#dev_rc_branch
1 messages · Page 22 of 1
modifying ViV area via script would be possible, but I'd probably only allow that if its cargo is empty, or if it can be resized without reshuffling anything
can you have non rectangular ViV area tho?
no
but for like. Infantry transport hemtt vs cargo hemtt, you just have to make it a bit slimmer.. Well quite alot slimmer to not clip into passenger feet
By multiple spaces, you mean the space that can be used for multiple vehicles or are we actually able to define multiple spaces (that I missed)?
pretty sure we don't have multiple spaces
yeah
Alright so you guys meant disabling a certain space within defined viv space, I thought there was an actual update to existing system by "multiple spaces" for a moment.
I thought something like this. But I guess you would need to have both benches unfold together
so ViV area is still rectangular.
Of course there's a limit to the granularity, but whatever amount is still more than we have now.
Also the obstructions could be hidden entirely, either in Garage Vehicle Customization, or some in-game interface.
For example a Huron could fly a full cargo of supplies in, fold down the seats, and fly out with refugees, with stretchers in the smaller left over space.
Eh, this is #dev_rc_branch ?
If you want to close the event thingy on the top above the channel list, you can press on the X up there
sorry wrong channel
Just a note that the code is only run by Garage when that animationSource is [un]checked, and not by an animateSource command. Although I suppose whatever code running that can also look for the onPhaseChanged and run it.
Yeah if you’re tying it to a user action etc. then it needs them there too
I noticed the latest Dev branch fixed some optic issues on Zafir, I did a test, the RCO and ARCO is correctly aligned now, but the MRCO and ERCO still have issues on it. ERCO's reticle is still blocked by the front post which makes it impossible to shoot beyond 400m.
https://ibb.co/NKpRfPm (ERCO)
https://ibb.co/pZYqpxf (MRCO)
The MRCO is slightly better, at least I can hit things with the reticle below 600m, but anything beyond that is just guess work, unlike other guns which I can shoot fairly accurately with the reticle. ERCO is again, blocked by the sight
Sad
to be fair, the ERCO/MCRO are NATO/AAF respectively, they wouldn't have been designed with use on the CSAT Zafir MG in mind.
Adds a bit of realism IMHO. In real life it's highly unlikely they would even use a compatible rail system.
@hexed stirrup ^^
Well at least ARCO and RCO are usable in the dev branch now, at least below 500m. I suppose you are right, Zafir isn't really compatible with any rifle scopes
@unreal arrow issue with the loadAbs command on objects/vehicles. Return value is 0 before inventory's first opening. Ticket: https://feedback.bistudio.com/T160990
thanks, will have a look
@analog fractal Cannot repro, all works fine on mine.
@unreal arrow is it possible to take a look at this? heli pilots still takes off/rotate even though disableAI "move" was used on them, preventing me from making some cool cutscenes 
https://feedback.bistudio.com/T159366
do PATH instead
same thing the example mission provided uses disableAI ALL even
issue was verified with lou montana also
around 6 months ago made i a ticket
ah. PATH does seem to do what you want though, like this https://youtu.be/u3Ie9U7evyw?t=27
disableAI all means it disables everything, including path
try out the example mission and you will see
Just add a flyInHeight 0 and you're done
It won't take off anymore
ok seems to work but the rotational bug is still, they will still turn around when enemy engages them or they will turn towards any assigned waypoints
also make them actually land
well in this case its for the hovering choppers
Is it possible to support svg in arma in the future?
In what context?
rendering, no
https://ibb.co/qYj2znh
Why vanilla HEMTTs have Apex icon?
this is a vanilla vehicles, do I remember correctly?
icons simply mean which addon last modified it
so it was modified by an Apex addon

Apex was released a long time ago...
don’t remember before v2.06 vanilla hemtt had Apex icon
probably that icon appeared when Tanoan camos were added to various vanilla vehicles
it happened 1,5 year ago iirc
That's how I remember, too
I wonder why this happened only with NATO HEMTTs? After all, every vanilla vehicle got Apex retextures - slummer, marshal, varsuk, marid, etc., they are without Apex icons 
Because the icons are issued there in a strange way
Based on a thing that completely unrelated with the DLC restriction itself
From my pov, it looks extremely ridiculous, for an inexperienced player it can be misleading that if he place a hemtt then the players will not be able to take driver
who doesn't have this dlc*
One of the worst things in this game yeah. Eden Editor's icon and Arsenal's icon
I noticed that when I use HC on my server the AI starts to lag, I see rubberbanding/warping or IDK what it called right. Right after I remove HC everything starts looking much better, even with low fps on the server.
Is there anything I can do to reduce HC lags?
Better off discussing in #headless_client. But is the HC on the same host machine?
Please, this thing is really necessary
https://feedback.bistudio.com/T162993
SQF only supports floats. you can't have "unix epoch" time
not uint's? lol
You can use preprocessor to get unix timestamp
I closed the ticket, k thx bye (Btw, its not "really necessary")
What is?
How have I not seen this before...
I actually do want to know why it is really necessary
https://feedback.bistudio.com/T155449
Is that even possible? Now this is really necessary, at least for debugging and protection!
possible yes
There is BattlEye with remote exec filters, there is CfgRemoteExec config there is CfgDisabledCommands config, there is even isRemoteExecuted and remoteExecutedOwner script commands, why is this really necessary?
RC-Branch has gone live for 2.08 
https://twitter.com/Arma3official/status/1491067124047290373
It's almost time for the first #Arma3 platform update of 2022. A Release Candidate build for 2.08 is now live for testing. Find support for #Steam Rich Presence, scripted lasers, and plenty of fixes.
💡Details: https://t.co/jKQDJP3aLP
📥Steam access code: Arma3Update208RC
So I was working on something unrelated and randomly stumbled upon this line of code that seemed suspicious..
... Non-exploding upside down helicopter!
yes please
But unforseen consequences 
helicopters can now fly upside down?
grass cutter
When helicopters are on the ground and turn over more than 90°, the engine magically force-explodes them
flying upside down was never the problem anyway
landing was 😄
right, just refering to the "unforeseen consequence" which I took to mean that the fix for that issue caused something else to break?
Well someone intentionally put that code there.. we just.. don't really know why anymore
"to handle situations, we cannot handle otherwise"
Yeah well. Ok but.. which
You just need mad skillz 😉
WHYYY! LOL that's so vague just have it blow up upside down lol!!!! rip
ah ok, so you're referring to the original change having unforeseen consequences, not reverting that change
😦 I cry
wha
no. I'm referring to disabling that forced helicopter explode causing unforseen consequences
The poor heli flips 90 and never explodes
Maybe one of the "situations" wsa that a wild ape would jump through your window and attack you
well they were foreseen, which is why that loc is there 😛
if a heli falls upside down from height, does it explode without that hack?
maybe something to do with a heli ending upside down with it's rotors in-tact? I can see how that could lead to a whole bunch of further complications. Although the simple fix would have just been to apply the 100% damage to the rotors not the whole heli, so maybe not?
it should, impact damage still happens
then I have no idea what's not being handled 
Chances are also that it wasn't handled in 2014, but has since been fixed 😄
You have to wonder if the undocumented consequences are worse than helicopters being complete deathtraps in a rollover
Thats a decision someone needs to make 😄
I'm inclined to test it on profiling branch 
yes, please
that will be interesting I guess. Heli on server, it's fine. Pilot jumps in, locality changes. Boom.
yes 😄
Extra fun and surprise
Maybe just don't try to get into such things
oh lol, you cannot get in when its upside down
Vanilla no, but ACE or smth.
can you get out ... ?
it does, then the rotor breaks, you fall down and explode because impact damage upside down I guess
we already have these explosions on our server when a heli is parked on a steep surface and simulation changes (high ping clients have it more often).
can you try with allowDamage false? Make a funni gif out of it 
This is Arma physics, not physics 😄
a man can dream
Maybe thats the "situation" they can't handle 😄
make it damage rotors and engine and "done"
yup, maybe this was before the damage model allowing rotors to take damage separately? Just apply the damage to those instead of the whole vehicle
It happens already
Yeah maybe it was before rotors could break.
@full sonnet version control commit message doesn't give any further clues?
oof effort, maybe
svn blame, git blame/praise ... are your friends (can't remember equivalents in other VCS)
yeah but still. blaming over 150k commits takes a bit
Friend said that in earlier games, rotor ground collisions would launch the helicopter into the stratosphere
Dunno if that's the same for Arma 3 though
Or used to at least
I think that's possible because vanilla assets are missing the rotor geom because you can get the same behavior with allowDamage false but modded vehicles (using presumably A2 standards) won't let you clip through the ground.
What'd be really really nice is a command to force-shear a rotor disk off a helicopter, while you're looking at this kind of stuff since as far as I'm aware there is no scripted way to 100% replicate the behavior you get from the engine triggering a rotor shear (setHit can't replicate this behavior)
We know! We know it all too well! 😅
If you do, would this require the server to run profiling branch or the server as well?
If not, then what if the chopper starts tilting and everyone bails out (as it's usually happening 😅 ), will the chopper explode or not, if there is no pilot anymore, and the chopper tilts "by itself"?
Vehicle stays local to last driverowner IIRC.
🙇♂️ Thank you for last PBO packs.
uh nice idea
its simulation side, so where heli is local.. so.. pilot
locality doesn't change until different pilot gets in, or last one disconnects
ye that
blame lets you look at exactly which commit added a specific line of code? Admittedly it can start getting a bit tricky if subsequent commits also modified that line, so it may take a couple of jumps
I know it does..
ok, maybe I just misunderstood what you were saying 🙂
Was trying to say I don't want to go through the effort to wait the 2-4 minutes for it to sift through 150k commits, only to then show me someone replacing tabs with spaces and having to do a new blame of the previous commits to only show me someone moved the code from elsewhere and having to do a new blame....
