#arma3_feedback_tracker
1 messages · Page 3 of 1
yep it does, it says empty.p3d but I assume thats correct
@untold sky You might wanna shorten that translation.
command info errors:
ctrlAt: says returns nothing, should be ctrl
ctrlSetURLOverlayMode: prefer steam overlay is enabled -> if enabled
displayUniqueName:
- return value is nothing. should be string.
- ...dusplay... -> display
also I seem to have missed something. why is the Arma icon in the main menu gold? 
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/inGameUISetEventHandler
inGameUISetEventHandler has pretty amount of things can do, but why it can't be add instead of set? Since only one inGameUIEH can be existed in a time, almost impossible to use it in somewhere like a Mod
Hot take: who would read there 🔥
leftover from the invaders minigame promo maybee?
ohhh right it was gold then too 😅
[Feature Request] Add stackable version of inGameUISetEventHandler
https://feedback.bistudio.com/T169040
[Feature Request] Make inGameUISetEventHandler support code instead of just string as 2nd parameter
https://feedback.bistudio.com/T169048
this is not feedback tracker related, more wiki/config
Thanks , moved.
not anymore
Someone apparently was very concentrated when adding the new stuffs 😄
what's so bad about these? is the system completely different to the other EH types?
probably
i see. well fingers crossed
https://feedback.bistudio.com/T167265
BTW can we have a love with this as well? selectionPosition related improper log
Is it worth to report that Eden swaps certain attributes stored in the sqm upon each save? (makes diffing a lot more annoying)
The HitPart EH has a lot of parameters that would be super useful to also have available in the HandleDamage EH. Speaking with the confidence of ignorance, I'm hopeful it might be relatively simple to copy them over. https://feedback.bistudio.com/T79970
i get a lot of this spam when executing "doSuppressiveFire"
21:58:40 Ref to nonnetwork object 283c208a080# 1698235: <no shape>
21:58:40 Ref to nonnetwork object 283c26c7580# 1698234: <no shape>
21:58:40 Ref to nonnetwork object 283c26c4b80# 1698233: <no shape>
21:58:40 Ref to nonnetwork object 283c26c7580# 1698234: <no shape>```
The "Golden Arma" is added to your main screen if you finish the minigame that pops up during sales. (invaders)
If you haven't beat that, then i'm curious how it managed to activate..
Anybody need some mumbai escorts?
https://feedback.bistudio.com/T153245#2383601
I don't see what you are talking about
(anymore 😋)
@deep widget / @untold sky when dealing a spam ticket, let's
1- close the ticket to resolved ← so the search for "open" documents doesn't find it
2- remove project
3- set visibility to administrator
4- disable the related user
thanks 🙂
some more invisible targets would be cool
example, attaching an invisible Air target to a missile/bomb ... allowing anti-air assets to attack the missile
secret spam: https://feedback.bistudio.com/T168976#2383583
did Bi changes anything related to shaders in the 2.10 update ?
am having this:
22:25:11 Error: 80004005 in D3DXCompileShader while compiling the PSSpecularAlpha shader
22:25:11 error X3501: 'PSSpecularAlpha': entrypoint not found
game is not working for me, though reverting to 2.08 profile binarized exes seems to make the game starts normally
@deft girder any mods loaded?
Maybe related to TI overhaul in 2.10
No, only vanilla. The version 2.10 arma_x64.exe seems to be the cause, maybe the way it compile shaders is incompatible with my igpu driver. The exes from the previous version works fine
whats Ti ? 🤔
thermal imaging
did other people reported similar issue ?
you're probably the first one
I recall issues with some Intel IGPs in the run-up to release but those were fixed.
What IGP is this?
https://forums.bohemia.net/forums/topic/122034-arma-2oa-160-release-candidate/?page=3&tab=comments#comment-2025766 definitely not a never-seen-before problem
although the proposed solution totally doesn't make sense in Arma3 context 🤔 https://community.bistudio.com/wiki/Arma_2:_Error_compiling_pixel_shader
UHD630
maybe its a general error that can be caused by anything, am really confused even rolling back to old drivers didnt work
20:06:49 Error: 80004005 in D3DXCompileShader while compiling the PSSpecularAlpha shader
20:06:49 error X3501: 'PSSpecularAlpha': entrypoint not found
20:06:49 ErrorMessage: Error compiling shader PSSpecularAlpha
20:06:49 Application terminated intentionally
ErrorMessage: Error compiling shader PSSpecularAlpha
Exception code: 0000DEAD at 2745CD29
cpu: Intel(R) Core(TM) i3-7100 CPU @ 3.90GHz
graphics: D3D11, Device: Intel(R) HD Graphics 630
resolution: 1366x768x32
Version 2.10.149818
Fault time: 2022/11/29 20:06:56
Fault address: 2745CD29 01:0002BD29ll C:\Windows\System32\KERNELBASE.dll
file:
world: Stratis
Prev. code bytes: BA BB 06 00 48 8D 4C 24 20 48 FF 15 17 9B 19 00
Fault code bytes: 0F 1F 44 00 00 48 8B 8C 24 C0 00 00 00 48 33 CC
does anyone knows the causes of 0x0000DEAD, its not listed in wiki
it's not listed because it's "unknown software exception"
I've seen numerous solutions to the DEAD code, but none of them were about shader issues
have you tried reinstalling drivers or upgrading/downgrading them?
maybe your IGPU is too weak 
i tried everything, but how my igpu works in v2.08 and not on v2.10 are there any major changes in shaders ?
right now am playing the latest version of the game using 2.08 .exes, despite having some eden rpt errors.
right now am suspecting either driver incompatibility or windows issues.
i will try and investigate further with this...
https://dev.arma3.com/post/spotrep-00105 here's the changelog for 2.10 if you wanna give it a read
iirc there were a handful of issues around intel gpus after 2.10
@untold sky dont know if theres still any interest in troubleshooting graphical errors for 2.10 but here is one if there is
Things my brain thinks for our QoL:
- If a player enables a Mod which requires an Optional DLC such as a CDLC on Launcher, it suggests to load the CDLC, or if the player doesn't own it, suggests to sub/load the compat file
- The pulldown box for Platform (64-bit, 32-bit) option should have Diag exe option if is in Dev Branch
- A game option to tilt camera depends on the vehicle's roll if is TPP and on plane/heli
- Modded game settings like Modded Keybinds ploxxxx (https://feedback.bistudio.com/T159838)
(I think I forgot something else I wanted to suggest 🤔 )
Oh and also - if this is a good idea, please implement officially. Or, at least an EH for a tree control's “search has performed”
Oh I just recalled what I wanted. What about this idea: a way to lock/make it undeletable for EH commands to prevent from a Mod conflict when some Mod maker uses removeAllMissionEventHandlers or something unreasonably
(IKR the answer could be “just slap the faulty Mod author and never use the Mod”)
https://feedback.bistudio.com/T169148
Anyways I think this is a must-have EH, made a ticket
Just make removeAllMissionEventHandlers scream into the RPT with the callstack so its easy to yeet anything doing that.
Mmmmaybe
https://community.bistudio.com/wiki/drawIcon
shadow: Number or Boolean - (Optional) can be one of:
0 (false): no shadow
1: shadow (for text)
2 (true): outline (works for text and for icon only if icon angle is 0)
is there a chance to see this fixed? (aka worth an A3 FT)
or is it more of a limitation/too complex to render properly
would be handy as unit icons on 2d map would be easier to make out if the map background has similar colors
[Features Request] SQF command to toggle marker scaling on and off per marker
https://feedback.bistudio.com/T169166
KK if you are up to turn your scripted solution into engine 🙏
you are loading some mod that breaks shaders.
search for mods that have a dta/bin.pbo inside them, and get rid of it
The game doesn't compile shaders. That message appears because it wants to compile shaders (because the local files are missmatched), which should never happen in retail
That requires more than a quick 2 minute look to see if its possible.
But limitation of how the outline rendering works sounds plausible
Seems rotating works by rotating the UV mapping. And if outline is done by just rendering a second slightly smaller version behind it (which is what I'd do) then I don't see why that cannot just be rotated too 🤔
"I don't see why that can't just be rotated"
click
game deletes itself
https://feedback.bistudio.com/T169213 Script errors at the beginning of Old Man scenario, no mods, 100% reproduceable.
Ye already known :x they have been there for quite a while
ok
Hmm, maybe I'm crazy enough but... weaponInfoType display doesn't get destroyed properly when I Team Switch?
Context: I have unit A with a weapon with weaponInfoType X. I switch my player to unit B with a weapon with weaponInfoType Y. The display X doesn't get destroyed, it doesn't return displayNull
isn't the display simply reused?
welp, memleak
If I hop into a vehicle, will be destroyed as well
So I could assume that this is a bug
Only tried in SP tho...
Looks it fails to destroy display when switch binocular > rifle
(the reason why I report this is I'm making HUD related script)
Yeah if you drop the weapon on the ground it stays too
its only when you replace it Im pretty sure
like if you have a rifle with a custom weaponinfotype it will only go null when you take another rifle
Sorry for bump and ping Ded, but... is it that expensive for a GPU/rendering? Does retextureable mag proxy have such a bad performance?
(I'm comparing it with mag proxy since I think both are really similar feature, correct me if both are completely different system/method)
I don't know but I remember all the extra handling that is there for magazines and I don't want to copy that for the other parts
But me wants Understandable yeh
You just need to get me to actually look into it someday instead of guessing about it, currently I don't wanna
*whipcrack*
what troubles me is that when there are loose files in arma main folder and I turn the filepatching off, those files still get read. I'm using symbolic links btw
is that normal?
I have to delete the folder/symlink to prevent those files from being read
what u mean read? accessed by game or actually being applied in-game?
then I guess filePatching is not actually off
isFilePatching command in debug console returns false?
i get nothing with that command
ah isFilePatchingEnabled that is it
well I cant reproduce the problem now, maybe i just did something stupid
ThingX 20a61497580# 1976630: dummyweapon.p3d was falling under terrain! Position corrected to ground [4993.69, 46.59, 1626.79]. Disable simulation to keep object under terrain.
is there a FT ticket about that?
from what i understand the problem is that weaponholder simulated dont get simulated when no player is close enough - as such they are floating/their position gets reset once a player gets close
this rpt message should be connected to that
aka he floating weapons getting dropped to the ground should be due to this
Tried to create group while group limit is reached on side Game Logic
can this please looked into early next year
people already identified the bad coding design in the function library along with a possible fix in
fn_initModules creates a group for each cfgfactionclasses
https://feedback.bistudio.com/T167804
its bad if you do have to create many logics or game modes do (ie BI combat patrol and escape)
I wonder is it possible to toggle an entity between agent and unit state
liek createUnit, then "setagent", or createagent and then setunit/setagent false
_unit setagent [_group,false]
the entity remains the same but the "brains" turned on/off
would allow some pretty big perf improvements
Also would be great if when creating a unit on the eden editor it has a tick to make them agents instead of regular units for getting NPCs with better performance that do not consume groups slots.
my guess would be "hard no" for both (although the latter might be more realistic)
Placing NPC units as agents can be quite difficult for most mission makers because currently it can only be done via scripts. With some EDEN Editor functionality setting the correct direction, uniform and placement of the NPC units would be far easier, specially inside buildings and also adding Addactions to them via the EDEN editor would be far easier. Identifying NPCs via script alone can also be quite a headache that is why most mission makers use regular units as NPCs and Civilians while the agent option is far better performance wise 🙂
I never said it would be unhelpful.
