#arma3_feedback_tracker

1 messages Β· Page 42 of 1

daring wagon
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Would it be worth making a ticket requesting new marker commands that change the layer a marker is displayed in? Right now there doesn't seem a way to make sure that for example grid markers are not drawn in front of icon markers, except messing with the order in mission.sqm or fully scripting everything.

sinful kettle
hollow dune
restive bone
gray wharf
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heh, if I can help πŸ˜„

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@untold sky

untold sky
restive bone
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1 sec discord be bugging out

untold sky
restive bone
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2 small changes I'd propose

To import this preset, drag this file onto the Launcher window, or click the MODS tab, then PRESET in the top right, then IMPORT at the bottom, and finally select this file.

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a -> this because its talking about this specific modpack, and . Or -> , or since afaik sentences shouldnt start with a connection word thingy like or

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(at least thats what its like in german but I think the same applies in english)

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doesnt make much sense grammatically methinks

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as a sidenote this change could also be made

To import this preset into the Arma Launcher [...]
but thats propably not necessary

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TIL that apparently sentences can be started with conjunctions in english

gray wharf
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not ideal but acceptable
but not ideal πŸ˜„

restive bone
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ye

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I prefer not doing it since it sounds wonky imo

devout wave
limpid rune
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Is there a reason for this error when using setOwner? It appears when running on a vehicle that's occupied

Script command setOwner cannot be used for object 'LIB_Pak40'. Use setGroupOwner instead.

setGroupOwner does not work for this purpose

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Despite the error setOwner works correctly

untold sky
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vehicle thats occupied is always owned by its driver (or the driver of towing/slingload parent)

limpid rune
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Yeah - but this is a static, which doesn't have a driver. so it's usually owned by the server

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basically I was just trying to transfer ownership to the gunner cuz of the lack of driver

limpid rune
untold sky
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Do turrets also have hasDriver=-1 entry?

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or 0

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I could update the engine locality decision thing to take command or gunner passenger if no driver exists

limpid rune
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hmm not sure? i can see 'hasGunner' in turrets but no hasDriver

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but that's just looking at existing configs and their defaults

untold sky
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Mh... looking at code now.
It takes copilot as owner first, and if no copilot present then it takes driver

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but wtf, driver should win, not copilot

limpid rune
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that's strange

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maybe it's an override that's disabled until the copilot uses the action to take control

untold sky
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I can easily change it that if no copilot AND no driver, it takes effective commander instead.
Which I think would be gunner

limpid rune
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depending on the vehicle set up yeah

untold sky
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We can test that on profiling branch. need to update it today anyway

limpid rune
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nice

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ill test it soon as it's available

uncut briar
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maybe copilot "is a copilot" only when control is taken?

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oh it was already written, discord did not load the history. hide

solid marten
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I see you guys like the taste of canned worms

hollow dune
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here is the setLightDayLight ticket we were speaking about earlier at #arma3_scripting

solid marten
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Answered it

sinful kettle
deft marsh
hollow dune
hollow dune
vernal rapids
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heads up still not fixed

solid marten
gray wharf
hollow dune
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So I guess its up to you to see when its fit to close it

hollow dune
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And I guess the only workaround is a loop that checks what is the time and adjust the light intensity accordingly but that's too much honestly I would just do it at night time

untold sky
hollow dune
sinful kettle
untold sky
untold sky
sinful kettle
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heightmap resolution is worldSize / diag_getTerrainGrid

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it's a bit redundant but I figured it would be nice to have it in there

untold sky
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No getTerrainGrid returns heightmap resolution

sinful kettle
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by heightmap resolution I mean 2048*2048

untold sky
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Ah. Well its the size of one pixel

sinful kettle
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resolution of the heightmap texture (only the 2048 one)

untold sky
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You mean worldSize*terrainGrid then.
But thats also wrong, worldSize returns landGrid size, which isn't necessarily the same as terrainGrid

sinful kettle
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really? meowsweats

sinful kettle
untold sky
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its what worldSize uses, and dynamic simulation and AI and other stuff. Not sure why its seperate

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but in the end landGrid*landRange and terrainGrid*terrainRange
and the other one or two grids that there are, always end up at worldSize

sinful kettle
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tested on many terrains (vanilla and non-vanilla)

untold sky
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[32,256,4,2048,0]

Here on stratis.
Land grid cellsize and width.
terrain grid cellsize and width
and sealevel

sinful kettle
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isn't landgrid used for the quadtree? thonk

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but anyway, the second pair of values is what I meant in the ticket, 4,2048

sinful kettle
solid marten
untold sky
alpine tulip
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Is this answered? I think I've found a such issue

sinful kettle
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nope

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no answer

untold sky
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reyhard does it from time to time yes. but he doesn't have much time for it

hollow dune
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Of course if its fixed it would be real good, I can finally create my SOMA type of Arma 3 missions

sinful kettle
gray wharf
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2Γ— link to the messaaages plz

all nuked

steady panther
gray wharf
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cleared it all, thanks πŸ‘

devout wave
sinful kettle
solid marten
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no rest for the wicked

alpine tulip
dreamy bane
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found a crash if #(rgb,8,8,1)color(...) is improperly used

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waituntil { !isnull (findDisplay 12 displayCtrl 51) };

findDisplay 12 displayCtrl 51 ctrlAddEventHandler ["Draw", 
{
 params ["_map"];

 _map drawRectangle [getposatl player, 250, 10, 0, [1,1,1,1], "#(rgb,8,8,1)color([1,0,0,1])" ]; // Crash because of array format used

}];```
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or something like this will also crash: "#(rgb,8,8,1)color(asdf)"

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sometimes there are error messages and no crash but I don't know why only sometimes

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Ah if the rectangle is being rendered then arma crashes

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if it's drawn/located outside of view then arma wont crash

hollow dune
alpine tulip
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They do

dreamy bane
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can i post pic link here?

sinful kettle
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yes

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as long as it's related to the channel meowsweats

dreamy bane
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ok

sinful kettle
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what's the issue?

