#arma3_feedback_tracker

1 messages Β· Page 7 of 1

dreamy bane
#

do you guys want crash dumps?

rugged nova
hallow sun
#

Unplugged my mouse and tried with a keyboard with touchpad and same issue.

west onyx
#

we need local variant of "setObjectScale"

#

there are times when it can become de-synced, and wiki says it has a network component

#

so client with the wrong object scale has no choice but to clog the network to sync

gray wharf
#

we don't need it
but it could be nice

supported objects are

  • attached ones
  • simple ones

the rest is unsupported hack

sinful kettle
#

Well scale is a global property so it can't be local

#

Scale is "part of" the object rotation (e.g. vectorDir is direction * scale, so it's not normalized)

gaunt depot
#

Will appreciate if this gets a fix because limiting damage done to pre-placed buildings is very important to KotH as its played in a single city over 1-2 hours and you can imagine it gets leveled pretty quick.

hallow sun
#

These ruins are also globally simulated even if no player is in the simulation radius πŸ‘€
(Not sure why they are simulated at all after the destruction was done).

#arma3_questions message

gaunt depot
regal nimbus
#

In Antistasi we store a list of destroyed buildings on the server and then JIP clients hide them. I guess we leave non-destruction damage unsynced but apparently no-one noticed.

west onyx
#

i move the engine ruins away and hide them, then spawn in replacement β€œsuper simple object”

#

@solid marten who do i have to beg for an β€œattachto/detach” event handler? very valuable for sandbox logistics stuff

#

or even just hook the cargo loaded/unloaded so that it works for attach/detach

gray wharf
#

you could use a scripted EH

rugged nova
solid marten
gaunt depot
solid marten
#

perhaps another version of allowdamage command? with filter?

gaunt depot
#

Why not fix HandleDamage to push proper values to JIP?

#

I'm not sure about internals of it, but it feels like engine always stores\sends engine-calculated damage for JIP, ignoring result of HandleDamage

solid marten
#

i’m not sure if this will be a fix, could be not implemented intentionally. Also handle damage on all buildings that fires for every hit point and on minor damage is cruel to the user cpu

gaunt depot
#

I only apply the handler to relevant buildings in playable area that have "glass" hit points, everything else is handled by default, its not that many entities in the end, probably a hundred or a few hundreds.

devout wave
#

https://feedback.bistudio.com/T172509
Odd ticket. Appears to be spam, but there's no spam link included. And the person who replied has previously been an active and legitimate user (on the DayZ FT). Some kind of semi-advanced attempt to build rep for the new account by having a compromised old account reply to it? Seems like a lot of effort to go to for, y'know, Arma FT, and they didn't even get a believable topic for it.

west onyx
#

the "cargoloaded" "cargounloaded" is perfect for the vehicle cargo attach/detach

gaunt depot
#

Wouldn't it make sense for getShotParents to return [objNull, objNull] instead of [] when used on a non-shot?

#

Worth a ticket?

solid marten
#

yeah

#

Revision: 150635

gaunt depot
#

Wish there was something like pushBackUniqueFind, so it would return index of already existing element instead of -1

#
private _array = [1,2,3];
_array pushBackUniqueFind 4; // 3
_array pushBackUniqueFind 4; // 3
//_array = [1,2,3,4]
solid marten
gaunt depot
#

@solid marten Why is Man vs PhysX object (car, etc.) collision is not covered by neither EPEContact* or HitPart? Is there a way to have these EHs trigger on such collisions?

west onyx
#

so two generic event handlers which would be handy are, "Simulation" and "Attach"

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simulation event to trigger when simulation is enabled/disabled

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attach event to trigger when object attaches/detaches

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We can do some virtualization with a simulation event

#

and with an attach/detach we can do some accurate physx mass recalculations

rugged nova
west onyx
#

for those of us doing logistics stuff which may have to work alongside mods, its valuable

alpine tulip
#

Hmm just found out that BIS_fnc_3DENModuleDescription won't work after the configHierarchy update

alpine tulip
#

Thanks

unborn acorn
rose cloak
daring wagon
#

Not sure if worth a ticket, but do3DENAction during mission preview can cause severe issues.

For example: do3DENAction "MissionSave"; accidentally executing this will wipe all data from mission.sqm with no way to get it back if there was no backup

#

I feel like do3DENAction should have a check that it's in Eden Editor

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do3DENAction "MissionLoad" will crash the game

gray wharf
#

uff! nice find

daring wagon
#

Not so nice find. GitHub saved me this time...

#

well, and the other cloud backup, but someone else might be less lucky

uncut briar
#

it's defo worth the ticket.

#

Should be somewhat simple to fix I think. Early return if not in 3den.

desert trench
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@solid marten is there a reason the util computes the moon phases again and again? (or is the dynamic UI creation the slow part)
like it would be quite useful, but if you need to wait each time several seconds to try another phase, its makes you not really want to use it 😦

daring wagon
#

Might be quicker to just extract the code and search for the max

for "_i" from dateToNumber [_year, 1, 1, 0, 0] to dateToNumber [_year, 12, 31, 23, 59] step 1/365 do
{
    _date = numberToDate [_year, _i];
    _phase = moonPhase _date;
    
    if (_date select 1 > _month) then
    {
        [_functionDisplay, "RscTextMulti", [format [" %1 %2", _months select _month, _year], "PuristaMedium", 0.06], [0,_cnt * 0.04,0.98,0.07], [0.15,0.15,0.15,1], [1,1,1,1], "", false, _ctrlGroup]  call _fnc_addControl;
        _month = _month + 1;
        _cnt = _cnt + 2;
    };
.....
desert trench
#

also more handy would be such output imo

setDate [1944, 7, 17, 2, 00];//0.98
the multi select is nice, but could be made more useful if you get the moonPhase value as well

desert trench
#

when you open it, it takes ~20-30 to show the moonphases for all months

#

if you open it again, it does the same again (no caching)

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if you press set, it closes the menu

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so you have to reopen it

solid marten
#

20 30 seconds?

desert trench
#

want a video?

solid marten
#

yes because it takes 1-2 seconds on my crap pc

daring wagon
#

@desert trench You are running diag.exe right?

#

Might be that.

desert trench
#

kinda. its ~10-15 seconds

west onyx
#

please save us from this requirement to use "entities" whenever we use "allPlayers"

#

_allPlayers = allPlayers - (entities 'HeadlessClient_F');

outer frigate
#

allPlayers apply {hasInterface _x} πŸ˜„

west onyx
uncut briar
outer frigate
#

i meant select

untold sky
#

Someone check which is faster with the simpleVM changes πŸ˜„

trim acorn
granite mason
#

Yes plz.

sinful kettle
daring wagon
#

Yes

#

we need allHumanPlayers command πŸ˜„

limpid rune
#

did some digging with this as it's particularly noticeable with disposable launchers: https://feedback.bistudio.com/T123193

seems to be related to the loadInventory function that arsenal uses

#

as saveInventory correctly saves the magazine but loadInventory seems to... lose it?

regal nimbus
#

I think once upon a time, the only way to load a magazine into a weapon was to put the magazine into vest/backpack and then add the weapon to the unit.

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BIS_fnc_addWeapon still does it, and breaks in the full-backpack case.

limpid rune
#

Yeah

desert trench
#

is it possible to have sqf manipulate the volume of ogv videos played? worth to make a ticket?

desert trench
#

someone suggested it uses the "new" UI volume - there is no sqf command to manipulate that, is there?

solid marten
#

audio channel from audio options i mean

desert trench
#

one moment

west onyx
#

@untold sky I think one of the most powerful potential optimizations, would be a way to toggle a unit between agent<--->unit

#

(creategroup west) createUnit ['b_soldier_f',position player,[],0,'NONE'];```
#

what actually IS the difference

gray wharf
#

AI

sinful kettle
#
  • agents have no groups
#

the AI in agents is very limited. it can pretty much do nothing but path find

west onyx
#

but is it as simple as just "unit disableai "all" + deletegroup unit

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all minus anim/path/etc

gray wharf
#

from your perspective

desert trench
# solid marten what channel it plays it through?

i stand corrected - no audio volume slider impacts video play. you can set all to zero, and still full volume - so seems like its own audio channel

for reference the call is

["VIDEONAME.ogv",""] call BIS_fnc_titlecard; //does 0 fadeSound 0

which uses

_titlecard = [_video, nil, nil, "BIS_fnc_titlecard_finished"] spawn BIS_fnc_playVideo;

which in the end does

private _videoBackgroundCtrl = _videoDisplay ctrlCreate ["RscText", -1];
_videoBackgroundCtrl ctrlSetBackgroundColor _backgroundColor;
_videoBackgroundCtrl ctrlSetPosition _screenSize;
_videoBackgroundCtrl ctrlCommit 0;

isNil
{
    _videoCtrl = _videoDisplay ctrlCreate [["RscVideo", "RscVideoKeepAspect"] select _keepAspect, -1];
    _videoDisplay setVariable [VIDEO_CTRL_VAR, _videoCtrl];
};```
solid marten
#

is there vanilla .ogv I can try?

desert trench
#

yep

#

one moment

desert trench
#

even with this, you still get it as its source volume

azure crane
#

when I change my output device in Audio settings, if there was music being played in the same time, it will be restarted, while any other sound sources (like conversation audio) just continue from the part where they have been stopped. Expected behaviour or a bug?

