#arma3_feedback_tracker
1 messages · Page 2 of 1
well like I showed it's ambiguous. you can show the same thing for nular/binary combo
a unary variant can exist
you check if a unary cmd exists,
first you should check nular
unary and binary don't matter
either way you need to look at unary map
well another mistake is that you're assuming that the code is written correctly
what if it's not? 
written correctly?
an error will occur somewhere if it's written incorrectly
that totally depends how you implement it
i can't see how this is ambiguous, sqf top level expr is literally primaryexpr ((binop expr) | ';') if you follow this rule, it can never be ambiguous assuming you're looking at command map everytime, op op op op [] op op
parse expr
parse primary > unary op, nular op
binop or semicolon > binary op
parse expr
parse primary > unary op, []
binop or semicolon > binary op
parse primary > nular op
simplified in a way as it doesn't do anything with precedence, for binary it's more work yes, you need to lookahead, but unary variant is totally viable
actually, in the example it only works because there is a terminal in there, so yeah binary actually is not possible (didn't think through), but unary is no issue. technically even if it had the same binary name, parser shouldn't be guessing and just parse following normal precedence rules, nular>unary>binary, saying that "assuming code is valid" is not really a thing, that's a developer's error then, , i.e., op op op op op [], and you intend this to be unary unary unary binary unary then you forgot parentheses, it's literally same as +++++[]
Can we have some love for EpeContact EH? Currently it is almost impossible to use them as a proper PhysX event getter
Like add returns of vector of force, force position, etc
Make a ticket so I won’t forget to look at it if there are more params available to return
Can be added support for underbarrel smoke grenades? like
_projectile addEventHandler ["Deflected", {};
for now I can hit EH only Explode/Deleted for 40mm smokes
it's cuz its shotSmokeX which is physX its the same with shotGrenade - neither support it
done
...would be cool if epeContact etc fired for them tho..
Can I ask for a "component index" to be added to lineIntersectsSurfaces returned arrays to help determine the "wall thickness"?
https://feedback.bistudio.com/T167378
oh, you can ask
but each intersection returns the object as well can you not compare objects
an object can have multiple convex parts tho 
so it was not meant to be used as object drill, just to find surfaces, does it do it well?
Sorry that I wanted to do something a little more advanced than others 
And no, it doesn't do it well, as I've said before
Here
Someone close this
Port old Argo assets into Arma 3
“No promise” - Dwarden
some1 already asked? mb
This is actually an FAQ
where can I read the faq
I don't mean it is listed somewhere. It literally is Frequently Asked/Answered Question
oh lmao tyty
no u
Strangely helpful spam: https://feedback.bistudio.com/T167385
intersting
I'll keep it - just edited the URL out 😄
aaah no, you hid it already 😄 welp my parallel edit reverted it to public
https://community.bistudio.com/wiki/actionKeysEx
On the wiki page it says isDoubleTap: Boolean - is the action key a double-tap. Only possible when there is just the Main Key, as key combinations cannot have a double-tap flag
In game I can set and use keybinds such as U + 2xO, which (to me) have a main combination of doubletapping O and U as a combo key in this example.
The command however doesn't return the double tap flag for the example above (and similar ones).
I'm not sure if I have understood the wiki page correctly or if it's a bug?
@untold sky ^^^
@ NeilZar on monday :harold:
At least [0,0,0] nearSupplies ["",0] doesn't throw an error
Probably this is just a #community_wiki time
Didn't throw an error, but I couldn't make it happened neither
@gray wharf ^^^^^
you must be joking dude the update ruined was was very realistic thermals
@sinful kettle https://feedback.bistudio.com/T167397 are you sure you need to check gamefocused? What if you have -nopause? or have 2 instances on your screen one of which is focused
un*realistic
So you confirm it exists and works, thanks for your word on it :p
Will do tonight, thanks!
I'll have to check when I get home
Does anyone here use Nitrous Network to host a server?
added, thx
Not sure if I should report that or #wontfixDontEvenBother, but engine question:
Is it normal that str(9227465) yields "9.22747e+006" already?
I understand that the engine is storing all numbers as floats, so you'll eventually get a scientific notation, but in this case the converted number is "only" 10 millions and the scientific notation gives you a rounding error here, already (9227470 instead of 9227465).
Not sure what exactly I would like to see here. Maybe use the regular notation for all floats that are ints? Maybe (if it's parametrizable) try to convert to scientific notation "later" at the cost of longer strings? (but more precise conversions)
I believe the notation is not precise either
try toFixed
for all floats that are ints?
After all, you can't get more than340282346638528859811704183484516925440so it's not that problematic to use the regular notation (not even sure how it's called)
I guess ideally it'd only switch to scientific notation when the exponent changes?
My issue is that I'm letting the users pass stuff to my extension in an array (could be anything), and I'm doing a str(array_input) to serialize the data so that it performs well. Going through every argument to check if something in there is a number will be very slow
Although the alternative point is that the scientific notation is losing precision due to being one digit short.
can't help but say "don't str big numbers" then :( ^
see the alternative syntax of toFixed
it sets the general setting, not per-value
But 10mil is not a big number, precisely! 🙂
I even checked in godbolt and you can printf("%f", variable) a float with that value just fine, without rounding errors!
So it's not like the value in memory will already have that error, it's literally just the formatting function
use toFixed to prevent any input issue anyway 😛
Arma's default string conversion limits numbers to 6 significant figures
according to https://community.bistudio.com/wiki/toFixed
I agree it's a pain, but it's also a good practice
imagine we suddenly decide that the significant figures is 3 😄 boom, broken
better secure the inputs, especially for extensions
Okay, so in that case, was there a specific reason for "6" to be selected? Besides the fact that "we need to pick a value"? 🙂
Could that value be increased? As I said, losing presision at 10mil is a bit low
there is tofixed global option added with extensions in mind
Could that value be increased?
yes, withtoFixedalt syntax
it’s default c++
isNil {
toFixed 50;
"Extension" callExtension ["func", [_myNumber]];
toFixed -1;
};
Oh... 🤔
it cannot be increased due to backward compatibility, there is a ticket somewhere when it has been done the reverted
yeah, that's what I meant 😄
here 😛
you don't even have to str _myNumber yourself!
I missed the "alternative" word in the sentence and went googling the toFixed part 🙂
Okay, thank you, both of you. I'll see if I can come up with something that works 🙃
Interesting to know that changing that number caused issues, though 🤔
it always comes to bite you when you expect it the least 😄
There is no way to make it conserve ints as ints, is there?
Because the moment I start using toFixed with any value (other than 0, obviously), it starts adding the fractional part, even for integers. Other than that, it toFixed would be the ideal solution for me
ints are not a thing in RV
I know, but str(123) gives you "123" whereas toFixed 2;str(123) gives you "123.00" (the fractional part is always forced).
So that means that RV can omit the .00 by itself, if not needed
toFixedMax would be ideal, here 🙂
[_bigNumber] call BIS_fnc_numberText splitString " " joinString "" 😆
try tofixed 0
Yes, but this then takes away the possibility to pass in floats.
I'm letting people create their own python functions with their own sets of arguments, and then call them from SQF. So let's say that someone wants to do an AAR and log the large ID of a player (or whatever else that is large) and a player location.
They will then do
["logger.log_position", ["Stack", 123456789, 30.12, 64.33]] call py3_fnc_callExtension;
In this case, I can either use toFixed 2 to force all the numbers to have two fractional digits (making a float from the ID) or I can use toFixed 0 to keep the ID correct, but then the floats will be truncated to ints.
Note that if I pass
["logger.log_position", ["Stack", 1234, 30.12, 64.33]] call py3_fnc_callExtension;
then everything will serialize fine. The int will still be an int and the floats will serialize as floats
But I'm guessing there is no simple solution to this, based on this discussion 😦
yep
floats are floats, ints are ints
make your own function if you will ("if last 3 chars are ".00" then substring(0, -3)")
I was happy to be able to let the users create whatever function they wanted and pass in whatever arguments they wanted, because "it just worked" so I wouldn't want to tell them "but you can't pass in arrays of arrays of arrays anymore, because I have to go over all the arguments and convert them correctly now" 😦
you never had ints in the first place, make the extension deal with that?
if last 3 chars are ".00" then substring(0, -3)
Heh, this is actually something that could pan out, because I could do it in C++, when converting individual values toPyFloats, so that would be quite efficient
yeah, that's the extension's responsibility I would say
RV can only provide floats, eventually displayed as ints
now it is up to you to secure your output in code, and input in extension
Yup, I just checked and the default behavior of str(12.00) is "12" so I guess I'm gonna go with that.
Thanks! 👍
I mean, it's more important for me to let people pass in big integers as integers because I have a gut feeling that more python functions will break when you'll feed them floats, when they expect ints than the reverse (while keeping a reasonable float precision, at the same time)
it is YOU who deals with your input in the extension
if a wrong input breaks the function it deserves to be broken
void MuhFunction(string argument)
{
int expectedValue = int.Parse(argument); // throws an exception and doesn't go any further if you send e.g 'potato'
StoreInDb(expectedValue);
}
It's the end-user (modder) who controls both SQF and the python code called by my extension.
It is reasonable for them to expect that if they pass in an int from their code on one end, they get the int in python.
Even if technically, there are no ints in RV. That's because as I said, str(<int>) -> "<int>" in most of the cases. If it would always yield "<int>.0", then I'd agree that it would be unreasonable 🙂
I totally get your point, though.
As previously said, I was trying my best to make the conversion between SQF and Python as transparent as possible, hence the report
Turns out it's simply not possible
I think I understood - not certain but yeah, due to float, no "int" really possible
it is just a representation
wellll... it's a perfect representation up to 2^24 :P
has the canAddItemToBackpack bug mentioned by AgentRev in the notes been reported/noted/fixed anywhere?
no FT results apparently
no freeze with noPause, so yes, isGameFocused must be checked
also you need many more iterations:
onEachFrame {
for "_i" from 0 to 3000 do {
drawIcon3D ["", [1,1,1,1], ASLToAGL eyePos player, 1, 1, 0, str _i]
}
}
with one it's gonna take too long to trigger the freeze
Trying to call RemoteExec(Call) with 0 targets for func 'bis_fnc_advhint'. Maximum is 1000
A null object passed as a target to RemoteExec(Call) 'bis_fnc_objectvar'
would it be possible to get call stack or more context for these?
they get spammed a fair bit, but hard to pin point
aka worth to a make a FT ticket?