dreamy bane
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only the guy's head is rendered

sinful kettle
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do you use setObjectTexture or something?

dreamy bane
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nope

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just drawing some lines...

sinful kettle
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never seen that happen thonk

dreamy bane
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k

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it does that in right angle

gray wharf
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guy setObjectTexture [0, ""]?

alpine tulip
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Possible to see such when your camera clips into something, but it doesn't right?

gray wharf
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yeah no, seems camera-related

sinful kettle
dreamy bane
gray wharf
dreamy bane
sinful kettle
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well if it was a texture problem that'll reset it

dreamy bane
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it must be clipping issue somehow

sinful kettle
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maybe thonk

dreamy bane
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like I said happens only in certain angle

sinful kettle
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oh didn't see that meowsweats

sinful kettle
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it could be an occlusion problem or something

dreamy bane
dreamy bane
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wow i just realized it happens to whole map, everything stops rendering. only ground left

sinful kettle
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maybe your GPU mem is full thonk

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try restarting the game

dreamy bane
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just restarted it

gray wharf
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shift + - then type F L U S H

dreamy bane
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men use is at 25%

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for the GPU

gray wharf
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that's definitely an occlusion issue

gray wharf
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get out of the house, see the stuff being drawn!

dreamy bane
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it only happens when I stand at certain position in the house

sinful kettle
dreamy bane
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and at certain camera angle

dreamy bane
sinful kettle
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yeah happens to me too meowsweats

dreamy bane
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wow

sinful kettle
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make a ticket

dreamy bane
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well good it isn't just my PC 😁

devout wave
restive bone
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Huh so this happened while tinkering with the controls, cant replicate it though

sinful kettle
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probably same as scrolls bug thonk

restive bone
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stable build btw, forgot to mention it

devout wave
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That happens occasionally with dropdowns, can happen in Editor attributes too. I thought I saw a report for it a while back πŸ€”

hollow dune
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yeah I also experienced that

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specifically pylons loadout

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usually fixes itself when you click it again

restive bone
untold sky
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mh no repro on internal data.
Maybe already fixed

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Can someone check on dev?

untold sky
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no that house model wasn't edited. Why do I not get it

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There is no occluder on that wall, da heck

sinful kettle
sinful kettle
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as I said in the ticket

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go back all the way back against the wall

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then try in 3rd person

untold sky
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omg. Did you just turn this from a encoding into a programming issue 😠

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No lucky.
The occluder is juuuuuuuuuuuuuuust infront of the wall. instead of inside it

sinful kettle
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the weird thing is I couldn't repro when I spawned the object myself on another terrain thonk

untold sky
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quite a bit infront of the wall infact

sinful kettle
untold sky
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Correct object?
a3\structures_f_argo\civilian\house_small01\i_house_small_01_b_pink_f.p3d

sinful kettle
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"a3\structures_f_argo\civilian\house_small01\i_house_small_01_b_pink_f.p3d"

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yeah

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I put the object on Stratis airfield and opened the door and kept circling the camera when I was at the end of the corridor but no repro

untold sky
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Well the issue is visible in the model that'll be sufficient

sinful kettle
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I think it's one of those "object placement" related issues

dreamy bane
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The position of the house looks bit undone because one of the windows is facing a wall. dunno if that can be part of the problem

sinful kettle
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like I showed you before

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and there was also a bug with animations

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the game definitely does something wrong

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I guess the way it puts objects in the quadtree or looks them up thonk

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if you feel up to it it's worth investigating imo

dreamy bane
sinful kettle
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I've seen it happen several times with completely static objects as well

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it seems the object's position is an issue

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that same door object in that ticket works fine when I spawn it in 3den

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wait it works on one side but not the other meowsweats

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(both doors are open)

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if you stand on the side the gate opens to it no longer works

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so definitely something wrong with the "quadtree lookup"

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here's the kicker: even bullets pass thru! (and they don't if you stand on the other side)

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it's not just lineIntersectsSurfaces!

daring wagon
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Not sure if fixable though.

untold sky
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#Ignored

gray wharf
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boooo #devsDontSupportTheirOwnGame #ArmA3isDed #BIstealsMoney

untold sky
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Found this comment right above the crash

dreamy bane
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because if the rect isn't in the view it won't crash

untold sky
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usually commands verify that what you gave them is valid.
But the map draw ones don't

dreamy bane
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ok

untold sky
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Well fixed now

dreamy bane
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great, ty πŸ™‚

devout wave
dreamy bane
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you know it would be useful to have some command that gives debug info of how long some scheduled scripts are running. Then you could more easily optimize your scripts. there's diag_activeSQFScripts but it doesn't give any details about performance.

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what you guys think? πŸ™‚

sinful kettle
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because it varies depending on scheduler loads

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I can write a script that does hint "bla" that takes 1 minute to execute

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doesn't mean it's slow

dreamy bane
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@sinful kettle But you could get info that running your script took 1ms to run and use that info to spot heavy scripts

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or your script took the max of 3ms to run, meaning it took maximum time available

sinful kettle
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like I said taking n ms to run in scheduled environment doesn't say anything about the script's performance

dreamy bane
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well if one script takes 1ms to run and other 3ms I think that's useful info

sinful kettle
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and let's say a script uses sleep 1

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and causes it to run for 1 s

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is it slow?

dreamy bane
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well it should only measure the time it take to process the code. when sleep comes that's the end of that run

sinful kettle
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well it should only measure the time it take to process the code.
the time it takes to "process the code" is the same as the time it takes in unscheduled environment

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roughly

dreamy bane
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really? I think different length of scripts/code take different time to process...

sinful kettle
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they do

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there's a button in debug console that allows you to measure that time

dreamy bane
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right

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Having that measurement on every code ran and saving that info to somewhere would be good

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it maybe bit problematic with sleeps though, as it could measure only the time between sleeps if there is any sleep used

livid sleet
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There is a tool for that and it works on unscheduled code, some really cool dude made it πŸ˜‰

dreamy bane
sinful kettle
solid marten
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ok thanks

sinful kettle
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you return the parent bone

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child bones are never returned

untold sky
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may my new todo list be reliable

desert trench
untold sky
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Eh, who gonna tell him?

