#arma3_feedback_tracker

1 messages · Page 15 of 1

solid marten
#

oh so this is just type issue, should be easy

#

could you add this to the ticket too please will help to look in the right place when i start it

gaunt depot
#

with same repro

#

same amount of damage interestingly

regal nimbus
#

New version probably fixes our busted code tbh :P

near cedar
#

Amazing 😄 thank you for investigating! It does sound cursed lol

gray wharf
#

…from OFP era?

limpid rune
#

isnt the artillery computer OA?

gray wharf
#

that or A3 yeah, definitely not OFP
and the first vanilla artillery pieces were Arma 1 afaik

desert trench
#

a2:oa

gaunt depot
#

Arty computer is OA, yes

#

Terminal is A3

summer crow
#

https://feedback.bistudio.com/T79971
found a task in 2014 about multiplier = 3 in CfgWeapons, the original answer is

This is as designed, Your note has been taken into consideration, thanks a lot.

so after 10 years, is that considered as a bug now in 2024?

devout wave
#

That's probably an optimisation thing.

#

The notional rate of fire for miniguns is higher than what the game can consistently support, so instead of trying to simulate the actual rate of fire, they fire "3-for-1" bullets that consume more ammo and have a small amount of splash damage.

outer frigate
#

is there any chance that one of these could be swapped so theyre the same way around for both? i know its really minor it just really bugs me

untold sky
untold sky
outer frigate
#

i love you

summer crow
lament escarp
gaunt depot
#

ENTITY = createShot [CLASS, POSITION, VELOCITY, VECTORDIR, VEHICLE, INSTIGATOR, REAL, TRACER]

gaunt depot
#

If you create an entity and delete it right away, EntityCreated still fires and if you add Deleted EH there, it won't fire

#

Makes me wish for BOOL = isDeleted ENTITY so I can skip doing stuff with the entity in EntityCreated if its gonna be deleted this frame as I can't do that with Deleted EH

#

Can't not delete in a same frame, action DisAssemble does that

#

EntityDeleted is 2.18 away and way too broad

fresh hawk
fresh hawk
gaunt depot
#

Yeah I guess its not really a fix

unborn acorn
near cedar
#

nice catch!

devout wave
unborn acorn
#

Mic setting slider seems won't work, change value does not affect to volume, if set to 0 player still can be heard by others

heady thunder
gray wharf
#

purged!

heady thunder
#

yäy

gray wharf
#

(and some others while I was at it)

heady thunder
#

yea, i bet there have been more but that was the only one that catched my attention ^^

#

idk where to ask this the best, but is there a known issue regarding a3 film grain, AMD GPU's and black pixels?

gray wharf
#

I would say update your drivers etc, then if it keeps happening search the Feedback Tracker, and if it doesn't exist you can create a ticket w/ repro

heady thunder
#

yea.. its not on my pc but we've been able to reproduce it on my AMD GPU's friends machine. im making the ticket rn.

outer frigate
#

is it possible for something like a lod switch factor setting/command? would be very nice for screenshots as well as lowering lods in air etc

unborn acorn
uncut briar
outer frigate
#

yeah would be really nice to have

#

cant use some mimallocs when taking screenshots because of how aggressively they assign lods etc

gaunt depot
#

Tried UAVs on a live server:

