#dev_rc_branch
1 messages · Page 19 of 1
There's a small loading screen every time an object's attributes are opened
Happens in both Dev and stable
I get that when I have lots of mods or units placed
i seem to be getting that even when i don't
before game was freezing when trying to load all times that you can load to crate
so it was changed to loading screen which should also improve loading speed a little bit
i see
so anyone found nothing in the dev branch
or is there content there?
(lemme know if this is the wrong channel)
it's there
The terrain is there, weapons and vehicles aren't
Only the terrain?
I see, thanks
@keen ruin only the terrain
and Dayz uses Chernarus which is island from A2, just saying
DayZ buildings aren’t destructible are they?
dont own dayз cant tell
Livonia use heavily upgraded Day Z buildings
They've created ruins for most/all of the buildings from what i've seen
did anyone check for new scripting or other engine stuff with the update?
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
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
hm the first 2 werent mentioned before, have they?
https://community.bistudio.com/wiki/selectionNames with LOD filter would be great 🙏 (implementation already available for selectionPosition)
and the setMarkerPos/setMarkerPosLocal variants which take an object as parameter
So from what i can tell AI infantry can see you (infantry) through vehicle smoke on stable
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.
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
Anyone else unable to update dev branch because steam thinks something is corrupt and keeps redownloading?
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?
Just return of new EH
alright, I was bit of confused - thought you wanted to report some AI degradation
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?
i would assume the path gets recalculated
so it makes sense to have less detail over distance as it will be more fine grained in the future
Kinda wish we could get the furniture from Dayz added in, gives the buildings some life rather then just empty rooms.
Trust me, we don't need any more lag than we already have
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.
Over the next few weeks starting on Monday, but no word on the exact schedule for any given asset
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.)?
if it's anything like with apex, it should be a bunch of stuff at once whenever it's ready
@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
Well I know Livonia's available upon preorder.
I'm actually making a mission on it right now.
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
So conservatively speaking, I'd expect something in the second half of June
Before that if we're lucky 😉
Hopefully.
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
I'm really, really stoked for getting my hands on the Promet rifles, as well as NATO woodland and the Livonian Spartan helmets.
Everything else is kind of "eh", but even then it all looks awesome.
@steep sorrel The project lead for Contact said that for now the underbarrel shotgun will be Promet-exclusive: Unfortunately underbarrel attachments are not dynamically implemented in Arma 3, meaning they need actual model variants. We don't currently have plans to add them to other rifles for Contact's release at least. https://forums.bohemia.net/forums/topic/223445-contact-expansion-asset-feedback/?do=findComment&comment=3357993
@crisp wyvern I can live with that. I’m just wondering when I’ll be able to use the Promet.
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?
createVehicleLocal will no longer be able to be used in multiplayer, so not in mission file or client mods etc
Dwarden just said in #arma3_scripting that that's not the case.
Need clarification
that sounds like they're trying to figure out a solution to optional content
@full sonnet i misunderstood the limitations, it is the case
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)
Fixed: The terrain class name was shown in the death screen instead of the display name
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?
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
And if they can execute local command can't they just use global variant and hide the vehicle instead? 
yes. but all that needs to go via server and can be detected there
so I take it, it will also affect these "classes"
#particlesource
#lightpoint
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
I suppose I could enable unsafeCVL=1 and use a BE filter to whitelist the classes I want CVL to allow?
@tidal moss particles should be in the allowed
Cool that'll be at least one thing still good
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
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).
@steep sorrel
The tooltip on greyed item should tell what item is incompatible with current arsenal, what is it?
(playing the middle man here)
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.
In a nutshell if item cannot be selected in arsenal the loadout is incompatible
For example invisible uniform
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.
I'll fire up the game again just to get the exact name.
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.
"Loadout contains non-arsenal item 'U_B_CombatUniform_mcam'."
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'."
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.
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'."
ty
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?
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.
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 
for details: https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3361253
Bohemia Interactive Forums
09-04-2019EXE rev. 145537 (game) EXE rev. 145540 (launcher)Size: ~1.5 GBDATA Added: Magazine proxies to the following weapons: AKM, AK-12, AKS, MX, CAR-95, TRG-21, Mk20, Mk14, RPG-7, SPAR-16 (and expanded magazine wells with additional weapons)* Added: Van (Ambulance) is now ...
(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
Bohemia Interactive Forums
09-04-2019EXE rev. 145537 (game) EXE rev. 145540 (launcher)Size: ~1.5 GBDATA Added: Magazine proxies to the following weapons: AKM, AK-12, AKS, MX, CAR-95, TRG-21, Mk20, Mk14, RPG-7, SPAR-16 (and expanded magazine wells with additional weapons)* Added: Van (Ambulance) is now ...
server.cfg or servers config aka mod config, aka config.cpp
Yep, didn't work in server cfg, only in description.ext
is there an example of RVExtensionRegisterCallback in action anywhere yet?
