#arma3_feedback_tracker

1 messages · Page 8 of 1

gray wharf
#

all cleared, thanks

solid marten
azure crane
gray wharf
warm chasm
#

Has anyone had a closer look at https://feedback.bistudio.com/T171346? Would like to start taking a closer look at long frames but not having a working diag_captureSlowFrame on servers makes that difficult 😅

alpine tulip
#

addMissionEventHandler's _thisArgs fails to hold an object after save and load the mission, will only return <NULL-OBJECT>. This is annoying...

#

Group also gets vanished

#
addMissionEventHandler ["Map",{ 
   systemChat str (_thisArgs) 
},[player,group player]] ;```Minimum repro
solid marten
#

could you make a ticket and ping me?

fast lodge
#

Sometimes Uniform and Vest inside a container getting bugged after a restart. (Dosent happen to backpacks)
You cannot take it and if the container is LOCAL to you, then your Uniform/Vest on your character will duplicate. The duplication will drop into the container (Take&Put Eventhandler are not triggering). The duplicated Uniform/Vest has the same netID then the Uniform/vest you have on your character.
The duplicated Vest and Uniform are visible to every player on the server.

It only duplicates when the Container is local to the player.

Some commands I tried to get more information:

Client Sided:

getItemCargo CONTAINER // 2 Classnames getting listed
[["U_FRITH_RUIN_sdr_fabdpm_rs","U_FRITH_RUIN_sdr_ltrdrk"],[1,1]]

everyContainer CONTAINER // 1 Container is getting listed
[["U_FRITH_RUIN_sdr_ltrdrk",21a122d8100# 1067575: dummyweapon.p3d]]

Server Side:

everyContainer (ObjectFromnetromNetId NETID CONTAINER): // 2 Containesr are getting listed
[["U_FRITH_RUIN_sdr_fabdpm_rs",1c9607436f0# 1065412: dummyweapon.p3d],["U_FRITH_RUIN_sdr_ltrdrk",1c9738bb0b0# 1074841: dummyweapon.p3d REMOTE]]

SetOwner Command dosent help.

What is Intresting that there is no REMOTE behind that object on the bugged uniform/vest

Also in the inventory UI the bugged unifrom/vest dosent show his load bar.

gray wharf
fast lodge
#

ok I will check

gray wharf
#

thanks!

fast lodge
azure crane
#

would it be possible to add waypoint completion radius outline to 3D view? lines are already rendered both on map and in 3D so unless there is some limitation I can't think of this can be pretty useful

gray wharf
#

maybe to avoid screen info saturation
it's a design decision / forgotten thing, but why not for selected group(s)

daring wagon
#

I'd much rather have a native command to visualize areas in the same way Eden Editor does for trigger areas.

#

Visualizing waypoint areas of all kind (random, completion) is then just one script away.

#

Now I wonder. How is the Editable area in Zeus visualized?

gray wharf
#

ah yes, these transparent cylinders, I would love that

dreamy bane
fast lodge
# fast lodge Sometimes Uniform and Vest inside a container getting bugged after a restart. (D...

After more investigation I found out it has something to do with the ownerShip of the vest/uniform. I'm 100% sure.

All the bugged uniform/vest having a ownership of 0 and they are stuck in there.

If a player takes a uniform and drops it back in, then the uniform has the ownership of the player.
But as soon as he disconnects the ownership needs to get back to the server and thats where the problem is getting created. It stays stuck at 0. But if its on 0 no player can interact with it and then you can abuse it duplicate items.

Also JIP dont see the items from uniform/vest which they putted into an container before reloging.

Repo (Multiplayer Enviroment):
1.Container on Server
2.Connect to server
3.Put Unifrom Inside the Container
4.Disconnect
5.Reconnect
6.Check Ownership
Execute on server: (owner (everyContainer (ObjectfromNetID NETID OBJECT) #0#1)) If its 0 , then its bugged.

If step 6 didnt work, repeat from step 4

gray wharf
#

ticket

fast lodge
gilded kindle
#

id like to suggest getArtilleryComputerSettings return grid or position2D of the targeted position

gray wharf
#

then make a ticket

alpine tulip
#

Grid is useless in this context definitely

gilded kindle
#

agreed

near cedar
#

You can get the grid of a position anyway

alpine tulip
tacit kettle
gray wharf
#

removed 😬

tacit kettle
outer frigate
#

Any chance of getting a selectionOrientation command? No way to get orientation of selection ingame afaik but have selectionPosition

outer frigate
#

WAHT

#

holy fuck i feel stupid now

maiden kindle
#

Not sure if someone already did a ticket for this here. If you drive over a bridge your 3rd person view gets very close. It sucks sometimes if you just use the 3rd person view to shoot at any target, or even to drive over the bridge. First i was thinking its a bug of my own made vehicles, but vanilla vehicles got the same problem.

I've tested it on Tanoa with vanilla tank, in these pics

tacit kettle
alpine tulip
outer frigate
#

Is mdmp wanted for crashes if we have 100% ways to reproduce them?

untold sky
untold sky
untold sky
#

Thanks for the spam cleaning 🫂 I've noticed barely any

warm chasm
outer frigate
outer frigate
#

most odd bug ever, can only get it to crash reliably if i open video options before audio options..? thonk

outer frigate
#

Cannot get it to 100% crash but I have a crap ton (9) of mdmps from this, some of which are freezes (always from hitting refresh button tho regardless of if device connected or not), think it's just random -- should I post all mdmps and just basic steps to reproduce (i.e disconnect and reconnect bluetooth) or is 1 mdmp enough?

trim acorn
#

In the VR training, for Portable UAV target designation:

  • I place down the darter
  • connect it
  • take control
  • rise a bit
  • take uav turret control

That last step makes me stuck on a 1st person view of my character holding my gun angled

#

Err this is the release candidate branch of 2.14

#

Then, when you open the terminal and click the camera view boxes "control driver" "control gunner" they don't do anything except grey out alternately

regal nimbus
#

AK12 GL Lush variants have a bogus baseweapon value. Is that the sort of thing that's worth reporting or not?

daring wagon
paper lichen
daring wagon
#

Ok, I can reproduce it 100% on vanilla

#
  1. Connect to a placed Darter
  2. Take control of the Darter
  3. Once you have to control, use the action menu entry "Take Turret Control"
trim acorn
#

Idk if you're running 2.12 or whatever the current non-RC version is, but I want to add I've played Western Sahara on non-RC 2-3 weeks ago and the drone in Extraction worked fine, even the turret

daring wagon
#

I am on RC 2.14

devout wave
azure crane
#

first one is definitely generated by AI but the last one looks like manually written (or copied, but I couldn't find the original post with the file). I think I'm gonna use the bouncing mine troubleshoot procedure whenever someone posts in #arma3_troubleshooting without giving any details

stone tree
hallow sun
#

Why does Arma freeze 80% of the time when you tab out ?
It's super annoying meowsweats

azure crane
#

Just play in borderless window

#

Full screen is for boomers.

alpine tulip
#

I still wonder if it is a Windows' or Arma issue

trim acorn
daring wagon
#

Worth a ticket that composition thingy also detects stuff like zip files and adds an entry for it into the tree view?

untold sky
#

thonk yes

untold sky
daring wagon
#

I'll make one when I am back home.

untold sky
#

might not need ticket, its now already on the list

#

unless you want to be linked in dev branch changelog

unborn acorn
deep plaza
alpine tulip
#

So, if I do a setPos thingy in Eden Editor for whatever reason, it doesn't update Eden Attribute position (obviously) but once I do Preview, boom the object is now on the previously setPos'd position, and go back into the Editor, is in the position not the attribute position before the preview. Is this a bug that something we would want to see a fix?

#
  1. I place a Huron there
  2. I executed vehicle player setPosWorld (getPosWorld vehicle player vectorAdd [0,0,50]). Note that the position that is defined in Eden remains the same
  3. After preview, it starts from 50m above than Eden defined position
  4. And after the preview has ended, you're no longer on the ground
sinful kettle
#

well you should use set3denAttribute

alpine tulip
#

That is not a case in this point. Sometimes I wanted to have setPos without updating position actually

sinful kettle
#

ah so you mean you want the 3den attribute pos to be re-read in the preview?

alpine tulip
#

Yeah

#

In the first place, why it does read the actual (object's getPos) position not the attribute's position?

sinful kettle
#

well if you save the mission and reopen it it will be reread 😅
but anyway, dunno blobdoggoshruggoogly

alpine tulip
#

I have a reason to do this actually. I have an attribute to setObjectScale like in EAS, what if I try that without changing its center position, boom this is the thing

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Also speaking of: if we have a setter/getter of Eden rotation function from/to setVectorDirAndUp would be nice

untold sky
untold sky
alpine tulip
#

Indeed it can be scripted, but official function would be handy, I mean

outer frigate
#

is there any chance of angular velocity commands this late in armas development

untold sky
#

there is angular add force physics thing

cyan basin
#

um, what's the successor to phabricator?

