#dev_rc_branch

1 messages · Page 22 of 1

mental fulcrum
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But that would be hard to implement I guess. You would basically need an option to "cut out" part of the ViV area notlikemeow

full sonnet
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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

mental fulcrum
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can you have non rectangular ViV area tho?

full sonnet
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no

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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

south rampart
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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)?

full sonnet
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pretty sure we don't have multiple spaces

mental fulcrum
#

yeah

south rampart
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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.

mental fulcrum
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I thought something like this. But I guess you would need to have both benches unfold together

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so ViV area is still rectangular.

bleak canopy
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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.

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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.

full sonnet
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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

scarlet root
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sorry wrong channel

bleak canopy
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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.

tame rover
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Yeah if you’re tying it to a user action etc. then it needs them there too

hexed stirrup
#

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.

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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

rustic plaza
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Unfortunately, this issue cannot be solved

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at least not with current tech

hexed stirrup
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Sad

scenic gyro
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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.

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Adds a bit of realism IMHO. In real life it's highly unlikely they would even use a compatible rail system.

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@hexed stirrup ^^

hexed stirrup
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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

analog fractal
unreal arrow
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@analog fractal Cannot repro, all works fine on mine.

ocean tundra
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@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 yourekillingme
https://feedback.bistudio.com/T159366

ocean tundra
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same thing the example mission provided uses disableAI ALL even

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issue was verified with lou montana also

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around 6 months ago made i a ticket

bleak canopy
ocean tundra
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disableAI all means it disables everything, including path

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try out the example mission and you will see

harsh orbit
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It won't take off anymore

ocean tundra
ocean tundra
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well in this case its for the hovering choppers

harsh orbit
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_heli land "GET OUT"
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or whichever you want

loud linden
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Is it possible to support svg in arma in the future?

carmine juniper
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In what context?

full sonnet
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rendering, no

ocean sail
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this is a vanilla vehicles, do I remember correctly?

harsh orbit
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so it was modified by an Apex addon

ocean sail
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meowhuh
Apex was released a long time ago...
don’t remember before v2.06 vanilla hemtt had Apex icon

rustic plaza
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probably that icon appeared when Tanoan camos were added to various vanilla vehicles

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it happened 1,5 year ago iirc

carmine juniper
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That's how I remember, too

ocean sail
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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 think_turtle

carmine juniper
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Because the icons are issued there in a strange way

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Based on a thing that completely unrelated with the DLC restriction itself

ocean sail
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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

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who doesn't have this dlc*

carmine juniper
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One of the worst things in this game yeah. Eden Editor's icon and Arsenal's icon

pliant turtle
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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?

woven wolf
loud linden
harsh orbit
loud linden
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not uint's? lol

harsh orbit
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no

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the maximum integer you can possibly show is ~16.7M

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i.e 24 bit int

full sonnet
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You can use preprocessor to get unix timestamp

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I closed the ticket, k thx bye (Btw, its not "really necessary")

loud linden
loud linden
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How have I not seen this before...

unreal arrow
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I actually do want to know why it is really necessary

loud linden
full sonnet
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possible yes

unreal arrow
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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?

winter crescent
full sonnet
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So I was working on something unrelated and randomly stumbled upon this line of code that seemed suspicious..
... Non-exploding upside down helicopter!

mental fulcrum
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yes please

full sonnet
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But unforseen consequences meowsweats

scenic gyro
bitter copper
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Yea its a new upgraded attack heli LOL

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Built to confuse enemies

past socket
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grass cutter

full sonnet
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When helicopters are on the ground and turn over more than 90°, the engine magically force-explodes them

harsh orbit
scenic gyro
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right, just refering to the "unforeseen consequence" which I took to mean that the fix for that issue caused something else to break?

full sonnet
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Well someone intentionally put that code there.. we just.. don't really know why anymore

bitter copper
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ooof was it at least commented LOL

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The real question

full sonnet
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"to handle situations, we cannot handle otherwise"
Yeah well. Ok but.. which

scenic gyro
bitter copper
scenic gyro
bitter copper
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😦 I cry

full sonnet
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wha

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no. I'm referring to disabling that forced helicopter explode causing unforseen consequences

bitter copper
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The poor heli flips 90 and never explodes

full sonnet
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Maybe one of the "situations" wsa that a wild ape would jump through your window and attack you

scenic gyro
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well they were foreseen, which is why that loc is there 😛

harsh orbit
scenic gyro
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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?

full sonnet
harsh orbit
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then I have no idea what's not being handled thonk

full sonnet
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Chances are also that it wasn't handled in 2014, but has since been fixed 😄

scenic gyro
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You have to wonder if the undocumented consequences are worse than helicopters being complete deathtraps in a rollover

full sonnet
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Thats a decision someone needs to make 😄

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I'm inclined to test it on profiling branch meowsweats

ruby edge
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yes, please

mental fulcrum
full sonnet
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Extra fun and surprise

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Maybe just don't try to get into such things

mental fulcrum
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It won't spin if you enable the engine?

