#arma3_feedback_tracker
1 messages · Page 17 of 1
good find!
Not sure who best to address this, but looks like a bunch of spam tickets cropped up on Sunday.
yyyep.
next prof/dev I hope. I need a long holiday from it, what a mindfffffffff...
Thermals - why are they so bad?
I mean someone already explained to me why it got reworked and I agree that it might have been OP on vehicles, but if the goal was to make them as realistic as possible then I think you might have went into wrong direction. I know it can get pretty hot in Greece but I doubt a person would have same thermal signature as a rock or whole house over there. Its just a big mess on your screen and enemies are indistinguishable, which is pretty far from a realistic experience.
Why am I bringing this up?
Handheld laser designators are useless due to this change if you want to use thermals on them. The whole rework kinda defeats the purpose of thermals, since they are supposed to be OP, so why even have them in the game if its useless?
(sorry ale smysl to fakt moc nedává 😄 )
Yes I'm suffering from same problem. I can confirm custom endmission is broken atm but default templates are working.
Vehicles with multiple turrets and using pylons are broken, if you open the pylon attributes in Eden the pylons get assigned to random positions and not what they were assigned to. There's already a ticket for this with a video demonstrating the problem
https://feedback.bistudio.com/T155742
Wondering if this could be looked at?
yeah that one is annoying i ended up just scripting it to assign it to the correct turret
Too hacky for what we need unfortunately and I found it leaves the wrong weapon still attached to the wrong turret just minus it's magazine when done through the SOG rearm module 🤦♂️
weird I never encountered issues like that, this is what I did to fix the calliope for spearhead:
_vehicle setPylonLoadout [1,(getPylonMagazines _vehicle)#0,false,[0]];
but idk what the rearm module does
Thank you, that's exactly what I needed.
Yeah I did a fuckuppings.
I had to define default values for enums if they failed to be parsed (which happens with custom endmode).
There are 7 places. In 6 of them I chose last+1, so out of range value.
But in one place, I chose zero as default. Which is "CONTINUE".. And if the endmode is continue, it just.. continues 
endception
It is a problem with how the thermals are implemented.
It was always this bad, the thing that changed was just mainly the contrast.
We adjusted the contrast, and enabled sunlight-heating. Sadly adjusting the contrast, made the shortcomings of how the temperatures of objects are calculated, more obvious. Objects themselves don't have temperatures.
There is a heat range from 0-1, and either the color of the texture (black == more hot) or the thermal texture (which humans and vehicles have) defines where in that range the object lands.
since they are supposed to be OP
They are not
This looks to me like a UI/script bug.
So I will not look at it.
Unless this is engine-controlled UI, but then I need to know the name/IDD to look for
Ah I see why I did that. I cannot do last+1 because that code cannot see the enum and doesn't know what last means.
-1 it is then 😄
Air vehicle mounted guns/gunpods only fire out of one barrel unlike ground based/statics which can use multiple barrels, any chance of getting the ability to use multiple barrels with air base guns/gunpods?
https://feedback.bistudio.com/T183156
When player run with weapon on back (by exec player action ["SwitchWeapon", player, player, -1]; or Holster Weapon in ACE mod) he can press RMB or C key and unit will switch run to walk
I have seen many when player could not understand how to exit the walk mode, because if you accidentally press C or RMB, then the special key for walk mode will not fix it, only press of RMB and C again
It feels like the game is trying to aim a weapon (that is not in hands) if press RMB, and go to tactical step if press C, it would be great if we could get rid of this strange behaviour
I think that it is not necessary to touch this, although sometimes I have problems when without a weapon I switch to tactical or walk mode and cannot remember which of them is on. But this problem is solved simply. I took out a weapon, saw the animation, corrected it. It is the same as saying that on Numpad 2 4 6 8 and 5 you can shift the view of the head while in the turret (pilots, gunner). But no one will tell you about this when you accidentally press it. (I expressed my opinion, although without specifics).
||I like to use RMB to go into unarmed walking mode||
Similar one is that when you're in the dragging animation (eg. ACE drag), RMB will change nothing visually but prevent you from moving.
IIRC the combat speed toggle also does this.
still good to dump crashes before 2.18?
found bug in respawning: https://feedback.bistudio.com/T183228
2024, gas stations still explode X by number of players
that's why you have to buy Arma 4
Gib nao
That's correct. There is defaultFuelAmount x numberOfPlayers in it.😄
interesting vid; I remember that kju made this test back in the A2 (OA?) times (in a more efficient form of course), but there it was less obvious
if you ask me, some config values got screwed up there (maybe inverted?)
@daring wagon update on this https://feedback.bistudio.com/T174947 ?
its still in-progress, I'd like to close it. It seems to work fine
I didn't know gas stations explode at all 😄
Its always good to dump crashes
I will have a look, but not today as I am buried in work.
within the next weeks would be neat. If you don't find time I'll just close it
Proposed fix to BIS_fnc_holdActionAdd: https://feedback.bistudio.com/T183273
While at it, expose radius parameter
You'll be pleased to know that one's already been claimed (https://feedback.bistudio.com/T179964)
is it intent behaviour that the action menu is not cleared of actions created with addAction when player respawns? after the respawn the addAction starts returning IDs starting from zero
I misread nvm
i mean addAction behaves (after respawn) like there are no actions in the menu but they are there
would it be possible to make https://community.bistudio.com/wiki/getClientState work also for SP ?
Back in the day any building destruction was doing damage to stuff around it X by number of players
One house goes down, everyone in 100m radius instantly dies

https://feedback.bistudio.com/dashboard/panel/ plenty of spam not visible if you're logged in for some reason
yep.
is this cooked in map? i tried gaspump in editor explodes normal, tried with 3 players
It's part of the map yea.
so is it exploding x times in row or explosion multiplied x times
multiplied by x times i would say
will i be able to see the difference with 3 players?
depends on your hearing i guess 😆
if you try it on a station with multiple pumps it should be possible i think
so visually it looks the same?
not sure about that anymore, its a while since i messed with that as a player.
but the sound was a clear indicator for me, the explosions sound effects almost "overdrive"
ok thanks will try tomo
Just blow one fuel station pump with 3 players and statistics on 2D map shows killed 12 pumps and 4 roofs (only one pump and one roof were visible)
although I don't think the sound and effects were played 12 times, by audio it was 4
This can be reproed even by one player on a dedi server, clearly audible problem
Yeah, pre-placed gas stations only
All effects are also multiplied
You probably won't see much difference with just 3 players
On this screen you can see thick grey clouds, result of multiplied effects
Audio is also multiplied
AI units won't heal at Land_FirstAidKit_01_open_F and Land_FirstAidKit_01_closed_F objects on order, they walk closer and stand, players heal successful
Can we get a option/command to disable it that players automatically take out a weapon/binos on spawn ? 
just make them put them away the moment they take them out
tested angular velocity stuff, when the command is continuously used its fine but when an impulse basically is given then it begisn to get jumpy
ive got recordings but cant post them here
found the problem, angular velocity still isnt being interpolated
having their orientation suddenly jump when zooming in etc
You mean angular position/orientation rather than angular velocity?
yeah
Cannot repro, tried with 6 clients no noticeable difference
Was blowing up petrol station on Stratis
the fire and smoke depend on amount of fuel but even though it is 50000 it is capped to 1000, the sound is very loud but even with 1 client
Also cannot see in the code that it should multiply
Did you test it on dev? There were some code changes regarding building destruction that are not on profiling
Stable client on perf server
Most other players were stable too
yeah so at distance orientation is just being updated based on orientation updates (as far as i can tell) but isnt being interpolated between said updates based on angular velocity which is a bug (?)
however it is different to what setvectordirandup was doing, so think setangularvelocity is pushing a netcode update or something if there's a change? if user was giving inputs to make setAngularVelocityModelSpace set different angular velocity than last frame it appeared smooth but once hands were taken off ([0,0,0] is passed to the command) it began to get stuttery and increased stuttering at distance
fwiw was using Pole_F with stuff attached to test this - I would doubt that is the cause (tested it with plane objects etc), only thing I could think of is engine isn't interpolating at distance for small stuff? stab in the dark tho
Compare these two footage: first from SP, second from MP with 1 player on dedicated server
https://www.youtube.com/watch?v=Ub3Be8uihtI
on the 2nd one can clearly be heard several sound samples playing at the same time causing glithces
is (position) nearestObject (object id) supposed to be unlimited range as per wiki? I am experiencing a 2500m hard limit
or is it based on view distance?
I'm standing near the object but if I use for example [0,0,0] nearestObject (objectID) it fails
I get the same on local server in editor with 1 player
proves nothing but that the sound is for some reason louder in MP
i need confirmation for multiplication of the explosion
similar thing happens to our vehicles in SOG which have fuel tank explosion set up.
Client opening/closing Inventory causes object not found spam on Server.
https://feedback.bistudio.com/T183318
Can't reproduce on latest build
I see an error on clientside though
Did you spam it ? It's not always happening
ah no
Spam i 20 times and it should appear
but who spams inventory open 20 times in multiplayer
In game modes with loot focus, can already happen if you open/close it fast 1-2 times.
The spam is just to make it easier to reproduce ^^
I get error on clientside, because the object is local-only at that point.
It should happen every time you open inventory
And the broken code here was only added in march
Stood around and spam-pressed I for 30 seconds.
No repro
Weird, not sure what could cause that 
I can repro on my old Exile server and on a vanilla Exile server, even removed the Exile inventory EH's to avoid any interference and it behaved the same.
I setup a vanilla Arma server and managed to repro instantly
17:39:58 Error: Object(4 : 4) not found
17:39:58 Error: Object(4 : 5) not found
17:40:02 Error: Object(4 : 8) not found
17:40:05 Error: Object(4 : 10) not found
17:40:11 Error: Object(4 : 15) not found
Maybe its already fixed on dev branch
Isn't Mp disabled in dev builds ? 
Otherwise i will test and verify
Also just fixed another bug that could cause these, but that was introduced after 2.16 was released
Where does the server log to when you create a server via the game instead of a dedicated application?
Or how to make a dedicated server with the dev build ? 
Stupid questions, but i always used a dedicated server....
the game logs into the game logs. The rpt in appdata folder
Can't reproduce either but it happens 100%
on live
no idea why its not reproducing 🤔
on stable btw
Joined live server, blew up gas station, massive explosion
no idea why it doesn't reproduce in closed environment
Message priority + latency something-something?
as in damage from gas pump explosion arrives before message that pump is dead so it creates new gas pump deaths on more clients and more effects broadcasted?
