#dev_rc_branch

1 messages · Page 19 of 1

steel rune
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Steam Database

Experience true combat gameplay in a massive military sandbox. Deploying a wide variety of single- and multiplayer content, over 20 vehicles and 40 weapons, and limitless opportunities for content creation, this is the PC’s premier military game. Authentic, diverse, open - ...

light lintel
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There's a small loading screen every time an object's attributes are opened

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Happens in both Dev and stable

cunning prawn
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I get that when I have lots of mods or units placed

light lintel
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i seem to be getting that even when i don't

rustic plaza
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before game was freezing when trying to load all times that you can load to crate

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so it was changed to loading screen which should also improve loading speed a little bit

light lintel
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i see

cursive elbow
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so anyone found nothing in the dev branch

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or is there content there?

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(lemme know if this is the wrong channel)

steel rune
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it's there

full sonnet
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The terrain is there, weapons and vehicles aren't

keen ruin
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Only the terrain?

minor shard
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I see, thanks

steel rune
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@keen ruin only the terrain

keen ruin
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ok thanks

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and the Buildings, are a DayZ or Arma2 ports?

tame rover
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They're upgraded from A2

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But I don't think they're direct from DayZ either

tight marten
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they are

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furniture has been removed but the buildings themselves are from DayZ

supple furnace
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and Dayz uses Chernarus which is island from A2, just saying

tame rover
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DayZ buildings aren’t destructible are they?

supple furnace
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dont own dayз cant tell

rustic plaza
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Livonia use heavily upgraded Day Z buildings

minor gazelle
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They've created ruins for most/all of the buildings from what i've seen

scarlet root
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did anyone check for new scripting or other engine stuff with the update?

full sonnet
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There are new.... oh no... I think the 1.93 commands might've been pushed, I hope BI fixed the bugs in my stuff :u

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Added: BIS_fnc_spawnOrdered which spawns a given function in the order it was called
Added: getAudioOptionVolumes and getSubtitleOptions script commands
Added: A base ammo event handler to the default weapon in order to improve community mod compatibility
Fixed: Return values on failure for many script commands
Added: calculatePath script command
Added: PathCalculated entity event handler
Added: addWeaponWithAttachmentsCargo and addWeaponWithAttachmentsCargoGlobal script commands
Fixed: Using waitUntil with Nil made the script enter a state of infinite suspension (waitUntil now errors and exits)

Ah nvm, it's still on dev branch for 2 months, plenty of time to fix things

scarlet root
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hm the first 2 werent mentioned before, have they?

turbid portal
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and the setMarkerPos/setMarkerPosLocal variants which take an object as parameter

light lintel
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So from what i can tell AI infantry can see you (infantry) through vehicle smoke on stable

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And in a separate issue, cover map module seems partially bugged on 1.92. Doesn't display correctly for SP/local hosted missions, but it does display correctly on missions hosted on a dedicated server. Happens to both owners and non-owners of GM. Cause uncertain, seems random and inconsistent.

timber sorrel
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AI cant path find for crap in vehicles on new map had half my squad in second mrap following me and insead of following the road (they were in aware mode) they decided to drive in the forest 5ft to my right and get there vic disabled

weary sun
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Anyone else unable to update dev branch because steam thinks something is corrupt and keeps redownloading?

vital robin
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There is some really strange behaviour with AI pathing on the dev branch, most notably a ton of close waypoints that generate in combat/stealth mode and barely any waypoints generated after this first cluster. Some stealth waypoints are over 100m from each other. Can we get some info on what is happening over a long distance with AI pathing? Is the path calculated return accurate for that distance or is it being broken up into smaller iterations of waypoint movements?

rustic plaza
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Was it happening before?

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or are just asking about interpretation of new path EH?

vital robin
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Just return of new EH

rustic plaza
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alright, I was bit of confused - thought you wanted to report some AI degradation

vital robin
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Other people are reporting so but it is hard to test since the path EH returns one calculated path and the AI do not always seem to follow that, I assume there is a measure of randomization and multiple path calculations. I do have a question about path calculation over a long distance. It seems to regress to being very simple waypoints for combat and stealth over a certain distance. The main exception to this if it is a vehicle type and a road is found along its path. Could anyone give some insight on what is happening in regards to very long paths? It is being recalculated over a certain distance/time?

scarlet root
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i would assume the path gets recalculated

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so it makes sense to have less detail over distance as it will be more fine grained in the future

bright sandal
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Kinda wish we could get the furniture from Dayz added in, gives the buildings some life rather then just empty rooms.

formal cape
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Trust me, we don't need any more lag than we already have

steep sorrel
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I joined recently, so forgive me if I'm asking in the wrong place, but do we have announcements or dates on when the new content for people who preordered Contact is going to drop? I know that the campaign is going to be released on the actual full release date but Arma's website said that we can expect to play around with Livonia and the new weapons, uniforms, vehicles and props in the time building up to the full release, and I'm just wondering when that's going to be.

crisp wyvern
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Over the next few weeks starting on Monday, but no word on the exact schedule for any given asset

steep sorrel
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Thanks for the answer, @crisp wyvern. Where'd you hear about this? Also, is it going to be like one asset a week, or daily releases, or bundles per week (like all or half of the weapons one week, all of half of the uniforms the next, etc.)?

tight marten
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if it's anything like with apex, it should be a bunch of stuff at once whenever it's ready

light lintel
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@steep sorrel Livonia is already on dev branch. As for the rest, when the team's ready to stage it for public testing, they will

steep sorrel
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Well I know Livonia's available upon preorder.

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I'm actually making a mission on it right now.

light lintel
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keep in mind it's still little under 2 months to release. Usually there's 2 weeks of Release Candidate testing preceding a stable release, and before that another 2 weeks to a month of dev branch testing

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So conservatively speaking, I'd expect something in the second half of June

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Before that if we're lucky 😉

steep sorrel
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Hopefully.

light lintel
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but there's little point in staging things to dev branch unless BI thinks they're mostly done, because it's only after that point that public testing is most useful

steep sorrel
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I'm really, really stoked for getting my hands on the Promet rifles, as well as NATO woodland and the Livonian Spartan helmets.

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Everything else is kind of "eh", but even then it all looks awesome.

crisp wyvern
steep sorrel
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@crisp wyvern I can live with that. I’m just wondering when I’ll be able to use the Promet.

wise skiff
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What does exactly this mean in the current DEV branch update?

Changed: createVehicleLocal was restricted in multiplayer - vehicles, shots, explosions and such are no longer possible to spawn (the old behavior can be turned on via "unsafeCVL=1" in the description.ext or server's config)

What is the new behavior?

idle furnace
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createVehicleLocal will no longer be able to be used in multiplayer, so not in mission file or client mods etc

full sonnet
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Dwarden just said in #arma3_scripting that that's not the case.
Need clarification

light lintel
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that sounds like they're trying to figure out a solution to optional content

past moon
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@full sonnet i misunderstood the limitations, it is the case

full sonnet
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oof. Then can we please get createSimpleObjectLocal as viable alternative?
For all mods that show placement indicators for objects locally. Doesn't need to be enterable/have collision or explode (which I assume is the main problem)

light lintel
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Fixed: The terrain class name was shown in the death screen instead of the display name

wise skiff
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Okay so no local only cfgvehicles anymore unless you set the new parameter. Is there a reason for this change and why it is deemed unsafe?

full sonnet
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guess cheaters could spawn local vehicles, and shoot others with it's guns. Or spawn explosives that others won't see but will get killed by

mental fulcrum
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And if they can execute local command can't they just use global variant and hide the vehicle instead? spinthink

full sonnet
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yes. but all that needs to go via server and can be detected there

wise skiff
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so I take it, it will also affect these "classes"

#particlesource
#lightpoint
tidal moss
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hmm lame, I use CVL to spawn particles, play 3d sounds, and for some custom action holders than I don't want to be visible objects

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I suppose I could enable unsafeCVL=1 and use a BE filter to whitelist the classes I want CVL to allow?

past moon
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@tidal moss particles should be in the allowed

tidal moss
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Cool that'll be at least one thing still good

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I'm thinking I could create a bunch of "Land_HelipadEmpty_F"s on the server, pool them, and assign a few of them to each player to use for positioning sounds and other things I use them for

steep sorrel
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I'm having an issue with the Dev Branch - whenever I try loading Virtual Arsenal loadouts in certain (unofficial) modes, or even just loadouts that contain mod content like new guns, the loadouts are greyed out and can't be selected or double-clicked on, and the "Import" button is greyed out too. This only happens in the Dev Branch; whenever I opt out of it it works perfectly normal. Is there a fix to this or is this some sort of error caused by being the Dev Branch? The loadouts I'm using are using purely vanilla assets (weapons and apparel).

scarlet root
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@steep sorrel

The tooltip on greyed item should tell what item is incompatible with current arsenal, what is it?

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(playing the middle man here)

steep sorrel
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Well it changes every time depending on the item. Even on a completely vanilla loadout with not a single modded or altered item it'll still display a message.

scarlet root
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In a nutshell if item cannot be selected in arsenal the loadout is incompatible
For example invisible uniform

steep sorrel
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I don't remember the specific class name but even on a loadout that's an exact duplicate of a typical NATO grunt (with no mods that affect its loadouts or uniform), it was saying that the uniform wasn't an Arsenal item.

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I'll fire up the game again just to get the exact name.

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And also, when I say exact duplicate, I don't mean I replicated it manually; I mean I possessed a NATO soldier, saved his loadout to my collection, and reloaded it in a different scenario.

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"Loadout contains non-arsenal item 'U_B_CombatUniform_mcam'."

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Another one I have that is pure vanilla (it was an Arsenal default preset when I tried the VA at one point, it loaded in a CTRG machine gunner with a SPAR-16S and that thermal-resistant uniform they use) says "Loadout contains non-arsenal item 'U_B_CTRG_Soldier_F'."

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In all other instances, whenever I've played modes and I've taken off mods but still have the loadouts, I'm usually able to just double-click on them or click and hit Load, and it loads the loadout minus the missing item(s) from the mods.