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ah noone

sinful kettle
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you?

untold sky
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Just use EntityCreated and add a Deleted handler

ebon bone
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Hello,iam new to arma would someone like to show me how to play, i mean i played SQUAD, but i don't know how to play arma and whats the common thing to do.

solid marten
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Main Menu -> Tutorials -> Field Manual @ebon bone Also wrong channel

stark lintel
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There's lot of stuff to explore

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lots of things to do

ebon bone
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Ok tnx guys i hope that would help

sinful kettle
gray wharf
untold sky
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stop ping

gray wharf
paper lichen
sinful kettle
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it triggers for all objects

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it even used to trigger for footsteps and insects meowsweats

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wait it still triggers for footsteps meowsweats

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I thought Dedmen said he removed it thonk

regal nimbus
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Wasn't the suggestion to add a second filtered handler?

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Although I can't imagine why anyone would want a realtime insect feed :P

sinful kettle
sinful kettle
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but Dedmen said one of RHS UAVs or something was an "insect" (CfgNonAIVehicles)

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it's also used for proxies too iirc meowsweats

regal nimbus
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Arma is a mess :/

sinful kettle
solid marten
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I think the only time it would work out of the box if you mod the rain config, i.e snow map, then it should sync fine. If you use script to change that then you need script to sync

paper lichen
slender mica
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This would be great time to reintroduce voting on feedback tracker. 2016 when they reworked feedback tracker we lost that feature that showed what players prioritized.

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I hope for its return one day

sleek scaffold
spare vine
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There's a difference between bugs and feature requests...
Bugs don't need voting, it's broken so it needs to get fixed.
Features are nice, but only AFTER the bugs are fixed and IF it fits the scope of the game.

If BI runs out if ideas I'm sure they'll ask for it, but that is not their focus right now. So no need for voting.

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And since most people have no idea how to report an issue or request a feature properly, it's a good thing they removed that feature from the tracker.

devout wave
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Any community voting system would quickly lead to ridiculous requests being heavily upvoted (e.g. "add more maps", "remove CSAT rubber suits", "make the AI play like humans"), leaving actually achievable or important issues (like every ticket I make :D) at the bottom of the pile - thereby making the system useless.
In theory it sounds nice to be able to resurface pet issues to get them more attention, but there's no way it ends up actually working out like that.

regal nimbus
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raises a zombie army to vote up "make the AI drive better"

outer frigate
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that and any new features coming to a3 are likely going to be ones a good chunk of the community will not immediately notice also meaning they would get considered "boring" suggestions

slender mica
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If you were around 2016 you would know that Add more maps or remove CSAT rubber suits were not among voted stuff. What was for example was "Ability to walk on moving vehicles" "Fix for mid range textures" actual important engine changes that no one is talking about right now. All because we
have no way of voting on them.

limpid rune
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While I obviously don't have access to the code base I'm under the impression there's a engine-based variable that keeps track of when the player is trying to aim, is it possible this could be added as a scripting command similar to cameraView etc?

reason its noticeable and why I ask is if you right click while sprinting around the moment you stop sprinting the game will aim down sights for you, basically buffering your previous input

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unfortunately simply using a mouse button down handler and switching between true/false on a variable is unreliable for reason I cannot work out (usually involves double clicking like mad) and the scripted variable vs. the engine ADS variable get out of sync

alpine tulip
solid marten
paper lichen
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Making the video now

paper lichen
solid marten
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Could you do this on dev and not on 2.08 and no need to diag_log, just type rainParams in debug console and press server exec

paper lichen
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roger give me 10 mins

solid marten
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ok this is good

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Yeah client with -server param has it, server doesnt

solid marten
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added note to the wiki, this is not changing

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@paper lichen Im adding BIS_fnc_setRain that will handle JIP, it doesnt need rainParams

paper lichen
solid marten
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you can just put it in init to be executed by everyone, but if you want to change something later, server exec yeah

untold sky
limpid rune
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yeah... unfortunately it has the same issue, doesn't trigger if you click while sprinting or any other animation that blocks aiming

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I managed to get something reliable using keyhandlers

untold sky
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Maybe thats something we can still fix @neon swan harold

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But knowing what a mess it already was, probably not πŸ˜„

neon swan
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Oh god, the headache comes back trying to think about how the aiming logic works.

limpid rune
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im surprised its such a mess, it seems pretty reliable with banking/buffering the input until the unit is able to aim

neon swan
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It is all part of the cameraview loop

neon swan
limpid rune
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hmmm if you did I didn't see it in a changelog/ the ticket. i honestly haven't tried it since

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lemme boot up the game and see

neon swan
limpid rune
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hmm ok I missed it then my bad, trying it now

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hmmm thats new the enum isn't working

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OpticsSwitched right?

neon swan
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Should be, yea

limpid rune
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oh no it's Switch

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the wiki is incorrect

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ooh yeah it seems to work

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works very good infact, it triggers soon as I stop sprinting

alpine tulip
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I just BIKI corrected

limpid rune
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I'll try a few other edge cases I noticed when I was using my key handler but it seems to be fine so far

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nope works when you switch weapons too, goes false and then true again when the weapon switch animation ends and the gun is raised again

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so all good, ty very much sorry for not noticing it got fixed till now 😬

sinful kettle
untold sky
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probably yeah+

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about lineIntersectsSurfaces.
if the intersected thing is in multiple selections, its probably better to just return array of selection names instead of choosing either first or last

sinful kettle
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a surface can be in multiple selections?