21:30:46 Observer B Bravo 3-1:1 (chris) REMOTE in cargo of B Bravo 3-1:1 (chris) REMOTE; message was repeated in last 60 sec: 1238
```frequent spam
#

Some locality mess

#

Taking control of drone pilot ends up not transfering drone locality itself

#

Thanks Arma

#

Showing a classnames in this error message would've been helpful

#

as that B Bravo 3-1:1 (chris) can mean: player, vehicle, uav controlled by player

gaunt depot
#

Somehow people end up with both "To gunner seat" and "Take UAV turret controls"

#

Which locks the game up (no more scroll wheel menu to leave it)

uncut briar
outer frigate
#

yeah

#

using the jbgold one or whatever its called makes screenshot taking impossible

uncut briar
#

wtf how, shouldn't lods be managed for gpu load/vram

#

the allocator is for RAM thomp

outer frigate
#

🤷

#

i just know i cant use it when im taking screenshots because i usually go back and zoom in

#

swapping alloc makes it fine

near cedar
#

Amazing

gaunt depot
#

LOL you indeed can disassemble other vehicles as drones

desert trench
#

Matrix is not valid as physx transform! Object: 1ef76ad8b80# 1724290: dummyweapon.p3d REMOTE, WeaponHolderSimulated, Remote
Get matrix of physx actor is not valid! Object: 1ef76ad8b80# 1724290: dummyweapon.p3d REMOTE, WeaponHolderSimulated, Remote

#

it this new/something of concern?

limpid rune
gaunt depot
#

@solid marten Can I please get some engine insight for exact conditions for UAV Waypoint editing to work? The menu that appears when you right click on the waypoint in AV Terminal

#

The whole system is really strange, if you disable only some AI features like targeting and shooting but leave movement and pathing, you can add waypoints but can't edit them

#

Probably not fixable through script, but maybe if I knew exactly what are the requirements, I could make a crutch?

#

Oh I found a hack how to make the engine let you use this menu with drone as not autonomous

#
findDisplay 160 displayCtrl 51 ctrlAddEventHandler ["MouseButtonUp", {
    uav setAutonomous true;
    onEachFrame {uav setAutonomous false; onEachFrame {}};
}];
#

Imagine doing anything properly in Arma LULOLUMFAO_Flat

gaunt depot
#

But its a solution to this issue/bug

dreamy bane
#

if you do ```sqf
#define TEST_DEF true

#if TEST_DEF
systemchat "TEST";
#endif

#

because of the "true"

fresh hawk
#

I'm pretty sure #if wants 1 and not true

dreamy bane
outer frigate
#

thats arma standard

solid marten
gaunt depot
#

Ownership transfer of the vehicle takes unreasonbly long time, why can't we force it with setOwner once group transfer is complete? Took 13 seconds in this clip. First you control the driver, then later group transfers, then later the UAV itself.

#

Huh, looks like ownership order is undefined as well, this attempt I got vehicle first and the rest of the group 10 seconds later

#

Hint shows locality of group, vehicle and each UAV unit in the video

#

Its like there is regular ownership transfer check each X seconds or something

#

Sometimes it transfers quicker, sometimes slower

#

If we can't force switch this locality, maybe somehow speed up this engine transfer?

#

uav setOwnerTransferPriority true or something?

#

Or maybe the engine should prioritize player controlled ownership transfer?

#

I think it does for player driver already?

gaunt depot
#

Some mess with UAVs on perf build, UAVControl is very desyncronized

gaunt depot
#

We really need a way to hide engine actions

#

Having UAV terminal pollutes action menu with so much crap

#

Open UAV terminal, disconnect terminal, Take UAV controls, Take UAV gunner controls

#

When all this should be through the terminal instead

#

👆

#
player disableEngineAction "UAVTerminalReleaseConnection";
player disableEngineAction "SwitchToUAVDriver";
player disableEngineAction "SwitchToUAVGunner";
gaunt depot
#

I know actions are contextual and it can be very complicated to add checks everywhere, but perhaps it can be simple flip to show/hide the action from UI. Leave it for AI command even.

#

So simplest form could be something like

"UAVTerminalReleaseConnection" inGameUIEnableAction false;
"SwitchToUAVDriver" inGameUIEnableAction false;
"SwitchToUAVGunner" inGameUIEnableAction false;
#

OR redirect it into an event handler:

addMissionEventHandler ["HandleEngineActionShow", {
    params ["_action", "_unit", "_target"];
    _action in ["UAVTerminalReleaseConnection", "SwitchToUAVDriver", "SwitchToUAVGunner"]; // true for handled
}];
#

Or in inGameUISetEventHandler but that thing sucks

gray wharf
#

I would say just tell the encountered issue, don't explain a potential solution - you may keep hair this way 😄

gaunt depot
#

Sorry for being annoying, I'll move this into a ticket comment.

dreamy bane
deep plaza
#

there is a bug if you create Post Process Effects then go to video options and change the PIP settings to anything after setting the Post Process Effects it will destroy Post Process Effects
example:

"ColorInversion" ppEffectAdjust [0.5, 0.5, 0.5];
"ColorInversion" ppEffectEnable true;
"ColorInversion" ppEffectCommit 0;
gray wharf
devout wave
#

tl;dr:

  • it's an object EH instead of a mission EH for some reason
  • it doesn't work properly
  • it was only implemented in DX9
solid marten
#

I had it working long time ago pretty sure of that

gray wharf
#

nukeded

untold sky
# dreamy bane if you do ```sqf #define TEST_DEF true #if TEST_DEF systemchat "TEST"; #endif `...

The error formatting is wrong yeah.
It should be more like
"Preprocessor failed on file C:\Users\user\Documents\Arma 3\missions\garbage.VR\init.sqf - error 11 (source (empty filename), line 3)."
I'll fix it.

Btw do we document these error codes anywhere?
NoError,
StreamOpenError,
IncludeError,
IncludeMaxRecursion,
DefineError,
DefineParamError,
ParseExit,
InvalidPreprocessorCommand,
UnexceptedEndOfFile,
ToManyParameters,
ToFewParameters,
UnexceptedSymbol = 11,
EndIfExcepted,

Might be smart if we would print them as string, but I don't wanna do that now, maybe I'll do it some other day.

actually even the empty filename is wrong, we have filename.
And looking at that code I find even more bugs.

We added a hacky trick to not force-kill the game if a include in description.ext was not found.
But, that code makes the same mistake as the one that prints the bogus "empty filename" message.
That makes the fix only apply directly to description.ext.

If you include a file and that file includes another file that was not found, we still force-kill the game. Even if it started in description.ext. That doesn't seem like that was the intention

untold sky
# desert trench it this new/something of concern?

The message is not new.
But I have not seen that message until a couple months ago.
That can happen when that weapon holder has invalid position/orientation.
Did you manage to produce that yourself?

unborn acorn
desert trench
unborn acorn
gaunt depot
#

Right now you can't move say a driver into vehicle if its upside down. Turning it back up within same frame doesn't help.

regal nimbus
#

Hmm. Did I ever report that bug with moveInAny...

#

(if you use it for a gunner seat, AI vehicles will not drive)

unborn acorn
daring wagon
gaunt depot
#

https://feedback.bistudio.com/T180929 Deleting backpack entity AFTER WeaponAssembled event handler could be useful to pass some properties from the backpack to vehicle it assembles to, for example in case where backpack wasn't assembled once yet and there is no entity attached to it, you can add variables to backpack and pass to assembled vehicle later on the event.

solid marten
gaunt depot
solid marten
#

dont think the code was touched unless dedmen touched it

gaunt depot
#

Yeah its the same on perf

#

Backpack is deleted before the EH, backpackContainer returns null inside EH

solid marten
#

so how one reproes?

gaunt depot
#

Start game, run code bit:

if(isNil{player getVariable "WeaponAssembled"}) then {
    player setVariable ["WeaponAssembled", player addEventHandler ["WeaponAssembled", {call WeaponAssembledFunc}]];
};

WeaponAssembledFunc = {
    params ["_unit", "_vehicle"];
    systemChat str ["backpackContainer", backpackContainer player];
};

player addBackpack "B_UAV_01_backpack_F";
player action ["Assemble"];
#

Observe chat

#

Vehicle exists, backpack doesn't

#

I want to ask to swap the order so both vehicle and backpack still exist during EH run

#

So you can transfer variables from backpack entity to vehicle entity

#

in case vehicle wasn't unpacked yet and non-existent

#

If done might as well expand the EH so it provides backpack there

#

so people are more aware of such feature

solid marten
#

And I'm telling you the code deletes backpack after event ran

#

so if it is comes a null then it is something else

gaunt depot
#

Do you see backpack entity in the chat?

solid marten
#

havent tried the repro yet i am looking at code

daring wagon
#

I am not sure how the stringtables work internally, but would it be possible to have an alt syntax for the localize command to force a certain language?

solid marten
gaunt depot
#

Great, that will be very useful

solid marten
#

enough to retreive variables unless you spawn the code

gaunt depot
#

Hmm, maybe WeaponDisassembled could get same treatment?

solid marten
#

whats wrong there

gaunt depot
#

Have the vehicle there too

solid marten
#

lemmie check

gaunt depot
#

much easier too, as vehicle is simply moved out

solid marten
#

"Disassembled" EH returns weapon, bag1, bag2

#

disassembled -> weapon, bag1, bag2, unit
weapondisassembled-> unit, bag1, bag2, weapon

gaunt depot
#

Nice!

solid marten
#

Gonna add Assembled EH as well since disassembled vehicle is not deleted

#

assembled -> weapon, bag1, bag2, unit

lament escarp
gaunt depot
solid marten
#

what vehicle

gaunt depot
#

Oh wait I mistyped it, meant the backpack

solid marten
#

weaponassembled -> unit, weapon, bag1, bag2

#

actually assembled -> weapon, bag1, bag2, unit woll be assembled -> weapon, unit, bag1, bag2 for consistency with weaponxxxx variant

gaunt depot
#

Nice!

solid marten
#

Next dev

gaunt depot
#

Thanks!

solid marten
lament escarp
unborn acorn
#

KK, grenade impact sound is default for any surface due missing soundHit param in CfgSurfaces
Can game take into account surfaceType to hit correct sound so no need change configuration, idk maybe less work?
https://feedback.bistudio.com/T165776

devout wave
#

Someone was working on that not too long ago, I think they basically had it working

solid marten
#

impact sound, the collisions are under impactxxxx

#

wait for the next dev then we take it from there

devout wave
#

@ KK: you marked this ticket (https://feedback.bistudio.com/T72838) as feedback in the middle of updating a bunch of tickets about grenades breaking glass, with the same rev number. I just want to check if that ticket's (substantially different) issue was in fact fixed, or if it got accidentally included in the ticket-updating spree because the title has the relevant keywords in it.

solid marten
#

mistake

fresh hawk
stone tree
desert trench
devout wave
gaunt depot
#

BOOL = ENTITY canMoveInfo INDEX aviator

#

Though its probably very few conditions for a new command

desert trench
#
  1. what is the reason Eden isnt able to create a consistent mission.sqm? (different rounding or precision for certain values/parameters, swapping the order of attributes - even if you dont change anything!)
  2. any chance of this still getting fixed?

its super annoying for diffs/verification/to identify what has been changed/what has been changed/committed by mistake) 🤯

gray wharf
#

-0 / 0, I get ya

desert trench
#

true. there is actually a few more even 🙈

gaunt depot
limpid rune
#

Is there a chance of seeing an improvement to: https://community.bistudio.com/wiki/sendSimpleCommand
or a new command?
At the moment the turning commands are utterly useless as there's some massive delay (even without regard for the radio message) that makes it virtually impossible to do anything but make a vehicle spin around.

Something like
unit CommandTurn direction
or an altSyntax for sendSimpleCommand
vehicle sendSimpleCommand ["TURN",direction];

as the current ways to get an AI driver to face a particular direction are varying levels of suck/broken

#

Usually by ordering them to move somewhere in the distance in the direction you want

#

that or removing the delay so it works like player direct command does

unborn acorn
#

My chat gone after press Esc key to open 'pause' menu, no (player messages, system texts, killfeed, VoN names) more, tested on stable and prof v5 in official warlords
Can anyone confirm please? seems this started a few weeks ago but my local arma files are ok idk why if happens

gaunt depot
#

there was some BS regarding ESC menu hiding chat

#
        if(!isStreamFriendlyUIEnabled && (uiNamespace getVariable ["BIS_shownChat", true])) then
        {
            showChat true;
        };
``` on `unLoad` of `RscDisplayMPInterrupt`
#

So either you have stream friendly on or that BIS_shownChat wasn't set

unborn acorn
solid marten
solid marten
regal nimbus
#

I assume the issue is that if you're using source control, SQM files are super-spammy with tiny changes.

solid marten
#

thats a bug?

regal nimbus
#

I wouldn't call it a bug.

uncut briar
#

It's quite an annoyance

desert trench
#

you can see it as "reproducible builds"

#

for collaboration the inconsistency is super bad

#

you want only actual changes to happen

#

not some "bit flipping" back and forth

solid marten
#

understandable annoyance. Is there an option in diff software to not detect moves or some other options? If the container for attributes is some unordered map then I dont know what one can do without changing container and then bunch of other things.

uncut briar
#

No diff software will be able to figure out that nothing changed is things reorder in such big text file, but quite a lot of annoyances also come from simple numbers.

#

Open mission, do nothing, save, reopen, save. It's different again :|

#

I guess it's floating point errors

outer frigate
#

to me looks like it should be rounded

gaunt depot
#

People suddenly started noticing mags vanishing during reload in KotH so I went to investiage, long going issue apparently

fresh hawk
devout wave
#

I've heard reports of it happening very occasionally to other people, but haven't noticed it happening to me personally

unborn acorn
#

right now playing official combat patrol on hosted mp and every reload -1 full mag

gaunt depot
unborn acorn
hallow sun
# gaunt depot People suddenly started noticing mags vanishing during reload in KotH so I went ...

We reproduced this on a vanilla server within a few minutes xD
In this video you see me reloading and it shows 7 for the magazine count for a short time and then 6 again.
https://www.youtube.com/watch?v=ucpJ-SA4dBc

We also reproduced the bug where you change a vest/uniform/backpack and single mag also disappears in the same session as the video above.
The other guy uploaded on streamable and the video is already offline sadly.
I still got the same bug from my modded server on a GIF tho https://gyazo.com/18f902af3a44e62b1f731b70ae0000d7

gaunt depot
limpid rune
#

gestures (like throwing grenades) can break reloads and eat the magazine

#

might be related to that

unborn acorn
#

Any gestures can eat mag another example is mod animations for TFAR

fast lodge
# gaunt depot Huh, interesting. I think this bug could use some attention as it affects pretty...

Had this issue for a long time now, but lately people complain about it even more that magazines even vanish while moving them from one container to another...

I made a little fix for magazines disappearing after reloading and it works 9/10 times, it basically checks your mag count before you started reloading and 2 sec after it's done and if it dissepears it regives you one, but for that you have to disable some thinga otherwise people could dupe the mag.