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And then I just noticed that I have one loadout that's entirely blank (save for navigational gear) to use as my template loadout, and that one says "Loadout contains non-arsenal item 'ItemMap'."

scarlet root
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ty

steep sorrel
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So, what's the fix here? Is the tracker thing that shows up in the upper left of the pause/Esc. menu a good resource to report this issue?

green pollen
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You could check the ammoboxinit call to make sure it's not being called empty... though you might have noticed there was nothing there before you went to load a saved loadout.

past moon
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for the callextension developers, who somehow missed recent 1.94 dev branch entries:

Added: RVExtensionRegisterCallback and "ExtensionCallback" mission event handler
Fixed: The RVExtensionVersion function definition not matching the Windows one (the "int outputSize" function arg was missing)
Changed: RVExtensionRegisterCallback provides three arguments now: extension name, function name, and data

you can now do more CRAZY stuff with the callExtension callback and it's mission event-handler CoolCat

idle furnace
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https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3360608

(the old behavior can be turned on via "unsafeCVL=1" in the description.ext or server's config)
Running on 1.95.145745, adding unsafeCVL=1 to server config did nothing, but adding to mission description did

full sonnet
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server.cfg or servers config aka mod config, aka config.cpp

idle furnace
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Yep, didn't work in server cfg, only in description.ext

tidal moss
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is there an example of RVExtensionRegisterCallback in action anywhere yet?

scarlet root
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@tidal moss #arma3_tools should have if you scroll back a bit

tidal moss
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@scarlet root awesome, cheers

red apex
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pls add more content in dev branch , i want see more

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😢

tight marten
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Patience, next week will probably bring something

fossil bear
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Hey question, why does Dev Branch not have Carrier Lite / Rig vests without flag?

scarlet root
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class optic_DMS: ItemCore

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looks like faulty inheritance definition

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at root level

rustic plaza
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@scarlet root It's workaround for optic classes inheritance

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they are behaving same way as turrets meaning if you do

        ```class OpticsModes: OpticsModes
        {
            class Snip;
            class Iron;
        };```

it will make original DMS without fire modes

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during binarization game will correctly resolve inheritance though

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MagazineSlot is some old test - I will remove it

scarlet root
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ok copy

kindred helm
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i might have found the cause for tanks falling off of bridges on welferlingen with the new calculatePath command

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these are the microwaypoints when origin and target position are close together

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this is when they're further apart

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tank aims for just the point on the center of the bridge -> falls off.

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at least, that seems like a possible reason to me.

full sonnet
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Can you show script example?
What does "origin and target are close together" mean? The start and end points in your screenshot look the same

kindred helm
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they aren't. the end point is the same.

full sonnet
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Does it flip between these two states (one point, vs many points) or does it gradually change the further away the start point is? (Want all the info that might be useful :D)

kindred helm
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i think the former.

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simulation type tank, behaviour safe

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the better pathing stops at around 90m from the center of the bridge.

vital robin
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So paths are not recalculated over distances but rather have less detail as they get farther and that is actually translated into AI waypoints for their movement?

kindred helm
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only for bridges as far as i can tell.

full sonnet
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I would've thought maybe some "minimum distance between waypoints" thing. But then you wouldn't just have one point on the bridge. Maybe there is some precision switch internally.
Very good find.

kindred helm
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would also explain why it often works when testing it (gm apparently even has an autotest mission), because for testing to be done quickly, you place the vehicles close to the bridge

scarlet root
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so one should recreate wp by some scripted framework while vehicles close in on bridges?

vital robin
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I have had luck with force recalculating paths for infantry that extend past 300m, I'd be interested if it makes a difference for vehicles onRoads since it seems to create a detailed path for roads no matter the distance

spare gazelle
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Regarding unsafeCVL in description.ext, Does this have any exceptions? unsafe would imply to me that there is some safe vehicles such as the #lightpoint

spare gazelle
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Checked and it doesn't

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It would be nice to be able to explicitly whitelist classes

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Failing that, support the # particles and lights which clearly aren't a security issue

timber sorrel
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The current CVL restriction implementation has known bug, it is being looked into

hexed citrus
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@past moon
Currently createSimpleObject with the third local parameter is not in the RC. Will it be added to the 1.94 release or is it for 1.96?

full sonnet
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I assume 1.96, same as the createVehicleLocal change which was the reason for createSimpleObject local syntax to be added

light lintel
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eh? So why were the CVL changes in profiling already?

full sonnet
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cuz profiling is for testing

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same as dev branch

light lintel
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but it's supposed to be stable compatible... although iirc that wasn't staged to the steam profiling branch

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so i guess that doesn't count 😄

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but yeah it gave me the impression that it was coming with 1.94

past moon
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safeCVL will not come to 1.94

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but CSO local may, i will try, that's simple addition

hexed citrus
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Thanks Dwarden

viscid onyx
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I'm curious about the new MAAWS HEAT 55 round on dev. Is this a less powerful counterpart to the existing HEAT 75 round, or something special?

rustic plaza
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it's single stage HEAT

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where 75 is tandem

viscid onyx
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excellent. thanks

past moon
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past moon
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q, anyone here runs the recent RC (release candidate) or Development branch and got some unreported crashes ? aka looking for crashdumps

kindred helm
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dev branch update?

idle furnace
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Yes

warm turtle
rustic plaza
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@warm turtle one is tandem and the other one is single stage

timber sorrel
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Dev branch has now history function on debug console via page up/page down

scarlet root
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via namespace?

warm turtle
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@scarlet root I would assume it would save in the same namespace as it did before. Just now it also saves multiple previous entries.

kindred helm
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@past moon the new addWeaponWithAttachmentsCargo is pretty cool and all, but to it uses a different structure than all other commands that give a you a complete description of the weapon setup, for example getUnitLoadout, setUnitLoadout, weaponsItems, weaponsItemsCargo. this leads to the following code overhead always being necessary to actually use it:

private _weaponItems = (weaponsItems player)#1;
_weaponItems params ["_weapon", "_muzzle", "_side", "_top", "_primaryMagInfo", "_secondaryMagInfo", "_bipod"];
_primaryMagInfo params ["_primaryMag", "_primaryMagCount"];
_secondaryMagInfo params ["_secondaryMag", "_secondaryMagCount"];

_weaponHolder addWeaponWithAttachmentsCargo [
    _weapon, _muzzle, _side, _top, _bipod,
    [_primaryMag, _primaryMagCount, _secondaryMag, _secondaryMagCount],
    1
];

is it too late to change that?

full sonnet
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Yes, too late

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I think that's what I used

kindred helm
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nope

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bipod is at the end

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and magazines are two arrays

full sonnet
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"arifle_MX_GL_F","muzzle_snds_H","acc_pointer_IR","optic_Aco", gun,muzzle,side,top

kindred helm
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BIPOD

full sonnet
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and bipod at the end cuz that was added later

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yeah. I know

kindred helm
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that doesnt change the problem

full sonnet
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Actually. WeaponItems is
muzzle,side,top,bipod
exactly same as aWWAC

kindred helm
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you are wrong

full sonnet
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A. primaryWeaponItems but WeaponsItems

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weaponItems as you said doesn't exist

kindred helm
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weaponsItems

full sonnet
kindred helm
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weaponsItems player
-> [["arifle_MX_GL_ACO_F","","","optic_Aco",["30Rnd_65x39_caseless_mag",30],["1Rnd_HE_Grenade_shell",1],""],["hgun_P07_F","","","",["16Rnd_9x21_Mag",17],""]]
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same format as getUnitLoadout and every other command except awwac

full sonnet
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Ah it sometimes has second array at element 5, and sometimes the bipod.. ugh

kindred helm
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if it was a single line to convert from on to the other, it would be totally fine

full sonnet
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I assume primaryWeaponItems and secondaryWeaponItems need to be adjusted too

kindred helm
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no, why would they?

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and you are again wrong about element 5

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its an empty array if there is no second muzzle

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again, just like i already said: it uses a different structure than all other commands that give a you a complete description of the weapon setup

full sonnet
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Guess someone needs to fix wiki on these then

kindred helm
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go ahead, i lost my wiki account.

verbal folio
frozen atlas
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yey! thanks for RC branch update!

verbal folio
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is dev and rc on parity atm?

light lintel
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I don't think they ever are

verbal folio
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reason i ask is that it would be good if some of todays db fixes went into rc

rustic plaza
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data wise it should be same

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exe wise there are some differences like createVehicleLocal

verbal folio
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ah thanks for clarifying, the sound fixes for the smoke launcher issue i reported seems way better at least in editor, be good to road test them in mp

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and good to know that data should make it to next release

timber sorrel
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So im having a problem in the dev branch

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Do i talk about it here?

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Or else where?

verbal folio
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here.

timber sorrel
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So i went on the dev branch to try the Contact DLC Right?

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When I click Install DLC it says 0/0 MB then stops and doesnt download

verbal folio
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Anyone with current RC build installed free for 2 mins and can hop into editor - any map - place down a CSAT (Pacific) >> Cars >> Zamak (any version) and tell me if an error pops up about missing textures.

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I have a bug report for current dev branch and need to check if its in RC too.

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timber sorrel
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Ohhhhh

frozen atlas
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@verbal folio
yes error pops up

verbal folio
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thanks, i'll add the rc to the list too 👍

steel rune
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Contact is on Dev too

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Install DLC does not work yet

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The content is there anyway

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@timber sorrel

timber sorrel
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Ah

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So is this

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22 gb download worth it?

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its at 16gb with 31 mins left

crisp wyvern
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https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3364751
Vehicles added along (Hellcat -> Czapla, Mora -> Odyniec, numerical designations & other LDF vehicles keep their prior names) with some Livonia scenarios, a NATO (Woodland) version of the Remote Designator, LDF turrets, HEMTT (Cargo) and (Flatbed) variants for NATO and NATO (Pacific), and props (LDF AL-6 Case, ED-1 Tracks, ED-1 Wheel, Special Measurement Device, HEMTT Rack)... and First Contact appears in the campaign list

arctic fern
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As a buddy pointed out, "For those that missed the news, DayZ Experimental is now a separate download. You can now have both installed so you can test new experimental versions and still play on your favorite Uncle Zed's server! Just look for DayZ Experimental in Steam!" Any chance that this would be coming to ARMA3? The separate Steam download support for Stable and Dev Branches, rather than having to use other mechanisms...

scarlet root
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+1

turbid portal
crisp wyvern
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near as I can tell the advantage is not needing a Game Updater equivalent?