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Will it?

full sonnet
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oh lol, you cannot get in when its upside down

mental fulcrum
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Vanilla no, but ACE or smth.

scenic gyro
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can you get out ... ?

full sonnet
ruby edge
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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).

mental fulcrum
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can you try with allowDamage false? Make a funni gif out of it pepe_laugh

full sonnet
mental fulcrum
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wheeeeeeee

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hoped it would go more like this

full sonnet
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This is Arma physics, not physics 😄

mental fulcrum
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a man can dream

scenic gyro
full sonnet
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Maybe thats the "situation" they can't handle 😄

ruby edge
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make it damage rotors and engine and "done"

scenic gyro
mental fulcrum
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Yeah maybe it was before rotors could break.

scenic gyro
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@full sonnet version control commit message doesn't give any further clues?

full sonnet
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oof effort, maybe

scenic gyro
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svn blame, git blame/praise ... are your friends (can't remember equivalents in other VCS)

full sonnet
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yeah but still. blaming over 150k commits takes a bit

hot wave
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Friend said that in earlier games, rotor ground collisions would launch the helicopter into the stratosphere

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Dunno if that's the same for Arma 3 though

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Or used to at least

safe vale
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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.

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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)

tepid dock
tepid dock
mental fulcrum
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Vehicle stays local to last driverowner IIRC.

quiet kernel
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🙇‍♂️ Thank you for last PBO packs.

full sonnet
scenic gyro
full sonnet
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I know it does..

scenic gyro
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ok, maybe I just misunderstood what you were saying 🙂

full sonnet
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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"

scenic gyro
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fair enough, recognise that can be a bit of a pain

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worst case is when you have to track back through multiple refactors that have been done

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then you really start insisting that code comments rules are strictly adhered to 😉

misty aspen
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I'm definetly in favour of trying out that change on prof branch wobcat

tepid dock
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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 😁 )

grave viper
full sonnet
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no

calm wasp
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So many times I asked...

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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

winter crescent
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RC-Branch has been updated with selected engine fixes / tweaks from recent Dev-Branch and Profiling.

limber forum
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hey does 2.10 have a release date? I'm not sure if I'm looking in the right places

mental fulcrum
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2.08 have not been released yet xD

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It does not.

unreal arrow
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hey does 2.10 have a release date?
SpOON

winter crescent
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2.08 most likely early March
2.10 somewhere later in the year
Usual disclaimers apply 🙂

limber forum
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good to know thanks
I'm just hyped for the customizable freefall limit

pure olive
carmine juniper
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You can set the auto freefall height in 2.10

carmine juniper
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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

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Or, vice versa

limber forum
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it helps idiots like me who build stuff too tall

pure olive
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hmm, seems cool if rather niche

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but I'm sure there are some clever people who can figure out a good way to use it

hot wave
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It's nice if you want to place objects really high and have infantry move around up there

broken lake
full sonnet
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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

bleak canopy
full sonnet
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Well I gotta say... I'm darn happy I did this.. it just saved my life

steel rune
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neat

wise skiff
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what am i seeing, helicpters not instantly exploding when they are upside down?

mental fulcrum
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yes

safe vale
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Rotor sheering command next? 🙏

full sonnet
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Dedmen on front left, being amazed at what just happened

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I consider that a successful playtest then, I'll put that on the list for #perf_prof_branch

mental fulcrum
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damn, these distance textures are ugly 😅

full sonnet
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And darn confusing.
You think a mountain is 10km away but its only 500m. notlikemeow

broken lake
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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.

unreal arrow
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this is not the first tweak to helicopters, so you better recheck it

whole turtle
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Is there a way to loop an animation x amount of times guys

whole turtle
bitter copper
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Grammy goes to the Arma devs

versed abyss
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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];

harsh orbit
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it's a bug @full sonnet

versed abyss
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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.

harsh orbit
harsh orbit
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I think it's because of how the up vector is being computed from the dir

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probably just a simple dir cross projection of dir is being done, but the projection is [0,0,0] if vertical

full sonnet
versed abyss
broken lake
full sonnet
wise skiff
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i was waiting for this, time to update my orbital cannon once the update drops

full sonnet
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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..

harsh orbit
full sonnet
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This only happens when used in scheduled scripts during saving.

harsh orbit
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yeah it was scheduled meowsweats

full sonnet
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😬

grave viper
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Time to check mods meowhuh

versed abyss
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Can we make requests to improve the lasers?

full sonnet
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Depends on what it is, be quick

versed abyss
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  • 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.

full sonnet
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  1. No
  2. Yeeee...sish
    But no

No max width

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No max width == more fun?

harsh orbit
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it's not possible to change the laser model right?

full sonnet
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Nu

harsh orbit
#

ukie

carmine juniper
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But with CfgCoreData?

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(I mean if Leo means with a command, ofc no)

harsh orbit
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Yeah I meant config
If so 1 can be done by making a "cylindrical shell" for the beam, no?

carmine juniper
harsh orbit
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that way the beam is visible when you're inside it

full sonnet
scarlet root
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you can replace bin.pbo/core.pbo (from dta folder) if you load one via modfolder (also in dta)

full sonnet
#

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

full sonnet
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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

spark smelt
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what about missiles split into submution? blobcloseenjoy

harsh orbit
full sonnet
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but what about projectiles that pass through a object they've hit. They are neither deflected nor destroyed 😄

harsh orbit
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yeah good point...