I am just complementing my previous comment 😉
Having a script command to seamlessly turn agents into regular units and the other way around would be quite awesome too! When my NPC agent guards are under attack I have to do a pretty complex script to turn them into regular units so they can respond to the agression properly... Such command would make that far easier indeed
yeah, well, it is still not a suggestions channel
I get it that we can ask if something something can be sneaked in the next update, but let's not abuse that here
Dangerous spam: https://feedback.bistudio.com/T131489#2389276
is it just me or is this some sort of self advertising? 
https://feedback.bistudio.com/T169380
especially considering that the mod came out a few days ago
Close, not a bug
Don't even know what it's about, but i know we won't do whatever it is
oh it's a DayZ mod
(and a DayZ ticket)
another easy feature id bribe a dev for: invisible air target entity. we could attach it to cruise missiles, allowing people/turrets to shoot down missiles and bombs
...Has anyone noticed that mines don't draw shadows? They seem to when you place them in the editor but ingame/placing them yourself they don't have a shadow
I can't seem to find a ticket mentioning it
Won't fix anyways
is the 'water visualization' glitch when using setTerrainHeight known? If I sink an entire area, eventually there are grids of water that don't render unless up close, while other ones render from afar just fine.
example: https://imgur.com/a/AJinPFM
you can see the shore water rvmats and everything shows fine, just not the water itself
this is another example, might be more clear: https://imgur.com/a/1Sf4XcM
I sense a "won't fix" but you never know
Won't fix. As the wiki page for the command says
the wiki mentions that for "extreme changes", is 2-6m difference considered extreme? also, everything in those pictures is being affected by the same amount, yet that visual glitch doesn't happen across the board to the entirety of the affected terrain, it only happens to a whole terrain grid itself it seems, not by cells, it may be something else altogether
is 2-6m difference considered extreme?
i guess that depends on how big of an area your sinking by 2-6m
that seems like it indeed may be the problem. I did keep testing my script and the same glitch would happen even when the height difference was totally minimal.
https://imgur.com/a/6qD7KpK
I will keep testing. I wonder if this happens due to 'total terrain' affected or maybe if dividing the script into parts would keep it from happening. I can confirm it still happens with smaller affected areas, it's always the same exact 'grids' that have the issue, also happens in Livonia aswell. Maybe it happens if the terrain 'grid' didn't originally have water on it?
can anyone confirm that the PCML launcher alternatve fire mode (overfly attack) seems to be not working? Presumably the overfly mode is for attacking armor, but the damage vs armor is minimal in overfly mode
14:28:39 No alive in 10000 ms, exceeded timeout of 10000 ms
is there a good reason to have this logged multiple times per frame or per second?
shouldnt this restart the count - so only happen every 10s?
also is it intended those freeze logs are not cleaned up?
for the average guy not manually deleting those, the 30-60 MB each can take up quite some space over time
@west onyx That's my experience. Flight path looks plausible but it doesn't do much damage.
I haven't exhaustively tested it but I've got a feeling the penetrator submunition tends to get fired at a weird angle and miss/mostly miss the target
this seems like a good “drawline3d” thing to debug
I spent half of last week having a very bad time with missile trajectories for my APS script, I don't wish to do it again :U
are you doing “trajectory intersects an area” stuff?
hard to get it working very well in MP, since usually either the target or the projectile are not local
i wish id done area intersection rather than surface intersection
I used surface intersection. It took a bit of wrangling but I'm pretty sure it now works in MP. (https://github.com/NikkoJT/njt_aps)
It was extremely fun dealing with tank shells being sort-of local to multiple PCs (but only one copy being the specific one that needed intercepting)
id personally do the projectile handling locally, it can get quite unreliable in mp. you could for example have an array of vehicles (where you constantly manage this in some way) which got aps active, and play with that on the shooter's pc
It's the wrong channel to get into too much detail but that is kind of how it ended up working; everyone does local checks on the list of APS vehicles and whichever one ends up being local to the shooter goes ahead with the interception. I haven't got it into a full-scale mission yet but early MP test results indicate good reliability.
"getOrDefaultCall" cant come soon enough!
Fixed on dev branch couple weeks ago
AI using the CAR-95-1 appear to only use semi auto instead of automatic fire, I assume this is not intended behavior since pacific CSAT autoriflemen have this weapon.
https://feedback.bistudio.com/T169426
is it a known bug that when you tab out and back in while in Eden, you may perform an action (move an unit/WP/etc) by mistake, but UNDO doesnt pick that up and thus can only be reverted by reloading the mission (if you had not made other unsaved changes)
(it seems the tabbing in/out can make you select something which wasnt the case before tabbing out)
the only way to stop this if you try to cancel the action (by clicking somewhere that isnt a valid target or RMB to abort)
yea it happens
is it a bug that forgetTarget doesnt remove entities/enemies from targets [true, 300]; // enemy targets in 300m?
knowsAbout is set to 0
seems this is purely a side relations filter and not about awareness
(player targetsQuery [objNull, west, "", [], 10]) apply {[player distance (_x#1),_x]}
[[41.5477,[0.0675484,B Alpha 4-1:1,WEST,"LIB_GER_SquadLead",[7546.53,11031.1],148.042]],[1e+010,[0.000311428,<NULL-object>,GUER,"LIB_P47",[7503.7,10780],321.101]],[1314.45,[6.63556e-005,B Bravo 4-6:4,UNKNOWN,"StaticMortar",[8656.68,10349.4],1507.03]
- reports also non west
- with target age >10
yea dont use targetsquery
they added "targets" after i complained about targetsquery 😄
so there is actually no sqf command to return "known enemies/targets"?
you always need to filter on-top via knowsAbout, targetKnowledge, etc
hmm whats wrong with "targets"?
see the comments above - it seems to be a pure side filter and knowledge/awarenes filter
at last once a group has known about an unit/group once
yea dunno
seems more like a forgettarget bug
it has never worked well, IMO its only real use is singleplayer in a eachframe loop to simulate stealth
hm now forgetTarget worked to remove the enemy from the targets list
underlying issue i am trying to solve is to get an AI lead group out of AUTOCOMBAT before the 5 minutes hardcoded timeout since last known target/engagement(?)
it just slows down AI way too much in case they dont eliminate all known threats
asked a couple of times for a way to manipulate that way too long timeout
so atm you can either disable AC completely, periodically, or try to determine yourself via sqf the last known threat seen/engagement (very heavy to compute..)
for that id just do a new group for them
(units _grp) joinsilent (creategroup [side _grp,true])
wipes their memory
another "funny issue" - hideObject[Global] seems to keep collision and pathfinding for AI at times
even locally (SP/hosted)
i have had problems with this too but wasnt sure if I just used wrong command or bad timing
@untold sky with user action event handlers, is it possible to block expected result with a return?
sort of like how we can block in "keydown" event with true return
user action events much cleaner than ui keydown event, however without ability to block, ui keydown still needed
ticket with quite reliable repo posted: https://feedback.bistudio.com/T169443
I've already asked. He said no
there is a bug which causes serious performance degradation, should be easy fix and repro. the S-300 SAM launchers when fired up into the sky, the missile keeps going forever
causes serious stuttering
ticket
time to live not set in config?
you mean this? getNumber (configfile >> "CfgAmmo" >> _ammo >> "timeToLive")
_cursorObject isKindOfAny ['LandVehicle','Ship','Air'] would be nice
instead of conditions like this
(_cursorObject isKindOf 'Ship') ||
(_cursorObject isKindOf 'Air'))```
it is, set to 55 ... stuttering is noticeable in editor immediately after firing
just put down the CSAT S-750 and fire a few times straight up. in the editor i guess the stuttering goes away after the 55 seconds ... in multiplayer it seems to persist
What about: ```sqf
({ _cursorObject isKindOf _x } count ['LandVehicle','Ship','Air']) > 0
sqf loop is strictly worse than in-engine check
yeah slower , but less lines like this
['LandVehicle','Ship','Air'] findIf {cursorObject isKindOf _x } != -1
but this is the fastest and findIf the slowest. So if you want to save a couple of lines, I'd say it's not worth it.
well, seems it's pretty same.
0.0017ms
"less lines"
SQF doesn't need any linebreaks, so just remove them and put everything into one line
yeah i just meant instead of many ORs and stuff you can do what was shown above
does the object get deleted after 55 seconds?
thoughts? https://feedback.bistudio.com/T169481
why is this MP and playableUnits only? doesnt it just grab this from the config/cfgRoles?
I think this should require to read p3d for getting weights. Maybe if it is possible with a sacrifice of Dedmen, this is nice to have
Speaking of, commands like sizeOf, getDLCInfo (IIRC) or such that require actual object, if it can read not the entire mesh of the given p3d but only headers of them, it is nice
it seems there is no way to get the vehicle position name via sqf directly (assignedVehicleRole is close, but only returns the "technical" term and isnt actual position but assigned as it says)
one has to query that from gunnerName from config via turret index. also cargo positions with FFV is quite nasty
any chance for a sqf command? the engine does have that info as it can get displayed
(alternatively a function to make it available for everyone easily)
fullCrew?
what about it? i am using it, but it doesnt provide the vehicle position names - just the technical terms and turret path to grab from config space as said
????
as said its the technical terms
gunnerName from config space terms what is actually shown
Haaaaaaaa
I've just spent hours just to realize that diag exe doesn't update texture resolution properly
I've make a change a texture 4k to 2k on-the-fly, it glitches so couldn't show it properly, until rename the texture or restart game
I am not sure I understand, could you give example where assignedVehicleRole and fullCrew don't do what you expect?
maybe the position's "displayName" (e.g copilot, cargo gunner, etc)
I wonder if a separate command would not be better? e.g command ["role", index] returns string
Hwy?
(I'll assume "why" ^^) aren't there other commands using role+index? if not then I'm not against
any chance for a sqf command? the engine does have that info as it can get displayed
(alternatively a function to make it available for everyone easily)
I brought it up as i searched BIF, reddit, etc and there was no solution around. Presumably as people struggle to understand working with turrets, or let alone know about gunnerName to define the display name. Hence I asked if a SQF command can be added, or a function [can be provided] (as i am not sure if this is still within A3 updates possibilities - so far its been essentially only fixes to A3 data AFAIK).
[in A3 data only arsenal uses/resolves gunnerName]
so is it gunnerName only you are after?
case "driver": {localize "$STR_POSITION_DRIVER"};
case "turret":
{
getText ([typeOf _vehicle,_turretPath] call BIS_fnc_turretConfig >> "gunnerName")
};
default {localize "$STR_GETIN_POS_PASSENGER"};
there is https://community.bistudio.com/wiki/roleDescription (albeit buggy/limited), so i thought maybe there is something for vehicles too, but found nothing nor a function
i have no problem to write my own. i brought it up for general utility/to make it more accessible
Something like this?