#

i know its phorge, but im asking in the scope of BI

untold sky
#

not known

cyan basin
#

meanwhile, phab could be upgraded to phorge which has active development

gray wharf
#

something's brewing

outer frigate
#

change of vectordirandup per second would be nice 🤷
(that and as far as i can work out theres no engine interpolation currently for vectordirandup and such)

cyan basin
unborn acorn
#

Question about say3D maxDistance param
in the cfgSounds the value of the maximum distance at which the sound is heard is entered, but this parameter is useless if you execute

OBJECT say3D "MY_SOUND"//i.e. w/o params inside script command

because the command will drop it to 100 meters. I think say3D should take maxDistance param from config
For example, scripts from the DLC Jets:
in the** config** devs set the audibility range of the ejection sound to 1400 meters, but in the script they did not doubling the parameters:

_ejectionSeat say3D _ejectionSoundExt;

as result the sound range is reset to the default's 100 meters

How about remove from say3D the auto-reset maxDistance to default(100m) if it is not set when calling the script

unborn acorn
#

There are many examples where say3D used in vanilla scripts without specifying parameters and as a result maxDistance is wrong
And I think that the scripts authors expected the command to use params from config, this seems like a logical expected result, why it overwriting?

waxen tundra
#

@trim acorn i feel your pain :)

daring wagon
#

Video with repro + demo mission + sqe file

sleek scaffold
#

Or is it that the "ca\missions_pmc\data\ui_gps_ca.paa" file doesn't exists in Arma 3?

alpine tulip
#

Indeed. This is pretty much for A2PMC, and none of such features should carried on into A3 in the first place

sleek scaffold
alpine tulip
#

Script is there after all. There should be A3 icon

#

It doesn't mean it is a working function

sleek scaffold
#

It is just this 😅

/*
    Author: Karel Moricky

    Description:
    Replaces GPS frame.
    Following line have to be defined in mission Description.ext:
    onMinimapScript[] = {"BIS_fnc_customGPS_Spawn"};

    Parameter(s):
    _this select 0: STRING - Image path
    _this select 1 (Optional): NUMBER - Delta X
    _this select 2 (Optional): NUMBER - Delta Y

    Returns:
    True
*/
BIS_fnc_customGPS_Params = _this;
true
daring wagon
#

D:\Arma 3 - Unpacked Data\functions_f\gui\fn_customgpsvideo.sqf
D:\Arma 3 - Unpacked Data\functions_f\gui\fn_customgps.sqf
D:\Arma 3 - Unpacked Data\functions_f\gui\fn_customgps_spawn.sqf
These file use BIS_fnc_customGPS_Params

trim acorn
#

Hello; getting a CTD while loading some maps / entities on the latest MacOS branch. Here's the eon.txt complaining about some problems with the shader

gray wharf
trim acorn
#

👍 thank you

sleek scaffold
sinful kettle
#

I think I've also encountered this problem with other vehicles too

#

mostly air vehicles iirc

#

like the Blackhawk or Little Bird (well their Arma 3 versions; was it Ghosthawk and Hummingbird?)

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and iirc I found a workaround. but don't remember anymore meowsweats

sleek scaffold
sinful kettle
#

well I think it's because the vehicles create some other display that breaks it

sleek scaffold
sinful kettle
#

dunno what the problem was exactly. maybe

sleek scaffold
#

I guess I should keep the ticket so devs can see it anyway, I almost went crazy trying to figure out why a script that worked perfectly fine on some missions broke in others

dreamy bane
#

this is late to ask but I have to ask if it's possible that we get more sides than the east, west, resistance?

daring wagon
#

I think this was answered at some point with "No" as the sides are set in engine and changing that is too risky.

dreamy bane
#

ok

uncut briar
#

pretty sure it would need massive rewrite of half of the game xD

#

including some 20 y/o code

desert trench
#

Class Missions (Uppercase C - instead of class) is apparently making the A3 server not able to launch

#

worth a ticket? or just a BIKI note

regal nimbus
#

Does it throw an error in the RPT?

subtle axle
#

it doesnt launch the server at all

#
 
   
   class SPE_M01_Liberation_of_Saint_Gilles{
      template = "SPE_M01_Liberation_of_Saint_Gilles.SPE_Normandy";
      difficulty = "Custom";
   };```
#

any time a capital 'C' is used the server throws an M class error and exits

gray wharf
subtle axle
#

there we go

desert trench
#

desc.ext != server.cfg

subtle axle
#

i got a launch error with it captialised

#

it wont push through

#

references to class needs to be lower case in my user trial

gray wharf
#

basically yes: use class and nothing else

dreamy bane
regal nimbus
#

As long as it throws an error then it's fine.

#

It's a ripped-off C parser, right. Can't expect it to suddenly ignore keyword casing.

alpine tulip
#

I've just thought that, why is wounded rvmats are also defined (still) in uniform vehicle's damage >> mat[]?

#

Also is class Wounds still a thing? Does it do anything?

deep plaza
trim acorn
#

There is no logical reason to keep it limited.

untold sky
#

Question is, is "Class" supported in config.cpp ?

alpine tulip
#

Do you mean upper case C?