@tidal moss #arma3_tools should have if you scroll back a bit
@scarlet root awesome, cheers
Patience, next week will probably bring something
Hey question, why does Dev Branch not have Carrier Lite / Rig vests without flag?
class optic_DMS: ItemCore
looks like faulty inheritance definition
at root level
@scarlet root It's workaround for optic classes inheritance
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
during binarization game will correctly resolve inheritance though
MagazineSlot is some old test - I will remove it
ok copy
i might have found the cause for tanks falling off of bridges on welferlingen with the new calculatePath command
these are the microwaypoints when origin and target position are close together
this is when they're further apart
tank aims for just the point on the center of the bridge -> falls off.
at least, that seems like a possible reason to me.
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
they aren't. the end point is the same.
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)
i think the former.
points for repro: https://i.imgur.com/eV5a84y.jpg
simulation type tank, behaviour safe
the better pathing stops at around 90m from the center of the bridge.
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?
only for bridges as far as i can tell.
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.
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
so one should recreate wp by some scripted framework while vehicles close in on bridges?
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
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
Checked and it doesn't
It would be nice to be able to explicitly whitelist classes
Failing that, support the # particles and lights which clearly aren't a security issue
The current CVL restriction implementation has known bug, it is being looked into
@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?
I assume 1.96, same as the createVehicleLocal change which was the reason for createSimpleObject local syntax to be added
eh? So why were the CVL changes in profiling already?
but it's supposed to be stable compatible... although iirc that wasn't staged to the steam profiling branch
so i guess that doesn't count 😄
but yeah it gave me the impression that it was coming with 1.94
Thanks Dwarden
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?
excellent. thanks
Bohemia Interactive Forums
09-04-2019EXE rev. 145537 (game) EXE rev. 145540 (launcher)Size: ~1.5 GBDATA Added: Magazine proxies to the following weapons: AKM, AK-12, AKS, MX, CAR-95, TRG-21, Mk20, Mk14, RPG-7, SPAR-16 (and expanded magazine wells with additional weapons)* Added: Van (Ambulance) is now ...
Bohemia Interactive Forums
In this thread well post announcements about Release Candidates (RC) of future main branch updates. That includes the opening of the RC-Branch ahead of an update, possible change logs between RC updates and details on (multiplayer) stress tests. This thread itself will remain...
Discussion related to DEVELOPMENT and Release Candidate branches
https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/?do=getNewComment
https://forums.bohemia.net/forums/topic/183855-release-candidate-branch-announcements/?do=getNewComment
https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?do=getNewComment
https://forums.bohemia.net/forums/topic/183856-release-candidate-branch-discussion/?do=getNewComment
Bohemia Interactive Forums
In this thread well try to describe updates happening in the Development branch of Arma 3.This changelog is not complete, nor confirmed to be working as advertised. Again, Development branch does not pass internal QA before publication. Stick with main branch if you do not wa...
Bohemia Interactive Forums
In this thread well post announcements about Release Candidates (RC) of future main branch updates. That includes the opening of the RC-Branch ahead of an update, possible change logs between RC updates and details on (multiplayer) stress tests. This thread itself will remain...
Bohemia Interactive Forums
Sometimes its useful to discuss updates to the Steam Development branch in one centralized place. Lets use this thread for that. The changelog thread can stay clean and do its thing. It mainly serves for our team to rapidly see if a daily update is very broken or very epic :p...
q, anyone here runs the recent RC (release candidate) or Development branch and got some unreported crashes ? aka looking for crashdumps
dev branch update?
Yes
Hey, whats the difference between MAAWS HEAT 75 and recent dev branch HEAT 55? Are they supposed to correspond to Carl Gustaf FFV551 and FFV751?
https://en.wikipedia.org/wiki/Carl_Gustaf_recoilless_rifle#Ammunition
I see no rocket assist on the HEAT 55. Same ballistics.
https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3362205
@warm turtle one is tandem and the other one is single stage
Dev branch has now history function on debug console via page up/page down
via namespace?
@scarlet root I would assume it would save in the same namespace as it did before. Just now it also saves multiple previous entries.
@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?
Yes, too late
"for example getUnitLoadout, setUnitLoadout" huh?
https://community.bistudio.com/wiki/Unit_Loadout_Array
That's muzzle,side,top
exactly the same
I think that's what I used
"arifle_MX_GL_F","muzzle_snds_H","acc_pointer_IR","optic_Aco", gun,muzzle,side,top
BIPOD
that doesnt change the problem
Actually. WeaponItems is
muzzle,side,top,bipod
exactly same as aWWAC
you are wrong
weaponsItems
And according to wiki, it returns one magazine array
https://community.bistudio.com/wiki/weaponsItems
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],""]]
same format as getUnitLoadout and every other command except awwac
Ah it sometimes has second array at element 5, and sometimes the bipod.. ugh
if it was a single line to convert from on to the other, it would be totally fine
I assume primaryWeaponItems and secondaryWeaponItems need to be adjusted too
no, why would they?
and you are again wrong about element 5
its an empty array if there is no second muzzle
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
Guess someone needs to fix wiki on these then
go ahead, i lost my wiki account.
@timber sorrel re: GD dev branch forum thread, i submitted ticket for those sound errors and awaiting fix - https://feedback.bistudio.com/T139250
yey! thanks for RC branch update!
is dev and rc on parity atm?
I don't think they ever are
reason i ask is that it would be good if some of todays db fixes went into rc
data wise it should be same
exe wise there are some differences like createVehicleLocal
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
and good to know that data should make it to next release
So im having a problem in the dev branch
Do i talk about it here?