#

So yea mags dissappear when moving them between containers and sometimes 2-8 seconds after reloading

#

The netcode for the inventory system is completely buggy, it's crazy

fast lodge
#

People say that if they drag the magazine out of the gun to their inventory they loose it as well

turbid terrace
#

Quick note: skipTime doesn't respect overcast limits and goes under 0 and over 1.
Ex: skipTime (random 24);

ashen wagon
bleak sphinx
#

We also recently had a report of a player experiencing this.. he had two navid mags, one loaded at 148 shots and one full in the backpack. After reloading the one with 148 shots just goes poof.

desert trench
#

this is likely an easy fix. simulation change in A3 with the ammo probably broke this

smoky dome
solid marten
gaunt depot
#

Bug in inAreaArrayIndexes:

private _area = [positionCameraToWorld [0,0,0], 20, 20, 0, true, 20];
[
     [player] inAreaArrayIndexes _area
    ,[player] inAreaArray _area
]
``` => `[[],[B Alpha 1-2:1 (Sa-Matra)]]`
```sqf
private _area = [positionCameraToWorld [0,0,0], 20, 20, 0, true, -20];
[
     [player] inAreaArrayIndexes _area
    ,[player] inAreaArray _area
]
``` => `[[0],[B Alpha 1-2:1 (Sa-Matra)]]`
daring wagon
gaunt depot
#

Oh -20 is treated like no Z check

#

Anyway, updated the ticket with this bug

limpid rune
#

there's also an 'incoming grenade' one that's unused

daring wagon
#

😮

solid marten
solid marten
unborn acorn
devout wave
#

I don't think that's what kju meant. I think they were just saying that something changed sim type in the A2>A3 change, and the voice protocol thing was never updated to account for that. So it was broken by a change in simulation, but the simulation isn't broken (and kju didn't say it was).

I've got a feeling it's something like ShotGrenade didn't exist in A2 and frags were simulated as bullets.

limpid rune
#

they were shotShell iirc

desert trench
#

so yeah could still be something else. however there is a good lead and the test by @unborn acorn tells its related to the simulation

heady thunder
#

Späm

gaunt depot
#

Config differences:
1.10 reduced damage and typicalspeed, added more sounds, added deflecting = 15; and shadow = 1;

#
class CfgAmmo {
    class Grenade;
    class GrenadeHand:Grenade {
        hit = 20;
        indirectHit = 18;
        indirectHitRange = 7;
        typicalspeed = 20;
    };
};
#

OA:

    hit = 20;
    indirectHit = 18;
    indirectHitRange = 7;
    typicalspeed = 60;
#
class CfgAmmo {
    class Grenade;
    class GrenadeHand:Grenade {
        hit = 10.00001;
    };
};
#

Posted in the ticket

gaunt depot
#

Huh, turns out there is absolutely no scripted control over countermeasures

#

No way to get current mode, no way to select mode

#

selectWeaponTurret, action UseWeapon, non seem to work with vehicle CMs 🤔

#

ARRAY = VEHICLE currentCM TURRET -> [WEAPON, MUZZLE, MODE, MAGAZINE, [magazineId, creatorId]]
BOOL = VEHICLE selectCM [TURRET, WEAPON, [MUZZLE, [MODE, [MAGAZINE]]]] -> BOOL = found

#

Personally I need it to check if player selected single use aircraft countermeasure and revert it back to burst only to forbid single drops

#

Anything else to include in request ticket?

gaunt depot
steady jasper
#

for anyone else interested in the particular issue when AI stops following the convoy leader: https://feedback.bistudio.com/T181098
I have been able to reproduce the problem. which means it should be easier for a developer to pinpoint the issue. hopefully it can still get fixed because it can happen so often that it makes it impossible to create cool convoys in Arma 3.

uncut briar
#

How feasible it would be to look over LODing, it's bit ridiculous with vegetation when you zoom a tiny bit and models turn 2D notlikemeowcry

#

it feels like there's something really wrong in how it works when objects in center of your FOV are so low res while ones on the edge are fine.

#

(using extreme object quality here but it does not matter)

gray wharf
uncut briar
#

pls fix 🙏 It's so annoying.

#

I haven't got 4090 to look at 2d billboards ;<

gray wharf
#

at least you have very fast 2D billboards!

uncut briar
hallow sun
gaunt depot
uncut briar
gaunt depot
#

I think it got this bad after Apex update with LOD blending

#

I remember noticing it back then but didn't both complaining

solid marten
#

dunno why you have empty array

gaunt depot
#

🤔

solid marten
#

can you be specific with repro plz?

gaunt depot
#

AGL/ASL issue?

solid marten
#

i just ran your code

gaunt depot
#

Yep, it is

#

Try on a mountain/large hill

#

inAreaArrayIndexes uses ASL, inAreaArray uses AGL

solid marten
#

yep

#

inareaarray - center: Array format Position2D or PositionAGL, Object or Group
inareaarrayIndexes -
positions: Array of Objects and/or Positions and/or Locations and/or Strings and/or Groups, where:
Objects - entities
Positions - 2D or 3D positions
Locations - locations
Strings - markers
Groups - AI groups, the position is the leader's position

dunno what can be done it is not the same command that just returns indexes

gaunt depot
#

I'd make it uniform and change it to treat position as AGL

solid marten
#

yeah too late for that

gaunt depot
#

I'm fine with leaving it as is, just mention on wiki, but I'd prefer to do the right thing and fix it now

#

The chances for it to break something are very slim, you have to use the command and care about Z to affect you

solid marten
#

@gray wharf ^^^

#

it is 4 versions away, no chance

#

2.14 -> 2.18

#

since it lasted that long I guess it was never this big of a deal

uncut briar
#

I'm pretty sure not much people use it

solid marten
#

i'm not

uncut briar
#

It's for quite advanced use cases

#

at least in case of open source mods

solid marten
#

it was built for speed AFAIR so the position aquisition is the fastest as well as it take another bunch of positions

uncut briar
#

only antistasi uses it on GH and they assume it's ATL 💀

solid marten
#

strange, it says what kind of position it takes right there on wiki

#

if you pass object for position all is good

#

in fact I would argue it is more convenient inAreaArray to have world position rather than agl

gray wharf
#

so all good?

gaunt depot
gaunt depot
#

The threshold in 0.50 seems to be somewhat different but its hard to say exactly as binoculars have different magnification

#

Same issue, focusing on a tree makes it go into lower LOD

outer frigate
#

i also notice this during debriefs after ops; people at edges of my screen will be res 0 but center will be res 1 or 2 regardless of object quality

gaunt depot
#

11 years, almost the same issue

uncut briar
# gaunt depot

@untold sky did some digging in some 3d calculations recently in 3den, maybe this one won't be too hard too prayge

outer frigate
#

inshallah

gaunt depot
gray wharf
#

fixed

gaunt depot
regal nimbus
#

The inAreaArrayIndexes documentation doesn't mention the defaults.

gaunt depot
#

I haven't used Z with the command before so I'm not affected but I'd vote to fix it and make it uniform

gaunt depot
#

Anybody would find something like BOOL = isDeleted ENTITY useful?

#

A command that would check if deleted flag was set or if entity is already deleted (null)

#
private _obj = createVehicle [typeOf player, getPos player, [], 0, ""];
isDeleted _obj; // false
deleteVehicle _obj;
isDeleted _obj; // true
isNull _obj; // false
daring wagon
#

Perhaps as an extension tohttps://community.bistudio.com/wiki/getEntityInfo

gaunt depot
#

While dedicated command should return true 🤔

#

What I mean:

deleteVehicle _obj;
isNull _obj; // false
_obj getEntityInfo X; // true (isDeleted)
...later...
isNull _obj; // true
_obj getEntityInfo X; // nil (isDeleted)
#

unless the scripting command will return true that property for deleted entities

solid marten
#

object becoming null after it set to be deleted is very quick, what is the use case?

solid marten
gaunt depot
# solid marten I dont like this

Don't have a dev build right now to test, but doesn't ENTTIY getEntityInfo INDEX return nil for null object, according to wiki?

#

Meant that I don't like that, if that's the case

solid marten
#

probably returns default value

gaunt depot
#

If so then having it as part of getEntityInfo should be fine

solid marten
#

true for when flag is set false otherwise, but what do you need it for?

gaunt depot
# solid marten object becoming null after it set to be deleted is very quick, what is the use c...

Personally I have two use cases:

  1. I have a complex branching conditions for deleting projectile inside Fired event handler and some branches end up with projectile deletion. Checking if projectile was deleted later would be useful to avoid other code that expects it to be there. Sure, this is solve-able by restructuring code, adding deleted flag, etc., but this is second time when I needed to know if entity was marked for deletion
  2. If you add Deleted EH from within EntityCreated and delete the entity right away, the event wont fire. I have some logic that relies on this EH, but I could skip it if I was able to check if entity is already marked for deletion.
#

Didn't explain full extent at #2 but I have cases where Deleted doesn't fire on deletion and having that flag would let me skip code that assumes the entity won't be deleted right away

solid marten
#

gotcha

#

did you check if object you were adding deleted eh was null already?

gaunt depot
#

🤔

solid marten
#

are we talking about ammo projectiles?

#

they have terminated flag that is set when they need deletion

gaunt depot
#

Yes, ammo

gaunt depot
# solid marten did you check if object you were adding deleted eh was null already?
if(!isNil"eceh") then {removeMissionEventHandler ["EntityCreated", eceh]};
eceh = addMissionEventHandler ["EntityCreated", {
    diag_log [diag_frameno toFixed 0, "EntityCreated", _this];
    deh2 = u addEventHandler ["Deleted", {diag_log [diag_frameno toFixed 0, "Deleted 2", _this]}];
    diag_log ["Deleted info 1", _this getEventHandlerInfo ["Deleted", deh1]];
    diag_log ["Deleted info 2", _this getEventHandlerInfo ["Deleted", deh2]];
}];
u = group player createUnit [typeOf player, getPos player, [], 0, ""];
deh1 = u addEventHandler ["Deleted", {diag_log [diag_frameno toFixed 0, "Deleted 1", _this]}];
deleteVehicle u;
```=>```
19:10:08 ["1467748","Deleted 1",[238d4b79240# 166165: c_poloshirt.p3d]]
19:10:08 ["1467749","EntityCreated",238d4b79240# 166165: c_poloshirt.p3d]
19:10:08 ["Deleted info 1",[true,false,2]]
19:10:08 ["Deleted info 2",[true,true,2]]
#

Both EHs exist, only one fires

solid marten
#

so entitycreated keeps reference to the unit which is why it is not set to null but deletion eh simulation had run already, so you can add eh as it is not null but it will never run.

