#dev_rc_branch
1 messages · Page 20 of 1
would something like this, be added to arma 3 in the future or rather no chance?
don't think so
I keep forgetting to make a ticket for this, but it would be nice if some the default ammo crates carried some the new ammo types for their prospective faction.
For example both the regular and pacific NATO ammo crates do not pack 5.56mm rounds for SPAR rifles.
@full sonnet Q: In the external link at the bottom of the isPlayer wiki page you mention that something is fixed in 2.02. Is the name command fixed (error no unit) or isPlayer or both? https://github.com/michail-nikolaev/task-force-arma-3-radio/issues/1096#issuecomment-725483996
Thanks for the info
Is 2.02 on rc?
yes
hi! i want to play arround with setTerrainVertex
i downloades both dev branches and used diag exe, and tryed with RC but i cant use it
any way to test it?
only on dev branch diag exe
oh ok, im trying with [0,0] setTerrainVertex 1000;
but cant make it work. im using advanced developer tools ( mod)
any docs from this command?
i only found this: 😄
https://feedback.bistudio.com/T156093
while you're at it, please let some AI try to run over the modified terrain and see if it works properly. Would save me quite a bit of time to retest that someday
We not getting this outside diag exe I guess
@full sonnet
i cant attach images here but:
-the ai ignores the change, i made a big trench and the vehicles ignores the big change in the terrain and jump off/
tested in both recent change, and chage terrein > editor > test
ok thanks 
some things i notice (just in case):
-
After some modification and reboot the game a few time, when load the mission on editor at some point "play mission" stop working
-
All terrein changes persist until reboot the game.
-
i found some weird terrain "cuts" when terrain was edited but when go back to editor it fixes (hard to explain with out a image :c)
"All terrein changes persist until reboot the game." or until you unload the terrain.
"(hard to explain with out a image :c)" you can link images here
Nice. https://i.imgur.com/7HJzCAr.jpeg This is a screenshot of a crater on a runway in Tanoa. This is quite cool once I worked out how to do this.
pls no links without description 
i just switched branch, but im quite sure i change maps and the changes where there
can you share the code? i found some problems finding the grids points or did you just move 1 vertex?
i used this to make craters with mortar hits, and .... "works"
(_this select 0) addeventhandler ["fired",{
_this spawn {
params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"];
private _pos = [];
_exit = false;
waitUntil {
if (isnull _projectile) then {_exit = true } else{
_pos = getPosWorld _projectile;
};
_exit
};
_aplana_cuadrado = {
private _cuadrado = [[0,0,0],[1,0,0],[1,1,0],[0,1,0]];
//_obj ="Land_VR_CoverObject_01_kneelHigh_F" createvehicle [0,0,0];
_h = ( diag_getTerrainHeight (_this select 0)) - 1;
{
//_obj setPos ((_this select 0) vectoradd ( _x vectorMultiply getTerrainGrid ));
//systemchat str ((_this select 0) vectoradd ( _x vectorMultiply getTerrainGrid ));
//systemchat str ( diag_getTerrainHeight (_this select 0));
((_this select 0) vectoradd ( _x vectorMultiply getTerrainGrid )) diag_setTerrainHeight _h;
} forEach _cuadrado;
};//func
//private _pos = getpos (_this select 0);
private _grid = _pos apply {floor(_x/getTerrainGrid)*(getTerrainGrid)};
private _cuadrado = [[0,0,0],[1,0,0],[1,1,0],[0,1,0]];
{
[_grid vectoradd ( _x vectorMultiply (getTerrainGrid*3) )] spawn _aplana_cuadrado;
}foreach _cuadrado;
sleep 0.5;
_pos = _pos vectoradd [0,0,-2];
_craterNuevo = createSimpleObject ["Land_ShellCrater_02_small_F", _pos ,True];
_craterNuevo setdir (random [0,180,360]);
_craterNuevo setVectorUp _vec;
private _vec = surfacenormal _pos;
};
}];
I used this.
getposasl player diag_setTerrainHeight 6.5
oh ok lol
I do not know how to move multiple vertices.
as far i understund, the map has a "grid" of 3.125x3.125meters, so when you give a position, it select the closest
maps/missions != terrain.
I tested terrain changes and it correctly reset for me. Not resetting doesn't make any sense anyway
grid size depends on terrain
Getterraingrid gives that value or i need another command to get it?
afaik thats different
The 3rd command added gives you the grid coordinates from world coordinates
that gives you the conversion factor/width
I’m close to understand it lol, I’ll do a Few more test so I don’t ask everything like an 5yo
Thank you!
Huh, is the terrain cell grid also the grid that can be turned on in 3den, or is that a different one?
Is that diag exe only?
I mean this: diag_getTerrainSegmentOffset
yes
I don't see any harm in adding it to the main branch
Well it returns the coordinates in heightmap, doesn't it?
I'm not really familiar with terrain making, but isn't that what defines each terrain "cell"?
If so, it is useful. You can predict the gradient changes with it
yeah maybe
Yeah! That's the one! 😄
I asked for this command before:
https://feedback.bistudio.com/T151907
Except I wanted the terrain cell size. But actually I wanted it for this exact purpose.
I just tested it and it does exactly what I wanted
So if you could implement it in the standard build I'd appreciate it
Also an inverse variant (heightmap to world)
we really need this commands in main branch 😫
yea, it needs more time, but i really like it lol.
it aint break it... the ai just ignore the change
it will be nice ... but still is quite usable
for some trenchs and some terrain manipulation for buildings
Setter also triggering an AI blacklist area? Or just a command set for AI area blacklist for paths? 
An blacklist area for ai will be a really good addition, no more blow with friendly mine fields or like 100 more uses I really thinking now.
Damn, will be awesome to have a ai blacklist area
Or don’t use it with AI 
regarding steamcmd: it seems that it tries to download my subscribed to workshop content, how do i disable that?
setObjectScale in the editor now instantly crashes the game for anyone else?

What were you trying to use it on?
Ok thanks. Must be something on my end.
Tried vanilla, VR map, and "(get3DENSelected "object" #0) setObjectScale 1". Crashed times in a row
On random prop objects
on dev branch but not on RC?
Only tried on dev so far.
send me crash mdmp via DM
Was RC released today? (I mean after Dedmen's "fix")
No
F***
maybe this is why:
Fixed: setObjectScale on Simple Objects scaling relative to the current scale instead of the original scale
it is
copy paste error. e != obj
problem only happens with objects that are blacklisted outside of editor. So simple/attached still works
no need for the crashdump then
That explains why my Miller occasionally grew 65,000 times bigger than usual...
(with setobjectscale in a script loop)
Yeah
you should've used
_obj setObjectScale (_scale/getObjectScale _obj)
but it's fixed now
just not working 🤣
everything thats supposed to work (attached, simple objects) works.
the "scale everything you want" for editor is just a optional-ish extra
I wanted to create giant soldiers
and it kinda works 
onEachFrame {
AI setObjectScale (2/getObjectScale AI)
}
(this is for the previous build)
I guess I shouldn't have told him! 😅
it might land broken in tomorrows RC branch still. But fix is up
@full sonnet Does the command also "scale" the damage?!
I remember shooting one of my giant soldiers in the foot and he died! 🤣
It's the "David and Goliath" feature.
Thanks for the ping @misty aspen 
Happy to be of pingy-help
It's the first time that Dedmen thanks someone for a ping
He usually gets mad! 🤣
I'm always nervous when I ping him! 
You just gotta know when a ping is appropiate
Thats one of the two lessons from this:
- There are appropiate times for pings
- double check your copy pasting

It's a lucky dip when pinging lol
better I find out now than on the weekend or monday
True. So is the 2.02 dropping with the DLC release? 23rd Feb
releases always come with game updates
Yeh I did think that in my head tbh
:) good stuff
Would Gifs work in arma lol
please don't
🤫
hastily leaves the room
note: if any of you has any crashdumps from recent (or latest) versions of RC, make sure you put it on feedback tracker then shared url or DMed download (7zip of rpt/mdmp/bidmp) to me
any ideas what i am doing wrong ?
image of Diag_drawmode error
@ dedmen I will send you the crash dump and log
You need to press abort with diag mode
use cmd line option: -noAsserts
ok thank you I will add that as well
The new AoW mission generates ~162 MB saves. What does it have in there? 
dats a lotta save
debinarize it and look 
I think we don't have compression turned on for savegames.... 
Quick guess: @short marsh's dirty unit capture paths? 
if its that then my script serialization improvement from #perf_prof_branch should do quite a bit there
So I was wondering, in the diagnostic branch, the "Mines" command, is there a definition of what each circles around the mine means somewhere? I can deduce green is trigger but what is the purple one?
diag_toggle "Mines";
on the wiki it says
//Mines - displays nearby mines, their properties and radius
but it doesn't say what the circles mean, or I'm missing something
Ugh mines has no documentation in our documentation
Do you need to know what the colors mean?