If I wanted to know why that was added I could do that. Chances are that I end up at "[internal] made helicopters autoexplode when they turn upside down"
fair enough, recognise that can be a bit of a pain
worst case is when you have to track back through multiple refactors that have been done
then you really start insisting that code comments rules are strictly adhered to 😉
I'm definetly in favour of trying out that change on prof branch 
I'm definitely in favor of not dying as well 😄
(I'll force everyone I play with to install prof if this ends up there 😁 )
Let me guess. Engines damaged by water handled same way. Just because… let’s make them unrepairable
no
Finally you got to it man!
So many times I asked...
Cause it's in no way normal for a heli to first be force-flipped and then force-explode, although only the rotor should be gone.
So many missions out there, where there is a button to unflip a vehicle with possibility to field-repair its different parts.
But helis can't benefit from it, until now, since tbey always force-explode
https://feedback.bistudio.com/T71119 - Make helicopter Crashes more realistic / not always exploding
RC-Branch has been updated with selected engine fixes / tweaks from recent Dev-Branch and Profiling.
hey does 2.10 have a release date? I'm not sure if I'm looking in the right places
hey does 2.10 have a release date?
SpOON
2.08 most likely early March
2.10 somewhere later in the year
Usual disclaimers apply 🙂
good to know thanks
I'm just hyped for the customizable freefall limit
what's this about a freefall limit?
You can set the auto freefall height in 2.10
As in, the HALO stance. You've already experienced that you get HALO'd unexpectedly in very high place. If you set it, no more
Or, vice versa
it helps idiots like me who build stuff too tall
hmm, seems cool if rather niche
but I'm sure there are some clever people who can figure out a good way to use it
It's nice if you want to place objects really high and have infantry move around up there
I wonder if this is the same issue I ran into when trying to disable helicopter damage from impacts only to find out it still got destroyed due to something else.
I have a forum topic about this if you're interested.
group eventhandlers spam RPT (I forgot to remove a log message) and don't get saved/restored in savegames.
That'll be fixed next dev branch
and for the stubborn ppl who really want walk off an aircraft ramp =D
Well I gotta say... I'm darn happy I did this.. it just saved my life
neat
what am i seeing, helicpters not instantly exploding when they are upside down?
yes
Rotor sheering command next? 🙏
Dedmen on front left, being amazed at what just happened
I consider that a successful playtest then, I'll put that on the list for #perf_prof_branch
damn, these distance textures are ugly 😅
And darn confusing.
You think a mountain is 10km away but its only 500m. 
I'm curious if this tweak to helicopter damage would solve that problem I was having regarding helecopters and damage eventhandlers and how they don't follow the same sort of logic that vehicles do when trying to disable impact damage, which works fine on landvehicle but not helicopters.
this is not the first tweak to helicopters, so you better recheck it
Is there a way to loop an animation x amount of times guys
ask in #arma3_scripting
aight
Hooray
Grammy goes to the Arma devs
I don't know if anyone can help me with this. But i having a hard time figuring out these lasers. I have the following code:
addMissionEventHandler ["Draw3D", {
drawLaser [
(getPosASL cube1) vectorAdd [0, 0, -5],
[0,0,-1],
[1000, 0, 0], // Bright red
[],
5,
20,
-1,
false
];
}];
I see a laser point but no laserbeam. Do i have to be behind the laser beam to see it?
The CUBE is in the VR map at [5000,5000,100];
they don't seem to be able to shine in vertical directions
it's a bug @full sonnet
Ah ok. It appears the Z index needs a number greater then 0 in the X or Y of the direction vector for it to work. For example [0,0.0001,1] will work.
yes, because it's not vertical anymore
I think it's because of how the up vector is being computed from the dir
probably just a simple dir cross projection of dir is being done, but the projection is [0,0,0] if vertical
The new lasers are pretty cool. Not sure if this is the way they should be used.
https://youtu.be/37X98g0O6KQ
wow, I can't wait to mess with those.
I love it 😄
https://www.youtube.com/watch?v=cvkbiHUo4b4 oh boi, this tho
Messing around with the new draw lasers method on the new RC branch for 2.08.
i was waiting for this, time to update my orbital cannon once the update drops
Beep boop.
SQFC can cause issues when
- Scheduled script
- Running during savegame
- Optimizations done in script
So this largely won't apply to ACE and other major mods as they run unscheduled.
On savegame, Arma doesn't store the compiled script, it stores the script as text.
When you load from savegame it recompiles that text, without access to the optimizations that were done in sqfc.
Inside the save it stores the progress that the script was, by storing the index of the instruction it was at.
But if the instructions count/order differs between both variants, you are suddenly at a different instruction after loading than where you were when saving, so it runs some instructions double.
fun 🍿
We have a case in Arma campaign where the instruction counter is off by 2. So instead of continuing after a waitUntil, it runs that waitUntil again which messes stuff up.
Upside though, when I fix this loading savegames will be faster because it doesn't have to recompile literally all scripts, when we instead just load the instructions from bytecode.
I wanted to do that anyway but I was too lazy and though it wasn't necessary, thats what I get for that..
wait I also use sqfc in my mod. was that continue bug not related to sqfc?
This only happens when used in scheduled scripts during saving.
yeah it was scheduled 
😬
Time to check mods 
Can we make requests to improve the lasers?
Depends on what it is, be quick
- The ability to see the inner walls of the lasers when you are inside it. For example if i take halo again. A gravity lift.
- I don't really know how to call this one. But if the laser hits the surface can the points of the octangle keep going until they all hit the ground? In the picture you can see the octangle is visible and it's is in the air. https://imgur.com/a/F8BNGSH My idea is that the laser is in the ground. This issue of course becomes only visible if you do big lasers.
Unrelated is there a max of how wide you can make it? I know there is a limit on the length. But shouldn't you also add one to the size? Could people make a 2km wide lazer with a 10cm diameter?
If you say no to all of these i don't mind.
it's not possible to change the laser model right?
Nu
ukie
Yeah I meant config
If so 1 can be done by making a "cylindrical shell" for the beam, no?
Not sure what cylindrical shell you mean but it's possible I guess
https://steamcommunity.com/sharedfiles/filedetails/?id=2079283616
see the inner walls of the lasers when you are inside it
you make two cylinders, one facing outward, and another inside it facing inward
that way the beam is visible when you're inside it
yes, but I don't know if thats only core mods editable
you can replace bin.pbo/core.pbo (from dta folder) if you load one via modfolder (also in dta)
Ahhh.
I want to implement ammo eventhandlers.
VBS has seperate AmmoHit/AmmoExplode handlers.
Arma only has AmmoHit via config only handler..
problem now, explosives like Mines trigger AmmoHit event, but not AmmoExplode.
I can either fire both always, or implement the scripted EH's properly (Only explode fires, hit only fires when a projectile hits an object (and it might additionally explode on impact)), and leave the config handlers F'ed (Hit fires on explosion and hit)
I'm leaning towards implementing the scripted ones properly
Do we want to split "Hit" and "Deflect" when ammo hits terrain and gets deflected.. I would probably make that a different event?
If I add a parameter to hit whether it was a deflect or a direct, we always have to set that parameter on every EH invocation and I'd rather not waste the perf
Or I vary the parameters depending on projectile type. Shots can deflect, missiles cannot but thats a bit meh
what about missiles split into submution? 
Do we want to split "Hit" and "Deflect"
no. I'd say pass a simple bool that indicates whether the projectile was destroyed or deflected after hit
but what about projectiles that pass through a object they've hit. They are neither deflected nor destroyed 😄
yeah good point...
so does the hit EH fire first, then the deflected one?
and the "killed"/"exploded" one after all those?
Generally hit first, then explode.
Deflect not sure, what order.
I would probably do deflect first so you know to ignore the hit
so you know to ignore the hit
but how? projectiles don't support setVariable
Yay, suppose something I love is happening
won't that make them slower to create tho? 😛
no
Empty namespace is just one nullptr. No creation cost
Don't automatically apply eventhandlers to submunition right? Just add SubmunitionCreated handler and if people want hit/explode events on these too, they can add them
I guess so, yeah 
dunno 
isn't a projectile immediately deleted when it explodes? maybe smoke grenades don't? 
also this reminds me, could you please look into why triggerAmmo don't work on grenades and smokes? 
I think most yes.
But also normal bullets may not explode when their TTL expires (well technically they do, but I don't want to fire explode handler for a 0 damage explosion)
how is that supposed to work on smokes? smokes automatically trigger themselves?
OnEvenAmmoHit
what is that supposed to mean?! 😅
its supposed to be onEvent
to explode/trigger the fuse sooner?
e.g. making a grenade that explodes on impact?! (scripted) 😛
these events will be perfect for AARs 😻
so about these names...
why not just call it onAmmoHit? (I'm assuming it's a config thing?) 
SimulateSubmutionOnHit: this one's really weird and I have no idea what it does 😅
does it mean you can stop submunitions from being created or something if you return true? 
They are called that. Its typo's in engine code 😄
Uhm, if you want that we could do that but....
SubmunitionCreated handler is called after it was created, because I need to pass the shot object.
You could delete them again from the handler to prevent them
Uhm, if you want that we could do that but....
nope just wondering what the name meant 😅
You could delete them again from the handler to prevent them
this'll work for that
If I let it return bool I could delete it before the network publish. That might be a bit more efficient. But then we always need to handle return value which is a price to pay too
yeah. plus I'm not sure why would anyone want to do that... 
or at least I really doubt many people will do that...
also another question: do you suppose having a dedicated command for creating ammo makes sense?
I think createVehicleed ammo miss effects and stuff
e.g. this is a tracer bullet but it has no tracer effect 
_a = createVehicle ["B_556x45_Ball_Tracer_Red", player modelToWorld [0,1,1], [], 0, "CAN_COLLIDE"];
_a setVelocity (player weaponDirection "" vectorMultiply 10);
_a setVectorDir (player weaponDirection "")
Mh.. Bullets can also deflect off of a entity.
So Deflected event might still pass a hit entity
but i don't know if deflection on an object (tank) does damage
would probably be nice
or maybe fix/improve the createVehicle one 😅
no need to create new command 
What weapons do we have that have normal bullets, but which explode on impact?
you mean grenade launchers?