#

I suppose it makes sense yo have getter for set for deletion option similar to isDeadSet

unborn acorn
daring wagon
#

17:26:15 Attempt to override final function - bis_fnc_spaceship_removeparachute_meta
Has it always been the case that whenever I preview a mission in editor I get 5k lines of this?

#

Tested on stable, vanilla, no startup parameters.

#

I find it weird that initFunctions.sqf tries to overwrite functions itself compiled final

#

Nevermind, that "Recompile Functions" checkbox in Eden Editor was checked....and suddenly previewing is like twice as fast.

outer frigate
#

oh you have to enable recompile...

solid marten
# gaunt depot ```sqf if(!isNil"eceh") then {removeMissionEventHandler ["EntityCreated", eceh]}...
if(!isNil"eceh") then {removeMissionEventHandler ["EntityCreated", eceh]};
eceh = addMissionEventHandler ["EntityCreated", {
    diag_log [diag_frameno toFixed 0, "EntityCreated4", _this, u getEntityInfo 14];
    deh2 = u addEventHandler ["Deleted", {diag_log [diag_frameno toFixed 0, "Deleted 2", _this]}];
    diag_log ["Deleted info 1", _this getEventHandlerInfo ["Deleted", deh1], _this getEntityInfo 14];
    diag_log ["Deleted info 2", _this getEventHandlerInfo ["Deleted", deh2], _this getEntityInfo 14];
}];
u = group player createUnit [typeOf player, getPos player, [], 0, ""];
diag_log [diag_frameno toFixed 0, "EntityCreated1", _this, u getEntityInfo 14];
deh1 = u addEventHandler ["Deleted", {diag_log [diag_frameno toFixed 0, "Deleted 1", _this]}];
diag_log [diag_frameno toFixed 0, "EntityCreated2", _this, u getEntityInfo 14];
deleteVehicle u;
diag_log [diag_frameno toFixed 0, "EntityCreated3", _this, u getEntityInfo 14];
 9:13:55 ["110865","EntityCreated2",[],false]
 9:13:55 ["110865","Deleted 1",[2518fcc8280# 10: b_soldier_01.p3d]]
 9:13:55 ["110865","EntityCreated3",[],true]
 9:13:55 ["110866","EntityCreated4",2518fcc8280# 10: b_soldier_01.p3d,true]
 9:13:55 ["Deleted info 1",[true,false,2],true]
 9:13:55 ["Deleted info 2",[true,true,2],true]
gaunt depot
#

Does it also work for projectiles or it will be in getShotInfo?

#

Does objNull getEntityInfo 14 return true?

solid marten
#

gimmie repro and i will tell you

gaunt depot
solid marten
#

getEntityInfo is for EntityAI , shots are Entity, so it will have to go to getShotInfo, so it will have to be ```sqf

player addEventHandler ["Fired", {
private _shot = _this select 6;
systemChat str [_shot, _shot getShotInfo 7];
deleteVehicle _shot;
systemChat str [_shot, _shot getShotInfo 7];
}];```

gaunt depot
#

What do these flags return on null entities?

solid marten
#

default

gaunt depot
#

My original idea for isDeleted assumed it to return true if its null entity

#

So you can check for both flag and actual deletion

solid marten
#

you can always do the isnull check

gaunt depot
#

Alright

solid marten
#

the flag is just that whether or not the flag is set, it can only be set on existing entity so null entity is false

gaunt depot
#

Yeah, I guess doing additional check is alright

#
isNull _entity || {_entity getEntityInfo 14}
solid marten
#

you should do it anyway for other getxxxinfo

#

otherwise you wont know if you are getting a default value or real value

gaunt depot
#

Deletion is kind of on another level than just entity property, so I thought it would be logical for it to also cover nulls

#

But since its part of entity info and not a dedicated command, it wont make much sense for it to return true

solid marten
#

if (isAboutNullButNotQuiteYetButSoonWillBe _entity) then {...}

gaunt depot
#

isUnitDeadButTheirBrainIsStillAlive ENTITY

gray wharf
#
private _isUnitDeadButTheirBrainIsStillAlive = not alive _unit && isNull group _unit;
if (_isUnitDeadButTheirBrainIsStillAlive) then { hint format ["%1 is dead", name _unit] };
untold sky
gray wharf
#

and is there a trolling possibility to setLanguage "Greek"? 😄

untold sky
untold sky
outer frigate
#

setLanguage "Pirate" 🥲

limpid rune
untold sky
#

you

limpid rune
#

rgr

gray wharf
limpid rune
unborn acorn
fresh hawk
#

Any chance to get isNil's Syntax 3 (in dev) to work with locations?

solid marten
#

what do you mean?