#

other thing is that when during conversation when player stops the game with Escape, if stopped for a split second or half an hour the convo audio will be skipped by half a second or so, but I think this has been like that forever and "won't fix"

daring wagon
#

Here is the ticket about do3DENAction being able to be executed outside of Eden Editor.

solid marten
daring wagon
solid marten
#

Revision: 150668 and possibly next profiling, please test

daring wagon
#

Thanks. Noted

fresh hawk
#

#perf_prof_branch message

I know it's been rejected in the past, but I was hoping it would be reconsidered to add a refresh rate video setting in-game.
The reason why is because in my case whenever I go into fullscreen windowed and then revert back to full screen, it sets refresh=85 in the Arma.cfg file. I'm using a 144 Hz GSYNC monitor and wish to play at 144 Hz whenever possible.
I don't know how I managed to make it happen, but yesterday, for some reason, my game suddenly switched to my secondary monitor, capped at 60 Hz. I hadn't noticed until today when I was playing around in the arsenal, but refresh=60 was set in the Arma.cfg file.

Having a setting in-game would permit me to overwrite whatever Arma is autodetecting. It doesn't even have to be an in-game setting, a startup parameter would suffice honestly.
I would make a mod for it, but I don't think there is a command for setting a refresh rate, is there? I know getVideoOptions exists, but I couldn't find a setter.

daring wagon
#

MaxFPS startup parameter would be nice. That way I could limit fps in Editor and have my GPU stay silent.

outer frigate
#

+1 to that, vsync isnt always the right option

near cedar
#

Speaking of framerate limits, Arma 3 doesn't seem to work with vsync or adaptive vsync (nvidia) when running in borderless windowed mode

uncut briar
#

No game does IIRC as it's then handled by DWM/windows

#

With windowed (borderless) the game just renders to a window and windows handlers rendering of the window.

alpine tulip
#

FPS limit is a thing already?

fresh hawk
#

The startup parameters page says it's for servers only

solid marten
desert trench
#

ok thanks a lot for checking

#

i guess we can encode the video 3/5 times with different volumes and link to some audio setting to determine which version of the video gets played 😬

uncut briar
#

Or play the audio separately?

sinful kettle
#

Since we have an entityCreated EH I figured maybe having an entityDeleted EH makes sense too? to avoid constantly adding a deleted EH to those objs (if you actually want to track the lifetime of objects ofc)

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tho arguably since creation is more expensive than deletion I guess its performance penalty might not be justifiable

#

any thoughts?

#

if it makes sense I'll make a ticket

outer frigate
#

think someone requested entitydeleted a short while ago, would def be useful

regal nimbus
#

I once wrote code with EntityDeleted before I realised that it didn't exist :P

gray wharf
#

I upvote, additional feature to complete the entity EH arsenal

desert trench
#

anyone even came across sqf code that ran fine on windows servers, but bugs on linux servers? like not in runtime but during initial loadup parsing/compiling

regal nimbus
#

CO10 Escape had a lot of trouble with that, IIRC.

#

Init works like 1/4 times or something.

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Once it starts correctly then it's fine.

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Probably some difference in how init scheduling works but I haven't even figured out the rules there on windows servers.

west onyx
desert trench
tropic jewel
#

what are the chances we can get an export of snap point positions for house/terrain assets that have them?

These are memory points named .snap_xxxxxxxx used by terrain tools to place them, but are stripped out during binarization. The video shows how they are used (Snap in Eden and Zeus) and how I'm getting them out of A2 Samples (remove ., spawn model, selectionPosition of mempoints).

https://www.youtube.com/watch?v=wCcC9KjzESs

untold sky
untold sky
untold sky
# desert trench > Bad conversion: scalar this is a script problem isnt it? or also engine intern...

This happens when a script value is read as number, even though its not.
Usually some engine bug as I don't think you can do that in script (unless engine side typecheck is missing)
It already has context enabled, its an error, all errors have context.
If it doesn't print any, it means it doesn't know any context.

But it should happen during script execution, and every script has the calltrace context? So no idea whats going on there

gray wharf
#

is there an in-engine way to somehow reenable "light glares" like in early alpha, or are they completely out of the game already?

west onyx
#

that just looks like edited photo

gray wharf
#

it was in-game until a certain (alpha? beta?) early access version

turbid terrace
#

you mean without a mod?

gray wharf
#

yes, that was the game

turbid terrace
#

but you want to change it without a mod?

gray wharf
#

yes, I want to know if such effect is still somewhere in the render code
to eventually be able to reenable it, either through a command, a mission setting or a startup parameter

turbid terrace
#

I see, that's why I asked πŸ™‚

#

not sure...

#

I mean, i'm not sure if the effect exists, changing it without a mod, i'm pretty sure there's no way.

gray wharf
#

I am asking in this channel to get a way to get it back :p

turbid terrace
devout wave
#

From the description of that, the lens flare is just a texture and it can be replaced. The old texture file must exist somewhere since Avery found it (possibly not actually in the current files, but...somewhere). So it's probably not a complicated renderthing that would be a pain to change. Maybe a pain to make a way to change it on the fly though.

turbid terrace
#

try CfgCoreData

limpid rune
desert trench
unborn acorn
#

If player has an object view distance less than 526m the beam from laser pointer will be invisible if aim to the air

sinful kettle
#

how does the game check if an object is a helipad? I looked at the config and the model's named properties but I don't see anything special about them think_turtle

are those hardcoded classes? and the game simply does a isKindOf check?

uncut briar
#

yes

sinful kettle
#

thanks

uncut briar
#

HeliH

west onyx
sinful kettle
#

yeah I was just testing that πŸ˜…

uncut briar
#

yes, as it's an model only with no class.

#

We had this issue in CLN where our helipads were simplest object types.

sinful kettle
gaunt depot
#

(Nevermind, you guys already figured it all out)

gray wharf
#

I saw that πŸ‘€ πŸ˜„

gaunt depot
#

I agree that Alpha lens flare looked sick

gaunt depot
#

A feature request to expand unsafeCVL to allow list of classes that you can createVehicleLocal

gray wharf
gaunt depot
#

I think it does, it was disabled at first due to some issue but been active for years now

gray wharf
#

@untold sky ? :)

#

@solid marten, actually
Cc @gaunt depot

gaunt depot
#

πŸ€”

#

Huh, I had unsafeCVL = 1 all this time and thought the feature was there

#

So there is no way to limit createVehicleLocal at all?

gaunt depot
#

I guess BE filters is a way, limiting command to certain list of class names sounds much better though

gray wharf
#

oh I don't diss your suggestion at all πŸ™‚ actually, a wait to prevent any command execution from mission with CfgRemoteExec could be nice - the mission maker knows (or should know) what he allows or not (mods are another story)

gaunt depot
#

I guess you mean CfgDisabledCommands?

gray wharf
#

ah yep

solid marten
dreamy bane
#

is it ok to send the crash report directly to one of the devs? like the mdmp file or whole crash report

azure crane
#

Dedmen collects these, yes

#

but you'll have to wait till monday so you could just make a ticket with mdmp as attachment

dreamy bane
#

ok

#

ticket just seems pointles as I dont really have a repo

#

something wrong with the console, it crashes sometimes

azure crane
dreamy bane
#

ok though the crash report generator found 3 mdmps from somewhere

azure crane
dreamy bane
#

oh they are all wrong date

#

so last crash didnt create .mdmp notlikemeow

azure crane
#

time to make a new one then

dreamy bane
#

sorry new what?

azure crane
#

new mdmp

dreamy bane
#

isnt that auto generated?

#

i still dont have repo for the crash

azure crane
#

let me restate - play long enough to make it crash again

dreamy bane
#

ah ok

#

its very random, happens when using debug console

azure crane
#

no mods?

dreamy bane
#

some..

azure crane
#

then it might be caused by a mod rather than the game itself

#

something in my mod preset brings back the setting for number of audio channels used by game, not interactive but still. Perhaps your mods do something to the base game too

dreamy bane
#

well most of the mods I have are for deving and I've been using them long time now

azure crane
#

mods get updated every now and then.

dreamy bane
#

true

azure crane
#

some do not, but the game is updated instead

#

both can cause instability

dreamy bane
#

yes my guess is though that it has something to do with the new script error EH. because the crashes started after that was implemented. just a guess though

azure crane
#

once you manage to get that crash again, you could try switching to perf branch and compare, maybe something in "beta" fixes this and it won't be a mod issue at all

dreamy bane
#

im on prof

azure crane
#

then revert to stable

dreamy bane
#

ok

azure crane
#

if stable crashes - mod issue. If it doesn't - prof/perf issue

dreamy bane
#

yeah

dreamy bane
#

is it just me or did the order of array obtained with diag_stacktrace change at some point? and is it same for ScriptError EH?

dreamy bane
gray wharf
#

AI spam is here I'm afraid

gaunt depot
#

Not sure how much time there is left for 2.14, but I'd really appreciate if you could have a look at https://feedback.bistudio.com/T124694 bug. It is a very big gameplay breaker for mods like RHS, because it lets you kill players inside tanks because of their glitched out animation. @untold sky

#

The bug happens because vehicle doesn't have get in and get out animation setup for the seats and remote clients sometimes (rather often) end up seeing you in this default animation.

#

Most of vanilla content is unaffected but lots of modded content is

devout wave
#

Is there any possibility of inheritance-compatible array append in config? (https://feedback.bistudio.com/T79801)
It's very hard to make cross-compatible extensions to any kind of array property, because if you want to extend an array that you don't initially define yourself (let's say pylon hardpoints because that's what I'm doing) you have to explicitly list everything. So if I'm adding hardpoints to an existing class, I'll conflict with any other mod that does the same, and if I'm making a new class with more hardpoints, I won't inherit any changes from other mods that extend the base class. A real pain.