[B Alpha 1-1:2,"gunner",-1,[0],false,B Alpha 1-1:2,"$STR_POSITION_GUNNER"],
[B Alpha 1-1:3,"turret",-1,[1],false,B Alpha 1-1:3,"$STR_POSITION_COMMANDER"],
[<NULL-object>,"turret",0,[2],true,<NULL-object>,"$STR_A3_TURRETS_CARGOTURRET_L2"],
[<NULL-object>,"turret",1,[3],true,<NULL-object>,"$STR_A3_TURRETS_CARGOTURRET_R2"]]```
i dont know. the manual actions seem redundant. I can sit in a vehicle facing away from an ammo truck and fire indefinitely (for example AA cheetah apc)
the manual action is unnecessary, or maybe legacy
if you are already receiving a service, you have a few moments to select something manually
but when you get into the radius something will start
there is auto supply that is always on
you know more than i do 😄
now i do
the "broken gameplay" stuff occurs when player can sit beside an ammo truck and receive infinite ammo. with rearm detection we can script our own resources/depletion/etc
I added allowService command to deal with it
doesn't happen with manual supply only auto
yea nice
so the manual was kind of redundant?
i imagine they created it as manual and then to patch an issue (AI related maybe) they applied auto
tbh i'd prefer manual and disabling auto
yes, but people who play the game for years expect things to work in a certain way.
maybe check to see that disabling Auto doesn't affect the AI auto ability
we still need AI to be able to apply services
also what about terrain services like fuel pumps. will the allowService command work on them (are they streamed entities?)
yep, been around for ages, and only when you're not the group leader
to block the bug, simply "dostop player" when in vtol pilot seat
so group leader AI seems to retain some control over player. occurs with player group leader too
my guess is theres just an internal "isplayer" check missing somewhere
Good question not sure but you can probably disable with first EH firing
any other aircraft does this?
I believe only VTOL. if it happens in others it is not noticeable
the Y-32 Xi'an is VTOL
VTOL means Vertical Take-Off/Landing
yea sorry all VTOL incl xian
looks great 👍
I need some examples to test. Plus this will not be identical check as you do with objects because it takes into account distance, surface, mass (which you can change from default model mass), the sling load can be disabled on the object just as well
ok, if not practical dont worry about it 🙂
if there is focus on SQF at the moment, is an AI "AttackTargetChanged" event possible? allows mission makers to do some cool stuff based on what the AI is attacking (for example switching from APFSDS to HE), or modulating aiming accuracy based on distance to target
dedmen says no 😦
we have the "getAttackTarget" command which is great
I most likely said no because of the effort, not of the possible
ill settle for something like this 😄
Actually a suite of invisible target vehicles would be good, with varying AI ammo usage flags
There is one invisible vehicle target but it has collision so it actually blocks projectiles fired at it
but the invisible air target would be the most useful of them
the best we can do at the moment is attach a darter drone to things
it works fine, i need test cases to make sure it works works
Nice, it would make some DLC detection scripts faster and work without reading the entire mesh as well
Could you prepare some example were it should return true and where it should return false?
"B_Heli_Light_01_F" canSlingLoad "C_Kart_01_F"; // should be true
"B_Heli_Light_01_F" canSlingLoad "C_Offroad_01_F"; // should be false```You mean like this?
yes
"B_Heli_Light_01_F" canSlingLoad "B_Heli_Light_01_F"```
"" canSlingLoad "C_Kart_01_F"```
"B_Heli_Light_01_F" canSlingLoad ""```
@alpine tulip could it be useful to support empty "" as well? a fast check to see if an entity is able to sling load at all, or if an entity can be sling loaded at all
"" canSlingLoad "B_MBT_01_F" // false bc it cant be sling loaded at all by anything
Maybe, if either left or right argument is "" will simply return false I guess, though
"" canSlingLoad "C_Kart_01_F" // true since it is technically able to be sling loaded
Ah, you would see that if is a slingloadable object?
I see, sounds reasonable but not sure what KK would think
yea we arent the ones that have to do the work/testing 😄
Stealthy spam comment: https://feedback.bistudio.com/T168444#2388607
it seems there is no getter for https://community.bistudio.com/wiki/forceSpeed is there? [_number = isSpeedForced _unit;//-1 when not set]
either setUnloadInCombat [false,false] is not always working or canUnloadInCombat is bugged
testing in hosted MP from Eden (so locality doesnt matter)
AI is stuck in a get-out-get-in loop at a halftrack
canUnloadInCombat always returns true no matter what i set with setUnloadInCombat
[cursorTarget,simulationEnabled cursorTarget,isObjectHidden cursorTarget,unitReady cursorTarget,stopped cursorTarget,canUnloadInCombat cursorTarget,getAttackTarget cursorTarget,assignedTarget cursorTarget]
[westtruck2,true,false,false,false,true,<NULL-object>,<NULL-object>]
tried also with driver/effectiveCommander in case its not the vehicle
pretty sure the command works in general tho
so either its something asset specific (ie the config parameter overwrites the sqf command) or something situation specific
the given vehicle has unloadInCombat = 1;
how is that settter has 2 args and getter only one value return?
the testing with types is limited and having one vehicle from two makes it even more limited to the point of pointless
dont ask me 🙄 😄
i tried with just bool for the setter, but it doesnt like that
had actually made a ticket on that a while back
will do some more testing tomorrow
pretty sure its either related to the config definition or "combat state", or a mix of both
might be "sqf" fighting "config" and thus you get the get-out-get-in loop
another element could be the driver and the cargo being separate groups - shouldnt affect the sqf commands/the getter, but may break thee functionality
canunloadincombat returns config value, nothing to do with setUnloadInCombat
So here how it works, if config unloadInCombat == true then the engine checks if setUnloadInCombat is set to true as well, and if so it issues orderGetIn false. Thats all it does. If unloadInCombat == false, the check is ignored and if setUnloadInCombat false, then it is also ignored
@desert trench now explain to me what doesn't work
any way to stop magazines being loaded into guns upon them being added from an engine pov? i.e being able to do
player addWeapon "myweapon";
player addMagazine "myweaponmagazine";``` to load `"myweaponmagazine"` into `"myweapon"`? Currently if player's inventory is full `"myweaponmagazine"` would never be added with current method where magazine must precede gun
you can link the magazine into the weapon if you want to add it after the weapon, iirc
replaces the magazine does it not?
yes. Am i misreading the question?
wait no that command doesnt work for partial magazines like addMagazine iirc
https://community.bistudio.com/wiki/addWeaponItem claims to support partials 🤔
believe so. atm addMagazine must precede addWeapon to ensure that the weapon added has the magazine added loaded. however if there's no room for said magazine it will never be added to the inventory
well addWeapon to add the weapon (with default magazine), then addWeaponItem (or whatever) to shove the needed magazine into the gun (which automatically gets rid of the original one)
oh wait youre saying i can just take the original one and readd it to the inventory after replacement?
probably
i mean, would work -- though would certainly be annoying vs just swapping the magazine addition around
i seem to remember something like that in "Fired" EH to just replace the fired mag with fresh one instantly. With hilarious enough results (and without my inventory getting overflown by old mags) 🤣
i'll shift to #arma3_scripting as to not flood this channel but is still annoying nevertheless
all good 🙏
Huh... is this a GUI element tank?
its 2035 tech for morale boosting
CT_OBJECT
I've been tried to import a gun model into the game, and found out that Shadow Stencil LOD doesn't calculated properly if there is a hidden sections via hiddenSelection and more than one same models in the screen?
This is actually a part of experimental project so this AK-74M has a lot of components like Grenade Launcher or AKS-74 variant in it into one p3d, but hidden - of course shadows are supposed to be hidden as well but somehow it doesn't work properly like the screenshots suggest
Or, is it even reasonable to use section and hiddenSelection to hide a part of a shadow LOD?
@sterile nova ^^^
thanks a lot - very good info and thanks for the new getter too 👍
from my notes (https://community.bistudio.com/wiki/AI_Group_Vehicle_Management) orderGetIn false will not unassign the units from the vehicle - which in general make sense as AI should board the the transport again after the threat has been taken care of.
This leaves the questions what causes the get-in-get-out loop. Is there some internal flag to makes AI get out of vehicles? ie when stuck/not moving for a certain time?
The specific situation i am seeing it atm is a Halftrack running into fences/stone walls (crushing them, but slowing down or stopping) - the AI cargo jumps out, only 1-2, and almost immediately back in - this repeats indefinitely and the transport waits (from what i can tell) until the whole groups is back in.
We can guess all day long, but if you give me vanilla repro I can get to the bottom of it
@solid marten tested a bunch of things but different terrain and vanilla is quite a change. from what i can tell the eject requires the vehicle to get damaged and a known threat - can you confirm that?
(if its related to unloadInCombat in the first place)
Can you provide a repro?
Repros are for cowards. Real coders just change things that look like they might be related until the problem is either solved or superseded by a worse one
yaaay, i'm a real coder
is there some objects AI in cars/trucks from vanilla gets "stuck" on on Stratis/Altis/Malden? (aside from stones and low walls)
bridges
From vanilla, only the quadbike routinely sticks on bridges.
Units hopping in and out of trucks when they're the sole group in the vehicle and there's some shooting going on is pretty common though.
I worked around that by putting the driver in a different group.
I don't recall them doing it out of combat.
meh no success getting a reliable repro with vanilla so far
Placing a single CYCLE waypoint will do nothing, at least one MOVE waypoint has to be placed to start with. The CYCLE waypoint can be placed anywhere on the map, the unit will ignore its position. When the unit reaches the MOVE waypoint preceding the CYCLE waypoint. it will return back to its starting position then repeat the cycle endlessly. If additional waypoints are added after CYCLE waypoint, they are ignored. In short, the CYCLE waypoint is just an instruction to the unit to go back to the starting position.
is this true only for MOVE WP, or CYCLE always restarts the WP string if the last one is reached and finished (aka also with SAD/HOLD/GUARD/etc) ?
I think CYCLE can start from starting pos or any WP when placed in editor, it shows a black line to which position is nearest. AI will repeat all or part of WP string. But it needs to finish the previous WPs, don't know if e.g. HOLD finishes by itself
most of these WPs have a timeout - not sure about HOLD atm either tho
bit of a shame cycle always restarts the whole WP chain - would have been nice to sync/set how far it goes back
as alternatively one probably can just delete any WPs before, or do a scripted cycle behavior with your own timeout and reset behavior
CYCLE goes from the closest waypoint - see in Eden how a black line targets said closest waypoint
hm above comment was just added by KK a few days ago in the BIKI
either "starting point" needs to be clarified, or the Eden visualization with closest WP isnt correct
that and/or behaviour changed at one point
@solid marten is "nearSimpleObjects" feasible?
we have "nearEntities" , "nearestObjects" , "nearestTerrainObjects"
but getting nearby simple objects requires an SQF loop over nearestobjects, or an "inAreaArray" loop
(allSimpleObjects []) inAreaArray [_position,_radius,_radius,0,FALSE] is the current method
an idea form would be similar to "nearestObjects" but which also accepts models in search, so it effectively captures 'super simple objects' too
nearestSimpleObjects [
player,
[
"B_APC_Wheeled_01_cannon_F",
"apc_wheeled_01_cannon_f.p3d"
],
100
];```
and this one might be nice for some modders
"incase" and "findcase" or something ...