No they are not bullets
bullets don't explode 😅
explosive sniper ammo? we don't have that in vanilla right?
I don't think so
maybe APC cannon 
Ooh yeah 🤔
or the gunship guns...
Now for the fun part
14:22:09 ["AmmoHit",29: ace_tracerred2.p3d,[5742.86,2885.68,5],[104.645,-145.363,362.591],[0,1,0],bin\config.cpp/CfgAmmo/B_65x39_Caseless,<NULL-object>]
14:22:11 ["AmmoHit",29: ace_tracerred2.p3d,[5742.68,2885.05,5.25629],[0.0278018,-0.0431057,0.1006],[-0.425384,-0.191765,-0.884463],bin\config.cpp/CfgAmmo/B_65x39_Caseless,C Alpha 1-1:1]
Due to how ammo simulation works. If you shoot a unit in the foot, the terrain hit behind the foot fires before the foot hit itself 😄
So deflection..
You hit a tank, and your bullet deflects.
Do we fire AmmoHit for the deflected bullet? Do we pass a hit entity inside Deflected event?
I think fire AmmoHit only if an object was hit (so don't fire hit for when you deflect from terrain), and then fire both deflected and hit
Hit will have the the entry, deflected has the exit
so that means deflected will fire even if the bullet doesn't deflect? e.g when you hit a wall or terrain and the bullet just dies?
I personally need an EH that triggers when the bullet hits something, regardless of whether the projectile dies or deflects
no deflected only fires if the bullet continues flying
I now changed it that if bullet deflects from an entity, the Hit is only fired if the entity was not terrain.
So if you hit an object Hit is always triggered, but if you deflect from terrain only deflect is called
but why? 
because of this issue?
is it possible to improve the submunition triggerOnImpact also? Like allow for it to not trigger on a deflection
Currently I fire the event after deflection was detected and processed.
But during the processing it simulates the bullet travelling further after the deflection, and if in that sim step it hits terrain, it fires that first.
Like a vanilla example, if a HEAT round strikes a tank but deflects, the submunition triggers regardless
which doesn't make sense
@rustic plaza what do?
I cannot see a submunition trigger inside the deflection code
oh nvm, found it. Know how to fix but need reyhard to tell me how/if to fix
an idea i had awhile back was to extend triggerOnImpact atm it's just 0 or 1 bool, instead it could be
0 no trigger on impact/hit/deflect
1 same as now
2 only if it doesn't deflect etc
Would do that unless reyhard says to change the current behaviour, then we wouldn't need that
either is cool, just figure there might be a use case where you would want the submunition to go off no matter what
15:01:46 ["AmmoHit",38: ace_tracergreen2.p3d,[5743.04,2884.02,5.53733],[-19.9724,54.8254,855.076],[-0.0460013,-0.0533032,-0.997518],bin\config.cpp/CfgAmmo/B_408_Ball,C Alpha 1-1:1]
15:01:47 ["AmmoHit",38: ace_tracergreen2.p3d,[5743.02,2884.93,5.61129],[-21.0091,57.8018,682.458],[-0.766596,-0.127817,-0.629279],bin\config.cpp/CfgAmmo/B_408_Ball,C Alpha 1-2:1]
15:01:51 ["AmmoHit",38: ace_tracergreen2.p3d,[5743,2885.82,5.68507],[-0.00238172,0.00975248,0.117346],[0.0101896,0.00043899,-0.999948],bin\config.cpp/CfgAmmo/B_408_Ball,1ae5d4bc080# 7: mbt_01_mlrs_f.p3d]
Shooting at a MLRS through two civilians :lawsOfWarEmoji:
well I was hoping we could have an EH that fires regardless of what the projectile hits (terrain/object) and what happens to it after (deflects/penetrates/dies)
or maybe I could explain my problem...
as I once posted in #veterans , I haven't been able to figure out what the missile/rocket equations are in Arma
oukej said they use some magic numbers and stuff...
anyway, so rn my AI shoot their rockets way off sometimes (especially with RHS and CUP rockets, vanilla ones are ok-ish) 
I was hoping to correct this based on where the rocket lands...(AI learning from their own shots)
or maybe you could give me the equation instead 😅
this was the discussion with oukej:
#veterans message
ability to tell if a round deflects or not is a big boon tho for real, the only current way im aware of from SQF is to compare the velocity when a hit event occurs and a few moments after
anyway, so rn my AI shoot their rockets way off sometimes (especially with RHS and CUP rockets, vanilla ones are ok-ish)
i noticed this too except its less 'sometimes' and more 'consistently off' for me lol, for like slow unguided rockets they always fall short of the target
maybe whoever wrote vanilla AI targeting didn't know the equations either... or maybe it was changed 😅
I was hoping to correct this based on where the rocket lands...
rockets don't deflect pretty sure, so you will just get one hit
Rockets don't deflect on terrain
If it deflects
afair it is caused by AI lead algorithm which doesn't take into account rocket thrust. On top of that, dispersion on rocket launchers works quite horrible
I think it could be changed - if I remember correctly rockets/missiles have already one exception so they don't trigger on bushes
applies hammer
Deflection still simulates the hit on the object that was deflected on. And the hit simulation is what creates subammo. So I can just skip if only deflection code already looks like that was unintentional
yeah but I meant my own AI 😅
I use the FiredMan EH and use inverse kinematics to calculate the projectile launch angle, and throw it in that direction 
since I can't make the AI aim 😢
Sorry I of course mean the Submution*
btw Ded since you're working on the projectile code could you please dig the rocket equations for me? 
I'll also add it to the wiki for future generations... 
oof.. too large
And depends on which mode its in (Init, Thrust, Fly, Lost) if its guided or not...
oh. oof indeed 
shotRocket is the same as shotMissile
I think I only need the thrust one...
mostly wondering what magic vars are used and which parameters are important
rocket thruster force fades out over time
power = thrust * (thrustActiveTime*4 / configThrustTime) * mass
so not full power till end
thanks. what about the flight equation?
also where is the mass defined? 
getMass returns 0 for me...
yeah it's only for PhysX objects it seems...
feature request ticket: getGeometryMass:
https://feedback.bistudio.com/T163583
thats surprising that the geo mass is taken into account
Life of a shot
17:52:31 ["Deflected",47: ace_tracergreen2.p3d,[21.8436,166.114,26.6975],[21.8436,26.6975,166.114],bin\config.cpp/CfgAmmo/B_408_Ball]
17:52:36 ["Deflected",52: ace_tracergreen2.p3d,[7.75718,500.943,49.8861],[7.75718,49.8861,500.943],bin\config.cpp/CfgAmmo/B_408_Ball]
17:52:36 ["AmmoHit",52: ace_tracergreen2.p3d,[5740.66,2885.34,5.78855],[7.74264,49.5364,500.773],[0.694756,-0.13712,-0.706054],bin\config.cpp/CfgAmmo/B_408_Ball,C Alpha 1-2:1,[]]
17:52:36 ["AmmoHit",52: ace_tracergreen2.p3d,[5740.63,2886.55,5.9252],[-10.1157,35.7886,308.992],[0.359199,0.196484,-0.912343],bin\config.cpp/CfgAmmo/B_408_Ball,C Alpha 1-1:1,[]]
17:52:36 ["AmmoHit",52: ace_tracergreen2.p3d,[5740.62,2886.7,5.94124],[-11.9654,23.7267,243.911],[-0,-1,-0],bin\config.cpp/CfgAmmo/B_408_Ball,C Alpha 1-1:1,[]]
17:52:36 ["AmmoHit",52: ace_tracergreen2.p3d,[5740.5,2887.83,5.99218],[-9.03999,3.32625,81.6416],[-0.033677,-2.85406e-007,-0.999433],bin\config.cpp/CfgAmmo/B_408_Ball,292a4db8080# 7: mbt_01_mlrs_f.p3d,[]]
17:52:37 ["Deflected",47: ace_tracergreen2.p3d,[21.3402,101.794,5.61378],[21.3402,5.61378,101.794],bin\config.cpp/CfgAmmo/B_408_Ball]
Deflected from the ground, through one civilians leg, through another civilians leg, apparently again through the same civilian? and then hit a MLRS in the side..
But somehow there are random deflections mixed inbetween and all the named selections don't work
"But somehow there are random deflections mixed inbetween and all the named selections don't work", that sounds like you are digging into some unforeseen potential issues with unnecessary duplication there..., specially with bullets hitting the same civilian twice etc...
Aren't you making it harder on Enfusion developers by effectively raising the bar on the number of commands/handlers implemented in "the previous game"?
Does it count as sabotage?
I know it for certain that "some VBS developers" are annoyed by new features in Arma 3 that are not present in VBS and they feel left behind 😂
If they (Enfusion Devs) can't keep up with Ded then perhaps Ded should take their place 😉 ...
Actually, it is more like an inspiration and motivation than competition! He is raising the bar indeed...
And here I am implementing stuff VBS has had for years 😄
...like hashmaps 😏
they have hashmaps?
They don't, that was my point. I guess I forgot to add /s ;)
So DLSS for A3 when?