Ah well, I can't look in the code now so can't tell you
If you remind me in 10 hours I can look
That'd be nice indeed, I'll try to remember 😉
smaller circle is green if armed, red if not armed and is size of "mineTriggerRange"
the outer violet circle is "mineTriggerActivateRange"
I guess thats the distance from which it will start doing more expensive checks for whethre you're in trigger or smth
https://community.bohemia.net/wiki/setCombatBehaviour
Thats in 2.03 dev branch yes?
Is 2.03 a smaller like hot fixy type update or is it quite a way off?
Reason I'm asking is mainly for a friend "genesis" the author of vcom he LOVES this command and can do all kinds of magic with them 🤓
Thanks buddy :)
If I could post a video of him testing it? You can see how well it works etc
It means it'll be added in 2.04
so way off
Cheers
missions download speed is super fast now. connected to a server and it downloaded 9 MB mission in seconds
would be cool to know the new bandwitch values (i have those all customized)
Does anyone know if dayz and arma use the same funtions?
what is the actual root question you wanted to ask?
Because there is no answer to that that doesn't end with a question mark.
thx will copy that into forum for the non-discord people
(gladly i dont need to change anything as our settings are higher)
mh.
my numbers may be wrong
heh
ah no, no they're right
atleast the top min bandwidth ones 
yeah we tried a bit around.
for the sockets we have:
initBandwith = 65536
MinBandwidth = 125000
yeah just understood XD
init is between min and max
we have no max for sockets is that an issue?
then the default applies
let me guess that makes even less sense now (for my config)
I don't know what the default is
and I'm not gonna check now
cant find it, but that no problem
This one has old defaults.
Btw I rechecked my minBandwidth numbers and mine were correct.
Biki has wrong defaults listed
Who can I pay to release the set combatBehaviour command 👀🤣 just kidding or am I 
You must buy BIS first 
Or the entire Arma 3 project
any clue as to what this RPT spam means?
19:13:33 Ref to nonnetwork object Agent 0x989a40c0
19:13:33 Ref to nonnetwork object Agent 0xd1c4c1c0
19:13:33 Ref to nonnetwork object Agent 0x91e100
19:13:33 Ref to nonnetwork object Agent 0xffee20c0
19:13:33 Ref to nonnetwork object Agent 0x98e140
19:13:33 Ref to nonnetwork object Agent 0xa7dde100
19:13:33 Ref to nonnetwork object Agent 0xd805e080
19:13:33 Ref to nonnetwork object Agent 0x989a40c0
19:13:33 Ref to nonnetwork object Agent 0xd1c4c1c0
19:13:33 Ref to nonnetwork object Agent 0x91e100```
Did you guys push a new dev branch update?
Or is my Steam being stupid right now?
@full sonnet ? 😬
I think it was my Steam 

can the hotfix still be tested or no longer necessary?
you can test it if you want
There is a chance it will get released later today, but that depends on further QA tests.
copy - only back home in 3h. will see if still necessary then. need to confirm the AoW steam protocol fix 👻
Is Sound Sources the Output?
ye, didn't do the UI yet
it was sound sources before, I'm replacing that
Ahh wasnt that the thing where you selected the amount of them?
oh, that didnt do anything?
yep
Need a short tip for translation.
I think
"Output device:"
"Audioausgabe:"
Does that sound right?
Maybe "Wiedergabegerät" for german?
@lucid totem what would "audio output/playback device" be named in french?
Sortie audio
"Audioausgabe:"
Ausgabegerät?
I don't want this to turn into another "Beenden sie Arma mit der Trägerrakete" 
or the Ast you can select in the launchers settings
truly 10/10 translation, I think I posted a picture of that a while ago
Oh nevermind its "Zweig" not "Ast" https://cdn.discordapp.com/attachments/241011499319951361/812432135347503144/unknown.png
Btw dedmen how long did it take you to implement that device selection? someone asked about it
about two days including today
When speaking about sounds, maybe I'm doing something wrong, but when I start ArmA III and my audio is set to speakers(Windows settings) and I when I grab my earphones, switch audio output to them, ArmA III audio output does not switch seamlessly to the earphones, but it stays set on the speakers. There is no in-game option to switch output, so only way to solve this situation is to restart the ArmA III. Maybe I've overlooked something, but it would be nice if this output worked seamlessly or having power to switch it in-game.
That's literally what he's working on, I think.
^
I see it now, sorry 😅
He's working on a way to switch the audio output device ingame
Nice job on the audio selector 👍
should be one for default as well that follows OS settings?
That would be convenient
no custom device set == default. But yeah good idea, always add "Default" first option
you cannot really reset it otherwise
Using "Standard" for english would be wrong right?
"Default" is much better. I don't think we have a translation for such a simple thing yet
I think standard would work but not sound as nice? not a native speaker tho
So
English: Default
German: Standard
French: Défaut
Czech: Výchozí
english/german sound gud to me
I originally wanted to do the "volume reduction when on map screen" option together with this.
But now I don't feel like we need that at all and probably just want to keep it out 
For the "Refresh" button, will also re-initialize the audio output, for that moment when you replug your headset and Arma stops outputting sound
Not sure if "Aktualis." is correct in german, but it also updates the list of audio devices
spanish Actualizar
french Actualiser
chinese 刷新
japanese 更新
korean 새로 고침
portuguese Atualizar
chinesesimp 刷新
turkish Yenile
Aktualisieren is fine imo
another option I could think of is neu laden, but that'd be longer and not sound gud
But now I don't feel like we need that at all and probably just want to keep it out :PikaThink:
why
because effort :u
too much UI?
update default on refresh as well?
seems like arma does not handle that so well today
I don't know if I can detect broken output and auto reset.
And if that fails I don't want to auto reset every frame and kill FPS. so I'll leave it as manual
having ability to redetect default is a great addition even if manual 🙂
really great stuff, so annoying when that happens halfway into a 3h TvT
Besides the spacing below refresh button, I think thats final

And the refresh button also works nicely as a "does this crash when I spamclick this?" test 😄

Actually don't eliminate this!!!
Because it works!!!
When you lower the number, there are sounds that you simply don't hear or they aren't played.
Have had that problem with JSRS that has not only different to vanilla sounds, but also sounds for stuff where there are simply no sounds for it 8n vanille and thus you have more sounds played at the same time and if you have number of sounds by default on only 96 instead of 128 max you can select manually - you don't hear a lot of them.
Or you could remove/replace it if you raise it from default 96 to 128, since this selection won't be available anymore after
No it doesn't work.
It has been replaced by a different system, with hardcoded limits set in config.
I literally uncommented the variables and there were no errors because they aren't used anywhere.
if you think it works, then its placebo.
Hm, some vanilla peeps might like a mic selection thingy
Yes I thought about mic selection, but its quite a bit harder
I hope it's now set to max possible or if not that it will be
Again. It doesn't do anything. its not set to anything, I completely removed it because its unused
there is nothing to set to "max"
What I mean is that I hope that by default it's the max possible - hard coded limit and not under the limit
There is no default
Its hardcoded config entries, and they have been there since 2015.
The audio settings option has done NOTHING since 2015 no matter what its set to
Ok, then that max possible is hardcoded or if not, increase what's hardcoded since 2015 to whzt the engine is capable of, for better immersion
Hope it's clearer like this
JSRS fixed their amount of used sounds as well in their sound shader rewrite
Also in french you don't say "défaut" for "default", since "défaut" means "Mangel" und nicht "standard"
In french you can only say "par défaut", like by default
Without "par", which means "by", "défault" only has a completely different meaning
Same goes for russian - you don't say стандартный (standard) in russian, but only "по умолчанию" (by default) and no other options here
@lucid totem help, French for "Default" in sense of "default audio device"
@lucid totem tell him that "défaut" means "defect/vice" and only "par défaut" means default )
I won't decide in the end anyway, I can only write notes for the translators who will decide on their own
"Défaut" or "Par défaut" yes
default device = matériel par défaut
Option: Default = Option : par défaut
@full sonnet 😄
défaut can be understood as "an issue" indeed
(but it is tolerated as "default" value as well, mostly by English translators)
best = Par défaut
Tolerated )
yes, "faux ami" as they say here - close to English, but different meaning
Same for russian - "по умолчанию" and not "стандарт" (standard)
Do you need Polish translations as well or is it too late for that?
Asking because your screenshot for that "Standard" translation in Polish seems to use the adjective for the feminine noun (instead of neutral, for "output")
I've seen that you seem to have decided to go with default instead but still, if you need sth - hit me up
I don't need any. Translations will be done by our translators. I just wanted to provide some hints so they all know what is meant
Question.
Volume reduction when map screen is open.
Limit it to 25-100% or just allow players to choose full range of 0-100%?
I wanted to limit it, but I saw that you can also just set your effects volume to 0 to get total silence anyway
For consistency I would go 0-100
Also should it only reduce when you are inside a vehicle (as it was previously when the vehicle drove/flew away) or also work when on foot?
Or don't allow configuration. Who and why would reduce volume to silence and sacrifice situation awareness
The dozens/hundreds of people who used the bug to get silence in the last 7+ years
Imo let player choose and make it only in vehicle
But that was a bug. Now suffer and get footsteps in your head.