Tried to create group while group limit is reached on side Game Logic
another case
So no freeze with noPause - yes freeze with yesPause
conclusion? Check for isGamePaused, no?
How many more groups you need, 288 is not enough?
one BILLION
plus one
somehow I think even that wont be enough
dang
- remoteExec everything
Maybe he meant that groups on "side game logic" should not add to that 288 limit?
but it is 288 per side, so you can create 288 game logics
not enough?
you can have unlimited number (sorta) of logics in 1 group if you need more
That is a neat solution... but lets wait for kju to clarify more about what he really meant...
you can have agents instead of units that dont need group, but if you want units then again, 288 units per side? group them
I do that, all my civilians and NPCs are agents....
Would be neat if we are able to add Agents from the EDEN editor perhaps as a checkbox on units... "isAgent" checkbox
how many btw? int.MAX, or is there a hard limit set?
3000+
Can pc handle that many units?
I guess server FPS is the true limitation there...
iiiiii would suppose so 😂
yeah but how many 4 real
Arma Total War? But make them fire a single shot each and the server explodes!
This https://feedback.bistudio.com/T167185#2351247 is far more worrisome than hitting the group limits to be honest
private _unit = player;
while { not isNull _unit } do
{
_unit = group player createUnit [typeOf player, [0,0,0], [], 0, "NONE"];
};
count units player; // 10001
``` Cc @solid marten 😃
before it crashed?
I wont even attempt it on my 8 core PC
given not all are used, safe way
So the 3.000+ is actually 10.001?
not sure about the +1, as it may be a weird null added
I wrote 10k in the wiki
Can you add another 10.000 to another group?
Kanye check that code e.g tomorrow?
For the crash...
nah 😛 crash your own PC!
I do wander which quantum computer was used to define that 10.000 limit... I should be perhaps 1.000
I rather believe some "quick table corner calculation" was made and that was it
so 288 × 10000 = 2 880 000 units per side, 5 sides…
OK, who is up to try and run 14.4 M units on his PC? 😄
and report how many days it took to calculate one frame?
14.4 M wound't fit some countries much less some consumer grade computer 🤣
more like how many seconds before your whole CPU melted...
🔥
Isn't this just the 10000 iterations limit for loops in unscheduled?
oh shoot you might be right!
I didn't even think of that, thanks 🍻
21:02:22 No alive in 10000 ms, exceeded timeout of 10000 ms
21:02:33 No alive in 21062 ms, exceeded timeout of 10000 ms
21:02:44 No alive in 32031 ms, exceeded timeout of 10000 ms
21:02:54 No alive in 42046 ms, exceeded timeout of 10000 ms
21:03:04 No alive in 52046 ms, exceeded timeout of 10000 ms
21:03:14 No alive in 62046 ms, exceeded timeout of 10000 ms
21:03:24 No alive in 72046 ms, exceeded timeout of 10000 ms
21:03:34 No alive in 82046 ms, exceeded timeout of 10000 ms
21:03:44 No alive in 92046 ms, exceeded timeout of 10000 ms
21:04:56 No alive in 10000 ms, exceeded timeout of 10000 ms
note: Minidump has been generated into the file C:\stuff\Arma3_x64_2022-09-05_20-50-28FROZEN22.mdmp
21:05:08 No alive in 21375 ms, exceeded timeout of 10000 ms
21:05:18 No alive in 32000 ms, exceeded timeout of 10000 ms
21:05:28 No alive in 42000 ms, exceeded timeout of 10000 ms
21:05:38 No alive in 52000 ms, exceeded timeout of 10000 ms
```:D
sooo…
I tried on Arma 2
let's try with logics
Get bigger RAM? 😛
Trying it on Reforger would be actually very insightful!
0 spawn {
_unit = player;
_i = 0;
while { not isNull _unit || _i < 50000 } do
{
_unit = group player createUnit ["Logic", [0,0,0], [], 0, "NONE"];
_i = _i + 1;
};
hint str count units player;
};
so… I locked my main computer for now, but Arma 2 is going over 11k "units" (logics)
15k*
18k… can someone read the code please 🤣
19k, it holds me hostage, send help
👀
😢
I expected nothing less from you!
OK, 26481 units in Arma 2, and one get added every 30s or so 😂
I may stop here
tried to take a screenshot but the PC is unresponsive most of the time 🤣
got it!1!
weee
just make a photo with your phone. "Don't you guys have phones?!" (c)
Yeah! Take a Screen Shot 😉
now, ArmA
It's spelled Arm... wait 
ArmA freezes, IDK why.
0 = 0 spawn {
_unit = player;
_i = 0;
while { not isNull _unit || _i < 50000 } do
{
_unit = group player createUnit ["SoldierWB", [0,0,0], [], 0, "NONE"];
_i = _i + 1;
};
hint str count units player;
};
```spawned, even with a sleep in it, doesn't matter
a single createUnit is fine, a `while` freezes the game, even with `_i < 50`
800+ units, so no 144 limitation for ArmA
2k+, etc
yep 5000+, that should do
inb4 game actually freezes on radio chatter and not on AI
I almost crashed A2 at first, I did a hint str units player instead of a COUNT units player 😄
pressed ESC at the right time
aaand 12 in OFP. done!
;-D
The point is that the command must check for it
I mean draw3d commands
They should not register any draws when the game renderer is not active
there is dedicated event handler for it
there is ZERO reason using oneachframe vs Draw3D. You point shotgun at your foot, pull the trigger and then start running crying to ban shotguns
though I hate to say that, but I would tend to agree with Leo here 😛
why can one stack draw events? it's like playSound when sound is disabled, the game should just ignore it
of course, if the game is paused we might want to still draw
but unfocused should just drop the drawing
https://community.bistudio.com/wiki/BIS_fnc_setHitPointDamage
I'm hoping that this function will be updated to include the useEffects, killer and instigator as optional parameters, which are parameters for setHitPointDamage
I can make a ticket if wanted
this is coming from BI function library and modules, but its hard to track down exactly (without adding tons of logging into BI functions directly)
they use logic as dummy objects
ie if you have enough locations defined in a terrain Combat Patrol or Warlords, plus BI function library, it can create beyond the limit
also CAS support module does it
post about the bad coding design in the FL a while a go
it should cache logics for use, instead of creating a new each time
so my question was
would it be possible to get call stack or more context for these?
they get spammed a fair bit, but hard to pin point
details at: #arma3_feedback_tracker message
Is it me or there are no sandstorm/snow storm particles effects in Arma???
What a shame.
Then make one?
just want to climb ontop of the requests and say Thank you to the devs for the attention and changes already implemented
Denied, ticket closed
BIS_fnc_sandstorm + all the ability to create what you want yourself if needed 🙂
Great! Thank you!
github down for anyone else?
IIRC there was a snow model in A3
what is funny is that https://www.githubstatus.com/ says "All Systems Operational"
now it's back
(had this at one point)
it still feels a bit weird to me that the rocks are so warm during Winter night but hey, at least it's not all black anymore ^^
But reducing the contrast doesn't make it (relatively) darker?
contrast - light is lighter dark is darker
Done next dev
These already have context on them.
real virtual 4 as far as I can see just array size limit, I can't see any limit
sure, but that's vanilla terrain with vanilla TI in vanilla conditions, that's what I mean ^^
the rocks should keep daytime temperature for longer than the ground, then be cool as well and take time to reheat
IDK if it counts as nitpicking or real temperature difference between rocks & surroundings
rocks use the same cooling/heating up stuff as units and vehicles and houses.
Sadly that stuff is generally pretty crappy, and its also bugged, before noon and after noon happens some weird wrong switchover.
You can best see that on terrain.
People all like "terrain has all same color"
Well, 50% correct
Its sad
sniff
but thanks for the explanation 🙂
Also if you wonder why fog is bugged.
Fog works on rgb, thermal is grayscale.
Because reasons, the thermal rendering uses RGB rendering, and for precision reasons splits up the 0-1 thermal range, into RGB values each value doing 0-0.333
Fog is applied to these split up rgb values, instead of to the actual thermal temperature which makes everything all kinds of yuck
And because fog also works with fog color, and everything is built to apply colored fog, and thermals have no color....
Getting these changed would be the next step in thermal overhaul, it was too much work and too big of a change to do it with the first iteration
private _a = getTerrainHeight [3202.5,11921.25];
setTerrainHeight [[[3202.5,11921.25 + 3.75, 28]]];
private _b = getTerrainHeight [3202.5,11921.25];
_a - _b;
if you run this on tanoa it will return 0.00120163 instead of 0.
i assume that that's a bug with the getTerrainHeight command, since i did not modify the terrain point i'm looking at, just the neighboring one.
it happens on other coordinates and maps as well, this is just the first one i found
0.00120163
ehh, negligible?
not if i try to compare positions using isEqualTo
Don't do that then
floating point numbers anyway
The problem is, setTerrainHeight works on grid points, getTerrainHeight does not.
It converts to grid, and back to normal coordinates, and then gets terrain height of these normal coordinates. With slight precision errors it might not hit the point exactly and do stuff like that
What you have there is 1.2 millimeters
i see, in that case i'll try to work around it
Just looking through my old thermals stuff, this image is the old thermals before the changes, but one had its histogram adjusted by hand.
Stones and trees were always glowing :harold:
Would it be possible to expand https://community.bistudio.com/wiki/set3DENSelected with a forceEH argument? Similar to the recent change to lbSetSelected? Let me know if you want a ticket.
it already triggers event
Oh, I thought
forceEH (Optional): Boolean - will force lbSelChanged EH to fire
would prevent it from firing the EH if set to false.