untold sky
#

yes, like I wrote it

alpine tulip
#

At least pboProject hates it. But let me check if mergeConfigFile hates it

#

No, diag_mergeConfigFile fails to compile

#
Class test
{

};```Failed
```cpp
class test
{

};```Merged properly
gray wharf
#

no surprise

untold sky
#

Ok so then we don't need to document or change anything.
server config, description.ext, config.cpp they are all config files.
And if you don't follow config syntax you're doomed

alpine tulip
#

This is the error BTW

daring wagon
#

Seems that the Asset Browser Search only searches for the EditorCategories and EditorSubcategories in CfgGroups notlikemeow

alpine tulip
#

I've found out that we cannot have an AI unit in empty and/or empty object (house?) into a faction CfgGroups recently. Let's say if I wanted to have a predefined USS and its weapons into one CfgGroups, cannot make it work properly

untold sky
#

I don't understand that question or statement

sinful kettle
#

I think he's talking about compositions?

alpine tulip
#

I even forgot that I've made this post 😅 let me make an example real quick

rose cloak
#

something like concrete bunker (side Empty) + ship turret (side Blue) in a single CfgGroups entry?

alpine tulip
#

Bottom: source
Top: exported compositions BIS_fnc_exportCfgGroups
Left: class Empty one
Right: class West one

I can understand they're empty if I do it as an Empty comp, but if was a side (BLUFOR etc) comp you can spawn them properly yet it fails to assign into Eden

#

delete3DENEntities (all3DENEntities#0) results this

rose cloak
#

still sounds like a Composition job 🙃

mighty violet
tulip wasp
#

22000 (configured weapon in inventory) is a great reason why scripting systems based on individual script commands are always lacking something.

trim acorn
#

one little detail is still annoying me most of the weapon stuff is modular except the magazine which is still defined by the model...

tulip wasp
#

Does the engine not allow you to define arbitrary new attachments? I.e. you could make a gun that takes magazines as attachments. Would have to do some scripting to keep things synced but might be doable.

trim acorn
#

maybe but the engine should be able to do this

#

i mean they advertised it so much "oh look the weapons are fully modular" but than this xD

devout wave
#

Is there any possibility of revisiting this: https://feedback.bistudio.com/T73775 [Exact time is visible in the map even if you don't have a watch or GPS]
Even KK wanted it to be fixed, back in the day. It would be a nice bit of verisimilitude, and the reason why it wasn't fixed in 2013 is..........stupid.

stone tree
sinful kettle
#

all recent spams were taken care of (as far as I saw...)

paper lichen
sinful kettle
#

I didn't look that far meowsweats

paper lichen
#

Yea that spam was aging for a little while 😅

tacit kettle
#

I love the new update 😄

near cedar
#

Literally downloading more ram

daring wagon
#

Just get a bigger screen 😄

gleaming void
#

new crash update xD

mellow plume
#

Anyone know if the scripted helicopter damage will be fixed on the new update?

outer frigate
#

read the changelog

mellow plume
#

Got a link off hand?

devout wave
daring wagon
#

So viewDistance command is kinda broken now.

#

Can't detect if VD is < 200

gray wharf
#

it was never able to go below 200 though… did this update change that?

daring wagon
#

yes

#

You can go to 5 now

#

same with obj. VD, but the command returns the correct value.

sinful kettle
#

the command returns the correct value
you mean obj view dist command?

daring wagon
#

yes

#

I guess view distance is still limited to 200, but the options menu suggests otherwise.

rose cloak
#

need to check with Cheetah and some poor helicopter volunteer 🤣

#

after setObjectViewDistance [5,5]; Cheetah turns invisible as soon as i stop touching it meowsweats

untold sky
# daring wagon

Yeah that's what I thought. I thought there was engine limit.
But didn't bother to test it and assumed it'll be alright harold
Guess there is after all. I assume we won't fix that

alpine tulip
#

I thought you've fixed the issue but you've only fixed the cap model? 🙁

alpine tulip
neon swan
#

I see reyhard already replied to you there.

alpine tulip
#

But since the ticket is about to fix the entire custom rvmat issue, not the specific model, so I thought it was fixed

#

And please check the timestamp of my picture and reyhard's reply there, reyhard's reply is only 40 minutes ago

desert trench
#

anyone did some fps comparsion yet?

#

we seem to get considerable worse fps with same settings in 2.14

daring wagon
#

Is there a legacy build available?

rose cloak
#

Arma3Legacy212seemingly yes

daring wagon
#

Cheers

desert trench
#

whats the most meaningful/establish benchmark mission these days?

rose cloak
#

i only know of YAAB

near cedar
#

There are also two others, "Altis bench" and "stratis bench" , both on the workshop by the same person

#

I feel these two are more representative of general single player performance

proud berry
#

I'll make a ticket later, but you can hold the charge on the T-100X even after leaving the gunner seat, as long as you hold the fire button. It'll then fire when you release

unborn acorn
odd tide
#

Not important but just pointing out that the "!" looks like an "I" when the achievement is displayed on steam. 🔍 "workI"

alpine tulip
#
Started Arma 3 with at least 10 mods loaded - thanks to all modders for their splendid work!```Definitely a !. It is your display/Steam "issue"
odd tide
#

Yes that's exactly what I'm saying the steam font makes the "!" look like an "I"

#

Just something random I noticed lol

alpine tulip
#

And there's nothing we can do

desert trench
#

16:55:42 8.0: SteamQuery: class SteamUGCDownloadPreviewFile - failed - Code: 21 - The user is not logged on.
16:55:46 11.1: SteamQuery: class SteamUGCFileDownload - failed - Code: 16 - Operation timed out.

#

trying to launch a mission from workshop via ingame scenarios menu

#

says first:

Downloading Steam file (0KB/0KB)

#

after a few seconds:

This user is not logged on.

#

if i click the scenario (workshop) button at the bottom, it opens steam overlay with me logged in

#

is Steam having problems atm?

#

Steam is down.
Steam appears to be having issues at the moment

odd tide
#

Like I said, not important, just pointing it out 👍

weary cradle
#

I have an issue where all the helos in the game are acting like they are sling loading something from the nose ever since the update. It’s weird bc it only does it on joystick… turned off all stabilizers, unbound all trims, checked center on stick w no luck…

weary cradle
gray wharf
#

what about vanilla assets?

rugged nova
# weary cradle

Those are cup assets. Can you confirm that it still affects you with every mod unloaded and in a vanilla helo?

dreamy bane
#

did the new update change something with config-class count & select command behaving? because I have problem with inherited classes

untold sky
#

configProperties I think was broken for a bit in 2.12

#

need example code to see what u mean, and are you on profiling branch?

dreamy bane
#

yes im on prof

#
class A
{
 var = 777;
};

class B : A
{
 
};
#
str ( count (missionconfigfile >> "b") );   // Prints zero
#

should print 1

untold sky
#

that no, not touched afaik

#

That'd be bad if thats broke

dreamy bane
#

ok well its driving me crazy ;D

untold sky
#

I shall remember to test that monday

dreamy bane
#

cool thx 👍

sinful kettle
dreamy bane
#

yup

#

Though```sqf
str ( getnumber (missionconfigfile >> "b" >> "var") );

#

prints 777

weary cradle
sinful kettle
#

use the Arma3Legacy212 code in Steam->Arma 3->Properties->Betas tab

north gull
untold sky
#

Very neat stuff, too much to implement but maybe we can select a few

tacit kettle
static cosmos
#

Will addWeaponWithAttachmentsCargoGlobal allow negative values to remove weapons? We can't manage cargo in a easy way if there is no solution for weapons, at the end we still need to use old hack solutions.

rose cloak
#

and for "_i" from 0 to (count _cfg - 1) do {... _cfg select _i is used in bis_fnc_overviewauthor, which is called by BIS_fnc_arsenal to display stuff author. And i remember having reports of Arsenal not displaying inherited author some time ago (and all vanilla (and all properly working mod) content explicitly includes author property, even if it matches the parent's one) blobdoggoshruggoogly

north gull
dreamy bane
#

@rose cloak the problem is count doesn't count inherited variables

#

so the question is should count include the inherited properties/variables

rugged nova
#

Additional having isEqualTo check the nested object type would slow down isEqualTo

regal nimbus
#

Does isEqualTo actually work on hashmaps?

#

feels like it'd be... tricky

rose cloak
sinful kettle
#

yeah I was actually wondering if it ever did

rose cloak
#

Don't make me download A2 again 🤣

dreamy bane
#

really, I wonder what's the point with that...

rugged nova
#

but I'm sure that it's already slower than most comparisons against other types

regal nimbus
#

Does it rely on the binning being deterministic given the same hashmap data?

#

I guess it's more likely just cross-comparing by key

rose cloak
rose cloak
# dreamy bane really, I wonder what's the point with that...

well, i'd argue that "the command behaved the same way 3 games ago in 20067" does answer the first half of initial question of "did the new update change something with config-class count & select command behaving?" blobdoggoshruggoogly And for the second part of that question, " because I have problem with inherited classes" - we thankfully have configProperties with inherit set to true since A3 1.36

devout wave
dreamy bane
hallow sun
devout wave
#

CfgRemoteExec is set to blanket mode 2 (all allowed). Also, the core functioning of a vanilla vehicle shouldn't be broken by CfgRemoteExec, in principle.

north gull
#

And it can be avoided by introducing copy of command with slightly different name

north gull
#

there is no need to check for the nested type, because it is determined by the value in the hashmap, which means it will already be checked when comparing hashmaps by its values like before this update

#

And even more - this can increase performance, because it can determine if two hashmaps are different early just by checking nested type first, before check every key in hashmap

north gull
#

And I think it will be negligible

#

And this also can be solved by introducing copy of isEqualType* with slightly different name like for typeName

north gull
alpine tulip
#

Recently I've found out that IR seekers are basically looking for “0 or not 0” vehicle heat signatures. I've found out this is somewhat strange to have, because I've expected to wait a bit to have proper signature to be detected?

near cedar
#

Maybe possible to add some sort of IR intensity parameter, 0 to 1? And then different IR seekers/sensors can have different thresholds. Might be something that can be generalised to "signal intensity", and applied to all types seekers/sensors.

devout wave
gray wharf
#

it mentioned pizza!

unborn acorn
daring wagon
#

I noticed we neither have allLogics nor allLocations commands. Would it be worth requesting that? Would complement allGroups, allPlayer etc.

devout wave
#

I'm not as such against allLocations, but worth mentioning that since 2.14 you can effectively do it with nearestLocations by using an empty type array and a worldSize radius

daring wagon
fallen elk
#

The Put event does not seem to be firing on containers (Take does). I'll make a ticket in the morning.

alpine tulip
#

Just found out that ctrlText does not return a line break from a structured text control. I don't think a line break should not be detected

#

Basically this is what I've tried and failed because it can't detect br. I mean, this formatting should be done by engine side in the first place, but anyways...

daring wagon
#

Are you fixing the broken scenario menu formatting?

alpine tulip
#

And failed miserably

#

Well, they haven't done this for a decade after all, we can expect no hope here! elmo_fire

daring wagon
#

There is always hope 🫂

#

I thought with the introduction of regex we could match the patterns of Steam formatting and replace it with Structured Text.

But I guess it's not that easy, is it?

alpine tulip
#

I mean, it already uses regex to mass replace and patterns, but since the ctrlText only returns it as a one-line text, we have no place to line break

devout wave
fallen elk
gaunt depot
#

Why was T171566 hidden?

gray wharf
gaunt depot
#

Thanks

sinful kettle
#

I thought I got a ping thonk

gaunt depot
sinful kettle
#

I did yes. well I think I shouldn't have used that access

dreamy bane
#

append for strings?

daring wagon
dreamy bane
rose cloak
dreamy bane
#

but instead of ```sqf
_testString + _testString = "Testing!";
// Maybe
_testString append "Testing!";

dreamy bane
rose cloak
#

i don't think any string operators do modify in-place now, though?

dreamy bane
#

well lets have one ;D

rose cloak
#

like, even "Hello" insert [" World!", -1] is the only insert variant that returns the result, non-string variants modify in-place

dreamy bane
#

true

#

add would be cool ```sqf
_testString add "Testing!";

daring wagon
#

@untold sky Do you have access to our Spearhead Gitlab issue tracker? An issue that was reported by QA seems to be 100% reproduceable in vanilla as well. Just wondering if I need to duplicated all the info on BI tracker as well

untold sky
#

I have access. I need it duplicated in our internal tracker (which is not FT). So no

rose cloak
solid marten
uncut briar
#

what we're looking at? Other than big draw distance? thomp

gray wharf
#

low object draw distance?

solid marten
#

ya’ll all blind

uncut briar
#

clean your monitor, it's dirty

solid marten
#

no haze, no?

neon swan
#

I'm just wondering why your landing gear is still down.

solid marten
#

malfunction

uncut briar
solid marten
#

oh, you

uncut briar