If that feature should emulate concentration of attention, then should work always
When is it loud enough when on foot to warrant it though?
helicopter starting nearby. Same as if inside the vehicle.
But yeah. if we only focus on reintroducing the "feature", then it should be inside vehicle only
Imo it'd be more likely to lead to people getting annoyed by the sound getting quieter/louder while walking to an objective and looking at the map every now and then
Anyways, should be 0-100, because choice must be
And don't intro this on foot. Let it be like it was
Eh, I'd rather have it enabled on foot due to aforementioned helicopter starting, and other such noise that can happen when planning in a starting area for a mission. Also consistency. What's the difference between being in a vehicle vs on foot? The sound reduction's already "unrealistic" unless you go by the concentration angle.
You know, at this point you could just implement a volume reduction keybind.
There's no real precedent for this in other games, yet still many units/mods have introduced stuff like this already (ACE, ACEX, AFI)..
https://github.com/Quailsnap/WHA-Earplugs/tree/master/wha_earplugs.Stratis/wha/earplugs
If so, then a keybind but with a function to activate from script too
Could include what other implementations have done with optional automatic attenuation when entering certain vehicles.
Thats what i though, but let the user decide the rate and have an alternative syntax to override that
Basically the same way viewdistance wirks right now
I like the idea, but won't happen, pretty sure
Is allowing players to set the volume reduction and having a scriotcommand to trigger that reduction more viable?
Would unify the "ear plug" scripts a bit
neat idea. But that'd be a new feature and thats currently not planned
And knowing Arma, they'd want to introduce a physical item that would be an earplug (like with the map, radio, etc...) and you'd be able to use them only when you have the earplugs in the right slot 🙂
Let me help you:
A) the volume reduction on the map is what was originally asked for so it could be implemented as a method/function
B) a script function that can call As method/function
You could do A in a way that B wouldnt require much work
Thats the idea, to have a standard interface for that
I'd venture a guess that adding a new slot to the player interface would be kinda a big deal right now, along with changing the interface itself, to start with, etc 😛
Nah why a new slot, we have the headgear slot already
With interface i meant script to engine interface
If you have the option of using this feature outside of the map via script it makes it way easier to do something like, if you put headphones in your headgear slot -> reduce volume to userset value
Or for ACE, you have a nade detonating close to you-> set reduction to X value
(Its done in a similar way right now, just would be more convinient for outside people to make smaller standalones for that)
I know what I can do.
But I'm telling you its not planned for now
that was more targeted for the PM to have that when some new feature are planned
both diag and normal exe seem bugged after yesterday's dev branch updates
did already a steam verify but didnt help
it always halts after scanning the configs (0% cpu use/A3 process stops and does not generate a window)
even with running pure exe and no startup params/my profile/any mods
cannot reproduce.
plain dev branch diag binary loads fine till main menu.
normal arma3_x64.exe too
File: arma3diag_x64.exe
CRC-32: 72ed53f5
SHA-1: 299e4fa9194e26e9a6707ba72b4bfb232bc85362
SHA-256: 9ded0cebdfb4344b2565ade959deed7396d2a0af0abac341943cccf10bf98a04
SHA-512: 59090c72766680422cabc95c628243ab912c13d67ae4c7952114f9117a622b9110e85fd2c114241114479fa3a093ff1995a6c741374d965b4d9a7eece56a2df5
File: arma3_x64.exe
CRC-32: ef6a80b4
SHA-1: 60115c2cfabc4a861b89bb11ac71534bb7d95176
SHA-256: 30785eb496b4544ce7978d8a15214037daf7f9f61c737a9babdb5fdbd35adeb0
SHA-512: 35dc88c7365db7d473cabf1fdd6d15d48a2302b099ba58d08813b716fa953d85c9fd7b702b5b294989ca0bdc9a37123f5e2701446e1b544c1d6b3faa8618e2da
stable branch still works fine
72ed53f5 yep I have the same binary. works on my end
weird. maybe the classic pc restart will help 😐
@scarlet root did it help?
I got more reports by two others now. But also weird cases and can't repro myself. But I got a dump that should show me where it spends its time doing nothing
Hi, would it be possible to know the access code to unlock the development please
There isn't one for dev branch. Should just appear when you switch to betas in steam.
It's good, thanks
is it possible to somehow hide all the errors that are generated when exporting the map to SVG file?
what errors?
there shouldn't be errors?
maybe he means the errors you always see in the diag exe?
also why doesn't anyone fix that? 
Well I had an issue while exporting Lingor as SVG, one object produced around 800 errors I had to manually skip, but the file was fine
So being able to just hide those errors would be great
Unfortunately I can't show you the error screenshot and I don't recall any certain numbers or elements of the error. Also sorry for underelaborating but it's my first time using dev branch and I don't really know if such behavior should be expected
@full sonnet unfortunately not. stalls on the loading image
working on it in an hour, I think I know what it is
what errors though :u
There are dozens of thousands of possible "error"s
Ah, Well can't do much against broken/bad models
but you can launch with -noAsserts to disable the asserrts
thanks
but asserts should only show for internal
no diag too
NICE
what exactly is meant by Tweaked: Made materials used on MBT-52 consistent with those used on Nyx (the new materials should also be more friendly for community retextures)?
and how are they more friendly for community retextures?
They made them less shiny so they look better with dark coloured retextures
This illustrates the issue that I think they were trying to address https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3430741
On 11/7/2020 at 3:41 PM, 1212PDMCDMPPM said: Hello, I dont quite understand how getAttackTarget is working. When is it reseted ? If I make an AI flee the area, its still giving me the same result. If I use forgetTarget to make sure the attacker is forgetting what unit he was engaging, getAttackTa...
Is the latest development branch release also extremly choppy in performance for everyone ?
Like, in Eden, you move the camera for two seconds, then it stops for a second, and repeat
I am only getting semi regular down to 5 fps grinding phases for a few seconds but thats even with 2.02 and might be my old hardware or IFA3
problems like that need repro, e.g. scripted camera flyby or something like that
Yeah, i just wanted to see if it's a known problem already
We've just opened the 2.04 RC Branch: https://forums.bohemia.net/forums/topic/183855-release-candidate-branch-announcements/?do=findComment&comment=3434697
Perhaps you can see if those performance issues are also there for you, @north totem?
Will do, thanks
will the steam security features be enabled by default or do we still need to opt in?
you still need to opt in
@winter crescent Happy to say, RC does not exhibit the problem
Support for precompiled SQF Bytecode (not currently applied to vanilla data)
Not applied just for RC or will we need to keep using the "companion mod" in 2.04 after release as well?
It doesn't need the mod; this just means we have not / will not in 2.04 precompile vanilla SQFs. I'll try to clarify in the message 🙂
However, perhaps that means some kind of companion mod can offer an opt-in to vanilla precompiled functions. Dedmen will know better than me.
I'm asking because I'm already using it (from Dedmen's workshop) with the perf branch and just wanted to know if I will need to keep using it when 2.04 releases. It looks like the answer is: yes
For 2.04 the whole feature is mostly meant to benefit mods (and test it broader). Possibly in the future we'll then also start including bytecode for vanilla data.
2.04 does however initialize functions in a way that it can deal with bytecode, when available.
you can if you want bytecode for vanilla functions.
But the support for CfgFunctions will be built-in to basegame and not need the companion mod.
Not recommended to use the companion mod together with RC, as RC now has the UI and CfgFunctions changes that companion mod does too, them both doing the changes could cause issues
Still not 100% sure if i understand what "support for CfgFunctions" means.
What I am actually asking here is: will there be any bytecode actually shipping in 2.04 or just the possibility to use (externally provided) bytecode. I thought I understood that YorisYan meant the latter but you got me confused again, now 😄
no bytecode files shipping in 2.04 data.
Only ability to use via compileScript command.
"support for CfgFunctions" means that CfgFunctions uses new compileScript command (without which, no bytecode ability)
Fixed: Launcher was not listing the official servers
Finally I can stop telling people to searchname:Bohemia Interactiveinstead
Added: Platform support for Arma 3 Creator DLC: S.O.G. Prairie Fire (actual DLC content is not part of this update)
does that mean it'll be released sooner than csla?
Seems so:
Bohemia Interactive expects to publish more Creator DLC projects in 2021, starting with the release of S.O.G. Prairie Fire in the second quarter of this year.
https://arma3.com/news/arma-3-creator-dlc-sog-prairie-fire-is-coming-soon
So Vietnam stuff is coming even before Iron Curtain lol
Is setUnitCombatBehaviour in 2.04rc?
seems to be in but.... theres a problem with it
if you have a group of 3 people
unit1, unit2 and unit3
if you put 2 and 3 into careless but 1 is aware
the leader will automatically change their mode back into his state.
ignore me thats setCombatBehaviour
Support for precompiled SQF Bytecode
Does this mean that it can be turned on for a scenario's CfgFunctions too?
I would assume yes, the companion mod for the current profiling branch, which already has that feature, changes the cfgFunction compile code to use compileScript which supports both sqf bytecode and regular sqf.
This means that there's no need to do anything and it will applied on current functions automatically?