Not worth, already thought about FXR
you can use FSR yeah
Oh, the AMD “equivalent”
I have an AMD GPU and I play Arma3 in 4K, and the FPS in many occasions are low, having the option to scale the screen resolution to avoid fps drop. But the quality of the filtering is not very good, and the image loses sharpness and too much quality. AMDs FSR options have just been released, whi...
oops FSR* :u
Uh, didn't know people can just do that
aside from battleye you can use that today
if it isn't signed already
yeah, AMDs is mostly just plug and play
I could sign it, but I need to build it myself for that
That would be splendid
tl;dr; you need python with conan to fetch dependencies
I wonder how will be that intel equivalent and if it would work in similar fashion as FSR
Imagine integrating FSR into A3 settings
here's the getting started for current version in english, https://github.com/Blinue/Magpie/blob/main/README_EN.md
I don't have time for that, seems to take too long
that's the binary 😛
for compilation you just need conan setup which is easy
Install the latest version of Conan, the open Source package manager for C/C++, to start using Conan and downloading packages from the ConanCenter
let's see if it works with battleye now
A3 in 8K 😱
oh wow, don't use it together with auto HDR 😄
seems to work fine
I can still join official bohemia servers with it enabled via magpie
text is a bit fuzzy
I get a bit better performance flying around on livonia in 1080p->4K FSR compared to native 4K
1440p->4k might be a more sane upscale
yeah, a lot less fuzzy text with 1440p->4k
so if you can add FSR to the renderer that would hopefully make auto HDR still work dedmen 😄
not having HDR enabled is a total bummer for an OLED panel 😛
there's also https://store.steampowered.com/app/993090/Lossless_Scaling/ which works with VRR and HDR but picture quality was a bit worse
11:51:44 ["Deflected",50: ace_tracergreen2.p3d,[5487.9,7668.67,5],[-5.96609,44.4517,628.845]]
11:51:44 ["AmmoHit",50: ace_tracergreen2.p3d,[5487.82,7676.97,5.5865],[-5.94314,44.1513,626.426],[-0.584812,-0.186724,-0.789385],C Alpha 1-2:1,"rightuplegroll"]
11:51:44 ["AmmoHit",50: ace_tracergreen2.p3d,[5487.81,7678.7,5.68142],[-3.32325,26.6555,496.847],[0.0300736,-3.88174e-007,-0.999548],2ccadc5e040# 9: mbt_01_mlrs_f.p3d,"plates_1"]
flippin bullet off the ground up through that right leg into the MLRS :3 Now with working selections
you don't need conan for the official FSR dedmen, https://github.com/GPUOpen-Effects/FidelityFX-FSR 😉
11:54:39 ["AmmoExplode",58: handgrenade_throw.p3d,[5452.93,7682.75,5.03421],[-0.057944,-0.00479025,0.0458563]]
Wasn't sure if "Fired" eventhandler catches hand grenades, apparently it does
and the docs at https://gpuopen.com/fidelityfx-superresolution/
Engine integration won't be done
"Hey I wonder if smoke grenades work too"
12:03:52 ["AmmoExplode",126: smokegrenade_white_throw.p3d,[5456.6,7664.61,6.4097],[-7.12325,-0.992408,6.50232]]
- Yes they do
- WHY THE FRICK did my smoke grenade just do a HE grenade explosion and didn't emit any smoke?!?!!
- Missing
overrideon a method and it was in a different file than EVERYTHING else so I didn't see it
Fun!
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HitPart What of this do you actually need when for example a mine/grenade explodes?
Instead of _ammo I pass the projectile, so you can do configOf to get whatever you need, and _isDirect is not passed because explosion damage is never direct.
What do you need for projectile hit? do you need _surfaceType, _vector, _radius?
I will split ammo hit by explosion, and ammo hit direct into two seperate events
surface type would be nice 
maybe its normal too
and what's radius? 
I guess how hard that component has been hit
you mean like due to caliber and stuff?
ye I guess.
dunno might be useful for a mod that makes bullet holes (simple obj + setObjectScale) 😅
apart from that I don't see where it can be useful
unrelated (maybe partly related?) question: can bisurf files be binarized?
was wondering if it's possible to read the bisurf properties directly 
(like bulletPenetrability)
Handgrenade go boom 
Thats alot of data
With the duplicates from my bad regex removed, its a bit less data
can't these be combined?
i.e. all selections returned in one EH trigger
They are all returned in one EH trigger, they are an array and I just log them seperately
Yeah I will optimize this a bit. HitPart is so inefficient.
It logs the hit object with every entry, which doesn't make sense as the object is the same for every entry.
Same for shooter
Omg vanilla HitPart is so bad on explosions...
For every hit it creates the _ammoInfo array.
But that array stays the same for every hit!
If you get 50 hits on different components, you get 50 copies of the same ammo info array 
And this is so redundant, if you'd just pass the projectile, or the config of it, people could get that info by themselves
I hate this
i thought it was the size of the component that had been hit
but that doesnt make much sense either
Still alot of data, but quite a bit better (velocity is always zero for explosions, HitPart sends you a new 0,0,0 array for each component -.-
Ammo HitExplosion won't have that value at all
velocity? of what?
the projectile that hit you
(explosion doesn't have one but programmer just copied HitPart which has one soo... always zero :D)
can't you just use velocity command? 
It think so yes
well then passing it in the EH doesn't make sense 
it just makes the array bigger and slower, no?
yes you can.
In normal non-explosion hitPart
yes. But i cannot change the old stuff anymore
I mean velocity does work on it. I know. but was wondering if it's a different one
yeah no its not ^^
I copied the HitPart EH for ammo, but now I'm ripping all the stupid stuff out for the new one
so bisurf files are never binarized right?
if they are not currently in vanilla, then probablynot
15:06:49 ["AmmoHit",55: ace_tracergreen2.p3d,[5488.15,7676.96,6.12674],[91.4522,852.395,-25.4576],[-0.794794,-0.603235,0.0664056],C Alpha 1-2:1,"leftforearm"]
15:06:49 ["AmmoHit",55: ace_tracergreen2.p3d,[5488.26,7677.98,6.10211],[79.1762,758.205,-17.9908],[-0.957893,0.0631433,-0.280097],C Alpha 1-1:1,"leftforearm"]
15:06:49 ["AmmoHit",55: ace_tracergreen2.p3d,[5488.34,7678.72,6.088],[77.9246,734.752,-13.8994],[0.0300754,-0.999548,7.92209e-005],21adfa5e040# 9: mbt_01_mlrs_f.p3d,"plates_1"]
This is so much fun
finally mods that answer that burning question ... did I even hit anything?
Finally hit markers without horrible performance because you need to grab all hits of everything 😄
ikr. why didn't anyone do it sooner? 
btw setVariable works on projectiles now too, right?
not yet, I'll do that after events
TIL: There is a onFlare.sqs in mission directory that gets executed everytime a flare goes off
Well you can use AmmoExplode now 😄
Not sure if triggering explode is the best idea but should be fine?
ooh, that's interesting
maybe rename AmmoExplode to AmmoTrigger?
so that the name applies to stuff that don't "explode" (flares and smokes)
also don't forget to fix triggerAmmo to work with grenades/smokes and other ammo that it doesn't work on rn (I think some missiles didn't work too)
16:27:42 ["FiredMan",bis_o1,"arifle_SPAR_01_GL_snd_F",51: ugl_slug.p3d]
16:28:05 ["AmmoExplode",51: ugl_slug.p3d,[5703.99,7837.23,5],[43.6661,34.3074,-20.1114]]
16:28:06 ["AmmoHit",51: ugl_slug.p3d,[5703.99,7837.23,5],[43.6661,34.3074,-20.1114],[0,0,1],<NULL-object>,[]]
UGL shot, hit terrain.
16:38:37 ["FiredMan",bis_o1,"arifle_SPAR_01_GL_snd_F",48: ugl_flare.p3d]
16:38:42 ["AmmoExplode",48: ugl_flare.p3d,[5483.31,7725.12,228.948],[-1.52519,19.3694,70.2398]]
UGL illum flare.
That velocity mh.. I want it to have the falling down velocity. Mh well gonna stay that way
OMG smoke grenades are terrible...
They explode and start smoking.. but.. they don't stop exploding! They explode every frame. But there is a check if they are already smoking and if yes then they ignore it...
ahhh
Now how do I test ShotLaser while we don't have any laser guns
oh speaking of lasers, could you please make FiredMan EH trigger for laser designator too? 
Is there no lasering event?
afaik no
VBS has them. VBS even has "being lasered" event on objects
That would be different thing, feel free to make a ticket for that
This can be used for Shtora system 
17:22:38 ["AmmoExplode",48: ugl_slug.p3d,[5487.97,7806.94,5],[-0.136811,6.36761,-61.397]]
17:22:46 ["AmmoHit",48: ugl_slug.p3d,[5487.97,7806.94,5],[-0.136811,6.36761,-61.397],[0,0,1],<NULL-object>,[]]
17:22:50 ["Deleted",48: ugl_slug.p3d]
UGL shot into terrain... Mh shouldn't do hit when it explodes in sky :U
is it "Deleted" or "Delete"? technically its just before deletion 🤔
d
we already have deleted:
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Deleted
yes but it no work on ammo
well make it work on ammo 😛
Triggered just before the assigned entity is deleted.
But why it Deleted then ah
See my last log post above
deleto magico
CounterMessure
https://community.bistudio.com/wiki/Arma_3:_Ropes
maxRelLenght ...
and let's not forget getDammage...
Amra 3
CounterMeasures trigger Fired/FiredMan, but doesn't pass projectile. Because the CounterMeasures weapon doesn't even know that it fired 😄
think this is the same with car horns too
I don’t suppose that there is a possibility to make headless client utilise GPUs RT cores to run AI calculations in order to improve performance, right?
...what?
Sorry, Tensor cores.
That's... not how that works, chief.
What do you mean by “that”?
Ignoring the part where you'd be converting an at least 9 year old engine to use new technology, the "AI" Tensor cores are more efficient in processing is very much different from the "AI" used in videogames. Machine Learning vs State Machines for the most part.
That’s what I was wondering, thank you.
c++ extensions work on headless client, feel free to write one for AI
I’ll wait writing that one for Reforger. I was just curious 😅.
Is someone able to verify if their Arma is also crashing with devbuild when ViV carrier is destroyed when having cargo inside? I tried i.e. Blackfish (Vehicle Transport) with Wooden Crates (5)
no
I tried:
plane setVehicleCargo bike; //true
plane setDamage 1
could you try with prop?
still no crash 
heh, okay, it seems diag/internal branch - regular dev branch is ok
18:46:35 c:\bis\source\dev\futura\el\evaluator\expressimpl.hpp(478)Bad conversion: array``` that is the last thing in logs before crash
thanks for confirming it though!
is that not the SQF evaluator?
Projectile variables will be local only tho
The HitPart saga continues.
It passes an Array of selections/components that were hit.
Engine preallocates memory for 32 entries for that array.
But the code aborts after it found one, meaning there can only ever be ONE selection.
But it wastes allocating a 32 element array for this one value...
