#arma3_feedback_tracker

1 messages · Page 17 of 1

unborn acorn
gray wharf
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good find!

wide tree
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Not sure who best to address this, but looks like a bunch of spam tickets cropped up on Sunday.

gray wharf
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yyyep.

solid marten
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next prof/dev I hope. I need a long holiday from it, what a mindfffffffff...

scarlet drift
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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 😄 )

proud zinc
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Yes I'm suffering from same problem. I can confirm custom endmission is broken atm but default templates are working.

manic radish
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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?

limpid rune
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yeah that one is annoying i ended up just scripting it to assign it to the correct turret

manic radish
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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 🤦‍♂️

limpid rune
#

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]];

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but idk what the rearm module does

untold sky
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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 meowfacepalm

rose cloak
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endception

untold sky
# scarlet drift Thermals - why are they so bad? I mean someone already explained to me why it g...

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

untold sky
untold sky
manic radish
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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

unborn acorn
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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

dusky tendon
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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||

regal nimbus
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Similar one is that when you're in the dragging animation (eg. ACE drag), RMB will change nothing visually but prevent you from moving.

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IIRC the combat speed toggle also does this.

desert trench
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still good to dump crashes before 2.18?

dreamy bane
gaunt depot
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2024, gas stations still explode X by number of players

gray wharf
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that's why you have to buy Arma 4

near cedar
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Gib nao

daring wagon
solar storm
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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

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if you ask me, some config values got screwed up there (maybe inverted?)

untold sky
untold sky
untold sky
daring wagon
untold sky
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within the next weeks would be neat. If you don't find time I'll just close it

dreamy bane
daring wagon
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While at it, expose radius parameter

devout wave
dreamy bane
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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

sinful kettle
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I misread nvm

dreamy bane
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i mean addAction behaves (after respawn) like there are no actions in the menu but they are there

desert trench
gaunt depot
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One house goes down, everyone in 100m radius instantly dies

azure crane
gray wharf
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yep.

solid marten
solid marten
hallow sun
solid marten
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will i be able to see the difference with 3 players?

hallow sun
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depends on your hearing i guess 😆
if you try it on a station with multiple pumps it should be possible i think

solid marten
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so visually it looks the same?

hallow sun
solid marten
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ok thanks will try tomo

unborn acorn
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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)

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although I don't think the sound and effects were played 12 times, by audio it was 4

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This can be reproed even by one player on a dedi server, clearly audible problem

gaunt depot
gaunt depot
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You probably won't see much difference with just 3 players

gaunt depot
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Audio is also multiplied

unborn acorn
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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

hallow sun
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Can we get a option/command to disable it that players automatically take out a weapon/binos on spawn ? blobcloseenjoy

outer frigate
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just make them put them away the moment they take them out

outer frigate
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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

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ive got recordings but cant post them here

outer frigate
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found the problem, angular velocity still isnt being interpolated

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having their orientation suddenly jump when zooming in etc

regal nimbus
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You mean angular position/orientation rather than angular velocity?

outer frigate
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yeah

solid marten
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Was blowing up petrol station on Stratis

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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

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Also cannot see in the code that it should multiply

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Did you test it on dev? There were some code changes regarding building destruction that are not on profiling

gaunt depot
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Most other players were stable too

solid marten
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what do you mean

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I need confirmation for dev

outer frigate
# outer frigate found the problem, angular velocity still isnt being interpolated

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

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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

unborn acorn
unborn acorn
clear glen
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is (position) nearestObject (object id) supposed to be unlimited range as per wiki? I am experiencing a 2500m hard limit

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or is it based on view distance?