You can use bytecode in missions yeah. But you ofc need the bytecode
Is it opt-in or opt-out?
currently you need to compile the sqfc files yourself
Sorry to continue bothering you guys - how can i do that?
found this
Open source ArmaScriptCompiler on github.
You need to compile your sqf files to sqfc files, and pack both together in your mission/mod pbo
looks like it works, after all this hell of a job (clone repo the right way (if you download it as .zip it will not include dependent repos), install cmake on windows, sort out how to generate project for VS2019, disable antivirus because otherwise no output executable file will be there and you will get access denied error on launch, fix hardcoded paths et cetera) 😅
but files with preprocessor #include instruction are failed to compile
Failed to include '\A3\Ui_f\hpp\defineResinclDesign.inc' into file 'C:/documents/comp/SCRT/UI/fn_ui_setMinefieldCost.sqf']
is there any way i can provide such files for it?
Only ability to use via compileScript command.
Is there anything need to be done with it or game will automatically use .sqfc files?
saw somewhere that if both .sqf and .sqfc files will be provided then .sqfc file will be used in, for example, functions that included into CfgFunctions metadata file
class SCRT
{
class Root
{
file = "SCRT\Root";
class root_exampleFunction {};
};
};
?
is it possible to have both the regular branch and dev branch of Arma installed at the same time? And if not, how big is the download for switching back and forth? thanks!
Yes. See Game Updater in the Arma tools
You can get a precompiled binary from CI, there’s a PR build with config file
You need a work drive setup with extracted files for all dependencies (or virtual dokan drive)
i need to use this
https://community.bistudio.com/wiki/Work_Drive
and extract all dependent pbo's there, right?
You can create it manually it its just a few files
Or arma3p in mikero tools
Or dokanpbo for a virtual
diskmgmt will do the job too?
What does that do? Update my arma/check version? Change to dev branch? Enable both? Can I use one or the other? It's not clear.
It allows you to have more than one install of arma 3
thank you!
it's only a few hundred megabytes to 1 GB for the current branch (it only downloads the diff)
for some reason, extraction didn't work
i extracted the entire game to P drive via Arma 3 Tools and ArmaScriptCompiler throws this error:
[ERR] [L11|C0|.../fn_checkRadiosUnlocked.sqf] Failed to include '\A3\Ui_f\hpp\defineResinclDesign.inc' into file '.../fn_checkRadiosUnlocked.sqf'] ':FileIO returned no file.
did you setup your drive correctly?
Yes, i pressed Project Drive Manageent
here's an example config for compiling CBA
{
"inputDirs": [
"P:/x/cba/addons"
],
"includePaths": [
"P:/"
],
"excludeList": [
],
"outputDir": "P:/",
"workerThreads": 8
}
then i selected Mount the work drive (P), then Extract Game Data and all operations were successfully finished
ArmaScriptCompiler sees the virtual drive (at leasts it put log.txt in it's root)
where i need to put this config?
it's only usable together with the PR build
include path with root drive must be DRIVE:/ for it to be used as root
inputDirs - source folders?
includePaths - folder with dependencies?
yep
figured it out, thank you very much
the only problem is sqfvm false positive error checking -
Parse Error: syntax error, unexpected IDENT, expecting } or ; or ","
this string causes error above for some reason
private _baseConfigQuantity = _baseInputClassesMap get _cfgName;
but i guess there is no way to bypass it, as it is the same error that appears in vscode with sqflint plugin
Ready to use binary is WIP, and should be ready by the time 2.04 releases
get command might not be supported yet.
I need to update the compiler with the new commands
yep, it's not in the command list
but it is in sqfvm 
does this need to be specified in function.hpp?
ext = ".sqfc"; // Set file type, can be ".sqf" or ".fsm" (meaning scripted FSM). Default is ".sqf".
or direct path to file through file prop
i'm asking because i'm getting identical benchmarking results when both sqf and sqfc present, so i have a suspicion that sqf variant is still used instead of compiled one
and when i manually delete sqf file from folder with function and only sqfc is present, i get script blahblah.sqf not found messagebox ingame
you should still use .sqf and leave the sqf files or you'll break support for current arma 3
it will use sqfc instead of sqf if present
it's a build time optimization of sqf
it will use sqfc instead of sqf if present
looks like it does not work in some cases
Code:
[(position player), 5000] spawn SCRT_fnc_effect_createBurningDebrisEffect;
//when only sqf is presented
Execution Time: 0.0046 ms | Cycles: 10000/10000 | Total Time: 46 ms
//when both sqf and sqfc are presented
Execution Time: 0.0047 ms | Cycles: 10000/10000 | Total Time: 47 ms
//when only sqfc is presented
mission failed to start as script wasn't found
//when only sqfc is presented and ext = ".sqfc" explicitly specified
Execution Time: 0.0023 ms | Cycles: 10000/10000 | Total Time: 23 ms
nevermind, in the last case script silently does not execute at all, as i'm not seeing visual effects 😕
which version of arma 3 are you using?
2.04RC
I wonder if the recompile loader is included ootb, haven't tried RC yet
no
spawn is a invalid test. Your performance test is nonsense
you're testing the performance of spawn, not of your script
also using sqfc doesn't mean you'll get magical performance improvements
no thats nonsense.
runtime.register_sqfop(binary(4, "get", t_hashmap(), t_any(), "Receives a value from a hashmap.", get_hashmap_any));?
yes thats not supported, you need the sqf as fallback in any case
No. ArmaScriptCompiler does special
yeah, I see the separate command list for sqfc
well, i just wanted to play around with new feature and i think that if it will squeeze additional performance (even a little), then it's worth a try
anyway, thanks for answering my questions
Does Anyone Here Know How to use server Blend Provider!
@full sonnet Any documentation for the bytecode format / how it works anywhere?
outside of the compiler, no. What would you want to know about it?
How the binary files are structured, I would like to update my own SQF compiler to be able to compile to a binary
Probably easiest to just go of the compiler's code
https://github.com/dedmen/ArmaScriptCompiler/blob/master/src/scriptSerializer.cpp#L127
Alright thanks, that is what I am currently looking at
Location info is mandatory currently right?
You can leave it empty/default values
but that will of course F'up ingame errors, and str'ing code pieces
Are they used for anything besides error messages? Does the game convert the bytecode back to code when displaying errors etc.?
they store the string version of the code
for str command, and error messages
A error in the length of that string actually broke BIS_fnc_holdActionAdd. So it is somewhat important.
Though depends on the script. if you know you never use str on the code, and never have any errors in your script, you could do without
That makes sense, makes it a bit more cumbersome to generate bytecode for something that did not come from a script (if I modify/re-write parts of the AST), but of course I can just compile that to a script which can be used as the reference
So it strings the code by grabbing what is between the smallest offset and largest offset of whatever instructions correspond to the code?
uh..
somewhat yes, but not really no
it strings the code by grabbing all the code. From start to end
Yes, str'ing code can be a problem if your code cannot be represented as SQF. Nothing I can do about that
But what if I have:
a = { hint "hello world!"; };
hint str a;
It needs to know that it should on str part of the file right? Or perhaps you cant use str like that?
yes it needs to know this part as string hint "hello world!";
Does that mean each code block gets its own file?
Nevermind, I see each script code piece has its own offset and length for the string representation
thats just done to save space in the file by only having the string once and using offsets for all references to it.
If you want to be lazy you can just use a seperate string for each, but you'll then have tons of duplicates and wasted space
Oh, so the string representation is stored as a constant string?
And then the locations part of the binary is just so we can have nice filenames?
I see, so the pointer is either an offset/length in whatever parent is or a an index to a string in the constants
yes
yes
yes
@full sonnet Is it possible to add these messages to the debugger? Understand where they are coming from
15:30:09 Performance warning: SimpleSerialization::Read '' is using type of ,'TEXT' which is not optimized by simple serialization, falling back to generic serialization, use generic type or ask for optimizations for these types```
If I remember the next time I do more -debug stuff maybe
If it need, i can open ticket on feedback
there is a WIP ticket from kju for more debugging context
best collect all the things there
how can I run the diag.exe from the A3 dev branch launcher? Or else, how can I load a mod when launching from the diag Arma 3 .exe?
make a shortcut or bat file and add the mods via -mod=@mod1;@mod2 argument
or even better: run the normal exe with the mods and parameters you want, get the command line parameters, and use them in a bat
thank you very much! I got it to work.
lifehack 😄
I just rename the diag exe and the launcher runs it
How do I actually get the game to run a bytecode script? Can I just execvm, etc. it as I would any other script?
it becomes a function (code)
you can't execVM it
you'll have to call/spawn it
or use it in a similar way
like onEachFrame my_fnc_function
Do I define it in CfgFunctions?
you can also compile it from a file
using compileScript
but it becomes a CODE
Okay, and with CfgFunctions it can load a pre-compile function then?
And if compile a function using compileScript is there any way to save the binary representation to disk or somewhere else?
dunno, Dedmen knows better (tho I'm not sure why you'd want to save the binary version 🤷 )
Okay, thanks alot
no
Added: OnDisplayRegistered and OnDisplayUnregistered scripted Event Handlers
- https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/?page=57&tab=comments#comment-3435048
that's an interesting note. i suppose it only works with displays that use BIS_fnc_initDisplay?