Wont explain why trucks on SOG:PF also blow up with same massive effect, they're proper entities unlike baked terrain buildings
Almost empty server, effect is much milder
need an EH for FX 👹
was the faulty bool conversion in setVariable for "copy to SQF" editor option fixed in 2.18?
i recall something was done for the function, but cant find it
_this setVariable ['SPE_ARTY_AI_DIR',1,true];
=>
_this setVariable ['SPE_ARTY_AI_DIR',true,true];
Planes that use SoundSets are mostly inaudible while flight
https://feedback.bistudio.com/T124855
(A-10 and all Jets DLC things)
lol 12 seconds delay before the sound appears and then all ok
I mean attach engine-on jet in a 2499m to target, wait ~12 sec to hear jet engine at target position, detach jet and continue approach on target, then this target will hear all designed jet sounds until fly away hearable distance
Repeat
check this https://youtu.be/LfF4gJQz6m0
KK, talking about radio and chat I have ticket for 'Microphone' audio settings slider, seems won't do it work
https://feedback.bistudio.com/T180798
does this thing need ticket or do you remember?
oh i was just about to create ticket. you have it up somewhere?
or you did it already ? 😮
Just did it a few minutes ago
great thx!
has the angular velocity issues been noted down only person from bi on the ticket was leopard
I saw it but don't want to look at it
@untold sky I saw this in my issue.
https://feedback.bistudio.com/T175116
In other ticketing system it usually means more feedback from the reporter is necessary.
Do you need any more feedback from me?
feedback = confirm it working
Di you mean Feedback means it got fixed?
In other ticketing system it usually means more feedback from the reporter is necessary.
Yes, I'd like feedback from the reporter. About the fix that was done.
Its not "need more info"
@lament escarp https://feedback.bistudio.com/T174935#2648624 magazine unloaded EH from config, looks fine to me but I have no repro for your issue
there is "need more info" option for when more info is needed
Lol i always used to think that it meant "thank you for your valuable feedback [the end]" 🤣
My report on that was from before you added the functionality 🙂
It works as intended on my end as well
LGTM
https://feedback.bistudio.com/T175116#2650163
Thx for the fix 🙂
Just an idea. select supports negative index, would it make sense for param to support it too?
Dangerous
param is commonly used with find result, using the default value when find returns -1
Suddenly using last instead of default is bad
paramReversed :D
Good point
-2 then? 😄
You can put your feature dreams in #arma3_feedback_tracker
what about more and better profiling for the community to identify performance issues/bottlenecks? (especially PX/vehicles, but also rendering/AI/etc)
reasonably in terms of effort or security?
both
PhysX there isn't much to instrument, PhysX library handles PhysX.
Rendering I don't know what else you'd want that isn't already there.
AI, afaik pathfinding and grid generation is already instrumented. And that's basically all there is
Can something went wrong with the speed of sound simulation? Because if turn it off in the jet engine sound sets (speedOfSound=0;) then if try to repro the bug, will notice changes in the sound behavior
the sound will now appear when the plane has flown directly over the target (not after approach at a distance of about 3 km if speedOfSound=1;)
thank you for the Attached/Detached event handlers
curious, is there a reason why mouse buttons 4-8 cannot be used for Zeus actions? I can bind functions to theese buttons just fine while controlling a unit, if I want to rebind any Zeus function to them (or combos with them) though, they just don't work
I'll make a ticket if this is not a feature
I am not aware why or how that would be the case
"_thisScript" variable not available in Waypoint scripts
https://feedback.bistudio.com/T183544
would be useful if for example you want to run the waypoint unscheduled via CBA PFH/WAUE and _thisScript could be used to detect when WP is deleted. (as the script is terminated but not possible to detect due to lack of magic var)
<object> removeAllEventHandlers '' or <object> removeAllEventHandlers [] to remove all event handlers of all types
instead of currently { _object removeAllEventHandlers _x } forEach ['Hit','HandleDamage','Fired',...];
removeAllEventHandlersButReally
Please make RPG-42 (Camo) as public weapon
https://feedback.bistudio.com/T183621
Why? As you said it is currently very easy to do it. Why do you need the convenience for sucha shady thing?
Feedback tracker is now a news website
Hm I agree with Mob Visual Update
you mean putting a waitUntil false, or a very long sleep into it.
So the script stays running, until the WP is deleted?
no. if you wan to to run the WP logic unscheduled but abort if WP is deleted.
[{
params ["_thisScript"];
if (scriptDone _thisScript) exitWith {true};
// blah blah some logic
_someLogicCondition
}, {}, [_thisScript]] call CBA_fnc_waitUntilAndExecute;
Would it be technically feasible to have a command where you pass in coords for a cuboid, and the engine checks whether that would collide with any surfaces?
On a scale from 1 to 10, how bad of an idea it would be to finally just let us do local transformations through scripting without hacks'n'tricks?
To plug the holes in missing engine features, I use it in many places already
We already have most of transformation local - orientation, scale, velocity
Maybe just let us do the translation too
Do we? I genurely forgot we have such
I mean in a sense that it doesn't invoke any network messages by itself
You can override engine sync behaviour for these by each frame setting them to whatever values you want
Not positions though, these do network messages on remote
I played with fire and got burnt recently by abusing attachTo-detach to do local setpos, thus my question, why not just let us do local set pos properly
(Burnt in a sense that detach does invoke a network message regardless of operated entities being net aware or not, unlike attachTo which checks for that)
tl;dr; gib setPosWorldLocal
isnt setvelocitytransformation local effect?
No its not, it does a network message if you do it on a remote entity, same as other setPos* commands
ah
iirc it's not possible because the game syncs the position anyway
(altho maybe with some delay)
Sure, but if you do it each frame you override that with no visual issues
Sure there are ways to mess the game up with improper usage but so can be said about ton of other commands
I made a ticket for the manual respawn check because I couldn't figure out way to script it my self. unless overwriting whole RscDisplayMPInterrupt.sqf is an option. https://feedback.bistudio.com/T183660
I hope this is the right location, but I have a ticket ID T179851 https://feedback.bistudio.com/T179851 and no-one has looked at in in over a month, I am completely unable to play the game because of it, assistance would be greatly appreciated Edit: Correction 5 months
Verify your game files
!steamverify
Steam file verification process:
Right Click on game -> Properties -> Installed Files -> Verify Integrity of game files
Arma 3
Steam Workshop Mod repair process:
Open Launcher -> Right Click on mod -> Repair
The first process will automatically verify Steam Workshop items as well.
Has been done multiple times and I have even gone and full wiped the game twice and the issue still persists
have you tried installing the game on a different drive?
if this helps I have bad news for you
Could do with a recipe to reset the launcher data. Never seen one.
Uninstalling the game doesn't necessarily remove it.
deleting AppData/Local/Arma 3 Launcher would probably be part of it.
I did that twice now, still nothing
No I have not, how would that affect anything?
a forum user who had an issue similar to yours fixed this through moving the game to a different drive, as the previous one was apparently dying
hrm...
that's a long shot but you might try it anyway
Worth a shot I guess, though literally everything else I have on here works :/
@storm patio weird, looks maybe its a fuckup with .net framework, might've been good to go with just deleting the launcher user data and retrying instead of going the nuclear option that is 99% pointless for most bugs
and maybe dont spam ft with what seems to be a isolated case that isn't really reproducible anywhere else
he… did so
Log says "UnitsViewModel" that would be Arma 3 units.
Maybe you are in a unit that is somehow broken
Ah. The code tells me Steam connection wasn't initialized
I don't know how your launcher would be consistently failing to connect to steam.
The launcher is putting a exception log onto your desktop. Can you please upload that file instead of trying to copy-paste its contents into a FT comment?
Also send me the files in %localappdata%/Arma 3 Launcher/Logs @storm patio
When you execute this on the server, the server changes the overcast value instantly (like intended) but the client does its normal transition instead of also switching instantly.
Is this intended or a bug ?
0 setOvercast 0.6;
Also looks like client does the transition much slower than the server.
300 SetOvercast 1 executed on the server and client is still at 0.661669 while the server is already at 0.895198 overcast.
This will cause different weather for clients that join after that was executed compared to clients that were already online.
For example in connection with lightnings (they do appear only if overcast >= 0.90), so one client could have lightnings and thunderstrikes and the other not (due to overcast value difference).
I tested the other weather commands, looks like its only setOvercast that behaves like that.
Ticket: https://feedback.bistudio.com/T183693
The weather system is fucked
and in the game
Would it be possible to implement a config entry to delay the time it takes to switch muzzles? Something like
muzzleDelay = xxx where xxx is delay in seconds ```
If I kindly ask, would a dev take a quick look if the engine has some special handling for the editor preview group? configFile >> "Display3DEN" >> "Controls" >> "EditorPreviewGroup"
Seems that if I add an preview image to it that it's not properly aligned.
you need to use forceWeatherChange
This will cause a lag and instant switch, the server already propagates the weather sync
But something is wrong with the sync over time.
this is why this command was introduced
My main problem is the other problem
"300 SetOvercast 1 executed on the server and client is still at 0.661669 while the server is already at 0.895198 overcast."
Should be easy to fix for overcast ? Other commands sync properly on the client (setRain, setLightnings)
Because this can cause als kinds of bs
"This will cause different weather for clients that join after that was executed compared to clients that were already online.
For example in connection with lightnings (they do appear only if overcast >= 0.90), so one client could have lightnings and thunderstrikes and the other not (due to overcast value difference)."
I you join after it was executed on the server you receive the correct value from server.
This is the brand new one
Wont let me send these
Well, attach em anyways
says 0kb but verifying files donsnt find anything wrong
LauncherViewModel: System.ArgumentException: Conversion from WideChar to MultiByte failed.
That is probably preventing the Steam i...
.InitSteam()
Yes. That thing is breaking the steam initialization
I'll check tomorrow what that string there is supposed to be
@storm patio would running steam as admin fix anything? what is your steam client version? try beta? just some thoughts on the issue :D kinda odd that its failing to init steam due to a odd unit or something :/ just curious and trying to see if maybe its a steam client regression by any chance
The path that its supposed to load from is
\Arma 3\Launcher\config.bin
ParamEntryCollectionWrap.Get This thing, is converting a string to utf8, and failing at it.
It is literally converting the string "SteamManagerConfig"
I don't see how that can fail.