Or else where?
here.
So i went on the dev branch to try the Contact DLC Right?
When I click Install DLC it says 0/0 MB then stops and doesnt download
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.
I have a bug report for current dev branch and need to check if its in RC too.
@timber sorrel iirc the Contact content is only on the RC branch - https://forums.bohemia.net/forums/topic/183855-release-candidate-branch-announcements/?do=findComment&comment=3362002
Bohemia Interactive Forums
In this thread well post announcements about Release Candidates (RC) of future main branch updates. That includes the opening of the RC-Branch ahead of an update, possible change logs between RC updates and details on (multiplayer) stress tests. This thread itself will remain...
Ohhhhh
@verbal folio
yes error pops up
thanks, i'll add the rc to the list too 👍
Contact is on Dev too
Install DLC does not work yet
The content is there anyway
@timber sorrel
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
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...
+1
DnA's answer regarding a seperate dev app for arma 3: https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?page=1019&tab=comments#comment-3362855
TLDR: won't happen - too late
near as I can tell the advantage is not needing a Game Updater equivalent?
TLDR: won't happen - too late like so many things about Arma 3
@arctic fern i still do that, i download everything via steam cmd as separate branches
I hadn't thought of that. Thanks @past moon I use SteamCMD on my dedi but did not think of doing it client-side
Some commands in Russian do not sound (eg Return To Formation)
Well... understandable in RL 😉
In Russia, they don't order you back to formation they just shoot you for desertion? 🤔
thats soviet 😉
Does the Dev/RC support 40mm GL magwell on BI guns?
since i noticed they dont in the stable
IIRC there wont be one because all the UGLs ingame use the same grenades even if realistically they shouldn't
similar situation with the 7.62 rifles
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
CBA adds magwells to it afaik
And if you make 3rd party stuff, you probably also support CBA JAM
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)
well as example you cant use RHS grenades on BI UGLs
The zeroing would probably be useless anyway
you dont snipe with 40mm 😛
Yeah, but you still want to be within 50m
as long it fires you can guess where it hits
point is you cant really use them in MP and that is a PITA
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
@tacit ledge hm, why are you using "O_T_APC_Wheeled_02_rcws_ghex_F" ?
it's deprecated, proper version is O_T_APC_Wheeled_02_rcws_v2_ghex_F
I guess the difference is one can have a camonet and cage armour and the other can't?
Used the 3.99s domi w/o changes for default mission
one has 3 man crew & the other one 2 man crew + interior
looks like the todays patch solved the problem
edit:not
with?
object flickering:
https://youtu.be/Yh0aY_FshWw
16GB Ram, gtx 980ti, Performace -> 0 unplayable
Well... i haven't heard this from anyone else so it's something specific to your setup/mission that you're running
That's livonia right? the map?
have you tried running it from the editor? new blank mission?
and have you tried running the mission locally before you try on dedicated server?
I have seen that before, it's some kind of out of memory condition, but not the normal 3fps bug one
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.
@sturdy citrus see channel description
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 ❤
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)
- If you're on dev branch, close everything
- Cut the Enoch folder from your Arma 3 folder and paste it on your desktop
- In Steam, switch back to main branch
- If you're back on main branch, close everything
- Cut the Enoch folder from desktop and paste it back into your Arma 3 folder
- In Steam, switch back to dev branch, it will be a small download
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?
Did you run the diagnostic .exe, not just the normal dev branch?
Ohhhh right. I updated dev branch. derp. Thanks.
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.
No just 1.94
you can use the dedicated server binary from the "client" arma 3 dev branch
Or use the client with -server param
ah ok thx guys
Final hotfix is up https://forums.bohemia.net/forums/topic/183855-release-candidate-branch-announcements/?page=2&tab=comments#comment-3384782 + cache and signature fixes. Feedback wanted dead or alive
Bohemia Interactive Forums
RC testing of a hotfix to update 1.96 has started. Steam branch access code: Arma3Hotfix196 Arma 3: ~60.7 MB / Arma 3 Server: ~17.9 MB Areas of focus (pseudo-changelog) Fixed: createVehicleLocal behavior restored to its prior state Fixed: Un-escaping double quotes in parseSim...
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.
Cache should be back to 1.94 state
Just not sure if that change was part of the cache, but I assume so.
I'll prepare to revert my fixes then, thanks.
What was the issue again?
The array type storing the instructions in compiled CODE type. Was changed from array to buffer.
Oh, I don’t know the details.
Ok thanks anyway ^^
If you are Arma 3 fan, you just must help testing PhysX update on the recent dev branch.
Bohemia Interactive Forums
22-08-2019EXE rev. 146007 (game) EXE rev. 146007 (Launcher) Size: ~2.1 GB DATA Removed: Get in actions for empty drones (UGV / UAV / Autonomous Static Turrets / SAM Sites, etc.) (FT - T142713) Fixed: The sidearm proxy on Heli Coveralls [LDF] in 3rd person view Fixed: Footstep...
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?
