#dev_rc_branch
1 messages Β· Page 18 of 1
If you mean the screenshots themselves, I believe that it's arma3diag_x64.exe https://community.bistudio.com/wiki/Arma_3_Diagnostics_Exe
Well. Whatever's up with the Dev Branch, my Arma is running a LOT better now on my pos computer.
That might be incentive enough for me to try it...
but then again it's two weeks away.
π€
I seriously doubt they've slipped in a major performance boost into dev branch with no mention of it in the changelog
I would imagine the lod difference between interior and optics, third person, etc will affect performance
"My arma is running a lot better" is extremely vague
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
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)
but regressions relating to the Tanks DLC, sure, there will be some work done on optimising that stuff
Apologies for the lack of clarification. I've seen a nice increase in frames when moving from release to dev branch.
@timber sorrel
Does that include all maps or specifically Tanoa?
All standard maps. Altis, Stratis, Tanoa, Malden '35.
Then I guess I've something to look forward to.
@severe nimbus Keep in mind that I'm pretty sure that this needs Data Link Receive enabled
the question is if that is set to on as default in eg Zeus
is it normal that dev/diag version is crashing frequently now?
considering that the last exe update was almost a week ago. No
well not just talking about the very last - more like in the last 1-2 months
seems with window mode and not having focus mostly, but also other situations
@light lintel Tweaked: Adjusted RCWS turret durability on MRAPs, Panther, Bobcat, Marid, Scorcher, Sochor, Speedboat, and UGV 4 April 2018 dev branch changelog
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)
And a fix for Bombs not falling on target when using the CAS module and the bomb deployment envelope
yeah i saw, though they don't say whether that's tweaked up or down π
I believe that you'd only wanted it reduced on the MRAPs?
i actually didn't have much to say about the durability actually π€
just their existence at all as opposed to an exposed gunner
But it's the same turret on all of those
@light lintel If one could shoot out/disable the optics it'd be a different story and you know it π
@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.
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 )
DEV and RC updated, please test 1.82.x you have last week-end chance 
π±
That sounds promising! Tank yu dwardun
Error position: <power interpolate[0.1, 1.0, 0.4, 1.0])>
Error Undefined variable in expression: power```
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};
};```
Bonfire lit
Is interpolate some secret config only command? It doesn't exist according to biki
Thanks
anyone have any idea on how to fix the new physx suspension on the new hatchback?.
@twilit juniper "fix" ? No? It was intentional. Complain all you will but it handles better than it did previously
collisions with trees while using the SLAT cage may cause the rhino to roll over π
g'day guys
can anyone please do a check for me with static weapons and the enableweaponassembly command?
by setting it to false it appears to completely lock out the static so it cannot even be used
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
@candid dew Am i crazy or did you post about there being a dev branch update? 11 GB?
@formal spear yeah, sorry. I didn't realize it was workshop downloads, not an update
Oh. Nooooo :(
Fixed: Hand grenades were using incorrect LOD when being thrown hmm
π€
It'd be funnier if it were incorrect LOB
Ayy
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.
Anyone know how to get the dialog working
on the dev branch?
I tried "Animation" diag_enable true; but it gave me a "needs ;" error
start the game with diag.exe
any info on what this does? Added: A new activeSensorAlwaysOn ammo parameter
probably forces the AI to turn on active radar sensor when using that ammo
aha, interesting
Currently relevant only to radar
Tweaked: Vehicle threat and cost values were adjusted what does this mean exactly? been seeing a lot of changes with this recently
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)
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
was how the weapon bays were done on the blackfoot before they used the bay system introduced with Jets DLC/Dynamic Loadouts
ahh
so you mean like how the nyx missiles get animated during the reloading animation?
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
@light lintel latest dev branch just fixed threat values. someone made them strings.. (instead of numbers)
@scarlet root I see. But what are threat and cost values? Is it something the AI used to prioritize targets?
Ah, thanks
Added: Terrain awareness (TAWS-like) color-coded navigation panels to all vanilla aerial vehicles
Anyone tried this out?
I'm assuming it was added in response to all the complaints on the forums about AI planes hitting cliffs π
sounds interesting, would like to see more info
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.
Nah this seems to be solely for humans. Another tool in the box to avoid accidentally flying into terrain.