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I'm standing near the object but if I use for example [0,0,0] nearestObject (objectID) it fails

solid marten
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proves nothing but that the sound is for some reason louder in MP

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i need confirmation for multiplication of the explosion

uncut briar
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similar thing happens to our vehicles in SOG which have fuel tank explosion set up.

hallow sun
untold sky
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I see an error on clientside though

hallow sun
untold sky
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ah no

hallow sun
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Spam i 20 times and it should appear

untold sky
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but who spams inventory open 20 times in multiplayer

hallow sun
untold sky
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I get error on clientside, because the object is local-only at that point.
It should happen every time you open inventory

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And the broken code here was only added in march

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Stood around and spam-pressed I for 30 seconds.
No repro

hallow sun
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Weird, not sure what could cause that blobdoggoshruggoogly
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.

hallow sun
untold sky
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Maybe its already fixed on dev branch

hallow sun
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Isn't Mp disabled in dev builds ? thonk
Otherwise i will test and verify

outer frigate
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no

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else dev builds would be pretty useless

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you can local host etc just fine

untold sky
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Also just fixed another bug that could cause these, but that was introduced after 2.16 was released

hallow sun
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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 ? thonk
Stupid questions, but i always used a dedicated server....

desert trench
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-server

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-profiles=x:\path

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otherwise myDocs or appData

untold sky
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the game logs into the game logs. The rpt in appdata folder

gaunt depot
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on live

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no idea why its not reproducing 🤔

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on stable btw

gaunt depot
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Joined live server, blew up gas station, massive explosion

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no idea why it doesn't reproduce in closed environment

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Message priority + latency something-something?

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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?

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Wont explain why trucks on SOG:PF also blow up with same massive effect, they're proper entities unlike baked terrain buildings

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Almost empty server, effect is much milder

desert trench
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need an EH for FX 👹

desert trench
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was the faulty bool conversion in setVariable for "copy to SQF" editor option fixed in 2.18?

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i recall something was done for the function, but cant find it

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_this setVariable ['SPE_ARTY_AI_DIR',1,true];
=>
_this setVariable ['SPE_ARTY_AI_DIR',true,true];

unborn acorn
unborn acorn
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lol 12 seconds delay before the sound appears and then all ok

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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

unborn acorn
dreamy bane
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does this thing need ticket or do you remember?

untold sky
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Now that you say it, I suddenly remember you saying that

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is done

dreamy bane
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oh i was just about to create ticket. you have it up somewhere?

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or you did it already ? 😮

untold sky
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Just did it a few minutes ago

dreamy bane
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great thx!

outer frigate
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has the angular velocity issues been noted down only person from bi on the ticket was leopard

untold sky
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I saw it but don't want to look at it

twin hornet
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@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?

desert trench
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feedback = confirm it working

twin hornet
untold sky
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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"

solid marten
near cedar
lament escarp
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It works as intended on my end as well

daring wagon
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Just an idea. select supports negative index, would it make sense for param to support it too?

untold sky
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Dangerous

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param is commonly used with find result, using the default value when find returns -1

Suddenly using last instead of default is bad

devout wave
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paramReversed :D

gray wharf
desert trench
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what about more and better profiling for the community to identify performance issues/bottlenecks? (especially PX/vehicles, but also rendering/AI/etc)

untold sky
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profiling binary has all that we can offer

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reasonably offer

desert trench
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reasonably in terms of effort or security?

untold sky
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both

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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

unborn acorn
west onyx
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thank you for the Attached/Detached event handlers

azure crane
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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

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I'll make a ticket if this is not a feature

untold sky
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I am not aware why or how that would be the case

uncut briar
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"_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)

west onyx
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<object> removeAllEventHandlers '' or <object> removeAllEventHandlers [] to remove all event handlers of all types

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instead of currently { _object removeAllEventHandlers _x } forEach ['Hit','HandleDamage','Fired',...];

outer frigate
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removeAllEventHandlersButReally

unborn acorn
untold sky
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Feedback tracker is now a news website

alpine tulip
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Hm I agree with Mob Visual Update

untold sky
uncut briar
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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;
regal nimbus
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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?

gaunt depot
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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?

alpine tulip
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But why

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Not sure if there is a need of local'ing a global object

gaunt depot
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We already have most of transformation local - orientation, scale, velocity

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Maybe just let us do the translation too

alpine tulip
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Do we? I genurely forgot we have such

gaunt depot
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I mean in a sense that it doesn't invoke any network messages by itself

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You can override engine sync behaviour for these by each frame setting them to whatever values you want

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Not positions though, these do network messages on remote

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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

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(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)

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tl;dr; gib setPosWorldLocal

desert trench
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Road not found

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possible to get more info on that or -debug to provide context. ty

outer frigate
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isnt setvelocitytransformation local effect?

gaunt depot
outer frigate
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ah

sinful kettle
gaunt depot
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Sure there are ways to mess the game up with improper usage but so can be said about ton of other commands

dreamy bane
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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

storm patio
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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

hallow sun
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!steamverify

woeful novaBOT
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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.

storm patio
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Has been done multiple times and I have even gone and full wiped the game twice and the issue still persists

azure crane
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have you tried installing the game on a different drive?