@devout wave have you done much with the settowparent stuff
?
fiddling with it the past couple days, naturally the players arent satisfied with 1 combo and want to make conga lines of vehicles
That's a scenario I specifically prevented in my implementation (https://github.com/NikkoJT/njt_tow) because it seems likely to cause problems
one Q i have, how did you manage the ability for helicopters to sling load the "tow parent"?
like clearly i want to prevent the lead vehicle from being sling loaded
but i also dont want a cumbersome monitor thread running on server
and pain in the ass that "ropebreak"/"ropeattach" events dont trigger for the child vehicle
I didn't consider it at all tbh. In my usecase it's very unlikely for the mission to include both towing and slingloading. If someone did try to do that I'm not sure what would happen - if they were able to pick up the lead vehicle and it resulted in physics disaster, I'd probably just write it off as getting what they deserved for trying it
i put my stuff on a live server and within an hour there was satanic behavior occurring 😂
Yeah, I work in a fairly controlled mission environment where players are restricted in terms of what kind of BS they can get up to. If I don't want to deal with tow/slingload interactions I just don't put them both in the same mission.
In the absence of getTowParent, I save some variables on the involved vehicles with info about their towing status. I would probably approach it by putting a userAction EH on everyone to detect when they slingload something, that EH checks their getSlingLoad, and if the slingloaded vehicle has a tow status, then immediately run setSlingLoad objNull to force them to drop it.
@untold sky what happens when we execute vehicle settowparent objnull is that the same intended effect as something like heli setslingload objnull to cancel the relationship
… try?
catch!
ive encountered situations where the towed vehicle becomes permanently uncontrollable by the player who executed "settowparent", but perfectly controllable by others afterward
_x addEventHandler ["Local",
{
diag_log ["Local change",_this,_entity,_isLocal];
params [["_entity", objNull,[objNull]], ["_isLocal", false, [false, objNull]]];```
> 10:12:31 ["Local change",[charlie_u5,"amovpercmstpsraswrfldnon"],any,any]
> 10:12:31 Error in expression <Local change",_this,_entity,_isLocal];
>
> params [["_entity", objNull,[objNull]], >
> 10:12:31 Error position: <params [["_entity", objNull,[objNull]], >
> 10:12:31 Error Params: Type String, expected Bool,Object
can anyone explain how _this can have an animation for the local EH?
i had also faulty data passed on to HD a few times, but people said it cannot be
} forEach playableUnits;
the local bugging out happens with hosted at the start
the locality change apparently happens from moving units into vehicles
nvm happens for all playable
maybe its somehow connected to dynamic simulation/enableSimulation-disableSimulation
[XXX",acrgpknlmstpsnonwnondnon_amovpercmstpsraswrfldnon_getouthighzamak"]
[XXX",acrgpknlmstpsnonwnondnon_amovpercmstpsraswrfldnon_getoutmedium"]
[XXX",amovpercmstpsraswrfldnon"]
[XXX",amovpercmstpsraswrfldnon_turnl"]
[XXX",amovpercmstpsraswrfldnon_turnr"]
[XXX",amovpercmwlksraswrfldf"]
are you putting the carriage before the horse there? surely params should go before diag_log, no?
Also you have already posted something similar and AFAIK I have suggested to print out _thisEvent variable, but you never did, so here it is again, print it and come back
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Local
this addEventHandler ["Local", {
params ["_entity", "_isLocal"];
}];
```do you mean that `_this select 1` = `amovpercmstpsraswrfldnon`?
worth more tests indeed
no the order is intentional to see if variables have been brought into the EH scope
for HD its quite rare to happen as mentioned back then. anyhow will share after lunch the return of _thisEvent for the local case
["Local change",[charlie_u3,"amovpercmstpsraswrfldnon"],"AnimStateChanged",any,any]
private _LIB_XXX_AnimStateChangedEH = _unit addEventHandler ["AnimStateChanged",
{
scriptName "LIB_XXX_AnimStateChanged";
_this call LIB_fnc_XXX_handleAnimChanged;
}];```
if !(missionNamespace getVariable ["LIB_XXX_globalEnabled",true]) exitWith //perma disable, incase it got set late
{
if !(isNil {(_unit getVariable ["LIB_XXX_eventHandlers",nil])}) then
{
(_unit getVariable ["LIB_XXX_eventHandlers",nil]) params ["_GetInManEH","_AnimStateChanged","_WeaponDeployed","_XXX_GestureChanged","_XXX_GestureDone"];
_unit removeEventHandler ["GetInMan", _GetInManEH];
_unit removeEventHandler ["AnimStateChanged", _AnimStateChanged];
_unit removeEventHandler ["WeaponDeployed", _WeaponDeployed];
/* _unit removeEventHandler ["WeaponRested", _WeaponRested]; */
_unit removeEventHandler ["GestureChanged", _XXX_GestureChanged];
_unit removeEventHandler ["GestureDone", _XXX_GestureDone];
};
};```
_x addEventHandler ["Local", happens it a completely different function and both systems are initialized completely separately
so my best guess would be the internal EH reference management can get confused by the adding (and removal?)
from what i recall wasnt there an issue the EH index getting changed when removed? i think this was patched a few years ago. maybe some concern case still present to botch it up
So what thisEvent returns?
are BI devs aware that you can jsut bump vehicles into tanks and vehicles always win or nah?
dont think it will ever be fixed in arma 3 right? but will it happen in reforger?
of course they are aware... the issue is so old that it has become a feature rather than a bug by now. Obviously they lack the assets to fix it.
finally fixed in reforger, yes
Would it be possible to patch (or extend) setCruiseControl so that the speed limit also applies when driving backwards?
Right now this is not the case, i.e. MyVehicle setCruiseControl [20, false] only limits the speed when driving forwards, but the backwards driving speed of MyVehicle remains unlimited.
see above: #arma3_feedback_tracker message
but cruise control =/= limit speed
but it can have equivalent effect on players
cannot see _thisEvent in that post, could you please point it out to me
Yeah it is not what it was created for
Perhaps optional bool to only use speed limiter @untold sky
oof, misread by me (again)
being able to use cruise control while also using speed limiter
current logic seems consistent with what i drive IRL 🤣
or just split off the speed limiter to separate function
augment existing “limitSpeed” function to work as an independent alias for cruisecontrol speed limiter
this way i can use speed limiter to help sinulate vehicle mass when towing, while player can also use cruise control
very not essential tho, just a nice-to-have
Huh? It already has that (by setting the autoThrust parameter to false) 
My point is that currently, MyVehicle setCruiseControl [20, false] enforces speed <= 20, and I think it would be useful if it enforced -20 <= speed <= 20 instead.
well it would ideally check velocity not speed
but i also dont know how it works internally
with limited dev time id prefer a getter for “setTowParent” and a getter “rope” command to get rope from rope segment. _ropesegments = (player nearobjects 5) select {_x isKindOf 'RopeSegment'}; _rope = rope (_ropesegments # 0);
My use case here is that I want to limit the speed of player-driven vehicles when they go offroad, and the best way to limit the speed of player-driven vehicles is setCruiseControl. However, it wouldn't take long for players to discover that they can just circumvent the scripted offroad speed penalty by driving backwards, so I'd have to use some whacky SQF loop instead of setCruiseControl.
i'm confused, it says on cruise control you can accelerate above limit and also
if the speed is over 120% the set limit, the vehicle will apply 100% of braking
which seems to contradict the former
i'd read that as "if the speed is over 120% of the set limit and user doesn't press throttle - the vehicle will apply 100% of braking" based on irl logic. Needs testing in-game, though
in-game testing seems to match. Hunter with cruise set to 10 goes to 6090+ with the accelerator pressed, then brakes after accelerator is released
This is about the autothrust false mode of the command, in which case the left column of the behaviour table (https://community.bistudio.com/wiki/setCruiseControl) should apply, not the right
i.e.:
accelerating beyond set speed limit is restricted by the PID controller
I just tested it and that mode behaves as described by Ansin in forward travel; the Hunter does not exceed 10kph when restricted by vehicle player setCruiseControl [10,false]
"AnimStateChanged"
Yes, in cruise control mode the player can drive faster than the speed set with setCruiseControl, but I am not talking about cruise control mode. Cruise control mode would be MyVehicle setCruiseControl [_speed, true]. My messages are about MyVehicle setCruiseControl [_speed, false], which is the speed limiter mode.
so somehow you added code that you thought was for local to anim changed?
@solid marten not me. the engine
no u
{
_x addEventHandler ["Local",
{
diag_log ["Local change",_this,_thisEvent,_entity,_isLocal];
params [["_entity", objNull,[objNull]], ["_isLocal", false, [false, objNull]]];
}];
} forEach playableUnits;```
so where is the coding mistake here?
are you saying if I execute this I will have the same problem?
as said the engine before hand problems with the event index when you removed them
it was said to be fixed
but apparently there is still situations where it bugs out
make a repro
I bet 99.99% mistake in your code
index problem was for the same kind of event
you are claiming the events leak into each other
Aren't every event type handlers in different container?
yes
It would be really hard for it to leak then. As you said.
the event handler is executed upon event, so when Local change happens in the engine and EH exists for it it executes code for all Local EHs
there have to be some kind of out of bounds access to mess this up, but as far as I can see the system is solid
Aren't the diag_log and params backwards there...
instead all sorts of weird things can happen with scripts especially in scheduled
they are imo, but kju thinks otherwise
he said he ordered them this way to prove that the variables are (not) pre-defined in the scope
oh right, the params is just testing the types.
i am not ruling out a coding mistake on our end - hence why i am posting here in the first place
however we are not the only ones to experience this either.
i will try to get a vanilla repo but obviously the layers of complexity in between can be at fault.
for me i cannot see another reason for the rpt logging output as its defined only within the local EH scope than the EH index getting mixed up. either by us or the engine
the most likely mistake i could see on our end would be a removeEventHandler to use the wrong index
but that would require different EH types to be influenced too as local we only add twice and never removed
An issue which is causing group-related bugs, is that Group Leadership changes when the Group Leader becomes incapacitated ... this is fine for AI, but is glitchy when applied to players
I think group leadership should not change when the player group leader goes incapacitated
It causes a ping-pong glitch where group leadership changes every second, from the incap leader to next-in-line and back
I can provide repro steps if needed
yeah please do @west onyx
update: with this disabled, it no longer bugs out
it occurs just in editor, add a group of AI to you and exec player setunconscious true
group leadership will change
it changes back when no longer unconscious. if possible IMO it should not change in the first place when player is group leader. i will try to repro the ping-pong issue still
but you said it keeps changing back and forth while leader is unconscious, it is expected it would go back to old leader, he is not dead
There was a bug when it was changing back and forth constantly.
(5. Taking command, 5. Taking command...)
Can't recall the repro. Last time I had it it was like 4 years ago when I was still working on Liberation 
Is there any possibility of movement on this? It's been broken for a long time and it's real annoying. https://feedback.bistudio.com/T167073
I'll have a look if it is something simple
from the look of it, it seems to "only" be a sound config - I hope it's just that 🙂
https://feedback.bistudio.com/T117142
To make callsign Eden editor attribute exec global command would be just config tweak
I wanted to ask if the developers noticed this bug that was reported here, because there were no responses again.
https://feedback.bistudio.com/T167742
This is a major pathfinding bug with amphibious AI vehicles.
ACE team requested that years ago 😄 I created findCI and inCI in intercept back then.
But I don't know if the performance difference compared to toLower+find would be worth actually adding new commands for that. Aka I don't think the difference will be large
Yes, null == no parent. That is also the default until it is set to smth different
uff. That'd be big bad.
But I cannot see a reason for that in code. .... Unless, its singleplayer with save/load? But even save/load is by name so that shouldn't possibly get mixed up
That is already there.
Everything is "possible".