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they're solid tho

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as in they don't deform

untold sky
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The one you sent has two

sinful kettle
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if it works like the intersect command I'm good with it

untold sky
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There was a difference to intersect. intersect command tries to find the name of the skeleton bone.
lineIntersectsSurfaces finds the name of the selection that contains the part that you hit.
And it could be in multiple selections

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I changed it now to try skeleton bone name first, and if not fall back to getting selection names

untold sky
sinful kettle
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no I meant footsteps

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they're not part of CfgNonAIVehicles it seems

sinful kettle
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or string like before?

untold sky
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dunno

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trying to decide if to change it

sinful kettle
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well I just needed the bone (only 1) meowsweats

untold sky
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well seems to work fine

sinful kettle
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thanks πŸ‘

untold sky
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indeed footsteps didn't have a class.
fixed now

sinful kettle
untold sky
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would be more futureproof to change it now.
If there is a case where multiple may happen, then it will just work.
Otherwise it can't be fixed anymore as we can't change syntax after release

sinful kettle
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as in the returned intersection array should be:

[pos, normal, proxy, obj, bone, surf, [selection1, selection2, ...]]
sinful kettle
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it has to be an animated bone

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so either only return bone, or both bone and selection

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I personally say the former, because it's easier, and it's all I need

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but if you want to return the selections too then the latter

untold sky
sinful kettle
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I mean either:

[pos, normal, proxy, obj, bone, surf]

or

[pos, normal, proxy, obj, bone, surf, [selection1, selection2, ...]]

not

[pos, normal, proxy, obj, boneOrSelection, surf]
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that boneOrSelection (uncertainty) causes problems

untold sky
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I planned
[pos, normal, proxy, obj, [selection1, selection2, ...], surf]

sinful kettle
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I suppose it can work for me thonk

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not sure

untold sky
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if there is bone its always first

sinful kettle
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btw can a vertex be animated by multiple bones?

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they can in soldiers

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but I've never seen it with other objects

untold sky
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The code is written for multiple

untold sky
sinful kettle
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e.g for that apc, both the otocvez and poklop_gunner are animated bones meowsweats

untold sky
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it returns only one tho

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even on a human unit I can never get more than 1

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on the small military container, if you aim at the glass it doesn't find any skeleton bones.
But then it falls back to finding named selections and finds glass_1_hide

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Does it make sense to pay the overhead for array if in 99% of cases there is just one notlikemeow

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annoying

sinful kettle
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its animation type is hide or something like that

sinful kettle
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when can it be more? multiple selections but none a bone?

untold sky
untold sky
devout wave
alpine tulip
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I noticed that I can't run/sprint but only walk, if I overload than regular loadCoef allows, even if player setUnitTrait ["loadCoef",-10e30]; or such, even the stamina bar suggests I have enough stamina to run. Bug or intended?

untold sky
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It should probably respect loadCoef

alpine tulip
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So ticket worthy?

untold sky
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It was reported that daylight flares on lights are broken.
But they are not really. I just tested with PAPI lights, they don't show at daytime, because their intensity is so low that they wouldn't be visible in ambient light.
Their base intensity is 60, but they need about 50000 to be barely visible during daytime

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Sadly just upping the intensity, breaks them at night :/

untold sky
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For papi lights, just force increasing the intensity during daytime works fine.
I guess I will do that for all.

it will cause the "side effect" that lights that were configured to use daylight flares, will now correctly use daylight flares... I hope noone will get annoyed by that...

outer frigate
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this is the arma community there'll be someone who will

untold sky
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Hey people, send me tickets owoyay

sinful kettle
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I have a ton πŸ˜›

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just click on my profile in FT and take your pick 🀣

sinful kettle
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many people have been asking for disableCollisionWith to work with multiple objs

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but if you can just "hide" a LOD there won't be a need for that

untold sky
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just send list of stuff I'll pick stuff out tomorrow

sinful kettle
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well as per usual at the top of my list are these (they're for my AI mod)

  1. vehicle handling commands: (maybe you could create a similar "controller" as you did for cruise control stuff?)
    https://feedback.bistudio.com/T150072
  2. AI aim/head direction commands. I know KK said before that they can be used as aimbots, but we have lockCameraTo which does the same thing for vehicles and somehow that doesn't count as "aimbot"
    https://feedback.bistudio.com/T150070
  3. ability to jump to specific "frame" of unit animations:
    https://feedback.bistudio.com/T164731
    also one by POLPOX:
    https://feedback.bistudio.com/T157753
  4. ability to extract info from model.cfg, namely, bone hierarchy and animation parameters
    https://feedback.bistudio.com/T150103

1 & 2 essentially complete the missing parts of my mod (and I know, they're the hardest ones meowsweats )

gray wharf
#

say3D's first person in vehicle bug > all

If the player is in first person view inside a vehicle at the moment of command execution, the sound created is greatly attenuated.

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make setPlayable great again?
I know it's impossible/would imply great changes so it's a no, but one may still dream

livid sleet
hollow dune
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ticket title is a bit misleading, video will show the issue I'm talking about more clearly

outer frigate
#

That's one pretty good light if it's still working at that depth πŸ˜‰

devout wave
hollow dune
outer frigate
#

Ye its true either way lol

untold sky
hollow dune
#
_light_emitter_0 setLightDayLight true;
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I will test it tomorrow too

dreamy bane
sinful kettle
#

Each object can contain only 1 reference to the object it disabled collision with. Thus trying to disable collisions with multiple objects will overwrite object previously set for disable collision

dreamy bane
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yeah i know what it says...

sinful kettle
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and I've tested it and it's true

dreamy bane
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hmmmm

sinful kettle
#

maybe unit-unit is different blobdoggoshruggoogly

dreamy bane
#

I can walk thru 4 dudes πŸ™‚

devout wave
solid marten
solid marten
#

so how does this contradict what leo quoted?

dreamy bane
#

wait, let me show some code?

solid marten
#

you should read biki page first

dreamy bane
#

i did...