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so does the hit EH fire first, then the deflected one?

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and the "killed"/"exploded" one after all those?

full sonnet
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Generally hit first, then explode.
Deflect not sure, what order.
I would probably do deflect first so you know to ignore the hit

harsh orbit
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so you know to ignore the hit
but how? projectiles don't support setVariable thonk

full sonnet
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😠

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quickly adds variables to projectiles

carmine juniper
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Yay, suppose something I love is happening

harsh orbit
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won't that make them slower to create tho? 😛

full sonnet
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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

harsh orbit
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I guess so, yeah thonk

full sonnet
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Do we need separate Deleted handler?

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OnEvenAmmoHit
SimulateSubmutionOnHit
meowsweats

harsh orbit
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dunno thonk
isn't a projectile immediately deleted when it explodes? maybe smoke grenades don't? thonk
also this reminds me, could you please look into why triggerAmmo don't work on grenades and smokes? meowsweats

full sonnet
#

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)

full sonnet
harsh orbit
full sonnet
#

its supposed to be onEvent

harsh orbit
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e.g. making a grenade that explodes on impact?! (scripted) 😛

full sonnet
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ah oki, well

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if I don't forget till I'm done with the events

steel rune
#

these events will be perfect for AARs 😻

harsh orbit
full sonnet
full sonnet
harsh orbit
#

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

full sonnet
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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

harsh orbit
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yeah. plus I'm not sure why would anyone want to do that... thonk
or at least I really doubt many people will do that...

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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 meowsweats

_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 "")
full sonnet
#

Mh.. Bullets can also deflect off of a entity.
So Deflected event might still pass a hit entity meowsweats but i don't know if deflection on an object (tank) does damage

harsh orbit
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no need to create new command meowsweats

full sonnet
#

What weapons do we have that have normal bullets, but which explode on impact?

harsh orbit
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you mean grenade launchers?

full sonnet
#

No they are not bullets

harsh orbit
#

bullets don't explode 😅

full sonnet
#

explosive sniper ammo? we don't have that in vanilla right?

harsh orbit
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I don't think so
maybe APC cannon meowsweats

full sonnet
#

Ooh yeah 🤔

harsh orbit
#

or the gunship guns...

full sonnet
#

Thanku 🥗

#

vrrm vrrm

full sonnet
#

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 😄

full sonnet
#

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

harsh orbit
#

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

full sonnet
#

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

harsh orbit
umbral orchid
#

is it possible to improve the submunition triggerOnImpact also? Like allow for it to not trigger on a deflection

full sonnet
#

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.

umbral orchid
#

Like a vanilla example, if a HEAT round strikes a tank but deflects, the submunition triggers regardless

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which doesn't make sense

full sonnet
#

I cannot see a submunition trigger inside the deflection code

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oh nvm, found it. Know how to fix but need reyhard to tell me how/if to fix

umbral orchid
#

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

full sonnet
#

Would do that unless reyhard says to change the current behaviour, then we wouldn't need that

umbral orchid
#

either is cool, just figure there might be a use case where you would want the submunition to go off no matter what

full sonnet
#
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:

harsh orbit
# full sonnet Currently I fire the event after deflection was detected and processed. But duri...

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) meowsweats
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

umbral orchid
#

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) meowsweats
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

harsh orbit
full sonnet
#

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

harsh orbit
#

what about terrain?

#

you said it doesn't return hit on terrain

full sonnet
#

Rockets don't deflect on terrain

full sonnet
rustic plaza
rustic plaza
full sonnet
#

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

harsh orbit
#

since I can't make the AI aim 😢

full sonnet
#

Sorry I of course mean the Submution*

harsh orbit
#

btw Ded since you're working on the projectile code could you please dig the rocket equations for me? meowsweats

#

I'll also add it to the wiki for future generations... meowsweats

full sonnet
#

reee

#

What sim type? "Missile" ?

harsh orbit
#

yeah

#

wait it was "shotRocket" meowsweats

full sonnet
#

oof.. too large
And depends on which mode its in (Init, Thrust, Fly, Lost) if its guided or not...

harsh orbit
#

oh. oof indeed meowsweats

full sonnet
#

shotRocket is the same as shotMissile

harsh orbit
#

mostly wondering what magic vars are used and which parameters are important

full sonnet
#

rocket thruster force fades out over time

power = thrust * (thrustActiveTime*4 / configThrustTime) * mass

so not full power till end

harsh orbit
#

thanks. what about the flight equation?