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
boo
dang, big jump
ninja
I would say ragdolls are better now. Some tweaks in config may come later though
on the topic of PhysX getting updated, perhaps now would be a good time to consider exposing a few more physics related commands, such as getAngularVelocity (and maybe also setAngularVelocity): https://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/apireference/files/classPxRigidBody.html#f91b92d6fcf47103b148337749aa93e0
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
sounds simple to do. What would you use it for?
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
Thanks, I'll put it on my list
cheers!
@vital nova have you tried addTorque and addForce already?
yes he's using that
Why are you not in bed?
Wanted to test IR flashlights...
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)
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?
It was just a version update. I wouldn't expect any real improvements
reyhard was doing tweaks and fixes
It was just a version update. I wouldn't expect any real improvements
Major version update. But yes, I feel no difference.
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!
infantry ragdoll
PX collision
if you search for reyhard's post on this discord or BIF you probably find some more
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
Thank you for the info @rustic plaza ! That does seem like a significant fix and worth the dev time!
https://feedback.bistudio.com/T148354 wow. 4 days between report and fix
shadow is impacted by setObjectMaterial?
Yes, if there rogue cam selections in shadow lod
That's also why it's dangerous to have zbytek (damage selection) in shadow lod
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
but it doesn't work on the monitors you see inside vehicles, like this one https://cdn.discordapp.com/attachments/258350600201306132/685134931109609486/107410_20200305154114_1.png
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
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?
yes
it worked on the little screens on your HUD
but not on the monitors that are part of the vehicle itself
Mh.. maybe its only for the pip HUD screens, that'd be a bummer. People need to be more detailed in their descriptions 😄
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
Bohemia Interactive Forums
22-08-2019EXE rev. 146007 (game) EXE rev. 146007 (Launcher) Size: ~2.1 GB DATA Removed: Get in actions for empty drones (UGV / UAV / Autonomous Static Turrets / SAM Sites, etc.) (FT - T142713) Fixed: The sidearm proxy on Heli Coveralls [LDF] in 3rd person view Fixed: Footstep ...
your game @tight marten
🤔
duly noted
I'll try again later without mods and making sure it's the latest version
here I'm using bit older exe but you can see its working
👀
many RHS vehicles will be already supporting that feature since they have that turret[] param since tanks DLC
your game
I specifically asked for that :U
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
Can't find anything on the wiki myself, but in game it's called Vision Mode (Vehicle) under Common
So. You want to have hotkeys to zoom the pip, just like you can already change vision mode.
So like "Right Ctrl + numpad-plus" ?
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
can you already rotate? arrow keys?
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
Guess I'd need tickets for that
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.
@full sonnet would it be possible for linux server to be included in dev builds in the future?
dev-branch has no linux server? mh.. wip
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
considering the adoption of dev branch..... is it worth the effort?
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
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? 😄
@full sonnet Is there any chance any of my feature requests might be implemented in the game at some point? There has been no comment or anything on any of them so...
https://feedback.bistudio.com/T150103
https://feedback.bistudio.com/T150075
https://feedback.bistudio.com/T150072
https://feedback.bistudio.com/T150070
If not, feel free to close them!
I've looked at them last week, and chose to postpone looking at them to later
most of them are rather unlikely tho
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 ?
having thermal vision is less of an issue than shooting cluster rockets from your hands
@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.
can BIS use C# for scripting language in next Arma game?
I know that "there is existing code base" but sometimes change is good
check enscript (or however it is called in Enfusion Engine (DayZ))
hmm there might be hope 🙂
This channel is for dev branch queries, could you post your questions into #arma3_questions please @warm loom
Added: Command diag_allMissionEventHandlers
any more info on this command? I don't have dev branch installed
what info you want?
what it returns?
returns all eventhandler types, and the number of registered EH of that type
not even a couple lines of the attached script?
no
would be nice for similar output to diag_activeSQFScripts where it displays the first couple lines of a script
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
at that point it wouldn't really be a diag anymore would it?
its literally just "allMissionEventHandlers"
yeah thats fine
I know this command has been on dwarden's suggested scripting commands for a while
same with allEventHandlers
diag_allMissionEventHandlers is similar to diag_activeScripts, so you could see if you have a leak
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?
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”;
It is impossible to get files in .ebos via addonFiles. is it intended?
what is addonFiles?
new script command on dev branch
Yes intended
Okay. I'll note it in BIKI
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
!purgeban @pine iris 120d impersonating bohemia staff
*fires them railguns at @pine iris* Ò_Ó
@tight marten what ya think if thats allowed? 
Is there a script command to detect if diag exe is running?
productInfo might have the info that you need.
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
❤️
But this does also mean it shows inaccurate icons 😦
Never understood why we have in-pbo CfgMods, but it only uses mod.cpp 🙃
its great that they work the same way at least 😛
https://feedback.bistudio.com/T123926#2067876
Is this happening? 😄
Its never possible to tell if something is happened until it lands on dev branch changelog
Okay
So even if I say anywhere "Yeah I'll do that" or "dev branch next week" that is always with a "maybe"/"probably"
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.
#community_wiki for info
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?
warlords only
Added: "Vehicles only" difficulty option to thirdPersonView.
I like it!
finally get rid of the hacky script stuffz
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 🙌
Nice.