fresh hawk
#

Have the namespace isNil variableName syntax support locations

#

Because locations support setVariable/getVariable

gray wharf
#

and ctrl and everything that can have a namespace actually

desert trench
gaunt depot
#
 testheli = createVehicle ["O_Heli_Light_02_unarmed_F", player modelToWorld [0,200,100], [], 0, "FLY"]; 
 testheli setVectorUp [0,0,-1]; 
 testheli setVelocity [0,0,-50]; 
 testheli addEventHandler ["Killed", {systemChat str ["Killed", _this]}]; 
````Killed` event handler doesn't fire ![thonk](https://cdn.discordapp.com/emojis/1098612853579206656.webp?size=128 "thonk")
solid marten
#

or add EH first thing after vehicle creation?

gaunt depot
gaunt depot
#

Looks like there is no event with some crash angles

solid marten
#

is the helli definitely killed as in alive false?

gaunt depot
solid marten
#

could you make a ticket plz

desert trench
#

unable to get word:'IAmReady' in protocol:'radioprotocolbase'
anyone knows how this can happen? it seems an unit without a proper identity (speaker) tries to use the RP

desert trench
#

however the engine should default to a valid speaker - at least i assume this is what this is about:

No speaker given for 'Ryan Nelson'
Speaker male03ger not found, patched to default Male01ENG

unborn acorn
outer frigate
#

is there any interest/ability to expand rebreathers to be able to be facewears/helmets?

cyan basin
#

a3 has working rebreathers? can units go underwater?

alpine tulip
#

Yes...?

devout wave
#

I know no one really uses the underwater stuff but I didn't realise people didn't even know it existed

outer frigate
#

i use it a crap ton in my unit

#

but i do a niche role in it lmao

cyan basin
near cedar
#

I don't know if it's underrated, seems very niche

alpine tulip
#

Pun detected

sinful kettle
#

I think it was the 2nd or 3rd showcase

cyan basin
#

oh okay, i forgot

cold root
#

Switching to a playable unit and then switching back will make the 2nd unit frozen and wont fall in formation

If I'm an SL and switch to the sniper for example and switch back to the SL, the sniper unit will stand there and not fall back into formation unless given a command

STEPS TO REPRODUCE
-Place a group that is all playable
-Switch from one to the other and then back to the first
-The unit you switched to the first time will stand frozen and not fall in formation

gaunt depot
#

Anybody would find useful a scripting flag to force close the parachute?

#

I assume that current implementation initiates closure when parachute is touching ground which ends up with parachute starting and stopping closing animation making it looks terrible, it looks even worse with remote parachutes. The whole thing is ancient, but if we could control that flag through scripting we could improve it in our missions

#

ENTITY forceParachuteClosing BOOL

#

Maybe even 3 states: Default (closes when touches ground by the engine), Always closing, Never closing?

limpid rune
#

an eventhandler for when its closing would be good too

#

so you can see when the parachute landed

gaunt depot
#

iirc it was just isTouchingGround check?

#

But yeah, firing an event when the engine would've liked it to start closing could be useful too

limpid rune
#

at least on terrain its the same yeah

gaunt depot
#

Less per frame checks

#

I think isTouchingGround also works with touching objects?

#

But I also remember it being unreliable for remote vehicles

west onyx
#

just delete the chute

#

these details dont even register in players mind

#

tree falling in the woods stuff

gaunt depot
#

I do notice it all the time. I know Arma is made out of jank but I still try to reduce it as much as possible

west onyx
#

you notice it, your players dont

#

i agree the animation is ugly, just delete the chute

gaunt depot
#

But I do pepe_hands

#

There are sometimes cases where parachutes aren't deletable too, not sure why this even happens

west onyx
#

your weakness has always been budgeting time to stuff the end user doesnt feeel or care about xD

#

precious dev time

gaunt depot
#

I eject player when parachute have landed (touching ground for X time), but then deletion doesn't seem to work randomly

gaunt depot
west onyx
#

i wasnt joking 😄

gaunt depot
#

But I know EVERYTHING now!

#

(Nobody cares)

west onyx
#

nice

#

do you track when laser target is near the killed entity?

#

and give the laser target owner an assist?

#

i thought of doing something like that to reward people who lase targets for CAS in coop, but never tested anything

gaunt depot
west onyx
#

ah wow so laser logs as a hit?

gaunt depot
#

So you can lase a helicopter, it gets damaged, crashes 10 seconds later and lasing player is still attributed the kill

#

No, HitPart from the shooting damage

#

Checks for lasers near hit target

west onyx
#

ah

#

how about like, player with laser, adds variable to the target. killer checks for recent laser variables

gaunt depot
#

I thought that looking for lasers on hits would be cheaper than PF for laser shooters

#

Plus its more reliable so you know target was lased exactly when it got hit

#

No assumptions

west onyx
#

thank hell i never had to get into damage/kill stuff like that

gaunt depot
#

I felt like these perfectionist movie/cartoon makes that spend years on one project never finishing it or finishing it and its all for nothing as nobody cares

west onyx
#

it is disappointing tho when you spend ages doing something cool and no one notices (despite good traffic/playtime) 😄

gaunt depot
#

I know almost everything about Arma damage now

#

Just in time for RV to become irrelevant 👏

west onyx
#

still i think we were both quite lucky with being able to create things and see thousands of players having fun with the creations shortly after ... obviously fewer players now, but thinking 2014-2019

gaunt depot
#

Yeah, that was always #1 thing for me, players having fun

west onyx
#

yep i did most of my dev stuff in debug console while quietly observing with zeus

gaunt depot
#

I wonder if we ever could get lineIntersects* that works only within a single entity (several entities), to avoid hacks of spawning simple model outside of the map and all the mess associated with it? Is there even such functionality in the engine?

west onyx
#

no one ever told you... you did a good job, you can rest. no need to keep arma dev. you can ride off into the sunset, take up fishing or something

#

that goes for @solid marten too

#

take up a quiet hobby, far from RV4

gaunt depot
#

Start a chicken farm?

gray wharf
#

nice way to ditch the competition
but please keep it about FT / suggs 😄

solid marten
sinful kettle
gaunt depot
#

That one only works for named selection or some mess like that

sinful kettle
#

Yeah

gaunt depot
gaunt depot
#

Am I the only one who missed FPS cheat setting 5 FPS?

#

Very useful to reduce network updates rate

#

Rope network sync is so bad I wish I could just create local ropes or something

gaunt depot
#

Is setGestureSpeedCoef possible? Met a problem where animations get speed up due to arma mess but setAnimSpeedCoef is not enough to fix them, unit ends up with x4 gesture animation 🤔

west onyx
#

[disposalPeriod, managerMode, removeLimit, removeMinTime, removeMaxTime, minPlayerDistance, unit1, unit2....]

#

any chance to split

#
    [
        disposalPeriod, 
        managerMode, 
        removeLimit, 
        removeMinTime, 
        removeMaxTime, 
        minPlayerDistance
    ],
    [
        unit1, unit2....
    ]
]```
sinful kettle
solid marten
#

its diag command for diagnostic, added so we can identify if it doesnt work as expected

gaunt depot
#

Units get rope simulation scope position or something?

#

Yeah, exactly that, unit uses rope's simulation scope position (shown with drawIcon3D here) instead of rope's visual scope position

#

Updated ticket

#

But when you control rope attached unit it uses render scope position instead

#

Just arma things

#

Anyway, plox fix

gaunt depot
#

With mess like this sometimes I wish there was a way to stop network position updates or something

#

ENTITY ignorePositionUpdates BOOL

#

Though I'd still need orientation and velocity, so its not as simple as just one flag

gaunt depot
#

Wish you could provide a timeout for moveIn* commands

#

So when you try to moveIn* into remote entity that has their game frozen/network down, it would get aborted if request taken too long

#

Seen cases where moveIn* seemingly failed, player went on with their game the other way, then remote client finally went alive and player got teleported into a vehicle

#

player moveInCargo [vehicle, cargoIndex, canReassign, 3]; If request was handled after serverTime + 3, abort it

#

something like this

#

This way you could setup loading screens more reliably

alpine tulip
gaunt depot
#

Good suggestion, would make 3DEN much more useful

#

Unless these connections present only during mission read 🤔

alpine tulip
#

Seriously it sometimes simply confuse me why it doesn't work and take a while to realize

cold root
#

https://feedback.bistudio.com/T181382

AI unit turns unresponsive when you switch from them to another playable unit (eg. from the SL to the sniper and back to SL, sniper unit will not fall back to formation and just stand there even as the group has moved off)

fading crystal
solid marten
alpine tulip
#

Will do after I'm back

vapid cradle
#

This game has everything required for naval battles, there just need to fix some details

vapid cradle
gaunt depot
#

Is it technically possible to adjust attach point of rope after ropeCreate?

#

I wonder if there could be easier way

#

ROPE ropeSetAttachPoint [POSITION, VECTOR] (toPoint, ropeEndDownVector)

#

No change of attached entity, just update attach position

regal nimbus
#

Attach rope to helper object and reattach that instead?

gaunt depot
#

Sure, but this loses some of rope's properties, like unit/players rotating back to rope's anchor orientation

#

Gonna have to simulate that too

uncut briar
#

it looks like if you try to hide setFeatureType 2 objects they still render the proxies ;d

near cedar
#

advanced stealth capabilities

alpine tulip
#

Now I see somebody else who notice this

#

It's been a thing since Jets update

snow cairn
#

In the upcoming 2.18 update, can we please modify the MagazineUnloaded event handler so that it fires when the reloading sequence starts? Or add a Reloading event handler?

https://feedback.bistudio.com/T181531

unborn acorn
tulip wasp
untold sky
untold sky
untold sky
untold sky
# snow cairn In the upcoming 2.18 update, can we please modify the `MagazineUnloaded` event h...

Done.
Same as Muzzle event.
"MagazineReloading"
[B Alpha 1-1:1 (dedmen),"arifle_MX_ACO_pointer_F","arifle_MX_ACO_pointer_F",["30Rnd_65x39_caseless_mag",30,1e+07,0],["30Rnd_65x39_caseless_mag",30,1e+07,0]]

Ugh what a fun mess.

"Reloaded" eventhandler on soldier fires after the reload is done.
On a vehicle, like static 50 cal turret, it fires at start of reload.
Good luck documenting that 😄

snow cairn
# untold sky > Please make sure to have it fire at the start of the reloading sequence as wel...

the main issue is that when you start the reloading sequence, the player loses a magazine in their inventory (even though the magazine in the weapon slot still is there) and it is re-added when the player finishes reloading. This effects any scripts that modify inventory space. So that's why I was asking for something to trigger when the unit starts reloading, so I can detect if this is going to happen.

ace beats it with this mutex https://github.com/acemod/ACE3/blob/be77ef233ee87e00cca6e71a2ae307c6b073c6ca/addons/common/XEH_postInit.sqf#L439-L495

and I beat it with my own listen handler: <#arma3_scripting message>

limpid rune
snow cairn
#

its so interesting that bots and spammers target the bug tracker

devout wave
#

It's not specifically because it's the BI FT, it's just that it's a form you can submit text to, and can be found by Google and by links from other popular sites, and the account creation process isn't very bot-proof.

#

Same thing happens to all sorts of forums and stuff. (You can tell when a forum no longer has active moderation when the bot posts stay up...)

cyan basin
#

lol

turbid terrace
#

https://community.bistudio.com/wiki/Arma_3:_CfgWorlds_Config_Reference#class_RainParticles
When snow param is true the following changes occur in the engine:
thunder and lightnings effects are disabled
This ain't working 👆
I still have thunder sound and lightnings. Tested in CUP though. I can test in Altis if you want.
Both snow and dropColorStrong values show up as strings (I don't know if related).
setRain seems to work fine with both thunders and lightnings.

outer frigate
#

vanilla repro and make ft ticket

turbid terrace
#

Altis is even worse, there's also rain sounds whereas CUP does not. Snow shows up.

outer frigate
#

make ft ticket

turbid terrace
#

yep, i'm trying to use my forum account but it doesn't let me 😦

cyan basin
turbid terrace
#

I guess 😦

uncut briar
#

they're separate.

cyan basin
#

should i report the random freezes i have with the game on windows 7 with very high memory usage? i have had it like inconsistently hanging and never responding again after selecting server browser on startup (it shouldnt be happening and i use world=empty) and also the strange ocassional access violation on shutdown/exit?

near cedar
#

And probably also upgrade from Windows 7 😅 but that's secondary (could leave your PC exposed to malware though, since Win 7 hasn't been receiving security updates for 4 years now iirc)

#

But yeah you're seeing the software glitch out possibly due to your hardware issues, and it's not right to send devs on a wild goose chase when you know that your system's memory has problems

#

So RMA/replace your RAM and see if those issues persist

#

I don't know what BI's policy on supporting Windows 7 and 8 systems, but min requirements for Arma 3 still include Windows 7 so i guess they're supporting it. Although Steam only supports Windows 10 and later, so I wonder if you have an updated (or even legal?) version of Arma?

outer frigate
#

workshop build runs on win7

#

prof doesnt i dont think

#

tho that may be 32 bit not win7

cyan basin
cyan basin
#

this has been the same way with xp

near cedar
#

Ah okay

near cedar
dusky wigeon
#

Not an official answer, but I'm assuming that all the work it would involve to solve certain issues make it a non-priority.

#

First problem, what do you do with the hand reload anims. You can't tie them to the mags, since different weapons can use the same mag. You can't leave it on the weapon as that means a single hand anim will be used for different mags which will result in clipping and whatnot.

#

If you solve that problem, next comes the actual creation of new anims for each weapon/magazine combos that are in the base game.

#

Then the modification of the existing weapon models so they use a proxy insead of a modeled mag.

#

Additionally, if the hand anims change to vary by mag, what about the mag itself, it's an anim on the model synced with the character. How to deal with that. :P

#

etc

unborn acorn
desert trench
#

any chance for a config parameter to define the "seat priority" if you order AI (or AI itself, or via sqf - aka moveInAny) to enter a vehicle? (or a scripting command if thats easier)

#

if it would be at least driver-commander-gunner - yet with multi turret setup, you end up often the main gunner not even be 3rd 😐

untold sky
untold sky
#

When creating FT tickets, make sure to provide enough info.
Don't be the guy that makes me write these

azure crane
#

that new feedback tracker assistant AI really asks a lot of questions hmmyes

desert trench
#

how is the situation with game crash on exit? still need more crash logs on that?

cyan basin
lament escarp
untold sky
vapid cradle
regal nimbus
#

Is there actually any distinction between "compartments"? Never heard the term re Arma.

limpid rune
#

yes compartments are what stops like people in the cargo bed of a truck from moving to the drivers seat

regal nimbus
#

hmm, that reminds me though. I should really write up that moveInAny bug :/

desert trench
untold sky
#

I don't know what to log

desert trench
#

array.hpp(1411) : Assertion failed 'base::_n == 0'
could this be related or another crash type?

snow cairn
snow cairn
untold sky
untold sky
snow cairn
vapid cradle
gaunt depot
#

Is there a chance for this to be fixed for good in the engine?

#

Otherwise somehow let us script fix it?

snow cairn
#

Fast response time by Wulf

daring wagon
#

Wasn't there a fix to damage state synchronization that should fix the edit terrain object module?

unborn acorn
vapid cradle
agile trail
vapid cradle
#

Maybe this glitch only happen on type="submarinex" boats. I have a 75m long submarine (reglementary size) and light doesn't work during day

#

I made an ocean map (3000m deep) and i don't see the light in the depth

agile trail
#

Yes, just pointing out that your observations are not sufficient to result in a summary that "daylight compartment lights don't work underwater".

vapid cradle
#

But indeed, i should have tested it on more vehicle type before saying compartmentLights doesn't work during day. But anyway that's a fact, it doesn't work underwater on submarines

unborn acorn
snow cairn
#

@gray wharf your note on getMissionPath states:

Before the introduction of getMissionPath, absolute mission directory could be obtained as follow in config:

does that mean you can use getMissionPath in the config? cause it sounds like you could. maybe clarify?

gray wharf
snow cairn
gray wharf
vapid cradle
clear glen
#

Seems the OnMissionNew event handler for 3DEN has two different behaviors. If selecting "New" and choosing same map or loading from main menu, you can set variables into missionNamespace during event and it will carry through to editor. If you select "New" and choose different world, you can see it runs the event and then , I suspect after the event, it loads the new world which wipes out missionNamespace. Is this intended? It seems inconsistent to me.

daring wagon
#

Changing the terrain probably loads a new mission thus resetting the namespace.

#

Save the variables in Eden display to have them persist between loads

clear glen
daring wagon
#

Eden Display is its own namespace which is persistent between terrain changes and preview iirc.

#

Not sure about functions . Maybe they get recompiled in the background.

vapid cradle
#

I'm posting a new function inspired from BIS_fnc_findInPairs. This function is better than BIS_fnc_finInPairs andd i've been using it in pretty much all my mods.
https://feedback.bistudio.com/T181813

alpine tulip
#

for "_i" from 0 to 10 do {}; syntax is better than your syntax, but otherwise looks nice

gaunt depot
#

Wish you could do ARRAY param NUMBER as out of bounds safe select

gaunt depot
#

Wont work if _array is empty though

#

maybe can be done with isNil check, also gets rid of -1;

devout wave
gaunt depot
#

muh microseconds

#

Actually just [5]

#

Not very serious though, but I just hate seeing single-value array there

vapid cradle
gaunt depot
#

Scripting error?

vapid cradle
#

Yes, but indeed, it can be coded in a better way

gaunt depot
#

It wont trigger an error because you can have single out of bounds index with select

#

[1] select 1 => nil
[1] select 2 => error

solid marten
gaunt depot
solid marten
#

hence my question

gaunt depot
#

[1,2,3] param 5 instead [1,2,3] param [5]

solid marten
#

see my question

gaunt depot
#

Having nil is sometimes better than some value

#

When command or function returns nil and its used in condition, it skips conditioned code blocks, which is very useful

solid marten
#

thats not intended functionality just byproduct

gaunt depot
#

But its a useful tool

#

It sort of lets you have 3 values in bool

#

if(true) then {123} else {321} => 123
if(false) then {123} else {321} => 321
if(nil) then {123} else {321} => nil

#

not about value but code executed or not executed here

solid marten
#

statements skipping when nil is such a WTF moment, for a scripting language meant to be used by people with not much experience

gaunt depot
#

Another reason could be using nil to initialize something heavy only when you need

#

As in:

private _value = _array param 5;
if(isNil"_value") then {_value = call someHeavyFunction};

vs

private _value = _array param [5, call someHeavyFunction];
#

Its already there with _array param [5] but it was more of a my OCD kind of thing with seeing single-value array when it could've been just the value

gaunt depot
vapid cradle
vapid cradle
#

Can you post your code in my topic ?

#

Your code is about 25% faster

#

NeverMind, i'll do it

deep plaza
#

there is a bug with the useAudioTimeForMoves setting it to true will disable object collision and make the player go through any object similiar to hideObject 😭 😭 😭

#

should i create a ticket?

vapid cradle
# vapid cradle Your code is about 25% faster

Fastest way is:

params ["_array", "_value", ["_column", 0]];
private _index = {if(_x param [_column] isEqualTo _value) exitWith {_forEachIndex};} forEach _array;
[_index, -1] select (isNil"_index");```
sinful kettle
#

No, fastest way is using findIf

gaunt depot
#

Oh yeah, findIf would be even faster

clear glen
deep plaza
azure crane
#

if you want something to be fixed then make a ticket for it

near cedar
#

If you like a thing you better put a ticket on it 🎵

alpine tulip
#

Kinda pointless and TOO specific suggestion... but, a return value for drop which returns the spawned object?

vapid cradle
#

It would be great if we could play the sound of a video with playSound3D. There currently is no way to play a video with located sound

#

There just need to extract the ogg sound from the ogv and play it with XAudio (after converting it) or something else

#

Can be easily done in c#

gray wharf
alpine tulip
#

...Like, you can deleteVehicle it

azure crane
gray wharf
#

if so, noice

alpine tulip
#

Weally yes

unborn acorn
alpine tulip
gaunt depot
#

NUMBER being number of particles to drop

alpine tulip
#

But how can you randomize drop if you do this

gaunt depot
#

Hmm, good point 🤔

#

How about:

ENTITY = drop ENTITY;
``` to trigger particle source to create a particle through script and also return it
#