Nevermind then.
What's the change there? In previous versions it always fired the EH, correct?
So the default to forceEH is true?
Is that a change then? Because I'm pretty sure I hung Arma with that a couple of weeks ago :P
might have been the checkboxes though.
on that note, cbSetChecked could do with a similar EH parameter.
Does it not trigger CheckedChanged EH when you execute the command?
It does. I'd rather it didn't, so you can distinguish between a user action and a cbSetChecked.
would be great to have a way to detect when a vehicle is being repaired/rearmed/refueled from vanilla mechanics (like coming close to a Bobcat)
the other command didn’t trigger
hence the param
because cannot just hard fix it after so long
make a ticket, come up with single name for this combined EH
So i made a "strip corpse" function that puts all player corpse gear into a groundholder to avoid dupes and other bugs related to dead player gear (https://www.youtube.com/watch?v=TnAUPw96Ors).
- Player loots uniform/vest/backpack from a player corpse and it's still on the corpse.
It uses this below to clear the corpse (Executed on the server side).
_targetCorpse setUnitLoadout (configFile >> "EmptyLoadout");```
So sometimes this doesn't work and the corpse still has all gear.
Also tried this below, which didn't work either on the same corpse.
```sqf
removeUniform _targetCorpse;
So i tried to execute it again and again on the serverside and it refuses to work.
I thought it might be due to locality because the player didn't re-spawn yet.
So i tested it a few times on players that didn't re-spawn yet and it worked without a problem.
So what could be the issue here ? Maybe the same reason that causes the problems with gear (uniform/vest/backpack) from dead players in the first place ? 🤔
This bug is super annoying for years now 
@hallow sun how long the corpse has been dead
About two minutes
yeah i can believe it, in about a minute the corpse leaves the group and then later it becomes just a model
who knows what stops working
It works in other cases even if the player is dead for 10 mins or longer.
Just in some causes it buggs
maybe person leaves server?
doesn't matter either ^^
or disconnects but it doesnt register straight away
just tested on a player that died 20 mins ago when i wasn't even on the server when he died.
he was also disconnected already and it worked (he disconnected two minutes after he died).
I have a garbage cleaner script in my missions that turns bodies into agents as soon as any unit dies... this would make that redundant... Any chance we are able to set the time it takes for bodies to become just a model via a command?
Setters without getters make me sad. https://feedback.bistudio.com/T167466
Only now realising my proposal example has an unary command with the argument on the left. i am very smrt
I'd add an is for is***Disabled getter
it seems the action menu width spacing doesnt take into account the hold action key press action naming
worth to report on the FT?
maybe experiment with whatever formatting hold action uses
it looks like its ignoring special characters to compute the width
can create an alias kju_fnc_holdactionadd?
//add the action
private _actionID = _target addAction [_title, _codeInit, _arguments, _priority, _showWindow, ACTION_HIDE_ON_USE, ACTION_SHORTCUT, _condShow, ACTION_DISTANCE, _showUnconscious, ""];
p:\a3\functions_f\holdactions\fn_holdactionadd.sqf
private _keyNameRaw = actionKeysNames ["Action",1,"Keyboard"];
private _keyName = _keyNameRaw select [1,count _keyNameRaw - 2];
...
_title = format["<t color='#FFFFFF' align='left'>%1</t> <t color='#83ffffff' align='right'>%2 </t>",_title,_keyName];```
what if you remove the “call” from the action text, still over length?
so it seems BI tried to work around it adding those space characters as part of the string
its certainly not about the overall width of the action menu
like these use no extra magic and just the plain string as shown without extra whitespaces
i find it bit tricky to work with extensions when you run both server & client on same PC because one of them gets to read/use the DLL but the other cannot because the DLL becomes locked , or something.. and you get the CallExtension 'extNameHere' could not be found ... message
I solved this by creating copy of the DLL , one for the client and one for the server. but of course this is not ideal 😄
why don you set server in own folder?
well that would work too but still would have to make copies of the extension
yeah I guess ctrl+c ctrl+v is overkill
maybe I just write batch script to keep the DLL in both folders up-to-date 🙂
wouldn't it be good idea to improve those CallExtension "could not be found" messages for locked files, it would help people to solve the loading problems
what does it say now?
CallExtension 'extNameHere' could not be found
how do you repro it from 2 different exes?
run server, call extension from there. run client , try to do same thing and you get that message
That error message is correct though, could not be found means could not be found. If it is found but fails to load, you get could not be loaded: reason
hmmm all i get is the "could not be found" message when client and server try to load same extension file
Ah the "file exists" check, is not a "file exists" check, its actually a "can I read this file" check
But that shouldn't fail even if someone else has the dll loaded
had this problem just yesterday, client & server needs their own DLLs
can you check with a C++ extension?
umm maybe bit busy atm
ah, the "file exists" check is actually a "can I read this file" AND a "can I ImageLoad this file" check.
https://docs.microsoft.com/en-us/windows/win32/api/imagehlp/nf-imagehlp-imageload
This might fail if someone else has the DLL loaded.. maybe this needs write access for some reason.
This is done to read whether the dll is x64 or not.... That can be done with simple read access too instead of using this thing
And this failing is considered "dll does not exist in folder", which.. is nonsense because you just did a "can I open this file" check just before this, so you know it exists already...
you’re up for it?
@solid marten btw I noticed that when you delete a unit in 3den their "holders" are not deleted.
could it slow down the editor when you place and remove a lot of units?
will get back to this topic a bit later...
what holders?
I think they're the containers on uniform, backpack, etc.
I don't know why that breaks and if the ImageLoad is it, I wouldn't make it a priority so, no not really
those are out vehicles, do they get deleted if you create unit delete unit with script in preview?
yeah in preview it's fine
3den is not simulated in the same way so i guess they are marked for deletion but need a simulation to deal with it, either way unless it causes problem i’m not touching it
yeah I figured that could be related to some of the container bugs that people report 
but if it's not the same then nvm
you can start preview and see if they are still present in the mission, if they are then it is a problem
in SP it was fine. let me test MP
MP is fine too...
btw is there a way to simulate high ping on LAN?
there are tools for it yes, commonly used by cheaters
only if you have repro
I do
then it is useful
should I make a private ticket?
yes
First thought that may be related to the thing where units run around without clothes, but.. doesn't seem to be as you are just switching?
switching?
after doing some thing the server's player appears naked to the client, and vice versa 
I have hopes its the bug that sometimes causes players to appear naked to others
Any update on this?
@neon swan 👆
so, sounds like ded got the message thing figured out?
no, still doesn't make sense that it cannot open it, it should be able to even if another process has it loaded
hmmm well i have no ideas but Ive learned arma is quite picky on the file access to other processes in general....
sometimes have to alt-tab back to arma to "release" file
yes for pbo's and config files, but this is not using the Arma filesystem
ok
Wild guess but make sure your AV isn't interfering.
I spent over 4 hours a week ago debugging my extension that caused interpreted (!!!) python files to literally silently disappear from the filesystem (but they couldn't be replaced with a new file because they magically were present... somehow). Schroedinger files, so to speak.
In the end, after 4h, it turned out that... I really need to get rid of Avast 🙄
yep, although Czech Avast is only the shadow of what it was before, very unfortunately.
@gaunt depot Are you on profiling? I'd like you test deleteVehicleCew
@solid marten
Works on profiling build ["Arma 3","Arma3",210,149939,"Stable",true,"Windows","x64"]
Alternative syntax doesn't work at all anywhere, only primary one
Ok, doesn't always work
Seems to work fine for dead units on turrets, no matter where you call deleteVehicleCrew from, body always deletes instantly everywhere
When unit is on passenger seat, it breaks again
When you do the delete from body owner's client, it instantly deletes it locally, then after few seconds it deletes on another client but never deletes on server
When you delete from other client or server (where body is remote), it deletes it instantly properly
Deleting dead body from driver works fine from all sides too
In total, what i tested and results with Listen server and 2 clients:
- Deleting driver seems to be working regardless of locality or where command is called from, I'm not sure I tested all combinations, but most I tried worked
- Deleting turret produces same picture, works fine in most locality combinations
- Deleting cargo is broken when vehicle is remote if you do it from where dead body is local, if you call it from where body is remote (both server and another client), it works fine
With so many combinations this might need some kind of scripted test to check all possible combinations
Either way, alternative syntax never works in any of these
Ok, from more testing the only non-working case is when client (not server) deletes local body on a passenger seat of a remote vehicle. Remote vehicle might be server's or another client's.
Alternative syntax doesn't work at all
Ok, I kinda hoped to avoid modifying move out message but I guess there is no choice if you want to do it properly
alt syntax should work it just does it for each crew what command does for given crew
yes?
lol
So nevermind my comments about alt syntax then
i guess it will fail for cargo
the problem with cargo you have to move out where vehicle is local but for the rest where unit is local
i’ll make it proper
So much less RPT spam once I stopped using deleteVehicleCrew, I guess it was the main reason for it
2022/09/13, 7:34:12 Client: Object 532:461 (type Type_462) not found.
Still plenty of this stuff though, wish message names weren't secret to try to guess what's breaking.
My keyboard is busted, T is not working properly, impossible to write code and stay calm, so will redo it when new KB arrives
If you were a youtuber, you could record a "No-T-letter programming challenge!" and earn an extra buck with it, instead 🙃
I suppose I could, if I be like , oh this is cool let’s make a quick vid, but I’m like oh this is cool, could have made a quick vid, meh, next.
ive been having some issues with keys too
reboot seems to fix, but very odd. quite an expensive keyboard too
Not a big deal, but when changing PIP quality settings ppEffect effects stops working for PIP till you restart the game (modded, not tested in vanilla).
Unsolder switch from a least used key and swap it with T
they are membranes, anyway got exactly the same kb second hand this morning
seems working ok
If cargo body is on FFV turret and you delete where the body is local does this work fine?