Locale settings? Maybe? But Culture: en-US that's just normal.
Google has basically no results about this error.
Except microsoft's own code https://github.com/icestudent/vc-19-changes/blob/master/msclr/marshal.h#L86
Yeah, WideCharToMultiByte is failing. Oke. But why
Its not like the input is some special string.
Its been unchanged for a decade. And doesn't cause any issues for 99.9% of users.
It must be something in windows that's foofing up, and without being able to reproduce this, I have no idea what it could be
I can do this
goes into
\steamapps\common\Arma 3\Launcher and replaces the existing file there.
To silence that error, I assume steam can launch anyway even if the config fails to load.
hmm weird
Still got that
Put the file there but it didnt replace anything
Oh wait nvm user error, read the location wrong
Specifically it should make the "FATAL" in your Launcher.log go away
Tried recopying it over, this time it dint give error but launcher isnt starting
nope, retrying gave same error
Right, trying a thing, deleted the file entirely and doing a steam verify to see if that works
It reinstalled the file and launches the launcher but still not syncing
😢
hey I want to link mine too! https://feedback.bistudio.com/T183586 mr John Arma please fix
this whole thing is confusing as hell
it says options are xls and ods
when i open the function code, theres references to 'gsheet' (google spreadsheets) in there
i tried Excel 2010, OpenOffice calc, Google spreadsheet
I asked people in my stream
no-one can get this working
If order AI via CLEAR MINES waypoint to demine UXOs after disarm seems he will try disarm it again and again
although UXO seems to have been defused (3D model is definitely no longer there) but AI still try do something
This does not happen with regular mines
will success if disable "ClearUnknow" checkbox in WP attributes
before/after deactivating
UXO (class BombCluster_03_UXO1_F)
by var name
5: bombcluster_03_uxo1_f.p3dBombCluster_03_UXO1_Ammo_F / 5: empty.p3dBombCluster_03_UXO1_Ammo_F
cursorObject
5: bombcluster_03_uxo1_f.p3dBombCluster_03_UXO1_Ammo_F / <NULL-object>
allMines
[5: bombcluster_03_uxo1_f.p3dBombCluster_03_UXO1_Ammo_F] / [5: empty.p3dBombCluster_03_UXO1_Ammo_F]
APERS (class APERSMine)
by var name
5: mine_ap.p3dAPERSMine_Range_Ammo / <NULL-object>
cursorObject
5: mine_ap.p3dAPERSMine_Range_Ammo / 21c0c4f0b80# 14: dummyweapon.p3dGroundWeaponHolder
allMines
[5: mine_ap.p3dAPERSMine_Range_Ammo] / []
deactivated mine is not mine but deactivated uxo is a mine, can be due empty model?
nvm...seems like there are errors in the rpt caused by this function....bohemia has to fix dis possibly
it works a little bit when re-opening it
Got any other ideas on how to fix? I so desperately want to play the new update of the DLC… :(
are you desperate enough to reinstall Windows? 
man, we told ya, did you try all the validation operations yet?
you could also look for 3rd party mod managers/launchers
Manually launch mods via commandline
What does that mean?
16:55:01 Player 1920484367 (headlessclient) Exceeded anti-flood limit
16:55:01 Player 1920484367 (headlessclient) Exceeded anti-flood limit
16:55:02 Player 1920484367 (headlessclient) Exceeded anti-flood limit
16:55:02 Player 1920484367 (headlessclient) Exceeded anti-flood limit
16:55:03 Player 1920484367 (headlessclient) Exceeded anti-flood limit
16:55:03 Player 1920484367 (headlessclient) Exceeded anti-flood limit
16:55:04 Player 1920484367 (headlessclient) Exceeded anti-flood limit
Is the server on dev/prof? New server anti-flood options were recently added. #community_wiki message
(separate thing)
They're getting annoying good at making it subtle, but I'm almost completely certain this comment is a spambot. (Alongside today's crop of much more obvious ones :U )
https://feedback.bistudio.com/T183738#2654410
prof
Would that work for DLC?
Also how would one do so
Sorry forgot to say that I did what you suggested, nada
Wouldn’t know where to start there, any suggestions?
just search up :)
also you can just fall back to the old days of managing arma 3 mods before the official launcher was released, you just use -mod= or the expansions dialog in-game. but you have to manually put a junction of the workshop mods or pass them directly, a launcher might be better for you because that alternative is time consuming and stuff
https://forums.bohemia.net/forums/topic/152942-arma3sync-launcher-and-addons-synchronization-software-for-arma-3/ might be the best choice. more complex GUI tho
ArmA3Sync, launcher and addons synchronization software for ArmA 3By the [s.o.E] team - Sons of Exiled, sonsofexiled.frCurrent version 1.7--- About --- ArmA3Sync is both a launcher and adddons synchronization software for ArmA 3. It is intend to be used by players, server administrators and ArmA ...
hmm cool, is that on something else than .net framework?
Java apparently.
yucky
ya, bad memory management
It would be nice if the keybind list is getting sorted alphabetically, I cant do it via script since it breaks it
https://cdn.discordapp.com/attachments/1045849933858734080/1274747976237187103/image.png?ex=66c36111&is=66c20f91&hm=222c94b9738dd9d6028a7db5b2d8f12cf57709c934e835dd43acea898a01364d&
With forceWeaponFire you can in theory fire any of the weapon's fire modes, which would be incredibly useful for making AI fire bursts...but it doesn't actually respect burst counts reliably. https://feedback.bistudio.com/T183794
https://feedback.bistudio.com/T181711#2655167
spam please
did the bino handanim stuff ever get merged into dev or w/e
I think so yeah. But the required config changes were not merged
calm so is functional just not utilised?
Yep
I can send you a config patch to test if you want
You need to patch the binoc anims (to use the binoc IK), binoc weapons (weapon anim), and also define the binocular bone for soldiers
is it not righthand bone?
It's left hand. And it must be defined in config
(binocularBone = "lefthand", similar to how weapon, launcher and pistol bones are defined)
Or it can be right hand too I guess 
Depends how you want it. But I think it should be left hand because that's how the soldier holds the binocs in vanilla
I don't remember what the binoc IK mask was. I think it was 0x1000 but not sure
It was 0x3000
class CfgPatches {
class Test {
author = "";
name = "";
requiredAddons[] = {"A3_Data_F_AoW_Loadorder"};
requiredVersion = 1.0;
units[]={};
weapons[]={};
};
};
class CfgVehicles {
class All {};
class AllVehicles: All {};
class Land: AllVehicles {};
class Man: Land {
binocularBone = "";
};
class CAManBase : Man
{
binocularBone = "LeftHand";
};
};
class CfgWeapons {
class Default {};
class Binocular: Default {
handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F_Exp\Rifles\ARX\data\anim\arx.rtm"};
};
};
class CfgMovesBasic {
class Default {};
class StandBase: Default {};
};
class CfgMovesMaleSdr: CfgMovesBasic {
class States {
class AmovPercMstpSlowWrflDnon: StandBase {};
class AmovPercMstpSoptWbinDnon: AmovPercMstpSlowWrflDnon {
leftHandIKBeg = 1;
leftHandIKEnd = 1;
rightHandIKBeg = 1;
rightHandIKEnd = 1;
rightHandIKCurve[] = {1};
leftHandIKCurve[] = {1};
weaponIK = 0x3000;
};
};
};
ah thanks muchly
Looks like the change was not merged
I seem to recall Dedmen said it was 
Yeah he said it's added. Weird
dedmen is competing with me for who can spread the most misinformation
https://feedback.bistudio.com/T177832
There seems to be some spam
and some more it seems
someone got their balls in a twist and attack the tracker on purpose?
boo
it seems my dreams of having a telescope will have to wait
Ok my bad it works
I forgot that I had changed the IK in my own version to only affect the left hand, and the only change was that the soldier's index finger was raised as if it's on a trigger
If you try the above config the soldier's right hand will grab the weapon behind his back too (what I was expecting to see)
(not a pretty sight ofc)
Oh no, they've found our weak spot. My spam user deletion script doesn't handle comments 😢
Nope you can go ahead and do that. It was my mistake. It works properly
Just remember that the binocular bone must be the left hand, but if you want to change how it's held by right hand, use the IK curve stuff (except when running, in that case you probably want to disable right hand IK)
yeyp calm thanks
Projectile Explode Eventhandler triggers 1 frame before Hit Event handler for Local Grenades but triggers 1 frame after for Grenades from other clients 
won't fix (very most likely)
Fixed: Any surface impact for grenades was using the ground impact sound
This fix did not affect surfaces that players can walk on, e.g.: wooden door - wood impact sound, wooden floor - ground impact sound
Please fix walkable surfaces impact sounds as well: https://feedback.bistudio.com/T165776#2607945
shouldn't params throw an error when argument types do not match?
On profiling this returns false but no error logged:
[1, ""] params [["_a", "", [""]], ["_b", -1, [0]]]
same on dev.
yeah it should @untold sky
Will game be able to find this memory point that has a space at the end? This is in livonia CfgEnvSpatialSounds
space is a character like any other character
if the model has space in the mempoint name too, yeah it will work.
no space there
Hmm, we could run a script to find values with extra spaces
_scan = {
params ["_cfg", "_path"];
{
if(isClass _x) then {
[_x, _path + [configName _x]] call _scan;
} else {
if(configName _x == "text" || configName _x == "condition") exitWith {};
private _text = getText _x;
if(_text select [count _text - 1, 1] == " ") then {
diag_log text "-----------------------------------------------";
diag_log text format ["Path: %1 >> %2", _path apply {str _x} joinString " >> ", str configName _x];
diag_log text format ["%3%1 = ""%2""", configName _x, _text, toString [9]];
};
};
} forEach configProperties [_cfg, "true", true];
};
private _start_cfg = configFile;
[_start_cfg, [str _start_cfg]] call _scan;
Is it a error that the Large Tree has rain sound sets for Small, Medium and Large at the same time?
many livonian vegetation have this in config
Mostly scripts with extra space
23:25:40 -----------------------------------------------
23:25:40 Path: "bin\config.bin" >> "CfgWorlds" >> "Enoch" >> "EnvSounds" >> "CfgEnvSpatialSounds" >> "sound_mi8_wreck_center_01" >> "memPoint"
23:25:40 memPoint = "sound_mi8_wreck_center_01 "
```Nothing else apart from your find
23:25:43 -----------------------------------------------
23:25:43 Path: "bin\config.bin" >> "CfgMovesMaleSdr" >> "States" >> "Acts_RU_Briefing_Turn" >> "speed"
23:25:43 speed = "0.3093 "
getNumber(configFile >> "CfgMovesMaleSdr" >> "States" >> "Acts_RU_Briefing_Turn" >> "speed") => 0.3093 is still fine though
HE underbarrel grenade will fully stops by glass, but smoke one will pass through
I think it's wrong behavior on lastest Dev?
smoke use shotSmokeX aka physX - so would be a difference betwene firegeo and physx geo in the model
no change in flight behaviour just that the glass breaks now
broken since april. Thanks!