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 😄
@full sonnet @unreal arrow thanks for your work 👍
Looks isFinal didn't make into update
@unreal arrow ^
¯_(ツ)_/¯
guess it wasn't final afterall... so better rename it to almostFinal
https://community.bistudio.com/wiki/selectionNames
Example 4, some of selections that can be obtained via regular syntax, such like camo1 are missing in alternative one. Am I missing something?
🤔 Don't know what first syntax does, which lod
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?
- Is this marginal o significant?
I think Dedmen said that it was 8% or something like that (https://ptb.discordapp.com/channels/105462288051380224/105462984087728128/745738613249277963)
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
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];
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 😉
as multipliers of the current "natural" settings?
so you really want a "setSunBrightness" ?
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
@lament crow whats your experience with setAperature?
btw I spotted this odd looking cloud while playing Lou's mission on dev branch https://discordapp.com/channels/105462288051380224/329978448938532868/746885372549791806
Btw is there something like a public dev branch test server by any chance?
@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.
@lament crow thanks. what about gameplay and difficult - how much does it help to balance vs AI in night missions without NV?
On windows its automatically created unless disabled. On Linux its written to stdout
@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)
tx
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)...
That's new on dev branch? or why you ask in here?
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.
ok thnx
Yeah, engine freaks out thinking it is a freefall and ovewrites previous move with current and so no change is detected
Is it fixable?
already fixed
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! :)
also will now fire on ladders
Sweet! :)
also fixes https://feedback.bistudio.com/T81216

WE MAKE A GOOD TEAM
I just tested on LAN, Hamachi'd Multiplayer game with my friend, and setPlayerVoNVolume didn't even worked
didn't even worked
no result? which volume did you try?
how did you test it?
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
Does anyone know how to change a L3DT map into a PBO for arma?
I cannot figure it out for the life of me
Thanks
@carmine juniper thanks, reproed. But rechecked the code again and its all correct 😄
was it working when you implemented it?
Well I fixed it now 🙃
Hey guys, is there a tentative timeline for the next update, moving some of the new commands to stable? Specifically the unit target command 
Thanks
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
Its been mentioned that its most likely still going to be this year
🤔
I can go look for your message if you want Dedmen
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
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.
that's unfortunate, it looked very promising
@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.
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
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'
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.
I hope that since view distance vs. rockets/missiles is fixed, OBJECT setVariable NIL does not delete variables ticket will be next to fix
Dedmen, you're a code beast. wish you would have been there (at BI) several years earlier...
He wasn’t born yet then
who
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.
I'd love it to be a general option as well https://feedback.bistudio.com/T83052
How does Eden Editor handle Compositions which require Addons which are currently not loaded? Are they hidden or just grayed out?
I think they are not handled well. I think it just fails to place missing items
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.
can you make FT ticket with all the issues in one?
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.
Dedmenu for President! R3vo first Lady!
@past moon Can you pin https://forums.bohemia.net/forums/topic/183856-release-candidate-branch-discussion/ to this channel please?
Bohemia Interactive Forums
Please use this thread for discussion specific to the Release Candidate (RC) branch on Steam, when its available in the weeks leading up to a release. The preferred method of reporting issues in that build is the Feedback Tracker. Thanks!
❤️
As far as I can tell, rc contains the chat issues described here
https://feedback.bistudio.com/T150854#2099119
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 
@pallid cliff you can do it in 3den
@full sonnet Yeah, just noticed that the delete button changes when clicking on a steam composition
@cobalt arch confirmed, thanks. dang.
Yeah MP chat is disabled for every non-admin
no worries 👍 i considered pinging you about it a couple of weeks back but assumed you were busy with higher priorities.
Fixed 
I consider myself decent that the firedrill courses, but dang this new one is tough.
Also declaring Miller is a hacker with that record
Just one bit of feedback, and more of a request. Any chance we could squeeze a Arid Stealth Balaclava? 😄
Is there a list of the new scripting commands?
https://community.bistudio.com/wiki/Category:Introduced_with_Arma_3_Development_Branch
Note that, some of them aren't added to RC and will be up in 2.02
any chance of a notNil/notNull ?
or isNotNil/isNotNull if you want to match isNotEqualTo
connectToServer, that looks amazing 😄
@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
connectToServer is nicer than the hacky ui controlled way of forcing a connection, very nice
do we know if getAttackTarget is going in 2.00? or if that being set back?
it exists on the rc branch

the commands that don't go to 2.00 are listed as 2.01 introduction version
@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
Why not just if (!isNil "_var")?
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
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.
fair enough
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.
2.00 RC servers are up, in case there is problem say or DM me
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
@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
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!
Could anyone direct me on how install another branch of ARMA while keeping my existing installation?
https://community.bistudio.com/wiki/Arma_3_Dedicated_Server#Arma3server_steamcmd_example.cmd
change the appid to the main game appid, then add the branch name you want. install it to a directory other than the one of your current installation.
Nah, use the Game Updater program that comes with the tools https://community.bistudio.com/wiki/Game_Updater_Manual
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
I also get some weird crashes (invalid memory address)
anyone else unable to join RC servers ? due to jets\addons\functions_f_destroyer.pbo failing to verify
☝️ yep
I haven't logged into A3 from the DEV branch yet, so I want to know what was added there that was so interesting?