The cliffs of Malden at a high altitude
https://i.imgur.com/tiiRzFc.jpg
And the same cliffs from closer to the deck
https://i.imgur.com/LU3usaY.jpg
looks nice π€
will have to see how useful it is in actual use
i suppose it may be more useful for planes attempting strafing runs
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
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 π¦
Pandur has wave breaker in front which now in game is automatically unfolded with new "inWater" animation source
thats cool , btw is that magazine proxy really coming into A3?
@rustic plaza oh, that's extremely cool
can't wait to see a video
(no dev branch on linux)
how about an inRain animation source and animated wipers on the vehicles where they are modelled
That would probably be annoying tbh
If it started automatically at least
Since the windscreen isn't really affected by the rain
it would actually give a plausible reason for rain not affecting visibility in vehicles
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"
Ehhh, it's not really automatically unfolded, I didn't use that source after all
It's just user animation, you can use "animatesource" command to move it
This can be cool to have inRain animation, for like create rainy textures on any building with help of animation source for sure
@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?
Scripted animation
probably animatesource
Added: A small aiming dot on the AH-6's front windshield praise be the kind souls that made this change
heh, people have been asking for that since day one
guess they finally found time to address some of the highest voted items in the wishlist
yeah they did say they going back through things and polishing assets
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
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.
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.
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.
all of which seems like it should be so simple to fix, yet these issues have been there from the start π¦
yeah i hope AI issues don't become the other albatross around their necks, though probably have already...
(the first being "Arma has terrible performance" which seems to be the only thing some people remember about it)
Any idea what the 'zero' is for that dot?
I did wish that AH6 had a actual hud on his helicopter helmet
I wish Zeus worked properly
What's not working properly?
Doubt the ranging for the dot really matters much given the dispersion of both the rockets and miniguns
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?
@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.
oh
Zeus used to be awesome but there was a update about a year ago that broke it. It hasn't been fixed yet.
does it happen if you enable AI slots as well?
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
How would enabling Ai fix it?
the slot should remain even if the player leaves the slot or disconnects
the slot doesn't disappear, its just the Zeus interface disappears
ah
hm.
dunno then. give it a shot, at worst it doesn't work and you know it doesn't work
and then you can file a bug ticket π
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?
nvm, some more googling suggests that infantry datalink indeed made it into 1.82
@light lintel Are you thinking of infantry spotting for Rhino MGS-fired MARUK missiles?
yeah, someone was trying that
dev branch update on june 1 enabled rhino to detect infantry designated lasers without datalink
(based on LOS)
Wasn't that just by adding a laser sensor directly to the Rhino?
yeah
the "remote designators" mentioned in the last changelog are the UAV terminal controlled 'camera/designator' surveillance thing, which almost everyone seems to forget about
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.
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)
oh, thought you meant Friday's update
nah, June 1st
remote designators... are a bit of an odd thing
don't think we've ever used them
one of our missions have them apparently, but still ended up not getting used
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
maybe they make sense if infantry datalink wasn't a thing π€·π½
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
yeah, but you still need someone looking at a terminal... at which point you can just put someone there with a bonus rifle
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
oh yeah, there's the PiP feed thing that can be used
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.
anyhow, as I said, I've never actually used one in anger and who knows if I ever will.
in anger? π€
ah, yeah, I have to explain that expression to my colleagues in India every time I use it
well I'm a European who spends 3 months a year in India π
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 π
hmm
well #theend π
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.
I dunno, reduces the posts that say "logistical issues" at least π
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
I'll be happy if they apply that polish to the areas that really need it
I guess that it will be our job to shout the loudest and longest about the bugs/issues which bother us the most
we're running out of time and can't wait for BI to get around to it on their own
Tweaked: Autoseeking missiles check target visibility (through terrain) when locking
I'm assuming this means they won't acquire targets through terrain?