Tested it on a turret with isPersonTurret = 2, but not turned out (so static animation, not using FFV)
It deleted fine regardless of locality combinations
Tested many combinations but somewhat randomly, maybe not each possible one
Are FFV turrets that much different from normal turrets?
It worked fine on turrets (ffv in my test) and driver
But failed on cargo seat
requesting "taskDestinationVisual" pls
or at least when task is attached to an object, ability to show task icon in render scope
also thank you for pos1 getDirVisual pos2
Fixed in rev. 149942, which should be in next week's Dev Branch. I incorrectly made the assumption, when creating the command, that a key combination could not contain a double tap; it can but only for the main key. I have updated the biki page as well to reflect it.
in off-road passenger seats at the back are ffv
I meant engine-wise, they're still turrets
So my test with FFV turret shouldn't be much different from normal turret
turret is locally simulated seat in vehicle. normal cargo seat is proxy so it is local to vehicle but ffv is local to unit in it otherwise it won’t respond to controls fast and smooth. not sure what you mean by engine wise
I meant that normal turret (tank turret) isn't that much different from FFV turret (Offroad back seats)
my expectation ffv should work just as normal turret for removing and deleting unit
@gaunt depot Ok it works fine on what I tested so going to ask @untold sky to add it to the next prof to try again
👌
Hack idea: will attaching it every frame help?
But in general there is no reason not to update it to use object's render scope instead of simulation
Nobody will ever want their task to jump around
i guess most tasks are stationary
So after doing some more testing with a strip player corpse script and revive script, it looks for me that most of the issues with the gear from corpses have to do with locality.
Sometimes the game doesn't seem to change locality to the server for dead players and commands like setunitloadout (to set a empty loadout) setPosATL or even deleteVehicle stop working (serverside) and you have to remoteexec them even tho the corpse shouldn't be local to the client anymore.
maybe i am totally wrong but that's my observation 🤔
Err, there is in general no autoswitch back to the server, other than after clients disconnect.
so "shouldn't be local to the client anymore" seems to be a false assumption.
All the commands you mention are supposed to be global argument though, so if they don't work correctly in some cases when the target isn't local then there's still a problem.
Might be badly worded, why do i need to use remoteexec for setposATL for a dead player to move him to [0,0,0] in somes cases 🤷♂️
Happened even on my local test server, so it can't be a issue with the connection.
Is there a good reason that setMass has very slow network sync?
if it doesn't send any message on change, just change it globally through RE
"Local Argument", though
will probably work on remote entity
things don’t just change mass in game let alone fast, not that I know of anyway
I'm noticing a weird issue in 2.11 - but i'm not sure if it happens in previous versions. But setDamage seems to cause 'force' on physx objects
It's really noticeable on tanks as it causes their suspension to compress
yeah happens in 2.10 too
2.08?
i'd have to switch branches
switching to 2.08 now but here's a video of what I mean:
https://www.youtube.com/watch?v=XkdlZTQbkZM
this is just running
[this] spawn {
_obj = _this # 0;
waituntil {_dmg = damage _obj; _obj setdamage (_dmg + 0.01); sleep 1; !(alive _obj)};
};
``` from the tanks init line
yeah happening in 2.08 too
probably been around for awhile just not super noticeable as you would rarely run setDamage in a loop like that
It's significantly worse on smaller objects (like statics) causes them to bounce around a bit, but I only tested that with modded ones. with tanks it seems to be a consistent downward 'push'
setHitpointDamage etc don't do it
Probably because of damage going to tracks game wakes object up to simulate deflated tyres after damage was done?
Try setHitPointDamage on track specifically?
Either way tank rollers jumping like this is a visual bug
Yeah nothing with setHitpointDamage was running
[this] spawn {
_obj = _this # 0;
waituntil {_dmg = _obj getHitpointdamage "HitLTrack"; _obj setHitPointDamage ["HitLTrack",(_dmg + 0.01)]; sleep 1; !(alive _obj)};
};
and didnt move (and the hitpoint was taking damage)
Probably physx scene isn't present for a frame so they fall through it or something
Well its more of an issue with statics if anything as it causes them to jump and bounce, this is particularly noticeable on big statics like modded AT guns/Artillery
To me it looks like something is pushing downwards on it, and for tanks this just causes compression of the suspension which is... alright but weird, but for statics which don't have wheels nor suspension it causes them to bounce as they have nowhere to go
yeah testing with a vanilla 50 cal it bounces and clips through the ground partially

Helo, I need some Intel GPU people for help. 🙏
We have a new fix for the flickering issue, and our QA confirmed it. But before we release it in the next hotfix I would like to test some more (as the last flicker bug also didn't appear everywhere) to confirm that its actually a real fix.
For that I need some people who were affected by flickering in the original 2.10 update.
I'll send custom exe and a mod to be loaded, it'll be ready in about half an hour
can you remove nvOptimusEnablement from the custom build? 
nu unless I make a second 
what happens if I edit the exe and replace it myself?! does it work?!
ehhhhhh dunno
ah wait it was win 10 fucking with me 😠
I did replace nvOptimusEnablement and change it to 0 but it didn't work 
yeah I have the flicker problem too 
btw if anyone is wondering, the right click and select preferred GPU method no longer works. you have to go to Settings > Display > Graphics Settings > (add the app) > change from "Let windows decide" to your own GPU
:yay:
Sadly delayed a bit longer than 30 minutes because steam is in a bad mood
ah no nvm apparently it works anyway
i had some recent auto updates to win 10 including some major ones
As much as I remember when player in spectator/revive screen corps is still attached to client.
Oh, the wiki is not strictly correct there. You can setMass on remote objects and it has local effect until the sync catches up (like 5-10 seconds).
I wondered why ACE was doing a setMass remoteExec 0 in its crate-carrying code, and it turns out that this is the only solution to killing people with the things. The global sync is so slow that you can easily pick up a box and kill someone with it before it catches up.
More strangely helpful spam: https://feedback.bistudio.com/T167520
let's not keep that one
done, thanks
We know we can hide objects on the server/HC and AI will basically phase through them and path like they don't exist but it'd be neat if we had the ability to apply that behavior to an object without visually hiding it allowing local MP/editor to use those kind of fixes without negatively effecting the host (or dev testing) but I'm not sure if that would be worth attempting.
I'm not sure if anyone has looked into this at all (last update was from 2017) but I've got a workaround I mentioned in the ticket for when this issue occurs and it'd be neat to see it fixed in the engine at some point
https://feedback.bistudio.com/T123262
btw KK, would you please add AIPathOffset to getRoadInfo's returned array?
I think you missed that one when you added the command: https://feedback.bistudio.com/T147630
it's an important property for knowing which side of the road the AI must drive on.
it should be very easy to add. ticket:
https://feedback.bistudio.com/T166542
I realised you can get rid of the fog banding effect in MP if you run setFog 0 on the client and on re-sync with server values the fog banding is gone.
I'm not sure about how it behaves in MP but by staying away from any decay value non-zero and below 1e-4 has fixed it in SP and presumably when in MP since it won't ever be on those values with the watchdog.
I'm talking about this particular issue which is 100% reproducible with the values 0 setFog [0.422057,2.46173e-036,0]; https://i.imgur.com/evmGlIn.jpeg
Using setHeadgear on a player with any vision mode other than normal always sets the vision mode back to normal even if the headgear has integrated vision modes (pilot helmet with nv for example) -- is this intentional and is there any reception to changing it so its persistent?
i’ll have a look no promises, also tag me next time or i might miss it
any ideas where this error comes from? its been coming up for years
near mission start
RHS mods i think
We have the same error
john jordan just posted in scripting re a “findNearest” command, imo would be a good addition for mission makers
<array(pos/obj)> findNearest <reference(pos/obj)>
that is a common code block for sqf mission scripters
LT_01_scout_base_F -> MFD -> MFD_Gunner_Ready_To_Fire -> Draw -> condition
no idea what its supposed to be for such use-case
requesting again an "AttackTargetChanged" event 😄 to compliment https://community.bistudio.com/wiki/getAttackTarget
trigger when AI changes attacked targets
There are lots of things I want AI to do based on what target it is attacking
for instance, tank switching shell type from armor piercing to HE when firing at infantry or a building
or AI unit having increased accuracy when new target is further away
would be huge for AI gameplay
'AttackTargetChanged',
{
params ['_unit','_target'];
_unit setSkill [
'aimingAccuracy',
[0.13,0.4] select ((_unit distance _target) > 500)
];
}
];```
but @sterile nova was looking at it or at similar one awhile ago
I will assume this is either a no or a what on earth are you talking about
The latter, there is no setHeadgear command
addHeadgear*
Essentially:
- use headgear with integrated NV
- change vision mode to NV/TI/whatever
- addheadgear with a helmet with integrated NV
- vision returns to normal
it is intentional
pain
new headgear = reset. pain? you have no idea how much pain if you don’t reset
fair its just a pain in my case when im using a script which changes the players headgear if they change vision mode to have a glowing visor version and therefore doesnt work with integrated nv/ti helmets because it instantly switches back
store it and then set vision mode if supported on the new item
would require me to rewrite most of the script as im using visionmodechanged eh which fires when thats reset
@untold sky
setPosATL with in-vehicle remote players does not work if not remoteExecuted - fixable?
https://feedback.bistudio.com/T167544 by @snow cairn
I apparently had this issue almost a year ago as well.
#arma3_scripting message
also, well, to be fair you use setPosATL without the moveOut :p
i had already tried it. if the commands are next to each other in execution, it will move the player out, but not move them to the new position
https://feedback.bistudio.com/T167559
Not helpful
looks like p*sstake
this can be closed from what i understand due to https://community.bistudio.com/wiki/Arma_3:_Modded_Keybinding right?
done!
Can we have that bug fixed when a client logs into the server and the vehicle nearby just explodes from simulation kicking in ?
Even when there is no object close to it and it's parked on flat ground/surface.
no.
I like that one, it stays.