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TLDR: won't happen - too late like so many things about Arma 3

past moon
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@arctic fern i still do that, i download everything via steam cmd as separate branches

arctic fern
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I hadn't thought of that. Thanks @past moon I use SteamCMD on my dedi but did not think of doing it client-side

tulip adder
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Some commands in Russian do not sound (eg Return To Formation)

arctic fern
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Well... understandable in RL 😉

scenic gyro
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In Russia, they don't order you back to formation they just shoot you for desertion? 🤔

thick oyster
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thats soviet 😉

thick oyster
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Does the Dev/RC support 40mm GL magwell on BI guns?

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since i noticed they dont in the stable

tame rover
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IIRC there wont be one because all the UGLs ingame use the same grenades even if realistically they shouldn't

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similar situation with the 7.62 rifles

thick oyster
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why not? that wouldnt change anything for BI guns , only a compatibility for 3rd party grenades to be able to be used in those guns

full sonnet
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CBA adds magwells to it afaik

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And if you make 3rd party stuff, you probably also support CBA JAM

crisp wyvern
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similar situation with the 7.62 rifles no scope=1; for mission/script backwards compatibility? (Just like Jets update for the old static aircraft loadouts)

thick oyster
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well as example you cant use RHS grenades on BI UGLs

tame rover
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The zeroing would probably be useless anyway

thick oyster
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you dont snipe with 40mm 😛

tame rover
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Yeah, but you still want to be within 50m

thick oyster
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as long it fires you can guess where it hits

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point is you cant really use them in MP and that is a PITA

tacit ledge
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so, ive setup a local ded server for testing Dev Branch + GM from wks, running dom 3.99s on Livonia, went 2h afk cause of dog ^^, when i got back the fps gone nuts incl. object flickering -> video
https://youtu.be/Ob5UJytXo6s
Specs Server: I5-2400 8GB DDR3
Simple mission restart solved the problem
Someone else encountered this on dev branch ?
RPT-> https://pastebin.com/iRzpH0DA

rustic plaza
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@tacit ledge hm, why are you using "O_T_APC_Wheeled_02_rcws_ghex_F" ?

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it's deprecated, proper version is O_T_APC_Wheeled_02_rcws_v2_ghex_F

tight marten
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I guess the difference is one can have a camonet and cage armour and the other can't?

tacit ledge
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Used the 3.99s domi w/o changes for default mission

rustic plaza
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one has 3 man crew & the other one 2 man crew + interior

tacit ledge
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looks like the todays patch solved the problem worryninja edit:not

crisp wyvern
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with?

tacit ledge
light lintel
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that looks like you're running out of memory 🤔

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stuff being loaded and unloaded

tacit ledge
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16GB Ram, gtx 980ti, Performace -> 0 unplayable

light lintel
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Well... i haven't heard this from anyone else so it's something specific to your setup/mission that you're running

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That's livonia right? the map?

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have you tried running it from the editor? new blank mission?

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and have you tried running the mission locally before you try on dedicated server?

full sonnet
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I have seen that before, it's some kind of out of memory condition, but not the normal 3fps bug one

sturdy citrus
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Is there a change log of the DEV branch somewhere? Yesterday there was a 2.5Gb update but i could not locate a change log anywhere and the previous version client running as (server) seems to have no issues running with latest version client.

light lintel
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@sturdy citrus see channel description

sturdy citrus
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@light lintel that title appeared out of nowhere 😃

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Thank you

kindred helm
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Changed: Format of the arguments passed to addWeaponWithAttachmentsCargo
Fixed: Inconsistent behavior of weaponsItems and weaponsItemsCargo commands. The array will always contain 7 items now (including primaryMuzzleMag and secondaryMuzzleMag even if they're empty).

thank you very much ❤

idle furnace
#

Just something for anyone who doesn't want the massive downloads when switching between dev - normal branch, specifically for Contact expansion

If you are going to swap back to main branch, there is a way to save time and massive downloads again (after you have downloaded Dev branch if you own Contact expansion)

  1. If you're on dev branch, close everything
  2. Cut the Enoch folder from your Arma 3 folder and paste it on your desktop
  3. In Steam, switch back to main branch

  1. If you're back on main branch, close everything
  2. Cut the Enoch folder from desktop and paste it back into your Arma 3 folder
  3. In Steam, switch back to dev branch, it will be a small download
bleak canopy
#

I'm on dev build having trouble with

diag_mergeConfigFile ["E:\Documents\GitHub\addons\tft_heli\config.cpp"];

All I get is Error Missing ; even though repacking and relaunching works fine.
Any ideas?

tame rover
#

Did you run the diagnostic .exe, not just the normal dev branch?

bleak canopy
#

Ohhhh right. I updated dev branch. derp. Thanks.

oak sapphire
#

hey, i am trying to test a mod on a server with the new contact dlc map and everything worked fine on rc 1.94 but is there also a 1.95 server version since the steam dev client is on 1.95.
I am using steamcmd to get the server version.

timber sorrel
#

No just 1.94

steel rune
#

you can use the dedicated server binary from the "client" arma 3 dev branch

timber sorrel
#

Or use the client with -server param

oak sapphire
#

ah ok thx guys

unreal arrow
#
full sonnet
#

Fixed: Script compilation memory handling restored to its prior state
Do you know if its still the different array type storing the instructions? or was that reverted to? That was breaking two of my mods

#

I don't see a mention of the non-ascii char in pbo filename issue.

unreal arrow
#

Cache should be back to 1.94 state

full sonnet
#

Just not sure if that change was part of the cache, but I assume so.
I'll prepare to revert my fixes then, thanks.

unreal arrow
#

What was the issue again?

full sonnet
#

The array type storing the instructions in compiled CODE type. Was changed from array to buffer.

unreal arrow
#

Oh, I don’t know the details.

full sonnet
#

Ok thanks anyway ^^

unreal arrow
#

If you are Arma 3 fan, you just must help testing PhysX update on the recent dev branch.

tight marten
#

so what exactly does that change?

#

as in, what's the most affected?

unreal arrow
tight marten
#

yeah you already said physx was changed, but what exactly does that change? what's the most affected?

#

will vehicles suddenly handle much different?

#

are grenades more or less bouncy?

#

or is it ragdolls we should pay attention to?

full sonnet
#

will vehicles suddenly handle much different?
are grenades more or less bouncy?
or is it ragdolls we should pay attention to?
everything basically

#

Arma updated from 3.4.0 to 4.1

full sonnet
#

boo

tight marten
#

dang, big jump

unreal arrow
#

ninja

rustic plaza
#

I would say ragdolls are better now. Some tweaks in config may come later though

vital nova
#

at the very least the former would be a nice one, since we don't have any way of fetching angular rotation short of calculating it from changes in vectorDir and vectorUp over a time delta, which is inaccurate at best

full sonnet
#

sounds simple to do. What would you use it for?

vital nova
#

honestly? all kinds of things; you could use it to script custom vehicle physics, for one

#

maybe just play around with it and do some sandbox-style physics-based building tools (akin to Garry's Mod's physics gun)

#

another more practical example would be take over the physics of an airborne aircraft, allowing you to determine exactly how/where it would fly

#

you could effectively write your own dogfighting AI... more or less

full sonnet
#

Thanks, I'll put it on my list

vital nova
#

cheers!

unreal arrow
#

@vital nova have you tried addTorque and addForce already?

full sonnet
#

yes he's using that

unreal arrow
#

Why are you not in bed?

full sonnet
#

Wanted to test IR flashlights...

grave viper
#

or is it ragdolls we should pay attention to?
Is there any hope that ragdolled units will not ruin fences(deal damage to objects) and launch heavy vehicles in space by unloading dead bodies? (currently trying to fight with A3 Tools to get Dev branch)

lament crow
#

I don't have access to the dev branch but how do you guys feel about the improvements made to the Physics? Are they noticeable? Any other perceived benefits like better performance?

full sonnet
#

It was just a version update. I wouldn't expect any real improvements

scarlet root
#

reyhard was doing tweaks and fixes

grave viper
#

It was just a version update. I wouldn't expect any real improvements

Major version update. But yes, I feel no difference.

lament crow
#

Updating such a core part of the game would be a very risky endeavor at this stage... yet the devs took it... and since no one risks something without it giving something in return I am inclined to believe that the update should yield some benefits... even minor ones could have huge gameplay repercussions.

#

On the other hand some physics issues such as the MP flying cars have been so prevalent and resilient for the past 10 years that by now are no longer issues with the engine but actually features unique to the Arma universe that we the fans have grown fond of!

scarlet root
#

infantry ragdoll

#

PX collision

#

if you search for reyhard's post on this discord or BIF you probably find some more

rustic plaza
#

also one big change is preventing of simulated objects from falling through the ground - it could be especially dangerous in MP when i.e. weapon could fall through the ground and endlessly slowly sink in the underground sea

#

that would most likely cause some crash due to limitations of max coords sizes

lament crow
#

Thank you for the info @rustic plaza ! That does seem like a significant fix and worth the dev time!

full sonnet
steel rune
#

shadow is impacted by setObjectMaterial?

rustic plaza
#

Yes, if there rogue cam selections in shadow lod

#

That's also why it's dangerous to have zbytek (damage selection) in shadow lod

tight marten
#

so dev branch now has this Added: FOV is now synced in Picture-in-Picture screens if a turret[] parameter is used in the RenderTargets definition

#

is it possible to have those fixed up so they also have the FOV syncing and can zoom?