I'm expecting you guys not to let me down when it comes to details on the Encore changes now in dev branch
https://cdn.discordapp.com/attachments/106824005322838016/461161893877252127/20180626152928_1.jpg
https://cdn.discordapp.com/attachments/106824005322838016/461161906963480577/20180626152934_1.jpg
https://cdn.discordapp.com/attachments/106824005322838016/461166185225125930/20180626153618_1.jpg
https://cdn.discordapp.com/attachments/106824005322838016/461161862772293634/20180626152814_1.jpg
Very nice
no the towing thing doesn't actually work as far as I heard
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'
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
I was also building a MIM-104 which is very similar.. Not sure if I'll continue that now π
see #videos_arma
I hope that guy is running with texture quality set to low ...
clearly some of the scripts/behaviour are missing currently
apparently the textures are still WIP
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
the hangar door at the back opens via a control panel
but yeah some stuff is still WIP
Hope we can interact with the Liberty's back hangar doors, and even better, the side openings!
the hangar door at the back opens via a control panel
that I didn t find then
i think it was in that elevated section
yeah the textures can t be done yet π
This VLS or so artiellery is weird, no info about it and it is so flat but has 2m rockets π
yeah only the top is modeled
advantage being you can stack it on top of other things
it has VLS? I didn't see any doors in the model
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
oh, it's a separate component like the guns ...
actually, that's fantastic ...
yeah π
oh, no, i thought you were piloting it directly
are they providing a composition this time around?
but i assume it's to be used like a UAV, so probably just a bug
not so far GBee, but people are requesting it on the dev branch thread
the 130mm cannon can only be set to max 2km, not much
I give it a month before someone releases a railgun mod to replace the 130mm
The USS Iowa mod. That has some crazy guns.
Also would be nice to have other camos for the radar/SAMs
especially a NATO olive camo for tanoa
Is the (static) towing vehicle new?
hm?
I think he meant the hemmt tractor, it's been there since beta (?) iirc
but that's not static π€
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.
and hangar door control panel is inside on the right side of the door.
how do i use the new boat weapons on dev branch? are they like a UAV?
@green ridge they should be, yes
Do the Sam Launchers/radar come with camo net options? (I was inspired to ask by this https://en.wikipedia.org/wiki/MIM-104_Patriot#/media/File:Patriot_System_1.jpg)
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 π
Any idea were the briefing table and screen might go?
Seems like it's kinda designed for a specific spot, as it's default height on land is pretty high.
@quiet kernel Screenshot in the official announcement shows it in the hangar
up against a wall
You have a link to it? I can't seem to find it.
Hmm, I thought it was in the oprep but I can't see it now
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
In this thread we'll post announcements about Release Candidates (RC) of future main branch updates. That includes the opening of the RC-Branch ahead of an u...
@burnt raft spam βπ½ (also in #arma3_scenario #perf_prof_branch ) (okay it's everywhere)
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))
had to join bohemia to fix that bug that I reported 2 years ago π https://feedback.bistudio.com/T118330
wait a sec , that thing doesnt suppose to have light on Flir pod lol
well, it was there, I fixed it more for RHS tank searchlights
Aww yeah.. I got so angry when the RHS searchlight didn't work. We thought it was some mod conflict ^^
its cool to see the functionality fixed but the hellcat still has that light inside the flir pod?
I guess it someone took some artistic liberty when making that futurized helicopter
more like forgot to add searchlight π
dunno, you could fit some powerful led lights around camera
only if were there but flir pod doesnt have that
I can add little dots to it then π
if you really wanted to add light to that pod , then that pod would be like twice as big
why?
http://www.mini-ugv.com/upload/camera.jpg I imagine idea was that LED lights are placed around sensor
thats seperate light , you cant just put inside Flir pod because its full with thermal camera
at this point you rather do proper searchlight on side of pod π
not like LED lights are taking a lot of space?
Just take LED strips and glue the onto the outside
- it's possible to explain that by miniaturization of thermal sensor components in future
Well we never know what they got in the future right? So todays logic may not apply the same in 2025? :D
they do , especially larger ones ,for millitary those small leds are useless just saying π
it should be like this
not sure about it - I was wielding some powerful handheld led lights
ΡΠ°Π½ΠΊΠΎΠ²Π°Ρ ΡΠ°ΡΠ° Π»ΡΠ½Π° ΠΏΠ΅ΡΠ΅Π΄Π΅Π»Π°Π½Π½Π°Ρ Π½Π° ΠΊΡΠ΅Π½ΠΎΠ½ 12 v 55w ΡΠ²Π΅ΡΠΈΡ ΠΏΡΠΎΡΡΠΎ ΡΠΈΠΊΠ°ΡΠ½ΠΎ. Π²ΠΎΠ΄ΠΎΠ½Π΅ΠΏΡΠΎΠ½ΠΈΡΠ°Π΅ΠΌΠ°Ρ ΠΈ ΡΠ΄Π°ΡΠΎΠΏΡΠΎΡΠ½Π°Ρ. ΠΈΠ·Π³ΠΎΡΠ°Π²Π»ΠΈΠ²Π°Ρ Π½Π° Π·Π°ΠΊΠ°Π·. Π΄ΠΎΡΡΠ°Π²ΠΊΠ°.