Did you want it to explode earlier? :P
I wonder if https://community.bistudio.com/wiki/selectMin can be extended as a binary function, to support positions... for instance _nearestPosition = <origin> selectMin <array of positions>
@gaunt depot deletevehiclecrew didn’t make it into prof, next dev then
no, change wiki to local argument
but as far as I can see, it should work same as setPos
it's global but for people in vehicles
does setPos handle it correctly, or is it same broke
@snow cairn?
it is move out that is local, I would imagine it does set pos but because unit is still considered inside the vehicle it goes back
if it cannot be fixed in anyway and it stays like this, I will keep the Effect Global but add a note that setPos* commands should ideally not be used to move units out of a vehicle, and if so remoteExec it
@gray wharf setPos is even worse haha. It moves the remote player out, then moves him back to the vehicle, but on top of the vehicle and just glitches out. stops after a couple of seconds, but the remote player is still in the vehicle
sooo @untold sky yeah, not good 😄
setposX commands can be tweaked to do move out if used in units inside vehicles
even for remote units?
oui
that would be wunderbar then
jawoll
would command like: object setPosX [pos, doEject]; make sense?
I wouldn't say so as the engine can detect whether or not the unit is in a vehicle, why?
it should just always eject, no point in giving a choice, don't see where it could be used (imo)
yea just a thought
maybe error check when ejecting would be more useful, if u don't want crew to get accidentally ejected
im using BIS_fnc_holdActionAdd and i set a timer of 20 seconds to the action, it works all fine, but after 12 o 14 seconds the icon in the middle of screen fades out, its this fixable?
not at present, no
someone was asking about it not too long ago, so there's some possibility it might get looked at in the future, but right now you just have to live with it
@hushed birch see: https://feedback.bistudio.com/T167561
context: #arma3_scripting message
i don't recall it fading out, you mean the progress icon of the hold action?
the action menu does fade out, but not the progress icon (as far as i know) 🤔
The progress icon does fade out
just look at it like how you look at your crush. that should make it disappear real fast.
as a male, how to make friends? just tell a girl you love her
because you have in an object, i add it to the player, and its shown when a condition is met (like a self action)
I recently discovered and reported a bug with broken pathfinding for AI groups placed in the editor - https://feedback.bistudio.com/T167439
I wanted to ask if the developers are aware of this bug because there are no replies to my post.
huh, that is kinda fun actually
It looks like the editor platoon is trying to stay in wedge formation while the zeus-created platoon switches to column, but the settings are identical as far as I can tell.
This issue breaks absolutely all missions that spawn more than one vehicle in AI groups - Warlords, ALIVE, every CTI mission, squads spawned by the DMP mod or NR6 HAL mod spawner.
https://feedback.bistudio.com/T167579
3 birds with one stone 😋
solution: set the feedback tracker to noindex, same as all the links. This will keep those bots away (at least most of them)
btw is it possible to return all parameters of a command? (I mean array ones too)
e.g. does the game store the parameters of the right hand array of addAction somewhere?
if so a command that returns them all would be really useful. that way even if wiki is not updated we at least know what the command needs
and also I can write a better SQF linter 😅
I can't think of any language which supports that 🤔
Only method I know is reading out the inline documentation or reading the source code of each function/method.
well I expect that when you register an SQF command you register the parameters too
to automate the type checking and not have to write it in the command function itself
e.g. something like functionList.Invoke("command", leftArg, rightArg) and then in Invoke method: if (!params.left.isValid(leftArg) || !params.right.isValid(rightArg)) return ...; commandFnc(leftArg, rightArg)
but that's just speculation
i'm pretty sure they're checked inside the actual command wrapper
i just got everything off wiki for mine
(it's actually not that bad, there are a few inconsistencies you have to handle due to wiki formatting)
yeah those inconsistencies are exactly my problem 😅
I have decided to add a manual "patch.json" to patch commands that were parsed incorrectly but still a fully automated approach would be nicer
still cannot reproduce, even if i add it to myself 
it seems not 100% consistent, but for 10+s long hold action happens very often the progress icon disappears and makes you think it stopped
might be fps/scheduler plays into it
it stores that it is an array, but not whats inside the array
actionParams?
ah wait, just got what you meant
no I meant the types 😅
yep… nah, only the method in the engine deals with that - no "deep signature"
no
technically this can be done for the newer commands as there is rather handy template to evaluate array params but even then it is a lot of work for very little gain
in-game accurate documentation is not exactly "little gain", but I would say it would be coming late to the party.
an internal extract to make sure we didn't miss a syntax, though, I can take it!
the possibility to have a direct wiki link however would be nice 👀 + possibility to set link prefix somewhere in e.g player profile (one can dream)
https://community.bistudio.com/wiki/ + command
https://community.bohemia.net/wiki?title= + command
ftp://myOwnStuff.fr/wiki/ + function
@maiden willow…?
Idk i got told to send it here
Or whts this for
ah, no
sorry, this channel is to talk about the feedback tracker itself 🙂
https://feedback.bistudio.com/
use this link to create a ticket
https://feedback.bistudio.com/maniphest/task/edit/form/3/
Is it me or is getAllPylonsInfo returning wrong "Assigned turret" when used on clients of dedicated server.
On server it reports correct values while on clients it seems to return default/config values. Not reflecting current state of the vehicle.
Likely a quick fix for a typo in a3\functions_f\debug\utilities\utility_scriptcommands.sqf. https://feedback.bistudio.com/T167595
@uncut briar You're aware that setPylonLoadout only has local effect, right?
When I saw this I initially assumed it was a wiki error, but no.
Yes I do. I'm testing on vehicle customized via eden.
Rest of loadout has correct values, just the owner turrets are wrong on client.
come back with the thermals the way they were, this is horrible, only server for those who want mission experience, in wasteland mode it was horrible on servers that are full thermal.
This should have an option for server owners to make changes to, rather than being a permanent fixed option.
it can't be a server side option (or a player side option due to changes being at engine level). Also i think there is already such a ticket on the existing feedback tracker i mentioned before
a lot of people complain but no one comes here to express their opinion, I've mentioned it a few times, this should be changed or have options for change.sorry i'm boring.
It always says this and i cant seem to fix this when i download a new thing from the workshop
Please help
is this the wrong channel
it is the wrong channel indeed
please visit #arma3_troubleshooting 🙂
Try repairing the game 👇
Steam file verification process:
Right Click on game -> Local Files -> Verify Integrity of game files
Arma 3
Steam Workshop Mod repair process:
Open Launcher -> Right Click on mod -> Repair
The first process will automatically verify Steam Workshop items as well.
Can I repro?
- Place Blackfoot in editor
- Change one side of pylons to the driver
getAllPylonsInfo helion client and dedicated server- Observe that client sees initial/config vehicle state instead of the real one
In my tests it looked like only ownership state is mismatched
The loaded magazine, magazine id were correct on both parties.
@untold sky when local only objects are created?
We've tried to use Deformer mod in a mission (which AFAIK uses only setTerrainHeight via 3DEN attribute).
Mission objects placed as normal objects are working fine, objects placed as local objects are misaligned.
I guess they might be created too early before the terrain changes are synced?
What do you mean by ownership state?
exactly what is seen in the screenshot
Whether the weapon is controlled by the gunner or pilot
Pylon owner turret is not correct on client
right after non local objects and I think after markers
they are right next to normal objects, and pretty sure after, not before
or.. they should be
hmm, weird. Will experiment more and try to cook a repro without mods
It is turret and the server has no clue what turret it is, why you say the server is fine is the client that is not
Ah wait it is driver, lemmie check the code
@solid marten
Hi, I have some issues since profiling V5 (and maybe since V3). I assume it is related to https://feedback.bistudio.com/T167056
So i gave feedback there.
Hi devs,
since I won't be bothering you guys for the next ~1-2 months, I'd like to bring up a few of my tickets that are essential to my AI mod one last time, so if you guys happen to have some free time and looking for some tickets while I'm away, please take my tickets into consideration as well!
- getter for bones hierarchy: https://feedback.bistudio.com/T167461
- model animations: https://feedback.bistudio.com/T150103
(if not possible, this will work for me too (forcing object animation): https://feedback.bistudio.com/T165117) - vehicle handling (steering/gas/break): https://feedback.bistudio.com/T150072
- more versatile switchMove: https://feedback.bistudio.com/T164731
- weapon aim and head orientation setters (only for AI): https://feedback.bistudio.com/T150070
thank you and goodbye for now! 
You will be missed during those months! Wish you the best and also hopefully that you come back and find some of the stuff you need because many of us have been day dreaming about your Ai implementation
can the “sort” function be made to accept an array of positions and sort by nearest/furthest
<array of pos> sort [origin,true]; or something
retexture does not work on 4w jeep
*MB 4WD, and only if the texture is "". Vague feedback like yours won't work but try to elaborate as far as possible
the mb 4wd jeep cant be texutred to be invisible
For best results, make a ticket on the feedback tracker itself: https://feedback.bistudio.com/project/view/1/
This channel is for discussion of the feedback tracker. While discussion of the issues sometimes comes here as well, the absolute best place to report stuff is on the tracker.
_waypoint0 setWaypointCompletionRadius 5;
with such small completion radius the change won’t be noticeable. Before it was completing at default few meters regardless of the set radius, now it completes at set radius. A few meters, 5 meters, doubt this is even detectable. Make a repro where it shows it is broken
add some logging, i.e position of the plane at the moment of the drop and which completion statement of which waypoint is executed, position of the way point, distance between plane and waypoint, then we can investigate
For some reason I didn't figure that ground vehicles will still stop dead for a few seconds after waypoint completion.
What do you mean with repro? Do want a description what happen in the Bulwarks Mission or some artificial test in the virtual reality? -> For that i need some help.
For info, i am only the user of this mission, not the creator.
add logging is difficult, it is a Linux machine. Logging goes into a terminal window from a docker container. There is no errors or such. Mission throws no errors.
(regarding this topic)
If the mission was setting a high completion radius that was previously ignored, that could certainly break it.