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if this helps I have bad news for you

regal nimbus
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Could do with a recipe to reset the launcher data. Never seen one.

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Uninstalling the game doesn't necessarily remove it.

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deleting AppData/Local/Arma 3 Launcher would probably be part of it.

storm patio
storm patio
azure crane
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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

storm patio
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hrm...

azure crane
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that's a long shot but you might try it anyway

storm patio
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Worth a shot I guess, though literally everything else I have on here works :/

azure crane
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^Arma is*

storm patio
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yeah lol

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Righty o, purge 3 complete, reinstalling

cyan basin
#

@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

gray wharf
untold sky
#

Ah. The code tells me Steam connection wasn't initialized

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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

hallow sun
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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

gaunt depot
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The weather system is fucked

near cedar
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and in the game

manic radish
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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 ```
daring wagon
#

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.

solid marten
hallow sun
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But something is wrong with the sync over time.

solid marten
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this is why this command was introduced

hallow sun
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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."

hallow sun
# solid marten

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.

storm patio
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Wont let me send these

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Well, attach em anyways

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says 0kb but verifying files donsnt find anything wrong

untold sky
#

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

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I'll check tomorrow what that string there is supposed to be

cyan basin
#

@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

untold sky
# storm patio

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

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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

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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.

gaunt depot
cyan basin
#

hmm weird

storm patio
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Still got that

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Put the file there but it didnt replace anything

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Oh wait nvm user error, read the location wrong

untold sky
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Specifically it should make the "FATAL" in your Launcher.log go away

storm patio
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Tried recopying it over, this time it dint give error but launcher isnt starting

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nope, retrying gave same error

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Right, trying a thing, deleted the file entirely and doing a steam verify to see if that works

storm patio
#

It reinstalled the file and launches the launcher but still not syncing

untold sky
#

😢

surreal bough
azure crane
silent widget
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this whole thing is confusing as hell

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it says options are xls and ods

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when i open the function code, theres references to 'gsheet' (google spreadsheets) in there

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i tried Excel 2010, OpenOffice calc, Google spreadsheet

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I asked people in my stream

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no-one can get this working

unborn acorn
#

If order AI via CLEAR MINES waypoint to demine UXOs after disarm seems he will try disarm it again and again

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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

rose cloak
#

fun stuff

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UXOs don't seem to be deleted from allMines when disarmed

unborn acorn
rose cloak
#

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] / []

unborn acorn
#

deactivated mine is not mine but deactivated uxo is a mine, can be due empty model?

silent widget
#

nvm...seems like there are errors in the rpt caused by this function....bohemia has to fix dis possibly

silent widget
#

it works a little bit when re-opening it

storm patio
# untold sky 😢

Got any other ideas on how to fix? I so desperately want to play the new update of the DLC… :(

azure crane
#

are you desperate enough to reinstall Windows? troll_smiling

cyan basin
desert trench
#

you could also look for 3rd party mod managers/launchers

untold sky
surreal bough
#

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
devout wave
#

(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

storm patio
storm patio
storm patio
cyan basin
# storm patio 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

desert trench
# storm patio Wouldn’t know where to start there, any suggestions?
cyan basin
#

hmm cool, is that on something else than .net framework?

regal nimbus
#

Java apparently.

azure crane
#

yucky

cyan basin
#

ya, bad memory management

fast lodge
devout wave
#

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

unborn acorn
outer frigate
#

did the bino handanim stuff ever get merged into dev or w/e

sinful kettle
#

I think so yeah. But the required config changes were not merged

outer frigate
#

calm so is functional just not utilised?

sinful kettle
#

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

outer frigate
#

is it not righthand bone?