It does not say "scripted event handlers"
so I would assume it works with anything.
it does?
ah, I'm blind.
Yeah then I would assume it works same as CBA stuff. initDisplay calls the EH
now that function would just have to work with mission displays 
The Release Candidate branches for update 2.04 have received a small update. They now contain translations for the new audio options, and a few fixes were applied as well🛠️
💡Details: https://t.co/08vB6JsFVI
📥Steam access code: Arma3Update204RC
If anyone has any critical problems, now is the time to report them :U
Anybody else having problems with kbTell and the latest 2.04 RC?
In MP if I host a mission I can see the kbTell messages as host, but a connected client can not.
Same if the server is a dedicated one, no client can see kbTell messages (kbTell always executed on the server).
This wasn't the case in 2.02 and all prior A3 versions...
are there some chat channel changes/fixes in 2.04 RC?
I also got a report of a issue with chat/markers/tactical ping in campaign mission.
But it turned out that after respawn the player doesn't respawn into the same group, so they ofc don't share group channel and thus don't see group channel messages and markers.
Couldn't find any issues with other chat channels
If anyone has a repro of a problem I can take a look at it
What about the kbTell issue?
It has so far not surfaced in our build tests of the vanilla content, but it doesn't mean it cannot be broken. There are no relevant changes I've spotted. I think we'd need more info / repro. You are using raw kbTell or BIS_fnc_kbTell and similar?
I'll make a ticket with a mission to reproduce it when I'm back from work
hi! action menu (Siren On) is not localized! all vehicles form DLC Orange (Laws of War). string is not localized since dlc release date. Screenshots: 1. https://postimg.cc/jDXh3Dmy 2.https://postimg.cc/rDnrtx7Z 3. https://postimg.cc/5jVSJqJ8 pls fix it! thx a lot!
and when vehicle with enabled siren is destroyed. it still playing siren sound. (tested in multiplayer)
same with GM police,ambulance, both east and west, (tested month ago or 2 cant remember in SP or in MP,.)
kbTell problem repro up: https://feedback.bistudio.com/T157946
I'm using it that way since A2, and yes, kbTell raw.
Thanks for the report!
@hexed citrus you were running profiling branch right?
Did you try the same thing there and it was fine?
Thanks that should help alot, most of the changes were merged to prof so if thats fine shouldn't be much stuff left that I need to check
I'm not sure if it already happened with the VN exe
It should've, there weren't any related changes after VN
Ok
I also noticed the audio is played, just the subtitle is not shown.
Thanks, found it
just to double check: BIS_fnc_fadeEffect was changed intentionally to apply/keep the same fadeSound as it had prior? (before it was setting to 1 at the end)
@unreal arrow?
to be clear: i think new behavior is better. maybe it should be optional via parameter - hard to say how much existing mission rely on that
I described problem in the mission. when 0 fadesound 0 applied before BIS_fnc_fadeEffect then sound stays muted after "black in" is fired. All I need to know if its bug or feature 🙂
ok ok new update, seems the fnc started to sending out the same level of the sound volume as it gets on the input which it doesnt do in the stable build. So guess they changed this thing. So probably not a bug - I can fix that on my side
Original reference: https://feedback.bistudio.com/T156413
I've just checked and apparently we're not using this at least in vanilla content. It was deemed a safe change, but if it causes issues in community data, let's hear it 🙂
@hexed citrus, Dedmen's fix is live on RC branches.
I'll check as soon as I'm home from work.
Thanks for letting me know
@winter crescent
It's working fine again 🙂
Thanks guys
Yes, the function restores everything to the levels it was before fade out, as this would be expected, and if sound volume was not manipulated it should restore to default 1. However if it was manipulated and mission designer lowered it for balance for example, the old behaviour would set it to 1, which I thought is worse than force it to previous value.
yep agreed. thanks for double checking 👍
Can somebody confirm that colorOutside[] parameter of a map control is hardcoded or something? Can't seem to modify colors in current Dev
I think its just black currently
I wanted to change it to use the CfgWorlds color but that was fail as we DO have CfgWorlds colors defined, but they look wrong
Added: Support for precompiled SQF Bytecode (vanilla data is not currently precompiled, so this is initially to benefit community mods)
👆 Will this eventually make it into vanilla data?
That data is already available
As a mod, but I guess that mod will eventually make it into vanilla main branch
Hopefully with other SQF fixes too. Last time I checked the vanilla sqf files there were still tons of instances where the deprecated BIS_fnc_MP was being used, for example.
BIS_fnc_MP is not deprecated
it uses remoteExec internally
@harsh orbit Well, the wiki kinda contradicts itself then (And in RED) https://community.bistudio.com/wiki/BIS_fnc_MP
I think the note applies to the time before KK updated it.
you can open the function and see it for yourself
I believe you 100%, it is the wiki that needs updating 😉
its deprecated and shouldn't be used, doesn't mean that old code needs to be updated
Maybe, or perhaps partially. We're taking a long and slow testing approach with it due to affecting such a lot of data and core systems.
Regex is here! 🥳
now find a way to break it
ok! 😄
why doesn't b.*?l.*?a match bla?!
STL one's works correctly (I use it in my own regex extension)
could it be an issue with Boost?
how about
b.*l.*a also no?
yeah
Looks like I broke this one too fast! 😄
works in C++
boost::regex reg(std::string("b.*?l.*?a"));
std::cout << boost::regex_match(std::string("bla"), reg);
looks like regex doesn't work at all 
"\w+" regexMatch "bla"
now break it again pls 😄
I accidentally put "brabra" regexFind [".*"], causes a memory leak and crash
Even "brabra" regexFind ["",""] does
Looks putting something than a scalar in the right array's second argument causes an insta-crash
Like "brabra" regexFind ["bra",objNull]
Thats what I meant by breaking! good job 😄
Regex is just what I needed! 
now you get Intellisense-like suggestions in Advanced Developer Tools!
(e.g wpn->weapons, hmapa->createHashMapFromArray, bissort->bis_fnc_sortBy, etc.)
it makes typing those long command names very easy! 😍
now I need to complete the parameter hints and it'll be much cooler! 😄
nice 😄
Tried to do some with the macro, and got this one:sqf "#define GUI_GRID_WAbs ((safezoneW / safezoneH) min 1.2)" regexFind ["(GUI_.*?(?=\t))"]And returns:sqf [["GUI_GRID_WAbs",8],["GUI_GRID_WAbs",8]]Why does returns twice? Am I missing something?
(I'm a regex noob \s)
Nvm was just an noob work
wow.. I check for argument type, but I forgot to exit if its wrong 🤣
Bad, Ded! Bad!
Hey Dedmen can you install your regex knowledge to my brain? It hurts when I try to struggle with it! \s
Anyways it feels really cool feature. Thanks for it, really
my regex knowledge is plunk things into regexr.com until it works
https://medium.com/factory-mind/regex-tutorial-a-simple-cheatsheet-by-examples-649dc1c3f285
this tutorial is very easy to follow
this look easy , even for no englishman!
can add SQLite directly to the game?) would be wonderful
no
Why not?
This is not needed in the game, it can be implemented independently, through an extension, which is what I am doing now, I am just improving my C ++ programming skills, so I need a little more time to finish my this project
pretty sure there are already sqlite extensions
it makes no sense to add to the game
Yea extdb2, but it's out of date
there is extdb3 ^^
sqlite removed in extdb3
serious dev question: Since the cDLCs are using so many scripts and fncs from base Arma 3, is base Arma 3 able to get scripts and fncs from cDLCs in future patches? like Prairie Fire's Amazing Melee script and animations...?
Probably not... only after it was decided that Tanks would be the last 'gameplay features' update DLC did BI announce and pitch for Creator DLCs (on October 31st, 2017)
See how all of the gameplay changes in Contact are siloed off from the sandbox via the 'Contact (Platform)' vs. 'Optional DLC' split (to date it is the only one)
That is too bad. Sog Prairie Fire has become a much better base for mods, missions and additional content compared to Arma 3 vanilla. It is incredibly more immersive, has a much more complete medical system, robust melee system, better balanced weights and weapon aiming, food, amazing hand grenades etc. It feels like Arma 3 got so close and Sog finished the line instead. Oh well...
I'm preeeeetty certain that by that you're referring to Arma 3 vanilla's 2035 setting?
Not the setting... I mean enemies speak, they pass hidden players like real humans would, the new UI for building, the new UI for support request and radios, so many melee weapons etc...
I meant the features... those features would work just fine on base arma 3 2035 settings too
Last I checked none of the Vietnamese factions had actually-voiced radio protocols? 🤨
The helis and weapons sounds are so much better, vegetation make sounds when you pass them etc.... the little details!
That said, I hear you about melee with the caveat that it was implemented as a fire mode and thus for specific weapons, so you have to cycle through just like getting-to-the-UGL
I've already seen a mod that gives it its own keybind via CBA_A3 instead
Yeah... base Arma 3 needs so many mods just to get close to Prairie Fire.... Those devs are gods
That's a mod of Prairie Fire
Not sure what you mean re: better balanced weights and weapon aiming either
And isn't food/drink specific to the Mike Force mode?