#

always thought it'd be pretty dang neat if you could fully use vehicles with monitors like that from only the interior view

full sonnet
#

but it doesn't work on the monitors you see inside vehicles, like this one
Thats exactly what it should fix tho

#

@tight marten latest dev-branch, sure it updated correctly?

tight marten
#

yes

#

it worked on the little screens on your HUD

#

but not on the monitors that are part of the vehicle itself

full sonnet
#

Mh.. maybe its only for the pip HUD screens, that'd be a bummer. People need to be more detailed in their descriptions 😄

rustic plaza
#

devbranch entry is exactly about screens inside of vehicles

#

I see that you are using some mods - try disabling them and see if it works

tight marten
#

🤔

#

duly noted

#

I'll try again later without mods and making sure it's the latest version

rustic plaza
tight marten
#

👀

rustic plaza
#

many RHS vehicles will be already supporting that feature since they have that turret[] param since tanks DLC

full sonnet
#

your game
I specifically asked for that :U

tight marten
#

just had another look, yeah it was indeed a wrong version causing it, works fine now

#

sorry about that

#

on the topic of the FOV thing though, what are the odds we'll be getting control options to change zoom levels without "scoping in"? Like how you can change the view mode between normal and nvg and thermal

full sonnet
#

send me command for changing view mode

#

wiki link pls

tight marten
#

Can't find anything on the wiki myself, but in game it's called Vision Mode (Vehicle) under Common

full sonnet
#

So. You want to have hotkeys to zoom the pip, just like you can already change vision mode.
So like "Right Ctrl + numpad-plus" ?

tight marten
#

Yep

#

basically, I believe it would be pretty awesome if you could fully use certain vehicles/seats without ever having to "scope in"

#

so many nice interiors and you spend like 90% of the time with an overlay in your face

#

This really isn't something super necessary though, so if there's more important stuff, don't worry about it

full sonnet
#

can you already rotate? arrow keys?

tight marten
#

from experience I'm pretty sure you always control the turret regardless of whether or not you're scoped in, unless you activate freelook of course

#

oh and one small thing, I don't know how or if it can be fixed, but when not scoped in the turret always moves as if fully zoomed out, so trying to carefully aim on the pip monitor while it is fully zoomed in is tricky as the sensitivity isn't adjusted for the zoom level

full sonnet
#

Guess I'd need tickets for that

dreamy jetty
#

ran a server (exile, cup, NIA All in One, dual arms, missions/roaming AI) for a few hours yesterday with a few friends with the RC - no crashes, no obvious issues on the server or in the editor.

steel rune
#

@full sonnet would it be possible for linux server to be included in dev builds in the future?

full sonnet
#

dev-branch has no linux server? mh.. wip

steel rune
#

not last time I checked thinkcat3d

#

let me confirm that

full sonnet
steel rune
#

ah right, there is no arma 3 server dev at all

#

only rc and cdlc

#

that was the problem 😄

#

would make it easier to spin up additional containers to test

full sonnet
#

considering the adoption of dev branch..... is it worth the effort?

steel rune
#

depends on the amount of work 🙂

#

but I hear ya

#

our main servers currently use the standard arma 3 app as dedicated server, one reason being the dev support

light lintel
#

speaking of PiP, when you have multiple PiP screens on, say the vehicle turret cam plus the hud cams for driver and commander, the performance of all the screens drops significantly

#

any plans of improving that?

#

or is it a case of #enginelimitations? 😄

harsh orbit
full sonnet
#

I've looked at them last week, and chose to postpone looking at them to later

#

most of them are rather unlikely tho

timber sorrel
#

The exploits related to the arsenal are not fixed on the dev branch.
There is items like "U_VirtualMan_F" correctly blocked on the base game, why don't do the same for all cheating items (xxxxxxxxxxxxx , weapon_VLS_01...) currently used ?

full sonnet
#

having thermal vision is less of an issue than shooting cluster rockets from your hands

timber sorrel
#

@full sonnet For me, it's an equivalent problem.
In PVP it's a huge advantage. Normal/new players don't have it on the default base game arsenal. the equivalent is heavier and sometimes not Fullscreen.
benefit of vehicle weapons from the hands, to fix this too.

warm loom
#

can BIS use C# for scripting language in next Arma game?

#

I know that "there is existing code base" but sometimes change is good

lavish basalt
#

check enscript (or however it is called in Enfusion Engine (DayZ))

warm loom
#

hmm there might be hope 🙂

unreal arrow
#

This channel is for dev branch queries, could you post your questions into #arma3_questions please @warm loom

ripe star
#

Added: Command diag_allMissionEventHandlers

#

any more info on this command? I don't have dev branch installed

full sonnet
#

what info you want?

ripe star
#

what it returns?

full sonnet
#

returns all eventhandler types, and the number of registered EH of that type

ripe star
#

not even a couple lines of the attached script?

full sonnet
#

no

ripe star
#

would be nice for similar output to diag_activeSQFScripts where it displays the first couple lines of a script

full sonnet
#

it returns the scriptName, not the first line in it, first line is just fallback

#

we could return the whole CODE for the EH, not really a problem

#

but... That would make that command a bit big

ripe star
#

that would be perfect

#

diag_allMissionEventHandlers "EachFrame"

full sonnet
#

at that point it wouldn't really be a diag anymore would it?
its literally just "allMissionEventHandlers"

ripe star
#

yeah thats fine

#

I know this command has been on dwarden's suggested scripting commands for a while

#

same with allEventHandlers

unreal arrow
#

diag_allMissionEventHandlers is similar to diag_activeScripts, so you could see if you have a leak

warm loom
#

is it possible to add option/parameter to vehicles that will prevent wrecked vehicles from becoming "simpleObject" so it would be possible to lift it, load on flatbed etc?

ripe star
#

diag_allMissionEventHandlers is similar to diag_activeScripts, so you could see if you have a leak
@unreal arrow yes, but I think the command is more useful if we could return all scripts added to an event. Maybe as CODE like dedboomer said or string. Example: allMissionEventHandlers “EachFrame”;

carmine juniper
#

It is impossible to get files in .ebos via addonFiles. is it intended?

scarlet root
#

what is addonFiles?

tight marten
#

new script command on dev branch

full sonnet
#

Yes intended

carmine juniper
#

Okay. I'll note it in BIKI

tight marten
#

@full sonnet sorry for the bother but is what Iced Coffee is doing above allowed?

tight marten
#

you said, and I quote: I'm the head of Arma directory and I am happy to say that our new game Arma 4 along with 2 dlc's will be announced on our YouTube channel

full sonnet
#

!purgeban @pine iris 120d impersonating bohemia staff

cloud solarBOT
#

*fires them railguns at @pine iris* Ò_Ó

full sonnet
#

@tight marten what ya think if thats allowed? derpWolf

bleak canopy
#

Is there a script command to detect if diag exe is running?

mental fulcrum
#

productInfo might have the info that you need.

steel rune
#

Changed: Virtual Garage mod icons are no longer tied to CfgMods and the mod folder name - instead they are using the same methods as Virtual Arsenal

#

❤️

carmine juniper
#

But this does also mean it shows inaccurate icons 😦

full sonnet
#

Never understood why we have in-pbo CfgMods, but it only uses mod.cpp 🙃

steel rune
#

its great that they work the same way at least 😛

carmine juniper
full sonnet
#

Its never possible to tell if something is happened until it lands on dev branch changelog

carmine juniper
#

Okaymeowtrash

full sonnet
#

So even if I say anywhere "Yeah I'll do that" or "dev branch next week" that is always with a "maybe"/"probably"

wise skiff
#

Just checking the post about the latest dev branch update. i see this command has been added.
connectToServer
Kinda excited for that one. However are there any limitations to it, seems exploitable in the wrong hands.

full sonnet
scenic widget
#

Is there any more information on
Added: Periodic removal of assets spawned or moved below terrain
-Is this handled optionally by a garbage collector?
-What assets are affected? Frequency of removal?
-Does the asset have to be fully under terrain? Will this affect objects spawned/moved partially under terrain for mission makers?

full sonnet
#

warlords only

carmine juniper
#

Added: "Vehicles only" difficulty option to thirdPersonView.
I like it!

full sonnet
#

finally get rid of the hacky script stuffz

lament crow
#

I hope we could one day get a similar in game option to enable/disable some of the default addActions that the game forces you to get even if you don't want/need them like the "reload magazine" or the "heal self" etc 🙌

mint lynx
#

Nice.

pallid cliff
#

I hope we could one day get a similar in game option to enable/disable some of the default addActions that the game forces you to get even if you don't want/need them like the "reload magazine" or the "heal self" etc 🙌
@lament crow Probably not 😄

scarlet root
#

@full sonnet @unreal arrow thanks for your work 👍

carmine juniper
#

Looks isFinal didn't make into update

full sonnet
#

@unreal arrow ^

unreal arrow
#

¯_(ツ)_/¯

unique oak
#

guess it wasn't final afterall... so better rename it to almostFinal

carmine juniper
full sonnet
#

🤔 Don't know what first syntax does, which lod

lament crow
#

On the latest Dev branch changelog:

#

Tweaked: Improved general script execution performance

#
  • Is this marginal o significant?
#

Added: getLighting, getLightingAt script commands

#
  • Is there a setLightning command?
rancid agate
full sonnet
#

about 10%

#

Is there a setLightning command?
uh.. how would you envision that to work?

#

you can use setDate to set the daytime

#

and createVehicleLocal a lightpoint to create a dynamic light

lament crow
#

uh.. how would you envision that to work?
@full sonnet The same as getLightning but lets you modify the settings instead of just getting them, like on init.sqf: setLightning [ambientLightColor, ambientLightBrightness, lightDirection, starsVisibility];

full sonnet
#

that wouldn't work

#

getLighting gets the lighting from multiple influences

lament crow
#

as multipliers of the current "natural" settings?

#

Yeah I need to test getLightning first... sorry for suggesting before testing but basically I was talking about a modless method to influence sun/moon brightness and their "light" color/brighness easily but I was able to do that with a function anyway

#

vAmbientLight = {
params [
["_object", objNull, [objNull]],
["_lightColor",[0.15,0.15,0.25],[[0.15,0.15,0.25]]],
["_lightBrigness",400,[500]]
];

private _ambientLight = "#lightpoint" createvehicle getPosATL _object;
_ambientLight setLightDayLight true;
_ambientLight setlightbrightness _lightBrigness;
_ambientLight setlightcolor _lightColor;
_ambientLight setlightambient _lightColor;

};
null = [helipadLight,[0.15,0.15,0.30],400] spawn vAmbientLight;

#

on initplayerlocal.sqf, works well, slightly bluish brighter nights

#

PS: the helipad must be placed high in the sky 😉

full sonnet
#

as multipliers of the current "natural" settings?
so you really want a "setSunBrightness" ?

lament crow
#

I could really use a "setMoonBrightness" (with a limit at what is on the Contact campaign)

#

None of my players have ever complained about the sun brightness but I get lots of complains about the night being too dark and God knows it is not fun when the Ai destroys every player while they can barely seen beyond their gunpoint...