I saw that usecase when I added it and found it to not be worth the effort
allow cruisr control + speed limiter combined
So something on deletion.
But I cannot see an error in the code there that could mix it up. Every entity has an array of EH containers, and each container knows its type. I don't see a way for a containers type to be changed after its creation.
And that changing is the only idea I have how that could happen, this was all newly written last year
With a repro we may be able to trace it out, but without repro I can't seem to find a problem.
for instance if i have player towing a tank, using setmass to simulate weight is … meh, not ideal result … but if i can just apply a top speed then that is nice. under that top speed they should still be allowed to use cruise control tho
not sure if thats alot of work to inplement tho
Do you know if this is a "new" bug, aka appeared in last two years?
thanks. still trying to make a vanilla repro.
its a little tricky with (possibly) config EH, PFEH, hosted and local EH involved
I remember kju reporting similar wrong EH code executing before you rewrote it, so relax it is not that
24th April last year: #community_wiki message
i think we had the problem at least a month or two before that
no luck with vanilla. might be init EH from config vs just in init.sqf
["AEH_AnimStateChanged","AnimStateChanged",0,[UNIT,"amovpercmstpsraswrfldnon"]]
["handleAnimChanged - TEST_eventHandlers - removed",UNIT,[0,0,0,0,0]]
["REH_GetInMan",0,UNIT,"TEST_SquadLead"]
["REH_AnimStateChanged",0,UNIT,"TEST_SquadLead"]
["REH_WeaponDeployed",0,UNIT,"TEST_SquadLead"]
["REH_GestureChanged",0,UNIT,"TEST_SquadLead"]
["REH_GestureDone",0,UNIT,"TEST_SquadLead"]
["AEH_Local-Player","AnimStateChanged",1,[UNIT,"amovpercmstpsraswrfldnon"]]
["Local change",[UNIT,"amovpercmstpsraswrfldnon"],"AnimStateChanged",any,any]
Error in expression <e",_this,_thisEvent,_entity,_isLocal];
params [["_entity", objNull,[objNull]], >
Error position: <params [["_entity", objNull,[objNull]], >
Error Params: Type String, expected Bool,Object
File xxx.sqf, line 35```
fairly sure the problem stems from the AnimStateChanged EH being removing, as well as local EH called in the same frame
["AEH_Local-Player","AnimStateChanged",1,[UNIT,"amovpercmstpsraswrfldnon"]]
has index 1
["AEH_Local-Index-Server",UNIT,"TEST_SquadLead",0]
["AEH_Local-Index-Player",UNIT,"TEST_SquadLead",1]
while AnimStateChanged just has 0, then gets removed
["InfantryInit - TEST_eventHandlers - added",Agent 0x9299e100,<NULL-group>,[0,0,0,0,0]]
maybe this is relevant. seems the config init EH can get initialized before the units group exists [edit: seems rather agents created for AI vehicle tank driving]
do you have the exact code somewhere that I could take a look at?
this is my attempt for a vanilla repo, but the code execution order is different
either due to init EH from config being earlier (with above null group outcome), or the animChanged gets triggered differently
or something with the local event - it doesnt execute the server one. only once the mission gets aborted both get
["AEH_Local-Server","Local",0,[UNIT,false]]
["AEH_Local-Player","Local",1,[UNIT,false]]
["Local change",[UNIT,false],"Local",any,any]
so for comparison
- our mod
["AEH_Local-Index-Server",UNIT,"TEST_SquadLead",0]
["AEH_Local-Index-Player",UNIT,"TEST_SquadLead",1]
["InfantryInit - TEST_XXX_eventHandlers - added",Agent 0x9299e100,<NULL-group>,[0,0,0,0,0]]
["AEH_AnimStateChanged","AnimStateChanged",0,[UNIT,"amovpercmstpsraswrfldnon"]]
["handleAnimChanged - TEST_eventHandlers - removed",UNIT,[0,0,0,0,0]]
["REH_GetInMan",0,UNIT,"TEST_SquadLead"]
["REH_AnimStateChanged",0,UNIT,"TEST_SquadLead"]
["REH_WeaponDeployed",0,UNIT,"TEST_SquadLead"]
["REH_GestureChanged",0,UNIT,"TEST_SquadLead"]
["REH_GestureDone",0,UNIT,"TEST_SquadLead"]
["AEH_Local-Player","AnimStateChanged",1,[UNIT,"amovpercmstpsraswrfldnon"]]
["Local change",[UNIT,"amovpercmstpsraswrfldnon"],"AnimStateChanged",any,any]
Error in expression <e",_this,_thisEvent,_entity,_isLocal];
params [["_entity", objNull,[objNull]], >
Error position: <params [["_entity", objNull,[objNull]], >
Error Params: Type String, expected Bool,Object
File xxx.sqf, line 35```
- the vanilla repro attempt
["AEH_Local-Index-Server",UNIT,"TEST_SquadLead",0]
["AEH_Local-Index-Player",UNIT,"TEST_SquadLead",1]
["InfantryInit - TEST_XXX_eventHandlers - added",UNIT,GROUP,[0,0,0,0,0]]
["AEH_AnimStateChanged","AnimStateChanged",0,[UNIT,"aidlpercmstpsraswrfldnon_ai"]]
["handleAnimChanged - TEST_eventHandlers - removed",UNIT,[0,0,0,0,0]]
["REH_GetInMan",0,UNIT,"TEST_SquadLead"]
["REH_AnimStateChanged",0,UNIT,"TEST_SquadLead"]
["REH_WeaponDeployed",0,UNIT,"TEST_SquadLead"]
["REH_GestureChanged",0,UNIT,"TEST_SquadLead"]
["REH_GestureDone",0,UNIT,"TEST_SquadLead"]
["AEH_Local-Server","Local",0,[UNIT REMOTE,false]]
["AEH_Local-Player","Local",1,[UNIT REMOTE,false]]
["Local change",[UNIT REMOTE,false],"Local",any,any]
["InfantryInit - TEST_XXX_eventHandlers - added",Agent 0x9299e100,<NULL-group>,[0,0,0,0,0]]
vs
["InfantryInit - TEST_XXX_eventHandlers - added",UNIT,GROUP,[0,0,0,0,0]]
[edit: above should be rather agents created for AI vehicle tank driving]
and
["AEH_Local-Player","AnimStateChanged",1,[UNIT,"amovpercmstpsraswrfldnon"]]
["Local change",[UNIT,"amovpercmstpsraswrfldnon"],"AnimStateChanged",any,any]
vs
["AEH_Local-Server","Local",0,[UNIT REMOTE,false]]
["AEH_Local-Player","Local",1,[UNIT REMOTE,false]]
["Local change",[UNIT REMOTE,false],"Local",any,any]
however the local EH is meant to trigger only at mission abort (and it does also in the mod case). however the supposed earlier local EH with the AnimstateChanged parameters is the one out of line after all
so in other words it probably should trigger another AnimStateChanged event, but for some reason it raises a local event but still with the AnimStateChanged parameters
maybe the use of agents is actually involved (we use them for tank drivers to ignore AI threats)
this happens in briefing phase
["InfantryInit - TEST_XXX_eventHandlers - added",Agent 0x91bf0100,<NULL-group>,[0,0,0,0,0]]
["InfantryInit - TEST_XXX_eventHandlers - added",Agent 0x950d0180,<NULL-group>,[0,0,0,0,0]]
["InfantryInit - TEST_XXX_eventHandlers - added",Agent 0x94bd0180,<NULL-group>,[0,0,0,0,0]]
["AEH_AnimStateChanged","AnimStateChanged",0,[Agent 0x91bf0100,"amovpercmstpsnonwnondnon"]]
["InfantryInit - TEST_XXX_eventHandlers - added",Agent 0x9477c080,<NULL-group>,[0,0,0,0,0]]
["AEH_AnimStateChanged","AnimStateChanged",0,[Agent 0x950d0180,"amovpercmstpsnonwnondnon"]]
["InfantryInit - TEST_XXX_eventHandlers - added",Agent 0x7c41c0c0,<NULL-group>,[0,0,0,0,0]]
["AEH_AnimStateChanged","AnimStateChanged",0,[Agent 0x94bd0180,"amovpercmstpsnonwnondnon"]]
["InfantryInit - TEST_XXX_eventHandlers - added",Agent 0x9299e100,<NULL-group>,[0,0,0,0,0]]
["AEH_GetInMan","GetInMan",0,[Agent 0x91bf0100,"driver",Agent 0x91bf0100,[]]]
["AEH_GetInMan","GetInMan",0,[Agent 0x950d0180,"driver",Agent 0x950d0180,[]]]
["AEH_GetInMan","GetInMan",0,[Agent 0x94bd0180,"driver",Agent 0x94bd0180,[]]]
["AEH_GetInMan","GetInMan",0,[Agent 0x9477c080,"driver",Agent 0x9477c080,[]]]
["AEH_GetInMan","GetInMan",0,[Agent 0x7c41c0c0,"driver",Agent 0x7c41c0c0,[]]]
["AEH_GetInMan","GetInMan",0,[Agent 0x9299e100,"driver",Agent 0x9299e100,[]]]
["AEH_PathCalculated","PathCalculated",0,[Agent 0x91bf0100,[[9510.75,2424.75,78.1482],...]]
this is the first AnimStateChanged post briefing on a non agent
["AEH_Local-Player","AnimStateChanged",1,[UNIT,"amovpercmstpsraswrfldnon"]]
["Local change",[UNIT,"amovpercmstpsraswrfldnon"],"AnimStateChanged",any,any]Error in expression <e",_this,_thisEvent,_entity,_isLocal];
params [["_entity", objNull,[objNull]], >
Error position: <params [["_entity", objNull,[objNull]], >
Error Params: Type String, expected Bool,Object
File xxx.sqf, line 35
will add the agent element to the vanilla repro to see if this changes anything
could be also the HD was triggered by agents
["InfantryInit - TEST_XXX_eventHandlers - added",Agent 0x91bf0100,<NULL-group>,[0,0,0,0,0]]
these seem actually when you directly load into Eden from the startup parameter path to mission.sqm
no dice with vanilla repo 😐
posted the mod repro (100%) on the FT
pretty sure its connected to init EH from config (with maybe agents, maybe dynamic sim) and code execution order
As Bob Marley used to sing
No repro no fix
Yeeee eeea aaah
No repro no fix
100% repro with the mod
whats the easiest way to load a second player into MP session locally
that is usually the bottleneck for no repro
I start dedicated server with n playable units and m clients, then join dedicated server from each client by altbtabbing. My pc is crap but can handle dedi+2 clients
have a bat file that launches all the exes at once
tomo, not on pc, but it is just 3 lines with maybe a small pause in between
The Launcher has no such reservations, you can just click the Play button as many times as you like for more clients
why? you want testing environment for quick testing right?
Steam only checks when you run the launcher, so you can start the DS after the launcher, or just start the launcher manually.