All the items weights are completely different from Arma 3. You can carry far more equipment without overburdening your character.
Mike Force will eventually make it into the cDLC just like OLD MAN did with Vanilla
Isn't it using the same system, just with much lighter weights relative to the character's carrying capacity total?
I've seen this... also noticed that the medical system is incompatible with ACE medical
I am sorry but little changes like the lighter weights can have HUGE gameplay implications... While some are indeed minor tweaks and other are huge changes... the resulting gameplay is far superior and far less frustrating than vanilla (unmoded) A3
I mean that in the sense that 'in general everything's got lower mass values in the config relative to roughly-equivalent vanilla gear', e.g. Type 56s vs. Apex AKM 7.62 mms
Yes, and also the impact of carry weight on accuracy is changed to as I am sure are thousands of config values... it is the end result that matters really. My whole point is that I wished that A3 vanilla was still able to learn from its cDLCs and implement some of their gameplay improvements
so not only we get amazing cDLCs but also a better base game
Hence your disappointment that Bohemia Interactive 'calling it a day' on Arma 3 is why the CDLCs are happening in the first place
No no no... I am super happy that the cDLCs are happenign
But not why they're happening
I just wish some features would be retroactive
points back up to first line
Hell, it's been years since Jets DLC and nobody who worked on Arma 3 since that release has publicly added the laser designator back to the Buzzard yet!
I am not complaining, I am super happy and I am happy that BI supports cDLCs so we can get all these improvements and superior gameplay experiences. I just wish that some of these features that were much requested by fans for years and that now exist outside of mods and into cDLCs would make their way back into vanilla A3... would be so cool... wishful thinking I guess but hell, these cDLCs where once wishful thinking too 😉
Which goes back to my original point that the CDLCs and 'new features for the base game' were -- and, based on Bohemia Interactive's Arma 3 team now being a skeleton crew, are -- in direct opposition to each other...
I guess that when looking at all this from the mere business model perspective then yes, my wishful thinking is in opposition to adding features back into vanilla because BI is no longer trying to sell the vanilla and focuses on cDLCs instead?
As a 'company-wide' thing yes
The last Arma 3 SITREP (#00239) was on 20 November 2020, wherein 'High Command' (the article was credited to DnA) said that The game is meanwhile in a Live Ops mode, rather than active development. Even so, this year saw two primary platform updates with 1.98 Old Man and more recently 2.00, on which we'll reflect a bit in this report. And we'll be looking ahead, providing updates on what's still to come: Art of War charity DLC, Creator DLC, and more platform support.
Perhaps some kind "dev" soul would interpret "and more platform support" as bringing some of these gameplay improvements into all other DLCs by adding these into vanilla. Hell it would support selling some of the official DLCs too...
😆 🙏
Therein lies your issue... whatever happens to vanilla Arma 3 is 'whatever the few remaining devs feel like trying'.
Well in this case more like trying... would be just implementing, since the SOG team has already tried and done all the heavy lifting
Isn't the PF medical system incompatible with vanilla A3 Revive?
Don't know, but incompatible features and improvements should not make it into vanilla, is that easy... why complicate things?... just what is immediately doable and requires not dev additional time (or barely)
If so, then strike out the PF medical system...
(Ooof... looking back, and it turns out that Bohemia announced Arma 3 vanilla will not likely receive any major changes from this point forward as far back as late September 2019. https://dev.arma3.com/post/sitrep-00236)
Well, first "not likely" is not an absolute NO, and second what is considered "Major Changes"? Perhaps a melee system is not major but female characters are etc etc
Here is the deal, let SOG sell as much as it can. When sales steady out they can bring some improvements into vanilla to boost the sales of official DLCs too.... everybody wins, including future cDLCs that now have that feature at their disposal too
After that SITREP #236 there's been eight main branch changes starting with SPOTREP #00091 (https://dev.arma3.com/post/spotrep-00091) through #00098
Old Man, the static M2s, a Firing Drill, reskins, the Eau de Combat aftershave, the Art of War contents... otherwise it seems like most of the other changes are fixes or 'for the benefit of modder' under-the-hood stuff
OLD MAN was indeed major, but was being worked on for a long time I think... Art of War is a nice model that could be done again... a DLC that starts paid and ends up being included in vanilla after a year...
Hell, a Melee System/weapons and animations + Extra Items like consumables + an official implementation of enhanced movement + Female Characters on a Art of War style DLC is a instant buy for ALL current Arma 3 players
In regards to Old Man, the last SITREP (#000239) admitted that we could not afford to support it with major updates post-inclusion-with-Apex
At least we got the documentation from Sarge on the BIKI for its systems
We should take this to #general_chat_arma btw, seeing how off-topic this is relative to the channel
I hope the last cDLCs shows BI just how much potential A3 still has... and they allow the current devs to do more...
as far as I know melee is not scripted.
And animations are also not scripts
Even better! Since you don't deal with scripts just engine based features
Like I've said, PF melee is a fire mode for specific weapons -- even if you were willing to overlook reused animations that weren't tailored for vanilla weapons, that's a lot of weapons that it'll need adding to, to say nothing of how many mod weapons won't benefit unless the fire mode and animation are added at a 'further down' level in the config class tree
The Fire mode mechanic could be changed to just a hot key, like shift+F, hold F or whatever
That's what the CBA_A3-based mod I mentioned does, but that's also not the issue described above
That is true. It is also irrelevant.
Imagine if SOG required CBA to do their Melee... the same situation, over reliance of vanilla on mods to be modern.... we need some features added to the base game too...
I am so glad I remembered that line at the last second
Otherwise you are also hurting older cDLCs... who would go back and play another cDLC without melee now that one has it.... and not considering all the other features SOG brings
That discounts the sheer amount of groups that already passed on using the melee mods that already existed
Imagine a player buys SOGs, loves it and then buys Global Movilization only to find out that they feel like completely different games... (BAD REVIEW INCOMING)
By which I mean that if we look at what people are playing mods-wise, melee is evidently low-priority on co-op/MP groups' wishlist
Melee is just an example... a small part of a wheel... but the combination of those many small changes and improvements end up offering a completely different experience...
Melee needs integration with the specific weapons of every mod/cdlc..
Thats not something bohemia can do...
And we don't add mod/CDLC features to base game, thats just not something we do.
Many things in Prairie Fire are also far worse than vanilla
Especially animations
Oh my
robust melee
I personally find it semi-broken. It's only useful for breaking windows, which doesn't even work half the time
I've seen a video of someone trying to buttstroke a crouching guy and aiming at the torso or head only for the 'point of impact' to be over the head... cue the other person (whether player or AI) turning around/shooting the video-recording player 
Well for me it works far better than the moded implementations found on the workshop, but it can be improved upon for sure.
Sad 😦... yet melee could be done by adding a knife and using the same animation for every weapon like COD does for example... instead of a "per weapon" approach... My point is that there are ways to get the same result but doing 5% of the work compared to what the SOG team had to do...
Yeah some reload animations are mod quality and not vanilla quality
Also they could have gone with a shift+F hotkey instead of the firing mode mechanic that feels as clumsy and oldschool as the mousewheel menu...
But just by looking at how much GM has improved over time I am pretty sure all these issues will be mitigated by the team in future patches
Sadly they're also the weapons that people will use the most. AK and M16 (M16 is far better than the AK, but still a bit weird)
Some reload animations are really great tho, like DP27, M1 Carbine, etc.
The other thing I find annoying is that the door gunners of helicopters don't "grab" the gun and the gun moves telepathically. It feels like A2 
There was a reason for this, I forgot. (Gunners not holding door gun)
But Arma 3 itself hadn't it for a long time too... so maybe we will see an update to it.
If I recall correctly you can have the door gunners holding the handles if IK is set up, but that isn't always done
I think the reason they didn't is the gun angle?
I think it would limit the angles in which you can turn the gun.
I was thinking it would just look weird
but anyway I'd personally rather have a limited gun angle than no animation at all
^ Yeah, I think I am going to do an ticket about that
I already did
Nvm then 
wait no I didn't 
I must've forgotten

We already see some of this with the 'cargoTurret' implementation of firing from vehicles (FFV)
I mean...you can, but you get slender man arms 😄
gimme FT tickets (for feedback too) 
as for the melee - I think it's scripted after all? There are couple functions for melee and it doesn't seem to use OFP melee approach
hmm 
I noticed that at least it does spawn a projectile...not sure if it actually fires from the gun
no
The melee system is scripted, but the output isn't scripted.
So it's compatible with ACE/damage handling mods/equipment/scripts etc.
The fire mode?
You're going to need to be a bit more specific with your question.
That would probably be the fire selector. Default key "F" to switch from single, burst, automatic, melee, etc.
What Yethe said... for the PF CDLC's XM177 at least, F cycles through semi-full-melee
Yes
Would have been much better if melee was just shift+F instead of cycling through firing modes...