#

And my function solution while it works doesn't look as good as the Contact solution... I also get complains about the flashlights attachments for weapons not illuminating far enough compared to real-life flashlights so a thing for you to consider, there are mods that fix this but we play with no mods other than CBA

#

Not a priority thou, you guys have been doing such an amazing work fixing Arma 3 and adding useful commands that I don't wanna get in your way 😉

#

Just think about it when you have the time

#

And thank you for the 8/10% performance increase in Scripts... Any improvements are a godsend for mission makers and modders

scarlet root
#

@lament crow whats your experience with setAperature?

misty aspen
misty aspen
#

Btw is there something like a public dev branch test server by any chance?

lament crow
#

@lament crow whats your experience with setAperature?
@scarlet root That it looks quite unrealistic the higher you go... makes textures look weird and makes the visuals seem even more dated when used. On very low values it can help slightly without hitting the visuals too much... but its uses are limited if you intend to create immersive scenarios if you ask me.

scarlet root
#

@lament crow thanks. what about gameplay and difficult - how much does it help to balance vs AI in night missions without NV?

mighty acorn
#

how does one setup a report file?

#

for a server

steel rune
#

On windows its automatically created unless disabled. On Linux its written to stdout

lament crow
#

@lament crow thanks. what about gameplay and difficult - how much does it help to balance vs AI in night missions without NV?
@scarlet root It helps human players for sure... but the aesthetic results of using it are its limitations... the whole of A3's lightning engine is quite underwhelming really, even compared to the older Stalker games those had much nicer and realistic shadows and lightning in general... It got greatly improved on Enfusion and Enfusion's next game could be unveiled rather soon perhaps on gamescom (starting today and ending Sunday)

scarlet root
#

tx

harsh orbit
#

Is this the intended behavior? Or actually a bug?
https://feedback.bistudio.com/T153368
I mean doesn't animStateChanged EH do something like this?

if (_nextAnimState != _lastAnimState) then {fire_All_Anim_State_Changed_Event_Handlers}

I'm not sure why velocity affects the result. Unless it is comparing the velocities instead of animations (which makes zero sense)...

full sonnet
#

That's new on dev branch? or why you ask in here?

harsh orbit
#

I don't know. Maybe. I just realized that it was broken.

#

btw I'm currently using the dev branch. If you guys have made any changes related to that event handler, then probably yes.

full sonnet
#

we didn't, atleast not supposed to

#

I'll take a look

harsh orbit
#

ok thnx

unreal arrow
#

Yeah, engine freaks out thinking it is a freefall and ovewrites previous move with current and so no change is detected

harsh orbit
#

Is it fixable?

unreal arrow
#

already fixed

harsh orbit
#

Oh thanks! I thought it was the default behavior so I was starting to look for an alternative method. Good to know I don't have to change anything! :)

unreal arrow
#

also will now fire on ladders

harsh orbit
#

Sweet! :)

unreal arrow
full sonnet
unreal arrow
#

WE MAKE A GOOD TEAM

carmine juniper
#

I just tested on LAN, Hamachi'd Multiplayer game with my friend, and setPlayerVoNVolume didn't even worked

full sonnet
#

didn't even worked
no result? which volume did you try?

carmine juniper
#

Like 0.2, 0, and I can hear his voice like the default volume

#

So no result, yes

unreal arrow
#

how did you test it?

carmine juniper
#

Via Debug Console

#

I name the unit who controlled by my friend a, and did a setPlayerVoNVolume 0.2 or so

#

Local, Global, Server, tested every execution but sounds no difference

stable bane
#

Does anyone know how to change a L3DT map into a PBO for arma?

#

I cannot figure it out for the life of me

steel rune
stable bane
#

Thanks

full sonnet
#

@carmine juniper thanks, reproed. But rechecked the code again and its all correct 😄

unreal arrow
#

was it working when you implemented it?

full sonnet
#

Well I fixed it now 🙃

vital robin
#

Hey guys, is there a tentative timeline for the next update, moving some of the new commands to stable? Specifically the unit target command MillerTarget
Thanks

unique oak
#

soon™️

#

although I don't think we have to wait very long for the next update, unless there are a lot of (new) issues popping up

misty aspen
#

Its been mentioned that its most likely still going to be this year

full sonnet
#

🤔

misty aspen
#

BlepGoo I can go look for your message if you want Dedmen

calm wasp
#

I think that next patch will be released as son as DLC content is ready

#

since it would be logical to want the DLC to be in patch 2.0 and not in patch 2.02
it's much nicer this way

#

2.0 and new DLC

harsh orbit
#

We don't have any unit target command.@vital robin
It's unitTurret.
If you meant getAttackTarget, don't hold your breath. It's broken.

vital robin
#

that's unfortunate, it looked very promising

safe vale
#

@harsh orbit What portion of it is broken, last time I tested (about a month ago) in the context of vehicles you had to getAttackTarget on the vehicle the unit is inside in order to return the target.

full sonnet
#

don't hold your breath. It's broken.
first time I hear that, and no FT Ticket?

#

but its exactly 1-to-1 forwarding the stuff that's displayed in diag screen, which is exactly what was requested that command should do sooo

harsh orbit
#

no FT Ticket
It's been there ever since the command was implemented:
https://feedback.bistudio.com/T152567
It only returns the target if the unit is shooting at the target. But not if the unit wants to attack the target (e.g. holding fire but ready to pull the trigger)

#

As far as I'm concerned that's also 'attacking'

safe vale
#

For my purposes the command seems to work great since I want to use it in a Fired EH but I've also only tested it for vehicles.

calm wasp
#

I hope that since view distance vs. rockets/missiles is fixed, OBJECT setVariable NIL does not delete variables ticket will be next to fix

calm wasp
#

Dedmen, you're a code beast. wish you would have been there (at BI) several years earlier...

unreal arrow
#

He wasn’t born yet then

silk crown
#

who

vital robin
#

Time was adjusted to keep it same as on server.
Would it be possible to have an option to disable the auto time sync? specifically for HC. Or an option to not log the sync on it.

tidal moss
pallid cliff
#

How does Eden Editor handle Compositions which require Addons which are currently not loaded? Are they hidden or just grayed out?

full sonnet
#

I think they are not handled well. I think it just fails to place missing items

pallid cliff
#

ok, this is something that needs to be fixed. It's even worse than just not adding the items that are missing, it's even showing a popup error message. That means if ppl have a huge list of compositions, they get a error message everytime they click on a wrong item, and since there is no way of telling if a composition is missing an addon, this will happen quite often.

#

Furthermore. Any chance this combo box could be replaced by a list box and get a search functionality? There is so much space left in that window.

Last but not least, the TEST category should be removed.

#

Same goes for the Edit Composition GUI.

full sonnet
#

can you make FT ticket with all the issues in one?

pallid cliff
#

I guess I can.

#

Also I feel like the launcher should get a new tab on the left for compositions. Otherwise the only way to manage comps is through the steam interface which is tedious. Not sure if such a big laucher update is doable.

lament crow
#

Dedmenu for President! R3vo first Lady!

pallid cliff
pallid cliff
#

❤️

cobalt arch
full sonnet
#

Otherwise the only way to manage comps is through the steam interface which is tedious.
@pallid cliff you can do it in 3den

#

@cobalt arch
You got that on RC?! Frick
I didn't see your comment when you posted it notlikemeowcry

pallid cliff
#

@pallid cliff you can do it in 3den
@full sonnet Yeah, just noticed that the delete button changes when clicking on a steam composition

full sonnet
#

@cobalt arch confirmed, thanks. dang.
Yeah MP chat is disabled for every non-admin

cobalt arch
#

no worries 👍 i considered pinging you about it a couple of weeks back but assumed you were busy with higher priorities.

full sonnet
#

Fixed meowsweats

quiet kernel
#

I consider myself decent that the firedrill courses, but dang this new one is tough.

quiet kernel
#

Also declaring Miller is a hacker with that record

quiet kernel
#

Just one bit of feedback, and more of a request. Any chance we could squeeze a Arid Stealth Balaclava? 😄

quiet kernel
#

Is there a list of the new scripting commands?

carmine juniper
tidal moss
#

any chance of a notNil/notNull ?

#

or isNotNil/isNotNull if you want to match isNotEqualTo

quiet kernel
#

connectToServer, that looks amazing 😄

unreal arrow
#

@tidal moss no point, it is unary command means you can just put ! in front of it to reverse, not the case with isEqualTo which is binary

vital robin
#

connectToServer is nicer than the hacky ui controlled way of forcing a connection, very nice

misty aspen
#

Now I just gotta get it to work

vital robin
#

do we know if getAttackTarget is going in 2.00? or if that being set back?

cobalt arch
#

it exists on the rc branch

vital robin
full sonnet
#

the commands that don't go to 2.00 are listed as 2.01 introduction version

tidal moss
#

@unreal arrow yeah, I know, but I'm also a chronic bracketer, so every time I type if (!(isNil "_var")) I get a little sad

carmine juniper
#

Why not just if (!isNil "_var")?

tidal moss
#

I find SQFs command precedence confusing, so I wrap most things in ()

#

beats having to wait 60 seconds to find out something doesn't compile, and I can read it easier later

#

but that's just a personal programming style, not like a complaint or anything

full sonnet
#

instead of always working around with (), you could also make the mistake a couple times and learn how the precedence works

#

We won't start making inverted commands for literally everything that returns a bool.

tidal moss
#

fair enough

quiet kernel
#

Speaking of the new Gray CoF with this RC.