And I cannot fix it because the old stuff needs to keep an array being passed
what about going for "hitPartNew" - aka make a new version that doesnt have to cater for backwards compatibility and can have a better code design without these constrainers?
[with better name and hitPart only a sample - may apply for other other things more]
doable but not worth it.
Say mod1 uses old, and mod2 uses new. Now we have to create and allocate the arguments for two eventhandlers, and fire two events.
Whereas currently we do one expensive prepare once and fire once
I now changed it
_target, _shooter, _projectile, _velocity (only for explosions its always 0,0,0), _selection (for equal names), _ammo (every hit is caused by same projectile), _surfaceType (for equal names), _isDirect (always true for hit, always false for explosion)
to all reference the same values for every entry, so it doesn't have to allocate duplicates. That should be alot better
heh..
Just realized...
Projectile HitPart is different in almost every way from Entity HitPart.. except.. both are
object addEventHandler ["HitPart"]

addEventHandler internally detects if object is projectile and switches to ammoEvent enum
12:48:25 ["FiredMan",bis_o1,"arifle_SPAR_01_GL_snd_F",46: ace_traceryellow2.p3d]
12:48:25 ["HitPart",46: ace_traceryellow2.p3d,C Alpha 1-2:1,bis_o1,[5488.02,7676.91,6.14966],[11.3603,779.36,-21.1296],["spine1","hit_spine1"],[0.463266,-0.87775,0.122227],1,"a3\data_f\penetration\meatbones.bisurf"]
12:48:25 ["AmmoHit",46: ace_traceryellow2.p3d,[5488.02,7676.91,6.14966],[11.3603,779.36,-21.1296],[0.463266,-0.87775,0.122227],C Alpha 1-2:1,"spine1"]
12:48:25 ["HitPart",46: ace_traceryellow2.p3d,C Alpha 1-2:1,bis_o1,[5488.03,7677.08,6.13602],[30.1696,177.346,-20.8641],["spine2","hit_spine2"],[-0,-0,-1],1,"a3\data_f\penetration\meatbones.bisurf"]
12:48:25 ["HitPart",46: ace_traceryellow2.p3d,C Alpha 1-1:1,bis_o1,[5488.16,7677.91,6.01849],[20.772,137.046,-19.6139],["pelvis","hit_pelvis"],[0.020261,-0.299131,0.953997],1,"a3\data_f\penetration\meatbones.bisurf"]
12:48:25 ["Deleted",46: ace_traceryellow2.p3d]
Now AmmoHit and HitPart on ammo are a bit redundant 
and perhaps slow too
the HitPart one
unless you save the array, and use it for both HitParts (ammo and target)
HitPart shares data with the entity handler indeed
ammoHit also executes where the shooter is local or on the target?
All ammo events are local to projectile
Atleast written as that. If they are not then, pleasent surprise but I won't advertise that
btw does it mean if someone happens to change those arrays by ref, they get the reserved value error or whatever it was? (the one you get with thisList in triggers)
if you edit them by reference you get F'ed
why not make it throw this error instead? 
Because I'm still not done with this
I could remove AmmoHit and do it all with HitPart, but thats a bit less efficient for terrain hits
And if I do that I cannot do stuff like firing Deflected event before the hit, because HitPart is handled before all these 
But I kinda need to do that because these seperate events cannot share values so they are inefficient. Every solution is crap :u
It makes more sense to fire Hit before Deflected, since a bullet first hits, then deflects
If you ask me there's no need for both
just pass a single bool to Hit, like I said before
a projectile can deflect multiple times, but it only has one hit that doesn't deflect
so it's not slow for people who want the Deflection either
and people who want hit get it all
(a deflection is a hit anway)
just pass a single bool to Hit
Can't do if I use only HitPart, Hit itself don't know if it will later on deflect or penetrate
If you want to know how much damage a hit does
You need to grab the velocity from HitPart.
Then wait if a Deflect happens and if yes the impact energy is HitPartVelocity-DeflectVelocity
If no deflect happens its either a terminal hit (HitPartVelocity is impact energy) or a penetration
isn't penetration a form of deflection? 
the impact energy is HitPartVelocity-DeflectVelocity
this applies to penetration too (or it should)
Don't remember if on penetration I pass post-penetration velocity, if yes then yes
There is no penetration event so ¯_(ツ)_/¯
this still applies right?
When I combine them no. HitPart will fire with no object on terrain deflection
Or rather right now HitPart doesn't fire at all when you don't hit a Entity
I guess I like it better now then 😅
I need an event that gives me where the projectile first lands...(even if it deflects)
so to clarify ammo will now have a hitpart eventhandler that works like hitpart on a vehicle?
yes, no.. depends on what you mean with "works like"
It fires at same time, but different parameters
And ammo one will (soon) fire more often, also when you hit non-objects
alright
but you'll keep deflected?
you didn't that's why I asked
Yeah that was my next question haha
Why would I remove that?
¯_(ツ)_/¯
exactly
RPG-7 firing.
The projectile hits the tank, it spawns a submunition on explosion. The projectile impacts the tank and does impact damage, explodes and does explosion damage, and then the submunition (penetrator) does its hit damage as it goes through the rank
:wobcat:
but the main projectile apparently never gets deleted :sad:
deleted only happens when its timeToLive expires, no?
no Deleted happens when its deleted
the main projectile apparently never gets deleted
so it's a bug? or does it just get around the event?
Its something I'm looking into right now
Bam yes.
Missile itself does a direct deletion after exploding, instead of going through the deletion handler 😄
But only missile was broke
This gonna need lots of dev-branch messing around with to find all the kinks 
speaking of which I noticed something strange with missiles and deletion that might be related
I have a bomb that spawns submunition at a certain distance to target, with deleteParentWhenTriggered enabled. If I run triggerAmmo on it the bomb will explode with soundeffects and particle effects, and spawn its submunition. It doesn't do this if its triggered by triggerDistance
So what I have right now.
setVariable now works on projectiles (no public parameter possible namespace is not MP synced)
New eventhandlers, addEventHandler now works with projectile, automatically internally switches to AmmoEvent enum
Eventhandlers are different from the existing Ammo config eventhandlers (Fired, AmmoHit)
Explode shot:object, pos:vector3, velocity:vector3
Velocity is of projectile at time of exploding
Deflected shot:object, pos:vector3, velocity:vector3
Velocity is of projectile AFTER the deflection
SubmunitionCreated parentShot:object, newSubmunitionShot:object, pos:vector3, velocity:vector3
HitExplosion shot:object, hitEntity:object, projectileOwner:object, hitThings:Array
hitThing: pos:vector3, normal:vector3, component:string, radius:scalar, string:surfaceType
Compared with entity HitPart isDirect is always false
HitPart shot:object, hitEntity:object, projectileOwner:object, pos:vector3, velocity:vector3, normal:vector3, component:string, radius:scalar, string:surfaceType
HitPart only ever hits one part. Compared with entity HitPart isDirect is always true
Deleted shot:object
How/where do you set triggerDistance
If triggerDistance check succeeds it spawns submunition and deletes parent.
Same as if forceTrigger (I assume thats what triggerAmmo does)
yes forceTrigger does that
@harsh orbit did you make a ticket for where forceTrigger didn't work? I don't remember, can you make one?
forcetrigger? don't think ive seen that before
you mean triggerAmmo?
yes
oops
its called forceTrigger internally
its a special variable that needs to be checked, I guess the other types where that doesn't work are just not checking, easy to fix
I think it's behaving as expected reading the wiki as it says it triggers the ammo as if it hit, and if there is submunition they will be triggered
I can make one but I don't know exactly what it doesn't work on. I only know of grenades and smokes and some missiles (don't know which ones)
is that good enough?
well I remember I couldn't get SOG missiles (I think the napalm ones) to explode (maybe they're scripted) 
it definitely worked for the bomb I was testing it on
Just not the way I was expecting
cuz I was just expecting it to spawn the submunition not explode also
Actually. It only works on Missiles and shots that have submunitions
it triggers the bomb so it should fully explode
@full sonnet there's already a ticket:
https://feedback.bistudio.com/T163450
Yeah I misunderstood the command because every other time I used it it was just to spawn a submunition early
oh nvm it's something else 
it's asking for a command that changes fuse time it seems
Well it seems to be atleast one part of it 
Hm.. I fixed CounterMeasure projectile not being passed in Fired event...
Don't counter measures usually fire two projectiles at once? 
I think it depends on how the weapon is set up in config
and its mode
they're not scripted. Napalm is cluster munitions under the hood.
well the point is it didn't work on one of SOG missiles that I tried 😅
I don't remember which tho
and don't know why
Plane bombs?
Napalm and WP stuff in SOG make use of the fire based particle and flare style cluster munitions to have a lifespan past the initial boom I believe.
since fire particle has hard wired damage
If you can give me examples where they don't work I'll look into
you mean for the triggerAmmo thing?
if so, you can start with grenades and smokes for now till I find it 😛
no for the projectile missing thing
what projectile missing thing? 

😄
ok so in vanilla triggerAmmo doesn't work on these simulation types (except for shotBullet):
["shotSpread"
"shotShell"
"shotSubmunitions"
"shotDeploy"
"shotTimeBomb"
"shotLaser"
"shotMine"
"shotDirectionalBomb"
"shotBoundingMine"
"shotIlluminating"
"shotSmokeX"
"shotGrenade"
"shotCM"
"shotSmoke"
"shotNVGMarker"]
some are irrelevant tho 
the important ones are mines, time bombs, grenades, smokes, and flares
pls on ticket for later :3
@full sonnet I'm curious how you allowed your helicopters to survive that upside down crash? I was trying to do a similar script like you demonstrated in this chat a while back for the prior pending dev branch version.
He did not!
Source: I died because of that, today 😛
I've been trying to get something similar working, but my helis keep getting killed by: ["", "HelicopterExploSmall", "FuelExplosion","HelicopterExploBig"]
Where as the exact script works fine on land vehicles.