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
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
tank ones are different , different purpose btw π
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 π
that range on hellcat was probably a optimization for the engine
so you saying to put russian searchlight on flir pod then π€
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
well i would rather see something with realstic approach π
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
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
OMG! Reyhard thanks a lot!
It had been bothering us for so long π
Especially since it was working in the pre Alpha E3 footage...
BTW probably should mark it fixed π
It's still in testing so probably next week
ah
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
@@lunar bane Who told you that?
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
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... π Fingers crossed eh?
I mostly just want the turret-less Gorgon π
i guess some people next to me asked for that too
(have ARGO objects and game modes in A3 in some form)
activeSensorAlwaysOn = 0;
autoSeekTarget = 1;
flightProfiles[] = {"LoalDistance"};
class LoalDistance
{
lockSeekDistanceFromParent = 2000;
};
also some clean-up of invalid sound definitions in cfgWeapons πΎ
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
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
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
no the light was always there, but the light turning with the camera broke
oh, then idk π€
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 π
yeah, that would be quite nice π
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
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
π
@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?
Static front lights
thanks
that's nice then. Regarding searchlight, I hope whatever issues are keeping it out of 1.84 are resolvable
i'm assuming it's mostly the time frame, seeing that release is probably next week
Indeed
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.
Speaking of vehicle customization... would still love for the Gorgon and Strider's NATO skins to be selectable from the editor...
Still holding out that last shred of hope for pacific skins for the Hunter and HEMTT, personally.
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?
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
@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""";
};
@analog cliff they already know.
I made a mod to reenable some of the commands
good news - searchlight fix will be in 1.84 π
Ayy
only if the magazine proxy was in π
π€
nice
That is going to make for some interesting scenario ideas.
https://www.youtube.com/watch?v=rVcjIJvJymQ tweaked particle effects today
there are also new sounds but they were added after I've recorded it
that looks fantastic @rustic plaza
It's going to be fantastic seeing those flying overhead
Yep. Can't wait to make some missions with VLS objectives or defenses,
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)
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?
Probably not, the missiles themselves need additional seekers
But configs will hold answers
@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
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
yeah that would be cool
and that's interesting info, reyhard π€
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?
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.
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
what do you mean?
could probably use https://community.bistudio.com/wiki/enableVehicleSensor
along with DataLinkSensorComponent
if that's what you meant
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!
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 π
also see: https://community.bistudio.com/wiki/Arma_3_Sensors#Data_Link for more granular control of datalink
Can anyone explain the different parts of the "suspension" model from ["suspension" diag_enable true] represents?
https://i.imgur.com/WKaeSe1.png
that's cool.. at least that's a feature
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?
sounds nasty
@neat willow If you are on the diag dev branch Im pretty sure it is made to not work, otherwise I don't know.
I see, deleting the save files is a pretty weird approach to that though. Itβs probably that.
I agree, may be something else.
can somebody check is reverb in corridors of uss liberty works properly?
Hey reyhard... Can the VLS be placed underwater? And if so, can missiles be fired from under water? π
On the submarine?
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
And if so, can missiles be fired from under water I dont think it's possible to fire it underwater
attach the sub and the vls to a turtle =D
You think the Megalodon is the only thing to fear in the water? :D
Thanks reyhard π
Bond villians lair, missiles fired from below the surface of a pond or lagoon ...
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...
Hmmm... underwater missiles... Will have to test tonight if someone doesn't beat me to it.
Just attempted to fire the VLS underwater, can confirm that you cannot launch any missiles.
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
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.