#

so what actually was done? Some weather influence on haze or commands to control it? So far we had only terrain config.

solid marten
#

Nothing has been done yet, just assessing options for now

gray wharf
#

taking a pic of your monitor vs using printscreen :p

north gull
#

Shadow distance have strange behavior - it reduces gpu load with increasing distance above old max of 200m in forest area (tested in southern region of Livonia) if objects quality set to any level except the worst... not sure if something else, just quick test
(Dropped from capped 60fps with 200m shadows (80-100% load, full maxed out, 1440p 3km objects) to just 10-15fps with 1km shadows (15-20% load))

near cedar
#

sounds like a CPU bottleneck

north gull
#

It's 13700K with just 3% load

near cedar
#

yes that's arma 😄

#

like when i say CPU bottleneck i don't mean your CPU is inadequate, just that the engine is doing something really funky

north gull
#

Looks like too many synchronization inside engine

#

Or someone just place "sleep" in render queue for shadows 🤣

near cedar
regal nimbus
#

Almost everything runs in the same thread in the A3 client.

#

@north gull What shadow quality setting is that btw?

north gull
#

Even if you turn off them, but set 2km in shadow distance

regal nimbus
#

oh, that's fun

north gull
#

The only setting that affect this behavior (except shadow distance itself) is object quality - the worst preset doesn't have this behavior, other - have

outer frigate
#

is addForce having no interpolation at further distances intentional or a bug

#

finally got around to testing it in isolation and it has none

rugged nova
#

force has no "distance" metric involve in it

#

force = mass * acceleration...

regal nimbus
#

I think the command actually adds an impulse.

rugged nova
#

no impulse... but I haven't checked to source

#

I think he is talking about the second param for the command that takes a position of the force relative to the object

#

wait, that command is dumb

regal nimbus
#

No shit :D

rugged nova
#

if that is really a distance then it's apply a torque

#

fuck

outer frigate
#

all i know is theres no interpolation on its rotation

rugged nova
#

that's a torque

outer frigate
#

and it gets worse the further you are

rugged nova
#

WHY

outer frigate
#

physics

regal nimbus
#

Depends if the position & direction are in line with the center of mass or not.

#

You could use it for torqueless acceleration if you really wanted to.

rugged nova
#

YOU ARE GOING TO MAKE GRAB THE SOURCE CODE

#

NOOOOO

outer frigate
#

use rv4 as a physics simulation to engineer time travel so you can go back in time to kill isaac newton

rugged nova
#

I DON'T WANT TO LOOK AT THE ARMA 3 SOURCE

outer frigate
#

probablt

#

im sleepy

regal nimbus
#

God knows if it works for non-physX objects.

outer frigate
#

just addforce has no interpolation across network

#

when its turning

#

same for addtorque

rugged nova
#

John there is no position command for that function

regal nimbus
#

oh yeah :P

rugged nova
#
This will not induce a torque.
#

oh fuck

outer frigate
#

wheres that astronaut meme

#

wait, its all addtorque?

regal nimbus
#

So I guess it breaks the input into physX addForce + addTorque.

rugged nova
#

I'm going to ignore that

outer frigate
#

shrug i just used addforce

rugged nova
#

this is a dumb command

outer frigate
#

i gave the object no gravity and rammed it with myself

#

using addforce

#

there was no interpolation of its orientation

#

it was local to server

rugged nova
#

yeah, it also very quickly breaks if the sim type is not a physx type

outer frigate
#

it was a physx type

#

thingx iirc

#

this is the same issue i had with my capital ships stuff its just reducing it down to making sure its not my fault (its not)

rugged nova
#

it will need to me applied each frame

outer frigate
#

it was

rugged nova
#

you are doing that right?

outer frigate
#

yep

rugged nova
#

with a time step?

outer frigate
#

i spent 6 months on my capital ships project and never got around this

#

yes

rugged nova
#

No

#

don't

outer frigate
#

i did both with and without

rugged nova
#

addForce is an impulse

#

no need for a timestep

outer frigate
#

yes

#

i did both

#

it had the issue in all instances

#

ive tested extensively when doing my capital ships

#

around a month of debugging just this issue

#

always ran into the issue of no interpolation

rugged nova
#

I assume that the "velocity change accumulator" is getting messy and breaking or something

outer frigate
#

who knows at this point

#

although with the sizes physx handles... could it be floating point precision?

#

dont know enough about backend to give an informed guess

regal nimbus
#

For orientation interpolation? No.

outer frigate
#

i have no clue why it doesnt do it then

regal nimbus
#

Wait, you said there was no interpolation of orientation even on localhost/SP?

outer frigate
#

did i

#

its only ever been for non local objects in testing

#

never managed to test localhost with non local but would imagine its the same

#

sp obviously everything is local

#

its updating on network updates but theres no interpolation between those updates

regal nimbus
#

I'm guessing that it just doesn't send angular velocity at all.

outer frigate
#

that'd be my assumption

regal nimbus
#

Although second option is that it's bugged :P

outer frigate
#

inb4 its just an unused param because someone forgot to copy paste a line

regal nimbus
#

Like in most cases you can't tell. Might have slipped through given that Arma's physics is expected to be a goddamn mess anyway.

outer frigate
#

who knows, shall wait for one of the green beans to advise

rugged nova
#

having three different physics engines running will do that

outer frigate
#

dedmen said his assumption was vectordirandup would override angular velocity

#

which i would imagine would extend even if youre not setting vectordirandup yourself but who knows

regal nimbus
#

but even with free-floating objects + addTorque it didn't interpolate?

outer frigate
#

at this point i would even take a local param to addforce tbh

outer frigate
#

in any combination of commands for manipulating orientation

#

and i spent over a month trying to resolve this nearly all day every day

outer frigate
#

which makes sense theres just never interpolation for it

#

whereas there is for velocity

rugged nova
#

diag_captureFrame

north gull
outer frigate
#

was replacing Low graphics with Very Low in texture, objects & terrain an oversight or intentional

sinful kettle
#

Only Very Low?

tacit kettle
outer frigate
#

yep

fast lodge
#

Hey , it would be great if weapon shooting would be simulated the same distance as the sound goes. For some Rifles it only goes 400 meters far.

#

Even tho the sound would go 3000 meters far but you cant hear it since they only get simulated when you are close to it

#

It is different from weapon to weapon. Snipers for example are working 1200 meters away but the sound would normally go 4000 meters far

limpid rune
alpine tulip
#

Slightly bumped, but here're features I always miss in Arma 3 Launcher:

  • Add a tag into an item (Local/Workshop/maybe CDLC) and activate/deactivate them all in one click
  • Add a CDLC dependency notification if one loads a Mod that depends on some
alpine tulip
uncut briar
#

too complex at this point imo

#

having an option to append mod list to currently selected instead of replace would be enough.

alpine tulip
#

Maybe that is the way

#

“Add this preset into the current list” button?

uncut briar
#

ye, BI open source the launcher so we can add features ourselves as I know nobody wants to touch this old code 🙏

#

It's .NET so we can peek inside anyway

alpine tulip
#

Nobody wants to touch two decades old engine after all derpWolf

#

Anyways your idea sounds way better than my idea

hollow vapor
#

Hundreds of times.

#

Devs?

outer frigate
alpine tulip
#

WithSIXoldman

uncut briar
alpine tulip
#

One thing I realized is we have no function/command to get/set/whatever related to Quaternion. Should be handy to have as an official functions at least

#

Since we have a plenty of commands that can get dir and up, it would be a good addition to have a way to rotate them easily other than vectorCrossProduct

alpine tulip
#

But is only for fixed X, Y and Z

#

Not for "my" axis

rose cloak
#

yaaay, 3d maths

tropic jewel
#

Oh I see, so more like what vectorModelToWorld does but without the object?

alpine tulip
#

Yyyyeah, I guess?

rose cloak
tropic jewel
#

a Leopard specialty =D

alpine tulip
#

Yeah Mr cat, please do

rose cloak
#

evenshually-bait

foggy shuttle
#

Is there a reason tan 3 returns 0.0524078 unlike any other language where it returns -0.1425465?

I'd like to ask before I make a ticket

rugged nova
#

Follow up... what is your cpu

#

oh... lol

#

radians

foggy shuttle
#

AMD64 - Ryzen 5800X3D

rugged nova
#

tan (3 degrees) is 0.0524
tan (3 radians) is -0.1425

#

arma use degrees as default

foggy shuttle
#

Ah, makes a bit more sense then - Thank you

dreamy bane
gray wharf
#

anyway, marked "not possible" just now 😄

#

Dedmeeeeeen…!! ((✊)) 😄

alpine tulip
gray wharf
#

closed too

alpine tulip
#

Noooo

#

wait nvm

dreamy bane
dreamy bane
#

just curious 🙂

gray wharf
#

I don't know
Dedmen closed the ticket

dreamy bane
rapid badge
#

I don't remember "fully", but that was because even "at all" was more than what Arma 2 or VBS2/3 supported... though the devs have proven (via the underbarrel and more recently the UGL round slots) that the amount of slots accessible to the player IS subject to change.

@tulip wasp Chalk it up to magazines not working like attachments do? Though this is probably one of the things that's changing in DayZ/Enfusion since they've been quite in flux under-the-hood.

desert trench
#

there seems to be quite some spam in CDLC projects

#

is anyone checking and cleaning these up?

#

or anything else can be done?

gray wharf
#

cleanup happens, and we might have a special weapon soon™

trim acorn
gray wharf
#

update: Dedmen brought up the big guns and we can now nuke spammers more easily

daring wagon
#

😮

uncut briar
#

It should be a single template edit

gray wharf
devout wave
#

on the one hand, yay new FT
on the other hand, oh no my tickets

daring wagon
#

I wish we would get that voting feature back that we had in the beginning

granite mason
#

I think one could expect that magazine model switching is coming

tulip wasp
#

@rapid badge I'm thinking make a model where the magazine is invisible. Put in a new memory point for a new "attachment slot". Config that slot up but don't expose it in the inventory UI. Then add tons of EH's to handle switching the attachment dependening on the currently loaded magazine.
You might loose magazine movement during reload animations, though, unless you can animate weapon attachments (animate the memory point they're proxied to?)
I'm not saying this is feasible or a good idea, just that it might be possible to hack something like that together

unborn acorn
azure crane
#

was there a ticket with request to have a height option for Hide Terrain Objects module or is it just a dream? I'd bump it up rather than making a duplicate

gaunt depot
#

Fixed: Server not closing files in some cases (like server.cfg not being editable)
Wonder if similar issue can be fixed with mission PBOs. Sometimes when we restart the server and update the mission players are unable to rejoin, mission PBO remains locked and downloading new file doesn't work and you just get thrown off the server.

#

Been an issue since like Apex

#

Happens seemingly randomly, only to some players

tulip wasp
#

@granite mason It might be one of those "not worth it" things for BI since it'd require going back into every single last gun model.

unborn flame
#

"config that slot up" - there's the problem. you can't define custom attachement slots.

tulip wasp
#

@unborn flame Argh, that's annoying. Does that mean you can't define custom memory points for it? Because you certainly can define new config-level attachment slots, after all that's how ASDG JR works

unborn flame
#

they still only use the underlying (hardcoded) system for the available attachements...

tulip wasp
unborn flame
#

the hardcoded bit is the swapping of the proxy object

#

and the link to the UI

tulip wasp
#

Mh, the swapping bit might be hardcoded, you're right. However if by "link to the UI" you mean the inventory screen, that's all just living in data, not engine, iirc.

#

Has anybody actually tried this? Make a new proxy object, config it up, see what happens?

unborn flame
#

if you put item xyz in slot abc the UI has to tell the engine that slot abc is now filled with object xyz and swap the model

#

thats the link

tulip wasp
#

@unborn flame Thanks! Makes sense

uncut briar
#

It stops once you disable simulation of the body, so maybe it's related to bodies draining quite a bit of perf.

sleek scaffold
gaunt depot
#

Looks like T-100X doesn't work in MP at all anymore

#

No matter what I do, just doesn't shoot

#

server-created, client-created, locality combos, AIs on other seat, never shoots

devout wave
#

That's weird. I've literally just (in the last hour) been testing two vanilla missions with it where it works fine 🤔

true blaze
#

I just tried it on server, local with AI, local with ppl, server with AI, all worked.

I did notice when AI destroyed cannon on hostile T-100X, with AI still inside, they refused to fire at it to fully destroy it. Commander faced disabled tank but gunner completely ignored it.

outer frigate
#

PIP view distance on a low amount is showing as extreme, will ticket in a few

sinful kettle
outer frigate
#

oh guh

sinful kettle
#

no need for ticket. it's intended

outer frigate
#

roger doger then

gaunt depot
#

Didn't find anything yet

true blaze
#

Afaik cannon is scripted, and i saw it mentioned...somewhere. i figure it does

gaunt depot
#
fired = "_this call BIS_fnc_RailGun_01_chargingStart";
```oh yeah
#