Only a single line of code was affected. Inside the params command.
Because unlike everything else, it doesn't set an error and lets the scripting engine handle it, it prints the error immediately, because there might be multiple errors in one call
Will somebody else find some kind of EH that triggers on resolution change useful?
Viewport resolution, rendering resoluion, ui size
Is there such a thing already, apart from comparing getResolution each frame?
onSettingChanged..would be neat
With CBA you can capture the settings screen display opening, and it closing might mean setting changed
Road not found
possible to get more info on that or -debug to provide context. ty
private _dummy = createVehicleLocal ["#particlesource", _posStart, [], 0, "CAN_COLLIDE"];
...
deleteVehicle _dummy;
creates a Ref to nonnetwork object 732634: <no shape> rpt entry
either it should not, or we need a deleteVehicleLocal?
Was this a recent change? It seems to keep coming up in the last week.
Trying to call RemoteExec(Call) with 0 targets for func 'bis_fnc_advhint'. Maximum is 1000
➥ Context: [] L8 (a3\modules_f_curator\CAS\functions\fn_moduleCAS.sqf)
[] L110 (a3\modules_f_curator\CAS\functions\fn_moduleCAS.sqf)
[] L25 (/temp/bin/A3/Functions_F/MP/fn_MP.sqf)
[] L72 (/temp/bin/A3/Functions_F/MP/fn_MP.sqf)
[] L78 (/temp/bin/A3/Functions_F/MP/fn_MP.sqf)```
by `[[["Curator","PlaceOrdnance"],nil,nil,nil,nil,nil,nil,true],"bis_fnc_advHint",objectcurators _logic] call bis_fnc_mp;`
https://community.bistudio.com/wiki/objectCurators
would need: `if ((count (objectcurators _logic)) > 0) then {...};`
not new afaik
This would be nice.
couldn't the game figure it out that it does not need to broadcast the delete by netid?
why relevant: spams rpt log
Old request, but it doesn't appear to have gotten any attention when I first submitted it, and was wondering if I could draw some attention to it here: https://feedback.bistudio.com/T176468
the script function drawLaser, whether ran as part of a Draw3d or PerFrame EH, will get snatched up by a picture-in-picture function and only draw in the PiP.
Not sure how many other mods this effects, but Illuminate The Night (ITN) uses drawLaser extensively, and any rtt camera/PiP will commandeer the laser beam, effectively disabling the laser in the main render.
Suggestion: make sides valid varspaces, like:
private _color = (side _this) getVariable "markerColor";
This obviously isn't life-changing, but more often than not I end up reusing a lot of similar code, overusing switch or strings because sides aren't valid namespaces. This issue is easily ""work-aroundable"" and I'm most likely late to the party but I don't know how much effort would be needed to add something like this so it seems a valid suggestion.
by the way, how do you guys handle these situations where you need to get a side-specific variable?
private _value = missionNamespace getVariable (str (side _this) + "_key");
?
Hashmaps support sides as keys, very useful exactly for this purpose
allSidesData = createHashMap;
private _side_data = allSidesData getOrDefaultCall [side _this, {createHashMap}, true];
_side_data set ["some_data", 123]; // setter
private _value = _side_data get "some_data"; // getter
Or pre-initialize all your keys to avoid doing getOrDefaultCall
Since we will be soon getting "setPhysicsCollisionFlag" https://community.bistudio.com/wiki/setPhysicsCollisionFlag I guess it could be used as a workaround to fix the known stutters caused by big rocks (by disabing their collision via
_rock setPhysicsCollisionFlag false)? https://feedback.bistudio.com/T160213
I am not sure if the issue is related to the geometry or the physics calculations done when firing/driving near objects and where the big rocks have too complex geometries so the physics/collisions calculations causes the stutters?
For example, disabling the collision on all these rocks: https://www.youtube.com/watch?v=4lgHVz2HGQM&t=272s
man I was really hoping we'd get two bangers in a row, but my fears turned out correct. This cDLC really hurts the image of the creator program and the overall perception of ArmA 3. It's clear there needs to be a much stricter QA/quality requirement from Bohemia's end.
Music:
Backing track is 'Wild Nights' - Shy5.
Game:
https://store.steampow...
Don't know but if I remember correctly the SOG team found the issue and fixed their rocks.... and it seems BI lacked the resources to fix the vanilla ones and the issue even affected the Gabreta map since the Iron Courtin devs just used the unfixed rocks
Lots of Workshop compositions which use those large rocks end up being used on many missions which offer a poor stutter ridden experiece to the players
Might not be fixable without rebuilding the maps.
Although I'd think they could just replace the p3d. I did find that some aspects of objects were baked into the map, like destruction modes.
So you think using "setPhysicsCollisionFlag false" on those rocks will not mitigate the issue?
hey is it just me or is the discord server quiet
maybe becsause it is sunday? or perhaps devs are focused on getting 2.18 past the finish line
Idk its just a huge discord server but it seems pretty dead
I'm not sure
Devs and moders are pretty active still, and lots of fixes keep coming, clearly visible in 2.18's huge list of additions: https://community.bistudio.com/wiki/Category:Introduced_with_Arma_3_version_2.18
cool
What I really wish is for these rocks to get fixed and have proper roadway lod geometry
Like what's the logic behind being able to walk on some rocks while others suck you in and kill you.
To be honest the walkable ones also suck you in and kill you
Hopefully those new 700k players managed to bring in some extra resources so these much needed fixes can get past the finish lane
God only knows how much pain and bad press have these subpar assets caused to our dear Arma franchise
if these rocks are hidden, will this solve the problem?
wrong channel, also mind the timezone, its mostly sleep time for the US, the activity levels are very varied, maybe try sending a constructive question/inquiry in the appropriate channel to see if anyone replies or try again later instead of asking to ask for availability
It's related to PhysX
I think game need throw error when sound set is not found? see https://feedback.bistudio.com/T184104
This ticket as an example classes of engine sound sets that do not exist have been added to the tank, as a result there is no sound and no errors
Ok I did a quick check. It turns out this is related to adding roadway LOD to PhysX
Since these rocks have very complex roadway LODs it ends up being super expensive. it adds 4920 PhysX meshes per rock (one mesh per face), and that's only for roadway. The geometry/PhysX LODs are also there (but only 20 PhysX meshes for those) 
the solution is either finding a way to reduce the number of PhysX meshes it creates, or adding a flag to the model/config to ignore cooking the roadway if it's as good as PhysX/geometry LODs
The second solution is a lot easier but needs some modeling/config work
There's also another solution. It's possible to scan the model once it loads and manually check if the roadway is overlapping with geometry, then add a flag that says don't cook roadway for it
this will automatically fix all models so I guess this is the best solution to go with 
tho it will slow loading models a bit (only those with roadway)
why does roadway need to be added to physx anyway? it seems like that's causing more problems then it solves
It does it for buildings 
Simple objects are not buildings so that's why it solved the stutter issue in that ticket
for ragdolls maybe?
wild guessing here
Yeah my point is though instead of it being added in engine the physx lod in the model could have just.. you know, added the roadway geometry itself
like unless im missing something it seems like a dirty hack to avoid updating a bunch of old models
to fix ragdolls etc falling through the floor of buildings that dont have properly set up physx lods
Sorry, I was just confused, won't do it again.
What if the engine checks if the roadway is facing up, because if it faces down or to the side it could get ignored
For non-terrain objects that could change mid-mission, and I'm not confident that terrain and non-terrain objects can be handled differently in that way.
Almost all the faces on those rocks are "facing up"
Anyway, another interesting thing I found is that this issue is also caused by that:
https://feedback.bistudio.com/T152438
I didn't expect this one to be related
When I comment out the code related to roadway all the stutters related to these giant rocks are gone 😅
That's not a solution tho 
I meant if I place a rock on the map the faces under the rock are facing down and not up
Unless you rotate it
There's no roadway under the rock is there?
Even if that was so still half the faces face up
That's still too many
Dosent the rocks have an roadway hull, so you can rotate it and walk on it
Yea excactly
In any case, like I said still half of the faces face up so that won't solve the problem (it might improve it a bit but that's not good enough)
that's unfortunate :(
We're talking about ~2500 (half of those 4920 I mentioned) meshes per rock (which in most cases is even more than a whole bunch of objects plus terrain in a PhysX scene)
Yea that's crazy
What about the section count in road way lods, does they matter?
Like when u use different materials for footsteps
Nope. It just goes over each face and converts it to a convex component (by extruding the face by ~5-20 cm)
AFAIK we've optimized these rock models quite a bit in SOGPF
but vanilla ones are still pretty bad 😅
Also this is not specific to rocks but any object with "house" simulation and a roadway LOD with many faces (but seeing them in rocks is more common because they need many faces to reflect their highly variable surfaces)
It turns out that the PhysX meshes are already built into the p3d model 
I thought they're generated at run time
So I guess the solution is to fix the code and rebuild the models 
There are other bugs in the model files.
For example, when I was investigating this bullet-passing-thru-objs issue, I realized that it's due to objects having a small bounding box/radius because animations are not accounted for properly when the model was built (at least not in lods; the model ones seem correct)
But fixing these issues by rebuilding all models means we should expect a huge update and that old mods are not gonna be affected. Also it will take a lot of time to rebuild every model in the game and I don't think reyhard has the time to do it
So I think it's best to solve these using a run time solution (but with minimal impact on loading speed)
Before I make a suggestion on the tracker, would having triggerTime/triggerDistance for ammo be set with scripts be something that feasible?
I would use HashMap and its getters BTW. Maybe that could be a handy workaround
damn, this one played the long game
iirc yes
I shall then go figure out how to make feedback request then
https://feedback.bistudio.com/T184143
Okay I hope I made this correctly, have not done so in a hot minute
It's sort of bittersweet to see issues like these being discovered/discussed seriously 11 years later 😅
Can only hope mythical Arma 4 will benefit from these discoveries and optimisations (or won't need them because it has better tech to begin with)
width = "0.24";
this is supposed to be a float value (in class Wheels)
does the engine discord as the type is string and use the default, or does a conversion to number still?