I don't think that what you're talking about is actually a script, but more of an engine change (meaning: it's in C++)
And again: I died today because of a chopper that fell on its side, so it's definitely not implemented on the perf/prof branch, right now (and I'm expecting an in-game refund from Dedmen, now!)
Ask @full sonnet
I'll hold off since I tagged already and I'm sure he's got a million other tags someplace else.
yeah helicopters were hard coded to explode when flipped basically
I removed the code that kills them
" I was trying to do a similar script like you demonstrated in this chat"
Script? you can't do that with script
It also wasn't in the changelog.
I didn't have time to do it yet
Atleast i have one thing making me happy today
need 1k more commits.
And now I'm sad again. I will have to release profiling as atleast 149001 😢
Nah screw it. I will skip some bugfixes just so I can release a fancy number.
nah the fancy revision was 80085/58008. you missed it 
🕯️
People forced to use SVN in 2022 😿
I've made commits to different projects using SVN repos, today 
Could be worse, could be cvs
#SourceSafe
could be worse, could be ftp
could be even worse, could be a usb disk with a Windows Briefcase. 

16:06:58 ["FiredMan",bis_o1,"srifle_GM6_F",115: ace_tracerwhite2.p3d]
16:06:58 ["HitPart",115: ace_tracerwhite2.p3d,C Alpha 1-2:1,bis_o1,[5487.92,7676.91,6.29334],[59.0809,899.942,-14.3112],[-0.0972688,-0.99501,-0.0222375],["spine3","hit_spine3"],1,"a3\data_f\penetration\meatbones.bisurf"]
16:06:58 ["Penetrated",115: ace_tracerwhite2.p3d,C Alpha 1-2:1,"a3\data_f\penetration\meatbones.bisurf",0.248274,[5487.92,7676.91,6.29334],[5487.94,7677.15,6.2894],[18.7459,487.741,-9.99681],[5487.94,7677.15,6.2894]]
16:06:58 ["HitPart",115: ace_tracerwhite2.p3d,C Alpha 1-1:1,bis_o1,[5487.97,7677.9,6.27401],[18.7376,487.526,-10.0075],[-0.162228,-0.985632,0.0470309],["spine3","hit_spine3"],1,"a3\data_f\penetration\meatbones.bisurf"]
16:06:58 ["Penetrated",115: ace_tracerwhite2.p3d,C Alpha 1-1:1,"a3\data_f\penetration\meatbones.bisurf",0.248151,[5487.97,7677.9,6.27401],[5487.98,7678.15,6.26892],[6.18377,74.1186,-2.0241],[5487.98,7678.15,6.26892]]
16:06:58 ["HitPart",115: ace_tracerwhite2.p3d,19911dfc080# 9: mbt_01_mlrs_f.p3d,bis_o1,[5488.02,7678.71,6.25368],[6.18174,74.0942,-2.09726],[0.0300762,-0.999548,-2.10595e-007],["plates_1"],1,"a3\data_f\penetration\armour.bisurf"]
16:06:58 ["Deleted",115: ace_tracerwhite2.p3d]
yes but its just distance entry/exit so I may remove that
params ["_projectile", "_obj", "_surfaceType", "_distInside", "_entryPoint", "_exitPoint", "_exitSpeed"];
btw how do you draw these lines?
shots diag
"shots" diag_enable true
I was gonna say give a command for that too 😛
I wish it could show more traces I think its limited at uh, 40 total? and then it starts replacing old ones
next thing I wanna look at is
getNumber (loadConfig "a3\data_f\penetration\armour.bisurf" >> "thickness")
That'd be neat and should also work for rvmat or mod specific config.bin and such
20 it seems
hmm thought it was more than that
btw this doesn't happen for me 
when my bullet hits the terrain and deflects HitPart doesn't trigger
wobcat
but I want it 😢
the code is there now, maybe I did that after dev branch was staged
oh ok 😅
but there is a different build that you can test it on but I won't tell you which and you also won't find it in changelogs 👀
_entries = createHashMap;
{
_entries set [configName _x, getNumber _x];
} forEach (configProperties [loadConfig "a3\data_f\penetration\metal_plate.bisurf"
, "true", true]);
_entries
->
[["soundHit",0],["dust",0],["deflection",1],["soundEnviron",0],["Density",4000],["rough",0.1],["bulletPenetrabilityWithThickness",48],["friction",0.7],["Thickness",30],["restitution",0.3],["impact",0],["isWater",0]]

Also now I want a thing that turns a config into a nested hashmap
Actually this loadConfig thing causes a memory leak. Returning a hashmap might be a viable alternative 🤔
what about EBOs? 
should it work on them? 
I personally say yes but 
cant you already do that with loadFile/preprocessFile
idk never tried it 
neither I just think it's possible
you can yes
_entries = createHashMap;
{
_entries set [configName _x, getNumber _x];
} forEach (configProperties [loadConfig "mission.sqm", "true", true]);
_entries
-> [["Mission",0],["EditorData",0],["sourceName",0],["ScenarioData",0],["AddonsMetaData",0],["version",54],["randomSeed",1.22026e+007],["addons",0]]
This already so nice that i want to make it work
how about making the keys lower case?
I'll first try to just make returning configs work without memory leak. If I can do that we don't need hashmap conversion
Not to be a bother, sorry for the tags, do you think there will be a release of that change in a beta or dev branch at some point for testing sake? I'm excited as hell.
No rush, just really excited. I rather something done than rushed. 😄
Do you think that changes are what is currently destroying helicopters from slightly survivable taps?
_fnc_convertClass = {
params ["_cfgClass"];
private _result = createHashMap;
private _props = configProperties [_cfgClass, "true", true];
{
if (isNumber _x) then {_result set [configName _x, getNumber _x]; continue; };
if (isText _x) then {_result set [configName _x, getText _x]; continue; };
if (isArray _x) then {_result set [configName _x, getArray _x]; continue; };
} forEach _props;
private _classes = "true" configClasses _cfgClass;
{
_result set [configName _x, _x call _fnc_convertClass];
} forEach _classes;
_result
};
(loadConfig "a3\data_f\default_super.rvmat") call _fnc_convertClass
->
[["PixelShaderID","Super"],["Stage6",[["uvTransform",[["pos",[0,0,0]],["up",[0,1,0]],["dir",[0,0,0]],["aside",[1,0,0]]]],["uvSource","tex"],["texture","#(ai,64,64,1)fresnel(0.4,0.2)"]]],["Stage7",[["uvTransform",[["pos",[0,0,0]],["up",[0,1,0]],["dir",[0,0,0]],["aside",[1,0,0]]]],["useWorldEnvMap","true"],["uvSource","tex"],["texture","a3\data_f\env_land_co.paa"]]],["specularPower",30],["Stage4",[["uvTransform",[["pos",[0,0,0]],["up",[0,1,0]],["dir",[0,0,0]],["aside",[1,0,0]]]],["uvSource","tex"],["texture","#(argb,8,8,3)color(1.0,1.0,1.0,1.0,AS)"]]],["diffuse",[1,1,1,1]],["Stage5",[["uvTransform",[["pos",[0,0,0]],["up",[0,1,0]],["dir",[0,0,0]],["aside",[1,0,0]]]],["uvSource","tex"],["texture","#(argb,8,8,3)color(1,0,1,0,SMDI)"]]],["Stage2",[["uvTransform",[["pos",[0,0,0]],["up",[0,1,0]],["dir",[0,0,0]],["aside",[1,0,0]]]],["uvSource","tex"],["texture","#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)"]]],["specular",[1,1,1,1]],["Stage3",[["uvTransform",[["pos",[0,0,0]],["up",[0,1,0]],["dir",[0,0,0]],["aside",[1,0,0]]]],["uvSource","tex"],["texture","#(argb,8,8,3)color(0.0,0.0,0.0,0.0,MC)"]]],["forcedDiffuse",[0,0,0,1]],["StageTI",[["texture","a3\data_f\default_vehicle_ti_ca.paa"]]],["ambient",[1,1,1,1]],["Stage1",[["uvTransform",[["pos",[0,0,0]],["up",[0,1,0]],["dir",[0,0,0]],["aside",[1,0,0]]]],["uvSource","tex"],["texture","#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)"]]],["emmisive",[0,0,0,0]],["VertexShaderID","Super"]]
FFS I thought I can just write this script without private and i wondered for 5 minutes why it doesn't work. AHH.
so finally done? 
Memleaks fixed.
One testcase just crashed so I need to retry that.
But seems good so far
Its very hacky, but it was alot of fun
class baseClass {
entry1 = 1;
entryOverwritten = 0;
};
class subClass : baseClass {
entryOverwritten = 2;
entry2 = 3;
};
entry1 = 5;
/*
class subclassesClass {
class subclassesClass1 {};
class subclassesClass2 {};
class subclassesClass3 {};
class subclassesClass4 {};
class subclassesClass5 {};
};
*/
-> [["subClass",[["entry1",1],["entryOverwritten",2],["entry2",3]]], ["entry1",5], ["baseClass",[["entry1",1],["entryOverwritten",0]]]]

[
["subClass",[
["entry1",1],["entryOverwritten",2],["entry2",3]
]
],
["subclassesClass",[
["subclassesClass2",[]],
["subclassesClass3",[]],
["subclassesClass1",[]],
["subclassesClass4",[]],
["subclassesClass5",[]]
]
],
["entry1",5],
["baseClass",[
["entry1",1],["entryOverwritten",0]
]
]
]
I thought that would crash but it doesn't
Seems all good 
trying to do the mission.sqm does crash 😄
why does it crash tho? 
isn't it the same thing that the game already uses for other configs?
Ah I found it, I messed up the reference counting
Other configs are statics. They are not reference counted.
But script ones have to be
I could add a new script value type, but I don't want to. And i found a way to hack stuff
why not make both ref counted? 😅
Extreme performance waste
I wrote like 30 lines of code, and 50 lines of comments explaining what I'm doing and why its so crazy

Here have mission.sqm
You can now read the whole mission.sqm as a config, in script
Now I just need to figure out how to make the game not just crash when you give it a corrupted file
it already does this with corrupt configs too right?
description.ext's do that now ye
-noFPTraps is command for...??
ok
btw would allowing it to read p3d model.cfg facilitate ripping? 
if not I'd love a command that allows me to read model animation properties (which selection, what's the axis, etc.)