Check the pinned
Or the wiki 🙂
https://community.bistudio.com/wiki/Category:Introduced_with_Arma_3_Development_Branch
Note: current dev branch contains both 1.99 and 2.01
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.
has it been reported somewhere that the editor status bar in rc displays the product version as 2.146746 instead of 2.00.146746?
The dev build shows: 2.01.146746
yea. itl be unique to .00 builds. the script does productVersion#2 * 0.01, needs a sneaky toFixed 2 on the end of it.
thanks fixed
just noticed ☝️ will be an issue in the wiki export functions too, though thats probably not as big a deal.
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.
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
intercept based? 😄
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.
note: updated the RC servers with new build/data from today
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?
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
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
Did you see this? #general_chat_arma message
I current can't browse any discord channels besides a select few, can you please quote the message @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
Didn't see.
Thanks. Someone needs to retest that

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)
@thick timber
Automatic Terrain Levelling or something similar
adjusts placed objects to the angle of the ground (terrain) on which they are placed
Above Terrain Level - z is measured from terrain surface
@unreal arrow Oops guess I'm mixing it up with the object levelling thing, which can also mess up placement of compositions
the same thing is meant
there's a button to switch it in the top bar in 3den (right? quite sure)
@timber sorrel @quiet kernel would probably get more attention if posted in #warlords_discussion
Does "Killed" EH is still fire twice in 2.00?
this thread is for feedback, so shy don’t you check it?
only because that would be systemchatting every systemchat you do for a message. infinite loop style.
not currently, but I assume it will be able to in the future
https://feedback.bistudio.com/T150854#2113741
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
Fix I see is like, just stopping firing the EH after 2nd level of recursion.
but thats pretts obscure
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
Well, just tested, still an issue (https://feedback.bistudio.com/T149510).
yeah well it doesn't say fixed
I have a lot of FT fixed but still open...
didn't get a internal ticket yet, I've unassigned myself, I'll hopefully remember someday
Currently patching this thing with setVariable
Why no love for the dev build? It's even behind the stable! 
we push dev build once we have new stuff
There's one fix I need:
https://feedback.bistudio.com/T154240
please
We don't do pushes on friday
okay. But the sooner the better.
with please! 🙏
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)
Just wrote my first UI with import. this is amazing.
All those defines includes for mission UIs... 
Latest DEV 2.01.146823 crashes when trying to get into the Eden editor, https://feedback.bistudio.com/T154654
probably known. I think that was the crash that is already fixed in #perf_prof_branch
Are you running with -showScriptErrors @hexed citrus ?
Nope
@hexed citrus is that crash reproducible? It looks weird.
If it was 100% repro we should've already noticed that in our own testing
I get it everytime I try to enter the editor
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
I'll switch back to DEV and try again...
Still the same, Editor, select Altis, Continue, crash
A so you go to preview, not just editir
Are you using -world=empty? Don't remember the RPT
maybe something to do with startup params or profile stuff, like the person before?
in perf/prof
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
Try with world=empty that's what I just tried and didn't get crash
Nonempty crashing would actually make more sense. Still weird tho
Bohemia Interactive Forums
10 hours ago, killzone_kid said: For starters Linux server is built with every change in code together with win version. Also if releasing 64-bit Linux server is not showing love towards Linux server, then I dont know what is. Hence, are you a troll? On 7/20/2020 at 1:25 AM, D...
I haven't had any crashes yet 🤷
And I don't use world=empty
@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
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.
Has there been any changes to setDriveOnPath? The command was really useful when it was overriding the group enemy detection
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;
hmm perhaps the new unitcombatmode commands will be useful then to have a wrapper function to call the command then
The latest changelog looks very sexy! 😋
oh what does it say, I missed it
Bohemia Interactive Forums
11-06-2020EXE rev.146461 (game) EXE rev.146461 (Launcher) Size: ~ 310 MB DATA Added: Base CfgDustEffects classes to config (CfgDustEffectsAir, CfgDustEffectsMan, CfgDustEffectsCar, CfgDustEffectsTank, CfgDustEffectsTankSmall) and implemented them on vanilla vehicles - FT-T1311...
Lastest dev branch - same issue
#perf_prof_branch message
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.
🤔
huh?
DnA/Yoris fixed it
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
I just fixed that 40 minutes ago
Thank you!
just MP sync didn't work. workaround is to specify channel to be global in the command
@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
zip up your .Arma3Profile and .vars.Arma3Profile files from your Arma folder in my documents
and latest RPT
and mdmp of the crash
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
I mean "Land_PlasticBarrier_01_line_x6_F", "Land_PlasticBarrier_01_line_x4_F" and "Land_PlasticBarrier_01_line_x2_F"
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
check if steam verify files also resets it
Ah didn't noticed
[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?
both are running dev branch?
Yes
no markerChannel should be MP synced, but it should also take from the string I think
please make me a FT ticket forthat
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
Hello, does this EH https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Suppressed is fire everywhere it has been added? Or only where the unit is local?
Arma 3 Branches list : https://community.bistudio.com/wiki/Arma_3_Steam_Branches
what's new in the latest dev branch update? I don't see a changelog
changelog probably shortly
there is. are you messing with me again?!