I understand if it's too deep in the hellcode to do, but if it is possible, it would be awesome.

dreamy bane
rugged nova
#

aot?

#

or just dotnet build?

unborn acorn
deft marsh
#

@gray wharf ^ one for you

dreamy bane
gray wharf
rugged nova
outer frigate
#

i could never get callback working with AOT

rugged nova
#

You still need to define p/invoke

#

On the callback function.

#

I could make an example to show you later

outer frigate
#

ive no clue what that means

untold sky
dreamy bane
untold sky
devout wave
untold sky
#

Should be fine

#

Just need to make sure to not do the append twice.

Will work:

class A     { arr[] = {1,2,3}; };
class B : A { arr[] += {4};    };
class Z;
class A : Z { arr[] = {1,2,3}; };
class B : A { arr[] += {4};    };

Will not work:

class A;
class B : A { arr[] += {4};    };
class Z;
class A : Z { arr[] += {3};    };
class B : A { arr[] += {4};    };

So if it can know the definite value, it will concat them directly. Like Mikeros tools do afaik

devout wave
#

Well, that's what we have now. The ticket/question is about making it work with inherited arrays and not just ones you've defined yourself.

untold sky
#

Send me example then

untold sky
uncut briar
#

hmm, testing in description.ext both of these cases seem to work fine, not sure about addons.

#

my example in the gist is bit more trickier case and not sure how it should work meowtrash

untold sky
#

description.ext is never merged, thus also no external inhertiance (as there is nothing that doesn't exist inside the one config file)
addon configs are resolved via merge

gray wharf
untold sky
#

yes I knew that once

#

Not now

#

Ah

class A
{
  arr[] = {1,2,3};
};
class B : A {
  arr[] += {4};
};

So yeah that one already does work

#
class A
{
  arr[] = {1,2,3};
};
class B : A {};
class C : B {
  arr[] += {4};
};

This also works, but wiki says it doesn't πŸ€”

devout wave
# untold sky Send me example then

https://github.com/NikkoJT/DuctTapeFactions/blob/main/DuctTapeFactionsCW/spetsnaz/spetsnazCfgVehicles.cpp
I define a weapons[] array (line 369).
When I append to it in my own inherited class (line 395) that works fine as it's in the same context.
At line 907, if I were to instead have hardpoints[] += { "gm_mi2_pylon" }; rather than a full explicit definition, it would not work - the final array would only contain "gm_mi2_pylon" and not any of the other items - because the inherited array is not defined in the same context.
(I have tested and proved this, it was the source of the request)

untold sky
uncut briar
#

Fine for me, that gist is more of an explainataion why we have certain things structured the way they are and it's linked in our SOG config.

uncut briar
#

I think your issue might be related to load order/ requiredAddons

untold sky
#

I'd need some minimal repro (not nested deeply in some vehicle config in a DLC in a file with a thousand lines)

But considering my load order example issue is not fixable, it may not be worth to invest more time into this

#

The gist example from veteran should work though, when config2 merges, it should see that items is fully defined inside B

devout wave
uncut briar
#

stuff like this works.

#

Put.muzzles contains all of our and vanilla muzzles.

gray wharf
# untold sky yes I knew that once

the page was created on 8th January 2015β€Ž
the patch before was v1.36 (4th December 2014)
the big update before that was Helicopters & v1.34 (4th November 2014)

devout wave
untold sky
#

Page was created by mikero, so that could be any time after the feature existed

gray wharf
#

correct, I just wanted to see if that rang any bell

untold sky
#

March 2011

#

But the support for inherited values was september 2013

#

Okey found bug

#
// Find base array
baseArray = parent.findEntry(this.name);

That's veterans bug. It only checks in base class, not in itself.

gray wharf
alpine tulip
#

March 2011? Isn't it... Futura days?

untold sky
#

2011 does for when loading binarized config (only that, not text)
of this style

class A
{
  arr[] = {1,2,3};
};
class B : A {
  arr[] += {4};
};

No support with merging with other configs

gray wharf
#

I'll set 0.50 + 1.00 support + 2.14 fix I guess

untold sky
#

Person who wrote that, decided to resolve the append when config is loaded. Instead of doing it at merge.

That causes veterans bug, it resolves it at a point where it doesn't even have sufficient information to resolve it.
Then, after it resolved it, it clears the flag and turns it into a normal =
So then later, at the merge step, it doesn't know anymore that it was a append at all

gray wharf
#

big thonks for the history dive, I like it
also for the explanation 🍻

untold sky
#

So in theeeory, I just remove that on-load resolving, and let the config merge resolve it instead. And it should magic ?
Chances of things exploding, 75%

gray wharf
#

hears a distant explosion everything ok?

untold sky
#
class A {
  arr[] += {1,2,3};
};
class B : A {
  arr[] += {4}; // arr = [1,2,3,4]
};

If this is loaded as a standalone config (description.ext, mission.sqm, server.cfg, profileNamespace) then this is totally fine and correct.
But if the config will get merged later, and this config gets merged before it

class A {
  arr[] = {5};
};

then its wrong as we now expect [5,1,2,3,4]

But it takes too much work to fix this.
When a config will be merged, we need to skip resolving during load. If it will not be merged, we need to resolve during load.

But when a config is loaded, it doesn't know where its going, it might be merged later, or not.

I could remove it from "during load", and add a postprocess step. So that we either call postprocess or merge.
But, there might be configs that are loaded standalone at first, used standalone, and later merged.

Basically, technical debt says no

gray wharf
#

@untold sky

This token code is broken as it bears no relationship to any other tokenised output. It 'works' simply because its data format can be ignored.
can be deleted? I have no idea what it means

#

well, the whole

It originally had a text-only interpreter making it quite impossible to generate config.bin's versus config.cpp's. Later, Binarize was modified to create new token code for this syntax.
This token code is broken as it bears no relationship to any other tokenised output. It 'works' simply because its data format can be ignored.
tbh

untold sky
#

wat

#

I only see nonsense brabbly blu

gray wharf
#

…thanks, I needed confirmation

untold sky
gray wharf
#

tis gud?

untold sky
#

I wrong

#

I missed the text merge

#

text was supported, but inheritance with merging wasn't

#

so single configs worked in 2011.
Addon configs that merge into classes defined in other config via requiredAddons, only 2013

gray wharf
#

aaah okΓ© πŸ™‚

untold sky
#

In binarized they do
if (wantMerge) then doMerge;

in text they do

if (!doMerge) wantMerge = true;

confusing

gray wharf
#

I'll go with this then

untold sky
#

Hah pettka on that FT ticket

The description is correct - this feature was never meant to work with inherited classes. The goal was to create a simple tool to work add into array with unknown previous values (e.g. Throw muzzle with various grenades) and it works just like that.
If it was never supposed to work that way, why was that the way it was implemented in 2011

#

Config 1:

class A {
array1[] = {"1"};
};
class B: A {
array2[] = {"1"};
};

Config 2:

class A;
class B: A {
array1[] += {"2"};
array2[] += {"2"};
};

Actual result in the game:

class B: A {
array1[] = {"2"};
array2[] = {"1", "2"};
};

lol this one is fun.

In the merge step, someone wrote we don't want to inherit. Because we don't merge into inherited values, we overwrite.
UNLESS, its a array append.

So during merge it checks "does B have array1 when i ignore its parents?"
Well no it doesn't
"Okey then I create a new array!"

meowfacepalm

#

As far as I can see, this one is safe to fix
We'll try on prof 🀞

#

I don't know which of these fix which of the reported problem cases. We'll find out I guess (I'll need feedback please, gonna be next prof tomorrow or next week, probably next week)

untold sky
#

Seems to be working, and seems like we can make a prof tomorrow

uncut briar
#

great job!

hallow sun
#

Clicking on a empty CT_COMBO crashes the game, not sure if known or it.

untold sky
#

ticket with dump plox, haven't heard of that before

outer frigate
#

Is there any chance of having an option to disable the "autopilot" that kicks in when you open a display or w/e while piloting added?

uncut briar
#

found this in my RPT today:

SHIFT pressed during game start. No 'GameConfig'.cfg mods will be loaded!
thomp

gaunt depot
#

These no-group no-name not-isPlayer players in multiplayer are annoying as hell

#

An issue since OA or probably earlier, still a headache

#

Happens all the time in multiplayer randomly, maybe there can be some kind of trap setup for this kind of bug?

uncut briar
#

Is this supposed to work like this:

a = createHashMap;
a getOrDefaultCall ["test", {
    if (true) exitWith {1};
}, true];

a
// output
[["test",<null>]]
gray wharf
#

I'd say yes?

regal nimbus
#

Additionally sets key to the code result value if 'set' is true.

#

Gonna go with no.

#

Looks like exitWith somehow doesn't work correctly with that one.

dreamy bane
#

exitWith doesn't work with select either for example ```sqf
[1,2,3] select { if(_x == 2) exitWith { false }; true };

uncut briar
#

exitWith exits loops so that one is expected

uncut briar
dreamy bane
stone tree
devout wave
untold sky
uncut briar
#

Yeah I did that.