Expected it to be engine-driven

#

I see these function do BIS_fnc_setCustomSoundController but that's whitelisted 🤔

gaunt depot
#

Found the issue:

        [_vehicle, "cannon_railgun"] call BIS_fnc_fire;

which has

if (!isServer) exitWith 
{
    _this remoteExecCall ["BIS_fnc_fire", 2]; 
    nil
};
gaunt depot
#

https://feedback.bistudio.com/T120107
I assume HitPart always passes null for global projectiles like missiles and passes proper entity for local projectiles like bullets, can this ever be fixed in the engine?

sinful kettle
gaunt depot
sinful kettle
#

RPG32

gaunt depot
#
17:28:29 ---------------------------------------------------------
17:28:29 "Frame 3505975: HitPart: O_APC_Tracked_02_cannon_F"
17:28:29 ["189ee046040# 1780600: apc_tracked_02_cannon_f.p3d (O_APC_Tracked_02_cannon_F)","B Alpha 1-2:1 (Sa-Matra) (B_Soldier_F)","<NULL-object> ()",[23625.2,18543.5,4.86392],[173.227,53.1108,-0.322573],[],[150,28,3,1,"R_PG32V_F"],[-0.70793,-0.184872,0.681657],2.48759,"a3\data_f\penetration\armour_plate_heavy.bisurf",true]
17:28:29 
17:28:29 ---------------------------------------------------------
17:28:29 "Frame 3505975: HitPart: O_APC_Tracked_02_cannon_F"
17:28:29 ["189ee046040# 1780600: apc_tracked_02_cannon_f.p3d (O_APC_Tracked_02_cannon_F)","B Alpha 1-2:1 (Sa-Matra) (B_Soldier_F)","1780602: empty.p3d (ammo_Penetrator_RPG32V)",[23625.2,18543.5,4.8639],[902.997,276.785,7.13465],[],[480,0,0,0,"ammo_Penetrator_RPG32V"],[-0.70793,-0.184872,0.681657],2.48759,"a3\data_f\penetration\armour_plate_heavy.bisurf",true]
17:28:29 
#

The missile itself is null, penetrator isn't

#

getText(configFile >> "CfgAmmo" >> "R_PG32V_F" >> "simulation") => shotRocket
getText(configFile >> "CfgAmmo" >> "ammo_Penetrator_RPG32V" >> "simulation") => shotShell

#

Its not an issue of submunitions though, I've been testing it with AA missile recently:
getText(configFile >> "CfgAmmo" >> "M_Titan_AA_long" >> "simulation") => shotMissile