I wasn't happy with how setObjectScale works so I canned it
the command is there tho

@full sonnet #screenshots_arma message

Had to leave soon to the bed, but that is fun 😄 Also hasmaps too, want to test them later
Changelog is up: https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3425769
Bohemia Interactive Forums
11-06-2020EXE rev.146461 (game) EXE rev.146461 (Launcher) Size: ~ 310 MB DATA Added: Base CfgDustEffects classes to config (CfgDustEffectsAir, CfgDustEffectsMan, CfgDustEffectsCar, CfgDustEffectsTank, CfgDustEffectsTankSmall) and implemented them on vanilla vehicles - FT-T131130 Tweaked: Appearan...
@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
I thought they were both referring to the same fix! 
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
ah, right!
oh no - sound attenuation...
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.
I tested it in helicopter 
what happens in aircraft, you can still hear it flying away?
what happens in aircraft, you can still hear it flying away?
Exactly

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?)
I tested the pawnee too https://twitter.com/dedmenmiller/status/1337083016439590913
I'll test again
Youtube vid:
https://youtu.be/RTwK0M9VwLU
Does not seem to be working for me.
I'll switch to dev branch and test it aswell
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
Do we get another build before Christmas?!
Strange that it does work for ground vehicles (tested HEMTT) but not aircraft though 🤔
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
Yep can triple confirm no worky in the pawnee here either 
Ahhhh. not working anywhere would be easier
no
Love the new setObjectScale however it's much more useful if we can supply x,y,z scale
wouldn't work in MP without wasting network bandwidth
I first did x,y,z and then changed it to only one scale
Ah, shame
Also not sure if intended, if you change the rotation via setDir or setVector it resets the scale back to 1
alright
but setting scale after rotating resetting the rotation is a mistake that I think I already fixed
ah ok, so we will be able to rotate scaled objects at some point?
if you sent me a build I could test.
since you said you couldn't test it
good to hear
don't have the time to make one anymore. on vacation now
dedmen actually taking a vacation
I think his vacation is playing games!
playing Hitman
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
lol, yeah what's going on in there?! 😄
look at those guys with their fancy extra chats
tbh I think a local version of setObjectScale with x,y,z would be fine
Noticed that simulated objects constantly change their scale back to 1, any chance of this being fixed?
iirc scaling is only supposed to work for simple or attached objects, not simulate dobjects @ripe star
an eachFrame loop can somewhat prevent the resizing tho! 😄
but the "no rotation" bug is ruining all the fun!
oh god, the possible buggyness of the game fighting to resize a unit, but a script automatically resizing it aswell 
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.
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 🙂
Still not fast enough 
I have opticsMode setter, but I don't like the syntax/usability
thank you very much for the various key types
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
When is 2.02 planned has there been a planned month? Or is it still early days?
There will be a dev-branch update with the latest stuff as soon as possible
Just to let you know: the next Dev-Branch update contains the Art of War DLC
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 🙏

👀

🍴 😋
awesome, have been curious about what is coming in the DLC (outside of the 2D/art assets)
https://twitter.com/tom_48_97/status/1354439730839105536
changelog: https://forums.bohemia.net/forums/topic/169362-tools-development-branch-changelog/?page=6&tab=comments#comment-3428755
A new Dev-Branch update of #Arma3 #Tools has arrived (Publisher, CfgConvert, Binarize)
Bohemia Interactive Forums
29-08-2017 Size: ~12.5 MB TOOLS BankRev Added: Ability to sort the columns on the main form Added: Shortcut Escape to close the detail dialog ImageToPAA Added: Ability to sort the columns on the main form Changed: The form showing the details has been reworked (layout, displayed information) Chan...
I didn't even know it existed!
do you mean art of war or arma tools
?
I'm quite confused with both options tho
Tools Dev Branch
Aah
well it hasn't been used in quite a while
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?
no noise reduction at all or just till its a setting?
not at all for now.
Not planned, will see when I fiddle with audio settings someday maybe potentially
Got it, thanks 
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?
no, why, how would that work?
They appear as arrays? They are HashTables, like the wiki page says
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
keys _HashMap1 arrayIntersect keys _HashMap2
I wonder if isEqualTo works on them? 🤔
Hmmm that seems way easier than what I did, thanks.
Hi folks! The Art of War DLC has reached Dev-Branch (RC-Branch to follow soon): https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3429253
Please check our notes about access / ownership during this pre-release testing. We look forward to your feedback: https://forums.bohemia.net/forums/topic/232694-arma-3-art-of-war-dlc-feedback/

Suit+T-shirt character model appears to have some selection/weighing problem. Visible when carrying a weapon
Indeed we're still looking into some skinning issues for the suits and backpacks especially. Cheers!
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:
You don't need to own the DLC to try new contents
Because they use the same changelog entries in final changelog.
ah, that makes sense
Planning to add ternary operators in sqf? ^^
[a, b] select _bool, here's your ternary.
😦
that's binary 😒
Which works like ternary if in other languages which is most likely what he meant.
huh where did you get that idea from 😄
I'm learning C ++ and there is such a convenient thing))
Also Supporter Editions will soon own this DLC by default, but we're coordinating with Valve on that, so it may take some extra time 🙂
So you're saying I shouldn't buy it before it's enabled for supporter edition like with Contact DLC? 😄
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)
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
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?