#

also where is the mass defined? meowsweats
getMass returns 0 for me...
yeah it's only for PhysX objects it seems...

harsh orbit
umbral orchid
#

thats surprising that the geo mass is taken into account

full sonnet
#

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

lament crow
#

"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...

tepid dock
#

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 😂

lament crow
#

Actually, it is more like an inspiration and motivation than competition! He is raising the bar indeed...

full sonnet
tepid dock
#

...like hashmaps 😏

full sonnet
#

they have hashmaps?

tepid dock
#

They don't, that was my point. I guess I forgot to add /s ;)

past socket
#

So DLSS for A3 when?

full sonnet
#

Not worth, already thought about FXR

steel rune
#

you can use FSR yeah

past socket
#

Oh, the AMD “equivalent”

steel rune
full sonnet
#

oops FSR* :u

past socket
#

👀

#

Nice

full sonnet
steel rune
#

aside from battleye you can use that today

#

if it isn't signed already

#

yeah, AMDs is mostly just plug and play

past socket
#

That’s actually pretty cool

#

Thank you kind sir

full sonnet
#

I could sign it, but I need to build it myself for that

past socket
#

That would be splendid

steel rune
#

tl;dr; you need python with conan to fetch dependencies

past socket
#

I wonder how will be that intel equivalent and if it would work in similar fashion as FSR

#

Imagine integrating FSR into A3 settings

steel rune
full sonnet
#

I don't have time for that, seems to take too long

steel rune
#

that's the binary 😛

#

for compilation you just need conan setup which is easy

#

let's see if it works with battleye now

past socket
#

A3 in 8K 😱

steel rune
#

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 😛

full sonnet
#

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

steel rune
full sonnet
#

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

steel rune
full sonnet
steel rune
#

might as well go with magpie or Lossless Scaling then 😛

full sonnet
#

"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]]

  1. Yes they do
  2. WHY THE FRICK did my smoke grenade just do a HE grenade explosion and didn't emit any smoke?!?!!
#
  1. Missing override on a method and it was in a different file than EVERYTHING else so I didn't see it meowfacepalm Fun!
full sonnet
#

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

harsh orbit
#

and what's radius? meowsweats

full sonnet
#

I guess how hard that component has been hit

harsh orbit
#

you mean like due to caliber and stuff?

full sonnet
#

ye I guess.

harsh orbit
#

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?

harsh orbit
#

(like bulletPenetrability)

full sonnet
#

With the duplicates from my bad regex removed, its a bit less data

harsh orbit
#

i.e. all selections returned in one EH trigger

full sonnet
#

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 notlikemeow
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

umbral orchid
#

but that doesnt make much sense either

full sonnet
#

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

full sonnet
#

the projectile that hit you

#

(explosion doesn't have one but programmer just copied HitPart which has one soo... always zero :D)

harsh orbit
#

can't you just use velocity command? meowsweats

full sonnet
#

It think so yes

harsh orbit
#

well then passing it in the EH doesn't make sense meowsweats
it just makes the array bigger and slower, no?

full sonnet
#

yes you can.
In normal non-explosion hitPart

full sonnet
harsh orbit
full sonnet
#

yeah no its not ^^

harsh orbit
#

oh that's the hitPart EH? meowsweats

#

I thought it was the ammoHit one notlikemeow

full sonnet
#

I copied the HitPart EH for ammo, but now I'm ripping all the stupid stuff out for the new one

harsh orbit
full sonnet
#

if they are not currently in vanilla, then probablynot

full sonnet
#

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

scenic gyro
#

finally mods that answer that burning question ... did I even hit anything?

full sonnet
#

Finally hit markers without horrible performance because you need to grab all hits of everything 😄

harsh orbit
#

ikr. why didn't anyone do it sooner? meowsweats

#

btw setVariable works on projectiles now too, right?

full sonnet
#

not yet, I'll do that after events

full sonnet
#

TIL: There is a onFlare.sqs in mission directory that gets executed everytime a flare goes off

harsh orbit
#

SQF version wen? :troll:

full sonnet
#

Well you can use AmmoExplode now 😄
Not sure if triggering explode is the best idea but should be fine?

harsh orbit
#

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)

full sonnet
#

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

harsh orbit
full sonnet
#

Is there no lasering event?

harsh orbit
#

afaik no

full sonnet
#

VBS has them. VBS even has "being lasered" event on objects

#

That would be different thing, feel free to make a ticket for that

grave viper
full sonnet
#

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 🤔

harsh orbit
#

d

full sonnet
#

yes but it no work on ammo

harsh orbit
#

well make it work on ammo 😛

full sonnet
#

Triggered just before the assigned entity is deleted.
But why it Deleted then ah

full sonnet
harsh orbit
#

ik ik ... meowsweats

#

just saying Deleted is good

full sonnet
#

deleto magico

full sonnet
#

CounterMessure
meowsweats

harsh orbit
mental fulcrum
#

Amra 3

full sonnet
#

CounterMeasures trigger Fired/FiredMan, but doesn't pass projectile. Because the CounterMeasures weapon doesn't even know that it fired 😄

umbral orchid
past socket
#

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?

analog fractal
#

...what?

past socket
analog fractal
#

That's... not how that works, chief.

past socket
analog fractal
#

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.

past socket
#

That’s what I was wondering, thank you.

unreal arrow
past socket
rustic plaza
#

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)

harsh orbit
#

I tried:

plane setVehicleCargo bike; //true
plane setDamage 1
rustic plaza
#

could you try with prop?

harsh orbit
#

still no crash meowsweats

rustic plaza
#

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!