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'
Thanks for testing the VLS guys π
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
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
@scarlet root nope, it's working for water impacts
it was specifically added later to config to differentiate between ground and water explosions
well fair enough - only checked 1.82 config dump as ref
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
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?
Yes, bounding box changed after adding new elements to vehicles (era)
hm not sure i follow - with era you mean the armor protection, right?
i was more about the objects, not about vehicles
minObjInTownSquare
could we got some info on that one please
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?
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
yeah, but if you want to simulate a launch just below the surface the sub won't help
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 π€
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.
don't forget to use hideObjectGlobal π
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;
};```
Have you tried with windy sound controller @scarlet root ?
@vapid aspen this is BI stuff - not ours
Ho ok ok
or additionnal feature lol :X
@vernal comet , @golden plaza , @rustic plaza any ides about that ? π
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];
@brave crown nothing will happen with A3 engine any more
No highlight 
Well.. Intercept CBA has hashmaps which could do what you are trying to do :3
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?
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
Hmm, yeah. But I suppose it's not too bad if it doesn't cause Bad Things? π€
Although I suppose it'll be a lot of work to get that working consistently across all vehicles...
@scarlet root are u seen last patch notes?
@analog cliff diag modes?
so it shows the peripheral lods instead of res lod?
their visual quality without wireframe is not that great
also some other even more useful diags are missing
vbs has far better visualization
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?
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...
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
uΓ©
Added: CalculateDateTime function
Added: CompareDateTimes and IsDateTimeNewer functions```
system time?
π€
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??
Added: Priority Queue data structure functions wot
https://en.wikipedia.org/wiki/Priority_queue
BIS_fnc_insertWithPriority BIS_fnc_PullHighestPriorityElement and alike
right, i assumed they were commands and thought it was an odd addition
give hash maps
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
better bisign checks? maybe not only kicking people after they are already 5 minutes on the server?
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")
...
Fil dat ban!
I really want that to be a completely unintentional coincidence because it makes it much, much funnier


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?
I had another look and I got it working again after I've deleted a bunch of cache files
- one
cache.chfile 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
yes
deleted that single file and it started working it seems
cool stuff, thanks bud
try close game and run it again, just to be sure it can read the new one too
yea trying again
works fine for me now
yeah seems like its loading in game just fine
it would get stuck on loading core configs before
yep, cool stuff
thanks, fwd details to responsible staff
the power of strace π
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)
π
"Tweaked: Firefly model and material" Firefly?
On Tanoa IIRC
ambient wildlife, or just a building/object?
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
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
I seem to remember seeing them before anyway
the one slight criticism I had of Tanoa was that they didn't really add much new wildlife to go with the Terrain.
yeah i think i've seen them
fireflies
not that i'd be able to tell the difference π
I'm pretty sure you couldn't see them in a3 since someone decided to downscale them by factor of 100 π
perhaps you could see them in some debug log but they were basically invisible
yet, they were still taking some resources
I want wild pigs running through the jungle and jungle cats π
Can you imagine a bush rustling, you're all tense, set to engage and then a pig emerges π
and you engage it anyway
Bacon!
i always felt the same, some boars or other wildlife in the bushes as alternative to rabbits would've been nice
inb4 Arma 3: Far Cry 6
@light lintel honey badgers too
Badger Badger Badger?
@mental fulcrum noooooo dont start it
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
In this thread we'll post announcements about Release Candidates (RC) of future main branch updates. That includes the opening of the RC-Branch ahead of an u...
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 ?
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
So that cache file is added with this new rc branch @full sonnet ?
already a couple weeks earlier on dev branch
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?
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
hm verifySigs=2 at least used to kick you for missing terrain pbos eventually
could just take minutes at times..
Not running verifySigs or battleye or anything. That probably plays a part in that
when riding in car, I get the driver's inventory when I open the inventory as "ride in back" 
with the RC branch
whole inventory, or just access to his backpack?
strong possibility for some hi-jinks then, driver gets out of the vehicle to find he's naked and unarmed
@steel rune Strange, unable to repro that. Was it MP, SP, what type of vehicle...?