Mods to the rescue again. Hopefully SOG devs will be able to incorporate this into future patches unlike BI
There is no reliable support for custom key binds in vanilla Arma 3, that's why it doesn't use a key bind.
Yeah, kinda sad. It's like this mod that fixes incorrect rotations of objects and stuff after making export in editor to use the data for Terrain Builder: https://steamcommunity.com/sharedfiles/filedetails/?id=1174073713. I don't know why BI won't fix it, when there is a mod that clearly achieves that and that mod has been there around for years now 😅.
Maybe it wasn't properly reported and terrain maker are keeping it as a secret 🤔. I quickly searched feedback tracker and I cannot find it. Maybe it is there somewhere, but apart from this, which is I suppose not exactly that said issue(https://feedback.bistudio.com/T81886), only mentions difficulties when exporting from editor to TB, I've found nothing.
I'm also not aware of that bug
Briefly, when you arrange objects in Arma 3 editor and you go to the Scenario > Export > Export to Terrain Builder, some objects can have their rotations completely wrong thus making them unusable.
It is still an issue till this day. Here is a message from #arma3_terrain channel mentioning that few days ago: #arma3_terrain message
I myself experienced that last year when I have been doing my test terrain.
This is just unbelievable 🤔
But it is true.
I think one of the devs mentioned something about a new keybinding framework.
I think it was Dedmen? :thinking:
yes its on my todo. actually scrolled past that 5 minutes ago 🙃
but its a pretty big thing that requires planning and tons of work. Currently being a bit scared of that one and prefer to do things that I can just do right away and get done.
But maybe I'll do a PoC next week and see how hard it really would be to do
Also not sure if worth the effort, considering anyone who needs hotkeys already using CBA for it except a small handful of people who don't want or cannot use cba
If it includes everyone being able to assign addon controls to controllers then most everybody would want this.
yes thats probably the biggest bonus of it
We getting TOWs in the next update? 😳
wats nu?
Tow Truck Towing Tow Truck with a TOW Launcher :D
gonna do this once we finally get them tows
My word... is this only rope-towing, no A-frames and the like?
Noone said something about that, and it's not gonna happen no
So was there something new with yesterday's update?
There was no update
I received one tho 
Oh right. I'd subsribed to some workshop mod via mobile the other day 
It said "update required" in Steam so I thought it was an actual update.
The update was a SOG's hotfix
Oh so there was an update 
@winter crescent Sorry for the ping - looks like the latest changelog missed setTowParent
is that already in dev branch?
Seems so
huh
But it exists on the latest Dev
he's right. it does 
but it doesn't seem to work 
all it does is make the towed vehicle's wheels point towards the towing vehicle
the brake is still in effect
The pre-existing issue with towed-via-scripting vehicles that don't have a driver to keep the engine on?
yeah
Sounds like the current incarnation can be tested by leading a group and having the AI drive the towing vehicle

Afaik it wasn't merged to dev-branch yet
Looks like when tried to do diag_setTerrainHeight to a outside of the map coord will cause a insta CTD
Without any error logs, fyi
sounds plausible, please stop doing that then 🙂
Strange, according to the revision it should not be there, but it'll get included in the next log by default no worries 🚚 🚙
There's still no setTowParent in today's changelog 
has it been merged now?
I will test later today
I assume the new setCruiseControl command can't set speeds above the vehicle's config top speed?
I ask mainly because it would be cool to finally have a non-janky way to give vehicles a speed boost
Oh wow, such irony after I stated that it would be. It's very weird though that it did not get caught in our automated collector. Let me see where it went and I'll add it manually to one of them 🤓
Added: Added "Added"
setTowParent doesn't have the ability to invert the steering direction that the towed vehicle copies from the towing vehicle does it? Like if I wanted to attach the two vehicles rear-to-rear or front-to-front in order to tow them
Means you can make reflector-type lights via script, not just lightpoint #community_wiki message
I guess we will have to wait for the wiki update to get the specific script commands?
they're already there
you just need to create them using a different class (#lightreflector)
Well dunno if you can invert the animations.
It does like a player, steer left/right like A/D
Also towing only really works forwards afaik, they won't steer if you pull from back, and loosening brakes might also not work right
Towing from the rear of one vehicle to the rear of another strangely seems to offer less resistance to being pulled along. Can often achieve a slightly higher top speed towing that way compared to towing the same vehicle with its front bumper tethered to the rear of my vehicle (HEMTT towing a Hunter achieves ~10kph towing from the rear of the Hunter vs ~8kph towing from the front). But the towed vehicle snakes left and right because of the steering trying to correct the vehicle going in the wrong direction
I tweaked the braking behavior in next update.
Maybe thats related to the speed difference, if its applying brakes while driving forwards
HEMTT towing RHS hmmwv I got about 20kmh I think
But backwards towing will stay problematic.
To loosen the wheels, the towed vehicle rotates its wheels forwards, I guess if you pull strong enough that might work fine for backwards but.. supporting that is not intended (yet, I'm not convinced the time effort is worth it yet)
How did noone notice that these bullet flyby sounds were broken since 2016 
subsonic bullet flyby sounds were broken... They were configured for 0 volume due to a typo.
I've never thought that kind of sound exists...
Well 2016 was when the whole sound system revamped.
And I also played with that the last 5 years and never thought about it 😄
Well 2016 was when the whole sound system revamped.
Oh fair
Great find!
dslyecxi's find

well that's a start! 😄
only about 8 years late 😄
hey better very late than never
is it just gonna be one section which mods can then add actions to, or?
mods can add their own sections and actions
ooh fancy 
excellent 👌
Finally gon be easier to bind your TFAR radios to a joystick button 
Mouse binds work too?
ye. All vanilla binding stuffz including analog
really appreciative of the BI Devs that are part of the team for end of life Arma 3, still adding some much wanted functionality and requests which will leave Arma 3 at the strongest it could be when the team moves on with the rest to Enfusion and future titles

that's how you can tell a studio is a good studio
will keybindings be also supported for missions? ie without the need to create a mod?
due to how this system works, actions can only be registered at game startup
How to config them?
class CfgUserActions {
class Mod_MyActionName { // name, also used for inputAction script command and for internal representation
displayName = ""; // has to be stringtable
tooltip = ""; // has to be stringtable
// default keybind is set in CfgDefaultKeysPresets >> Arma2 (all presets inherit from Arma2)
onActivate = "['Mod_MyActionName', true] call Mod_Myhandler";
onDeactivate = "['Mod_MyActionName', false] call Mod_Myhandler";
onAnalog = "['Mod_MyActionName', _this] call Mod_MyAnalogHandler" _this == scalar (action analog state has changed)
analogChangeThreshold = 0.01; // minimum change required to trigger onAnalog EH
analogTriggerThreshold = 0.5; // for analog input used to trigger boolean action, the threshold where analog input switches between off/on. #TODO DefaultAnalogCurveDefs config?
activePoll = 1; // default enabled, if disabled eventhandlers won't fire at all, saves performance, used when you check action yourself via inputAction script command
}
}
very much wip
Ooh, gud to have EHs
Arma 3 the EH dlc
would be nice to switch on/off activePoll via script command - sort of "activate context" command
does it work similar to the weapon switch actions?
as in, the action will show up in the action menu list unless its bound?
Eh NVM if someone wants that they can just add action and use this as the shortcut
Mayhaps it just needs done by addAction's condition, yes
its not action menu actions.
Its keybinds
they are also called actions
yeah understood
DATA
Fixed: Subsonic bullet fly-by sounds were playing with 0 volume (thanks Dslyecxi)
so only vanilla bullets were affected?
Well done @pastel lava ! Keep em coming!
Improved performance of light flare handling
I thought all dynamic lights were improved
all that used vanilla sound effects
u thought wrong
so, unoptimized as in they hit FPS?
wat
nobody said they're unoptimized. I meant "improved"
sorry, had a brain derp and misread, meant to say improved as in they are better for FPS or something else?
yeah but only flares were improved
ahhh righty, any bit of improvement is good improvement
Is there an error in the latest forum dev branch changelog?
Tweaked: Most Event Handlers (including config type EH) now have a local variable _thisEvent which contains the name of the event
links to https://feedback.bistudio.com/T118235, which is
Vehicle textures not consistent across all clients
nah they are related
somewhat
the fix for textres was new eventhandler. and to differentiate them the variable was added
ahh oki
are there any plans to bring Mag Proxies to those guns that have not got them as of yet? would love to give 7.62 curved magazine to the Mk-1 EMR
Not really
notice that all 7.62x51 rifles are using same magazine even though they have very different magwells
in such situation, it was only possible to do it for single 7.62x51 rifle
other weapons have their own issues (i.e. katiba vs other rifles)
Is this not a worth implementation for modders?
read what I wrote above
it's impossible to implement it without breaking vanilla content
they are shared with that spec ops rifle with underbarrel 0.5 cal
Ah, Type 115
another annoying example are UGLs - I wanted to add mag proxies for standard 40mm UGL rounds but then I found out that someone decided that AK-12 VOG-25 is also using NATO 40mm rounds 😦
I thought Bohemians did className-change before for Zafir and Rahim? Is it considered not a good way anymore?