You need to set loopback=true in the DS server config btw, otherwise it won't let multiple clients with the same steam ID join.
most things i do with debug console, but yea. and ive always had access to populated MP for real time dev testing, but for a repro requiring a sterile mission is a bit different
I do not remember and I do not have access to an old version to check
For example
cd Arma3
start Arma3Int_DX11_x64.exe -profiles=INIT_TEST_CUSTOM_MODEL -port=2302 -server -config=INIT_TEST_CUSTOM_MODEL.cfg -autoinit
start Arma3Int_DX11_x64.exe -nopause
start Arma3Int_DX11_x64.exe -nopause
oh cool thank you
obviously exe would be different for you
i figured out slightly but not all in same bat like that
cfg:
hostname = "INIT_TEST";
password = "";
serverCommandPassword = "serverCommand123";
allowedFilePatching = 2;
passwordAdmin = "abc123";
//reportingIP = "arma3pc.master.gamespy.com";
//logFile = "server_console.log";
maxPlayers = 3;
persistent = 1;
loopback = true;
//skipLobby = true;
BattlEye = 0;
voteThreshold = 2;
//allowProfileGlasses = 0;
voteMissionPlayers = 0;
verifySignatures = 0; // Prevent players with unknown mods from joining the server (best kept at 2 if you want to reduce the number of hackers)
// STEAM
//steamport=8766;
//steamqueryport=27016;
//allowedLoadFileExtensions[] = {0};
//allowedPreprocessFileExtensions[] = {"sqf"};
//disableChannels[] = { 0, 3 };
class Missions
{
class Clean
{
template = "SERVER-TEST.VR";
difficulty = "regular";
};
};
https://feedback.bistudio.com/T169713 spam ticket even
@desert trench insideBuilding man; 0...1 ok?
@solid marten i guess so. anything else seems complicated/potentially unreliable as dependent on model setup
that was a sneaky one
@solid marten plz also close the ticket as "resolved" (along visibility & userblock) so it doesn't appear in some searches 🙂 thonks!
removed it from arma 3 category it should not pop up in searches
I closed it
it's very useful in Phabricator's context as one can search for open/closed documents
vehicle allowCrewInImmobile [brokenWheels, upsideDown]``` possible to extend this to include cars underwater?
_rope = objectParent ropesegment is great
// Effect of looking at a rope segment and detaching the rope from the attached object
_ropesegment = cursorobject;
_rope = objectParent _ropesegment; // new possibility
_parent = objectParent _rope; // not possible
_child = (ropeAttachedObjects _ropeParent) # 0;
_child ropeDetach _rope;```
unable to do a successful repro unfortunately. different outcome in test mission :\
tried with and without dynamic groups active
possible for getAudioOptionVolumes to be extended to include Map Factor?
getAudioOptionVolumes params ["_effects", "_music", "_radio", "_von", "_UI"];
Have searched profile namespace, cant find any kind of getter for this value
this would be a good value to use for "earplugs" scripts
ticket?
private "_pos";
isNil {
private _interrupt = findDisplay 46 createDisplay "RscDisplayInterrupt";
ctrlActivate (_interrupt displayCtrl 302);
private _audio = findDisplay 6;
_pos = sliderPosition (_audio displayCtrl 120);
_audio closeDisplay 2;
_interrupt closeDisplay 2;
};
_pos
hax 😄
😂
Is it possible that ctrlMapAnimAdd is not fully compatible with Eden Editor's map?
_ctrlmap ctrlMapAnimAdd [0, ctrlMapScale _ctrlmap, _position3D];
Even though I input the current scale of the map, the command seems to reset the scale to a "default value" if the mapScale is smaller than a certain number.
I think I can provide a repro for it if wanted.
you followed example 3?
@solid marten I didn't, since it says for dynamically created CT_MAP controls
Gonna give a shot
Edit: Using _map ctrlMapSetPosition []; before the map animation does nothing.
I've heard [citation needed] that the options menu is getting a new option added soon. With that in mind, I'd like to briefly bring this up again, since the last report was that it was super easy, and that having to do stuff to the options menu was the only real blocker. Ever the optimist, I'm hoping it could piggyback on the upcoming work to slip in. https://feedback.bistudio.com/T156158
If @untold sky adds delay variable I will add a slider
@solid marten how do you manage perf with second connected client? FPS on the second for me drops quite low, like 2 fps. oddly enough getting into and out of a vehicle solved it
and i am running it with this start "" "G:\Steam\steamapps\common\Arma 3\arma3_x64.exe" -connect=192.xxxxx.113 -password=xxxxxx -port=2312 -loadMissionToMemory -limitFPS=40 -setThreadCharacteristics -cpuCount=2 -maxMem=6000 -maxVRAM=3200
try default settings
Mh nice idea, haven't seen that ticket before.
Getting that delayed timer thing is gonna be annoy though.... Mh.. unless.. very interesting, thank you
2.12 will close very soon though
But wait, if you haven't seen it before, then who was post? 🤔
that was the previous dedmen
that's why it is written Dedmen, they are legion
are you guys fixing faulty bool checks that got broken with the more rigorous checking?
Error in expression <mespace getVariable "BIS_missionChosen" != -1;};
private _chosenMission = miss>
Error position: <!= -1;};
private _chosenMission = miss>
Error Undefined behavior: waitUntil returned nil. True or false expected.
File A3\Functions_F_Tacops\Systems\fn_missionSelector.sqf..., line 272
[] L272 (A3\Functions_F_Tacops\Systems\fn_missionSelector.sqf)```
(aka getVariable without default value)
I believe so, KK fixed some functions recently
and vanilla?
oh wait, it is the revive script indeed
well, AI can't use the Revive system for a reason I would say
I would love to, don't get me wrong
- injure AI slightly
- order him via "6" to heal himself
- while AI is playing healing animation, call setUnconscious true
- at some moment later, call setUnconscious false
- as result, AI is stuck on his belly with weapon on his back - won't take his weapon back in his hands, stand up/move or do anything
only injuring AI slightly again, after having revived him (setUnconscious false) and telling him to heal himself via "6", so basically AI finishing playing or replaying completely his healing animation that was previously interrupted in the process of him healing himself when called ** setUnconscious true** can solve that
this also needs to be fixed - https://feedback.bistudio.com/T148411
List of vehicles with commander turret not returned back by AI to vehicle's direction, when player switches to another seat
https://feedback.bistudio.com/T154433
Tank AI commander with 0 ammo, makes player as gunner reloading 7.62 mm coaxial machinegun after each shot, if/after enemy AI gets spotted
https://feedback.bistudio.com/T150705
OBJECT setVariable NIL does not delete variables
AI can get stuck in a bunch of anim states after revive
i believe even the vanilla script has a fallback fix for that in, but its incomplete
yep
//hotfix: revived while performing an action & playing animation
_unit playAction "Stop";
//hotfix: revived while having no weapon or binocular
if ({currentWeapon player == _x} count ["",binocular player] > 0) then
{
[] spawn
{
sleep 0.1;
if (({currentWeapon player == _x} count ["",binocular player] > 0) && {IS_ACTIVE(player)}) then {player playAction "Civil";};
};
};```
we have this
/* Check if the unit is stuck in the unconscious animation */
private _unconsciousStates = ["unconscious"];
while {((tolower (animationState _unit)) in _unconsciousStates) && (alive _unit)} do
{
sleep 0.1;
if (((tolower (animationState _unit)) in _unconsciousStates) && (alive _unit)) then
{
[_unit, "UnconsciousOutProne"] remoteExec ["switchmove", 0];
};
};```
and
_timeOut = time + 30;
//TODO: non hardcode if possible
_unconsciousStates = ["unconsciousrevivedefault","unconsciousrevivedefault_a","unconsciousrevivedefault_b","unconsciousrevivedefault_c","unconsciousfacedown","unconsciousfaceleft","unconsciousfaceright","unconsciousfaceup","unconscious"];
while {((toLower (animationState _unit)) in _unconsciousStates) && (alive _unit)} do
{
sleep 0.1;
if ((((toLower (animationState _unit)) in _unconsciousStates) && (alive _unit)) || (time > _timeOut)) then
{
//TODO: improve with actual transition?
if (!(_instant)) then
{
_unit switchMove "UnconsciousOutProne";
}
else
{
_unit switchMove "PlayerStand";
};
};
};```
[Feature Request] SQF command to get unit ID in the group
https://feedback.bistudio.com/T169781
would be great to still see this for 2.12 🙏 probably a simpler getting in the engine and would allow us to avoid the ugly setVehicleVarName hack to determine the id
Noticed random 1 seems to have a fairly high chance of generating 0, is this a known issue?
iirc I saw something along the lines of it in here before but can't find it again
However can't manage to create a repo with a simple loop of 1000 pushing back random 1 into an array -- 0 is never generated in any of them but in my code I frequently get 0 divisor issues when using random 1 
Well, it is allowed to generate zero.
It's not supposed to generate the maximum but this is not actually guaranteed.
I get it's supposed to generate 0, but it seems to be doing it much more than it should do -- versus using the while loop to generate 1000 and not one is 0 
Could you say approximately how often?
Couldn't have a clue as it was zero divisor error deep in my code nearly constantly
Going to keep trying to figure out how often it appears though
I could swear that someone else reported a similar issue before though
Possible but hard to prove. Depends how the seeding works.
Maybe your code's just being called very frequently? :P
Possible but I would expect I'd be at around 1 fps when I'm at 130+ 🤔
Actually it's mostly just variable juggling so maybe not
Maybe I've scripted something optimised for once 
But the frequency being near constant is definitely not what I would expect and then getting no 0s in 10,000 generations of random 1 is odd, my code is certainly not generating random numbers more than 10,000 times however long the script error window appears for
doubt it. Just generated 1000 random 1, not even one is 0
but in my code I frequently get 0 divisor
because you get float for example 0.12138 and if you use it as index it will be treated as 0
I tried 3 million and not one was 0 -- I was using the random number to divide
post repro
Still trying to find one which is actually causing a 0 divisor repro as I can't actually generate 0
i remember random 1000 == 1000 being a thing after like 40M attempts on my machine couple of months ago. Do you have something like _array select (random count _array) in your code?
Nope, no indexing using any randomisation
inb4 the distance was 0 🤣
Already tried with that -- added 0.1 to the distance before using it; still no dice. The odd part is that the only random part is being used in a < comparison but still returns the zero divisor error (Code runs often but still have short times between script error messages) even whilst I'm stood entirely still 
Trying to find a repro still, but I'm 99% sure it's being caused by the random due to it not being consistent while stood still (and systemchats supporting that)
Maybe figure out how often your code is being called first?
I don't seem to be getting the issue with my code any more now either which is... odd 
Certainly wasn't being called > 3 million times but possible it was just getting unlucky
Capped out at 100 times per second though
oh, found the issue... was comparing the fix for _range with == not isEqualTo 
whoops, sorry for wasting time
agrrrrrr
i mustve got artemoz's random 1000 issue confused with random 1 and just thought it was that 
The random 1000 issue is probably something like this: Low-level RNG generates integer value from 0 to 2^31-1, and then that's converted to a float, but floats only have 23/24-bit precision so a bunch of values just below 2^31 get rounded up.
The == with floats thing is misunderstood. We do it all the time in SQF, because all numbers are stored as floats. Integer values up to 16m or so have exact representations, so it works.
Issue here is that random 1000 will occasionally return the exact integer value of 1000.
alt syntax for https://community.bistudio.com/wiki/groupId that takes unit?