(aka faulty setup to be reported or is OK as is)
If your vehicle wheels work it's correct 😅
The game converts the string to number automatically (unless it has a typo or something)
this is from A3 cars 😉
I think the autosave loading is broken.
I was playing a mission and I wanted to play from an older autosave but the game kept loading the latest save.
Has anyone else noticed this? Is it new?
Its already an error, all errors print the context they have.
This happens in path finding.
A road has a connection listed, to another road by id. But a road with that ID doesn't exist. Or something like that.
I can print the index of the road, but not sure if that is really helpful. I don't know where else you would get an index to compare to and find what road it is
Quite alot of places are missing checks for local-only objects. Does not need separate command, we just need to find these places and add a check for it. All vehicle deletes are solved in 2.20
I did not see that ticket back then, its now on todo for 2.20. Will probably take a while
I have not tried that. That would be interesting.
But I think it doesn't solve it, it removes these objects from physx scene. But physx is not what's causing the stutterse
But I have some other ideas how I can fix the stutters with some new things in 2.20. Maybe I'll find the time to look at it.
Last I profiled that issue, it was not. It was our own non-physx checks. Though I think I made some improvements on that, so maybe its not the biggest issue anymore.
Most mods don't add big rocks like that.
if we can let binarize fix it, we can just re-run the pbo's through a pack and it will all get fixed up with no actual time effort (besides implementing it in binarize)
on which version?
thanks for the info on that one 👍 what about logging the position, so could look further into it - index/id might be exposed in internal version tho?
cool. so once available with dev/perf, we can make tickets for other cases?
Don't really need a ticket for each. Its just a 30 second fix for each case.
I can give you center position of the node it tried to find yea
Latest dev
would it be possible to specify a workshop id in requiredaddons or some other table in order to prevent the pbo from loading if its not from said workshop id/s?
as in get a feature for that
seems pointless as can be easily changed in a repack
and possibly kills all the unofficial launchers like arma 3 sync?
Looks like it was a temp bug or something. I couldn't repro it this time 
That would be a godsend! Thank you for looking into it
I wonder if it could be possible to script affect vehicle's max speed similar how we can affect fuel usage? I don't know how it works exactly under the hood considering the physx gearbox and such, but I guess it still uses config's maxSpeed?
I imagine the commands to be:
ENTITY setMaxSpeed NUMBER
NUMBER = getMaxSpeed ENTITY
hmm there are these two commands in the wiki (not sure what they do) https://community.bistudio.com/wiki/forceSpeed https://community.bistudio.com/wiki/limitSpeed
Seem to be AI
oh you want player
Vehicle simulation itself, to control engine performance
right
yes but we won't do that.
Being able to increase speed and acceleration would be real handy, but in the meantime there is setCruiseControl if you want to reduce maximum speed
Oh, I missed this command. I actually wanted to increase it instead.
Please fix this CfgAnimationSourceSounds issue when sound does not update when player's camera rotating or change distance to sound source, ticket https://feedback.bistudio.com/T179776
https://youtu.be/pOjgBJY8y7A
to many(200) dynamic feature objects, it can cause FPS drop
it this a new logging? does it refer to featureSize or what else?
Topic "Allowdamage not Global"
I noticed such behavior in allowDamage that it is actually local. And in biki it has a tag global\local.
I disabled damage to a server object from the client. And the server sees that damage can be dealt to the object. Units\server client can deal damage to the object, and the one who specified "allowdamage false" can no longer deal damage to the object. It works in the same way with units. A player with "allowDamage false" may not deal damage locally to anyone, but others can deal damage to this object.
it has "Local Argument" tag as well, though
Globally it only has the following: if the object is hit hard and damage is disabled only on the server side, then when falling the object will not receive damage from the client-owner. I just threw a supply box 15 meters and it did not receive damage from falling on the ground. And the owner has damage enabled and bullets do damage. (supply boxes receive, albeit small, but still damage when they fall on the ground even from 1 meter)
I don't think that's particularly unusual behaviour. Other LA/GE commands also have some GA/LE, like setMass. Wiki would ideally cover it, but it's often hard work to prove exactly how these work.
So after a report of an issue of Western Sahara I've realized a weird issue of a personal weapon equipped on a vehicle. A 1 round smoke shell cannot fire from a vehiclesqf vehicle player addWeapon "arifle_MX_GL_F" ; vehicle player addMagazine "1Rnd_Smoke_Grenade_shell" ; vehicle player addMagazine "1Rnd_HE_Grenade_shell" ; vehicle player addMagazine "UGL_FlareWhite_F"Could repro on vanilla Offroad with vanilla 2.19
How would you fire it at all? Script?
oh right, you can cycle weapons even if it doesn't show anything.
It does show it. You just can't fire that smoke
If the player stands near the fire effect then he receives very little damage to the "incapacitated" hitpoint.
The damage is of course not significant, but this makes handledamage trigger every time the fire hits this part of the body.
If he stands exactly in the fire effect then the damage is dealt as expected.
(player getHitPointDamage "incapacitated") toFixed 255 //loob
isBurning player //loob
onEachFrame {
_damage =player getHitPointDamage "incapacitated";
_last = player getVariable ["Lasthit",0];
if (_damage != _last) then {
player setVariable ["Lasthit",_damage];
player setVariable ["LastDamage",_damage - _last];
};
};//check last damage
player getVariable "LastDamage" toFixed 255 //how many deal no direct damage aura fire
HandleDamage diag_log ->
14:47:44 [O Штаб - [L Andrei Gud]:1 (Andrei Gud),"",0,<NULL-object>,"",-1,<NULL-object>,"",false,0]
14:47:44 [O Штаб - [L Andrei Gud]:1 (Andrei Gud),"body",8.0477e-011,<NULL-object>,"",11,<NULL-object>,"incapacitated",false,2]
14:47:44 [O Штаб - [L Andrei Gud]:1 (Andrei Gud),"head",0,<NULL-object>,"",2,<NULL-object>,"hithead",false,3]
14:47:44 [O Штаб - [L Andrei Gud]:1 (Andrei Gud),"",0,<NULL-object>,"",-1,<NULL-object>,"",false,0]
hitpoint "incapacitated" = 1 and player no die... Interesting 
class Incapacitated: HitLegs
{
name = "body";
depends = "(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
```hit point changes with total damage changing
I wrote about the fact that when you stand near to the fire effect and do not come into contact with it, you still receive a change in damage. 
Welcome to Arma 3 
Its heating player. He will be ready to war after that
Im working with a handledamage EH. My current obstacle is detecting if the damage to a unit is causedby burning. Using the command getBurningValue player; only returns a value when you are right next to the flame, it doesnt return any value when you are close enough to receive damage from the fla...
fire damage is likely still quite busted
This was even noticed in 2016. And I found out and wrote about it in 2024.
u ceeeb?
Close this dupe please https://feedback.bistudio.com/T184224#2664220
done, thx
would it be possible to get an _i magic variable in a foreach or something for the index/iteration?
consideration here is perf not ability i know you can already do it yourself
no
Arma 2 Operation Arrowhead 1.55 😋
really?
i brain damaged my way into forgetting it exists
KJW moment
it truly is
Huh i always just used _x
_x is value. _forEachIndex is, well, index
Ahhh thanks
Is the inventory lagging seemingly at random a known issue? I've got a (sadly high dependency) mission where it's giving really shitty fps when opened all the time but it's not being caused by a script or anything, checked with ASP
I'd expect it to hitch a bit whenever the ground inventory changes, but I'm not sure if that's what you're describing.
How do you make the inventory stay open? Usually it closes after a few seconds of movement.
looks like proximity detection.
I'm not moving
Opening the inventory dialog itself is what causes the game to tank
What's more is it seems to be wildy inconsistent - I've had it with basically any modpack on any map but it's been a really unreliable repro
However always per mission iirc
Do you use ACE?
yes
ACE sometimes adds tons of badges to some inventories so idk if that's applicable to your case
Well they're already added. You should check how many items there are in the inventories recursively
If there are too many items in there it means the game is probably doing it too
Not quite
its no more than i usually have
i use the same loadout for every op
its independent of loadout contents
any chance something old like this could get revived from the dead 🥲
https://feedback.bistudio.com/T167366
saw that too
theres over 3 pages of random advertisements in asian languages
I can see this fixed in current dev
https://feedback.bistudio.com/T117142 can be closed
This too https://feedback.bistudio.com/T157167
Reported some issues with sound samples in Livonia https://feedback.bistudio.com/T184578
ye, cleaning - thanks for the report!
#arma3_gui message
lnbSetBackgroundColor/lbSetBackgroundColor pwease 🥺
Killed terrain objects count in player-killer statistics is duplicated depending on the number of players current dev build, ok with Eden placed
https://feedback.bistudio.com/T184593
mb somehow related with fuel pump multi explosion #arma3_feedback_tracker message
Wrong afternoon forest ambient sound file path in Tanoa configuration
https://feedback.bistudio.com/T184595
@untold sky super thicccc lines are scuffed. At certain angles they appear fine but when you start moving around they go crazy. Should I make a bug report?
Vanilla SPG-9's HE damage radius seems very limited 🤔
tf, looks like unintended scenario/usecase
Probably , I was trying to make a square boundary. But if it glitches out at a certain width a max value might be helpful
The line in front here shows what I was trying to do . It’s ~500 width
"Server can't keep up, too many incoming network messages. Remaining in queue: 484.
In last 5000 miliseconds was lost another 2 these messages."
then there was a server crash.
What does this mean? And how to fix it?
Either clients are sending too much or server is too slow. If you gave like 10x as much info about the setup and circumstances then you might get a non-obvious answer.
Does it do the same if you render this in 0,0 point of the map?
So the SPG-9 HE grenade appears to have the same damage radius (~10m) as an RGO grenade 🤔 despite having 3-5x more explosive
no. Not supported. Will not support.
Ok thank you
@fiery echo irrelevant to this channel, and to that server to be entirely frank
2024-09-16 16:48:57,651 [INFO] 4 (:0): Publisher.Steam.PublishingWorker.DeleteTempFolder - Deleting temporary directory: C:\Users\Administrator\AppData\Local\Temp!Publisher_%40XXX_c38aab8f-3a8a-4c02-ae53-b8ee7ed0b387
it happens quite often for me that a3 publisher gets stuck on publishing a new item
apparently it gets stuck when deleting the temp folder
the folder is deleted but it seems 3 publisher doesnt notice/doesnt get told by windows
- is this happening for others too?