With all associated particle source randomness

alpine tulip
#

Except setDropInterval?

gaunt depot
#

So you can setup a source and drop particles when you want it yourself

calm frigate
#

Was instructed this belongs here as opposed to its initial channel.

Will repost files here when I get home

#arma3_scripting message

Would love some Insight if anyone has an idea

cyan basin
#

sorry for asking but, is there support for actual 3D audio or hrtf?

azure crane
azure crane
calm frigate
calm frigate
outer frigate
#

im in here, after all

calm frigate
azure crane
calm frigate
fickle root
#

when you do #monitor 2, for example, to monitor FPS every 2 seconds and then you log out, without doing #monitor 0, before logging out, it will still continue to monitor FPS every 2 secs, basically showing stuff to a "non admin"

also, please, concider fixing objects distance windows/field in video settings, because any time you type anything there, it always does value 5.
so you always need to delete 5 and retype again the value you need
so no slider, juste typing needed value inside the objects distance window/field

cyan basin
#

is there a ticket of that?

#

is this the bug reports and FT channel?

gaunt depot
#

Fix is useful to everyone as often players spend up to a minute during loading (downloading the mission, receiving, etc.), a large chance to end up with missing vehicle

solid marten
#

ok, no probs

sleek scaffold
#

Guys, I haven't been following dev as much lately (ergo why I don't annoys the devs anymore) but anyone knows if these were already fixed during my absence?:
1- Players not able to pick up items from the inventory of dead bodies in MP. (I remember work being done there some time ago but don't know if it was released already)
2- Command to disable the native add actions such as the climb ladder, heal self etc. (I vaguely remember someone starting work on something related but that was in recent times so perhaps it is still in the oven)

gray wharf
#

1- IDK
2- no

devout wave
solid marten
outer frigate
#

is support for arma tools still ongoing? ive managed to get it to throw me a series of updating base class errors in a different folder when building with a p3d axis missing verts

unborn acorn
#

The game has different footstep sounds for indoor/outdoor surfaces, for now in both cases the outdoor sound will only work
This is due configuration (seems) incomplete during implemented this feature
ticket → https://feedback.bistudio.com/T181949

lament escarp
#

I have a situation in which I have a weapon that has three muzzles and is fed by three magazines. I understand that rifles only technically allow you to load two muzzles worth of ammunition, but aside from the third magazine that is loaded into the third muzzle disappearing when the weapon is dropped on the ground, it works as expected if you load the third muzzle using scripts.