sinful kettle
#

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 thonk

#

Depends how you want it. But I think it should be left hand because that's how the soldier holds the binocs in vanilla

sinful kettle
#

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;
        };
    };
};
outer frigate
#

ah thanks muchly

sinful kettle
#

Looks like the change was not merged

#

I seem to recall Dedmen said it was think_turtle

#

Yeah he said it's added. Weird

outer frigate
#

dedmen is competing with me for who can spread the most misinformation

steady panther
#

and some more it seems

#

someone got their balls in a twist and attack the tracker on purpose?

limpid rune
outer frigate
#

it seems my dreams of having a telescope will have to wait

azure crane
sinful kettle
sinful kettle
#

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)

untold sky
cyan basin
#

:(

#

time to add that feature!

sinful kettle
outer frigate
#

yeyp calm thanks

fast lodge
#

Projectile Explode Eventhandler triggers 1 frame before Hit Event handler for Local Grenades but triggers 1 frame after for Grenades from other clients notlikemeow

fast lodge
untold sky
#

won't fix (very most likely)

unborn acorn
#

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

uncut briar
#

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.

solid marten
#

yeah it should @untold sky

unborn acorn
#

Will game be able to find this memory point that has a space at the end? This is in livonia CfgEnvSpatialSounds

dreamy bane
#

space is a character like any other character

uncut briar
#

if the model has space in the mempoint name too, yeah it will work.

gaunt depot
#

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;
unborn acorn
#

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

gaunt depot
#

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

unborn acorn
#

HE underbarrel grenade will fully stops by glass, but smoke one will pass through
I think it's wrong behavior on lastest Dev?

limpid rune
#

smoke use shotSmokeX aka physX - so would be a difference betwene firegeo and physx geo in the model

solid marten
untold sky
#

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

gaunt depot
#

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?

daring wagon
#

onSettingChanged..would be neat

untold sky
#

With CBA you can capture the settings screen display opening, and it closing might mean setting changed

desert trench
#

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?

regal nimbus
#

Was this a recent change? It seems to keep coming up in the last week.

desert trench
#
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 {...};`
fluid meteor
uncut briar
#

couldn't the game figure it out that it does not need to broadcast the delete by netid?

desert trench
#

why relevant: spams rpt log

spice depot
#

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.

unborn acorn
desert trench
steep lotus
#

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.

steep lotus
gaunt depot
#

Or pre-initialize all your keys to avoid doing getOrDefaultCall

sleek scaffold
#

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?

sleek scaffold
#

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...

▶ Play video
gaunt depot
#

Bad FIRE lod geomtry? 🤔

#

I wonder if it spams RPT

sleek scaffold
# gaunt depot Bad FIRE lod geomtry? 🤔

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

regal nimbus
#

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.

sleek scaffold
ionic oak
#

hey is it just me or is the discord server quiet

sleek scaffold
ionic oak
#

I'm not sure

sleek scaffold
gaunt depot
#

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

sleek scaffold
#

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

surreal bough
#

if these rocks are hidden, will this solve the problem?

cyan basin
# ionic oak hey is it just me or is the discord server quiet

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

unborn acorn
#

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

sinful kettle
#

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) meowsweats

sinful kettle
#

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 think_turtle
tho it will slow loading models a bit (only those with roadway)

limpid rune
#

why does roadway need to be added to physx anyway? it seems like that's causing more problems then it solves

sinful kettle
#

It does it for buildings blobdoggoshruggoogly

#

Simple objects are not buildings so that's why it solved the stutter issue in that ticket

gaunt depot
#

wild guessing here

limpid rune
#

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

ionic oak
fast lodge
devout wave
#

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.

sinful kettle
#

Almost all the faces on those rocks are "facing up"

#

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 meowsweats

fast lodge
#

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

sinful kettle
#

There's no roadway under the rock is there?

sinful kettle
#

That's still too many

fast lodge
#

Dosent the rocks have an roadway hull, so you can rotate it and walk on it

sinful kettle
#

Roadway LOD is not a hull

#

It's just a bunch of surfaces

fast lodge
#

Yea excactly

sinful kettle
#

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)

fast lodge
#

that's unfortunate :(

sinful kettle
#

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)

fast lodge
#

Yea that's crazy

#

What about the section count in road way lods, does they matter?