#

here's my code: ```ll = player nearEntities ["Man", 50]; { if(!isplayer _x) then { player disablecollisionWith _x }; } foreach ll;

solid marten
#

why am i looking at it

dreamy bane
#

wasn't sure which object had the collision disabled registered

#

player or the _x (AI)

solid marten
dreamy bane
#

the wiki doesn't seem too clear but maybe it's just me πŸ™‚

#

it seems like you can have multiple collisions disabled but only one such case registered

#

buut it's probably just me not reading it right or something , so nvm πŸ˜„

solid marten
#

It said there in the first paragraph that collision is disabled for both objects, does it say something different for you

dreamy bane
#

says the same to me

devout wave
#

ping on reply being on by default is the worst decision Discord's made since the new logo font

untold sky
gray wharf
#

oh noice, time to fix the wiki then

#

(2.08 was released right)

untold sky
gray wharf
untold sky
#

Don't know if preInit is soon enough, might be

gray wharf
#

well, otherwise it's useless?

untold sky
devout wave
#

What determines which model AI helos use?

desert trench
#

Dedmen (ΰΈ‡ β€’Μ€_‒́)ΰΈ‡ β€” Yesterday at 6:01 PM
Hey people, send me tickets :owoyay:

is this gathering suggestions for 2.12?

alpine tulip
#

Seems like so. One of my subscribed ticket got a message with Ded's considering to do it in .12

#

Whatsoever, this game's not going to dead within years thanks to the dedicated developers

livid sleet
# untold sky > * force rotor shear command If you are aware that rotors shearing off only exi...

I'm not sure I understand, when the engine detects a "collision" of the rotor (via the blade radius) it destroys it in the basic flight model, as far as I'm aware the only real way to replicate that is to spawn some object that'll trigger the collision check. IIRC there is a parameter that is configured on helos that defines the radius the collision check is allowed to trigger within and I had that visualized somehow: https://i.imgur.com/Rf1Mhqp.jpg

untold sky
sinful kettle
#

disableCollisionWith or hiding LODs?

untold sky
#

I replied to a comment that only says a single thing

#

thats the thing I mean

sinful kettle
#

disableCollisionWith was an example tho

#

hiding LODs would be better

untold sky
#

its currently just one value thats disabled, could turn it into array

untold sky
untold sky
desert trench
#

alright

restive bone
desert trench
#

a few bugs with repo

[BUG] AI cargo only replaces dead driver once [if not in the same group]
https://feedback.bistudio.com/T162686

[BUG] DisableAI "COVER" makes AI do weird moves and triggers Combat Shouts
https://feedback.bistudio.com/T155908

[BUG] displayAddEventHandler [KeyDown?] remains available after mission restart - could be abused?
https://feedback.bistudio.com/T163625

[BUG] AI [tank gunner] fires (under player command only?) first shot too early and thus always misses first shot
https://feedback.bistudio.com/T152879

livid sleet
untold sky
#

Remind me tomorrow to revisit that, I'll try to remember but my brain is full of soup

gray wharf
#

I told you to stop after that 5th bowl

untold sky
hollow dune
untold sky
hollow dune
#

my bad never knew about that channel

untold sky
#

ok sir Salute
Thats a easier fix than expected πŸ˜„

livid sleet
hollow dune
gray wharf
#

lighting, brightest… there's a joke in there, I'm sure of it!

untold sky
#

It was for the logging stuff :U

hollow dune
hollow dune
untold sky
#

This chat is made for bloat

hollow dune
#

true but Leopard will delete me from the globe (they are a nice person and is trying to keep everyone safe)

untold sky
#

windows server log window is so bad :/
There is no max limit in there, and the more text is in there, the slower adding text to it becomes.
It can get to the point where posting a chat message can freeze the server for half a second

sinful kettle
#

btw Ded did you make any more changes to the lineIntersectsSurfaces command?

sinful kettle
#

I'm getting some weird results and not sure why

untold sky
#

the bone change, nothing else

#

Even after adding a limit that removes text if it gets too large, its still too slow.

@livid sleet did you only test the slow systemChat on a headless client, or did you also check on dedicated server?
normal server has the same log UI window, so it should be just as slow

#

Oh nevermind, actually dedicated server doesn't log chat messages.
I think that would make sense but apparently not

#

Will just have to make it async logging like I did with RPT, that should be fine. I didn't want to do it because I thought it would be more effort..
But now I spent more time on trying to find a solution without it, than it would've taken me to copy that stuff over 🀣

livid sleet
#

IIRC I did test server vs HC. It's not a huge deal anymore since I've moved on to better things but I hoped issue wasn't indictictive of some bigger performance issue with using the command outside of that context.

untold sky
#

Well yeah it is. Generally chat logging on HC is bad, so I'll fix that anyway

#

or rather, all chat logging is bad. But normal servers don't log as much stuff to chat so its not thaaat bad there

sinful kettle
# untold sky the bone change, nothing else

I'm now 100% sue that something else has changed. I even reverted to an older version of my code which I know for sure it worked before, but now it doesn't.
it looks like it's skipping some intersections now thonk
maybe you changed something for debugging but forgot to undo?
I'll DM you a video

solid marten
desert trench
#

roger

#

couple of feature tickets if those are to be considered too

#

[Feature Request] Add some shading to diag_drawMode
https://feedback.bistudio.com/T163437

[Feature Request] Add Mission EH 'HandleRadioMessage'
https://feedback.bistudio.com/T161306

[Feature Request] New scripting command: getCurrentAutoCombatTimout
https://feedback.bistudio.com/T161510

[Feature Request] New scripting command: setAutoCombatTimout / getAutoCombatTimout
https://feedback.bistudio.com/T156436

[Feature Request] Add SQF commands to get all guard points, update its position or delete one
https://feedback.bistudio.com/T161625

[Feature Request] Improve guarded points
https://feedback.bistudio.com/T161138

sleek scaffold
sleek scaffold
#

☝️ My one and only remaining ticket (If it gets implemented it would be a first for me πŸ˜… )

devout wave
#

The last one seems like it would require a major overhaul of how vehicle ammo is handled and is probably out of scope (not to mention the backward compatibility problems)

unborn acorn
atomic walrus
dreamy bane
#

sorry for the noob question but what does "set Ref Ticket to AIII-55256" mean in the feedback tracker?

sinful kettle
#

Internal ticket ID or something

#

AIII is obviously A3

dreamy bane
#

does that mean they work on it? πŸ˜†

alpine tulip
#

They use Roman numeric to call A3? 😩

devout wave
dreamy bane
#

hmm ok, that's cool

#

thx for the info

#

I guess that doesn't make the ticket it self obsolete

devout wave
#

The FT ticket contains the information on which the internal ticket is based, so no, it's not obsolete.

dreamy bane
#

yes but do they update the ticket?