#

Was curious as to whether this was intended behavior or whether it might be reasonable to file a FT ticket for a potential fix.

dreamy bane
#

do you guys want more crash dumps? I have a lot of those meowsweats but don't want to spam the feedback tracker, if they are of no use

vapid cradle
#

I propose a new LoadBytesFile function that would return file content in an array of number representing the byte array of the content of the file. This would be greatly appreciated to be used with DLLs. https://feedback.bistudio.com/T182005

vapid cradle
#

Actually if not LoadBytesFile, a LoadFileBase64 function would be great

rugged nova
#

That probably won't get done exactly the way you want. For instance you can only have 10,000,000 elements in an array... that's less than 10Mb of data.

#

additional, that's gonna eat alot of memory up.

vapid cradle
rugged nova
#

So the issue is also compounded by the fact that the internal data types will cause alot of memory to be allocated for it.
16 + (28 *10,000,000) + 48 = 280,000,064 Bytes!

rugged nova
#

you don't want the array.

rugged nova
sinful kettle
sinful kettle
#

You missed another 4 bytes of padding at the end

#

Is it possible to extend lightAttachObject to have the same syntax as attachTo?

#

If so ~~please do it ~~ I'll make a ticket

untold sky
# clear glen Seems the OnMissionNew event handler for 3DEN has two different behaviors. If se...

OnMissionNew runs after the variables were cleared and the terrain was switched.
As far as I can see both for same terrain or new terrain..

The only different handling is when you open Eden editor for the first time. That has a hardcoded 5 second delay till it triggers the new mission and new terrain events. Because technically on first eden open the "new mission" action isn't triggered.

untold sky
untold sky
# alpine tulip ...Like, you can deleteVehicle it

Ticket. Backwards compat is a concern.
But changing nil to object should be fine (boolean wouldn't because eventhandlers)
I don't see any blockers in there, its the same as for the sound commands we did recently

untold sky
untold sky
untold sky
#

I think the game crash at exit, is related to vehicle tracks.
A while ago there was a bug where when you delete the vehicle, the tracks would stay behind and never get deleted.
That caused some issues when the tracks/vehicle gets deleted at mission end. But I added a workaround for it that should be catching that issue.
But we're still seeing the crashes...
I had a repro for this crash, and with my fix I cannot repro it anymore, so it does work in that case. There must be some other edge case probably also related to the tracks.

#

duh meowfacepalm
I know how to fix the crash, and give back a indicator telling us what object is the buggy one.. Should've gotten to that earlier. Next profiling branch will have a bit better diagnostics

I'll probably intentionally crash it though, so people send us the reports :3

vapid cradle
vapid cradle
#

But anyway, nevermind, i think it's better if i put my own base64 files in MY pbos, this way it won't pose any problem. Anyone who wants to use my audio engine to play audio file stored in pbos will have to encode them first, using provided encoding software

untold sky
# vapid cradle Isn't the PBO locked when the game launches ?

Write locked yes. But not read locked.
It'd also be better for performance if the extension can just fetch the file by itself. Instead of you having to encode it first, then Arma script having to read it, having to send it to extension, having to decode it there.

If you use C++, I have code ready to throw in-game filepath at, and get byte array out.

vapid cradle
untold sky
#

Issue is gonna be to find games loaded mods, if you only load from your own mod PBO its easy to find where its at

#

To find game's loaded pbo's I only have C++ code, have not seen a C# version

vapid cradle
#

Hmm, then in between parsing game files and encode the file first, for performances it will be better if i encode files first.

sinful kettle
vapid cradle
#

Is there an option to not generate RPT File ? If there is not, I could also read the RPT file to get the list of all PBOs

desert trench
#

-noLogs

vapid cradle
#

Hmm, then i guess i have to encode first. My audio engine is not meant to replace game engine, it's just an additional engine

desert trench
#

what file types do you want to read? all audio files? or in general terms what data/info specifically do you need for your project/system?

vapid cradle
#

I was just thinking it would be great if we could also play ogg files from other pbos in the audio engine but it's not necessarily a good idea

desert trench
#

how to you disable the native audio engine? (direct sound i believe)

#

i guess theoretically Dedmen could expose the audio stream (still has the EBO aspect to it, yet audio only may be less problematic)

vapid cradle
# desert trench how to you disable the native audio engine? (direct sound i believe)

I don't need to, ijust need to adjust the volume using scripts. Basically, i made this audio engine in order to replace TFAR and TeamSpeak and also because i'm working on a multiserver experience so i needed somethink to communicate from one server to another. Now, i need to make the Acoustic Warfare Analist job, so i need to play audio files. This is how i came to the idea of allowing people to read sounds from all pbos, but well that's not much possible

vapid cradle
desert trench
#

thanks. you may elaborate more in #arma3_tools if you want to share more specifics or look for new ideas to overcome obstacles. its the channels extensions are usually talked about

desert trench
#

that said i'd assume there is tools to do that already anyway for audio

sinful kettle
#

Are you just trying to get the whole PBO and read its contents manually?

#

If so that's relatively easy

sinful kettle
#

It can't give you the whole file via a SQF string

#

(I haven't checked if internally it loads the whole file in buffer tho)

tulip wasp
surreal bough
#

the problem with this window is that I tested it on two different GPUs

untold sky
sinful kettle
#

Yeah I thought you guys meant fetching stuff directly from the game...

boreal harness
#

Not sure, if this is a bug, but when a player joins a game with AI enabled players, selects a unit, and then exits the game, and the AI takes over the unit again, the variable name assigned to this unit in Eden (e.g. player2) ceases to exist until any other player selects this unit again and respawns. Until then, the var player2 returns nil, though the unit still exists in the world. With respawnOnStart=0 the variable can be empty long time before the unit dies and respawns. (Tested on Hosted Server dev build)

devout wave
desert trench
#

is there a way to detect/determine when Eden(?) decides to set a dependency to a cfgPatches class?
like our case is that CBA adds cba_jam_spe (details #976228110078992456 message in ACE discord)

or some docu/insights on the system - or is it actually a bug for it to happen?

i do recall "mistakenly" set dependencies in missions/savegames in the past "years", but been a while since we/I encountered it.
might not be a problem of Eden but in the config parsing and how it determines links/dependencies

dreamy bane
#

why does the crash dumps have more than one .mdpm file?

outer frigate
#

shouldnt do

dreamy bane
#

but why 😐

regal nimbus
#

hmm. Looks like they do sometimes.

uncut briar
#

might be from background threads or smth?

dreamy bane
#

there's also more than one .rpt and it says at the bottom of those which world was run and sometimes it's VR sometimes Stratis.

#

so it seems different crash reports gets merged to one report

regal nimbus
#

Not seen that. If there's more than one RPT then there's more than one Arma instance.

#

I do appear to have multiple crash dumps from one process though.

dreamy bane
#

i have 3 dumbs in one zip which the launcher packed

#

and lots of those zips

gaunt depot
#

How hard would it be to make setVelocity and addForce to work with rope segments?

#

Lack of ways to influence them is really disappointing and being able to swing the rope through script (especially with nothing attached) is useful

unborn acorn
gray wharf
#

it might be by design?

#

normal game = 75%, need a medic for 100%
revive option = (if revive makes you 100%), make FAK 100% health too (prevents from requesting being shot down then revived)

I would consider it a bug if reviving does not make you 100% health

rose cloak
#
    //make ANY heal a full heal
    [] call bis_fnc_reviveDamageReset;```literally (`\a3\functions_f_mp_mark\revive\fn_reviveehhandleheal.sqf`, lines 18-19):
unborn acorn
rose cloak
#

"The necromedic. A surgeon who turned to necromancy when she lost her medical license. She can heal you, but she'll have to kill you first." (c)

thick herald
gray wharf
#

maybe hooking on revive scripted events, IDK

thick herald
#

okie

thick herald
rose cloak
thick herald
#

Right

thick herald
#

Welp

#

Either I'm gonna learn how to mod or ask someone experienced to help me with it

gaunt depot
#

I guess nobody cares about ropes? Found lots of small issues and tweaks with them, wondering if its worth submitting

regal nimbus
#

My experience is that they work as well as anything does in Arma :P

#

It's kinda funny that they pop up onto boxes that you're carrying, but I figured that's a consequence of the system.

gaunt depot
#

Yeah, usual Arma jank and unreliability everywhere

#

The thing I'd like the most would be able to apply forces onto rope segments so I can script swing them, especially free hanging ones

regal nimbus
#

Can't you put a dummy object on the end?

#

Also given the box-popping, I don't think they're really physics objects.

gaunt depot
# regal nimbus Can't you put a dummy object on the end?

