers

#

I didn't look yet

burnt basalt
#

Ive checked the soldier and weapon config and diddnt notice anything new

full sonnet
#

Well BI probably doesn't use it yet

#

Or might not have a need for it at all

full sonnet
burnt basalt
#

Yep thank you i saw it

scarlet root
#

did any of the SQF commands make it into the hotfix?

full sonnet
#

hotfix is just #perf_prof_branch merged. And perf prof changelog doesn't say anything about new commands.
And the spotrep also doesn't say anything in changelog.

scarlet root
#

yes but something things slip in unintentionally hence asking here

full sonnet
#

Might there be a regression in the latest updates with AA launcher lock on range?
I shot AA last week (RHS Launchers) and was stumped that I could only really lock on if the target was less than a kilometer away, basically as a attack helicopter I could only lock on when he was already shooting at me. I thought maybe I missremembered their range, or that something on our end is bugged.
But now I read this, another guy with exact same observation.
https://forums.bohemia.net/forums/topic/222512-rocket-ranges/

tame rover
#

Our (RHS) manpads have a pretty short locking range against terrain background. So I wouldn’t use it for assessing general game behaviour

scarlet root
#

Warning: Cannot evaluate '0.9 * (1 - sea)'
Warning: "Cannot evaluate value:0.9 * (1 - sea)" in 'bin\config.bin/CfgSoundSets/Explosion_Debris_SoundSet.volumeFactor'

rustic plaza
#

when do you get such error?

#

@scarlet root

scarlet root
#

its mostly for rockets/missiles/explosives

rustic plaza
#

well, I cannot reproduce it on my end

scarlet root
#

alright will try to narrow it down

light lintel
#

so @ reyhard, we were wondering in our community whether it would be better to limit the max proxies such that only ARs can take non-AR mags, and not the other way around

#

the reasoning behind this is that Arma doesn't have overheating or jamming mechanisms, so this change potentially makes everyone an AR without any penalties/restrictions

#

basically: need something to prevent the use of AR mags in non-AR rifles, as it would be prevented in reality

thick oyster
#

what guns use AR mags that are not compatible?

light lintel
#

no i mean you can stick an AR mag in an MXC now, for example.

#

whereas what we were hoping this would allow would be that ARs don't become useless/need to scavange weapons once their belts/boxes/100-round-mags are empty

#

which is indeed the case now, except the former bit makes even a ammo bearer a potential AR

rustic plaza
#

MXC has lower muzzle velocity & higher recoil so it's not as efficient in AR role as MX SW

thick oyster
#

shouldnt MXs use just MX mags?

rustic plaza
#

@thick oyster discussion is about 30 & 100rnd magazine

#

not about AR as AR-15 platform πŸ˜‰

thick oyster
#

ha i thought we talking about stanag mags

#

well anyway all MXs should use both MX mags

thick oyster
#

btw speaking of mags

#

Katiba should finally get the 30 round mag as a model because it always had that 20 rounder

#

and also Mk200 should get a proper 200 round bag instead using that 100 round one

#

same thing on Zafir

rustic plaza
#

I don't think it even can hold 10 round tbh

#

it's single row magazine

thick oyster
#

then why it has 30 rounds in config πŸ˜„

rustic plaza
#

because of same reason why GP-25 is using EGLM rounds

#

I don't think it's possible to fix those magazines without remodeling magazine wells on Katiba & ARX

thick oyster
#

well if you use 30 round stanag and fill with with those caseless rounds?

rustic plaza
#

?

thick oyster
#

i mean the model 30 round stanag and then use those caseless round to on top and make it for katiba?

rustic plaza
#

whaaat? πŸ˜„

thick oyster
#

you got the 30 round stanag model right?

rustic plaza
#

katiba mag is single row

#

it's not going to fit so wide magazine

#

beside that, 30 round stanag mag is curved

thick oyster
#

its single row because of the caseless round

#

while model is 20round stanag

#

whats the problem being little curved?

rustic plaza
thick oyster
#

well you can fix that easily , also that mag will be only on katiba

rustic plaza
#

it's similar to 20rnd stang but it is also fictonalized to same weird degree

thick oyster
#

but it will look right

rustic plaza
#

not only on katiba

#

ARX too

#

Type-115 in game

thick oyster
#

well that will fit too

#

just make it less fat

rustic plaza
#

well, it will be still wrong

#
  • animations will probably wrong too
thick oyster
#

if you dont like the angle then just stretch it to be longer?

rustic plaza
#

it will distort uv maps?