#

and is there point updating it by us

devout wave
#

The connection between the FT ticket and the internal ticket allows them to find the FT ticket again when working on the internal ticket, so when (if) the internal ticket is resolved, someone will probably update the FT ticket to reflect that. If you pay attention to other FT tickets that are resolved, you'll see someone usually posts when the relevant change is committed with a revision number.
If you have important new information that's relevant to the issue, you should update the ticket with that so that they are aware of it.

dreamy bane
#

ok thx, good to know

lean mica
lean mica
devout wave
untold sky
#

The server/HC slow console logging is fixed, but you won't be able to benchmark it as the buffer is only 32 elements in size. Good enough to remove any lag from chat messages, but not good enough to remove lag when something is really hammering/spamming the log.
I don't want to waste memory on something that normally doesn't happen

lean mica
unborn acorn
untold sky
limpid rune
untold sky
restive bone
#

arma 3 blueprint simulator

untold sky
#

There now you can see stuff in diag_drawmode πŸ˜„
Need to change color of the lines

solid marten
untold sky
#

You wanted shading for diag_drawmode's, this should be sufficient

sinful kettle
#

try geom or fire

#

they're pure white

untold sky
#

I did yes

sinful kettle
#

so those wireframes won't be visible

untold sky
#

first screenshot is that. they are visible but badly

sinful kettle
#

well that's the point

#

try moving inside a building

#

I doubt you'll be able to see anything

untold sky
#

looks fine to me

sinful kettle
#

I can't tell what's what blobdoggoshruggoogly

untold sky
#

Well thats all you get harold

sinful kettle
hollow dune
# untold sky is that setLightDaylight or whatever that command is? can you retest that on tom...

Idk if you have checked the ticket or not https://feedback.bistudio.com/T166453
But the issue os still there after the profiling update, here is a video
https://www.youtube.com/watch?v=KEmGIy_dJGA

Info:
Launcher version: 1.5.149102

  • Hardware acceleration disabled

Game version: 2.08.149650

Branch: profiling

Ticket: https://feedback.bistudio.com/T165990

β–Ά Play video
untold sky
untold sky
solid marten
desert trench
untold sky
#

all AI πŸ˜„

sleek scaffold
#

Perhaps simple Ai tweaks or improvements that can yield higher FPSs are still worth checking out. I don't know how resource intensive the Ai units become when in combat mode compared to when in safe mode but being able to reduce the time the Ai units spend on combat mode via a new command could yield some improvements in FPSs when there are lots of Ai units. (Just using that as an example)

sinful kettle
#

I don't know how resource intensive the Ai units become when in combat mode compared to when in safe mode
very

desert trench
sinful kettle
#

because when you don't provide any classes [] it does detect ammo objects

unborn acorn
devout wave
devout wave
#

Isn't 161980 essentially covered by the Presets feature?

alpine tulip
#

Not really IMO > 161980

alpine tulip
#

When we're playing Arma 3 in public multiplayer server, it is very hard to identify the unconscious player's location when they're using radio (not direct), and vice versa yet hard to notify, which is not an ideal way to communicate IMO. If it transmits the voice both 2D and 3D like major radio Mods, it is pretty

desert trench
#

can everyone please post the ticket name if you link them [spam excluding]

#

will also increase the chances a good deal anyone to check the linked ticket

idle arch
#

https://feedback.bistudio.com/T120423
Not the author, recommended I post here by a veteran named Pi123263
From 2016, reposting because of a relevant issue I encountered wherein if I saved a scenario and loaded it in lots of the mod-added items would be completely removed, the large majority of them.
TL;DR Loading up a save in the scenario causes lots of mod-added editor items to be removed from the unit panel meaning I can no longer access over half of my units

lean mica
#

Found such error in RPT

21:02:27 Error in expression <if (local (_this select 0)) then {[(_this select 0), ", [], false] call bi>
21:02:27   Error position: <[(_this select 0), ", [], false] call bi>
21:02:27   Error Missing }

search through whole arma folder bring me to

class Land_RepairDepot_01_base_F: ReammoBox_F
{
    ...
    class EventHandlers
    {
        init = "if (local (_this select 0)) then {[(_this select 0), "", [], false] call bis_fnc_initVehicle;};";
    };

I think it should have """"
its Arma 3\Tank\Addons\structures_f_tank.pbo

sinful kettle
#

it's correct in the latest dev version

untold sky
idle arch
# untold sky what is your definition of "loading up a save in the scenario" do you mean multi...

This was a bug as of July 1st where if in a single player scenario I loaded up any save I had in the scenario a large selection of units would vanish from Zeus's placement menu that allows me to place down units, modules, markers etc, I had a ton of units from mods all no longer available in Zeus after loading up a save in the scenario. If I start a new scenario and never load up any save in it (iow don't save) all units will be available in Zeus

untold sky
#

Oki I need to fix that, but thats different from that ticket

#

Needs new ticket with steps to reproduce, that can be followed step by step

idle arch
idle arch
#

I didn't know what to mark it as in the dropdowns so something there might be wrong feel free to notify me and I'll just correct it

untold sky
regal nimbus
#

Couldn't repro with RHS AFRF either.