harsh orbit
#

is that not the SQF evaluator?

full sonnet
#

Projectile variables will be local only tho

full sonnet
#

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

scarlet root
#

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]

full sonnet
#

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

full sonnet
#

heh..
Just realized...
Projectile HitPart is different in almost every way from Entity HitPart.. except.. both are
object addEventHandler ["HitPart"]
meowsweats
addEventHandler internally detects if object is projectile and switches to ammoEvent enum

full sonnet
#
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 notlikemeow

harsh orbit
#

and perhaps slow too

#

the HitPart one

#

unless you save the array, and use it for both HitParts (ammo and target)

full sonnet
#

HitPart shares data with the entity handler indeed

scarlet root
#

ammoHit also executes where the shooter is local or on the target?

full sonnet
#

All ammo events are local to projectile

#

Atleast written as that. If they are not then, pleasent surprise but I won't advertise that

harsh orbit
full sonnet
harsh orbit
full sonnet
#

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 notlikemeow
But I kinda need to do that because these seperate events cannot share values so they are inefficient. Every solution is crap :u

harsh orbit
#

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)

full sonnet
#

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

harsh orbit
#

isn't penetration a form of deflection? thonk

the impact energy is HitPartVelocity-DeflectVelocity
this applies to penetration too (or it should thonk )

full sonnet
#

Don't remember if on penetration I pass post-penetration velocity, if yes then yes

#

There is no penetration event so ¯_(ツ)_/¯

full sonnet
#

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

harsh orbit
#

I guess I like it better now then 😅
I need an event that gives me where the projectile first lands...(even if it deflects)

umbral orchid
#

so to clarify ammo will now have a hitpart eventhandler that works like hitpart on a vehicle?

full sonnet
#

It fires at same time, but different parameters

#

And ammo one will (soon) fire more often, also when you hit non-objects

umbral orchid
#

Ah ok

#

and ammoHit?

full sonnet
#

AmmotHit goes away

#

only the legacy config thing stays like it was

umbral orchid
#

alright

harsh orbit
full sonnet
#

┬─┬ ノ( ゜-゜ノ)

#

When did I say I'll remove deflected

harsh orbit
#

you didn't that's why I asked

umbral orchid
#

Yeah that was my next question haha

full sonnet
#

Why would I remove that?

harsh orbit
#

¯_(ツ)_/¯

full sonnet
#

exactly

full sonnet
#

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:

harsh orbit
full sonnet
#

no Deleted happens when its deleted

harsh orbit
#

the main projectile apparently never gets deleted
so it's a bug? or does it just get around the event?

full sonnet
#

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 notlikemeow

umbral orchid
#

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

full sonnet
#

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

full sonnet
umbral orchid
#

in ammo config

#
        triggerDistance = 30;
        deleteParentWhenTriggered = 1;
full sonnet
#

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?

umbral orchid
#

forcetrigger? don't think ive seen that before

harsh orbit
#

you mean triggerAmmo?

full sonnet
#

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

umbral orchid
#

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

harsh orbit
#

is that good enough?

full sonnet
#

There is only one "Missile" simulation type

#

so it probably broken for all

harsh orbit
#

well I remember I couldn't get SOG missiles (I think the napalm ones) to explode (maybe they're scripted) thonk

umbral orchid
#

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

full sonnet
#

Actually. It only works on Missiles and shots that have submunitions

full sonnet
harsh orbit
umbral orchid
#

Yeah I misunderstood the command because every other time I used it it was just to spawn a submunition early

harsh orbit
#

oh nvm it's something else meowsweats
it's asking for a command that changes fuse time it seems

full sonnet
#

Well it seems to be atleast one part of it notlikemeow

harsh orbit
#

made a new ticket

#

it's a bit lazy tho meowsweats

full sonnet
#

Hm.. I fixed CounterMeasure projectile not being passed in Fired event...
Don't counter measures usually fire two projectiles at once? meowsweats

harsh orbit
#

and its mode

mental fulcrum
harsh orbit
mental fulcrum
#

Plane bombs?

harsh orbit
#

¯_(ツ)_/¯

#

don't remember meowsweats
or maybe it was GM? thonk
it was definitely one of these two meowsweats

quiet kernel
#

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

full sonnet
#

If you can give me examples where they don't work I'll look into

harsh orbit
full sonnet
#

no for the projectile missing thing

harsh orbit
#

what projectile missing thing? thonk

full sonnet
steel rune
#

😄

harsh orbit
#

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 meowsweats

#

the important ones are mines, time bombs, grenades, smokes, and flares

full sonnet
#

pls on ticket for later :3

broken lake
#

@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.

tepid dock
#

He did not!
Source: I died because of that, today 😛

broken lake
#

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.

tepid dock
#

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!)

broken lake
#

Ahh.. Is that stuff still being tweaked behind the scenes?