#

No fixy?

untold sky
#

exitWith exits current scope.
Problem in the above, there is only the root scope

#

Likely no fix, as its a deep issue

uncut briar
#

Roger roger

devout wave
gray wharf
#

helpn't

stone tree
gray wharf
uncut briar
#

infinite recursion in circular reference hashmap handling πŸ™ˆ

// works
a = createHashMap;
a set ["a", a];

a
#
// RPT and CPU goes BRRRRRRRRRRRRR
a = createHashMap;
a set ["a", a];
a set ["b", a];

a
untold sky
#

I think for performance reasons, thats intentional

#

arrays do a recursive full iteration through the full array on every insert, I didn't want to pay that cost for hashmaps

#

Just don't fuck up please

#

Though the to string conversion which you're doing there, should catch it

uncut briar
#

It's bit annoying it can't be used as I have a valid use case for having a reference to parent hashmap in the children.

untold sky
#

The ToString thing should detect recursion and abort

#

as long as you don't ToString it. You'd be fine with recursion besides causing a memory leak (self reference == never unreferenced)

rugged nova
devout wave
#

Trees are map objects, so it should work, right? :D

gaunt depot
#

So turns out remoteExec JIP is just as unreliable as publicVariable. You randomly end up without some JIP REs or PVars. Seems to happen during round change. No repro of course, only happens on live games.

alpine tulip
#

I wish it is possible to use rtm for every other objects like weapons BTW, IDK

rugged nova
#

we normal just declare a string like JIP but sometimes just having the object JIP works

#

it's a hit or miss

regal nimbus
#

That part's deterministic.

#

You just can't use the same JIP parameter twice.

#

Weirdest thing I saw with remoteExecs is them occasionally hitting the server after a mission restart. Like they're not mission-fenced.

alpine tulip
#

Better late than never I guess

uncut briar
#

Would be nice to get it fixed, we have ugly scripted workaround for this in SOG as it was causing our basket backpacks sticking out of vehicles when units die notlikemeow

alpine tulip
#

Then fix your CDLC!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!eleven

uncut briar
#

Gimme binary sources and we can think about it bloblgrimace

untold sky
alpine tulip
#

Oh no... the backpack is up!

#

But yeah, it is very strange to believe why this bug is even a thing

untold sky
#

lol wat.
There is a thing in proxy rendering. Where the backpack is only rendered if the unit has no brain.
(The brain is deleted after the unit is known to be dead)

#

Aha
meowsweats

The backpack is rendered if the unit does not have a break, or if it is not is not a freely walking unit

sinful kettle
#

break?

untold sky
#

Because the "is in vehicle" state is stored inside the brain, and if it doesn't have brain it just assumes its not inside a vehicle
I'm sure we can get that in vehicle state without brain too

rose cloak
#

so, something like "on KIA confirmed unit gets decoupled from the group and replaced with dumb corpse with different render settings"?

untold sky
#

no

#

As I said, when unit is confirmed dead, its brain is removed, because it isn't needed anymore

alpine tulip
#

So, does this mean the bottom-left group menu is essentially the list of β€œbrains under you”?

untold sky
#

yea

alpine tulip
#

Sounds like a decades of code does this issue

untold sky
#

easy fix for the backpack..
But now the NVG is still there πŸ€”

#

Ah same thing just slightly different :harold:

#

ahh uff.. I will leave the NVG broken I think. Its not as bad asa the backpack.
It does special magic with vehicle config entries saying whether to show NVG or not. So I need to get the vehicle and not only check if it exists.
I think not worth it for that small visual issue

alpine tulip
#

Hm, I thought whether show backpack or nah is also configurable

outer frigate
#

no way to show backpack from config entry, only nvgs on everything except ffv

alpine tulip
#

Oh true

#

Simply misremembered I guess

alpine tulip
#

Oh ah oh

#

I must forgot everything

#

who am I?

outer frigate
#

a machine

alpine tulip
#

beep beep

dreamy bane
#

you know it would be handy if you would get error message if you pass non-local argument to command that expects local argument. that way you might get some bugs fixed πŸ™‚

untold sky
#

I got a repro for that USB Audio crash πŸ‘€
Run Arma as single-channel audio device with 48khz, and I get the crashing.

Many of these crappy USB Headsets like the Arctis 7 often run on single-channel mode
Now just gotta figure out why it does that.

Luckily Microsoft made a awesome tool to analyze memory corruption.
Sadly its broken SPECIFICALLY when using it with XAudio, which is what we use, and microsoft said in 2021 that they fixed it, but its still broken

So I have a amazing tool that would tell me exactly what causes the issue here, but I can only use it with Audio disabled 🀣

alpine tulip
#

O noice

outer frigate
untold sky
#

There is a different thing on disconnection I think

#

This is the one where it crashes when you try to start a helicopter

regal nimbus
#

hmm. So is Arma having to deal with live audio output buffer format changes, or is that a library-level thing?

sinful kettle
#

now that we have lineIntersectsSurfaces with Roadway, would it be possible to fix the Zeus interface issue where objects are placed below surfaces?

#

e.g. if you attempt to place some units on a carrier, they end up in water. same thing goes for buildings, etc.

#

works fine in 3den tho

untold sky
outer frigate
#

probably unrelated then sadly, cant rest my head on my hand or they disconnect and arma crashes πŸ’€

untold sky
#

BAM! Got it!
All it took was implementing my own memory access monitoring :harold:

#

SetupOutputMatrixUnsafe
Unsafe you say? UNSAFE?! Really? notlikemeow
Y u do dis.

#

We get an array of two floats.
And we set number one and three πŸ‘
Amazeballs.
ONE out of bounds write == 10 years of Arma crashing. Man..

gray wharf
untold sky
#

yeah

#

All the crashes that I've labelled "USB Audio crash" over the last years

#

Well I am not entirely sure that its the "USB Audio crash"
But, running Arma on single-channel audio, reproduces these same memory corruptions

I don't have data on whether the other USB related crashes were also single-channel audio, we only recently added that RPT logging for that

gray wharf
#

wrap the whole game in a try catch :p

untold sky
#

The commit that introduced this bug was "Sound: Fix: Corrupted sounds with certain USB headsets" πŸ˜„ Oh the irony

gray wharf
#

it technically didn't lie :p

untold sky
#

Now tracking down the dozens of internal and FT tickets relating to this to close them all notlikemeow

#

I think that also caused related crashes like the "map marker texture loading" thing

untold sky
#

I found a comment from myself from 2021 pointing at that old commit as "Potentially related"
Hell yeah. Only thing that was missing was me actually realizing that its exactly that

#

And it still is the best game!

true blaze
#

Only took 7 years

gray wharf
#

hey, he types slowly okay??

untold sky
gray wharf
#

Solving: 2h
Testing: 2h
Ticketing: 4h
have a nice day πŸ˜„

untold sky
#

solving more like 12 hours, not counting the dozens of tickets that other programmers tried to nibble at over the last decade.

70 links to related tickets in internal tracker, and didn't count how many links on that FT ticket 63 FT tickets

gray wharf
#

anyway, on behalf of many USB headset players, well deserved congrats on that one πŸ†

near cedar
#

Oh wow, big congratulations πŸŽ‰

unborn acorn
gray wharf
trim acorn
#

Congrats on the audio stuff!

#

Now a nice QOL thing would be to auto play from laptop speakers when I pull out the earphones rather than having to go into Audio and pressing Refresh

untold sky
#

I thought about it but it's not worth the time investment
It would save you the few seconds of pressing refresh. Really not much badness

gray wharf
#

I fear it would involve a lot of audio output rework?

untold sky
#

Easiest way would be to detect this case and Auto press the refresh button for you.
But even that isn't worth the effort. Just live with having to press the button

rose cloak
#

🧠 make a keybind for that button

gray wharf
untold sky
#

Yes. Pressing the refresh button in audio options restarts the entire audio system

azure crane
#

can't wait for the FPS fix

gray wharf
azure crane
#

btw I am not sure how this audio system restarting really works, when I am in a helicopter (or there is one near me) and I change the audio output/refresh it the rotor sound will be played infinitely (lol)

trim acorn
devout wave
#

Incidentally, does the refresh button also refresh the input device? And if not, could it? People getting the wrong mic autoselected by Windows, and then having to restart the game after fixing it, has historically been a large source of friction

azure crane
#

not really, I hear the helicopter engine even if its away

#

but I guess your issue is included in mine

unborn acorn
untold sky
gaunt depot
regal nimbus
#

Well, mission restart. We don't do rounds.

gaunt depot
#

Meant mission restart by round, yes

regal nimbus
#

I forget whether they were server->server or client->server.

gaunt depot
#

Thinking about it, perhaps JIP RE arrives while player is still loading somehow and gets ignored? Seeing how it behaves exactly like lost PVs under same conditions, its probably a more general issue, messages arrive and get ignored.

#

Also, setTerrainHeight fails to arrive to players sometimes too, not sure if its JIP or same issue of round restart.

regal nimbus
#

IME JIP RE consistently shows up very early in the client init process.

#

Like you can't expect anything from initClient to be defined yet.

#

initPlayerLocal rather.

gaunt depot
#

Hmm, could it be that next mission RE stuff arrives while player is still in previous mission session?

#

And gets wiped on next mission initialization?

regal nimbus
#

I guess that might be possible.

gaunt depot
#

All in all feels like JIP is unreliable on mission restart and should be replaced by manual JIP request from client side on initialization, as we can't trust the engine.

regal nimbus
#

It's not really an issue for us as we don't do mission restarts unless an admin screws up and gets lazy :P

gaunt depot
#

Won't solve setTerrainHeight unreliability though, maybe check getTerrainHeightASL on a known edited terrain position and kick to lobby if it failed to arrive?

gaunt depot
regal nimbus
#

I think the common issue before was that an admin would forget to change a parameter, restart the mission to fix it, and then you'd get the impossible startup errors.

gaunt depot
#

Do you have lobby timer on your servers?

regal nimbus
#

But otherwise mission runs until server restart.