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)
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.
the performance improvement is only on the compile side right? or does it also affect execution?
the compiler has a optimizer, so both
well its a raw SVG file.
For me they are fine in Chrome, Firefox, Custom C# SVG renderer
It may be that is a huge svg will try with a custom raster, and see how it goes. Thx
Will the "Amsterdam museum" map be available in Editor at some point?
It's literally Altis
It is? I walked out of the museum and I didn't see anything
Altho I didn't mess around with it a lot
The big Salt Lake. It's really faked something
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?)
It's also available in Eden IIRC
Yeah but only as standalone objs, not compositions
loadFile the sqm and you will be able to copy it.
It's a charity DLC for a good cause, so I'm saying you should buy it as often as possible as gift 👼 😉 JK any support will be appreciated!
Data issues: https://pastebin.ubuntu.com/p/nhZWVrWC3n/
some of these probably warrant attention
RC-Branch is now also live for 2.02: https://twitter.com/Arma3official/status/1357682771603431426 
(Currently slightly newer data than Dev-Branch and with working Achievements)
We have opened the public Release Candidate branch of update 2.02 and the #Arma3ArtofWar charity DLC. Please help us test the build in order to achieve the most splendid release🎨
💡All details: https://t.co/1rZZFXViyI
📥Steam access code: Arma3Update202RC
Will it have markers and unicode commands this time?
- Tweaked: Optimized performance of ShipX simulation water collision checks
- Tweaked: Increased default network bandwidth settings
👆 These did not make it to Dev yet right?
I wonder what exactly this one 'adds'?
Gotcha, I'm just not sure what that particular one does/improves
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.
would be nice since some nifty new commands are being added... dare I say... often?
Can you say which was the last Dev update that was included in the 2.02 branch? Was it somewhere between the 17 Dec update and this weeks? Or is everything from this weeks Dev update included? I did notice that some commands from the last update are categorized as introduced in dev branch 2.03 on the wiki, while others are included in 2.01.
2.02 was branched on December 17 2020 at revision 147063. However, we manually select and merge certain commits after that.
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.
I think Dedmen will be able to shed some light on that one later 🙂
I'll await his response
Actually, if I got it right: 2.02 only contains a 'placeholder' of that command, so that further experimentation can occur on Prof.
compileScript works...
if they are not in changelog, then not yet. But they are in #perf_prof_branch 🙂
"adds" nothing, just a tiny bit more performance that I noticed while investigating other things
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
Do not rely on wiki much. As much as I remember unicode commands and markers was at 1.99 but not included in 2.00
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
Thank you for the clarification! I do recall isNotEqualTo being in the 1.99 dev category but it was not included in 2.00. I need to remember the wiki is community driven 😅
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
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)
That is for now not planned to land in release. It will be a #perf_prof_branch exclusive for some long-term testing.
There will be more #perf_prof_branch exclusive/experimental things in the future, so get on it and tell your friends 
Did u planning to add increment operators (i++ or i--) and +=, -= etc operators?
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.
sadly
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.
will the showcase "Cultural Property" be unlocked down the RC road or will it be available then upon release of the DLC?
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
well, then I'll wait for it ¯_(ツ)_/¯
could someone tell me if setUnitCombatMode command will make it into 2.02?
https://community.bistudio.com/wiki/setUnitCombatMode
i see it in the dev branch changelog in the back end of last year but not on stable
end of last year... it should be in by now
I don't like it tbh.
Opening someone's script and seeing that alongside # instead of select will depress me

# is a pretty useful operator. But it could've been better if it had a higher precedence than unary operators too (e.g. !_a#0)
not exactly an alias. it only allows for array # index, and has a higher precedence.
see the second comment here https://community.bistudio.com/wiki/a_hash_b
no, otherwise what would be the point?
interesting, that does make it useful, I have no idea why I was under the impression it was simply a late addition alias thing
anyone found the "unexpected surveillance agent"? 😄 seems like I am too blind to find it
its not supposed to be easy 👀
yep found him :)
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
Bohemia Interactive Forums
11-06-2020EXE rev.146461 (game) EXE rev.146461 (Launcher) Size: ~ 310 MB DATA Added: Base CfgDustEffects classes to config (CfgDustEffectsAir, CfgDustEffectsMan, CfgDustEffectsCar, CfgDustEffectsTank, CfgDustEffectsTankSmall) and implemented them on vanilla vehicles - FT-T131130 Tweaked: Appearan...
It was added to dev even before xmas so i guess it is in 2.02
ok ty
ctrlSetURL was added in august 2020, while we were preparing 2.00 release, it didn't make it to 2.00 but its definitely in 2.02
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).
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?
A man can dream ok 
could make it as nvg goggles with the nightvision disabled
no
Fixed: Formal Suit and Parade Uniform shoe soles were red
This wasn't intentional? I thought they were swanky shoes
It kind of was, but we still felt it stuck out too much in most use cases 🙂
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 !!!
↑↑ https://feedback.bistudio.com/T156035 ↑↑ FT ticket already available
That is not new though, you already posted that exact same error in october 2019
would it be alot of work to add the setObjectTextureGlobal function for headgear and vests?
yes
damn, that would of been so nice