#

Like when u use different materials for footsteps

sinful kettle
#

Nope. It just goes over each face and converts it to a convex component (by extruding the face by ~5-20 cm)

uncut briar
#

AFAIK we've optimized these rock models quite a bit in SOGPF

sinful kettle
#

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)

sinful kettle
#

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)

wary mason
#

Before I make a suggestion on the tracker, would having triggerTime/triggerDistance for ammo be set with scripts be something that feasible?

alpine tulip
gray wharf
#

damn, this one played the long game

cyan basin
#

oh, quite the months!

wary mason
wary mason
near cedar
desert trench
#

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)

sinful kettle
#

If your vehicle wheels work it's correct 😅

#

The game converts the string to number automatically (unless it has a typo or something)

desert trench
#

this is from A3 cars 😉

sinful kettle
#

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?

untold sky
untold sky
untold sky
untold sky
#

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.

untold sky
# sinful kettle It's related to PhysX

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.

untold sky
desert trench
desert trench
untold sky
untold sky
sinful kettle
outer frigate
#

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

uncut briar
#

seems pointless as can be easily changed in a repack

azure crane
#

and possibly kills all the unofficial launchers like arma 3 sync?

sinful kettle
sleek scaffold
gaunt depot
#

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

gaunt depot
#

Seem to be AI

dreamy bane
#

oh you want player

gaunt depot
#

Vehicle simulation itself, to control engine performance

dreamy bane
#

right

devout wave
gaunt depot
unborn acorn
desert trench
#

to many(200) dynamic feature objects, it can cause FPS drop

#

it this a new logging? does it refer to featureSize or what else?

dusky tendon
#

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.

rose cloak
#

it has "Local Argument" tag as well, though

dusky tendon
#

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)

regal nimbus
#

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.

alpine tulip
#

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

regal nimbus
#

How would you fire it at all? Script?

#

oh right, you can cycle weapons even if it doesn't show anything.

alpine tulip
#

It does show it. You just can't fire that smoke

dusky tendon
#

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 magic

gaunt depot
dusky tendon
#

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. notlikemeow

gaunt depot
#

Welcome to Arma 3 Armad

fluid meteor
desert trench
#
#

fire damage is likely still quite busted

dusky tendon
unborn acorn
outer frigate
#

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

rose cloak
#

uh? _forEachIndex?

gray wharf
outer frigate
#

oh.

#

GOD FUCKING DAMNIT

#

i fucking

#

raaaaah

daring wagon
#

really?

outer frigate
#

i brain damaged my way into forgetting it exists

uncut briar
#

KJW moment

outer frigate
#

it truly is

near cedar
#

Huh i always just used _x

rose cloak
#

_x is value. _forEachIndex is, well, index

near cedar
#

Ahhh thanks

outer frigate
#

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

regal nimbus
#

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.

outer frigate
#

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

outer frigate
#

yes

sinful kettle
#

ACE sometimes adds tons of badges to some inventories so idk if that's applicable to your case

outer frigate
#

dogtags wasnt being used

#
  • as i said nothing was showing up in ASP so
sinful kettle
#

The bandages could be in backpacks

#

Dogtag? I said bandage meowsweats

sinful kettle
sinful kettle
#

Oh 😂

#

Swipe typing issue 😐

outer frigate
#

i use the same loadout for every op

#

its independent of loadout contents

wary mason
fiery echo
#

theres over 3 pages of random advertisements in asian languages

unborn acorn
unborn acorn
gray wharf
alpine tulip
unborn acorn
unborn acorn
gleaming jungle
#

@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?

near cedar
#

Vanilla SPG-9's HE damage radius seems very limited 🤔

cyan basin
gleaming jungle
#

The line in front here shows what I was trying to do . It’s ~500 width

surreal bough
#

"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?

regal nimbus
#

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.

azure crane
near cedar
#

So the SPG-9 HE grenade appears to have the same damage radius (~10m) as an RGO grenade 🤔 despite having 3-5x more explosive

untold sky
gleaming jungle
gray wharf
#

@fiery echo irrelevant to this channel, and to that server to be entirely frank

desert trench
#

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

#
  1. is this happening for others too?
  2. could it be an OS/VM setup prob?
  3. worth to put on A3 FT?
#

the process still eats a bit of cpu. might be just to draw the app or so

desert trench
#

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)

cyan basin
#

see improved grenades mod for inspiration

regal nimbus
#

The indirectHit values are a mess :/

#

The mechanics aren't good either. Basically max damage within a radius and then an r^-4 falloff.