- could it be an OS/VM setup prob?
- worth to put on A3 FT?
the process still eats a bit of cpu. might be just to draw the app or so
might be a permission issue - will try to verify next time (user doesnt have admin permissions, and launched via steam and the a3 tools launcher directly - will try running the publisher.exe as admin next time)
lol just make a mod that fixes that or else, unfortunately arma always been an arcade simulation not true to life
see improved grenades mod for inspiration
The indirectHit values are a mess :/
The mechanics aren't good either. Basically max damage within a radius and then an r^-4 falloff.
oh huh
why is that?
why is what?
You mean "why is that not good?" or "why was it implemented that way?"
both
It goes from automatically lethal to nothing within a pretty short radius. I think in practice concussion is normally considered r^3 falloff while fragmentation is more like a probabilistic r^2.5.
20+ year old design decision and hasnt been revised since most likely
you're not gonna be able to fix indirectHit stuff in any sort of reasonable way with mods
its odd that the SPG9 HE is low though usually vanilla is known for doing the opposite
There are unreasonable ways, like nerfing the indirectHit value and adding your own fragmentation logic.
with indirecthit values being insanely high making them miserable to be on the business end of
well then?
It looked like more damage than RGO but similar radius. i was just testing in virtual arsenal though, so not 100% scientific
120mm tank rounds have 2-4 kg of explosive, I wonder how they compare in game 🤔
Also, i vehemently disagree with the idea that vanilla stuff needs to be fixed by modding. It should be well calibrated out of the box, as it sets a baseline for other mods. Moreover not everyone has the time and skill to mod these things, and sometimes it isn't possible for logistical reasons (e.g. running a no/low mod community).
I like making missions, so if systems and assets don't work as expected it kills my motivation to do anything with it, because then i'm more wrestling with the game rather than making missions (which I and other people can then play)
(also why i think Reforger not launching with a mission editor (even a 2D one) was a big mistake, but i digress)
whyyyy
yea i agree, same meme as ableton live has, "just figure it out with a max for live device"
I think this param was forgotten to increase
Ah thanks for digging that up!
R_MRAAWS_HE_F - 6
R_TBG32V_F - 6
M_70mm_SAAMI - 6
plus/minus same caliber, seems can be chosen this value to change request
Thanks a lot, will make a feedback ticket!
CfgVehicles → UGV_02_Base_F → UserActions → "Light_On" and "Light_Off"
statement="this switchLight 'ON';";
``` this codes seems must be global executed via remoteExec to work in MP, user action works in local space, command has Local Effect so in mp no one able to see the light
Made a ticket, thanks to your information! https://feedback.bistudio.com/T184716
Sneaky spam: https://feedback.bistudio.com/T184735
nuked thanks
and I found another one, correct title, description, just a link in the repro steps… they get very sneaky
XD
bots are getting… less stupid. beware.
Maybe it is time for you guys to finally implement those anti-bot measures you've been working on for ages 🍻
Soon™
Good to know! Hopefully not "Arma 4 soon" 😅 , We are about the be overrun by Ai
damn, looks they're potentially using llms? :(
ye
oofs
would you know about an anti-llm thing that can be used?
@gray wharf implement a moderator ai that bans those who think like itself? :D
+1 for an Ai civil war going on the feedback tracker
lol
How often have you seen module «Set Callsign» class moduleGroupID on missions? This module function is executed only on the server, but it will fail because used setGroupId local effect command instead of setGroupIdGlobal
Added comment to the main ticket, maybe this can ignored if module rarely in use
https://feedback.bistudio.com/T117142#2674887
Sound files some of RU dubbing has - Copy prefix after ctrl+c/v
https://feedback.bistudio.com/T156035#2675205
One has to wonder that the game runs at all seeing stuff like that🤣
it runs on hope and Armagic 😎
*Armaholic
then it doesn't run
Indeed
Remote controlling drones is unreliable as hell it seems, so many reports of people being stuck in drone view while already controlling their player unit
Anybody has an idea how it can be repro'ed?
while you driver, try switch sit to gunner
Oh, interesting, yet more drone locality bullshit 🤔
My drones has driver seat locked though, you can only control gunner
version=131073;
singleType="TASK";
wasnt it supposed to be fixed a3 or some bi tool to create these text files on O drive?
thought: what about using with with an object as namespace?
Nice to have but how often do you need that?
ye, just a shower thought
without the shower
nor, apparently, the thought 😄
spam from… a 59 weeks old account 😳 :U 🔨
He was sneaky , laying and waiting
I think there is an issue with the recent update on the Profiling Branch.
This bug has partially existed for years, but triggered only sometimes when a player ran into a Helicopters Tail-Rotor (when that helicopter was controlled by a different player).
The bug cases the Player object obtained by player command to be different to the actual player object.
That can be detected like this
_playerObj = missionNamespace getVariable [str player,objNull]; _error = player != _playerObj;
Players have been using that bug to dupe items, as it causes the player object in remoteexections [player, data...] remoteExec to be invalid and therefore prevent synchronization.
I have the above-mentioned check inside my mission to detect this bug and noticed that the current profiling version triggers this check randomly for multiple players (sometimes even every few minutes).
I cloud not find any connection to what the players were doing at that time.
Has anybody noticed this bug or sync problems with players on the profiling version?
str player would be e.g "B Alpha 1-1:1 (PlayerName)", so yeah there is no variable like that
Forgot to menion. You need to set a varname on the players in Eden Editor
What do you mean. Is there any better way to detect the bug?
well, this "check" is prone to fault
I don't know what you try to detect though
curious, is it a bug that if I remove the original "Briefing" page and add my own like this:
player removeDiarySubject "Diary";
player createDiarySubject ["Briefing","Briefing"];
player createDiaryRecord ["Briefing",["Intel", "Enemy base is on grid <marker name='enemyBase'>161170</marker>"]];```
the "Intel" will have it's date shown up as the record title? I am pretty sure custom subjects were supposed to have the date removed while title can still be visible.
this was given to me as a solution for getting rid of date from Briefing entries long time ago, but it's apparently not a case anymore
@kindred aspen So you're saying that on stable Arma, if I get killed by a tail rotor then vehicleVarName will no longer match?
I don't get killed by the tail rotor when the helicoper is controlled by a different player
but you move into the thing and then vehicleVarName points to a different object?
that's the most plausible thing here so far :P
I'll try to replicate that later. I have a hunch that this won't be the only thing that breaks.
The side effects on remotexec that we had a few years ago seem to be fixed in the current arma version.
But I can still replicate the vehicleVarName bug, and that bug does randomly happen in the profiling build
text files? first time I hear of that
not the same as #arma3_feedback_tracker message ?
https://feedback.bistudio.com/T172106#2439788 please clear visionMode[] param for .50 m2, it block player use night vision goggles with iron sights 🙏
That was fixed in february.
The last full Arma update was last year, so that fix didn't make it yet
is attached objects being drawn underneath viewpilot lod a bug that can be fixed?
would be very nice
I would do horrible things for this to be fixed
Not really a bug but engine limitation but I'd love to see it fixed too
It limits vehicle customization a lot
inb4 backwards compatibility 
any chance this can get looked at? https://feedback.bistudio.com/T167366
would be nice to actually have the features actually work 🙂
https://feedback.bistudio.com/T170835
Bump, 1.5 years and I still need this
radioChannelCreate [color, label, callSign, units, sentenceType]
*sentenceType *is not transmitted on the network.
On the server I created a channel and sentenceType is equal to true. And on the clients connected to it *radioChannelInfo *returns *sentenceType *is equal to false
(The colors of the text of messages in the chat are different)

Hi, I put in a feature request for a new particle damageType and for gear to protect against particle damageType in some way.
Currently, particles can only do fire damage. For modding purposes, if there were a "gas" damageType, and a CfgGoggles/CfgWeapons entry to protect against damage types, it would be very useful for making gas masks and gas grenades work between mods without any extra modding or compatibility work, especially because methods for making gas weapons can be very different across mods.
https://feedback.bistudio.com/T185150
Sanity check: is drawRectangle rotation working in 2.19?
(findDisplay 12 displayCtrl 51) ctrlAddEventHandler ["Draw",{
(_this select 0) drawRectangle [
getPos player,
20,
20,
getDir player,
[0,0,1,1],
""
];
}];```from BIKI example - doesn't seem to work to me
I would think having cusotmizable damageType through config and anyhow adjusting the damage coef via script is much better solution if I think of something like that
Is it not onDraw instead of draw ? https://community.bistudio.com/wiki/User_Interface_Event_Handlers#onDraw
Oh yea.. i didnt see that.
https://feedback.bistudio.com/T185175
I'm trying to create markers for editor buildings which make them look like terrain placed ones, could use a getter of the model/map color to be able to color them the same way as the map does.
or new map control command like drawObject would be even better. 
Being able to then use any color you want instead of CfgMarkerColors on markers would've been cool too
Is it passible create a command to force game draw markers on the 2d map again with Eden placed objects?
https://feedback.bistudio.com/T172081
Can CfgMarkers functionality be expand with ctrlMap params, means: coefMax, coefMin, importance so we can create markers as like game create on terrain objects?
ZEN has that feature you can look how they made it here https://github.com/zen-mod/ZEN/tree/master/addons/building_markers
Changes from this tickets will break mods that are unlikely be updated
Please close them:
https://feedback.bistudio.com/T183309
https://feedback.bistudio.com/T180885
I know, they have grey markers only, I would want it to be bit better.
Can somebody try on your end? If you can I'll make a ticket
done 
Looks like drawEllipse and drawRectangle ignore angle at all now
["Arma 3","Arma3",218,152239,"Stable",false,"Windows","x64"]
@solid marten
Had a launcher crash today of all things: Object reference not set to instance of an object
Followed by System.Windows.DescendentsWalker
findDisplay 12 displayCtrl 51 ctrlAddEventHandler ["Draw", {
private _angle = diag_tickTime % 10 / 10 * 360;
systemChat str ["_angle", _angle];
_this select 0 drawRectangle [getPos player, 200, 100, _angle, [1,0,0,1], "#(rgb,8,8,3)color(1,1,1,1)"]
}];
Should be rotating
alignWithMap flag seems to be ignored
I haven't tested it 🤔
I know your repro worked fine after the commit but I havent tested beyond, gonna see if anything else got changed
Yeah, repro looks fine, but it only uses 0 angle
Looks like command-passed angles are ignored/set to 0
Updated the repro to add rotation
Updated repro script again, now includes blue shapes that have alignWithMap=false
Found it
its very need in Stable branch? )))
(just join in word after loading on server)
Not sure what either of these pics are reporting.
draw on map angles borked
And I guess those timings are new?