I can, but rope starts looking terrible, completely stretched no matter what object is attached, even if you apply velocity onto hanging object in the direction of the rope it only bends last segments instead of entire rope.

regal nimbus
#

It's more like they have a start and end and then it kinda fills the rest in.

gaunt depot
#

I abandoned attaching stuff to ropes, so much issues with it and went with free hanging ropes, there look much better but for some reason they're always much longer where remote

gaunt depot
#

They seem to be fairly solid entities, there should be something

vapid cradle
unborn acorn
devout wave
#

Would it be non-backwards-compatible to make serverTime return something useful (either time or diag_tickTime) in SP? Having to do ([time,serverTime] select isMultiplayer) to account for both situations isn't very fun.

regal nimbus
#

See also netId.

gaunt depot
#

serverTimeReal
netIdReal
hmmyes

vapid cradle
#

It would be great if we could pass arguments to EachFrame event handler. Actually when you need to move something by yourself using setVelocity or setVelocityModelSpace you have to put it in a while loop. The problem is that it is well known that on bad performances periods spawned scripts are slower. It would be better if we could use EachFrame event.

regal nimbus
#

You can.

vapid cradle
alpine tulip
#

#arma3_troubleshooting message
Message link for more context. Some animations (Not sure if it could happen on every anims or not) does stuck sometimes if the FPS is too high (60 > ?) and on Altis (couldn't repro on VR)

this switchMove "Acts_BootKoreShootingRange_Adams"```This is the only script I run on the soldier
#

Could repro on VR. Same thing, but place a tree (as a Simple Object) does it

gaunt depot
#

@solid marten What affects rate of ownership changes? When you take control over UAV crew unit who is both driver and group leader, it takes barely a few seconds on local server to change vehicle and group ownership to you, but sometimes up to half a minute on a dedicated server in live environment. I wonder if its some dedicated server network setting or something else?

#

Hint shows locality for group, vehicle, driver and gunner

#

This is an example of fairly quick locality change, ~10 seconds for group and ~15 seconds for vehicle

#

But I've seen much worse cases, half a minute and more

alpine tulip
sinful kettle
#

(or the new switchMove?)

alpine tulip
solid marten
regal nimbus
#

Seems explosive damage against static weapons & their crew is strongly affected by setCenterOfMass. This is a bug, right?

#

Antistasi was using a 1m center of mass offset forever to make static weapons fall over less, and it turns out this makes them invulnerable to explosives.

#

Might be specific to placing the things on buildings. Not sure yet.

gaunt depot
#

Sadly you can't properly setOwner the vehicle to speed this up anymore, I wonder if there are other tricks to make it work quicker

gaunt depot
#

Though if you ask me, its a bug and vehicle locality should change instantly just like it does when you get into driver as player.

desert trench
#

Dedmen are you also interested in crash dumps from BI tools - specifically binarize?

desert trench
#

12:15:06 String STRING not found

#

possible to provide the context for this if you have -debug active?

#

it seems one/a few cases arent covered yet

#

<language> localize <key> is this possible or does the game parse+cache only the active user language at game start(?)

daring wagon
#

Only active language is availabe

#

Might be a good idea to perhaps use a string table verifier script such as the ace one.

unborn acorn
alpine tulip
#

Workthought actually. Having model anim and RTM anim same time, is it possible anyhow? (I know if Ded struggle yes) Thinking of somekind of usage like RTM'ing weapon when reload anim is playing

surreal bough
#

How likely is it to reduce the frequency of key checking and battleye ? there is a big problem that due to problems with the router, it often throws players off the server

cyan basin
#

wrong channel?

cyan basin
surreal bough
#

This problem is 100 years old

cyan basin
cyan basin
#

you have no idea what is the gravity of the situation, do you?

#

the problem is the users environments not on BI to fix

surreal bough
cyan basin
sacred river
#

I asked a couple of weeks ago about the BE Query Timeout issue if it is possible to add a config. Either Dwarden or Dedmen, maybe KK, replied that BE needs to adjust their API for that. I assume other things running through their API too, so I assume that other BE related things can't be changed/adjusted too.

surreal bough
#

the funny thing is that a certain player can be constantly thrown off the server, but once you restart the server, the problem is solved immediately

desert trench
#

unfortunately its seems not happening

#

quite a severe issue affecting various circumstances but seem BI has little sway on BE at this stage (or costs too much money to get things done)

cyan basin
#

this channel is for the ft related talks

desert trench
#

the origin is Arma

#

BE "only" handles the timeout

#

aka A3 is busy

#

BE kicks you off

#

workaround - extend timeout

#

actual fix - solve A3 being busy/unresponsive

regal nimbus
#

This is the one where clients get kicked during the connection process, right?

sacred river
sacred river
regal nimbus
#

What I'm not sure about is why it's going two minutes without responding to some basic network query?

gaunt depot
#

I haven't checked getRespawnVehicleInfo yet, but does it work for player units from server side?

#

I'd love to have a command to check if unit is respawnable to know how to handle its variables and events as they're re-added by the engine after respawn

desert trench
#

basically from what i understand if the client with server handshake doesnt happen in the given timeframe, "BE boots you off" (BE probably tells the server to do so)

#

kinda like loosing connection for too long

gaunt depot
#

UAV locality is all over the place

sinful kettle
#

How can a group be remote but the unit local? thonk
That would mean the AI itself is remote think_turtle

gaunt depot
#

It feels completely random, sometimes you get drone first, sometime turret, sometimes group

#

Takes a lot of time on live dedi for some reason

#

Not sure who to bother but I'd love if this could get looked at before 2.18 as its pretty major issue

#

Can make all needed repros

gaunt depot
#

More locality bullshit

#

Everything is local and controllable yet you can't shoot and just spend ammo

gaunt depot
#
2024/06/23, 17:12:25 No player found for channel 2068943551488 - message ignored

10s of 1000s of such messages with server being frozen (unfreezes after 5-10 mins), I wonder what happens 🤔

#
Build: Stable
Version: 2.16.151618
#

Wish there was more info on what kind of message is was

#

Could give a hint what was spammed

gaunt depot
#

Turrets take the longest to switch locality on live server

near cedar
#

Does this also interact with vehicle locality where there's a driver, commander, gunner?

#

There's that old bug in which vehicle commanders lose control of smoke screens if they leave and re-enter the vehicle in a certain order with respect to the driver

unborn acorn
unborn acorn
near cedar
desert trench
#

Array index out of range

#

possible to add context to this with -debug?

sinful kettle
#

@solid marten
Hey, could you check why isSetForDeletion flag (obj getEntityInfo 14) doesn't work for simple objects? It always returns false

sinful kettle
#

Thanks 👍

solid marten
#

i can cast to entity this particular flag I suppose

sinful kettle
#

Yeah entity makes more sense

sinful kettle
#

BTW for some reason when I run A3 2 of my threads are always at 100% (i7 13700), even in a completely empty mission think_turtle
I'm not sure if I'm just noticing this or if it is new tho
Latest dev

solid marten
#

dedmen is mining bitcoins probably

sleek scaffold
regal nimbus
#

I think usually it's only one thread at 100%?

#

Maybe closer to two if you're running with unlocked frame rate and your GPU drivers are using multithread rendering.

sinful kettle
#

Dunno but iirc it was threads 8 and 9, so 1 P core and a thread of another P core I guess?! 😅

#

I'll check tomorrow

regal nimbus
#

Checked with 3700X on stable, one thread at 100% and a few with bits and pieces.

#

If I disable vsync (60) and fall back to GPU driver max frame rate (120), main thread utilization drops

sinful kettle
#

For me it's 2 cores (CPUs 8 and 10), both P cores meowsweats

#

Disabling vsync doesn't help in my case

#

Actually disabling and re-enabling it did help thonk

#

Now only CPU 8 is at 50%

sinful kettle
#

Looks like it was a driver issue. Updating my GPU driver fixed it meowsweats

sinful kettle
#

Another issue that I spotted a few days ago (I reproed it again today): during the Scuba showcase mission, I noticed that when you get close to the mines, the player starts to vibrate and it keeps going on forever until you get out of the water (you have to be in 1st person to see it; it's very noticeable when you aim). I think this is a byproduct of the compiler update. Can someone else repro this on dev or profiling branches? Also does it happen in stable?

near cedar
#

it's just the VibroMines ™️ that the ayyys left behind after Contact

#

Lou gets it 😄

#

ahh i want to listen to that song again now

#

i digress

lament escarp
#

Any chance anyone has had the opportunity to look into this since December?

https://feedback.bistudio.com/T177593

I know that it was mentioned it might be some sort of shader influence that was causing this... but I'd love to get some feedback as to whether it was determined to be impossible without causing other issues. I was wondering if some of it may stem from the fact that the horizont object tends to use the _sky suffix, and if that's the primary culprit here. If that was the case, is there some chance that it could be added that a horizont object could support _ca suffix files to effectively ignore the shader changes made to _sky files?

sacred river
#

While browsing the Wiki I found that there is a kickPlayer function for Argo. Any chance for getting that as scripting function for A3? Maybe banPlayer too? If yes, I would open a FT ticket.

sacred river
gray wharf
sacred river
untold sky
untold sky
untold sky
untold sky
untold sky
desert trench
untold sky
#

RPT isn't useful.
If there is no context, then the game just doesn't know. And we can't add context without knowing where to add it

unborn acorn
sinful kettle
#

I was gonna post a video but I guess no need anymore 😅

untold sky
sinful kettle
#

So is it new?

untold sky
untold sky
gaunt depot
gaunt depot
untold sky
#

correcto

gray wharf
#

hitting the bounding box instead of the model?

gaunt depot
#

I think its better to just bite the bullet and fix the command to work with AGL just like normal inAreaArray