#

Not even sure what that means :P

gaunt depot
#

That 90-60-whatever seconds countdown in server lobby with role selection

#

Our servers have it removed (not sure how actually) so players are instantly thrown into next game

#

Thought maybe having no lobby delay could influence it

regal nimbus
#

They're generally running on a mission cycle and I never figured out what that does by default.

#

I don't use mission cycles myself because I don't trust it.

gaunt depot
#

Yeah, mission cycle is impossible to control, we use #mission through serverCommand, not sure if that's the reason for no lobby timer.

devout wave
#

Lobby timer is controlled through server config. Setting it to 0 presumably makes it instant.

rugged nova
#

on the community servers

gaunt depot
regal nimbus
#

Does the lobby timer have any visual effects?

#

Not sure about "still" because I only ever saw a handful of cases.

devout wave
devout wave
regal nimbus
#

yeah but that one is madness :P

#

Did run into a couple of people accidentally running it.

gaunt depot
#

Didn't bother reporting it

rugged nova
gray wharf
untold sky
#

lol get rekt

daring wagon
#

Not sure whether it makes sense or not, but I somehow expect to have sidecommand also work with <number>

#

e.g. side 0 // east

gray wharf
#

same as BIS_fnc_sideID BIS_fnc_sideType then

devout wave
#

I feel like it would be more useful to """just""" have commands with Side inputs accept a number as well. That would allow them to immediately accept config values without needing further interpretation. I suppose that's more work though.
(e.g. units 0)