END key in zeus dosent work on Units.
probably the "incorrect custom radio!"
Yes. And i see this in my mission.
Looks like every AI is trying to connect | disconect .
At this point I deleted a large number of corpses. Below in the screenshot after a second a message about deleting a group in the Zeus interface due to an empty group.
This also happens when a player is created or leaves the server.
Seems to work in vanilla. Possibly a KAT or ZEN problem - I know KAT deployed an update today that has problems so severe they've hidden the mod page
son im disappoint
incorect custom radio spam is also candidate
In regards to Tweaked: Various UAV interaction fixes, including improved teamplay (the ability to have different players be the driver and gunner at the same time)
Are there any provisions in place to prevent players from hijacking the gunner / pilot seats while flying or gunning a connected UAV?
UAV terminal checkbox bug now on stable
https://feedback.bistudio.com/T179257#2672396
https://feedback.bistudio.com/T185228
#arma3_feedback_tracker message this was ace related issue NVM. 😄
Unfortunately have 100k lines of Incorrect custom radio! within an hour of updating our server to 2.18 
Fun times
https://i.imgur.com/AnymoNQ.png
https://feedback.bistudio.com/T185238
you have to be more specific
should be fixed
Every time I heal, my character screams afterward.🤷
Is there anything that prevents players from connecting to your currently connected UAV's pilots position uninvited, and maintaining their position in that seat preventing you from controlling your UAV
Or vice versa, preventing them from entering the gunner seat of your UAV while you're flying
Do you have a report that this is possible now?
(the ability to have different players be the driver and gunner at the same time)
this is from the changelog
with joy?
this means 2 people can be using UAV, one pilot, one gunner, which was not possible before afaik
Correct
the rest of connected players can view the vidéo from uav
when gunner or pilot leaves the connected players can take that seat
My question is, with this new additional feature, can I not allow or prevent this new second player to connect and take position in my drone?
Cause this could lead to some pretty annoying instances on servers that employ use of drones where players are going to troll and just connect to them and not get out
Easy to fix with a locking script but was just curious if this was considered
you can try locking the position with lock command, dunno, have not tried it.
if you present me with the actual problem that needs solving Im sure we can find a solution
It's definitely an issue subjective only to servers that employ use of drones in purchase based asset menus. Typically, the safeguard has always been "they cant connect to it while im connected to it"
But now someone can just hop in your drone and spam dump the ammo or drive it off course while you're gunning.
I was just curious if any provisions in this regard were considered, or maybe an option to disable this feature on the server in something like the custom difficulty file
more like joy of pain
People report disappearing mags happening again\still or even worse than before
Reload -> extra mag lost
could you remind how to repro?
Couldn't make a repro myself, seems to be too random
Related post and ticket
confirmed
Was helping someone with a broken script (blckeagls mission system).
This method is not working anymore, it's also listed on the wiki and it worked before the update. 
_unit = ObjNull;
"I_Soldier_EPOCH" createUnit [_pos, _aiGroup, "_unit = this", blck_baseSkill, "COLONEL"];
with 2.18 _unit will be still ObjNull
isn't it because… _unit is a local var?
You would think so, but it worked before 2.18 
this is not documented as "working" on the wiki, therefore no problem here 😁
anyway, use the other syntax now
I changed it and the units just killed each other on mission spawn 
_unit = _aiGroup createUnit ["i_g_soldier_unarmed_f", _pos, [], 0,"FORM"];
is _aiGroup INDEP or something else? 😬
an additional join may be required
Thanks. _aiGroup should be EAST, gonna check and verify.
Otherwise i just gonna tell the guy he should ditch that mission system 😅
it's possible to solve it but yeah I remember some conflicts with e.g blufor groups and opfor units, or createVehicleCrew, etc
nothing that cannot be fixed 🙂
temp group + joinSilent into group of desired side
this works, but these are global vars: missionNamespace setvariable ["_unit", ObjNull]; typeof player createUnit [position player, group player, "missionNamespace setvariable [""_unit"", this]", 0.6, "COLONEL"]; missionNamespace getvariable "_unit"
i tested the other approaches didn't work, still shot each other.
so i did it "dirty/lazy" and it works like before without any issues
"i_g_soldier_unarmed_f" createUnit [_pos, _aiGroup, "tmpunit = this", blck_baseSkill, "COLONEL"];
_unit = tmpunit;
you can use localnamespace for the statement and have tmpvar in the local namespace
or have hashmap and store these units in hashmap by name
i would do this
replied to the wrong person
uav lockTurret [[0], true]
where uav is local (for example pilot locality) seems to do the trick, neither pilot nor anyone else can take gunner
In fact this is cooked into the engine pretty explicitly, the locked positions are rejected on UAV
Hello did you figure out what was causing that in the end?
ace
ah
BreakingPoint head admin here. We have magazines disappearing upon reload now. It has a 100% fail rate if you have more than 2 mags. Sometimes if you have only 1 or 2 mags, they stop disappearing. But if you add or remove a scope or suppressor then reload again it goes back to disappearing. Also if you drag a mag from a weapon into your inventory, it disappears immediately. I tried both modded weapons and default Arma 3 weapons. No errors are showing in our logs. This is a MP server issue only. When I test in the editor with the same mods, the issue does not happen. This began with Arma's update from yesterday.
I can confirm that at least (5) different servers are having the same problem.
@gaunt depot @fast lodge @little egret
The mag missing issue has been reported on the feedback tracker.
https://feedback.bistudio.com/T185261
There is main ticket no need duplicate https://feedback.bistudio.com/T142540
That ticket was closed
Also the old ticket does not reference all the issues
Ref to nonnetwork object 1486637: spe_tractor_01.p3dLand_SPE_Tractor_01
looks like the bugged formatting (p3dNameClassName without separator) slipped into 2.18
does the lack of version info indicate a hacked/old engine version, or what could lead that not being logged?
https://feedback.bistudio.com/T171335
Is this an actual bug or some weird script limitation? Both moveInDriver and moveInPilot do no work on UAV's while other moveIn* commands do. Same with pilotOne actionNow ["getInPilot", chopperOne];
reported this some time ago, went under the radar I guess
I'd need the full log. That doesn't tell me enough
Tomorrow profiling branch
moveInPilot/GetInPilot what game is it?
Arma 3
I don't know how it would be worse.
The fix was marked for experimental only, that means its enabled on dev and profiling branch, but excluded froms table.
Whoops.
Its not reproducible on dev/internal/profiling branch (if both server and client have profiling branch)
fixed
Oh, moveInPilot was me misremembering. It's just moveInDriver and GetInPilot/GetInDriver
Cannot reproduce?
My HandleDamage event stopped working correctly MP
private _scriptEH = {
params ["_target","_selection","_damage","_source","_proj"];
if (_proj isKindOf ["PipeBombBase",configFile >> "CfgAmmo"]) then {
[_target,_selection,_damage,_source,_proj] spawn {
params ["_target","_selection","_damage","_source","_proj"];
if (_damage >= .5) then {
sleep 5;
if (!alive _source) exitWith {};....
FFA_RADIO addEventHandler ["HandleDamage",_scriptEH];
Does not detect the owner of the explosive - null object
not sure if the problem is in vanilla or ace mod
Oh so fix is not in? We really need it, messes up MP games a lot
There been some changes to HD, log everything to see what's going on
everything
Also, if you want someone else to look at your log you need to actually include what you're logging
Obviously, he logged _this.
prof has it, but players need to grab it too
(str _this) remoteExec ["systemchat"];
Using ace detonator?
yes. timer
If you do not get an answer before I get back to you, I think you can get all the data you need via ace, currently on the phone , so i cannot dig the correct events from ace for you.
But I'll get back to you
And #arma3_scripting where I will continue this chat
this is not by me - rpt was sent by someone with SPE issues
I present options for solving the problem, but I’m here because it doesn’t work HD, but I don’t know what’s causing it - 2.18 or ace mod
I don’t have a quick way to check this on a clean assembly in MP
HandleDamage may not execute the function directly due to the return value expected
doesn't look like
before update 2.18 and ACE mod - it worked perfectly, the owner of the explosives received a reward
this will be more accurate
params ["_target","_selection","_damage","_source","_proj"];
if (_proj isKindOf ["PipeBombBase",configFile >> "CfgAmmo"]) then {
[_target,_selection,_damage,_source,_proj] spawn {
params ["_target","_selection","_damage","_source","_proj"];
if (_damage >= 1) then {
(str _this) remoteExec ["systemchat"];
but I checked it yesterday too
params ["_target","_selection","_damage","_source","_proj"];
(str _this) remoteExec ["systemchat"];
I can check again as needed
exactly like this
_scriptEH = {
params ["_target","_selection","_damage","_source","_proj"];
(str _this) remoteExec ["systemchat"];
handledamage expects return, you return "" not sure if this messes with it
im going to test
For comparison, I will protest the Explosion event
so there is a lot of hitting going on, the one that has projectile, the killer is logged, second bunch is some sort of secondary damage, @gaunt depot probably can explain
(FFA_FAKERADIO select 1) addEventHandler ["Explosion",{
params ["_vehicle", "_damage", "_source"];
(str _this) remoteExec ["systemchat"]}];
doesn't react at all
but it works on all grenades nearby
You can download legacy, code Arma3Legacy216 and show the comparison
just tested handledamage on legacy
do you see any difference?
params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint", "_directHit", "_context"];
"_instigator" shows the owner of the explosive - I will correct the script, thank you
It’s strange why the event Explosion doesn’t fire at all
Maybe because:
Explosion
GAGlobal
Triggered when a vehicle or unit is damaged by a nearby explosion. It can be assigned to a remote unit or vehicle but will only fire on the PC where EH is added and explosion is local, i.e. it really needs to be added on every PC and JIP and will fire only where the explosion is originated.
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Explosion
Oh I thought it was HandleDamage
it was HandleDamage, that's right
Oh I thought it was Explosion due to how short it is
setShotParents changes maybe?