How would you read it if that file literally does not exist
there are no model.cfg's
is it not possible to read it from the p3d? 
no
oh ok 
With a 24 thread CPU the Arma startup CPU usage looks even more pathetic than it does with a 8 thread cpu
I need to implement my idea someday...
Most of that time is loading configs. Arma knows all hashes of all loaded mods.
So it could just save a binarized config after load and use that as a cache and just reload from that if you relaunch with same mods because it knows with same mods will have same config as result
We already do that with animations cache. That should speedup startup alot, but I keep having other stuff to work on
is this because the game's multithreading "small" stuff?
During startup the game is basically multithreading nothing
stringtables depend on mod pbo loading
config loading depends on stringtable loading
basically EVERYTHING else depends on config loading (sound, graphics, UI, steam)
You can't really run these in parallel :sad:
while faster startup is nice, as you put it yourself it's a "few seconds over a several hour long mission" 😛
stringtables and config could be cached though, that would get rid of the majority
Exactly :sad:
But I still want it
faster startup is desperately needed for modders who need to keep reloading the game to see changes 
but their mods also change which would invalidate the cache
waiting for game to start is boring, especially with gen4 nvme and 16 cores to spare. DirectStorage API implementation for startup loading? 😄
is that even available yet? 😛
as of yesterday, yes! 😄
I wonder how much of a difference that would make in Arma in terms of lod/texture streaming
How to check for memory leaks?
Just run the darn thing 10k times and see if memory usage increases 🤣
PSA: We are still smoke testing it, but anyone interested can try a RC-Branch for a 2.08 hotfix. It uses access code: Arma3Hotfix208RC
Primarily addresses: 32-bit crash + server browser false incompatibility + launcher firing modes + network compression disabling
Full circle
diag_exportConfig ["P:/mission.sqm", loadConfig "mission.sqm"];
🤯
If you put class CfgVehicles (as an example) in mission.sqm. Will it load and apply?
no
@full sonnet I got a crash with today's dev branch update 
should I dm the dump or make a ticket?
it's a scripting crash tho 😅
setObjectTexture on simple objects
no
I really thought no one might notice till next week
I'll list it as known issues later
thanks for this btw! I now know how to "fix" it 😅
You be bestest tester, always finding stuff 🫂
btw this still doesn't work (HitPart doesn't trigger when bullet gets deflected from terrain).
are you sure it's supposed to work?! 😅
also found another issue: grenades exploded with triggerAmmo deal no damage 😅
and my Arsenal just crashed (not sure if it's the same issue with setObjectTexture...) 
seems to happen only when I click on "Edit Loadout" in 3den context menu. when opening Arsenal in Main Menu and in-game there's no crash
I also experienced Arsenal crashes while playing the Extraction DLC yesterday. After just 8 minutes of gampleay. Also after loading a save I got an Ai Driven enemy APC that was immaterial towards Anti Tank Missiles. (PCML missiles passed though it without exploding/damaging it). The APC was active, moving and firing. We all know that the saving/loading system in Arma tends to break things but this was the biggest one I've seen. PS: The APC was destroyable before re loading the save game.
Well. It's time to retest that i guess
I refuse to accept that
Actually, yes i fully refuse, because I got hurt by my own grenades when testing :poutcat:
Where are my crash reports? Tomorrow?
Might spend the time tomorrow to look at that
Will prepare it for you 😉
damage is enabled for both btw. Mines and other stuff kill me. Grenades don't
I need be remember tomorrow
so what does loadconfig do?
Parses the given file (binarized and unbinarized) and creates a config
ah okay, not what i was hoping
What were you hoping?
to be able to load a config file ontop of, or reload a config file mid mission
We already have diag_mergeconfig or something
Available in diag exe
iv only got 1 use for something like that but i had hope
loadConfig is loadFile just for configs
can load config that is in mission.sqm
There are so many messages here that I'm starting to lose track of everything, and I'm sorry for that.
May I get a link to the solution for the ❌ that shows up in the server browser? Was it that you should use the perf_prof branch? I don't remember it anymore but someone on the server I play on has started complaining about the server browser saying that the server is incompatible with their client and I remember that there was a solution for that that I would like to pass to them
Did you update to hotfix?
Either running the perf_prof branch or updating to the hotfix should fix the issue.
there was a solution for that that I would like to pass to them
No solution to pass to them. The bug has only been server-side. If your server is updated, it doesn't happen. If it's not, it happens for everyone
when people join my arma server they get an error ''Wait for host'' any tips?
You are playing on dev branch?
Maybe the server is crashing, theres a known issue in setObjectTexture
That moment when valve documentation says "200MiB is absolute max!" and you try to upload a 200,000001 MiB large file and... it goes through without errors 🤔
Never trust the documentation 😠
And then you try to assert dominance by uploading a 400MiB file and that also goes through 😠
< 200 MB in code? 😄
So you go even crazier and do a 600MiB file, and that also goes through without issues ┬─┬ ノ( ゜-゜ノ)
Steam probably counts compressed size, and my 600MiB mission easily compresses down to 800 bytes 😠

Upload a video, there's a couple of multi-gigabyte video files on the arma 3 steam workshop 😛
I just uploaded 600MiB of files into my steam cloud, that are not associated with any published workshop files.
How do I get them deleted again 
isn't that legacy UGC items?
yeah
no result for CreateQueryUserUGCRequest?
Is there a button inside steam or something to view cloud files and delete them?
uhhhhhhhhhhhhhhhhh nice, I like this
at least you should be able to see it there 🙃
huh DayZ stores your player profile and profileNamespace vars in there
There is only Arma tactics there 
Valve says steam cloud has a max size of 200MiB per file.
Here I am uploading a 800MiB file without any errors.
But publishing that file on workshop later, then fails with a very helpful "invalid parameter" error
Very helpful valve
So experimentation shows, 400MiB post-compression is the real limit
so the total weight is reduced to 250 MO
but why did this guy say he couldn't upload a 250 MB mission?
oh nvm 250 worked 😓
Can we expect a fix soon to dev branch for the crashes to desktop introduced in the last update whenever anything Loadout/Arsenal/Virtual Garage is attempted please? It's really hitting hard not being able to run dev branch for diagnostics or file patching.
The fix will be in the next dev branch update, but I can't make any guarantees about when it will be released.
Thanks NeilZar.
the trigger for the event was there, but it was after deflect, but deflect aborts the simulation if it happens 😄
so do you mean it won't be added/fixed?
I mean I just fixed it now
oh thanks!
Why can't towing just be simple and work 😠
Try to tow a tank, the tank is so heavy that it pulls your heavy truck backwards, lifting your like 5 or 10 ton truck into the air making it swing back and crash into the tank that it just tried to pull ┬─┬ ノ( ゜-゜ノ)
Its time to violate the laws of physics so that towing feels better
HAHA! Screw you physics!
https://cdn.discordapp.com/attachments/558666278957613057/956186580798816337/2022-03-23_14-43-04.mp4

Arma alreade rapes the laws of physics anyway! Do what is best for gameplay!
That IS what I wanted but this feels a bit unrealistic
Do you want me to number each way that Arma 3 is already unrealistic? You have 10 minutes of free time? 🤣
As long as it works like the advanced towing mod (https://steamcommunity.com/sharedfiles/filedetails/?id=639837898) but without bugging out or making the towed vehicle explode every 10 seconds it is already perfect
how did you make it work? 
He made each vehicle aware that it has wheels and so their mass is not the only important variant but also friction and that even humans can tow vehicles with wheels
Action==Reaction.
I disabled the reaction part if you are towing something
Oh and also some better ways to activate vehicles so the start now works smoother.
There were cases where it would get stuck and not properly physx activate when you pull
why not reduce the reaction instead of removing it completely?
yeah trying that now
I want a HEMTT to pull a tank, but not a quad to pull a hatchback
🤫 We got the fix... don't make him break his own fix by asking too many questions!
A quad can pull a hatchbak in real life!
Its a bit hard to do this.
I can clamp the max force, but then that doesn't fit with different strong vehicles.
I can apply a multiplier, maybe that might work not sure
is the problem only when you "start" to pull?
for tanks no.
Tanks are just too heavy to be pulled
i.e when vehicle already has velocity towing works?
Just make it so that anything can tow anything and they just loose speed based on their mass difference with a minimum of 15 km/h
imo make the reaction force a function of velocity
the faster you go, the bigger the reaction
but also don't make it 0 when stopped
I prefer towing to be a practical and bugless rather than super realistic and complex to the point were it affects performance.
So for those who want a super realistic towing just wait for enfusion. In arma 3 anything better than advanced towing that doesn't bring the fps down by 5+ or make the towed vehicle launch to the stratosphere is already a godsend
I thought towing was good, until I tried to do it once in MP to clear a vehicle off a bridge.
Everyone was shouting at me to stop trying
That quad didn't like the 10% pullback force
huuuuh...
This might actually be a bug in rope simulation if I think about it.
The force applied to pulled vehicle is limited by gforce of 1.1G
But the response force applied to the pulling vehicle is just all pulled vehicles forces summed up, not limited
You left the handbrake on, didn't you? 🙂
That causes this weird springback effect.
Where if you try to pull the stiff rope acts like some ultra elastic band which catapults you backwards.
While the same doesn't apply to the vehicle you pull, its g-force limited.