gray wharf
#
side 0 == east; // true
side east == 1; // true
```nightmare πŸ˜„
daring wagon
#

πŸ˜„

alpine tulip
#

Medical Taru has some unretexturable artifacts that can cause Z-fighting

dreamy bane
gaunt depot
#

setTerrainHeight and other JIP stuff unreliability example, boats going through the ground, scripting errors due to missing variables, etc.

#

Indeed happens on mission restart

#

(There should've been a river made with setTerrainHeight)

gray wharf
gaunt depot
#

Talking about MP mission restart

#

setTerrainHeight is used during initialization, players randomly end up not receiving it and have to go back to lobby and join again

gray wharf
#

aaah, that indeed might be interesting. init order issue…

gaunt depot
#

Yeah looks like it gets overwritten somehow or doesn't arrive at all

gray wharf
#

my guess would be "server sends everything" "here's the JIP" "client connection are (re)initialised"

gaunt depot
#

Yeah, perhaps client state flushes stuff from the server because it thinks its from a previous round?

#

I have a check that waits until public variables are not nil on clients before letting player into the game, and it still fails, as if variables arrive then get deleted after a bit

dreamy bane
devout wave
#

I'm not an expert on BI FT practices, but is it correct for tickets to be Closed as Resolved before the change comes to stable branch? I thought the usual process was for implemented tickets to be Feedback when on dev branch, and Closed when it's confirmed working on stable, but recently there's been several closed before the change is even on the public dev branch version.

untold sky
#

usually feedback

#

unless we don't care about feedback

hallow sun
#

Just found this in the cient RPT.

2:28:27 CWeaponSlotsManager::ProcessRemovePendingObject: NULL PTR in magazineOwnerCont! Manager owner: [Exile_Unit_Player] - pending object: [5Rnd_127x108_APDS_Mag]. Maybe source container(vest, uniform, ...) was removed during reload phase or this could be a sign of a serious bug(probably something in MP)

Is context needed and maybe a repro ?

untold sky
#

I'd prefer if we can label this a one-time fluke and ignore it

#

That's a rabbit hole that will go so deep that getting into it will melt your skin off

untold sky
sinful kettle
untold sky
#

how can a mod be inside another mod

#

there is only one mod folder per mod

sinful kettle
#

I mean two cfgPatches in one pbo sorry meowsweats

untold sky
#

CfgPatches doesn't matter

#

addons is per pbo, not per CfgPatches

#

Currently I'm detecting the matching mod, by comparing the prefix of the bank.
I think there should never be two pbo's with same prefix so sthat should be fine πŸ€”

#

Also this makes that command quite a bit more expensive.
The hash is actually read from the pbo on disk.
But I consider this to already be a expensive command that is rarely executed (really you'd only need to exec it once per game start)

sinful kettle
#

Yeah exactly

alpine tulip
#

Hmh nice feature to have

sinful kettle
# untold sky Currently I'm detecting the matching mod, by comparing the prefix of the bank. I...

Btw I was wondering if there's a reliable way to tell which addon does a file belong to. e.g. if I do getModelInfo to get the path, I don't think there's a way to get the addon is there? Your best bet is getting the addon whose prefix is similar to that of the path
But then, I guess there could be cases where the addon prefixes overlap:
a3\data
a3
so now you can't tell which addon to pick for a path like:
a3\data\model.p3d think_turtle
Could that even happen?

alpine tulip
regal nimbus
#

I would actually like to detect this case for idiot-prevention reasons.

daring wagon
#

What's it going to do if there are two PBOs with the same prefix?
Doesn't sound unlikely to me.

untold sky
#

One of the pbo's wins and eradicates the other

sinful kettle
#

Can what I said happen btw?

rose cloak
#

the overlap? I guess get the most specific one. Simplification: the longest one πŸ™ƒ

untold sky
#

I don't want to research and answer your question. I think it probably can't

desert trench
#

if same prefix is found, later loaded gets skipped

desert trench
#

@solid marten can this be fixed for 2.14 please - important for all CDLCs

#

ticket has code that should address the problem

solid marten
#

In the meantime you can add an example config for non-vanilla med items

unborn acorn
solid marten
sterile nova
#

are those for very small bells?

#

RingTheBell could be perhaps increased to 100 meters

#

but "small" and regular bells are for those located in the church towers

unborn acorn
desert trench
# solid marten In the meantime you can add an example config for non-vanilla med items

sth like this?

class CfgPatches
{
    class TEST_FAK_Subclass
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Data_F_Oldman_Loadorder"};
    };
};
class cfgWeapons
{
    class ItemCore;
    class FirstAidKit: ItemCore
    {
        class ItemInfo;
    };
    class Medikit: ItemCore
    {
        class ItemInfo;
    };

    class TEST_Medikit: Medikit
    {
        scope = 1;
//        scope = 2;
        displayName = "TEST Medikit";
        class ItemInfo: ItemInfo
        {
            allowedSlots[] = {801,701,901};
            mass = 40;
        };
    };

    class TEST_FirstAidKit: FirstAidKit
    {
        scope = 2;
        displayName = "TEST FirstAidKit";
        class ItemInfo: ItemInfo
        {
            mass = 8;
        };
    };
};```
solid marten
#

yes thanks

alpine tulip
#

Is the createMarker channel broken?

_marker = createMarker ["markername", player,currentChannel];
_marker setMarkerType "hd_dot";```This doesn't send the marker to MP clients
#

While without channel argument it does

#

Hm if currentChannel is 0 does work

#

πŸ€”When I want to specify the channel creator is also mandatory to have?

#

Also noticed that sometimes the markers don't respect the given channel

#

Despite I've told them to be make in Side channel some are in Global

alpine tulip
#
for "_xx" from 1 to 16 do { 
 for "_yy" from 1 to 16 do { 
  private _marker = createMarker [format ["%1/%2",_xx,_yy],getPosWorld player vectorAdd [_xx,_yy],currentChannel,player] ; 
  _marker setMarkerType "Mil_Dot" ; 
 } ; 
} ;```Repro
#

I've figured out what was the issue: the slash in the name

#

It is because the USER_DEFINED markers use slash to store some data and looks the game confuses it

#

_USER_DEFINED #2/1/1" if I place one in Side channel, same thing is happening for createMarker'd markers

alpine tulip
alpine tulip
#

So I'd assume markerChannel is overwritten with /1 thingy

#

Even though if I create those markers with 1 aka Side channel, it does respect the visibility for other players (Fig 1: BLUFOR client who made the markers, Fig 2: OPFOR client who can't see them)

#

And not to mention that if I create markers with 0 are visible for both clients

#

So, Dedmen, pls fix.

untold sky
#

I'd expect it to use # as separator

#

but if it doesn't then, no fix because backwards compat

alpine tulip
#

Well since the way to avoid is just not to use / so ez fix for my scripts too

untold sky
#

just use \ instead

gray wharf
#

worth a biki note though @alpine tulip

alpine tulip
#

I'll do it when I'm back and if I remember

alpine tulip
near cedar
#

Grrr another DX11 out of memory error, just by flying around in an empty map

#

Caused a hard driver crash

azure crane
#

what GPU are you on?

near cedar
#

1660 Ti

azure crane
#

i'm on 1660S and don't get suchh issues. Maybe you're using broken mods or your GPU overheats

outer frigate
#

same with 1050 ti here

devout wave
#

The 13 latest posts on the A3 section of the FT are all spam

hallow sun
#

Would be nice if we could block buttons via the MouseButtonDown EH like we can with the KeyDown EH meowawww

near cedar
#

@azure crane are you suggesting overheating GPUs cause out of memory errors? πŸ˜„

regal nimbus
#

Has adding UDP hole punching been ruled out? I'm sick of trying to help people who "just want to play with friends".

untold sky
#

For A3 there are no plans for that

outer frigate
#

does no plans mean not happening or just not on the list right now

uncut briar
#

I wonder how Steam Networking would work for arma

gray wharf
#

internet I'd assume

untold sky
#

years ago I would've told you that setObjectScale and terrain editing were not happening

#

Can't say stuff like that anymore

outer frigate
#

suffering from success

gray wharf
#

DJ Khaled

outer frigate
#

the d stands for dedmen

fresh hawk
#

I have found an issue with getUnitLoadout and a specific handgun from SOG:

player addWeapon "vn_m79_p";
player addWeaponItem ["vn_m79_p", ["1Rnd_HE_Grenade_shell", 1, "vn_m79_p_shot_muzzle"], true];
getUnitLoadout player select 2 // Returns `["vn_m79_p","","","",[],[],""]`, but magazine was added

The weapon has 2 muzzles, both support at least several of the same magazines.
I'm on the 2.12.150787 profiling branch.

rugged nova
devout wave
#

I don't think there are any vanilla weapons that have two muzzles which share magazine types

rugged nova
#

Yeah. Funny enough, The Ace Arsenal will show that round, but the vanilla Arsenal will not

fresh hawk
fresh hawk
rose cloak
#

CBA adds a grenade compatibility in this case, though

#

by default the second muzzle only takes buckshot rounds

sinful kettle
#

Found an interesting bug:

a addEventHandler ["Deleted", {
    params ["_obj"];
    systemChat format ["removed %1", getObjectID (_obj)]
}];
addMissionEventHandler ["EntityCreated", {
    params ["_obj"];
    systemChat format ["added %1", getObjectID (_obj)]
}];

so let's say a was a unit in vehicle. when you delete the vehicle (I did it thru Zeus), first the deleted EH triggers, then the entityCreated one (with the same unit) meowsweats

uncut briar
#

what if you add deleted inside created sweating

sinful kettle
#

what's the difference? meowsweats

#

also I don't understand why every time I delete a unit (on foot) something else is created immediately after blobdoggoshruggoogly

rose cloak
#

one possible explanation would be game trying to create the unit outside of the vehicle when it's gone, i suppose?

uncut briar
#

I wonder if it will recurse and the game will die

sinful kettle
#

well no it won't

#

actually I noticed this due to a leak in my "engine" which registers units using the EntityCreated EH and adds the deleted EH to them there

#

I noticed crew units are never deleted meowsweats
at first I though deleted doesn't trigger for units in vehicles
turns out it does get triggered but then EntityCreated adds them back in...

rose cloak
#

i mean, it equally fires "EntityCreated" when i tell a unit to dismount the vehicle meowsweats

sinful kettle
#

oof

#

that explains it then...

rose cloak
#

well, is the crew member inside the vehicle a real "entity", or just a partially controlled proxy that's still a part of the vehicle?

sinful kettle
fresh hawk
untold sky
fresh hawk
# untold sky So the loadouts array doesn't support secondary muzzle at all? But it works wit...

I haven't had any issues with primary (or even launcher) weapons with secondary muzzles. It's only handguns it seems.
I thought at first it might have to do with the fact that both muzzles have multiple common magazines, but if only SOG is loaded, "vn_m79_p" does not share any magazines between both muzzles and the problem persists.

Unsure about binoculars having this issue though, haven't come across any that have a secondary muzzle.

untold sky
#

Ahhh pistols! That makes sense thanks

fast lodge
#

west setFriend [west, 0]; -> Cant open Vehicle Inventory from inside anymore, cant get inside a vehicle with someone else sitting inside.Makes sense because of the Side not friendly but then please make a workaround for the suppressed event handler

azure crane
#

"anymore"? thought this was a thing from the very beginning. And I don't see how is this an issue tbh since you make a side hostile to its own side. Wouldn't using fired near eh be more convenient?

hallow sun
azure crane
#

oh nvm, the biki says "Can be made to trigger for the same side if the side is set as enemy to itself" so it's a bug indeed

regal nimbus
#

Not really seeing it.

#

Even if you set the radius larger than 69m, does suppression ever trigger beyond that?

#

I figured that'd be an engine maximum.

unborn acorn
#

Is game should trigger different sounds of a grenade hitting a surface at all?
Maybe it's were WIP but not completed and issue from ticket https://feedback.bistudio.com/T165776 is "as designed"?

unborn acorn
fast lodge
#

Btw can someone please take a look regarding the magazine deletion bug ? Its still a thing these days and it happens 0.5 seconds after the reload is done.
Here is a video from 4 years ago : https://www.youtube.com/watch?v=edpCLwFvtdI

gray wharf
#

2:40 video for a reload bug
plz provide vanilla repro

fast lodge
#

From what I know is that it happens after you shot and then reload, probably happens more often when you reload immediately after you shot.

Also I noticed that the magazine which came out of the weapon and disappeared , could come back into your inventory 8 seconds after .

This bug probably happens only on a multiplayer environment.

alpine tulip
#

plz provide vanilla repro

fast lodge