@alpine tulip tree search update eventhandler, fire before the search is processed, or after? I think after
I would prefer after
hm groupId is something different from what i understand, isnt it? like it gives the name like "B Alpha 1-1" - for unit it would be "B Alpha 1-1:1", aka you would strip of the number at the end, right?
for unit group id you only want the number itself best case
yes, but command name fits
I'd just make alt syntax that takes unit and returns only the id number
I just don't want to make new command name 😄
alright fine. return as string is fine too as thats what you usually want anyway (but can convert either way easily)
Yeah groupId group player returns "Alpha 1-1"
and groupId player will then return 1
With side and name you can combine that together to B Alpha 1-1:1 (dedmen)
Is coming next week dev, but I didn't test it :harold: I'll trust on it working and you telling me if it doesn't :3
https://community.bistudio.com/wiki/getAudioOptionVolumes awesome upgrade thanks @solid marten
Just wanted to bump the PassiveRadar detection range bug again, would really like to use aircraft and air defence like they should... https://feedback.bistudio.com/T166838
I actually think that if there is more possibility to mess around with rvmats properly, is very nice. Currently modifying materials are very buggy and reliable especially if is a vehicle, even though there is a way to change it
Related: https://feedback.bistudio.com/T168411
https://feedback.bistudio.com/T153504
Yeah, i've encountered that while trying to apply a panel armor rvmat to geometry component for bullet penetration testing. Would be a nice addition :3
there is https://community.bistudio.com/wiki/is3DENPreview and https://community.bistudio.com/wiki/is3DENMultiplayer
but not way to differentiate between Eden launched SP with or without briefing
we use (is3DENPreview && (isNull (findDisplay 37))) but this is not fully reliable as based on hardware speed, the user may not be in the briefing/have the briefing display generated in time, so the check fails even it was launched with briefing
why is it relevant: if you preview a mission x-th times while mission making, but need different behavior based on the option selected (ie disabling stuff to reduce the time waste)
in short worth to make a FT ticket?
https://feedback.bistudio.com/T169855
Anyone else having the issue that the marker of type "Empty" behaves different to other markers when dragged in Eden Editor? I don't remember it behaving like that in the past.
Tested on latest build without mods.
Have you tried getClientState?
@vocal abyss according to biki returns "NONE" in singleplayer
Edit: Tested, it does.
I wonder now. Why not have this return something in SP as well
is that a bot that assumed "Global Mobilization" was something regarding automoviles?
Because if it is, it's genuinely hilarious
maybe, or just coincidence 😄
🔨'd anyway
I'll take "singleplayer = no multiplayer setup = simpler things" for 500 Alex
You may ask again on Monday, maybe I'll look
Is it possible to get object reference command for headgear or engine limitation on that?
I'd wager headgears are proxies, not objects
I'd figure as such but worth asking regardless; would help expand the possibilities of modding shit tons of variants without bloating load times if we could setObjectTextureGlobal onto headgear 🙂
uniform, vest & backpack are objects because containers yeah
well you can store things in a helmet if its upside down 😦
not in Arma
watch me
anyways, if not an object reference then some sort of ability to retexture helmets via script would be very appreciated
🤡 💩
i assume this is dedmenese for either this is not possible in rv or i will not do it
@untold sky im running out of SQF command feature requests 😄
almost all have been or soon to be implemented
❤️
can mark this one as Resolved since addition of "checkAIFeature" alt syntax
I've been experiencing a download issue with Steam for Arma 3 for several weeks now. There are 2 files that are trying to download but never do. My Arma 3 is stuck on "Validating" that keeps blinking oof and on rapidly, but never completes. Here is a image of what I'm looking at:
..... OK, I do not know how to post a .jpg image saved to a url link here. But I could use some help with this, if at all possible - Steam isn't very user friendly at all when something goes wrong.....
Just rightclick on the image and "copy image link".
However, I'd suggest making an actual FT ticket rather than pinging people here. It may also turn out that this is a problem with Steam, rather than A3 itself, in which case you'll need to contact Steam support.
I do not know how to make a FT ticket - I have registered with bitstudio before for a past issue, but somehow my password isn't the correct password anymore, and I need bitstudio to email me to change my passowrd, and it never emails me.....
chkdsk, uninstall, reinstall.
That worked well - thank you. You can look beside the Arma 3 where it has the blue "Validating" - that has been like that for literally weeks. Under the image of the Arma 3 picture at the top, you see the long rectagle with the Steam logo on it: that blinks to a green rectangle with a white triangle "play" icon, and the word "Play" beside it, off and on very quickly and has been doing so for weeks. You see the words "Starting Download" beside the rectangle, and where it says at the bottom "Downloading 1 of 2 files Complete". Again, this has been going on for weeks now. I do not know how to get this to complete.....
uninstall/reinstall arma 3, steam, or both?
What does it say is updating on the steam download screen?
Wrong place anyway, #arma3_troubleshooting
Will move this issue to there
is it to be considered a bug or intended behavior that triggerDynamicSimulation needs to be applied also on vehicles even if the crew/effectiveCommander has triggerDynamicSimulation active?
https://community.bistudio.com/wiki/namedProperties - is there a reason this is not working on vegetation, walls, fences, etc?
like this reads directly from the p3d, does it not?
\A3\Vegetation_F_Enoch\Bush\b_sambucusNigra_2s.p3d
says eliteness
ingame
[cursorObject,namedProperties cursorObject]
[1657430: b_sambucusnigra_2s.p3d,[]]
it doesn't work on terrain objects. it does work if you make a simple object using their model tho
I reported it long ago but it was ignored
https://feedback.bistudio.com/T159828
you also mentioned it in your own ticket. so it would be nice if your ticket was accepted as well
Seems I just scrolled past when you last posted that ticket
Is there any point making a feature request for being able to alter how quickly a server syncs time or is that too hardcoded/too much effort
hmm, a server setting for syncWeatherAndDayTimeAndStuff = 0; // 0 = disabled, -1 = automatic, any other value = sync delay in seconds 
would be very nice 🙂
Would make more sense as mission setting not server imo
agreed on that front if its not too difficult to do that way around
both *hint hint*
Both can be marked as resolved:
https://feedback.bistudio.com/T166399
https://feedback.bistudio.com/T163128
done, thx
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#EpeContact [+start/end] have the colliding object as parameter, but it seems vegetation/walls/fences are not picked up. is this again a case for simulated (land classes/houses) vs not?
is it possible to extended - worth a FT?
I assume inputController was designed to only work when an xbox gamepad is enabled in scheme mode and not as another joystick input as inputController -1 always returns 0 until you enable it in scheme mode. I'd imagine the best course of action is bite the bullet and use the new modded keybindings via configs?
There is very little you can do to the existing EPE handlers
The controller is a standard XBOX controller which is selected with Windows XBOX controller scheme
from the wiki page
thanks for the response. bit of a shame as EPE EHs are somewhat overlooked in their utility.
we use them for antiflip, vehicle stuck detection and pathfinding issues
can someone confirm the design logic to be correct before i make a FT ticket - a mod defined CfgRemoteExec functions/commands should still be active when a mission itself defines its own CfgRemoteExec? or does the mission definition of CfgRemoteExec make the mod definitions disabled?
Mission takes precedence
the wording is not clear
precedence can mean override or replacement
replacement doesnt make sense IMHO
like if ACE/CBA whitelists functions, and you would whitelist in a mission too, i can see no reason why you should have to define ACE/CBA again within the mission
if thats the current setup, its flawed/buggy
From https://community.bistudio.com/wiki/stop:
Stopped unit will not be able to move, fire, or change its orientation to follow a watched object.
This won't actually stop a unit firing (including reloading magazines) once they've already engaged a target. Not sure if bug.
it never really stopped a unit from firing, just that in OFP the enemy had to be aligned with the cannon, the unit could not rotate at all
yeah in A3 the target has to move out of a pretty wide arc.
fixed nonetheless 🙂 this description kinda always bothered me, but it never "clicked" that I could edit the phrasing 😄
https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes:_Controls#CheckboxState
how about add CheckboxStateReversed? on the contrary to block all other attributes for e.g. script work
On the feedback tracker site, do I use create new bug report for a request?
[feature request]
So just put that in the title of the ticket?
thats what everyone else does
okay cool
What do you mean?
for now we have a CheckboxState to unblock attributes in category (eg. Manual Control of rain in weather settings)
But I want to able to block the other attributes when check box was true, reversed veraion of CheckboxState
"CheckboxStateReversed"
Example
There are 2 attributes in my object, the 1st is manually sets the number of rockets in pod, the second run script for a random rockets number by Checkbox
Need to lock the first attribute when checkbox running the script is true
Just... reverse the functionality of the box itself?
but rest attributes will not be greyed out... right? so no
Do Not Randomise Rocket Number:
[this is a check box that unlocks the one below]
Number of Rockets:
[ this is an edit box ]
Yes, but I wouldn't want the checkbox to be true by default, somehow not intuitive I guess
We already have the checkboxReversed so why not checkboxStateReversed?
you have text and a tooltip right next to it, I don't see how that's an issue imo
i could be wrong and it could take 30 seconds to implement in which case sure, but its really a nonissue imo
add "do not..." to some vanilla attributes, I think it will be so confusing if there was no checkbox reversed
Dedmen, as you're doing new commands, what do you think about adding a nulary getPlayerUID which would return Steam ID. I had some use cases where I needed it in main menu/mp lobby for some extension stuff and was quite dissapointed that I could not get it without player object.
Worth making a ticket?
I was making new commands 😄
I could also like.. getPlayerUID objNull returns local?
Probably not good idea
I think separate would be clearer and better.

but player UID is steam ID, no?
yeah
the only issue I see is if the player has not unit, e.g getPlayerUID player == getPlayerUID objNull
otherwise…?
well then what dedmen suggested, since player is objnull and it will be seamless
if someone messes up and targets a null object, they will have their own uid 😄 muhahaha
a hacker killing himself, yeah whynot
a player-server keeping a ref to someone that got disconnected and deleted 😬
yep, separate command makes more sense, or arg of different type like "" but that's messy.
yep, it's mainly an issue if you want to do stuff in menus or preInit
Eg. I had this idea where when you join our server it auto assigns you to the slot you've enlisted yourself in our discord bot... No can do without steam id in the lobby screen.
I guess I could add steamworks to arma extension and get it from here but that... messy.
nular getLocalPlayerUID/getClientPlayerUID? (based on getPlayerUID/clientOwner)
imo nulars without get prefix are more fitting for sqf.
pllayerUiD of course
UiD 
(assignedItems player) apply {toLowerANSI _x}
imagine if toLower took array as arg
toLowerANSI (assignedItems player)
converting all string/text in the array to lower/upper/etc
_array = toLowerANSI ["tHiS iS a",123,objNull," gOOD IDEa",4];
// ["this is a",123,objnull," good idea",4]
apply is nice in the meantime?
it is nice indeed
Is the documentation on usePip actually correct? It seems bugged to me as the results described on the wiki do not seem in line with the result ingame.
For reference:
Float Gunner head movement will rotate the picture-in-picture (PIP) camera instead of the gunner's head within the vehicle. Used for example in the Blackfish gunner turrets and the Hunter RCWS versions. Since 1.73.141940 it is possible to use usePiP=2, which is going to make gunner following main turret movement - used i.e. for mortar gunner.
In game:
usePip = 0
The gunners head is 'slaved' to the turret when in the 'internal' non-optic camera. Their look speed and limits are restricted by the turrets movement, enabling free look with alt etc gives you the 'normal' internal camera restriction/speed.
usePip = 1/2
These two seem identical, it locks the gunners view forward except when freelook is enabled via the ALT key.