cyan basin
#

oh huh

regal nimbus
#

why is what?

cyan basin
#

#

literally what you said

regal nimbus
#

You mean "why is that not good?" or "why was it implemented that way?"

regal nimbus
#

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.

desert trench
limpid rune
#

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

regal nimbus
#

There are unreasonable ways, like nerfing the indirectHit value and adding your own fragmentation logic.

limpid rune
#

with indirecthit values being insanely high making them miserable to be on the business end of

cyan basin
#

well then?

near cedar
#

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)

cyan basin
#

whyyyy

cyan basin
unborn acorn
near cedar
#

Ah thanks for digging that up!

unborn acorn
#

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

near cedar
#

Thanks a lot, will make a feedback ticket!

unborn acorn
#

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
near cedar
fresh hawk
gray wharf
cyan basin
#

XD

gray wharf
#

bots are getting… less stupid. beware.

sleek scaffold
uncut briar
#

No point, new better system around the corner

gray wharf
#

Soon™

sleek scaffold
# gray wharf Soon™

Good to know! Hopefully not "Arma 4 soon" 😅 , We are about the be overrun by Ai

cyan basin
gray wharf
#

ye

cyan basin
#

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

sleek scaffold
#

+1 for an Ai civil war going on the feedback tracker

cyan basin
#

lol

unborn acorn
#

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

unborn acorn
unborn acorn
daring wagon
#

One has to wonder that the game runs at all seeing stuff like that🤣

gray wharf
#

it runs on hope and Armagic 😎

alpine tulip
#

*Armaholic

gray wharf
#

then it doesn't run

alpine tulip
#

Indeed

gaunt depot
#

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?

unborn acorn
gaunt depot
#

My drones has driver seat locked though, you can only control gunner

desert trench
#

version=131073;
singleType="TASK";

#

wasnt it supposed to be fixed a3 or some bi tool to create these text files on O drive?

gray wharf
#

thought: what about using with with an object as namespace?

daring wagon
#

Nice to have but how often do you need that?

gray wharf
#

ye, just a shower thought
without the shower
nor, apparently, the thought 😄

gray wharf
#

spam from… a 59 weeks old account 😳 :U 🔨

fluid meteor
#

He was sneaky , laying and waiting

kindred aspen
#

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?

gray wharf
#

str player would be e.g "B Alpha 1-1:1 (PlayerName)", so yeah there is no variable like that

kindred aspen
gray wharf
#

then yep

#

still not recommended to go this way 😬

kindred aspen
gray wharf
#

well, this "check" is prone to fault
I don't know what you try to detect though

azure crane
#

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

regal nimbus
#

@kindred aspen So you're saying that on stable Arma, if I get killed by a tail rotor then vehicleVarName will no longer match?

kindred aspen
regal nimbus
#

but you move into the thing and then vehicleVarName points to a different object?

kindred aspen
#

Exactly

#

It's acually objNull

regal nimbus
#

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.

kindred aspen
untold sky
desert trench
unborn acorn
untold sky
outer frigate
#

is attached objects being drawn underneath viewpilot lod a bug that can be fixed?

#

would be very nice

lament escarp
gaunt depot
#

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 hmmyes

wary mason
gaunt depot
dusky tendon
#

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)
meowhuh

hardy cipher
#

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

alpine tulip
#

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
alpine tulip
alpine tulip
#

?

#

It's not onDraw. Even that article explicitly says

tacit kettle
uncut briar
#

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. bloblgrimace

gaunt depot
unborn acorn
#

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?

tacit kettle
unborn acorn
uncut briar
alpine tulip
gaunt depot
#

Looks like drawEllipse and drawRectangle ignore angle at all now

#

["Arma 3","Arma3",218,152239,"Stable",false,"Windows","x64"]

#

@solid marten

drowsy shore
#

Had a launcher crash today of all things: Object reference not set to instance of an object
Followed by System.Windows.DescendentsWalker

gaunt depot
#
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

solid marten
#

was it working on dev?