Maybe that alone will fix all of this
I suspect towing is going to be an even more popular mechanic through the next few months, that and Tractor mods.
yeah the elastic effect on the ropes is one the worst things for towing
that and they can 'stretch' without a means of hardlimiting it
well you can now finally create new rope types and disable their stretchiness if you want
ah right true I forgot that was a thing now
I haven't tried specifically making a tow rope though
If someone makes one and can tell me its totally broken that'd be great
Think reyhard is using an invisible, less elasticated one in the RHS artillery towing system if you want to see if it's broken
try that Nyx thingy 😅
10km/h but it slides, the tracks don't roll :sad:
Not sure if this is good enough now.. Gonna put this on #perf_prof_branch, its clientside only anyway
dev branch update wen?
when QA is done with it
I wonder what happens when the towing and towed vehicles are full of players in MP 😅
as long as no player is in driver of towed, nothing special
Is the driver slot for the towed vehicle automatically disabled while the towing is happening?
no
when there is a driver, he keeps control and towing happens over network which is not so nice
Perhaps it would be best just to disable that specific position during the towing? If there is a driver he gets ejected and can get in as a passenger... but I leave that to your discretion once you do more MP tests and check if the issues are minor or significant
oof
you know, to avoid potential issues
Arma without issues? Even caused by players? No way
While most issues remaining cannot be eliminated by now, many can still be mitigated 🙂
Hell, some issues are tackled by moders and scripters just by using SQF, imagine what can be done with C++ for those issues!
Something is easier to fix with sqf believe it or not
apologies if I missed the info, I know that a previous update added an easier way to code towing for mods and such, but are these recent videos and attempt to add official towing? or is it just testing for the current code implementation?
what about 2 tractors?
in sequence
improving the current stuff
tr - tr - tank
ahh roger, thanks for the answer
The pain, THE PAIN
dies
Ugh, spelling errors in code are the worst and at least around here, I seem to be the only one who notices (and cares) 😦
setDammage
it's better than "inventary"
at least you read it correctly 😛
I didn't see it said "inventary" at first because my brain just saw "inven" and filled in the "tory".
And then there is the famous 9mm 17Rnd Mag, but the classname is: 16Rnd_9x21_Mag
Tho the tracer variants are named correctly
btw can we expect a dev branch update this week?
this issue is killing me! I keep crashing by accident! 😅
Its in QA. When QA signs off on it it goes out
Me: Sort by Name please
Engine: Sure! Here ya go:
maybe it sorted by classname 😛
inventory sorted by name?
ye
and other stuff
I blame ACE for not deciding between ACE_Bandage and ACE_bandage :poutcat:
so I had a server question...
if players have too high FPS compared to the server will it cause high server CPU usage? 
Thats nice
no-ish
Players send updates based on error, not fps
I thought they send updates every frame 
oooh nono
another question: if you add an eachFrame EH and execute something like setPosXXX or setDirXXX does it send the update every frame? 
Nicely sorted magazines too by bullet count
yes
eh
Not sure, probably
many script commands send instant update
in UI only right? or does it sort every time you add something to the inventory? 
UI
but UI deletes and recreates all item lists everytime something changes :harold:
ohhh look at dis ACE ammobox
Dev Branch update is live @harsh orbit
how does the inventory sorting work with the inventory interaction stuff cba/ace adds? i thought that relied on the order that items returned in the script commands being the same as the UI ordering
wuht
But how, inventory UI batches multiple items of same type together, the inventory commands don't
and the inventory commands that do, do by classname, so don't do it correctly for magazines
Will inventAry changes include hotkey modifiers?
I might be misremembering how it worked
yet?!
changelog wen? 😅
3 hours ago :poutcat:
wait it's up...why didn't I get a notification? 
I think ace adds one to the satchel charges that lets you throw them
that's the only one I know of off the top of my head
_cargoItems = _cargoItems arrayIntersect _cargoItems;
Yeah that won't work right, it combines all magazines together.
But it cannot do that, magazines are only combined if they have same ammocount
https://github.com/CBATeam/CBA_A3/blob/master/addons/ui/fnc_initDisplayInventory.sqf#L257 I can probably fix that part 🤔
Yes I can
adding the classname to the listbox data by default?
I found the code, it only specifically sets the data for only magazines. I can very simply set it for all types
nice
I didnt realise magazines had their classnames in the lbdata for the inventory list, i thought cba were just saving it there for later use
🙏 that will simplify CBA stuff.
itll be there next week
So uhm... the classname is "wrong" - it truly has 17 rounds. Also the "16" round tracer variants in fact have 17 rounds xD
I have an idea for a QoL feature for the inventory:
Ammunition & attachments which aren't "equippable" on the weapons in the 3 weapons slots should darkened a bit.
Example:
Equipped: M4, desert Eagle, Javelin
Darkened in the inventory: AK ammunition, RPG ammunition, weapon optics that are only fit for G36, etc
Reason:
I play mission with many added ammunition types. All have some cryptic names and same picture. To find out, which ammunition fits into the active weapon I have to "drag and drop" the ammunition a little bit to see if it fits to the ammunition slot of the weapon. For all heavy looting scenarios this would give a quick information which looted things will be useful.
that sounds neat but won't do
Why? The information is there and can be gathered easily. The function that check and make the slot "white" if i drag and drop ammo and equipment in the inventory can be used. 🙂
you can make a mod that does that 🙂
Welcome to my world! I have an impressive track record of 100% of my feedback tracker posts being denied. I am starting to believe that I should change my name and picture perhaps...
BI needed 2 to 3 Dedmens 5 years earlier.
they had a Dedmen cloning project. not sure how it's going rn 
it would be nice to get those things, but in the end it is a lot to do on a small team that already has a lot on its plate I am assuming
First you need a serviette from him (i learned from "big bang theory")...
How do you think the now correctly working towing got made? Dedmen in one vehicle and his clone in the other... was the only way 😅
seems like it failed...
#arma3_feedback_tracker message
I staged the post as invisible, then someone else flipped it visible later as I had the afternoon off. This approach maybe doesn't trigger a notification?
has there ever been a version of headgear randomisation ever considered for uniforms? would help with cutting down on entities such as getting rid of Civilian 1-9 and condensing it down to just Civilian, and allow factions that dont have uniform discipline such as Syndikat/FIA to have more randomised appearences, and of course it can be used by modders too
You can make one yourself without too much trouble
Ukrainian Factions Project actually has randomised uniforms and vests right in the configs. Rolled when placing the units down in 3DEN.
Does anyone know the pattern/shape which the diag_setTerrainHeight command modifies the terrain on? Is it mostly a square or rectangle?
Triangle
(half of square)
Doesn't 3CB have this?
I don't know, maybe!
So... the latest DayZ patch added: -Voice activation setting for VOIP
Is that also in the plans for our VOIP rewrite? 🤞
There are no plans for a VOIP rewrite, and if there were, then no.
btw Ded will you plz put this ticket on todo? I've been asking for it for almost 2 years now
(and you added it to diag exe instead...)
https://feedback.bistudio.com/T151907
It is on my todo since feb 2021
Wasn't VOIP already rewritten or at least improved for DayZ (vs Arma 3)? I thought I read that it was?
Maybe
Out of interest, does anyone know the codec being used?
ok, no room for improvement there then 🙂
@harsh orbit, this is your personal alternative forums notification ⏰
Thanks 
The update was yesterday? 
I didn't even see it in Steam 
Tho tbf I don't run the game through Steam, and I've set Steam to only update on launch (which it doesn't see if you run the game using the exe...)
It was just now, forums post was just staged again (smoke test ran longer).
Oh
😅
btw did you forget this?! 😅
should I make a ticket?
Aaaa
There are two issues in Ammo EH
Both are now on my list for morro
Well that's not ammo eh but aaaa
Leo the grenade damage stuff is weird.
First throw I got no visible damage. Second throw I'm suddenly dead
I've thrown it multiple times and no damage
(neither to myself nor others)
maybe you died from something else? 
over-exhaustion
I tried it one more time in vanilla just in case. same result:
player addEventHandler ["FiredMan", {
_this#6 spawn {
sleep 0.1;
triggerAmmo _this;
}
}]
The call to explosion damage happens for normal throw and triggerAmmo, with same arguments 
but triggerAmmo doesn't do damage.. wtf
maybe you should delete the grenade object first? 
maybe it blocks its own damage 😛
Aha!
non-trigger explosion fires Entity HitPart event as it should.
triggerAmmo explosion doesn't.
Seems like the damage receiver is ignoring it.
_indirectHitRange = 0.00000000
oh wtf.. how does that happen
explosion radius is 0 if triggerAmmo
Ah found it...
If projectile explodes before its timer ran out, it thinks its impossible to explode and clamps explosion radius to zero
If projectile explodes before its timer ran out
I wonder if there's any projectile where that's necessary
I don't know why that code is there, but I'll better leave it there 😄
grenade explosion works now
Maybe related to arming distance, eg GL rounds shot point blank?
maybe 
perhaps flare/smoke ones 
Error in expression <[""]],
["_icon","",["",{}]],
["_texSet",TEXTURES_PROGRESS,[[]]],
["_frame",0,[12>
Error position: <TEXTURES_PROGRESS,[[]]],
["_frame",0,[12>
Error Undefined variable in expression: textures_progress
File A3\functions_f\HoldActions\fn_holdAction_showIcon.sqf..., line 9
[] L259 (A3\functions_f\HoldActions\fn_holdActionAdd.sqf)
[] L19 (A3\functions_f\HoldActions\fn_holdAction_showIcon.sqf)```
i think this is from the new error display. is this worth putting on the A3 FT, or are these not to be addressed as its only shown with the diag.exe?
#define TEXTURES_PROGRESS bis_fnc_holdAction_texturesProgress
if (isNil {TEXTURES_PROGRESS}) then
Is 2.10 far off? if not I'd like to ask for one last feature (somewhat related to ammo event handlers) to be squeezed in before it's finalized
if yes it can wait... 
yes
it misses a #define
2.08 just released
I am currently on ammo eventhandlers so be quick
be quick as in right now or I'll start doing something else :poutcat:
it's not related to ammo event handlers themselves... 
it's related to how I intend to use them tho. does that count? 
that's why I said it can wait
talk :u
anyway, the thing is, I want to know the surface penetration before the bullet hits, and then check the result using ammo event handlers
so I need the .bisurf properties using the lineIntersectsSurfaces command, as I asked in this ticket:
https://feedback.bistudio.com/T163473
but if that's not what you're working on rn, like I said it can wait
so not worth putting on FT?
it is 😅
- is this worth putting on the A3 FT
- yes