#

it's already kind of ugly on AK12 mag

thick oyster
#

on AK12 its because somebody made 5.45 mag into 7.62x39

rustic plaza
#

it wasn't neither 5.45 since I was comparing it to references

#

it was between 5.45 & 7.62 sort of thing

#

on AK12 its because somebody made 5.45 mag into 7.62x39 - converting 30rnd stanag to 30rnd katiba long something would cause same issue

thick oyster
#

lets say it was closer to 5.45

rustic plaza
#

that was my point

thick oyster
#

it didnt meant that

#

i meant if you dont like the 30 round stanag angle

#

just stretch the 20 round one

rustic plaza
thick oyster
#

not into 30 rounds LOL , but at least model wise to look more like famas mag

#

even if not will not hold 30 actual caseless rounds

#

also originally the katiba was meant to use 6.5 non caseless rounds so that would make more sense with the mag

rustic plaza
#

I don't think I have resources for that

#

reload animation would need adjustments + magazine would need reuving or maybe remake from scratch

thick oyster
#

reload anim is fair enough but reUV shouldnt be so hard even if you merge two mags and tweak that

rustic plaza
#

anyway, I had noted it down - perhaps if I will be bored one day I might try to tackle it

thick oyster
#

for that Mk200 you can add the bigger bag right?

rustic plaza
#

I wanted to add mag proxy to it at some point, so you can have normal bullets there too

#

but I'm not sure if I will have enough time for next patch

thick oyster
#

yeah technically you could use the new plastic magazine from the m249 too and vise versa

#

but ofc Mk200 ones would be 6.5 caseless

#

on Zafir that will be more challenging

light lintel
#

MXC has lower muzzle velocity & higher recoil so it's not as efficient in AR role as MX SW
so does this logic apply to the other weapons as well? SPARs and Katibas and so on?

#

I'm also curious how much you expect these to be significant drawbacks given typical engagement ranges of <400m?

rustic plaza
#

yes, it's same with SPAR

#

not sure what you mean about katiba

#

carabine katiba also have lower muzzle velocity

light lintel
#

what about the non-carbines though? like regular MX with a 100 round mag? Or a regular SPAR with a drum mag? Wouldn't that be equivalent to their AR variants?

#

or was the difference between the MX and MX SW just in the magazine (sizes) to begin with, anyway?

#

(and I assumed the AR variants of weapons IRL have additional stuff in them to allow them to fire longer, which is somehow abstracted in game etc)

rustic plaza
#

SW has higher muzzle velocity and better recoil handling

#

there is one thing that is not taken into account when it comes to magazines - inertia

arctic phoenix
#

Recoil and muzzle velocity don't matter that much for sub like 300m. Plus you'll be weapon resting so the recoil is even lower. I'm maybe less concerned about the MXC's ability to be an AR and more concerned about having a carbine with a 100 rounds that's now a god gun in CQB

rustic plaza
#

lower muzzle velocity means less damage too

arctic phoenix
#

Okay, but I feel you're missing the point by still comparing the MXC to the SW.

#

Then there's the MXM, which has a higher muzzle velocity than the SW

tame rover
#

Heaven forbid mission editors might have to do some gameplay design

light lintel
#

nah, the problem is a bit more than us being lazy πŸ˜„

#

So under F3's platoon template, for example, riflemen carry additional AR belts/boxes/etc

#

Our fear is that riflemen now have an incentive to use the mags for themselves, or scavenge AR belts

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of course, in more organised units its less of an hassle, but for more casual structures it means additional enforcement of rules, rather than a more organic division in game mechanics

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not an unsurmountable issue at the end of the day, just perhaps less than ideal.

rustic plaza
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hm, perhaps MX SW could get lower rate of fire

arctic phoenix
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That doesn't help the problem? In fact that encourages people to use the MX with 100rnd mags instead of the SW.

rustic plaza
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sorry, I meant MXM

thick oyster
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that reminds me the new cmag should be only 100 rounds instead of 150 πŸ˜›

tame rover
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"new"

thick oyster
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i meant new as in arma 3 as it was only introduced in Apex ha

arctic phoenix
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I can get behind an MXM nerf.

arctic phoenix
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Burst fire only for the MXM is maybe not a bad idea, just to throw that out there.

tame rover
#

have to retexture it all and stuff then though?

thick oyster
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imho all DMR should be only semi auto

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full auto makes no sense in those roles

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not to mention the masive recoil on those

light lintel
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agreed

tame rover
#

Mk12, Mk14, M38 are all full-auto. It’s actually a very common trait of DMR converted from service rifles instead of being built from the ground up

rustic plaza
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increased ROF of MX SW to 750 rpm from 655

thick oyster
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@tame rover imho most m14s got selector blocked , mk12 is a special purpose gun and the reason why M38 got it because they just adapted the M27 plus its 556

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that makes no sense in modern DMR rifles

arctic phoenix
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For a 6.5mm derived from a standard rifle IMO it makes sense

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Though, like I said, burst fire is probably more realistic?