I am confused. KK said, the completion radius is too small for detection. You said the completion radius was set high and ignored? Is the mission broke and need some fix? Is that the point?
oh, I didn't read the code. Thinking aloud.
Surprised it can actually do 5m with an aircraft at all :P
Would it help to increase the completion radius to a higher value? What would be suitable?
I dunno, this one feels like a bug and should be looked into.
What sort of aircraft is this typically?
The Vanilla VTOL
The NATO one?
B_T_VTOL_01_vehicle_F
Ok, I set completion radius 5 and it completed at ~1km :P
This is probably not working as intended.
Default completes at 100m or so.
In the mission it should spawn a box in the players zone but it spawns the box really early and box come down before airplane reach the player zone.
Yes, because it's completing the waypoint at 1km
ah ok
Doesn't seem to matter what you change it to. 5m, 100m and 1km all complete at 1km.
I tried wheeled vehicles and it worked fine, although sadly they're still stopping for a few seconds at each completion.
aha, if you set 1.5km then it does complete at 1.5km rather than 1km.
So it looks like it's capping to the default, except the blackfish has 1km rather than 100m for the cap.
What is the reason to set a cap for that? If someone set a dedicated radius, he would live with the consequences. Why to restrict him?
or is the "set special radius" broken at all and overwriten by the "default value"?
Because AI vehicles are incapable of moving accurately, so in many cases they'd never reach a completion radius lower than a type-dependent value.
In fact the vanilla wheeled APC can't even reach the default completion radius reliably.
But the caps are clearly 10x too high for air vehicles here. Tried with a Blackfoot as well, 50m completion with 0 completion radius, 500m with 5.
If you want to fix the mission, just remove the setWaypointCompletionRadius call, but it is bugged.
I would prefer that it would be fixed in the performance build. Till this happen, i can stay on V2.
The vehicle's default waypoint completion radius is nominally controlled by its precision config value. On main branch, that's 100 for the Blackfoot, 200 for the Blackfish. Someone on profiling should probably check that to confirm whether the problem is that vehicles have newly incorrect precision, or that the precision value is not being interpreted correctly.
Either way it's using 10x the value when you use setWaypointCompletionRadius.
would you please so kind to write a repro? The that can be posted to the
https://feedback.bistudio.com/T167056#2359044
Editor repro is trivial.
Place air vehicle, give it waypoint, set completion radius to something non-zero.
OK deleted my post, because of not seeing yours
I'm sorry for using the wrong channel, I don't have time to report it properly and I'll be away from my computer for a few weeks.
I found that all tracked vehicles never try to unstuck themselves, they will endlessly ram into obstacles that block their path - trees, poles, sandbags, rocks or the walls of a house
I can't pinpoint the exact location to reproduce this, but it happens on all maps randomly with all tracked vehicles.
While the wheeled vehicle will move backward and try to get around the obstacle, the tracked vehicle will do nothing
thats arma ai driving for you
The wheeled vehicle unstick logic is pretty busted too, but it does try. Sorta.
There's one mode where it headbutts the object repeatedly, I think randomly trying different angles, none of which work.
And another where it turns extremely slowly for several minutes, despite having plenty of clear space in front of it.
What I said was default radius and the one set by mission is not much different so unless there is another unexpected bug somewhere it would not make any difference if you set 5m or 0m
And then?
I can fix it if there is a bug, but I need a 100% step by step repro - expected vs actual
forgot to make a ticket for this, done so now: https://feedback.bistudio.com/T167797
I do wonder if it's done for the sake of things like fences/trees so they know a direction to fall down...
repro:
#arma3_feedback_tracker message
expected vs. actual:
#arma3_feedback_tracker message
additional infos:
#arma3_feedback_tracker message
#arma3_feedback_tracker message
If precision is greater than given radius then the greater one will be used. Not a bug but intended. Are we done now?
It seems like the precision is being treated as bigger than it actually is, e.g. the Blackfish has a config precision of 200m but is behaving as if it has a precision of 1km
repro please
This is distilled from what the others are reporting, I'm not on profiling myself:
- Place a Blackfish with a waypoint, radius more than 0 but under 1000
- Place a reference object in the same place as the waypoint
- Waypoint On Activation:
systemChat (this distance ref_obj) - Run the mission and see what distance is reported on wp completion, compared to the radius set
- Repeat with a radius over 1000
- Result should be that the Blackfish completes any waypoint with radius < 1000 at or around 1000, as if it has
precision1000, with any radius over 1000 respected more accurately
uhh can we have this box wider or list points shorter so people can select proper task type on first try? There's no hover tooltip so it feels a bit off (I'm mostly concerned about cDLC bullets)
given the fog banding issue seems to be investigated, is there also a chance to look into the black fog during night time?
I'm not aware of that issue, is there an easy repro?
might be the Contact DLC (Livonia) brighter night config actually
like fog color may need adjustments alongside
Spam comment: https://feedback.bistudio.com/T167203#2361845
Just a thought: can we slap Dedmen so he'll make a working visible laser pointer like non-IR variant of acc_pointer_IR?
Just a thought: can we slap Dedmen [end of quote]
yes
WTF
Dedmen only takes tickets and hugs
But don't slap him please
you can eventually whip him
does it make sense to create a ticket so that the vanilla debug console is enlarged a bit and gets a history like cba?
basically a similar debug console to cba but without using a mod for it. 🫣
There's already histories that can store up to 9 or 10
The vanilla debug console has a history, there's just no GUI buttons. Use PageUp and PageDown to navigate it
yes, but the window is very small, so would it make sense to create a ticket just for that?
I don't really think so, since if I need to write a long code there, I'll just use external text editor to write and paste
You can use Leopard20's Advanced Developer Tools which significantly improves the debug console. It is a mod but unlike CBA it won't create a dependency or screw up anything else.
Yeah he left a bunch of those, good eye!
[not spam]
https://feedback.bistudio.com/T168021
https://feedback.bistudio.com/T168020
there can be only one
not gonna lie, I liked the disclaimer [not spam] :D
https://feedback.bistudio.com/T159957
https://feedback.bistudio.com/T167913
Arma Gods, show us some mercy 🥹
I admit it would be nice
It would make our lives sooooo much easier - speaking on behalf of the Apache mod, the Hatchet's H-60 pack and our F-16
and surely some of the others too
(+higher quality mods)
Yes it would be very very very nice to have, and I think my suggestion is fairly reasonable
I'm also in prague next week so just tell me who I need to bribe with booze
I accept the booze, but I don't promise any result other than me downing it 😁
Damn, I would've joined in with some extra Polish booze as well if my car hadn't broken down
nuked, thx
what is this with this spam stuff 
Bots love phabricator and it haven't received any security update for a long time now
phabricator itself is abandoned, a free alternative has been building on top of it but we haven't made the transition to it (yet?)
Actually, is there any reason why we can't retexture weapon accessories but only magazines? It is really unreasonable I think, is it because an accessory is a proxy of a proxy? (I probably missed someone's explanation, but hey)
https://feedback.bistudio.com/T168103
Also, we have the place to slap Ded (Visible laser sight idea)
Hi guys i have a question is there any news about AAR for arma 3. It would be cool if we could have ingame or at least on map recording of players and ai. Other wise we need to use Third party applications to achive this.
I searched the Feedback tracker and the last mention was in 2016.Reference: https://feedback.bistudio.com/T66212
It would be a pretty major undertaking at a time when the A3 dev team is rather light on resources - and those third-party applications already exist. I mean, never say never, but I'd rate that as "unlikely" at best
super unlikely confirmed indeed
So that means that this dont work? https://community.bistudio.com/wiki/BIS_fnc_diagAARrecord
it was an attempt that was never finished
you may try and use the collected data though
This is still here, and here's another one: https://feedback.bistudio.com/T168108
both nuked, thx
When using the localOnly option in the editor for objects i get a bunch of these in the server rpt on server startup.
Does this have any negative effect ?
4:19:36 Ref to nonnetwork object 27d06d30100# 1239648: netfence_02_m_8m_f.p3d
4:19:36 Ref to nonnetwork object 27d06ce0b80# 1239654: netfence_02_m_8m_f.p3d
4:19:36 Ref to nonnetwork object 27d06c16080# 1239656: netfence_01_m_4m_f.p3d
4:19:36 Ref to nonnetwork object 27d06b18b80# 1239702: billboard_f.p3d
4:19:36 Ref to nonnetwork object 27d06acf580# 1239704: signsad_sponsor_f.p3d
4:19:36 Ref to nonnetwork object 27d06aceb00# 1239705: signsad_sponsor_f.p3d
4:19:36 Ref to nonnetwork object 27d06ace080# 1239706: signsad_sponsor_f.p3d
4:19:36 Ref to nonnetwork object 27d06acd600# 1239707: signsad_sponsor_f.p3d
4:19:36 Ref to nonnetwork object 27d06accb80# 1239708: signsad_sponsor_f.p3d
.....
When using hold actions with longer duration (+10 seconds) the icon fades out while progressing 
I actually think if there is a command to force-show or force-hide Action Menu
Doesn't look like it if i read that
#arma3_scripting message
Why you think it doesn't look like so?
Because kju had the same problem and i can't find nothing about it anywhere 🤷♂️
I'm confused, why you put a 🤔 on my idea if kju has the same problem?
found his post afterwards 😅
I'm confused still...
i'm yet to experience that still 😄 tried to reproduce when some other guy (kju i think? 🤔 ) wrote the same thing, couldn't
are we talking about this icon?
attach it to some other object
not yourself.
In SOG we had this issue with our medical actions so we created our own holdActions which use cutRsc instead of the scroll action icon.
ah i see the issue, the action can appear normally without you interacting with the action menu (showWindow and high enough priority), then it doesn't fade out
but if you start the action via the action menu, then it fades out
Can someone tell me is it a bug, or I missed something? Why kick does not work in onUserConnected in server cfg?
onUserConnected = "ban (_this select 0)"; - works
onUserConnected = "kick (_this select 0)"; - does not
Might be worth trying in #server_admins
Previous messages about the problem with more details:
#arma3_feedback_tracker message
#arma3_feedback_tracker message
I did some more digging regarding the wonky setUnitLoadout (configFile >> "EmptyLoadout") on a player corpse to avoid some MP problems (duped gear etc).