MP, Warlords, 3 players in an unarmed MRAP
Someone on Redfor reported similar issue, Iβll ask him what vehicle
@neat cosmos
got response, other vehicle was the quadbike
two players, person in the back got driver's inventory
dedicated windows server
let me know if you need any other info
same issue during today's Warlords game
all players in ride in back get inventory for player driver
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
@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)
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!
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
haven't seen the issue with inventory before 1.86 
@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
You guys are awesome. Valuable info! Thank you!
There's an OPFOR Mk20 and black ACP-C2 tex in weapons_f_beta
Only on dev
Looks like more leaks π
@blazing sorrel Is that a reskin Mk20 or CSAT with Mk20s?
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
Okay, so more 'throw it in because we can'?
CSAT or desert AAF? π€
those skins were always there as far as I remember
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 ?
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
Yes
the previous whitelist for files has been changed to a blacklist now
Or wait.. no. other way around. Blacklist is now a whitelist? I think?
https://github.com/KoffeinFlummi/armake/pull/94/files
Reading off of this c-code is not that helpful. I think != 0 is actually a == on the strings
And the old == was a != on the strings
Yeah I think it's a whitelist now.
Meaning the bisigns have to hash fewer files. Meaning they get done with scanning faster
@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.
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
https://forums.bohemia.net/forums/topic/183856-release-candidate-branch-discussion/?do=findComment&comment=3329994 here is a list from oukej about what needs testing on the new RC branch (Arma3Update190RC)
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
1 mambient[] = {0.6,0.6,0.6,1};```
Are there official servers on RC?
not atm.
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
there's a manual https://community.bistudio.com/wiki/Game_Updater_Manual - but I've never used the gameupdater so I don't know whether/how it works
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
I have my dev branch through the Steam Beta and use GameUpdater for stable, since dev updates more frequently than Stable.
@full sonnet you can use steamcmd and beta parameter, that breaks steam until its restarted unless executed in a sandbox
@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.
π€
If you send me a crashdump I might be able to tell you where the problem is coming from
crashes might still get fixed
yesterday there was fix for custom compass/watch thing - it also had forced crash error before ctd
@full sonnet thanks π just need to check your DM history with me π
π€¦ oops
@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
public should be fine
just a note - there were some fixes to mag proxies recently (instancing)
what kind?
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
oh okay good
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?
https://feedback.bistudio.com/T133142
I meant this one, for reference.
It only happened with the last patch, and it is really annoying
pretty sure it was like that before
No definitely not. You could always use the compass as a driver
I remember that I had to manually add compass to (used with G key) to BTR in 2015
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
yeah, I mean I had to manually add gunnerCanSee property to enable inventory compass
Ah okay I misunderstood...
I am quite sure though that the compasses worked in driver seats
I will check svn log at work though
Cool, thanks a lot!
why was the pained crosshair on the hummingbird disabled?
cuz it was pained
you can now place custom crosshairs there with hidden selection tex
Oooh!
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
Yes. Disabled.
Nice fix for call compile mem leak ππΌ
it was disabled on unarmed variant
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.
Anyone take advantage of the new setMissileTargetPos, missileTargetPos, setMissileTarget, missileTarget, and triggerAmmo commands?
are they already on dev branch even?
They're in the changelog
Ah I heard the changelog was pulled. Apparently they pushed it again
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
they mentioned needing a valid missile target, iirc, whatever that means
presumably that said target conforms to the needs of the missile/bomb's sensors
What's triggerAmmo supposed to do?
makes the projectile detonate on command
Flak was already supposed to be simulated via the proximity fuse distance ammo parameter? Usually 10-25 meters
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)
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
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
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!
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
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
missile setMissileTarget objNull - unlocks missile
thanks!
@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
Usually explodes from what I've seen
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
missile setMissileTarget objNull as 'jamming' if you can 'defeat' jamming and have the missile acquire a new target
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 π
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
if you're using a mobile authenticator, you might have to disable it for a bit and use email auth codes
well, it worked before(
Yeah, it seems to be recent that it stopped
I had to disable it, and run the Delete user data.bat and start again
thanks for the tip, worked for me
Have anybody found new reload eventhandler?