#

Heli... damage model?

tepid dock
#

Ask @full sonnet

broken lake
#

I'll hold off since I tagged already and I'm sure he's got a million other tags someplace else.

umbral orchid
#

yeah helicopters were hard coded to explode when flipped basically

full sonnet
full sonnet
full sonnet
full sonnet
#

Atleast i have one thing making me happy today

mental fulcrum
#

need 1k more commits.

full sonnet
#

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.

harsh orbit
#

nah the fancy revision was 80085/58008. you missed it meowsweats

tepid dock
steel rune
#

I've made commits to different projects using SVN repos, today sadglas

scenic gyro
full sonnet
#

#SourceSafe

steel rune
spark smelt
full sonnet
umbral orchid
#

cool what args does it get?

#

is that one next to the bisurf distInside?

full sonnet
#
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]
full sonnet
#

params ["_projectile", "_obj", "_surfaceType", "_distInside", "_entryPoint", "_exitPoint", "_exitSpeed"];

harsh orbit
umbral orchid
#

shots diag

full sonnet
#

"shots" diag_enable true

harsh orbit
#

I was gonna say give a command for that too 😛

umbral orchid
#

I wish it could show more traces I think its limited at uh, 40 total? and then it starts replacing old ones

full sonnet
#

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

umbral orchid
#

hmm thought it was more than that

harsh orbit
#

when my bullet hits the terrain and deflects HitPart doesn't trigger

full sonnet
#

wobcat

harsh orbit
#

but I want it 😢

full sonnet
#

the code is there now, maybe I did that after dev branch was staged

harsh orbit
#

oh ok 😅

full sonnet
#

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 👀

full sonnet
#
_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]]

notlikemeow

#

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 🤔

harsh orbit
#

should it work on them? thonk

#

I personally say yes but blobdoggoshruggoogly

umbral orchid
#

cant you already do that with loadFile/preprocessFile

harsh orbit
#

idk never tried it blobdoggoshruggoogly

umbral orchid
#

neither I just think it's possible

full sonnet
#

you can yes

full sonnet
#
_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

harsh orbit
full sonnet
#

I'll first try to just make returning configs work without memory leak. If I can do that we don't need hashmap conversion

broken lake
full sonnet
#

I want to do that still yes

#

maybe profiling branch next week if I don't forget

broken lake
#

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?

full sonnet
#

don't think so

#

thats only the upside down

full sonnet
#
_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.

harsh orbit
#

so finally done? blobcloseenjoy

full sonnet
#

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 blobcloseenjoy

#

trying to do the mission.sqm does crash 😄

harsh orbit
#

why does it crash tho? thonk
isn't it the same thing that the game already uses for other configs?

full sonnet
#

Ah I found it, I messed up the reference counting

full sonnet
#

I could add a new script value type, but I don't want to. And i found a way to hack stuff

harsh orbit
#

why not make both ref counted? 😅

full sonnet
#

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

harsh orbit
full sonnet
#

description.ext's do that now ye

wraith moss
full sonnet
#

Where did you find that

#

Ah

#

That is not for you :poutcat:

wraith moss
#

ok

harsh orbit
#

if not I'd love a command that allows me to read model animation properties (which selection, what's the axis, etc.)

full sonnet
#

there are no model.cfg's

harsh orbit
#

is it not possible to read it from the p3d? meowsweats

full sonnet
#

no

harsh orbit
#

oh ok meowsweats

full sonnet
#

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

harsh orbit
full sonnet
#

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:

harsh orbit
full sonnet
#

stringtables and config could be cached though, that would get rid of the majority

full sonnet
ocean tundra
#

faster startup is desperately needed for modders who need to keep reloading the game to see changes Sadpepe

full sonnet
#

but their mods also change which would invalidate the cache

steel rune
#

waiting for game to start is boring, especially with gen4 nvme and 16 cores to spare. DirectStorage API implementation for startup loading? 😄

harsh orbit
#

is that even available yet? 😛

steel rune
#

as of yesterday, yes! 😄

#

I wonder how much of a difference that would make in Arma in terms of lod/texture streaming

full sonnet
#

How to check for memory leaks?
Just run the darn thing 10k times and see if memory usage increases 🤣

winter crescent
#

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 sonnet
#

Full circle
diag_exportConfig ["P:/mission.sqm", loadConfig "mission.sqm"];
🤯

grave viper
#

If you put class CfgVehicles (as an example) in mission.sqm. Will it load and apply?

full sonnet
#

no

harsh orbit
#

@full sonnet I got a crash with today's dev branch update meowsweats
should I dm the dump or make a ticket?

full sonnet
#

Heh

#

We know :D

harsh orbit
full sonnet
#

setObjectTexture on simple objects

harsh orbit
#

no

full sonnet
#

U sure

harsh orbit
#

oh wait right 😅

#

my mod does it internally 😅

full sonnet
#

I really thought no one might notice till next week

#

I'll list it as known issues later

harsh orbit
full sonnet
#

You be bestest tester, always finding stuff 🫂

harsh orbit
#

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...) meowsweats
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

lament crow
# harsh orbit and my Arsenal just crashed (not sure if it's the same issue with setObjectTextu...