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Shrug

thick oyster
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originally MXM was .308 but no for future gun that makes no sense

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because nobody uses it as a automatic rifle

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not to mention burst , that thing is barely used even with M16s

tame rover
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IIRC Mk14 was full/semi, but the M39 was semi only

thick oyster
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still that thing was barely used especially in M14 ha

scarlet root
#

Does the RC / next update include the reload/reloaded handlers?

rustic plaza
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yes

rocky linden
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can we get manual gearbox vehicals? tanks would be fun with gear box. would feel really heavy and powerfull.

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also fix the climbing hills problem with auto shift from hi and low.

rocky linden
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PLEASE!.

rustic plaza
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For sure not in a3

light lintel
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isn't it a PhysX issue anyway?

rocky linden
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there is gears in ARMA 3 allready

arctic phoenix
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Are we going to see the new magazine model system implemented for all the guns? As in, so all guns could have their magazine model changed?

rustic plaza
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nope, not for all

crisp wyvern
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Ackh, so it's 'no different model.cfg for LIM-85 between 200-round box and 300-round STANAG' but then a bunch of other config stuff for the SPAR-17 and other weapons?

arctic phoenix
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Fair enough

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Can you implement it for the LIM-85 at least? I know you won't allow it to load 30rnd magazines for animations issues, but some of us care a little less about that, and it'd be nice you'd allow us to do it by mod :p

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or was the issue the placement of the magazine also?

crisp wyvern
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I'm guessing the latter too

arctic phoenix
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In that case you just offset/rotate the standard belt's model

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set the gun up to load 30rnd magazines fine, then the belt will be fine because you've altered the model

#

it's a bodge, but hey

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I also have no idea how feasible that is, I haven't touched modelling in game, nevermind the new magazine stuff

rustic plaza
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@arctic phoenix maybe in future - for now I want to polish existing mag proxified weapons

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wanted to add mag proxy model for lim 85 magazine to at least give some mod compatiblity

arctic phoenix
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cool, fair enough

thick oyster
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Spar17? that has own special magazine that isnt compatible with anything else πŸ˜›

nimble valve
#

What does these prooxy magazines actually do like can I put a 100rnd mxsw mag into an mxm?

tame rover
#

yes

full sonnet
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You could do that before too (kinda)
but now when you put a 100rnd magazine into your gun, you'll actually also see a 100rnd magazine, instead of a normal 20rnd one

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Sadly cannot take my 100rnd beta-c mags anymore without my team lead seeing and complaining :/

thick oyster
#

you need to pretend that your cmag jams often πŸ˜‰

#

also there should be weight difference

past moon
#
#

there is new RC too 1.92.145617 , with 3 Warlords server instances running ...

scarlet root
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need more info on:

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Added: calculatePath script command
Added: PathCalculated entity event handler

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πŸ™

full sonnet
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Added: addWeaponWithAttachmentsCargo and addWeaponWithAttachmentsCargoGlobal script commands
I'm orgasming right now. Thanks guys!

full sonnet
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kju I'll look into it and give you what I find. But I need to write docs for my commands first πŸ˜„

light lintel
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what do those do?

full sonnet
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Mine or kju's?

#

https://s.sqf.ovh/arma3_x64_2019-04-18_22-44-11.png
uhm... Might be a "me" problem.. Yeah. It's a me problem. But why can Arma start without steam running??

Yes. Was a me problem. Didn't launch arma properly via game updater. Funny screenshot nevertheless.

light lintel
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wow that was a quick addition πŸ˜„

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thanks!

full sonnet
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only took half a year

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One more thing to check then I'll look into the path command

turbid portal
#

something is fishy with the PathCalculated event handler: the 3rd element of every returned coordinate has the same value as its corresponding 2nd element
e.g.
[B Alpha 1-2:1,[[5284.5,5009.5,5009.5],[5264.5,5029.5,5029.5],[5264,5136,5136],[5270.53,5176.84,5176.84]]]

full sonnet
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Height should be terrain level anyway.
Wonder who to bug about that. I assume @neat cosmos ? (PM'ed oukej about it)
He's not online right now tho.

past moon
full sonnet
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today already? My holidays only start tomorrow

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I'll drop him a PM then so he can read on tuesday

past moon
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i'm sure he will, just don't expect fixes until after πŸ˜‰

full sonnet
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All bugs so far are really minor.
Well I guess for pathing in buildings it's a problem.