Tested on my local server and our live server .
Maybe noteworthy: We move dead players to a graveyard group created by the server and re-spawning/revive creates a new player object.
So when i execute this code below (server-side) for my old player object after i died and re-spawned the setUnitLoadout seems to work like intended and cleans the corpse reliably.
_obj = objectFromNetId "2:6061";
(group _obj) setGroupOwner 2;
After running this code once, every setUnitLoadout execution to clear corpses seems to work without any problem.
https://feedback.bistudio.com/T168178 spam and definitely no pleasure
oh and I made this: https://feedback.bistudio.com/T168176, I was working on a simple Western Sahara mission (no mods, just the CDLC), and as I wrote there, any dynamically simulated units will freeze as long as player is in a vehicle with AI driver or AI passenger (with no driver), so Dedmen fix pls

D E N I E D

https://feedback.bistudio.com/T166736#2367575
Spam account 😦
https://feedback.bistudio.com/T168206#2368129
Spam again :((
thanks, nuked in less than 5min!
You found the cause ?
not the cause, but part of the issue is that dynamically simulated group has it set as false even when I try to make it true, so I think this is just a symptom
loading additional content through startup parameter doesn't do anything, setting dynsim through scripts during scenario also makes dynsim squads break. Only thing I haven't tried is diag exe but I assume it also won't change anything
https://feedback.bistudio.com/T164521 groups <side> 🙏
SQF command to return only vehicles for a given side
https://feedback.bistudio.com/T168217getVehiclesOfSide <SIDE>🙏
Spam: https://feedback.bistudio.com/T168222
Interestingly, this account created a comment on another post and then removed it. It's odd that a spammer would bother removing its own comments - in most systems it won't even show up after being deleted, so it wouldn't make them seem legit. Wonder what happened.
Another one: https://feedback.bistudio.com/T168224
Will "OnScriptError" EH be ever made? (https://feedback.bistudio.com/T161933)
rpt is good enough imo
you wouldn't get much more diag info anyway
for stacktraces you can just launch the game with -debug
yeah i imagine that having each error listed in scrollable dialog would be handy, because the .rpt is full of duplicate error messages
it would be easier to view the call stacks and variables of each error
is there a faster way to get result of allmissionobjects 'weaponholder'
like 28 allobjects 4 or something
so far i am getting this
0.137495 ms
Cycles:
7273/10000
Code:
(12 allObjects 0) select {_x isKindOf 'GroundWeaponHolder'};
Result:
0.214087 ms
Cycles:
4671/10000
Code:
allMissionObjects 'WeaponHolder';```
so (12 allObjects 0) select {_x isKindOf 'GroundWeaponHolder'}; is significantly faster
tested with 100 "groundweaponholder_scripted" and 100 buildings to add noise to the (12 allObjects 0) array
if I pump the buildings to 500 to add more noise, it gets predictably slower (0.35)
use 8 bit flag only, 4 isn't needed for weapon holders
and yeah, you sadly have to filter
which eats runtime big time
Sometimes when leaving a static machine-gun the turret stays local to the client even tho it should not do that (The static gun was created by the server) 🤔
Repro: Setup a static gun on a MP server and check if its local via after getting in and out repeatedly.
(objectFromNetId "2:3321") turretLocal [0];
I think that is how it works for vehicles
"When gunner leaves turret it is supposed to change locality to the locality of the vehicle."
It works most of the time but sometime it fails, even getting in and out again doesn't revert it
it got changed so that the vehicle becomes local to the effective commander aswell now
like regular vehicles its local to the driver with highest priority but because static guns dont have a driver, the effective commander (gunner in this case) it becomes local to
These are still here. Additional new items:
Spam: https://feedback.bistudio.com/T168250
Wrong section: https://feedback.bistudio.com/T168242
removed
aaand removed/fixed
Is it a bug that you can't attach a #lightpoint to a bullet (ammo) created with createVehicle in MP ? but somehow attaching the #lightpoint to a throwable ammo works.
The lightpoint is visible with a throwable ammo but not with a bullet ammo
i'm not sure bullets are synced over the net at all
But they do damage and the impact is visible
KK also claims not all projectiles are globally synced: http://killzonekid.com/arma-scripting-tutorials-fired-projectiles/ 🤷♂️
bullet is created on every PC with the same staring params, so theoretically it should behave identically on every PC.
yeah it's that - would be better to just createVehicleLocal the lightpoint and create it locally for each clients specific 'projectile'
Already using createVehicleLocal for lightpoints but should I also create the projectile locally for all clients?
run EH on every client so every client creates local lightpoint on its local projectile, (and not only one EH on the source that tries to stream whatever it's doing to others with remoteExec)
It sounds like they are needing to create artificial bullets and there are no existing ones to use
( #arma3_scripting though)
niouked
https://feedback.bistudio.com/T166525#2370033
Send nukes for them please
Spam account: https://feedback.bistudio.com/p/Drama/
(not linking individual comments because there's a lot - it got everywhere 💩 )
Wow they left 16 comments on one ticket
thank you 
you can quite easily identify spam posts via such new posts query. seems more useful someone with respective permissions to get through that once a day than this individual posting here imho
could easily automate the identification with some regex too with high matching certainty
please consider these 🙏
[Feature Request] SQF command to return visible targets for an unit
https://feedback.bistudio.com/T168404
[Feature Request] SQF command to return targets for a group
https://feedback.bistudio.com/T168408
[Feature Request] EH for setVariable changes
https://feedback.bistudio.com/T168407
[Feature Request] A way to add hiddenSelections to weapon accessories.
https://feedback.bistudio.com/T168410
Camo selection in Shadowvolume LOD causes a shawdow glitch when adding a custom material on an object
https://feedback.bistudio.com/T168411
(Not mine but) [Feature Request] New config parameters: hiddenSelectionsDamagedMaterials and hiddenSelectionsDestroyedMaterials
https://feedback.bistudio.com/T153504
Give us the possibility 🙏
https://feedback.bistudio.com/T168176 and fix this 
https://streamable.com/2ql6n3 is this normal?
yikes i didnt notice this typo before 😄
i guess too late to change
CargoPlaftorm_01_green_F
unfortunately
Fixing typos now will cause more dammage than do good
I see what you did here
😄
yep, typo fixing canceled
regarding actual bugs, not sure if ever been reported, but with tacticalPing=3 the ping is supposed to appear on the map
hint: it doesnt
tested in dedi MP
@hasty acorn ^
class DifficultyPresets
{
class CustomDifficulty
{
class Options
{
// Simulation
reducedDamage = 0; // Reduced damage (0 = disabled, 1 = enabled)
// Situational awareness
groupIndicators = 1; // Group indicators (0 = never, 1 = limited distance, 2 = always)
friendlyTags = 1; // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
enemyTags = 0; // Enemy name tags (0 = never, 1 = limited distance, 2 = always)
detectedMines = 1; // Detected mines (0 = never, 1 = limited distance, 2 = always)
commands = 1; // Commands (0 = never, 1 = fade out, 2 = always)
waypoints = 2; // Waypoints (0 = never, 1 = fade out, 2 = always)
tacticalPing = 3; // Tactical Ping (0 = disabled, 1 = enabled)
// Personal awareness
weaponInfo = 2; // Weapon info (0 = never, 1 = fade out, 2 = always)
stanceIndicator = 2; // Stance indicator (0 = never, 1 = fade out, 2 = always)
staminaBar = 1; // Stamina bar (0 = disabled, 1 = enabled)
weaponCrosshair = 1; // Weapon crosshair (0 = disabled, 1 = enabled)
visionAid = 0; // Vision aid (0 = disabled, 1 = enabled)
// View
thirdPersonView = 1; // 3rd person view (0 = disabled, 1 = enabled, 2 = enabled for vehicles only (Since Arma 3 v1.99))
cameraShake = 1; // Camera shake (0 = disabled, 1 = enabled)
// Multiplayer
scoreTable = 1; // Score table (0 = disabled, 1 = enabled)
deathMessages = 1; // Killed by (0 = disabled, 1 = enabled)
vonID = 1; // VON ID (0 = disabled, 1 = enabled)
// Misc
// mapContent = 1; // Extended map content (0 = disabled, 1 = enabled) // before Arma 3 v1.68
mapContentFriendly = 1; // Map friendlies (0 = disabled, 1 = enabled) // since Arma 3 v1.68
mapContentEnemy = 1; // Map Enemies (0 = disabled, 1 = enabled) // since Arma 3 v1.68
mapContentMines = 1; // Map Mines (0 = disabled, 1 = enabled) // since Arma 3 v1.68
mapContentPing = 1;
autoReport = 1; // Automatic reporting (0 = disabled, 1 = enabled)
multipleSaves = 1; // Multiple saves (0 = disabled, 1 = enabled)
};
// aiLevelPreset defines AI skill level and is counted from 0 and can have following values: 0 (Low), 1 (Normal), 2 (High), 3 (Custom).
// when 3 (Custom) is chosen, values of skill and precision are taken from the class CustomAILevel.
aiLevelPreset = 1;
};
//this isnt used because aiLevelPreset isn't set to 3.
//class CustomAILevel
//{
// skillAI = 0.5;
// precisionAI = 0.5;
//};
};
So, the base game "regular" difficulty, where tactical ping does show on map, has tacticalPing set to 3, and does not define mapContentPing
however, the base game also defines the default Custom Difficulty, and in that, it sets mapContentPing = 0;
Above is my custom difficulty config, I have this running on 14 arma servers and they are all actually using the custom difficulty and tactical ping works.