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.

full sonnet
full sonnet
full sonnet
full sonnet
lament crow
harsh orbit
#

damage is enabled for both btw. Mines and other stuff kill me. Grenades don't

full sonnet
#

I need be remember tomorrow

teal snow
#

so what does loadconfig do?

harsh orbit
teal snow
#

ah okay, not what i was hoping

harsh orbit
#

What were you hoping?

teal snow
#

to be able to load a config file ontop of, or reload a config file mid mission

harsh orbit
#

We already have diag_mergeconfig or something
Available in diag exe

teal snow
#

iv only got 1 use for something like that but i had hope

full sonnet
#

loadConfig is loadFile just for configs

unreal arrow
tepid dock
#

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

grave viper
#

Did you update to hotfix?

formal cipher
#

Either running the perf_prof branch or updating to the hotfix should fix the issue.

full sonnet
crude blaze
#

when people join my arma server they get an error ''Wait for host'' any tips?

full sonnet
#

You are playing on dev branch?
Maybe the server is crashing, theres a known issue in setObjectTexture

full sonnet
full sonnet
#

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 😠

steel rune
full sonnet
#

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 😠

steel rune
#

Upload a video, there's a couple of multi-gigabyte video files on the arma 3 steam workshop 😛

full sonnet
#

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 notlikemeow

steel rune
#

isn't that legacy UGC items?

full sonnet
#

yeah

steel rune
#

no result for CreateQueryUserUGCRequest?

full sonnet
#

Is there a button inside steam or something to view cloud files and delete them?

steel rune
full sonnet
#

uhhhhhhhhhhhhhhhhh nice, I like this

steel rune
#

at least you should be able to see it there 🙃

full sonnet
#

huh DayZ stores your player profile and profileNamespace vars in there

#

There is only Arma tactics there notlikemeow

full sonnet
#

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

harsh orbit
#

oh nvm 250 worked 😓

cunning topaz
#

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.

formal cipher
#

The fix will be in the next dev branch update, but I can't make any guarantees about when it will be released.

cunning topaz
#

Thanks NeilZar.

full sonnet
harsh orbit
#

so do you mean it won't be added/fixed?

full sonnet
#

I mean I just fixed it now

harsh orbit
#

oh thanks!

full sonnet
#

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

lament crow
full sonnet
#

That IS what I wanted but this feels a bit unrealistic

lament crow
harsh orbit
lament crow
full sonnet
#

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

harsh orbit
full sonnet
#

yeah trying that now

#

I want a HEMTT to pull a tank, but not a quad to pull a hatchback

lament crow
lament crow
full sonnet
#

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

harsh orbit
full sonnet
#

for tanks no.
Tanks are just too heavy to be pulled

harsh orbit
#

i.e when vehicle already has velocity towing works?

lament crow
#

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

harsh orbit
lament crow
#

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

full sonnet
#

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

scenic gyro
full sonnet
scenic gyro
#

I suspect towing is going to be an even more popular mechanic through the next few months, that and Tractor mods.

full sonnet
#

🤣

#

Yeah, after this a tractor can finally pull a tank 🤣

umbral orchid
#

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

full sonnet
#

well you can now finally create new rope types and disable their stretchiness if you want

umbral orchid
#

ah right true I forgot that was a thing now

full sonnet
#

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

tame rover
#

Think reyhard is using an invisible, less elasticated one in the RHS artillery towing system if you want to see if it's broken

full sonnet
#

sad, the tractor is too light to pull the Nemera tank

#

That works, thats good enuff

harsh orbit
full sonnet
#

10km/h but it slides, the tracks don't roll :sad:

full sonnet
#

Not sure if this is good enough now.. Gonna put this on #perf_prof_branch, its clientside only anyway

harsh orbit
#

dev branch update wen?

full sonnet
#

when QA is done with it

lament crow
#

I wonder what happens when the towing and towed vehicles are full of players in MP 😅

full sonnet
#

as long as no player is in driver of towed, nothing special

lament crow
full sonnet
#

no

#

when there is a driver, he keeps control and towing happens over network which is not so nice

lament crow
# full sonnet no

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

full sonnet
#

oof

lament crow
#

you know, to avoid potential issues

grave viper
#

Arma without issues? Even caused by players? No way

lament crow
#

Hell, some issues are tackled by moders and scripters just by using SQF, imagine what can be done with C++ for those issues!

unreal arrow
#

Something is easier to fix with sqf believe it or not

rotund lantern
#

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?

unreal arrow
full sonnet
#

A vehicle can only have one towing parent

unreal arrow
#

in sequence

unreal arrow
#

tr - tr - tank

rotund lantern
#

ahh roger, thanks for the answer

unreal arrow
#

setTowingParent […]??