#
16:12:09 ---------------------------------------------------------
16:12:09 "Frame 2853577: HitPart: O_Heli_Attack_02_F"
16:12:09 ["O Alpha 2-1:1 (O_Heli_Attack_02_F)","B Alpha 1-2:1 (Sa-Matra) (B_APC_Tracked_01_AA_F)","<NULL-object> ()",[24079,17625.8,58.1367],[0,0,-0.0196132],[],[80,60,6,1,"M_Titan_AA_long"],[0.345211,-0.0911817,-0.934086],1.81265,"a3\data_f\penetration\armour_plate_20mm.bisurf",true]
```Null once again
#

Interestingly shotMine appears properly in the EH despite also being slow projectile 🤔

devout wave
#

Try checking the warhead type for consistency. This smells like a difference between HE (no penetration simulation, deleted instantly) and AP/HEAT (projectile remains active for penetration simulation)

limpid rune
#

well in the case of the rpg32 the missle projectile would cease to exist

#

as it gets deleted when the penetrator spawns

#

hitpart probably runs too late

gaunt depot
# devout wave Try checking the warhead type for consistency. This smells like a difference bet...

Testing DAR:
getText(configFile >> "CfgAmmo" >> "M_AT" >> "warheadName") => HE
getText(configFile >> "CfgAmmo" >> "M_AT" >> "simulation") => shotRocket
getText(configFile >> "CfgAmmo" >> "M_AT" >> "submunitionAmmo") => ""
Null in both direct and splash, same as other missiles and rockets:

18:03:50 ---------------------------------------------------------
18:03:50 "Frame 3810754: HitPart: O_APC_Tracked_02_cannon_F"
18:03:50 ["189ee046040# 1780600: apc_tracked_02_cannon_f.p3d (O_APC_Tracked_02_cannon_F)","B Alpha 1-2:1 (Sa-Matra) (B_Heli_Light_01_armed_F)","<NULL-object> ()",[23626.8,18547,4.84325],[194.642,-256.054,-34.758],[],[300,50,8,1,"M_AT"],[0.0116035,0.155283,0.987802],1.46166,"a3\data_f\penetration\armour_plate_heavy.bisurf",true]
18:03:50 
18:03:50 ---------------------------------------------------------
18:03:50 "Frame 3810754: HitPart: O_APC_Tracked_02_cannon_F"
18:03:50 ["189ee046040# 1780600: apc_tracked_02_cannon_f.p3d (O_APC_Tracked_02_cannon_F)","B Alpha 1-2:1 (Sa-Matra) (B_Heli_Light_01_armed_F)","<NULL-object> ()",[23626.8,18542.6,4.5291],[0,0,0],["damagehide"],[300,50,8,1,"M_AT"],[-0.786542,-0.617537,-0.000196199],0.266976,"a3\data_f\penetration\plastic.bisurf",false]
18:03:50 ["189ee046040# 1780600: apc_tracked_02_cannon_f.p3d (O_APC_Tracked_02_cannon_F)","B Alpha 1-2:1 (Sa-Matra) (B_Heli_Light_01_armed_F)","<NULL-object> ()",[23626.4,18544.2,5.84574],[0,0,0],["otocvez"],[300,50,8,1,"M_AT"],[-0.786567,-0.617505,-0.00015249],0.710202,"a3\data_f\penetration\metal_plate.bisurf",false]
...
gaunt depot
#

Well, so far it looks like shotRocket and shotMissile are always missing in HitPart

gaunt depot
limpid rune
#

what about like - HE shells or grenades

gaunt depot
# limpid rune what about like - HE shells or grenades

Its there.

18:34:21 ---------------------------------------------------------
18:34:21 "Frame 4072195: HitPart: C_Hatchback_01_F"
18:34:21 ["187d6bfc080# 1780685: hatchback_01_f.p3d (C_Hatchback_01_F)","B Alpha 1-2:1 (Sa-Matra) (B_Soldier_F)","1780686: handgrenade_throw.p3d (GrenadeHand)",[23621.3,18566.9,4.43768],[0,0,0],["glass3"],[8,8,6,1,"GrenadeHand"],[-0.786147,-0.61804,-0.000111496],0.678808,"a3\data_f\penetration\glass_plate.bisurf",false]
#

Looks like its not about entity being slow or global 🤔

#

Can't test if shotSubmunitions is affected by this too, but it feels like all projectiles that can turn into submunition, even if no submunition is defined in config never appear in HitPart EH

gaunt depot
#

Tested A3 Alpha (0.5), same picture there, HitPart doesn't have missiles in it:

[5a632040# 160080: galkin.p3d,B Alpha 1-1:1 (GhostBear),<NULL-object>,[1578.47,5200.06,6.10836],[0,0,0],["wheel_1_1_hide"],[800,13,10,1,"M_AT"],[-0.291083,-0.956697,-0.00132837],0.674498,"A3\data_f\Penetration\tyre.bisurf",false]
#

So looks like its an old issue

sinful kettle
gaunt depot
#

Why is it different from other simulations?

gaunt depot
sinful kettle
#

should be fixed in the next dev version (once it's approved by Dedmen and KK)

unborn acorn
alpine tulip
#

Workthought: isTouchingGround, can we have an extended return of it? Like how many wheels they have and how many is touching ground etc. It's possible to have selectionPosition for contact LOD, but not reliable to get which is touching or not
Also for heli and planes there is no generic way to get how many the wheels are and where are they

#

(AFAIK)

alpine tulip
#

One thing I also wonder: what is the lag when the in-game time reaches 0:00 AM (midnight)? Sometimes it bothers me

alpine tulip
devout wave
#

I'm trying to improve colourblindness support in a custom radio channel system. Unfortunately, not being able to customise the VON speaker indicator is limiting it a bit, since I can't display the channel name and can only distinguish by colour.
https://feedback.bistudio.com/T175722

gaunt depot
#

(I guess not, usually build is mentioned in the ticket)

azure crane
#

I just noticed that when searching for assets in eden editor (in the right sidebar) you can't look for any assets starting with "mod" because game expects you to provide a pbo classname. So when you want to find a Modular Bunker HQ, you have to search for bunker because modular will provide 0 results (game thinks my query is mod ular or something). Was it always like that?

alpine tulip
#

Can confirm, ["Arma 3","Arma3",215,151027,"Diag",false,"Windows","x64"]

azure crane
#

I'm on latest stable and I don't remember having this issue in 2.12 (although I don't remember searching for any mod* stuff in Editor either back then)

unborn acorn
dreamy bane
#

still curious why this is not possible: https://feedback.bistudio.com/T175587 ? just asking because i want to better understand what is doable so I wont make impossible feature requests, thx 🙂

alpine tulip
#

Maybe the word add is too common

dreamy bane
alpine tulip
#

Hence “Maybe”

#

AKA “Wild guess”

rose cloak
#

inb4 "it's better to nag Ded to hear what Ded thinks"

dreamy bane
gaunt depot
#

Is my assumption about shotMissile and shotRocket correct?

sinful kettle
sinful kettle
rose cloak
#

do submunitions count as separate projectiles or a part of a parent projectile, though? tanking

gaunt depot
sinful kettle
#

afaik

#

so they will (and should) never be modified by ref like hashmaps and arrays

uncut briar
#

Making them changeable by ref is a really bad idea

rugged nova
#

Also think about the amount of work require to handle every type.

dreamy bane
sinful kettle
#

blobdoggoshruggoogly that's Dedmen's territory. if he says no then no

dreamy bane
#

alright 🙂

#

thx

true blaze
#

What about numeric_variable++?

dreamy bane
regal nimbus
#

Actually struggling to think of any SQF language features that assume strings and scalars are immutable, although my interest is only curiosity.

true blaze
dreamy bane
#

then they had to change the name to SQF++ 😄

regal nimbus
#

I guess if _var = 2; _arr = [_var]; is using the reference to the original var rather than making a copy then making scalars mutable would be a shitshow.

#

Once upon a time I figured that scalars would be a special case with in-line storage but it turns out SQF is using something like 48 bytes per scalar.

gaunt depot
#

ARRAY add INDEX feelsgoodenoughman

rose cloak
#

_array pushback _array yaaay references

#

aww. 21:45:56 Error Recursive array

sinful kettle
#

it will check for recursion

#

it gets even worse with nested arrays

daring wagon
regal nimbus
#

sighs

#

Attempting to put together a FT report for the upper-floor pathing bug, find a case where the guy just stops in the doorway and recalculates a complex path twice a second forever.

#

maybe it's just bugs all the way down.

gaunt depot
devout wave
#

@ Dedmen: almost every time you try to link the crash dump guide page on the FT, it's actually about:blank. If you're using a macro or something for that, might be worth double-checking it

untold sky
untold sky
untold sky
untold sky
untold sky
#

Launcher additions are annoying as they need localization

uncut briar
untold sky
untold sky
# gaunt depot > Fixed: Server not closing files in some cases (like server.cfg not being edit...

its the same thing yes.
My fix is not a full fix.

I talked about how the Arma client flushes out files when you tab out. Which some people very vocally complained about that it makes the filecache useless.
Well server doesn't do that, that also causes the files to stay constantly locked.
I could make it force-flush every frame or every few seconds, but that destroys the filecache. Maybe just doing it on mission unload or something, but thats also meh

untold sky
untold sky
untold sky
untold sky
untold sky
untold sky
daring wagon
untold sky
#

Yeah I think we don't have any wildcard expression kinda thing code anywhere

#

We have regex now but.. eh

#

Is possible and would be neat, but I won't have the time to implement that

daring wagon
#

Too bad.

north gull
#

in the middle of additional information

untold sky
#

Not good to mix it in with the disabling shadows bug.
One is just how the game works and is expected and will not be fixed, the other is a clear bug

north gull
#

i can remove this mention, but it will not change anything because it is just one picture of 10

north gull
rose cloak
untold sky
#

I just managed to clear my months backlog and already have 5 pings again notlikemeow

devout wave
#

Ping-on-reply being on by default remains one of Discord's all-time worst changes

unborn acorn
tepid fractal
#

Just making sure I'm reporting it to the right place

outer frigate
#

yes

untold sky
outer frigate
#

oh i missed biki

unborn acorn
gaunt depot
fast lodge
#

I found a bug which lets dead bodies fall through the ground on my server
Can someone try to repro:

_Unit setdamage 1;
uisleep 5; 
_Unit enableSimulationGlobal false;
uisleep 5;
_Unit enablesimulation true;
uisleep 5;
hint str (getposATL _Unit);```
fresh hawk
#

When you move dead bodies with setPos commands, they desync
If you wake their PhysX up with awake before moving the corpse, it will not desync

fast lodge
#

I'm not using setPos

#

Look at the script above

#

It happens when deactivating the simulationglobal and then activating it again client sided

fresh hawk
#

getposATL

#

You are using a setPos command

fast lodge
#

?

fresh hawk
#

nvm, I can't read

fast lodge
regal nimbus
#

@fast lodge Can't replicate here, body stays where it's supposed to.

fast lodge
regal nimbus
#

Are you spawning the building or using one that's already in the terrain?

fast lodge
#

I'm using one which is already on the terrain

regal nimbus
#

ok, give me a map ref then.

fast lodge
#

Livonia should have it

regal nimbus
#

Specific one. Terrain alt might matter.

fast lodge
#

I tried it on my terrain, the one on livonia is on the south site

#

You can also try to spawn the Unit inside any building and see what happens

#

Yea I tried 10 different buildings and it worked inside every building

#

Just on terrain it dosent sometimes

regal nimbus
#

hmm, got a slightly weirder effect.

#

body's still there but it's being clipped for rendering as if it's somewhere else.

#

not 100% replication, more like 50/50

hallow sun
#

Did a quick test on altis and same outcome.
Video: https://www.youtube.com/watch?v=06_RHOWhy8g
Code executed (server exec).

0 spawn { 
_Unit = createVehicle ["B_soldier_AR_F", getPosATL (objectFromNetId "2:1001"), [], 0, "CAN_COLLIDE"];
_Unit setdamage 1; 
uisleep 5;  
_Unit enableSimulationGlobal false; 
uisleep 5; 
_Unit enablesimulationGlobal true; 
uisleep 5; 
};
robust quiver
regal nimbus
#

Original version is client exec.

gaunt depot
#

PhysX bodies and localities are a pure nightmare

#

How come there is still no scripting command to disable physx on a dead body is beyond me (so it can be posed like in OA for example)

solid marten
#

don’t think you can just change type of simulation at will. besides dead body physx simulation goes to sleep, there is a command to temporary wake it up, otherwise it takes minimal resources, why do you need to disable what is essentially not running?

gray wharf
gaunt depot
#

Disabling simulation sort of works but you won't be able to interact with inventory for example

#

In my case I had to start doing switchMove each frame just to stop body from doing its physx thing

#

Which is pretty unreliable anyway

#

Some kind of hard rest state

#

Being able to make body to sleep earlier (or later) would've helped too

uncut briar
#

There was an attempt to add body dragging to ACE but it's buggy due to setPos* or switchMove being broken on bodies.

gaunt depot
#

Had to come up with tons of crutches, not pretty at all

#

Would've been SO much easier if we could just stop the body from going back into PhysX state

#

ENTITY forceRest BOOL or something

uncut briar
gaunt depot
#

This was my original approach and it happened too (all bones teleported to [0,0,0])

regal nimbus
gray wharf
#

I don't remember who complained about having dead bodies during the mission (maybe some CTI) where they had to disable simulation (until a player got near) to save some perf

regal nimbus
#

I complained but that was hideObject rather than simulation.

#

Now parked cars on the other hand have unreasonably high simulation cost.

#

Old versions of Antistasi used to disable simulation on them until someone got into the car, but 2.06 broke that by removing actions from objects with disabled simulation.

#

So if someone could convince physX to put parked/engine-off vehicles into the sleep state then that'd be a good boost.

gray wharf
regal nimbus
#

Other people mentioned disabling simulation but as far as I can tell, they're wrong :P

#

maybe if you make a pile of corpses they never sleep.

gray wharf
#

why would hideObject save the (dedi) server though :p

#

like, no network traffic at all?

regal nimbus
#

Oh, this is client.

#

You know Arma client perf is terrible, right :P

#

The slightly wacky part there is that simulation of parked vehicles is also expensive on the client, even when the vehicles are server-local.

#

I can only guess that's it's calculating all that stupid suspension animation stuff on every client, regardless of distance.

desert trench
regal nimbus
#

Didn't check. My tests have been with vanilla civ cars, which I assume are all carx

#

Maybe there's some older stuff in CUP. Not sure.

gaunt depot
desert trench
regal nimbus
#

I mostly did global perf checks. Spawning a lot of stuff with vsync off and comparing frame rates with various simulation & hideobject setups.

#

When I've done profiling before I haven't seen any real outliers. Some vehicles were certainly more expensive than others but factors were more like 2-3 rather than 10+.

uncut briar
near cedar
#

Since I can't check, are mines visible on thermal cameras (at least in the day)? If they are not, can they be added? Because it turns out that this is realistic. Especially because Arma mines cannot be buried.

cerulean glade
#

I do think mines are visible from thermal

gaunt depot
#

Having these ragdoll bugs fixed would benefit both ACE's and mine approach to the feature

daring wagon
#

Can anyone confirm that findDisplay 313 createDisplay "RscTestGrids"; freezes the game when executed in Eden? It has worked before 2.14

#

Seems to also haven on display 46

drifting canopy
#

gotta ask about command addItemCargoGlobal for parameter count, where bug happened in 2.14 negative value when item is throwable, it was loaded to grenade weapon but no longer have it in inventory, the problem can be reproduce by this code

player addItemToUniform "MiniGrenade";
player addItemToUniform "MiniGrenade";
(uniformContainer player) addItemCargoGlobal ["MiniGrenade", -2];

_result = currentThrowable player;
// where _result should be [] but the actual is ["MiniGrenade","MiniGrenadeMuzzle",[1.00002e+007,0]]
// and Arma 3 interface still showing RGN Grenade x0
gaunt depot
drifting canopy
gaunt depot
#

Yeah I tried doing selectWeapon or even action "SwitchWeapon" and neither worked

vocal abyss
#

Dedmen is it intended that this ...

private _a = [["#type", "A"]];
A = createHashMapObject [_a];
B = createHashMapObject [[["#type", "B"], ["#base", A]]];
```... throws `Error #type: Type Array, expected String`? The Wiki says that `#base` can be Array or HashMap.
Creating `B` with `["#base", _a]` works.
vocal abyss
rugged nova
vocal abyss
#