untold sky
#

You could atleast say where in the video the bug appears.. I'm not gonna watch 3 minutes very closely to try to find where something might be wrong

fast lodge
hallow sun
untold sky
#

So now you want me to watch the video and wait till he reloads

#

Still, vanilla repro please

#

Need repro, cannot diagnose a random rare event

fast lodge
#

According to the magazine count on the top right, the maggazine appears for half a second and then vanishes. Happens at 0:27 and 0:40 in the video

alpine tulip
#

Are you sure this is not a mission issue?

fast lodge
#

Im 100% sure that its not.

spare vine
#

I'm 100% sure it's mission/mod related, because both the inventory system and ammo counter are not vanilla...
So the problem is in there, and not in Arma itself

fast lodge
#

It happens in every scenario / mod and for sure also in arma vinalla multiplayer without any scripts. There are just no people playing vanilla arma multiplayer without any scripts running πŸ˜‚

#

Just gather 5 people or more on a vanilla arma server without any scripts running and then try it out.

#

I dont have the people who could do that

fast lodge
#

135.181.74.185:2312 - I set up a server, no mods, no scripts running, just 10 units placed. Hop in and test it with me

#

Ok tested it with one more guy, which probably dosent matter at this point. And I repro it first try. Will upload video

#

Here we go the video

spare vine
#

I really can't reproduce that πŸ€·β€β™‚οΈ

Completely vanilla Arma 3, single unit, both in SP and MP

#

Do you have a .rpt from both client and server?

hallow sun
gray wharf
spare vine
#

currently player hosted, will try dedi as well

fast lodge
spare vine
#

Because (looking at their videos) it seems that non-full magazines are removed on reload

fast lodge
#

Yes, its the one which comes out of the weapong after reloading and shooting

spare vine
fast lodge
#

lol

#

ok let me upload it on google drive

alpine tulip
#

Why your client rpt has a lot of scripting error spam?

fast lodge
#

Like I said , it was due to the debug console

alpine tulip
#

Ah I've missed your last

fast lodge
#

I had a script command in the debug console line still in it

#

all good

spare vine
#

Still can't reproduce on a dedi server (running on local server with FASTER), my mags will just reappear in my inventory, just as unique items due to the fact that they have less ammo in them

fast lodge
#

135.181.74.185:2312

#

try to connect here and lets see if you can repro it there

#

or give me the ip of your server and I connect there

spare vine
#

on your server I do get the issue, but very inconsistent...

fast lodge
spare vine
#

I know there was an issue with it 10-11 years ago (happened in SP as well), but haven't seen it since then even on modded servers.

#

But yes I can confirm the issue, but is hard to replicate consistently

fast lodge
#

Another bug

#

Dropping Uniform -> One Pistol Mag dissapeared inside the Vest

hallow sun
alpine tulip
#

So, I think I've just realized that there is no getter for

  • Mouse is shown (display/dialog)
  • Actual controlling unit (I know Zeus' remote control has a getter but more generic way)
  • The game is controlling an unit right now (slightly overwrapping with Display idea but let's say WASD does character movement)
    What do you think? "Ticket please"?
#

Also if a camera object is taking main screen, I think there's no getter too

#

cameraOn doesn't do it IIRC

alpine tulip
#

If we get such commands, would be good to get a "BIS_fnc_currentPlayer" function too

#

Or "currentControl"?

devout wave
alpine tulip
#

BTW: I do think this is a known bug, but sometimes it fails to remove a part of fleets when it supposed to be removed. Do we know why it happens?

rugged nova
alpine tulip
#

What do you mean? I'm aware those USSes are made of multiple objects

rugged nova
#

Did you move the ship in Zues?

alpine tulip
#

Nope. The above pic is just done by placing multiple USS Freedoms and create a new scenario (Ctrl+N)

#

It should be very easy to reproduce

#

It seems it is not even an object

rugged nova
#

It looks like a relative child object is being lost in the entity management system

alpine tulip
#
allMissionObjects ""```doesn't detect it
rugged nova
#

can you walk on it?

alpine tulip
#

I do not think so. I haven't tested it yet but Editor camera doesn't consider it a solid object

rugged nova
#

does it disappear when you look away from it and look back?

#

it might just be an errant graphics bug

alpine tulip
#

Nope as far as I tested

rugged nova
#

CursorObject and or TargetObject?

alpine tulip
#

objNull. I've just noticed that there is no shadow too

outer frigate
#

I've had the same issue before too, never found a fix for it

#

or even a consistent reproduction meowsweats

sinful kettle
rugged nova
#

Bad lod?

sinful kettle
#

I think the game removes the "object" from the quadtree but doesn't remove the actual object

#

so the object reference is probably not deleted think_turtle

sinful kettle
rugged nova
#

Ah, that makes sense

rugged nova
#

it still renders

alpine tulip
#

Same

sinful kettle
#

I guess the game might have some kind of leak then... meowsweats

alpine tulip
#

I do feel there is some kind of iffy with the model itself

for "_x" from 0 to 15 do { 
 for "_y" from 0 to 15 do { 
  createVehicle ["Land_Carrier_01_hull_02_F",[_x*30,_y*30,0],[],0,"CAN_COLLIDE"] ; 
 } ; 
} ;```
#

Wait wtf I've just Alt+Tab back and it disappears

devout wave
#

I remember Dedmen saying the game clears graphics cache on alt-tab, so this smells like the model not being cleaned up on deletion, for this specific object for some reason

outer frigate
#

i didnt have it disappear on alt+tab iirc meowsweats

rugged nova
#

Yeah, It's keeping the draw calls

outer frigate
#

then again im suffering from pretty bad memory loss at the moment so i could just be wrong if killer has the same behaviour as polpox

alpine tulip
#
for "_x" from 0 to 25 do { 
    for "_y" from 0 to 25 do { 
        createSimpleObject ["\A3\Boat_F_Jets\Carrier_01\Carrier_01_hull_02_F.p3d",[_x*30,_y*30,0]] ;
    } ; 
} ;```It doesn't happen
rugged nova
#

that's a super simple

alpine tulip
#

Yeah

rugged nova
#

can you try with just simple?

alpine tulip
#

I was wondered if the p3d is the faulty

#

Same, it doesn't happen

rugged nova
#

Oh boi

alpine tulip
#

Just in case let me relaunch A3

rugged nova
#

also, try. Win + Ctrl + Shift + B
Restarts the Graphics Driver, that should remove ever draw call

sinful kettle
alpine tulip
#

configFile >> "CfgVehicles" >> "Land_Carrier_01_hull_base_F" >> "simulation" is "house"

#

Holy Geez I've just found out the crucial thing

#

featureType = 2; is the faulty I guess

#
for "_x" from 0 to 15 do { 
    for "_y" from 0 to 15 do { 
        createVehicle ["Land_spp_Tower_F",[_x*30,_y*30,0],[],0,"CAN_COLLIDE"] ; 
    } ; 
} ;```
#

This could mean... let me check

#
for "_x" from 0 to 15 do { 
    for "_y" from 0 to 15 do { 
        createVehicle ["B_MRAP_01_F",[_x*10,_y*10,0],[],0,"CAN_COLLIDE"] setFeatureType 2
    } ; 
} ;```Okay this is 100% repro
#

I mean not 100% but you know

gray wharf
#

« 50% of the time, it works everytime! »

alpine tulip
#

Very strange πŸ˜„

#

featureType 1 doesn't do it it seems?

#

Cannot repro with 1

#
for "_x" from 0 to 15 do { 
    for "_y" from 0 to 15 do { 
        deleteVehicle (createVehicle ["Land_spp_Tower_F",[_x*30,_y*30,0],[],0,"CAN_COLLIDE"]) ; 
    } ; 
} ;```This doesn't make any artifacts. So I'd assume deleting an object with some special case would cause it
#

It was very satisfying to bughunt πŸ˜„

gray wharf
#

burger(ja)pan POLPOX

alpine tulip
#

panic

alpine tulip
#

PS. flush cheat also removes the artifact

untold sky
#

Features are actually rendered twice. And stored in two render lists.
It'll be failing to remove it from the secondary list
But if the entity gets flagged for deletion, it should delete itself from the list :/

#

Maybe only in eden?

// 3DEN can keep deleted objects in history, therefor Link is still valid even object is not in world
Though eden shouldn't do that with dynamic spawned objects

unborn acorn
gray wharf
sinful kettle
#

And EntityCreated bug when you disembark πŸ™

near cedar
#

So there's a thing with missile AI units that they tend to spam rockets or missiles very quickly. Be this RPG units or vehicles shooting missiles. Infantry AI for example is able to target, shoot, reload, re-acquire and shoot AT rockets quicker than a human player could.

I imagine different people, servers and communities will have different preferences when it comes to this. So could we get class or weapon family specific AI skill params? This would allow people to say, make rockets and missiles less spammy or more inaccurate, etc, according to their preferences.

#

(any other solutions welcome)

vocal abyss
near cedar
#

Oh, yeah, have

#

Guess the class filtering can be done manually

#

Although with vehicles it tends to be somewhat...weird

#

Also if a unit has both missiles and guns, and you want to modify skill with just the missile/rocket launcher, then setSkill doesn't help

#

But maybe it's okay if the odd AT guy is just a bad shot

muted sigil
#

hello, when loading the altis map, the game crashes and gives an error Warning: prenlod format in object a3\structures_f\ind\windpowerplant\wpp_turbine_v2_f.p3d

#

Please help me

regal nimbus
#

steam verify Arma 3

muted sigil
regal nimbus
#

What, and you think that makes it less likely that you have corrupted files?

devout wave
#

It does make it a bit less likely overall, but not impossible - and that's the most likely cause of that error

regal nimbus
#

Depends if it worked fine an hour ago :P

#

If you just downloaded the thing then the absolute peak failure time is the first execution.

#

Files "rotting" later is extremely unlikely, and tends to break in a different way (CRC errors)

#

Hence the second most likely time to break is after an update. Well, maybe more likely if steam is bugged.

untold sky
#

Oh I see

#

!issuewarning 544967184766730240 crossposting, please re-read our #rules

untold sky
#

I suggest to do just that

unborn acorn
alpine tulip
#

Terribly sorry for necroposting. Regarded to the retexturable weapon accessories. Besides the code, does it really add a big rendering cost? I really, really and really doubt a 2020 ish computer can suffer because of it when there is a lot of 2k to 4k textures and retexturable vehicles all around the place

untold sky
#

Its a small cost, on every weapon

#

Probably not too bad

gray wharf
#

@solid marten please also mark spam as resolved, so we have this link's visual difference

alpine tulip
#

People/modders will prefer to have retexturable assets/accessories. Since I am no developer or CG geek, I really don't know how big it is but it definitely is worth it, if is affordable

solid marten
#

I closed and disabled about a hundred of them it already took too long, no time for fiddling with the tickets beyond that

untold sky
alpine tulip
#

Okay \A3\Weapons_F\Acc\accu_bipod_01_snd_F.p3d does have camo_1 selection that covers the entire model. This should do

gray wharf
untold sky
alpine tulip
#

Done

daring wagon
near cedar
#

Are Eden editor module related requests still possible?

rugged nova
#

For 2.14?

#

You probably aren't gonna get it for 2.14 if it's a very big request. You can always ask and then wait and see, if it's possible.

near cedar
#

No I meant in general, 2.14, 2.16 whatever

alpine tulip
#

You can suggest whatsoever

outer frigate
#

dont onow how feasible but diag command for ping to current server would be nice

rugged nova
#

normally you'd use

getUserInfo
devout wave
#

That's a server exec command, which makes it a bit awkward to use for clientside monitoring

near cedar
#

Yeah just didn't want it to be met with "were not developing Eden anymore sorry"

unborn acorn
#

https://feedback.bistudio.com/T174149
Swivel target animations work not correct in MP mission, but if object has enabled "local only" checkbox the animations will work correct, but object will local

near cedar
#

I was going to create a ticket asking for the minefield module to support the Area widget, but seems there's already a ticket for it https://feedback.bistudio.com/T155463 -- it suggests other modules too

gray wharf
near cedar
azure crane
#

unsure whether it was from the very beginning or not but when directSay is used in vehicle on AI and player-passenger is in 1st person, the sound immediately starts fading out to "outside" of the vehicle. If you switch to 3rd person you can hear it again and again it fades out to "inside". Why does it have to be like that?

outer frigate
#

Is there any possibility of angular velocity commands this late in development?

alpine tulip
#

Probably addForce/addTorque?

outer frigate
#

as far as i can see no getter for torque? πŸ€”

alpine tulip
#

Maybe πŸ€”

outer frigate
#

Getter/setter for torque at the least would be useful rather than having to bodge together addtorque etc 🀷

tho would prefer dedicated angular velocity commands for engine interpolation, addtorque has no interpolation

tidal notch