#

Tug of WAR!!!

full sonnet
#

The pain, THE PAIN
dies

scenic gyro
#

Ugh, spelling errors in code are the worst and at least around here, I seem to be the only one who notices (and cares) 😦

formal cipher
#

setDammage

harsh orbit
#

it's better than "inventary"
at least you read it correctly 😛

formal cipher
#

I didn't see it said "inventary" at first because my brain just saw "inven" and filled in the "tory".

past socket
#

And then there is the famous 9mm 17Rnd Mag, but the classname is: 16Rnd_9x21_Mag

#

Tho the tracer variants are named correctly

harsh orbit
full sonnet
#

Its in QA. When QA signs off on it it goes out

full sonnet
#

Me: Sort by Name please
Engine: Sure! Here ya go:

harsh orbit
full sonnet
#

:poutcat:

#

It did, and it did a case sensitive sort

mental fulcrum
#

inventory sorted by name?

full sonnet
#

ye

#

and other stuff

#

I blame ACE for not deciding between ACE_Bandage and ACE_bandage :poutcat:

harsh orbit
#

so I had a server question...
if players have too high FPS compared to the server will it cause high server CPU usage? meowsweats

full sonnet
#

Thats nice

full sonnet
#

Players send updates based on error, not fps

harsh orbit
#

I thought they send updates every frame meowsweats

full sonnet
#

oooh nono

harsh orbit
#

another question: if you add an eachFrame EH and execute something like setPosXXX or setDirXXX does it send the update every frame? meowsweats

full sonnet
#

Nicely sorted magazines too by bullet count

full sonnet
#

eh

#

Not sure, probably

#

many script commands send instant update

harsh orbit
full sonnet
#

UI

#

but UI deletes and recreates all item lists everytime something changes :harold:

#

ohhh look at dis ACE ammobox

formal cipher
#

Dev Branch update is live @harsh orbit

umbral orchid
#

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

full sonnet
#

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

grave viper
#

Will inventAry changes include hotkey modifiers?blobcloseenjoy

full sonnet
#

no

#

not yet

umbral orchid
#

I might be misremembering how it worked

carmine juniper
#

yet?!

harsh orbit
full sonnet
#

3 hours ago :poutcat:

harsh orbit
#

wait it's up...why didn't I get a notification? meowsweats

full sonnet
#

no leo, bad leo

#

how can I quickly test if that still works?

umbral orchid
#

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

full sonnet
#

_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

#

Yes I can

umbral orchid
#

adding the classname to the listbox data by default?

full sonnet
#

I found the code, it only specifically sets the data for only magazines. I can very simply set it for all types

umbral orchid
#

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

mental fulcrum
full sonnet
#

itll be there next week

past socket
ivory ridge
#

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.

full sonnet
#

that sounds neat but won't do

ivory ridge
# full sonnet 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. 🙂

full sonnet
#

Because I say so, basically

#

not worth the effort

steel rune
lament crow
ivory ridge
harsh orbit
#

they had a Dedmen cloning project. not sure how it's going rn thonk

rotund lantern
#

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

ivory ridge
lament crow
harsh orbit
winter crescent
rotund lantern
#

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

steel rune
austere wind
polar talon
#

Does anyone know the pattern/shape which the diag_setTerrainHeight command modifies the terrain on? Is it mostly a square or rectangle?

austere wind
lament crow
#

So... the latest DayZ patch added: -Voice activation setting for VOIP

#

Is that also in the plans for our VOIP rewrite? 🤞

full sonnet
#

There are no plans for a VOIP rewrite, and if there were, then no.

harsh orbit
full sonnet
#

It is on my todo since feb 2021

scenic gyro
full sonnet
#

Maybe

scenic gyro
#

Out of interest, does anyone know the codec being used?

full sonnet
#

Opus

#

says so on server.cfg wiki page

scenic gyro
#

ok, no room for improvement there then 🙂

winter crescent
#

@harsh orbit, this is your personal alternative forums notification ⏰

harsh orbit
#

The update was yesterday? notlikemeow
I didn't even see it in Steam thonk

#

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...)

winter crescent
#

It was just now, forums post was just staged again (smoke test ran longer).

harsh orbit
#

Oh meowsweats 😅

harsh orbit
full sonnet
#

Aaaa

#

There are two issues in Ammo EH

#

Both are now on my list for morro

#

Well that's not ammo eh but aaaa

full sonnet
#

Leo the grenade damage stuff is weird.
First throw I got no visible damage. Second throw I'm suddenly dead

harsh orbit
#

I've thrown it multiple times and no damage notlikemeow (neither to myself nor others)

#

maybe you died from something else? thonk

unreal arrow
#

over-exhaustion

harsh orbit
#

I tried it one more time in vanilla just in case. same result:

player addEventHandler ["FiredMan", {
  _this#6 spawn {
    sleep 0.1;
    triggerAmmo _this;
  }
}]
full sonnet
#

The call to explosion damage happens for normal throw and triggerAmmo, with same arguments notlikemeow
but triggerAmmo doesn't do damage.. wtf

harsh orbit
full sonnet
#

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

harsh orbit
#

If projectile explodes before its timer ran out
I wonder if there's any projectile where that's necessary thonk

full sonnet
#

I don't know why that code is there, but I'll better leave it there 😄
grenade explosion works now

mental fulcrum
harsh orbit
#

maybe thonk
perhaps flare/smoke ones thonk

scarlet root
#
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

harsh orbit
#

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... meowsweats

full sonnet
#

2.08 just released

full sonnet
#

be quick as in right now or I'll start doing something else :poutcat:

harsh orbit
#

that's why I said it can wait

full sonnet
#

talk :u

harsh orbit
#

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

scarlet root
harsh orbit
#

it is 😅

  • is this worth putting on the A3 FT
  • yes