#

after that commit?

gaunt depot
#

I haven't tested it 🤔

solid marten
#

I know your repro worked fine after the commit but I havent tested beyond, gonna see if anything else got changed

gaunt depot
#

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

gaunt depot
#

hotfix plz

dusky tendon
#

its very need in Stable branch? )))

(just join in word after loading on server)

regal nimbus
#

Not sure what either of these pics are reporting.

sinful kettle
#

draw on map angles borked
And I guess those timings are new?

tacit kettle
#

END key in zeus dosent work on Units.

desert trench
dusky tendon
# desert trench 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.

devout wave
solid marten
solid marten
last jolt
#

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?

unborn acorn
fast lodge
#

magazine seem to dissapear after reloading again

#

got 5 reports alrdy

tacit kettle
foggy shuttle
solid marten
arctic radish
#

Every time I heal, my character screams afterward.🤷

last jolt
# solid marten you have to be more specific

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

solid marten
last jolt
#

(the ability to have different players be the driver and gunner at the same time)

this is from the changelog

solid marten
last jolt
#

Correct

solid marten
#

the rest of connected players can view the vidéo from uav

#

when gunner or pilot leaves the connected players can take that seat

last jolt
#

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

solid marten
#

you can try locking the position with lock command, dunno, have not tried it.

solid marten
last jolt
#

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

arctic radish
gaunt depot
#

People report disappearing mags happening again\still or even worse than before

#

Reload -> extra mag lost

solid marten
gaunt depot
#

Related post and ticket

solid marten
hallow sun
#

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. blobdoggoshruggoogly

_unit = ObjNull;
"I_Soldier_EPOCH" createUnit [_pos, _aiGroup, "_unit = this", blck_baseSkill, "COLONEL"];

with 2.18 _unit will be still ObjNull

gray wharf
hallow sun
gray wharf
#

this is not documented as "working" on the wiki, therefore no problem here 😁

#

anyway, use the other syntax now

hallow sun
gray wharf
#

an additional join may be required

hallow sun
gray wharf
#

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 🙂

desert trench
#

temp group + joinSilent into group of desired side

solid marten
hallow sun
solid marten
#

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

solid marten
solid marten
#

In fact this is cooked into the engine pretty explicitly, the locked positions are rejected on UAV

spark timber
outer frigate
#

ace

spark timber
#

ah

jagged nest
#

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.

jagged nest
jagged nest
#

Also the old ticket does not reference all the issues

desert trench
#

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?

stray vigil
#

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];

azure crane
untold sky
solid marten
stray vigil
untold sky
stray vigil
surreal bough
#

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

gaunt depot
gaunt depot
gaunt depot
#

everything

stray vigil
# surreal bough

Also, if you want someone else to look at your log you need to actually include what you're logging

lime sedge
#

Obviously, he logged _this.

untold sky
surreal bough
fluid meteor
surreal bough
fluid meteor
# surreal bough 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

desert trench
surreal bough
desert trench
solid marten
lime sedge
surreal bough
desert trench
#

ACE mod changed too

#

anyhow its not reliable this way. may work,may also not work

surreal bough
# solid marten doesn't look like

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"];

solid marten
#

handledamage expects return, you return "" not sure if this messes with it

#

im going to test

surreal bough
solid marten
#

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

surreal bough
solid marten
#

You can download legacy, code Arma3Legacy216 and show the comparison

#

just tested handledamage on legacy

surreal bough
#

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

surreal bough
solid marten
gaunt depot
surreal bough
gaunt depot
#

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?

surreal bough
uncut briar
surreal bough
uncut briar
#

check for instigator since ACE 3.18

gaunt depot
#

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

gaunt depot
#

If I delete/rename MPMissionsCache, the error turns into

#

Very curious

untold sky
#

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

solid marten
#

antivirus?

gaunt depot
desert trench
#

how big is it?