#

I haven't digged into the editor part of it, but does that mean a update to the firedrill module? Last time I checked it used a very old school way of importing all the objects into the map when you play the mission.

past moon
#

2.00 RC servers are up, in case there is problem say or DM me

cobalt arch
#

Just tested the chat fix myself and it is all working again, so thank you Dedmen 👍
I'm going to link my latest reply to the ticket here as the tracker hasn't updated any activity feeds in four days so I think it may have died.
https://feedback.bistudio.com/T150854#2112684

full sonnet
#

@unreal arrow is saving the chat EH as I'm unavailable.
that number there definitely doesn't look like a ownerID, looks more like a DPID maybe.. But from a quick look at the code the code seems correct to me.

systemChat not working might only be fixed in next update after 2.00

#

I see the problem with system messages I guess. Line 524, there is probably no "sender" for systemChat.
Maybe KK can fix that in RC, but we can also just push it to after release, systemChat not working is not a priority for now I guess

lament crow
#

Ok I've just tried 2.0 RC and... WOW! For some reason it runs lightning fast, even if I am getting only 2-4 FPS higher than before everything feels snappier and I am getting less stuttering.

#

For some reason also some uniforms look better in that they feel higher res... I can see more detail on them now

#

Don't know what you guys did but KEEP IT like this until release!

#

👏 👏 👏

#

Well done!

raven beacon
#

Could anyone direct me on how install another branch of ARMA while keeping my existing installation?

cobalt arch
tame rover
pallid cliff
#
10:25:01 Error in expression <ay3D ["Alarm",300]} foreach _alarmSloup select {_x getVariable "AlarmRunning"};
>
10:25:01   Error position: <select {_x getVariable "AlarmRunning"};
>
10:25:01   Error select: Type Object, expected Array,String,Config entry
10:25:01 File \A3\Missions_F_Oldman\Systems\scripts\Misc\fn_OM_Alarm.sqf [BIS_fnc_OM_Alarm]..., line 22

Got this script error while playing Old Man on RC.

#

Also

10:25:02 Error: Failed to open file a3\dubbing_f_oldman\barks\awareness\gendarmerie_awareness_wt_36_ahmeed_processed.wav
10:25:02 Sound: Error: File: a3\dubbing_f_oldman\barks\awareness\gendarmerie_awareness_wt_36_ahmeed_processed.wav not found !!!

RPT is full of these

harsh orbit
#

I also get some weird crashes (invalid memory address)

past moon
#

anyone else unable to join RC servers ? due to jets\addons\functions_f_destroyer.pbo failing to verify

cobalt arch
#

☝️ yep

bleak forum
#

I haven't logged into A3 from the DEV branch yet, so I want to know what was added there that was so interesting?

carmine juniper
#

Check the pinned

rancid agate
quiet kernel
#

12:13 on Gray CoF 😄

#

12:07 now!

#

Still not sure what the optimal way of using the shotgun is, and were I can sneak a pistol reload in.

cobalt arch
#

has it been reported somewhere that the editor status bar in rc displays the product version as 2.146746 instead of 2.00.146746?

harsh orbit
#

The dev build shows: 2.01.146746

cobalt arch
#

yea. itl be unique to .00 builds. the script does productVersion#2 * 0.01, needs a sneaky toFixed 2 on the end of it.

unreal arrow
#

thanks fixed

cobalt arch
#

just noticed ☝️ will be an issue in the wiki export functions too, though thats probably not as big a deal.

pallid cliff
#

IIRC the wiki export function is in need of a rewrite anyway.

#

It's not up to the standard of the new template and also some other issues.

full sonnet
#

Don't know what you guys did but KEEP IT like this until release!
Don't know what we did either... That's weird. my changes shouldn't have such a big impact I'd think

#

IIRC the wiki export function is in need of a rewrite anyway.
if you do that we can probably get it integrated

steel rune
#

intercept based? 😄

pallid cliff
#

if you do that we can probably get it integrated
I did one rewrite for me quite a while ago but need give it another look.

past moon
#

note: updated the RC servers with new build/data from today

vital robin
#

Just guessing, (_array isNotEqualTo []) should be a little faster than !(_array isEqualTo []) but (_number isNotEqualTo 0) not much faster than (_number != 0) right? The main benefit here being less sqf commands used to get the same operations? So arrays and strings benefit most from the strict compare of isEqualTo even more but negligible perf increase for numbers/booleans?

unreal arrow
#

it was more of a convenience/readability addition. Imagine there was no != command you would have to !(val1 == val2), same here, insted of !(val1 isEqualTo val2) you now can do without

full sonnet
#

isNotEqualTo was just convenience.
Wouldn't have done it if it weren't literally 5 minutes to implement :D

#

But yeah, less commands also give you performance, a bit.

#

Feel free to profile the perf difference in debug console. I dunno.

Anyone have any more issues on RC? Mainly with the new engine features, commands, evenhandlers n such

misty aspen
full sonnet
#

I current can't browse any discord channels besides a select few, can you please quote the message @misty aspen

misty aspen
#

Hey, so I'm currently on the RC branch, and I try to spawn the USS Freedom and Liberty Compositions, however the positions of the assets is all wrong. Is there a problem on my end, because I didn't see anyone complain about a problem like this on the SW
from @thick timber

full sonnet
#

Didn't see.
Thanks. Someone needs to retest that

misty aspen
full sonnet
#

You need to select the correct ATL mode in Editor for some compositions to work well.
Basically disable ATL and then place them.

@lilith (mentions no work)

misty aspen
#

@thick timber

thick timber
#

What does ATL mean?

#

Thx btw @misty aspen

scenic gyro
#

Automatic Terrain Levelling or something similar

#

adjusts placed objects to the angle of the ground (terrain) on which they are placed

unreal arrow
#

Above Terrain Level - z is measured from terrain surface

thick timber
#

Yeah I will try that!

#

Thx

scenic gyro
#

@unreal arrow Oops guess I'm mixing it up with the object levelling thing, which can also mess up placement of compositions

full sonnet
#

the same thing is meant

#

there's a button to switch it in the top bar in 3den (right? quite sure)

unreal arrow
willow yacht
#

Does "Killed" EH is still fire twice in 2.00?

unreal arrow
#

this thread is for feedback, so shy don’t you check it?

cobalt arch
#

only because that would be systemchatting every systemchat you do for a message. infinite loop style.

cobalt arch
unreal arrow
#

that needs to be handled as well then
@timber sorrel it is either allow for certain user stupidity or revert

#

pretty sure there are more event handlers you can do the same create infinite loop like open inventory inside InventoryOpened EH etc

full sonnet
#

Fix I see is like, just stopping firing the EH after 2nd level of recursion.
but thats pretts obscure

willow yacht
#

this thread is for feedback, so shy don’t you check it?
My bad, just expecting someone knowing what has been fixed or not in 2.00

willow yacht
full sonnet
#

yeah well it doesn't say fixed

willow yacht
#

I have a lot of FT fixed but still open...

full sonnet
#

didn't get a internal ticket yet, I've unassigned myself, I'll hopefully remember someday

willow yacht
#

Currently patching this thing with setVariable

harsh orbit
#

Why no love for the dev build? It's even behind the stable! notlikemeowcry

full sonnet
#

we push dev build once we have new stuff

harsh orbit
full sonnet
#

We don't do pushes on friday

harsh orbit
#

okay. But the sooner the better.
with please! 🙏

rustic plaza
#

we didn't want to clutter arsenal with more backpacks - you can already get blufor backpack from virtual arsenal which functionality wise is same (side matches == no negative score upon destruction of it)

little beacon
#

Just wrote my first UI with import. this is amazing.

vital robin
#

All those defines includes for mission UIs... GWempDab

hexed citrus
full sonnet
#

Are you running with -showScriptErrors @hexed citrus ?

hexed citrus
#

Nope

full sonnet
#

@hexed citrus is that crash reproducible? It looks weird.
If it was 100% repro we should've already noticed that in our own testing

hexed citrus
#

I get it everytime I try to enter the editor

full sonnet
#

Jumping from main menu right into editor on VR, no repro. With same dev branch binary.
Would need someone else to confirm.
Without repro I cannot fix, that crashdump doesn't make much sense

hexed citrus
#

I'll switch back to DEV and try again...

#

Still the same, Editor, select Altis, Continue, crash

full sonnet
#

A so you go to preview, not just editir

#

Are you using -world=empty? Don't remember the RPT

calm wasp
#

maybe something to do with startup params or profile stuff, like the person before?

#

in perf/prof

hexed citrus
#

Yes, world empty. I do not get into the editor at all, so can't hit preview. It crashes already before when I select the island which the game should load in the editor

#

Nope, sorry my fault, world is not empty

#

VR also crashes, Malden also, the island doesn't matter

full sonnet
#

Try with world=empty that's what I just tried and didn't get crash

calm wasp
#

I always have empty and no crashes for me in DEV

#

scripts errors not used

full sonnet
#

Nonempty crashing would actually make more sense. Still weird tho

calm wasp
harsh orbit
#

I haven't had any crashes yet 🤷
And I don't use world=empty

hexed citrus
#

@full sonnet
I have tested a little more now. It doesn't matter what game parameter I use, the game crashes as soon as I want to enter the editor.
But, when I start the 32-Bit version of the Arma exe DEV version I get into the editor.

64-Bit crashes, 32-Bit fine

full sonnet
#

Thanks. I'm trying to download dev branch right now to repro.
But I tried on internal dev and got no crashing, so I moooost likely already fixed that

#

profiling branch also has most of the changes if you want anything from that. If you need I can give you a working diag binary

#

I just tried on dev branch x64, from main menu to editor on altis, place a unit, preview. I'm ingame no problem.
When running without any start parameters

#

With same start parameters as your crash, also no repro, works fine here.

hexed citrus
#

Weird

#

Not so important, just wanted to check the suppressed eh.

vital robin
#

Has there been any changes to setDriveOnPath? The command was really useful when it was overriding the group enemy detection

mental fulcrum
#

Yeah noticed it when i wanted to use this. It works if you disable autocombat. Units in aware will still shoot at enemy but the driver will continue as desired.

#

also driver needs to be commander of the vehicle for the command to work. Not sure if it was an issue earleir.