That's no valid createHashMapObject syntax (and also throws an error).

rugged nova
#

ah, yeah i see it now

gray wharf
drifting canopy
gray wharf
#

reload ["Throw"] perhaps?

rose cloak
#

that's for changing loaded magazine in the muzzle, not for selecting muzzle, though

drifting canopy
solid marten
daring wagon
#

Yes, I tried it again and it works now.

#

Super weird.

#

Maybe switching between branches fixed it

sinful kettle
#

which branch?

daring wagon
#

It froze my game like 6 times

#

Profiling and stable

#

tried both, had the freezes on both.

solid marten
#

Always verify local files when experience weirdness

daring wagon
#

Wise words

tropic jewel
#

bis_fnc_timeline_play calls bis_fnc_timeline_unpause, which doesn't exist

regal nimbus
#

Steam verify for Arma seems to be partially broken, at least in the latest version. Whose problem is that?

#

Example: If you delete/rename addons/missions_f_beta.pbo then verify doesn't detect a problem or replace the file.

uncut briar
#

That would indicate the file is missing in SteamPipe manifest/app depot

#

And that would result in broken fresh installs.

regal nimbus
#

Additionally steam verify completes very quickly and only reports ~200 files validated.

uncut briar
#

Addons/missions_f_beta.pbo

#

something might be broken for you locally or your closest CDN has some issues shruge

#

try chaning steam region.

#

Anywho not BI issue, the manifest look good.

gaunt depot
west onyx
#

that would be handy but could get somewhat complicated to do fuel usage sim

#

like should fuel usage be the same when idling vs when in high RPM driving uphill?

#

if there is fuel sim, at the minimum it should be lower usage at idle and higher usage at high rpm. then there are questions of towing/slinging/cargo/mass. a hemtt flatbed with a hunter on the back maybe uses more fuel than an unencumbered hemtt

#

there is room for a good, no-dependencies fuel sim mod

outer frigate
#

iirc fuel consumption doesnt change depending on rpm but i could be wrong

#

either way just flat coef would be super useful

west onyx
#

yea i agree

gaunt depot
limpid rune
#

knowing arma it probably depends on the vehicle sim if it does or not

alpine tulip
#

Yeah fuel consumption is one of my oldest wish

west onyx
#

@solid marten enable environment windy coef appears not to be working 2.14

#

cant turn down the wind Tanoa

gaunt depot
gaunt depot
#

Btw, are vehicle CMs also throwable? Can you select them with script? 🤔

alpine tulip
#

Select as in... select single/burst?

gaunt depot
#

Yeah, or different mag?

west onyx
#

i used to toggle sim when player hit the “get in” action, but as you say they removed those actions

outer frigate
#

i thought lou did a test and found it didnt

#

im probably misremembering

sinful kettle
#

depends on the vehicle simulation type

#

some don't use RPM

outer frigate
#

o

solid marten
daring wagon
#
19:13:41   Error select: Type Number, expected Array,String,Config entry
19:13:41 File A3\Modules_F\Environment\HideTerrainObjects\init.sqf..., line 182
19:13:55 Error in expression <t = (_module getVariable ["#counts",0]) select _i;

Worth reporting that script error? Can be reproduced 100%

#

Let me know and I make a ticket with repro.

daring wagon
# sinful kettle what are the repro steps?
  1. Place Hide Terrain Objects Module. Make sure that the area covers all object types represented by the modules attribute UI
  2. Place a Cover Map module (Any module other then Hide Terrain Objects module should work)
  3. Select both modules in the Entity List (this is important), right click and select "Attributes..."
#

It doesn't break if one selects them in 3D space and edits the attribute from there. 🤔

dusky wigeon
#

@robust quiver Is that still valid after yesterdays dev branch build?

Fixed: Scripting command deleteVehicle didn’t remove its subcontainers (stored containers like vests, uniforms, etc..) properly

round cave
#

Just to piggyback off the otherone made a bit ago, would it be possible to also put this one in the pipe to be added, as well?

robust quiver
#

@dusky wigeon yes, i see that, i will try soon :)

gaunt depot
#

tl;dr; Damaging units calls HandleDamage twice on shooter client, one fire (hit_index=-1) calculates getBleedingRemaining, another fire (HitHead) does seemingly nothing but kills the unit if returned value is >= 1.01

#

Also bleeding is completely local and units bleed only for shooter client side, not for target client side

#

Been like this since very first Alpha 0.50 build

dusky wigeon
#

👍

regal nimbus
#

Subbed, gonna double-check the locality thing myself, but yeah, there are two handledamage events that are not like the others and are very obstructive.

gaunt depot
#

They are definitely local to shooter, you can easily filter them out by checking if target unit is remote

#

Filtering them out with local units is trickier though

#

It doesn't always fire them twice, rarely you get only of two per hit, seen it in local several times now

regal nimbus
#

What doesn't quite makes sense to me is that ACE seems to rely on handledamage events being bracketed by head-selection events, which won't happen if that first hithead is purely shooter-local.

rose cloak
#

Inb4 they get mixed up with proper events when framerate is low enough

regal nimbus
#

They would anyway, on occasion. Can always get hit from two different sources in one frame.

gaunt depot
#

Same with 2 spawned separate projectiles

regal nimbus
#

What are the numbers there?

rose cloak
#

"sanity -10" enchantment levels

gaunt depot
gaunt depot
#

Looks like my info wasn't wrong, it was about 1 shot through 2 legs, not 2 shots through 2 different legs

#

So despite overall damage getting 0.00100436 damage for super slow bullets, the fake event handler for bleeding calculation doesn't fire

#

Either way all these EH fires are bullshit and don't belong in HandleDamage

daring wagon
#

@sinful kettle The new syntax for steeringComponent. Is the argument global or local?

sinful kettle
#

local

daring wagon
#

Alright, thanks!