So TL;DR, based on your testing, it would appear you need BOTH mapContentPing set to 1, and tacticalPing set to 3, for it to appear on map
this is guesswork though, would love for someone to go look at the source and figure out what these undocumented config options really do
https://feedback.bistudio.com/T160422 can be closed as resolved.
https://feedback.bistudio.com/T167980#2375494 not sure if spam comment or not, but it doesn't belong there in either case
link points to something that looks like a browser game
Its a browser game, likely ad bot
Can we get a increase of the distance for the FiredNear EH ? (~69m) is rather useless 
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#FiredNear
but it is noice
What are you doing with it where that's an issue?
Making AI react to a unknown shooter nearby them.
use Fire EH on others and check distance
Would be nice if someone could look into that, it's an old bug and spams the rpt like crazy.
21:37:53 Server: Object info 2:6527 not found.
21:37:53 Can't change owner from 0 to 2
21:37:53 Server: Object info 2:6528 not found.
21:37:53 Can't change owner from 0 to 2
21:38:07 Server: Object info 2:30192 not found.
Duplicate magazine LIB_45x_XXX_HE detected (id D:DDD) in slots player and close
Duplicate magazine LIB_45x_XXX_HE detected (id D:DDD) in slots player and short
Duplicate magazine LIB_45x_XXX_HE detected (id D:DDD) in slots player and medium
Duplicate magazine LIB_45x_XXX_HE detected (id D:DDD) in slots player and far
we are seeing this spammed for both client and server since recently (from tanks and AT guns with split muzzle setup to allow AI to switch between main gun ammo)
was there some change in logging for 2.10 to make this appear?
or could this come from magazineWell definitions?
seems to happen when AI is gunner and player is commander and orders the AI to load a different magazine, strangely though we have AI only muzzles for all ammo types but AP and it only complains about the HE ones
800.000 times "Can't change owner from 0 to 2"
70 mb rpt 
you know you don't have to select all the text to then "search in selection" right
isnt this some faulty script code, or what's the deal here?
it's 98% just arma, if you search for it here on discord you find plenty of examples even from people without mods or any major scripts.
Like this #server_admins message
i will try to narrow it down with the help of #logEntities like i did with the stray Entities bug from CanAdd
maybe i can find some more parameters/details 
https://streamable.com/8c09kn This is awful
What is aweful? that the thermals adjust once you go into a hot building?
I think the "LandedTouchDown" may be bit bugged because when landing at carrier it gives the _airportID as number parameter while it should be the carrier object, like "Landing" EH gives as parameter
the params passed to LandedTouchDown are: [plane, airfield_index, <NULL-object>]
testing in Altis the LandedTouchDown gives 5 as the _airportID but since altis has 6 airfields it's index to one of them and not for carriers
I doubt carriers support any kind of index
anyway, "Landing" EH does it right
LandedTouchDown just seems to get the ID of the nearest airfield as its parameter, judging my me randomly ramming the ground on Altis
ok. the wiki actually says what it gives as parameter: "airportID: Number - ID of the airport (-1 for anything else)"
but it's not -1 when landing on carrier
it's not -1 when ramming ground at any random spot as well
right
I first thought LandedTouchDown was for autopilot landing only but it still doesn't work when landing on carrier (the parameter issue)
Not that, but thanks for noticing the house is hot in the dead of the night. Overlooked that when I was distracted by my thermal protective suit changing temperature as I step through a destroyed house. Heres another clip... not inside a house. https://streamable.com/tir042
its not changing temperature, its the thermal adjusting to the ambient temperature around
So this is in fact the effect intended to be displayed by the developers?
yes, it's called aperture
Okay thanks. I was hoping it was a bug. Is there an option to retain previous thermal system?
no
About the rpt spam from
16:59:16 Server: Object info 2:5290 not found.
16:59:16 Can't change owner from 0 to 2
16:59:16 Server: Object info 2:5291 not found.
16:59:16 Can't change owner from 0 to 2
16:59:16 Server: Object info 2:5292 not found.
16:59:16 Can't change owner from 0 to 2
If you count the netID's it appears that it's the same error count for each SupplyXX container from inside the "mother container" -> AeoG_WoodBoxLightBig_Static.
(2:5291 & 2:5292 error both 155 times).
#LogEntities executed after server is done with loading everything (Base objects, containers etc) and is ready to accept players.
https://cdn.discordapp.com/attachments/646531827397296138/1037439073209561109/unknown.png
.Rpt at the end of the mission runtime.
https://cdn.discordapp.com/attachments/646531827397296138/1037439498566516756/unknown.png
The same crate has multiple SupplyXX (backpack/uniform/vest) appearing with Object not found and can't change owner 🤔.
You see the netID's from the #LogEntities log in the first screenshot and the subsequent netID's of the SupplyXX containers erroring in the server .rpt.
Conclusion: Something does setOwner on vests/uniform/backpack inside other containers (in this case base containers).
who do we have to bribe for an "attacktargetchanged" event handler
HitPart impact location is not synced with the Resolution LOD (FIRE LOD not following the Reso LOD frame for frame)
https://feedback.bistudio.com/T74474
this can be closed from what i undestand
can be closed
Eventhandlers are compiled before every execution
https://feedback.bistudio.com/T123355
wasnt this solved?
looks like it, can't reproduce on dev branch
Is there any reason using grenades underwater was removed? Would like to suggest re-implementation as would make diving easier with chemlights & ir grenades etc
It would be great to be able to put a player into incapacitated state before death, without using a handledamage event handler
Right now we cant apply incapacitation mode to all units in a mission, because we'd have to add a handledamage event handler to all those units , which is outside performance constraints
so something like a hardcoded way to divert units into incapacitation state instead of death
and a "lifestate" mission event handler to manage this
just found a GAMEBREAKING BUG, male01engfre when in Stealth says "[numbers] team Blue" while units are being assigned to team Green
where can I apply for a refund after ~7k hours?
hmm, actually all are mismatched, dude calls out Yellow when assigning to Blue 
Try the stable build, might be a new bug.
When closing client inventory the server sometimes logs this below, i disabled our inventory saving to exclude problems in our scripts (Client & server on latest prof build).
6:29:31 Error: Object(4 : 12) not found
The netID should increase subsequently.
Can someone replicate that with a "vanilla server" ?
Just repeatedly open and close your inventory and this error should appear in the server .rpt.
have you guys thought about new commands for the lazy eval conditions, something like &&! or &&? so you could do if( cond1 &&? cond2 ) then {}; - just a thought
would require assembly tampering to make that work, you can already lazy eval with code, a && { only evaluated if a is true ... }
assembly tampering... 🤔 i dont like the current lazy eval syntax. but that's just me 🙂
because of the way sqf works, both arguments are always evaluated, then the command is called
guess I don't understand how that would be a problem. isn't && just a command though?
Actually I think no. But there is some tweaking in progress
non IR what
UI On Texture features solves both of these rights?
Can just not use MFD and instead use a UI?
Most likely just, a programmer didn't write the code for it.
And supporting it has some rendering cost and I don't really wanna do that
Won't happen, use 3rd party apps
Something is doing networking stuff (like setVariable public or referencing it in a remoteExec) on these local only objects.
In short, some mods wants these to not be local. Chances are it doesn't break anything
Our internal ticket is listed for 2.12, but that doesn't guarantee that it happens. But its still on todo and not forgotten atleast
no
No, something in your configs. MagazineWell sounds plausible. We may need to make engine tweaks because for me it makes sense that multiple magazine wells would have same magazine in them
Sounds like bad script..
ticket please
Now question is, if its engine doing that, or a bad script.
u no touchy my tickety 😠
What would that do?
What is the difference between && and &&?
lazy eval. with &&? cond1 would be first evaluated and if it's true then cond2 would be evaluated
Without the {} code block, that would change the basic fundamentals of SQF
alright
Meant visible laser but engine driven. I know this is a crappy idea
Should be easy tho
Yesss the UI will indeed solve it for us, as long as we can interact with it via scripts like always
It will come to next dev branch update. Please check it out then and see if it works well enough for you
Yep is easy
While you're here dedmen, do you have an answer to this? Don't want to send another ticket if it's not doable or something
nu
Dedmen, have you found time to look into this problem of dynamic simulation I brought up some time ago? Not asking for fixing but if its even patchable, it would help me decide whether I should wait with publishing my stuff that's already utilizing dynsim or should I start redoing them
I found time to look onto the ticket and make a internal ticket for it
Probably tomorrow
Also I'm confusing your avatar with R3vo
targets for group. Would you expect it to return the groups own members?
The unit targets command has a special check to not return the unit itself
So
group player targets [false, 100, [WEST]]
->
[B Alpha 1-1:4,B Alpha 1-1:3,B Alpha 1-1:2,B Alpha 1-1:1 (dedmen)]
(Only one group on map)
isnt the own group's members obsolete to list as they will be known all the time - or is there any situation/case where this is not happening?
like you have the extra filters from targets command, but filtering your own group out again (engine level via extra true/false parameter, or via sqf is probably less efficient)
in short no wouldnt list them
is anyone else seeing a practical reason to do list the own group's members?
I'd guess so probably
11:41:57 No alive in 20203 ms, exceeded timeout of 10000 ms
Are you still interested in dumps from these?
if so, available here: https://feedback.bistudio.com/T168957
seems to happen from group spawning by combat patrol, but hard to pinpoint exactly
there you go: https://feedback.bistudio.com/T168958
let me know if I forgot something, the debug info is in both systemchat and .rpt file
I also noticed that while the plane is on carrier deck it moves a little bit from time to time and causes the LandedTouchDown to trigger again
@untold sky thoughts?
ugh
too difficult / time consuming?
That third parameter there is actually the same airport object as for Landing/LandingCanceled events. So that should already be whats needed, just weird that its null..
yep. and carriers probably don't have airfield index, so it should be -1
Ah yeah found it.
Someone forgot to do a copy-paste, which is why it finds the closest static airport and ignores all dynamic airports.
The correct position was calculated, but it was forgotten to actually return that...
It thinks the carrier is at 0,0,0
I mean if LandedTouchDown doesnt work for carriers then when landing on carrier the _airportID shouldn be -1