#
// needed for setDriveOnPath to work if driver is not leader
_btr setEffectiveCommander driver _btr;
_btr setUnloadInCombat [false, false];
{
    _x disableAI "AUTOCOMBAT";
} forEach units _grp;
vital robin
#

hmm perhaps the new unitcombatmode commands will be useful then to have a wrapper function to call the command then

harsh orbit
#

The latest changelog looks very sexy! 😋

full sonnet
#

oh what does it say, I missed it

steel rune
full sonnet
#

CfgDustEffectsMan
nice

ocean sail
full sonnet
#

yes, I fixed it an hour after we published dev branch

#

but its fixed

willow yacht
#

Fixed: Freeze when opening the Zeus interface with many mods activeif no other channel is available. Channel switching will select the next channel relevant to the context. If a player is using VoN, this will cycle VoN enabled channels, etc. Disabled VoN and chat icons were made more obvious.
🤔

full sonnet
#

huh?

willow yacht
#

(from dev branch changelog)

#

You guys swap two lines of the changelog

unreal arrow
#

No such thing

#

Read it yesterday and just now I can’t see it

willow yacht
#

One of you updated it obviously

full sonnet
#

DnA/Yoris fixed it

willow yacht
#

Is it a new feature that createMarker doesn't work server side? (2.01.146926)

#

I just tested this and nothing happen when exec server side

_markerstr = createMarker ["markername", allUnits#0];
_markerstr setMarkerShape "RECTANGLE";
_markerstr setMarkerSize [100, 100];
#

But, just tested, it is working on stable

full sonnet
#

I just fixed that 40 minutes ago

willow yacht
#

Thank you!

full sonnet
#

just MP sync didn't work. workaround is to specify channel to be global in the command

north totem
#

@full sonnet I get the same problem as @hexed citrus with the dev branch. I launch with -world=none, but as soon as it wants to load a world, it crashes immediately

#

When launching without -world parameter, it crashes before reaching the main menu

full sonnet
#

zip up your .Arma3Profile and .vars.Arma3Profile files from your Arma folder in my documents

#

and latest RPT

#

and mdmp of the crash

ocean sail
#

At this stage of the game is it possible to introduce the ability to rotate segments of plastic barriers in their attributes?
like lamps from Contact

#

Well, I have a working version of the changes in config
If it is possible to add this to the game - I can provide

ocean sail
#

I mean "Land_PlasticBarrier_01_line_x6_F", "Land_PlasticBarrier_01_line_x4_F" and "Land_PlasticBarrier_01_line_x2_F"

carmine juniper
#

It's not a big deal though, why does my Arma 3 Launcher's language is reverted to the default (for me, it's Japanese) in the first launch after an update? It's fine after the second launch though, I prefer English

full sonnet
#

check if steam verify files also resets it

carmine juniper
#

Ah didn't noticed

willow yacht
#
[markerChannel "_USER_DEFINED #345892413/1/0", "_USER_DEFINED #345892413/1/0" in  allMapMarkers]

Exec server side:

[-1,true]

Exec local:

[0,true]

"_USER_DEFINED #345892413/1/0" is a marker created by a player in global channel

#

Does markerChannel only works where the marker has been created?

full sonnet
#

both are running dev branch?

willow yacht
#

Yes

full sonnet
#

no markerChannel should be MP synced, but it should also take from the string I think

#

please make me a FT ticket forthat

willow yacht
wispy monolith
#

Hello, i have a Problem. When i start my Arma 3 and join a Server my Game crashs and i get this Error: dx11 error buffer map failed DXGI_ERROR_DEVICE_REMOVED

Someone know how to fix it

willow yacht
past moon
harsh orbit
#

what's new in the latest dev branch update? I don't see a changelog

full sonnet
#

changelog probably shortly

harsh orbit
#

setObjectScale! 🤩

full sonnet
#

Nah. I don't think so

#

ETA 30 minutes

harsh orbit
#

there is. are you messing with me again?!

full sonnet
#

I wasn't happy with how setObjectScale works so I canned it

harsh orbit
#

the command is there tho

full sonnet
harsh orbit
full sonnet
carmine juniper
#

Had to leave soon to the bed, but that is fun 😄 Also hasmaps too, want to test them later

full sonnet
harsh orbit
#

@full sonnet what's the difference?

Fixed: Sound listener position not following the camera while the map screen is open (seeking feedback on these map versus sound changes)

Fixed: Vehicle sound attenuation being disabled while the map screen is open

full sonnet
#

why difference?

#

two completely different things

harsh orbit
#

I thought they were both referring to the same fix! meowsweats

full sonnet
#

no

#

vehicle attenuation is how sound is silent/dampened when you are inside a vehicle

#

without it, sitting inside vehicle sounds like you are standing infront of it. so hear full outside loudness of the engine

#

The listener position is purely about the position of the sound

harsh orbit
#

ah, right!

calm wasp
#

oh no - sound attenuation...

golden prism
#

Is 2.01.147055 the latest dev branch version? I'm running dev branch at the moment but I don't seem to be experiencing the following fix which is what I'm interested in:

Fixed: Sound listener position not following the camera while the map screen is open (seeking feedback on these map versus sound changes)

Edit: Ok, it's working for ground vehicles but not for aircraft (currently). I am happy that this sound issue has now been fixed though obviously it needs to include all vehicles including aircraft.

full sonnet
#

I tested it in helicopter think

#

what happens in aircraft, you can still hear it flying away?

golden prism
full sonnet
golden prism
#

For reference I tested the Pawnee

#

Fixed: Vehicle sound attenuation being disabled while the map screen is open
Added: Volume reduction while in vehicles with the map screen opened
I don't think these fixes worked for the Pawnee either (the Pawnee was the only aircraft I tested but I assume it is the same for all aircraft?)

full sonnet
golden prism
#

I'll test again

golden prism
misty aspen
#

I'll switch to dev branch and test it aswell

harsh orbit
#

@full sonnet I can confirm

#

not working

full sonnet
#

did it work for anyone?

#

I think I know what's wrong then 😢

#

yeah then that feature/fix was disabled for dev-branch build, oops

harsh orbit
#

Do we get another build before Christmas?!

golden prism
#

Any how, these 3 fixes...

Fixed: Sound listener position not following the camera while the map screen is open (seeking feedback on these map versus sound changes)
Fixed: Vehicle sound attenuation being disabled while the map screen is open
Added: Volume reduction while in vehicles with the map screen opened
...will be swell and appreciated for all vehicles. I can't speak for everyone but I've been wanting for a fix for this since day 1

misty aspen
#

Yep can triple confirm no worky in the pawnee here either Hap

full sonnet
#

Ahhhh. not working anywhere would be easier

full sonnet
ripe star
#

Love the new setObjectScale however it's much more useful if we can supply x,y,z scale

full sonnet
#

wouldn't work in MP without wasting network bandwidth

#

I first did x,y,z and then changed it to only one scale

ripe star
#

Ah, shame

#

Also not sure if intended, if you change the rotation via setDir or setVector it resets the scale back to 1

full sonnet
#

its "intended"

#

changing scale was just never intended to be done

ripe star
#

alright

full sonnet
#

but setting scale after rotating resetting the rotation is a mistake that I think I already fixed

ripe star
#

ah ok, so we will be able to rotate scaled objects at some point?

harsh orbit
#

if you sent me a build I could test.
since you said you couldn't test it

ripe star
#

good to hear

full sonnet
#

don't have the time to make one anymore. on vacation now

misty aspen
#

furretwoah dedmen actually taking a vacation

harsh orbit
#

I think his vacation is playing games!

playing Hitman

full sonnet
#

I opened hitman hours ago and didn't even start to play, because I wanted to pack my bag first, but then got distracted in #veterans

harsh orbit
#

lol, yeah what's going on in there?! 😄

misty aspen
#

awe look at those guys with their fancy extra chats

ripe star
full sonnet
#

yeah it would

#

but oof

ripe star
#

Noticed that simulated objects constantly change their scale back to 1, any chance of this being fixed?

misty aspen
#

iirc scaling is only supposed to work for simple or attached objects, not simulate dobjects @ripe star

full sonnet
#

Its not a bug

#

so it won't be "fixed" no

harsh orbit
#

an eachFrame loop can somewhat prevent the resizing tho! 😄

#

but the "no rotation" bug is ruining all the fun!

full sonnet
#

noooooooo

#

disabling simulation works on tanks

#

and human units

misty aspen
#

oh god, the possible buggyness of the game fighting to resize a unit, but a script automatically resizing it aswell heh

buoyant pulsar
#

I don't know what happened or how i did it but i created a god that blinds people, there was this ai rifleman that started to shine light form his skin.

hexed citrus
#

I like the hash maps in the dev version very much, when the key is a number they are really really fast. Nice addition, more of that please.
And of course a setter and getter for opticsMode would also be nice 🙂

full sonnet
#

Still not fast enough pout_kitty

#

I have opticsMode setter, but I don't like the syntax/usability

vital robin
#

thank you very much for the various key types

scarlet root
#

will there be another dev branch before 2.02 / will the tooltip fix for listboxes get into 2.02 ?
its a bit hard to tell with much things only in perf/prof branch

#

ty

hollow ridge
#

When is 2.02 planned has there been a planned month? Or is it still early days?

full sonnet
#

There will be a dev-branch update with the latest stuff as soon as possible

winter crescent
#

Just to let you know: the next Dev-Branch update contains the Art of War DLC AoW We're working a few last kinks before that can go out for public testing. There's a chance that will be this week, but you'll see it appear in the usual place 🙏

misty aspen
runic mountain
#

👀

unique minnow
lament crow
#

🍴 😋

rotund lantern
#

awesome, have been curious about what is coming in the DLC (outside of the 2D/art assets)

full sonnet
#

A new Dev-Branch update of #Arma3 #Tools has arrived (Publisher, CfgConvert, Binarize)

https://t.co/kVZioZKG2E

harsh orbit
#

I didn't even know it existed!

misty aspen
#

I'm quite confused with both options tho

harsh orbit
#

Tools Dev Branch

misty aspen
#

Aah

full sonnet
#

well it hasn't been used in quite a while

steel rune
#

woo, time to test CI builds 😄

#

I'd say that is an improvement

misty aspen
#

Hey dedmen I'm talking about the 2d map sound bug with someone and cant remember which option you chose, was it bug fixxed but no noise reduction until it can be added as a setting or?

full sonnet
#

no noise reduction

#

just fixed

misty aspen
#

no noise reduction at all or just till its a setting?

full sonnet
#

not at all for now.
Not planned, will see when I fiddle with audio settings someday maybe potentially

misty aspen
#

Got it, thanks blobcat_bongo_a

late harbor
#

So there is no command like arrayIntersect for hashMaps?
And even though they appear as arrays they aren't one in their true nature so arrayIntersect won't work correct?

full sonnet
#

no, why, how would that work?
They appear as arrays? They are HashTables, like the wiki page says

late harbor
#

Well they appear as arrays in a sense that they use [ and ].
Mainly I need to find out if two hashMaps have the same keys, basically comparing it with an older (copy) variant.