Like to me per the documentation when in 'internal' view the turret shouldn't move if usePip = 0, but currently it does. the only way to disable it is to use gunnerFireAlsoInInternalCamera = 0;
Which also disables the ability to fire any weapon the turret has from that view - which isn't ideal for say, smoke launchers etc
does it make sense to have a command for setting and getting local variables via strings?
e.g. setVariable ["#hiddenVar", 1] and getVariable ["#hiddenVar", 1]? (unary version of setVar and getVar)
the point is to have local variables not normally visible to (and thus modifiable by) callbacks...
you can prevent that with private <ARR>
[_args, _fnc_callback] call {
private ["_var1", "_var2"];
_this#0 call _this#1;
};
that and privateAll from VBS and we gucci ;D
well that doesn't work for ref vars because if they're seen they can be modified
not sure if I follow, if you private them they can't be seen.
If you pass them as an argument it does not matter if it's via normal variable or some getVar
oh right I missed the fact that _this is now something else 😅
IMO what I provided is enough. Yes you add some overhead due to call and selects and private
but so do you by getting a variable via command which needs an array that has to be constructed.
the only thing that's bit annoying is having to type out all the vars you need to "secure" as private [] args.
(privateAll 🙏)
actually what about everything else?
VBS sqf docs are not public anymore 
that's what I was thinking about when I said that
other vars
oh right 
wait, at all?
Slow crouching movement diagonally with lowered weapon
https://feedback.bistudio.com/T169998
has the fix inside (plus demo video). should be an easy one and quite gameplay relevant
instead of delete the actual intended speed should be put there imo
ah, yes
Welcome to the VBS Customer Portal. The SQF scripting reference page you were looking for has been moved under the portal. Please use your existing credentials to log in, or request access to the portal. An offline version of the SQF reference can also be found in the BISim Wiki located in your VBS installation docs folder.
https://bisimulations.com/support/customer-portal?category=sqf
but then you could still use those commands in the callback?
unless you have a namespace per scope for them, but don't see how that's useful 😄
giving them a unique name and using symbols 
Please close this tickets as won't fix
https://feedback.bistudio.com/T153970
https://feedback.bistudio.com/T167078
see why last KK comment here
https://feedback.bistudio.com/T169652
I'm still looking into if it is possible to add scripted object modifier
For instance?
It's fiiiiine
https://community.bistudio.com/wiki/enableAudioFeature to force those objects to behave inside houses
oh, you ❤️
what priority are launcher feature requests given?
I believe priority for all feature requests depends on the balance of how useful it is with how easy it is. I'm not sure there's any specific priority for launcher features on the basis of being launcher features.
i definitively should post to ft over chat right?
Yes
ye
but asking here to know if it is a worthy/valid request is good too
i prefer chat
can i ask about the expectations i should expect with specific requests too?
i posted a bit on feature requests and a possible bug over at #arma3_launcher
uhh, the 3rd party logins do not work, known issue?
facebook doesnt because app is dead
google plus is dead not sure about api but its failing
Unhandled Exception ("Exception") Expected to retrieve an "account" email from Google Plus API call to identify account, but failed.
logins to where? Arma3?
ft phab
here you go
no issues on those? because when i click on either of them i get issues
im talking about clicking those buttons
when i attempt to login/register or link an account
feel free to remove them because the version of phabricator that ft is running is incompatible with google, google plus does no longer exist and the facebook app integration has been deleted
It says on the screenshot I posted that google doesn’t work, did you even look at it?
i tried linking an existing account to google and i have the same exception
can you disable the providers? i see the close/remove option on your earlier screenshot
no
it should be quick to ask an admin to remove those providers unless there's an actual use for those (during office hours)
I have option to delete users too doesn’t mean it lets me do it. Anyway, there is no point to talk about it, I can’t help you make an account if i wanted to
i already made an account via the register button
Congratulations
simply bringing the issue for attention of the right personnel
thank you for your time /gen
thanks for the new toys ❤️
@cyan basin check with Dwarden to see if the info can be forwarded to the admin(s)
lowpass
anywhere to learn more about this?
@solid marten can "allowService" be extended to also work for Man rearm?
the rearm action
box allowService 0
unless they are totally different systems
Just empty the inventory
Even if you disable the rearm action ppl can still grab stuff from it
I never like the "rearm" thingy, never figured out what it tried to achieve 😅
yup, lack of any info what you're missing only made this option worse
it depends on what default loadout your unit has no? I noticed that during campaign or in other instances I would pick up chemlights or smoke grenades that I didn't need or couldn't even use
I believe it tries to get to your default classname loadout, but that's just a guess
that's a very useless feature
it's a "quick refill" useful in intense firefights ("click and done"), but tbh given I don't know what it is… I don't use it and it is more of a bother
I understand its premise but I'd rather have Arma remember what weapons I currently have and adjust the "rearm" detection for that, not for what the original unit has, as of now it does both adding magazines I'm using and clogging rest of my inventory with ugl smokes
it's not an issue as long as the base unit is the unarmed one, but there is plenty of missions where base units are any other units with edited loadouts...
as I said, I guess
either that or some "2 chemlights + 2 handgrenades + 5 mags for main weapon" thingy
lockinventory doesn’t work?
if it does then disregard ... im having trouble keeping up with all the new stuff 😄
lockInventory also prevents normal access to the inventory I believe
any chance to extend that command for use on corpses? Instead of using eventhandlers detecting if inventory UI is visible
i guess the only good way is intervention via "inGameUISetEventHandler" to override the action
the Rearm action is generally useless in all community scenarios (which use setUnitLoadout instead of config loadout)
Is it a bug or a feature that a Guarded by .... trigger can no longer be returned by 8 allObjects 7 nor allMissionObjects "EmptyDetector"
its a special type of trigger. probably not covered by the "normal" triggers
do i just ping him or..?
[0,1,2] select [0]```This (Syntax 5) does not return an error but just an empty array, which does seem to be unreasonable non-error. I've confused about this since I tried to do just like the string syntax (Syntax 4). Is it going to have a *fix* or nah?
I believe it should, as [0] should be a 2-items array
or it should do what string syntax does, return everything from given index to the end of array
that too 🙂
Hello guys, I know I said I wouldn't talk about this topic anymore after repeating myself over and over again for the past few months and once every other week or so but... I just can't... I can't drop the subject. So here it is again:
This 2023 is going to be a great year for A3 and BI!
Arma 3 is doing great and the lunar year brought many new players in according to steam charts
Month Avg. Players Gain % Gain Peak Players
Last 30 Days 12,191.6 +1,707.7 +16.29% 25,319
Anyway, that is all, if anyone tough that I was going to talk about something else was mistaken 😉
I hope our community and devs threat these new players well 🙂 It is important to always work on player retention... We all know A3 is not an easy game to get a hold on in the beginning. A3 is more of a love due to endurance and perseverance rather than "at first sight"
@desert trench ```import CfgRemoteExec as CfgRemoteExecMod;
class CfgRemoteExec : CfgRemoteExecMod
{
class Server : Server
{
class Functions : Functions
{
jip = 0;
class BIS_fnc_effectKilledSecondaries
{
allowedTargets = 0;
jip = 0;
};
};
};
};```
ticket plz
FT?
Yeah
Ye, thanks
merci
outstanding 👏 much appreciated 🙇♂️
import X as Y; is 2.12 right?
no 2.14 we branched last week
Did the SPG-9 audio fix make it before the cutoff or was it pushed back because of the second problem that got found?
dunno, but another problem is separate problem
Well I mean it was more like a second layer to the same issue. Fixing the first appeared to expose the second, so I would've thought the first fix wouldn't go live until the second was also fixed, given it apparently makes the SPG-9 inaudible from further than 30m.
Anyway if you don't know then 🤷
the ability to spawn vehicles empty (no inventory) and also spawn units naked would be handy. i use setunitloadout on units so if i spawn 2000 AI in an 8 hour session, thats 4000 sets of proxies and inventory items. the game really likes to add green chemlights to everything. it would save a lot of unnecessary object creation wear & tear
just thinking aloud
if cancelling load out at creation stage is simple then why not
Yeah I'm not sure how much network load it'd save, but we'd certainly use it on everything.
@waxen tundra ^ ?
not sure i i can easily disable that, must wait on larger update
oh, i see. maybe ask ft admins?
it should be possible to disable it without much hassle
i'm ft admin, this needs deeper change
ah okay, yeah fixing the google integration requires a phabricator update or maybe it got removed
we have plans to deal with FT but no eta
disabling the integrations should be doable through?
phab is obsolete
oh really? good to know thanks
so its soon to be replaced, got it
this issue shouldnt be a worry then
is this a Happening? 👀 if we are looking at it, this is currently the de facto standard way to clear a vehicle inventory. you'll be hard pressed to find a mission/gamemode without that code in it
clearItemCargoGlobal _v;
clearWeaponCargoGlobal _v;
clearBackpackCargoGlobal _v;
clearMagazineCargoGlobal _v;
im not sure if thats the most efficient way that it could be done
The UCAV Sentinel has apparently always had selections for changing its ID numbers, but they were never connected to hiddenSelections to make them actually usable. 🤔 https://feedback.bistudio.com/T170116
gonna have a look at it today
Fun fact: apparently was a thing at the release. Somehow it is removed from hiddenSelections...
Both fixes should make it into 2.12
Any possibility of having an addItem syntax that lets you ignore inventory space or is that a deep engine limitation?
Creates new item and tries to add it into inventory. Inventory must have enough space to accomodate new item or command will fail.The item can also be a weapon or a magazine.
According to wiki -- seems to be correct from my testing
Would also be nice to be able to add weight to the inventory without taking up space however probably too niche to be added
Superb, thank you for checking!
additemcargoglobal will ignore
there are many inventory commands so find the one that does what you need @outer frigate
ah thanks on that part -- any chance of the latter or is that outside the scope of what you guys are adding atm/not possible?
(Want to be able to "add" an extra 5kg for example to the player's inventory without it taking up inventory space so they can still add more things on top of that extra 5kg and so on)
Not sure I understand. additemcargoglobal would add it over the allowed limit
i think KJW wants to add 5kgs to unit weight without adding any item to its inventory
yes that
additemcargoglobal still takes up actual space in the inventory
Odd request tbh, what is the purpouse?
Personally want it for my two primary weapons mod to be able to simulate it being added to the player's weight -- however also would be useful in mods which modify how much weight the player technically has without influencing their inventory and such; plenty of armour plate mods and such which that'd be useful for 🤷
As I said -- niche -- just curious if it's an easy thing to add or not.
could manipulate loadCoef, but that's far from being accurate.
Yeah, already tried that with an insane headache and no success at the end of it unfortunately
Not happening sorry, the loadout created from vehicle type which is config on every client independently in MP, so to empty you need to create the vehicle then empty inventory, basically what you do now.
no worries
Does it make closer to solving the Ifrit and Strider 2D tire sound problem?
https://feedback.bistudio.com/T150796
That might be the case, I'm going to scan entire config just to make sure, all INT instances are caught
@unborn acorn Hopefully 2.12
do the arma functions ever get updated? i mean is it worth posting about bugs in those?
(very) rarely
if the mistakes are typos and such they could be looked at
what would be the issue?
i noticed BIS_fnc_spawnVehicle only supports "airplanex" but not "airplane" simulation
so case "airplane"; @ L60 & _sim == "airplane && " L84
@solid marten, are you a lovel— would you still like to help on some functions? 😄