#

Another question:

Also, currently this new AI driving works only for wheeled vehicles, otherwise known as Cars (from klamacz)

Yet the example is myTank useAISteeringComponent false; where track is usually a tracked vehicle.

Should we clarify this?

sinful kettle
#

yeah it does work for tanks too
also previously the useAISteeringComponent false syntax would only cause tanks to not use that feature. I've changed it to affect cars too

#

interestingly, the AI drove better without that component (at least based on some limited tests) so I figured this command is worth adding.
ofc some newer game features rely on it so it could also break some things blobdoggoshruggoogly

daring wagon
#

I remember when this was first showcased on dev branch. It was a huge improvement. Maybe something got broken again between 2016 and today notlikemeow

sinful kettle
#

Maybe something got broken again
yeah I guess so

desert trench
#

it had some improvements (ie cars taking turns better), yet also made other things worse (ie crossings) and broke things (3+ tanks in a group)

#

BI later applied configs tweaks from CUP - not sure how much affect these had either way

#

unfortunately too often BI revised systems in A3, published them in WIP state wanting to tweak/revise them down the line, but then didnt happen

desert trench
near cedar
#

Yeah I was under the impression only cars got the new PID stuff

west onyx
#

they showcased it in sterile VR terrain, it never worked in MP

near cedar
#

Enginelimitations.jpg

west onyx
#

@sinful kettle getter for "flyInHeight"?

west onyx
#

esp since there is a "forced" moden ow

vocal abyss
sinful kettle
#

You typically just want to set it to what you want. I can't think of any case where you need a getter

west onyx
#

really just for when changing/modifying it. i use some UI for adjusting flyinheight and need to set a variable on the vehicle to manage it

#
if (_selected isNotEqualTo []) then {
    private _entity = objNull;
    private _currentFlyInHeight = 0;
    private _step = [5,50] select (uiNamespace getVariable ['QS_uiaction_turbo',FALSE]);
    private _altitude = 0;
    private _min = 0;
    private _max = 12000;
    {
        _entity = _x;
        _currentFlyInHeight = _entity getVariable ['QS_air_flyInHeight',((getPos _entity) # 2)];
        _altitude = round (_min max ((round (_currentFlyInHeight / _step) * _step) + _step) min _max);
        _entity flyInHeightASL [1, 1, 1];
        _entity flyInHeight [_altitude,TRUE];
        _entity setVariable ['QS_air_flyInHeight',_altitude,FALSE];
        50 cutText [format ['%1 m',_altitude],'PLAIN DOWN',0.2];
    } forEach _selected;
};```
#

in a ui/key binding

drifting canopy
#

any plan adding command such as

// Syntax
getUserMFDBrightness index;
index setUserMFDBrightness value;
// Example
getUserMFDBrightness 12; // Return value 0 - 1
12 setUserMFDBrightness 0.7; // Set brightness to 0.5
west onyx
#

@sinful kettle If I was to ask for a new toy, it would be for an "attach/detach" object/mission event handler

#

and a simulation state object event handler, since the engine can toggle sim state

#

the attach/detach since many mods make use of the command and detection is useful for detecting the change

#

AI related toy, would be a toggle for agent/unit, or an "attackTargetChanged" unit/group event handler

#

toggle for agent/unit, being a way to convert a createAgent ["b_soldier_f" into a grp createUnit ["b_soldier_f" and back again. would allow for larger battles/warfare with better control of performance

regal nimbus
#

Are agents faster than just disabling all the AI features?

sinful kettle
#

anyway the hashmap one had an infinite loop bug too 😅 (fixed now)

#

the reason hashmap object doesn't work is that its type gets converted into an array, hence the error

#

e.g. this is what you get if you print B:

[["#type",["B","A"]]]
#

I can fix it to work with hashmap objects too but only if @untold sky is ok with it

vocal abyss
sinful kettle
#

yeah

#

for B it's ["B", "A"]

#

for A it's ["A"], not "A"

vocal abyss
#

While you've got that code open, do you think we can get a magic variable _super that points to the base HashMapObject in HMO methods (similar to _self)?

sinful kettle
#

doesn't seem like it's possible

#

they get merged. there's no "super" anymore

vocal abyss
#

Not necessarily. I tested something like this the other day ...

private _a = [["#type", "A"], ["myMethod", { systemChat "A"; }]];
A = createHashMapObject [_a];
B = createHashMapObject [[["#type", "B"], ["#base", _a], ["super", A], ["myMethod", { (_self get "super") call ["myMethod"]; systemChat "B"; }]]];
B call ["myMethod"]; //Two messages "A" and "B" in system chat.
```... and it works. But `_self get "super"` is inconvenient.
sinful kettle
#

that's different from what you're asking

#

you say you want to use ["#base", A] and have a magic var _super

#

not ["super", A]

vocal abyss
sinful kettle
#

when you use ["#base", A], A gets merged into B. it's not stored separetely

#

and game doesn't store "#base" itself into the HMO. you can print B to see what I mean

vocal abyss
#

But that could be changed 😅

#

Additional limitation: _super actually has to be a HMO, not an array meowtrash

sinful kettle
#

well that's up to Dedmen to decide blobdoggoshruggoogly

tropic jewel
sinful kettle
#

"but not animations"? wdym?

#

it doesn't ask for rtm anims if that's what you mean

#

they're different ofc

tropic jewel
#

I mean I'd like to get skeletonBones[], instead of filtering from selectionNames "memory".

gaunt depot
#

I wonder if there is a way to make explosionEffect have proper source and instigator by whoever killed\damaged the vehicle?

#

Example:
You shoot a heli with a tank:

  • HandleDamage: source=tank, instigator=player
  • Killed: source=tank, instigator=player
  • explosionEffect (FuelExplosion): source=player, instigator=null
#

Have a repro ready but want to make sure anybody cares to look at this

#

More visual explanation in hint, heli explosion damages the heli itself and stuff around it with following parents

solid marten
#

where does this explosionsEffect appear, engine or scripted?

gaunt depot
solid marten
#

so you want instigator to double the source?

gaunt depot
#

Or unit-unit if it was killed by a unit and not a vehicle

solid marten
#

as in your second example

gaunt depot
#

Basically mirror source and instigator of HandleDamage and Killed EHs

solid marten
#

mirror as in flip?

gaunt depot
#

No, as in same

#

When you do a vehicle kill, explosionEffect takes instigator of Killed event handler and uses it as source

#

Instead of having both instigator and source the same

solid marten
#

I guess it is not difficult but the question is will it cause problems with the existing scripts?

gaunt depot
#

Unlikely, I doubt there are special cases just for these explosions in scripts

#

HandleDamage will get proper source and instigator for vehicle explosions, doubt anything will break

solid marten
#

the actual or desired?

gaunt depot
#

Actual, repro result

solid marten
#

but the source is instigator in it

gaunt depot
#

Player in Tank shoots Heli:
Killed/HandleDamage:
source = Tank
instigator = Player
HandleDamage by explosions:
source = Player
instigator = none

gaunt depot
solid marten
#

i’m confused, could you give me actual vs desired, concrete example

gaunt depot
#

str vehicle returns commander unit string so it appears the same, but both point to different entities - vehicle and unit pulling the trigger

gaunt depot
#

Issue is that when engine spawns vehicle explosion projectile it drops one of parents that caused the description

solid marten
#

if anything the source should be the vehicle that exploded, and the instigator the one that caused the explosion

gaunt depot
#

Well vehicle explosions were always considered to be result of whoever destroyed the vehicle

#

I think plenty of stuff relies on this logic

#

I think when you crash a helicopter units inside die because of that explosion and so pilot is considered a teamkiller for the crew

solid marten
#

i see

#

so what helicopter crash looks like in actuality vs desired

#

what is the source and the instigator

gaunt depot
#

Right now source will be pilot and instigator is null

#

let me double check

#

I actually remember it being somewhat random

solid marten
#

and what it should be

gaunt depot
#

Sometimes crew dies by itself (collision damage probably), sometimes pilot teamkills them

#

All during the crash

gaunt depot
# solid marten so what helicopter crash looks like in actuality vs desired

What happens right now during the crash:

  • Heli HandleDamage:
    source = Pilot
    instigator = none
  • Pilot HandleDamage:
    source = Pilot
    instigator = none
  • Crew HandleDamage:
    source = Pilot
    instigator = none
  • Explosion Parents (seen though HitPart and HandleDamage on a tank nearby):
    source = none
    instigator = none
#

I guess engine assigns explosion source from instigator so its null in this case?

solid marten
#

imo crash should be source the helicopter, instigator the pilot