How is that pipe bomb created?
Engine placement or scripted?
two ways - attach it or just install it on the ground nearby, there is no difference
everything is clear - we're leaving 😄
check for instigator since ACE 3.18
This bug started happening more often it seems
Mission downloads, you end up with seemingly empty mission (no scripts found)
Seen many reports since 2.18, just happened to me
22:32:48 Warning Message: Script init_debug.sqf not found
22:32:48 Warning Message: Script init_ns.sqf not found
22:32:48 GetObjectLocked: Accessing static object outside landscape (Obj-87,328:823 in 32,32)
22:32:48 GetObjectLocked: Accessing static object outside landscape (Obj-87,327:813 in 32,32)
22:32:48 GetObjectLocked: Accessing static object outside landscape (Obj-88,327:879 in 32,32)
22:32:48 GetObjectLocked: Accessing static object outside landscape (Obj-88,327:876 in 32,32)
```and 100s of same lines of spam
Not sure if its because file is locked, it was a fresh run of the game, didn't host or join anything before that. Timestamps shows old date so download didn't work/finish.
MPMissionsCache ^
Restarted the game, happened again
delete without restarting the game?
It probably remembers what it thinks it should have in cache
The mission download speed was increased, its now sending 1200 bytes per packet, instead of 512. Less network packets, faster done. But I don't see how that would cause it just not overwriting the file in cache.
Unless the file is locked somehow
antivirus?
Game restart each attempt
Nope, nothing extra
Yeah, just a bit less than 30 megs
basic.cfg on the server
class sockets
{
maxPacketSize=1444; // default 1400
initBandwidth=320000;
MinBandwidth=16000;
MaxBandwidth=4000000;
};
```It made it download the mission faster than usual
Wondering if this custom setting and increased download speed in the engine are the cause 🤔
Apparently it was an issue with perf build servers too so our hosts reverted
2.16.152149 - problematic
2.16.152100 - fine
Original output filename: Arma3Retail_Server_x64
Exe timestamp: 2024/08/15 11:09:35
Current time: 2024/08/21 07:30:52
Type: Public
Build: Stable
Version: 2.16.152149
Going off for today, gonna see if issue persists tomorrow
Would be fantastic if the UI for the drones could include this option in the checkbox within the terminal in conjunction with the new addition of allowing people to openly connect to drones even though they're already in use by someone else. I would guess that's an unlikely addition
Given it'd involve gui changes you'd have to send some shortbreads to them
I guess the drone locking check box is a possibility but not for 2.18
Is it at all possible to get like... skipIfAddonsLoaded[] for CfgPatches? Would be very useful for being able to stop PBOs incompatible with other mods from loading whilst still being able to binarize the config
basically the opposite of skipwhenmissing but reading out a different array
__has_include
if bad pbo is present, add some fake addon that doesn't exist into your required addons, and use skip when missing addons
You should be able to use emoji's in that name too, for entertainment
Wait I can use emojis in the addon name????
Oh wait in the string
I think I see what you mean now
Would still require config to be unbinarised no?
Yeah, that's the trouble with __has_include
Yeah
would support skipIfAddonsLoaded[]
I think I could have another pbo which has a has include for cfgpatches and have that unbinarised etc... but that's really annoying...
And a pretty scuffed implementation
So, I tried it again today and it no longer happens 🤔
Still, this mission download issue seems to happen more often now, will appreciate if it could get hotfixed as it cuts off players from playing
I wonder if a lot of these issues are the server just deciding to permanently dump guaranteed packets under load.
I'm still kinda shocked that this is allowed in the networking system.
Interesting idea, I joined now when server was borderline empty
Same server, same mission file
Speaking of this menu, wish there was more control over that dropdown menu somehow, showing vehicles that you can't connect to (greyed out) also having lbData store vehicle netid or something
Speaking of lbData and lbValue, would love to also have something like lbVariable/lbVar that stores game value of any kind
Not just a single string and number
Yeah, that always felt missing.
Var namespace for each cell 
Maybe Arma is actually storing strings or numbers specifically here rather than gamedata.
Feels weird given that it's all SQF interface though.
Yeah, its probably very basic data type there, considering how old the commands
Maybe a pre-SQF interface? I dunno how old the UI is.
Both are OFP 1.75
They probably just needed a number and a string back in the day and that's it
Seriously though, having proper variable namespace on each cell might be a good idea
Empty var namespace memory footprint is a drop in ocean
lbSetVariable, lbGetVariable, lnbSetVariable, lnbGetVariable, tvSetVariable, tvGetVariable
I'd lean towards just changing lbData to support anything, although if it's not gameData internally already then that's probably tough.
Please... just a crumb... I need it 💀
Its all scripted, just ctrlCreate another checkbox nearby and have it control lock state
Thanks, I haven't ever really messed with the terminal interface, any hints where this is located?
client_func_events_onDisplayRegisteredSEH = {
params ["_display", "_class"];
switch(_class) do {
case "RscDisplayAVTerminal": {
_display call client_func_uav_onTerminalOpened;
};
};
};
[missionNamespace, "OnDisplayRegistered", {with missionNamespace do {call client_func_events_onDisplayRegisteredSEH}}] call BIS_fnc_addScriptedEventHandler;
Look into RscDisplayAVTerminal to edit existing lables and checkboxes, then create your own on the display
Much appreciated
simulSetHumidity is great, but we now need a getter as overcast will differ from humidity quite a lot
https://community.bistudio.com/wiki/Arma_3:_DLC_Restrictions#Personal_Equipment
Actually. This icon is incredibly bad idea but has been a loooong time. Since the icon easily confuse people, even vets, how about to update Arsenal to make this icon reasonable?
there are more things needs to be improved with the terminal, would be nice to have a landing page on FT
uniformContainer player => 135df3d2b00# 1786325: dummyweapon.p3dSupply40
I remember suggesting adding classnames to unit strings: #arma3_feedback_tracker message
Is this related?
are you using profiling?
It's an issue on dev branch too
Stable
need feedback on changes
Which ones?
all of them
Lot less issue today, so far about 25-35 people have come on and off the server and maintained their sessions without crashes or bugs. A couple players connecting from longer distances did time out but I think this is normal network anomaly on their part.
the player was a driver - when exiting the vehicle, his game crashed, the second player sitting in the turret could not exit for 5 minutes, saw how the first player was running in place. When he was thrown out, the second player returned and was able to exit. And this was repeated several times. Has anyone encountered this too?
Adding something, players are reporting RPG projectiles stopping mid air and freezing in place. I would assume this is related to the severe desync issue. I do not have any technical info to add along with this since the players are in game making the reports, I will get on later to check it out
Servers on profiling. Just noting this here
Posted this on the main Bohemia forums by mistake, so reposting: I routinely spawn units from mixed factions (i.e., NATO with CSAT) as OPFOR via script, and the alternative syntax of createUnit is great for this since they automatically join the side of the group provided. Since the patch this we...
2nd report about this - is it just error reporting more strict with 2.18 ?
#arma3_feedback_tracker message
Same thing, was never supposed to work (no clue how it even worked) xD
gonna check legacy
well it indicates a scope availability/handling change - if it really did assign the new entity to the variable before 2.18
Since the DLC restrictions are pretty much relied on model info (model path?) it is much better to have a reliable/fast way to detect the restriction without reading the P3D entirely
not sure exactly what you refer to. are you aware of this? https://community.bistudio.com/wiki/getAssetDLCInfo
Yes. But it actually requires to spawn an object
it needs to check the appId tag in the p3d
Even if I put a classname or P3D, it also (internally) read the entire P3D
And stores into RAM AFAIK
86.1263 ms
Cycles:
13/10000
Code:
{getAssetDLCInfo [configName _x,configFile >> "CfgWeapons"]} forEach ("true" configClasses (configFile >> "CfgWeapons"))```Much faster than I recall but... meh 🤔
Bad for RAM usage too
what use case do you have for "RAM usage" or duration to matter?
18.9219 ms
Cycles:
53/10000
Code:
{getAssetDLCInfo getText (_x >> "model")} forEach ("true" configClasses (configFile >> "CfgWeapons"))```Hold on... it really doesn't store much into RAM today
I really recall it was a case
I guess I can say disregard about my idea, but Arsenal (and Eden, I guess) should have an update anyways
in 2.18 uneven load on processor cores - in 2.16 it was always uniform.
I use server and HC
Was something with buildings damage handling changed in 2.18?
In SOGPF we have these (low hit points) thatch huts which are configured to show fire effects once they're damaged. In 2.16 small arms fire does nothing to them but in 2.18 you can damage them (showing fire effects) or even collapse them with a mag dump.
@solid marten I recall you did something with projectiles but I think it was mostly event handler related?
I haven't seen that task manager for a while 
didnt touch bullets
what does low hit points mean?
there were some tweaks bullets vs foliage not sure if related
Wasn't there a change on how the size of objects affected the damage they received?
in the Antistasi session I did with my guys, after 2.18, we set them on fire with Type 56 rounds, FYI
Low armor, I can dump config later
somebody i know was killed by LRR sniper rifle from like 100 m, but looked like it was from few km distance on vanilla KotH
something's definitely off
Yeah sadly I use a lot of mods so I can't provide much insight but it came only after the update and thats confirmed through game clips from the weekend prior we were doing the same thing as today no changes besides update - and now shotgun projectiles spawn on the ground near where theyre supposed to hit, and for the person shooting you dont even see the bullet impact effect only other players do, and there is a pretty long delay as seen in the video. Really weird bug
I'm not sure if this is the same issue, we're inconsistently having players join and fail to load pieces of the mission file, apparently also sometimes causes CTDs
Seeing the same GetObjectLocked: Accessing static object outside landscape (Obj-227,506:1028 in 32,32)
Looks to be the same
I also had CTDs if you wait long enough after such failed join
This really needs to get addressed soon, it denies a lot of players from playing
Confirming this once again, issue started at build 152149
2.18 vs 2.16 🫠
Land_vn_hut_02
Incendiary ammunition upgrade 
this update goes well with the finger gun mod tbh
armor/hitpoints config
and this is with out internal build where armor of the huts was bumped to 600 from 200...
on released build a sneeze can destroy them.
static picture and sound, no idea what it is showing
they are videos
dont play for me just sound and static pic
might want to open them in browser or download then
I often get this issue while on phone, I guess it's a client app issue
discord is on limited access, not changing that. will try later from pc
does webm work