Rahim had some weird interconnection somewhere - I don't remember it exactly now
Damn, this is 🔥. Thank you for putting time into this. It frustrated me so much 7 years ago that we didn't have this final missing piece: https://feedback.bistudio.com/T75808
How did this even get on your radar?
I wanted to do joystick support for CBA/TFAR
about a year ago when I made that ticket.
couple weeks ago I looked for work to do and found the tikcet again so..
Sweet. In the end I believe this makes the CBA keybinding obsolete for controls that get bound at launch.
Yeah sadly I cannot do scripted creation of keys.
I don't know what CBA team wants to do. Maybe it makes sense to just keep their scripted system, and transition mods like ACE/TFAR to the vanilla one
No reason not to keep it around I guess, still serves a purpose for scripted stuff, and probably almost a decade of backwards compatibility.
You recently added the ticket "Enable mods to create custom input actions" as a subtask of the ticket "Add SQF command to disable all native/engine based actions/cfgActions" but I don't understand how "modding custom input actions" could help disable some of the native actions such as the "heal * Action" that appears when wounded etc. Perhaps I am not understanding correctly?
Additionally it is a solution that requires mods? And we were aiming for a scripted solution 😦
as a subtask of the ticket
no I didn't. Kju did that
but I don't understand how "modding custom input actions" could help disable some of the native actions
I don't either.
They are completely unrelated
@scarlet root please update when you get the time 😉
fixed
I’m not sure if this is the right place, but the ‘Tactical Chest Rigs’ added in Apex appear to have pistol holsters complete with a retention strap modelled on them as a chest draw behind the magazine pouches, now we have a chest draw pistol holster angle position with the Kipchak/Spetznaz vest in Contact could the Apex Tac Chest Rig holsters be made functional? I also think the base game Diving Rebreathers also lack working pistol holsters but I can’t check right now.
I also think the base game Diving Rebreathers also lack working pistol holsters but I can’t check right now. holster tech is not working on uniforms - only on vests
the rebreather is a vest though isn't it?
No. The part of the pistol holder is on the uniform
ah
What about the tactical chest rigs? Pretty sure the holster on those is part of the vest. https://armedassault.fandom.com/wiki/Tactical_Chest_Rig
ENGINE
Added: Ability to place Eden Editor Compositions in Zeus
Added: zeusCompositionScriptLevel server.cfg / description.ext option
Added: Alternative syntax to collect3DENHistory to customize the history entry - FT-T159607
the new commands didn't make it
yep, a couple hours too late 😄
dedmen moveInDriver obj_edita_the_timemachine
_dedmen enableAi "All";
🤣
Was something changed to how recompiling works with latest dev?
I got that weird issue that causes one function to not be compiled into a missionnamespace var. If I recompile all via fnc viewer it's still not available. Only after I recompile that specific function it works.
no
Ability to place Eden Composition In zeus
Will that be in next stable update?
yes. stuff in v2.05 will be added to v2.06 (unless there's a problem)
That's epic addition thank you BI/and others
I wonder if it will pickup storage boxes with edited inventory or ace arsenal
Is there any info on what's coming in 2.05/06
Or was that it lol
see the dev branch changelog for what's coming so far
but there's no guarantee they'll be added
Awesome thank you
it will
Some things can also be tested in #perf_prof_branch, always keep an eye on that
Thanks dedmen will give it a good testing
@harsh orbit
selectbestplaces [[worldsize * 0.5,worldsize * 0.5,0],worldsize * 0.5, "(waterDepth interpolate [0,1,1,0]) * (1 - forest)",200,1]
0.52ms -> 0.168ms
selectBestPlaces [position player, 50, "meadow + 2*hills", 1, 5];
3ms -> 0.57ms
Its faster, but still pretty bad-ish
ok a bit more
0.52ms -> 0.115ms
3ms -> 0.40ms
Yeah seems that is the max I can get.
Atleast CPU load is now nice and high
very nice 👍
btw I suppose it is possible to implement a command that calculates this expression at a certain position right?
e.g. getPlaceValue pos
set radius to 1 and precision to 1
and then you can evaluate any expression at any position
Could return a hash with all values
uff
selectbestplaces [[worldsize * 0.5,worldsize * 0.5,0],worldsize * 0.5, "(waterDepth interpolate [0,1,1,0]) * (1 - forest)",200,1]
on altis
Before: 13.7534 ms
After: 1.9084 ms
Eden editor actually executes that on startup to find random camera position
Correct me if I'm just wrong, is CfgUserActions available in Dev Branch rn, or still WIP?
dev
Is it? I think I don't see in any of changelogs. Let me test it if it exists
it should be in changelog
Added: Modded key binding support
yes it is, june 24th
so selectBestPlaces was a pretty good success. Any other commands that are used often but similarly as slow?
Hmm, so I have cpp class CfgUserActions { class Mod_MyActionName // name, also used for inputAction script command and for internal representation { displayName = "My test action"; tooltip = "This action does test things"; onActivate = "_this call Mod_Myhandler"; // _this == bool, always true on activate onDeactivate = "_this call Mod_Myhandler"; // _this == bool, always false on deactivate onActionAnalog = "_this call Mod_MyAnalogHandler"; // _this == scalar (action analog state has changed) analogChangeThreshold = 0.1; // minimum change required to trigger onAnalog EH, default 0.01 }; };as in the wiki example, and how do I access it? I think I'm not seeing in Controls
Any other commands that are used often but similarly as slow?
I'm guessing near(est)Blablas are no go right?
Adding it to controls menu is seperate config class. Follow the step by step guide on wiki
the sorting and filtering by classname can be MT'ed, but not sure if they are slow enough to be worth it?
Damn it why my eyes slipped
yeah I don't think so
If its slower than 0.1ms then probably worth it/doable
if the command overall is slower than 0.1ms
then multithreading might be doable and can provide a benefit
below that its already so fast that it won't make much of a difference
well rn I do nearestTerrainObjs for the whole map (to detect ponds) which takes 10+ seconds on some maps! 😄
the first time you call the command it's very slow
but after that it gets much faster thanks to caching (10x faster)
can i ask what makes dedmens eyes shake with 2.06 can you tell us whats coming 😛
or rather what your excited about, if its possible for dedmen to get excited maybe hes not human
zeus rewrite 🤤
ok gonna have a look
thank you chaps
Added: Ability to 'force load' Eden Editor scenarios with missing addons (use carefully at your own risk) - FT-T157981 this looks good! no more editing mission.sqm when fixing mission mod dependency issues
Yeeeei! Get ready for black textures for some backpacks! 😁
Yeah feels like most common and slow are object detection, position detection and config lookups.
But don’t now how slow they really are.
https://community.bistudio.com/wiki/Category:Command_Group:_Object_Detection
stringtable typo fixes
Oooof 💦
count allMissionObjects ""
Before:
Altis 60.3529 ms
Stratis: 4.90196 ms
After:
Altis: 19.6667 ms
Stratis: 1.62602 ms
Leftover time is sadly a memory bottleneck, it actually iterates through ALL objects on the terrain.
But it now does that iterating on all CPU cores, and the isKindOf checking too so... its atleast quite a bit better
and the others too?
others?
near(est)Blablas
only that one so far
I'm assuming it's not easy then 
I haven't looked at the others
iterates through ALL objects on the terrain.
why terrain?
AllUnits iterates through allgroups, which iterates through allsides which we have a list for
nearObjects only iterates through all objects in specified radius around you. So shouldn't be much concern
what about nearestTerrainObjects?
doing other things now, be back to performance in half an hour
@harsh orbit can you send me script example for how to use the commands where they are slow?
well doing all near(est)Blablas is always slow if it's for the first time (on that terrain; you can load into another terrain and come back to reproduce)
for example:
nearestTerrainObjects [[worldSize/2, worldSize/2], [], worldSize/sqrt 2, false, true]
Altis:
First Time: 11000 ms
Subsequent executions: 1747 ms
Stratis:
First Time: 1042 ms
Subsequent executions: 147 ms
Well iterating over a whole terrain is somewhat expected to be slow :u
I mean..
1.81315e+006 This, is the number of returned values
even just allocating all these game values to return them is big oof
"1813152.0"
returning 1.8 million game values is never that fast 😄
I guess you're right 
but why does it become faster in subsequent runs?
caching?
I think because no object ID is initialized yet? (or model info not loaded, or...)
looking at the code.. no idea. I see no reason for it to speed up
I commented out the return value stuff so now it returns 0 results, but still does all the other stuff of finding the objects.
Before on Altis about 1070ms for me
After: 122.667 ms
So like 880ms just for allocating the return values and probably also sorting them. Not worth to optimize the 10% that I can maybe halve down to 5%.
I can speed up the filtering a bit, if you filter for specific types, but not sure if that even makes up that much of that time, I think it doesn't.
not sure if that even makes up that much of that time
I filter for "Hide" but yeah, only makes a 1-2 second difference (down to 9-10 from 11)
nearObjects at 500m is about 0.06ms, too fast to be worth optimizing, and you rarely need a high range

why