Ive checked the soldier and weapon config and diddnt notice anything new
@burnt basalt
class CfgWeapons
{
class RifleCore;
class Rifle: RifleCore
{
class EventHandlers
{
fired = "systemchat format['fired EH output: %1 [time: %2]',_this,time]";
reload = "systemchat format['reload EH output: %1 [time: %2]',_this, time]";
ο»Ώ reloaded = "systemchat format['reloaded EH output: %1 [time: %2]',_this, time]";
};
};
};
Yep thank you i saw it
did any of the SQF commands make it into the hotfix?
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.
yes but something things slip in unintentionally hence asking here
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/
Our (RHS) manpads have a pretty short locking range against terrain background. So I wouldnβt use it for assessing general game behaviour
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 not quite sure. could be from VR world testing, or from Blitzkrieg on Altis/Stratis/Ivachev
Latest A3 defs and ours: https://pastebin.ubuntu.com/p/3jKJBV6W7j/ - we use the same definitions
its mostly for rockets/missiles/explosives
well, I cannot reproduce it on my end
alright will try to narrow it down
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
what guns use AR mags that are not compatible?
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
MXC has lower muzzle velocity & higher recoil so it's not as efficient in AR role as MX SW
shouldnt MXs use just MX mags?
@thick oyster discussion is about 30 & 100rnd magazine
not about AR as AR-15 platform π
ha i thought we talking about stanag mags
well anyway all MXs should use both MX mags
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
then why it has 30 rounds in config π
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
well if you use 30 round stanag and fill with with those caseless rounds?
?
i mean the model 30 round stanag and then use those caseless round to on top and make it for katiba?
whaaat? π
you got the 30 round stanag model right?
katiba mag is single row
it's not going to fit so wide magazine
beside that, 30 round stanag mag is curved
its single row because of the caseless round
while model is 20round stanag
whats the problem being little curved?
on right is rhs 20rnd stang mag
well you can fix that easily , also that mag will be only on katiba
it's similar to 20rnd stang but it is also fictonalized to same weird degree
but it will look right
if you dont like the angle then just stretch it to be longer?
on AK12 its because somebody made 5.45 mag into 7.62x39
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
lets say it was closer to 5.45
that was my point
it didnt meant that
i meant if you dont like the 30 round stanag angle
just stretch the 20 round one
π
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
I don't think I have resources for that
reload animation would need adjustments + magazine would need reuving or maybe remake from scratch
reload anim is fair enough but reUV shouldnt be so hard even if you merge two mags and tweak that
anyway, I had noted it down - perhaps if I will be bored one day I might try to tackle it
for that Mk200 you can add the bigger bag right?
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
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
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?
yes, it's same with SPAR
not sure what you mean about katiba
carabine katiba also have lower muzzle velocity
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)
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
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
lower muzzle velocity means less damage too
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
Heaven forbid mission editors might have to do some gameplay design
nah, the problem is a bit more than us being lazy π
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
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
not an unsurmountable issue at the end of the day, just perhaps less than ideal.
hm, perhaps MX SW could get lower rate of fire
That doesn't help the problem? In fact that encourages people to use the MX with 100rnd mags instead of the SW.
sorry, I meant MXM
that reminds me the new cmag should be only 100 rounds instead of 150 π
"new"
i meant new as in arma 3 as it was only introduced in Apex ha
I can get behind an MXM nerf.
Burst fire only for the MXM is maybe not a bad idea, just to throw that out there.
have to retexture it all and stuff then though?
imho all DMR should be only semi auto
full auto makes no sense in those roles
not to mention the masive recoil on those
agreed
Mk12, Mk14, M38 are all full-auto. Itβs actually a very common trait of DMR converted from service rifles instead of being built from the ground up
increased ROF of MX SW to 750 rpm from 655
@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
that makes no sense in modern DMR rifles
For a 6.5mm derived from a standard rifle IMO it makes sense
Though, like I said, burst fire is probably more realistic?
Shrug
originally MXM was .308 but no for future gun that makes no sense
because nobody uses it as a automatic rifle
not to mention burst , that thing is barely used even with M16s
IIRC Mk14 was full/semi, but the M39 was semi only
still that thing was barely used especially in M14 ha
Does the RC / next update include the reload/reloaded handlers?
yes
can we get manual gearbox vehicals? tanks would be fun with gear box. would feel really heavy and powerfull.
also fix the climbing hills problem with auto shift from hi and low.