#

Even if you pick "official addons only", then if there's an AFRF guy in the mission then all the Zeus addons show, even after save+load.

idle arch
untold sky
#

So Zeus just has barely passable mod support...cool
what?

regal nimbus
#

@idle arch Maybe specify a minimal modset for repro.

idle arch
idle arch
# untold sky QA just tested and couldn't repro on vanilla :/

Added an update to the repro steps, this one includes a mod-set (two mods) one made by me very quickly using malden 2035, zeus game master module and an empty zeus entity just if you need to follow along 100% and the other one contains some units that you ought to see disappear once the repro steps are followed

untold sky
#

I merged your new ticket into the old one, you can edit tickets or post comments to update.
Will be tested tomorrow

idle arch
drifting galleon
sinful kettle
#

BTW @untold sky I noticed something weird:
In this video, as you can see from the line intersection with the FIRE lod (the red line), the front part of the tracks is said to belong to 2 selections: "damagehide" and something else
But as you can see on the left side (the text that has [3]), the "damagehide" selection is getting animated (it shows the position and vectorDir/Up changing)

#

so it should belong to a bone shouldn't it? and shouldn't lineIntersectsSurfaces show only 1 selection as you said before?

sinful kettle
#

also I had a question about roadsConnectedTo

#

are runway road segments actually not connected?

#

the command doesn't return anything

#

their type is also "HIDE" thonk

gray wharf
#

should I make a ticket for a assignedVehicles <group> getter command? :3

regal nimbus
#

yes please

dreamy bane
gray wharf
dreamy bane
#

can group units be inside a vehicle that is not assigned to them? πŸ€”

gray wharf
#

they can be assigned to a seat, but the vehicle can be not assigned to the group (e.g a transport)