#

~30MB going by your image from earlier

gaunt depot
#

Yeah, just a bit less than 30 megs

gaunt depot
#

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

untold sky
#

it was a problem before but no-one told me :U

#

149 didn't exist.
100, 136, 172

gaunt depot
#
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

last jolt
outer frigate
#

Given it'd involve gui changes you'd have to send some shortbreads to them

solid marten
outer frigate
#

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

untold sky
#

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

outer frigate
#

Oh wait in the string

#

I think I see what you mean now

#

Would still require config to be unbinarised no?

regal nimbus
#

Yeah, that's the trouble with __has_include

outer frigate
#

Yeah

regal nimbus
#

would support skipIfAddonsLoaded[]

outer frigate
#

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

gaunt depot
#

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

regal nimbus
#

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.

gaunt depot
#

Interesting idea, I joined now when server was borderline empty

#

Same server, same mission file

gaunt depot
# gaunt depot <:aviator:717748619796545677>

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

regal nimbus
#

Yeah, that always felt missing.

gaunt depot
#

Var namespace for each cell rotatingparrot

regal nimbus
#

Maybe Arma is actually storing strings or numbers specifically here rather than gamedata.

#

Feels weird given that it's all SQF interface though.

gaunt depot
#

Yeah, its probably very basic data type there, considering how old the commands

regal nimbus
#

Maybe a pre-SQF interface? I dunno how old the UI is.

gaunt depot
#

They probably just needed a number and a string back in the day and that's it

gaunt depot
#

Empty var namespace memory footprint is a drop in ocean

#

lbSetVariable, lbGetVariable, lnbSetVariable, lnbGetVariable, tvSetVariable, tvGetVariable

regal nimbus
#

I'd lean towards just changing lbData to support anything, although if it's not gameData internally already then that's probably tough.

last jolt
gaunt depot
last jolt
gaunt depot
#
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

gaunt depot
#

simulSetHumidity is great, but we now need a getter as overcast will differ from humidity quite a lot

alpine tulip
solid marten
gaunt depot
#

uniformContainer player => 135df3d2b00# 1786325: dummyweapon.p3dSupply40

#

Is this related?

solid marten
#

are you using profiling?

sinful kettle
#

It's an issue on dev branch too

gaunt depot
solid marten
gaunt depot
solid marten
#

all of them

last jolt
#

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.

surreal bough
#

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?

last jolt
#

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

desert trench
#

2nd report about this - is it just error reporting more strict with 2.18 ?

hallow sun
desert trench
#

well it indicates a scope availability/handling change - if it really did assign the new entity to the variable before 2.18

alpine tulip
desert trench
alpine tulip
#

Yes. But it actually requires to spawn an object

desert trench
#

it needs to check the appId tag in the p3d

alpine tulip
#

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 🤔
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Bad for RAM usage too

desert trench
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what use case do you have for "RAM usage" or duration to matter?

alpine tulip
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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
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I really recall it was a case

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I guess I can say disregard about my idea, but Arsenal (and Eden, I guess) should have an update anyways

surreal bough
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in 2.18 uneven load on processor cores - in 2.16 it was always uniform.
I use server and HC

surreal bough
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found an old image from 2.16

uncut briar
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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.

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@solid marten I recall you did something with projectiles but I think it was mostly event handler related?

daring wagon
solid marten
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what does low hit points mean?

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there were some tweaks bullets vs foliage not sure if related

sleek scaffold
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Wasn't there a change on how the size of objects affected the damage they received?

sacred river
uncut briar
last jolt
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Shotguns are now acting very strangely on server

fickle root
# last jolt

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

last jolt
# fickle root somebody i know was killed by LRR sniper rifle from like 100 m, but looked like ...

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

modest sonnet
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Seeing the same GetObjectLocked: Accessing static object outside landscape (Obj-227,506:1028 in 32,32)

gaunt depot
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I also had CTDs if you wait long enough after such failed join

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This really needs to get addressed soon, it denies a lot of players from playing

gaunt depot
gaunt depot
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Incendiary ammunition upgrade hmmyes

azure crane
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this update goes well with the finger gun mod tbh

uncut briar
uncut briar
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on released build a sneeze can destroy them.

solid marten
azure crane
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they are videos

solid marten
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dont play for me just sound and static pic

azure crane
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might want to open them in browser or download then

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I often get this issue while on phone, I guess it's a client app issue

solid marten
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discord is on limited access, not changing that. will try later from pc

azure crane