#

Could anyone from the development team please take a look at my post on the Forum with details regarding the issues I've been having launching the Arma 3 Publisher, I raised a ticket on the FT last week but so far hasn't been addressed. Raised a Steam Support ticket that include the logs they asked for and their reply was basically "not our problem, contact BI"

untold sky
# tidal notch https://feedback.bistudio.com/T174026

System.OutOfMemoryException: Insufficient memory to continue the execution of the program.
πŸ€” blobdoggoshruggoogly The whole crash callstack is completely microsofts code. Don't know what I shall do about that

The SteamInitializationFailed part is weird but.. It doesn't say why it failed, and I don't understand why it would considering that's the first time i see this problem

#

There were issues if you had too many mods, inside Arma Launcher.
Steam recently changed their rate limits without telling anyone. But I think that limit was higher than just 125. And that also shouldn't fail the Steam connection

#

That SteamAPI_Init failed error is straight from steam.

It's literally

bool success = SteamAPI_Init();

if (!success)
  Print("SteamAPI_Init failed. Unable to initialize SteamWorksSDK.")

That is quite a bit before we even start processing your mods.
There is literally none of our code inbetween there, we call a standard Steam SDK method, and it returns false.
That must be on steam side

#

You'd have to do that, and then look in steams console.

use the set_spew_level to up the log level until something pops up

tidal notch
#

Thanks for taking the time to look into this man, much appreciated, I'll follow your lead. πŸ‘

tidal notch
#

These are the logs from the steam console using set_spew_level, I launch the Tools, then try and open the Publisher and it just doesn't open.

#

These are the latest Tools log from the same session.

untold sky
#

Unable to retrieve all process info: Access is denied
Well that's weird...

Steam log is basically empty, maybe higher spew_level? 4 4 is max
I'd expect it to be spamming.

But in case where Steam API really cannot connect to Steam client, it would probably indeed stay empty. But then its Steam's fault.
But if they say its not their problem blobdoggoshruggoogly

#

I don't know if there is also steam debugging on the publisher side

#

Ah you also have to run log_ipc publisher to see all the communications between steam and publisher

#

Then a publisher start looks like this

#

steam saves that in Program Files/Steam/logs/ipc_SteamClient.log and console.log

outer frigate
outer frigate
outer frigate
plush brook
#

https://feedback.bistudio.com/T174259
With Spearhead also approuching custom menus. The CDLCs now start to conflict with each other when all enabled. This includes duplicate menu items, and not being able to access the mission editor when all are loaded.

devout wave
plush brook
#

Agreed, or maybe all the CDLCs just decide who gets prioritized when all loading in thier menus.

near cedar
#

Or maybe they should all just not modify the main menu...

near cedar
plush brook
#

You will get something like this.

The Spearhead will have a CSLA label, and go to the Spearhead's credits. There will be a blank entry for were possibly the editor is, etc.

#

This can also happen with reducing to CSLA, SOG, and Spearhead. As they are the CDLCS that have custom menus

daring wagon
#

@plush brook This is with vanilla menu enabled?

uncut briar
#

SPE + VN

#

CSLA I can't check as I don't keep it installed hide

daring wagon
#

Ok. If I disable the custom menu I get the same

gray wharf
#

the guy legit wrote "Hello there" as new message with the second account (3 days apart)

unborn acorn
#

shift+t Tactical Ping sound effect on Radio channel (not for Effects channel), this is as designed?

stone tree
regal nimbus
sinful kettle
safe flax
wet peak
#

found a bug that has been around since last patch.
placing a player down and then a group down in editor with a placement radius for the group causes game to crash with this error message and no mods when you play the mission from editor, sp or mp

azure crane
#

can confirm, instant crash with any type of group and any radius given other than 0

daring wagon
#

Is this on profiling? There was a change related to placement radius iirc

untold sky
#

Btw Placements Radius on groups never worked

wet peak
#

it did work for me for spawning in groups

untold sky
#

On units/objects it works.
But on groups it only works on the last placed group

dreamy bane
#

I don't know if you guys like this idea, but i think it would help especially people new to arma multiplayer scripting to make their mission work in MP: https://feedback.bistudio.com/T174485

#

or would that be too much work if you have to add new code to every command?

devout wave
#

That would probably result in a lot of script errors from inefficient-but-fully-functional global remoteExecs

#

Not super backwards-compatible

outer frigate
#

It's a good idea, just not for this late in games life imo

dreamy bane
#

so i guess it wouldnt cause harm

devout wave
#

If an LA command is remoteExec'd to all machines, it is "broken" on the machines where the argument is not local, but still works overall because the machine where it is local also received it.
That's not ideal for efficiency, but the code will work - and it will also cause a script error under your proposal.

#

I wouldn't be surprised to find a lot of existing code that does things like that.

dreamy bane
#

ok wasnt thinking about remoteExec, not sure how all that works πŸ˜„

dreamy bane
devout wave
#

The problem is that at this point in the game's life cycle, there is a lot of code out there that's probably never going to be updated (for example, because the authors have gone away).
If that starts generating script errors (possibly a lot of script errors) despite actually working fine, the people who use it are going to get very annoyed.

dreamy bane
#

true..

#

we dont have any stats how much loggin that would cause, would be interesting to know

dreamy bane
solid marten
#

dangerous as it will cause rpt/error spam for no reason

#
  • tonnes of work for microscopic benefits
dreamy bane
#

ok, well i thought it would help beginners πŸ™‚

#

(and me)

gray wharf
#

so, beginners 😜

solid marten
#

reading wiki can help beginners for sure

outer frigate
#

it would help, but its too late in the games life to be added as all the currently broken code that looks like it works wouldnt be fixed and you end up with rpt spam

dreamy bane
#

if they find page about locality πŸ˜‰

outer frigate
#

ive never read the wiki page about locality and understand it

solid marten
dreamy bane
#

i didnt even first know what the locality icons meant in wiki page, fortunately I was making SP mission back then ;D

outer frigate
solid marten
#

of course not, if there is no error it is not broken

outer frigate
#

think we probably have differing opinions of what constitutes broken code

devout wave
outer frigate
#

still executing code that doesnt have the desired outcome though thonk

solid marten
#

the engine has many global broadcasts internally where only one client takes notice of

dreamy bane
#

in arma, A lot of things "fail" silently

devout wave
outer frigate
untold sky
#

We could add local arg check only if you put -debug parameter. To test your own stuff.
That deletes the backwards compat concerns, as only developers turn that on while working on their own code.
But still alot of code we would have to update

solid marten
#

sometimes it is faster and more efficient to spam all rather than trying to target one

untold sky
#

That should've been done back with the waitUntil thing, that made returning nil into an error and F'ed up a ton of stuff.
But we didn't have -debug parameter back then

dreamy bane
solid marten
untold sky
#

going through every command is not impossible. But we won't do that.
We may also not need to do every command, maybe just a few important ones

solid marten
#

for 3 people that even know or use -debug?

outer frigate
#

tbf most beginners arent using -debug to start with

devout wave
dreamy bane
#

great I get to see the engine code...

solid marten
#

you can’t unsee it

outer frigate
#

im under the impression its a lot of spaghetti

solid marten
#

not all of it but early code can raise eyebrows

#

yes it has goto s

outer frigate
#

the inventory systems code was described to me as trying to eat spaghetti through a straw but youre lactose intolerant

untold sky
solid marten
#

cost <=> benefit

regal nimbus
#

Some "local-argument" commands have a useful effect even on non-local objects, like setMass.

#

Although in that case, mass changes should really be transmitted a bit faster :P

round cave
#

I was told that this would be the place to ask if someone could look at potential implementation of a proposed script command. Request is about a year old, hence asking.
https://feedback.bistudio.com/T167029

solid marten
#

@gaunt depot About uav terminal disconnect, should there be any restrictions on who can do it?

#

I guess it is unnecessary since you can remoteControl uav unit directly anyway

gaunt depot
untold sky
solid marten
#

@gray wharf how’s that button coming? either that or we need more ppl to remove spam as it becomes quite a nuisance

dreamy bane
heavy wasp
#

Whoops! I lost my 2FA code for the Feedback Tracker when switching my mobile phone. Is there anything I can do? (Noob mistake, I know) πŸ˜… sadkek

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Was going to report a bug about Reforger constantly switching to Windowed mode (from the Borderless option)

azure crane
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has anyone else had an issue where despite having an action on vehicle to get inside (any seat), clicking it would not move you inside? Selecting from menu or default button, the option is there but it just doesn't fire. I have noticed it 3-4 times during past two weeks so it's inconsistent and I wasn't able to reproduce it yet, but perhaps there are more people who encountered that

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moveInCargo lets you inside such vehicle

azure crane
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this is taken from Copperhead mission of Green Draw campaign, it did not occur once I reverted this scenario. Thought that it may be caused by not being a leader/being in a squad but seems to not be a case here.

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there is also similar issue where AI will not mount the vehicle if you, a squad leader, is inside so perhaps its somehow connected.

azure crane
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inb4 post in trembleshooting - this channel is blessed with presence of green people who will say "won't fix" and I am about to post a ticket that has no steps to reproduce, so at least I could have the angry mob on my side

azure crane
regal nimbus
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Apparently there's no way to properly clear waypoints aside from changing group, for example a heli pilot will return to a deleted waypoint if it wasn't completed. Worth making a ticket or is that too "not touching the AI"?

fleet tiger
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they somehow do it with UAVs

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drones whatever you wanna call it

near cedar
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I'd say worth making a ticket, the AI issues can be infuriating

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and the main thing that has discouraged me from making missions in the past few years

uncut briar
regal nimbus
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I'd guess doStop would make them ignore the waypoint until the next order, but it wouldn't clear them.

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hmm, I wonder if it's not really waypoints but individual vs group target position.

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doMove being a unit order, then returning to group target position after completion.

regal nimbus
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Ah yeah, it's basically this note:

Deleting a group's current waypoint will not stop the group on its tracks.

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You have to give the group a new move order or waypoint to change the group order.

sinful kettle
regal nimbus
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What's the alternative?

sinful kettle
regal nimbus
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If you give them a doFollow they're still gonna head to the last waypoint, right?

sinful kettle
regal nimbus
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Yeah that was my first "solution".

regal nimbus
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Best I found was that giving a move order will skip the current waypoint on termination, so you at least don't have to give a waypoint to stop a waypoint.

unborn acorn
gray wharf
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although I removed it altogether

unborn acorn
gray wharf
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boom headshot! thanks πŸ‘

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they insist

azure crane
rigid yoke