#

Kinda sad now that my credit is not visible ingame

turbid portal
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@full sonnet I guess for flying entities the height could be relevant

full sonnet
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"calculatePath"
"Calculates path for a vehicle"
Well thank you sir.
"Error: CalculatePath: wrong combat mode %s: '%s'" takes combat mode as argument I assume.

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And it seems like it takes a vehicle type as argument. It has hardcoded classnames for man,car,tank,wheeled_APC,boat,plane,helicopter
Also has Formation

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Sorry can't get anymore @scarlet root

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@turbid portal height might already be fixed post dev-branch release.
We'll see on tuesday after easter holidays
if it's not fixed then it will be

scarlet root
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πŸ‘Œ

light lintel
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so how exactly would one use calculatePath? I'm assuming it's one of those "if you need to ask, you probably don't need it" kind of things?

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as in, it sounds like something the AI does on its own normally?

scarlet root
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maybe its to init re-eval of pathfinding/make AI look for a new path

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and the EH is to log those re-planning events

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@rustic plaza @golden plaza do you know more by chance?

rustic plaza
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    startCoordinates: Array - format [x,y,z]
    endCoordinates: Array - format [x,y,z]
    typeName: string - vehicle class ("helicopter", "plane", "man", "car', "wheeled_APC", "tank", "boat")
    behavior: string - ("CARELESS", "SAFE", "AWARE", "COMBAT" and "STEALTH")
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it's exposing AI path planning alghoritms

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imagine sort of fake AI car which is going from A to B

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this command will return such paths without need to prerecord it somehowe

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and PathCalculated is returning AI path

scarlet root
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so its an export of AI pathfinding result?

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sounds quite neat

#

any idea how these relate to it/influence it?

rustic plaza
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yes

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no idea about those params - I don't anyone tried such combo

scarlet root
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alright tx. will see how it turns out πŸ˜ƒ

turbid portal
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so I can execute (calculatePath ["car","safe",[2150.67,5778.19,0],[2184.11,5802.28,0]]) addEventHandler ["PathCalculated",{diag_log _this}]
and it gives me:
[Agent 0x5b102a40,[[2152.5,5778.5,5778.5],[2152.5,5786.5,5786.5],[2157.5,5791.5,5791.5],[2158.5,5792.5,5792.5],[2166.5,5800.5,5800.5],[2167.5,5801.5,5801.5],[2168.5,5802.5,5802.5],[2184.11,5802.28,5802.28]]]

rustic plaza
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calculatePath is just giving cords to to that yellow AI path

scarlet root
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this picks up dynamically spawned objects from the looks of it, right?
any idea why regular vehicle path planning doesnt (seem to at least)?

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is it based on simulation type?

mental fulcrum
#

This could be used to move agents couldnt it?

wise skiff
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I really hope so. currently I am using setDestination for that, would be cool to get a better command with better results

full sonnet
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@past moon something is definitely wrong with the new waitUntil stuff.
BIS_fnc_establishingShot line 247
waitUntil {camCommitted BIS_fnc_establishingShot_fakeUAV || !(isNil "BIS_missionStarted")};
Result: Error Type Bool, expected Bool that's obviously nonsense
Bool being Bool while Bool is expected should probably not error.

scarlet root
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@full sonnet how hard would be a mute player sqf cmd? the engine functionality is already available, right?

full sonnet
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no idea

lime depot
#

Can you enable userinput After you get disconnecteted bec you cant click ok without Input.

tidal moss
#

Added: New scripting commands for simple graphs: getGraphValues, decayGraphValues, ctrlSetPositionX, ctrlSetPositionY, ctrlSetPositionW, ctrlSetPositionH, bezierInterpolation
Has anyone seen a screenshot or example anywhere for what this is?

turbid portal
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the 4 ctrlSetPosition? commands are just separate commands for the 4 values of ctrlPosition/ctrlSetPosition, i.e. if you only want to change e.g. the width you can just use ctrlSetPositionW and you don't need to provide values for X,Y and H

tidal moss
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I know, I'm talking about the graph part

loud linden
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which is the beta code for arma 3 server dev-branch ?

tight marten
#

for steam?

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I don't think you need one

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oh wait for server

#

don't mind me then

full sonnet
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dev branch doesn't have a password

loud linden
#

hm

#

Maybe I'm doing something wrong ...

steel rune
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There isn’t one for the server app, you have to use the main arma app