#

But I got an idea on how to do it, just means I need to iterate over a whole hashMap

harsh orbit
#

I wonder if isEqualTo works on them? 🤔

late harbor
winter crescent
tame rover
#

Suit+T-shirt character model appears to have some selection/weighing problem. Visible when carrying a weapon

winter crescent
harsh orbit
#

Restrictions apply to those who don't own Arma 3 Art of War DLC.
** Content requires ownership of Arma 3 Art of War DLC.

How are we supposed to own the DLC when it's not even out yet?! :upside_down:

runic mountain
#

You don't need to own the DLC to try new contents

harsh orbit
#

I know

#

I'm asking why that text

mental fulcrum
#

Because they use the same changelog entries in final changelog.

harsh orbit
#

ah, that makes sense

loud linden
#

Planning to add ternary operators in sqf? ^^

mental fulcrum
#

[a, b] select _bool, here's your ternary.

loud linden
#

😦

harsh orbit
mental fulcrum
#

Which works like ternary if in other languages which is most likely what he meant.

full sonnet
loud linden
#

I'm learning C ++ and there is such a convenient thing))

winter crescent
steel rune
#

So you're saying I shouldn't buy it before it's enabled for supporter edition like with Contact DLC? 😄

hexed citrus
#

Dedmen, thanks for compileScript, working fine so far.
One thing though, script function names or the scripts itself are not shown in your Arma Script Profiler anymore when I compile them with compileScript.
Would be nice if you could look into that (only if you have time)

full sonnet
#

Yes I have a update for Script Profiler for compileScript, but I didn't push it yet

#

I was actually using ASP to measure the performance improvements with script bytecode 😄

#

Also currently compileScript is just an alias, functionality for bytecode follows next dev-branch

mental fulcrum
#

But we could already prepare changes in CBA right? On the SQF side only needed thing is changing of compile preprocesFileLineNumbers to compileScript if I'm not mistaken?

#

Will CfgFunctions be changed to use compileScript?

full sonnet
#

ye

#

yes

#

and without .sqfc files being present, it will be the same as normal compile preprocFileLineNumbers.
only sqfc file being present or not will make a difference (once its implemented)

half cliff
#

Whats the proper way of handling diag_exportTerrainSVG. Both Illustrator and photoshop do open them with black background, firefox adds rare black dots, only edge, opens it with correct color display. wanted to raster it to check if there was a quality diference with TOPOGRAPHY export.

harsh orbit
full sonnet
#

the compiler has a optimizer, so both

full sonnet
half cliff
harsh orbit
#

Will the "Amsterdam museum" map be available in Editor at some point?

carmine juniper
#

It's literally Altis

harsh orbit
#

Altho I didn't mess around with it a lot

carmine juniper
#

The big Salt Lake. It's really faked something

harsh orbit
#

Really? Guess I should've moved around a bit! 😄
Anyway, I still need the museum! Is it available as a composition or something?

#

(also what about adding some exterior to it?)

carmine juniper
#

It's also available in Eden IIRC

harsh orbit
#

Yeah but only as standalone objs, not compositions

mental fulcrum
#

loadFile the sqm and you will be able to copy it.

winter crescent
scarlet root
#

some of these probably warrant attention

winter crescent
grave viper
#

Will it have markers and unicode commands this time?

lament crow
#
  • Tweaked: Optimized performance of ShipX simulation water collision checks
#
  • Tweaked: Increased default network bandwidth settings
#

👆 These did not make it to Dev yet right?

crisp wyvern
crisp wyvern
#

Gotcha, I'm just not sure what that particular one does/improves

winter crescent
#

FYI: 2.02 was branched a while ago already, so only critical fixes get in at this point. The rest goes only to Dev / Prof until 2.04 rolls around.

#

But we'll try to get back to more regular weekly Dev again now.

vital robin
#

would be nice since some nifty new commands are being added... dare I say... often?

formal cipher
winter crescent
formal cipher
#

Alright, thank you. I assume that if a command was not included in the 2.01 dev category on the wiki, it is not included? compileScript for example is in that category but was added to the dev branch after December 17.

winter crescent
formal cipher
#

I'll await his response

winter crescent
#

Actually, if I got it right: 2.02 only contains a 'placeholder' of that command, so that further experimentation can occur on Prof.

hexed citrus
#

compileScript works...

full sonnet
full sonnet
full sonnet
# formal cipher Alright, thank you. I assume that if a command was not included in the 2.01 dev ...

compileScript was merged into stable branch after we split off.
Specifically because I need it for later #perf_prof_branch testing after 2.02 is out. (current dev-branch compileScript is just a placeholder for future functionality to be added to it later)

The wiki is not always up-to-date, and specifically in this case
"was not included in the 2.01 dev category" That was because we were already on 2.03 dev-branch version when that was added.
But it was so to say "back-ported" to 2.02

grave viper
full sonnet
#

I try to give our community #community_wiki people as much information as possible.
But due to how our release cycle works. Things can end up in 2.01 but not be released in 2.02, or only get into 2.03 dev branch but then still be released in 2.02

formal cipher
full sonnet
#

Also a problem that the wiki can only list one game version per command.
So even if its now in 2.03, and we know it will be in 2.02, the wiki can only display one of them. And it chooses to display what is now, instead of what might be in the future

unique oak
#

tbf... I rather only see what is now, than being confused why a command/function isn't working because it's in a future patch (or might never be implemented at all)

full sonnet
loud linden
#

Did u planning to add increment operators (i++ or i--) and +=, -= etc operators?

full sonnet
#

no plan

#

And even if, I could only make it work in either confusing weirdlooking, or very limited and still confusing variants.
So I'd rather not.

loud linden
#

sadly

full sonnet
#

I can do
++"_varname"
"_varname" += 123
variablename as string? oof, ugly, confusing, weird.
or
++ _varname
_varname += 123
I think whitespace between them is required, and it only works if you have a variable name right infront of the operator. So

(if (true) then {_var1} else {_var2}) += 123 is no worky.

loud linden
#

👍

#

It will just be more convenient)

fleet nimbus
#

will the showcase "Cultural Property" be unlocked down the RC road or will it be available then upon release of the DLC?

full sonnet
#

I think its for DLC owners

#

thus you need to own the DLC. but its not available on steam store yet, and not in supporter edition yet either

fleet nimbus
#

well, then I'll wait for it ¯_(ツ)_/¯

hollow ridge
#

i see it in the dev branch changelog in the back end of last year but not on stable

full sonnet
#

end of last year... it should be in by now

full sonnet
#

I don't either

#

its confusing and ugly. And only adds little value

vital robin
#

Opening someone's script and seeing that alongside # instead of select will depress me

harsh orbit
vital robin
#

afaik it is just an alias for select right?

#

_array # {} apply {}

cobalt arch
harsh orbit
vital robin
#

interesting, that does make it useful, I have no idea why I was under the impression it was simply a late addition alias thing

fleet nimbus
#

anyone found the "unexpected surveillance agent"? 😄 seems like I am too blind to find it

full sonnet
#

its not supposed to be easy 👀

little beacon
#

yep found him :)

scarlet root
#

is ctrlSetURL coming with 2.02? its not mentioned in the RC post at all

the dev branch changelog only mentions the tooltip fix for it
https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/?page=57&tab=comments#comment-3429253

unreal arrow
#

It was added to dev even before xmas so i guess it is in 2.02

scarlet root
#

ok ty

full sonnet
trim blaze
#

Suggested Idea: Deteriorate foliage from fallen / destroyed trees
(not sure if this is the correct forum/channel but...)
So through some exploration of the editor, I noticed there was an option to hide foliage. The result is that all greenery is hidden. The trees are barren. So I though this would be a good feature/mechanic, where destroyed/fallen trees would lose their leaves after a short period of time (in place of any detailed damage effects). As I have found that its incredibly annoying trying to fight around fallen trees when I suspect the AI has no trouble doing so. The fallen trees can be more of an issue on maps other than Altis. More than half the time, fallen trees are the result of AI driving, but I digress.

So my suggestion is to adapt this function from editor into some kind of mechanic, where after some period of time, or if the trees are destroyed by explosions, this would cause the defoliation of the fallen trees (time frame depending on cause of destruction).

full sonnet
#

Anyone know how that defoliaging works?

#

and if it correctly works with AI 😄

daring rover
#

I don't know if anyone has ever mentioned this one but we won't see the ability to separate face ware from glasses right?

carmine juniper
#

What do you mean by separate facewear from glasses?

#

By model means? No

daring rover
#

A man can dream ok beeftaSad

tight marten
#

could make it as nvg goggles with the nightvision disabled

unreal arrow
#

no

tame rover
#

Fixed: Formal Suit and Parade Uniform shoe soles were red

#

This wasn't intentional? I thought they were swanky shoes

winter crescent
scarlet root
#

Sound: Error: File: a3\dubbing_radio_f_enoch\data\rus\male01rus\combatcontact\010_vehicles\veh_infantry_p_1.ogg not found !!!
Sound: Error: File: a3\dubbing_radio_f_enoch\data\rus\male01rus\combatcontact\010_vehicles\veh_infantry_p_2.ogg not found !!!
Sound: Error: File: a3\dubbing_radio_f_enoch\data\rus\male01rus\combatcontact\010_vehicles\veh_infantry_p_3.ogg not found !!!

ocean sail
full sonnet
#

That is not new though, you already posted that exact same error in october 2019

celest rock
#

would it be alot of work to add the setObjectTextureGlobal function for headgear and vests?

full sonnet
#

yes

celest rock
#

damn, that would of been so nice