PLEASE!.
For sure not in a3
isn't it a PhysX issue anyway?
there is gears in ARMA 3 allready
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?
nope, not for all
mainly because of issues listed here https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3349883
1 hour ago, killzone_kid said: I guess Christmas came early for you No way! You guys. You guys! ππ€π Spoiler On stable branch when? π
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?
Fair enough
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
or was the issue the placement of the magazine also?
I'm guessing the latter too
In that case you just offset/rotate the standard belt's model
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
I also have no idea how feasible that is, I haven't touched modelling in game, nevermind the new magazine stuff
@arctic phoenix maybe in future - for now I want to polish existing mag proxified weapons
wanted to add mag proxy model for lim 85 magazine to at least give some mod compatiblity
cool, fair enough
Spar17? that has own special magazine that isnt compatible with anything else π
What does these prooxy magazines actually do like can I put a 100rnd mxsw mag into an mxm?
yes
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
Sadly cannot take my 100rnd beta-c mags anymore without my team lead seeing and complaining :/
you need to pretend that your cmag jams often π
also there should be weight difference
DEV branch update 1.91.145618 changelog https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3351443
09-04-2019EXE rev. 145537 (game) EXE rev. 145540 (launcher)Size: ~1.5 GBDATA Added: Magazine proxies to the following weapons: AKM, AK-12, AKS, MX, CAR-95, TRG-21, Mk20, Mk14, RPG-7, SPAR-16 (and expanded magazine wells with additional weapons)* Added: Van (Ambulance) is now ...
new server administration features are also available in the #perf_prof_branch builds, preliminary documentation is in those two posts i made:
https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-190-performance-binary-feedback/?do=findComment&comment=3350010
https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-190-performance-binary-feedback/?do=findComment&comment=3351042
perf02 works for vanilla King of the Hill servers! - had session lost before. Im hoping the fix will be distributed to everyone soon. Thanks for the fast and good work! π
perf02 works for vanilla King of the Hill servers! - had session lost before. Im hoping the fix will be distributed to everyone soon. Thanks for the fast and good work! π
there is new RC too 1.92.145617 , with 3 Warlords server instances running ...
need more info on:
Added: calculatePath script command
Added: PathCalculated entity event handler
π
Added: addWeaponWithAttachmentsCargo and addWeaponWithAttachmentsCargoGlobal script commands
I'm orgasming right now. Thanks guys!
kju I'll look into it and give you what I find. But I need to write docs for my commands first π
what do those do?
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 https://community.bistudio.com/wiki/addWeaponWithAttachmentsCargoGlobal this is what they do
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]]]
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.
https://publicholidays.cz/easter/ @full sonnet
today already? My holidays only start tomorrow
I'll drop him a PM then so he can read on tuesday
i'm sure he will, just don't expect fixes until after π
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
@full sonnet I guess for flying entities the height could be relevant
"calculatePath"
"Calculates path for a vehicle"
Well thank you sir.
"Error: CalculatePath: wrong combat mode %s: '%s'" takes combat mode as argument I assume.
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
Sorry can't get anymore @scarlet root
@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
π
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?
as in, it sounds like something the AI does on its own normally?
maybe its to init re-eval of pathfinding/make AI look for a new path
and the EH is to log those re-planning events
@rustic plaza @golden plaza do you know more by chance?
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")
it's exposing AI path planning alghoritms
imagine sort of fake AI car which is going from A to B
this command will return such paths without need to prerecord it somehowe
and PathCalculated is returning AI path
so its an export of AI pathfinding result?
sounds quite neat
any idea how these relate to it/influence it?
alright tx. will see how it turns out π
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]]]
this picks up dynamically spawned objects from the looks of it, right?
any idea why regular vehicle path planning doesnt (seem to at least)?
is it based on simulation type?
This could be used to move agents couldnt it?
I really hope so. currently I am using setDestination for that, would be cool to get a better command with better results
@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.
@full sonnet how hard would be a mute player sqf cmd? the engine functionality is already available, right?
no idea
Can you enable userinput After you get disconnecteted bec you cant click ok without Input.
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?
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
I know, I'm talking about the graph part
which is the beta code for arma 3 server dev-branch ?
dev branch doesn't have a password