dreamy bane
#

so assignedvehicles is different from "owned" vehicles

gray wharf
#

yes
so maybe assignedVehicles should be ownedVehicles or something else instead

dreamy bane
#

maybe, there's something for you to think about πŸ™‚

#

you can currently do group _veh

gray wharf
#

a function is doable, but a command would be faster indeed

dreamy bane
#

yep

gray wharf
#
private _grpVehicles = vehicles select { group _x == _grp };
```but meh
sinful kettle
regal nimbus
#

A vehicle can be in the vehicle pool of multiple groups at once. A vehicle itself has no "group pool".

#

I don't know if this is actually true because there isn't an assignedVehicles :P

gray wharf
#

A vehicle can be in the vehicle pool of multiple groups at once. A vehicle itself has no "group pool".
if so, what does group _vehicle return πŸ˜„ I suppose the last group that used it

#

if it returns something else than the driver's/commander's/gunner's group ofc

sinful kettle
#

it should return the effective commander's group (which is not necessarily the commander)

gray wharf
#

and if there is nobody, grpNull? then my above request is absolutely not coverable by script

sinful kettle
#

yes

#

I don't think it is

regal nimbus
#

yes, just checked

gray wharf
regal nimbus
#

Empty vehicle has no group, even if they'd get back in when ordered to move far.

gray wharf
regal nimbus
#

You missed addVehicle :P

dreamy bane
#

looks like first unit in a vehicle gets the vehicle as part of its group (group _veh)

#

doesn't matter which seat

gray wharf
desert trench
untold sky
gray wharf
sinful kettle
sinful kettle
#

The position, dir and up of the "damagehide" selection is changing when I animate the object, so it should be a bone.
But lineIntersectsSufaces returns 2 selections for the front part of the tracks: "damagehide" and "something_else"
But "damagehide" is animated. how can it not be a bone? thonk

#

Oh wait I think I understand what's going on here.
that damagehide selection is not a bone but it's attached to a bone meowsweats

#

How am I gonna detect that now?! notlikemeowcry

#

It saves me a lot of trouble

limpid rune
#

podkolo1 is definitely a bone

#

its the track usually

sinful kettle
#

yeah but damagehide is not

limpid rune
#

it is actually

#

it's just not animated, it's a selection used to hide parts when the vehicle is dead

#

in this case the tracks apparently

sinful kettle
#

but it does move. is that because it's attached to some bone that moves?

limpid rune
#

Yeah

#

podkolo

sinful kettle
#

actually it moves with the turret

limpid rune
#

wait what?

sinful kettle
#

the movement of damagehide bone is the same as the turret bone

limpid rune
#

oh are you monitoring selectionPosition on it?

#

cuz its gonna have a bunch of other crap inside it... like I think crew generally get put into damagehide

sinful kettle
#

yeah and dir and up

limpid rune
#

yeah it'd be giving you the average position damagehide could have all sorts of stuff in it

#

if you move the suspension up and down via damper it'd also move

sinful kettle
#

well this is what it looks like when I "reverse engineer" the animation based on pos and dir and up

#

(P.S: the model is generated using lineIntersectsSurfaces, not ripped meowsweats )

untold sky
#

Ah so you want these commands so you can efficiently remake our models and animations πŸ‘€

sinful kettle
#

no meowsweats

#

it's for my AI mod

#

I want to "cache" object LODs and their animations

#

so I can run stuff (e.g. lineIntersectsSurfaces, which I use for path finding, ray casts, etc.) in another thread using Intercept (because doing them in the main thread is a waste of time and FPS)

#

simple models are no problem (e.g. buildings with doors). complex models may give incorrect results (like that one)

sinful kettle
#

and if you look closely that model has plenty of holes, which I can't fill because if I reduce the meshing step it takes a very long time

#

it's useless for pretty much anything besides what I described

#

if I wanted to rip your models and use them there are tools for that πŸ‘€

#

and if I did I sure wouldn't post my work here to get banned meowsweats

sleek scaffold
sinful kettle
regal nimbus
#

Just found a couple of pretty clear waypoint bugs, but I don't suppose there's any interest in fixing them:

  1. setWaypointCompletionRadius only affects progression of waypoints on the Zeus map view, not 3d view or group behaviour.
  2. The vanilla wheeled APC cannot complete some waypoints because it consistently stops slightly short of the progression distance.
sinful kettle
#

looks like from here on out we're headed to v2.12 and v2.10 is closed notlikemeow

#

which means tickets accepted from now on will probably not make it to v2.10

regal nimbus
#

setDriveOnPath doesn't work while execution is paused (SP), which explains why people have trouble making the command work.

#

Not that they're missing out on much given how the command behaves when it's "working".

desert trench
#

you can guide tanks and infantry pretty well with it

#

just need to put a lot of them in close proximity

sinful kettle
regal nimbus
#

It honestly feels like there's some low-hanging-fruit bugfixes to AI driving behaviour though. In the navigation failure cases I see there's nearly always a point where it's doing something obviously broken, rather than "yeah that's a hard pathfinding puzzle".

#

I can certainly see the attraction of overriding the stuck vehicle behaviour with a script that can do a passable approximation of a three-point turn, but that's only because the built-in version appears to have actual bugs.

livid sleet
#

I'd imagine depending on whats going on in the engine tweaking one thing can have adverse side effects to other behavior and to make changes requires rigorous testing to verify all behavior is still functioning correctly.

#

I'd love for the AI driving behavior to be improved as it constantly breaks in various ways that require lots of baby sitting to make them effective but its so far into the engine's lifespan (and has been an issue for so long) that I'm not expecting much on that front

restive bone
livid sleet
#

The only real thing I'd imagine the community can do is providing tickets with 100% repro examples (test missions, scripts, etc) that are very easy to test but even with that making a change could still break something else.

#

IIRC tracked vehicles seem to have the biggest issues at the moment, wheeled vehicles seem to behave quite a bit better or maybe that's just my own skewed bias

#

I had a dumb idea that is similar to Leopard's request which was to make a script that let you select a vehicle in Zeus and then toggle into "driving" mode that would let you control the vehicle while in Zeus like a player commander would with AI drivers but I never looked into if it was even feasible with current limitations

regal nimbus
#

Tracked vehicles have a weird habit of attempting to drive over houses.

#

kinda hard to replicate because it's generally not done under waypoints.

livid sleet
restive bone
regal nimbus
#

I consider that slightly more understandable given that other units move :P

#

I had an M113 on SAD yesterday that decided to mount literally the only building within 100m.

untold sky
#

We basically cannot fix any AI driving dumbnesses, there are missions that depend on their driving timing

sinful kettle
#

please at least give us some commands to fix it ourselves πŸ˜…

untold sky
regal nimbus
#

Mission-selectable AI branch toggle? :P

#

vehicle-selectable is fine too :P

livid sleet
#

I'd be fine with a mission file flag that gets automaticaly set for new missions post-update to divert logic into new behavior, its just frustrating that so much time is wasted wrangling AI and fixes seem to not be possible because of back-compat with older missions

restive bone
#

I like the idea, but sounds like it could cause a lot of confusion

uncut briar
#

we already have one that allows us to switch to the old one, works bit better on tanks IIRC.

#

man, even things like some unstuck routines would be god send, does not change "ai driving timing" but can help.

#

eg. if driving forward for 30s results in not changing the position maybe try driving backwards?

#

seen so many tanks trying to drive over a tree they can't tip over due to too low speed xD

desert trench
#

@faint heart wrote us an "unstuck system" - among its features is to delete vegetation infront of vehicles when blocked by it for too long πŸ™„

desert trench
#

a few more tickets to consider for 2.12:

[Feature request] Add option in A3 task framework to hide tasks in 2d map
https://feedback.bistudio.com/T156986

[Feature Request] Add ability to adjust the number of tank tracks and foot steps shown
https://feedback.bistudio.com/T156441

Difficulty setting to -not- display helicopter/plane/tank without GPS on the map
https://feedback.bistudio.com/T151232

[Feature Request] Add ability to change weapon lock state
https://feedback.bistudio.com/T158616

[Feature Request] Separate default difficulty for MP
https://feedback.bistudio.com/T152901

[Bug][AI] When AI are ordered to get in a vehicle, the expectedDestination is always at 0 AGL height
https://feedback.bistudio.com/T153731

regal nimbus
#

If I have a repeatable Arma crash on a CUP map (specifically with CUP interiors), should I report that on Arma's FT or just CUPs? Not sure on the expectations for crashing.

steady panther
#

cup

#

but only if you can reproduce it without other mods than cup

#

@regal nimbus

untold sky
#

And to me probably too so I can see whats crashing and why πŸ˜„ Instead of cup devs guessing around (not on the weekend)

limpid rune
#

does geometry of a cfgAmmos model effect its ability to hit? I believe I read somewhere it does for shotMissile. would it be possible to extend this ability to other ammo types?

#

would make stuff like AA proximity shells a lot easier as you could have it's geo lod be a sphere to represent the proximity detection

untold sky
#

Afaik atleast normal shots (not missiles) just get calculated as a point, ignoring the model completely.
No I don't want to extend that

gray wharf
#

my bows & arrows mod!!

gray wharf
#

would it make sense to request the same for spawn?

untold sky
sinful kettle
untold sky
#

Why are you crossposting? #rules. Keep it to the channel you were already posting in

sinful kettle
#

it doesn't count as crossposting

#

I'm asking you

#

I was asking model makers there

#

also the timeline between the 2 posts is apart enough to not count as crossposting

#

and the two messages are completely different

#

but anyway I don't need your help anymore. I'll figure it out on my own

sleek scaffold
hollow dune
neon swan
desert trench
#

what has been the reason to limit this to Geo LOD only?
would be useful for any LOD and wouldnt leak anything sensitive, would it?

west onyx
#

interesting gameplay issue ive noticed regarding Launchers. When a player fires a missile launcher, he reloads and needs to re-acquire a target lock. this adds a few seconds between effective shots.

#

When an AI fires a missile launcher, he reloads and does NOT need to re-acquire the lock, and is able to fire another effective shot quickly

#

at least, that is how it appears

sinful kettle
sinful kettle
nimble veldt
devout wave
gray wharf