#arma3_feedback_tracker
1 messages ยท Page 18 of 1
these are mp4`s exported from Steam Beta recording feature so they should be pretty standard.
How do you go back and test 2.16 btw?
legacy branch
https://community.bistudio.com/wiki/Arma_3:_Steam_Branches
Arma3Legacy216
nope
Discord ๐ซ
no idea, must be some strange format or discord needs to save it somewhere but cannot
there is no reason why it should have this access to my phone, i can post pics from my library, it doesnt need more permissions, dont want my photos on some chinese website
playing videos on Discord in general just straight up doesn't work sometimes
It's probably better to put it on FT
to hotfix it I would need to know how/why its happening. And i don't
guaranteed messages, are guaranteed. They are not dumped
Happens on live servers, very likely started happening at exactly build 152149
The SQF interface is all SQF interface.
The engine interface is not
Server build specifically
Apparently it happened to people with stable 2.16 joining perf 152149 server
There was a bug before where scope was not correctly opened/closed in some cases, causing crashes. That's probably it.
It was never supposed to be accessible, but due to bug it was
If CTD then I need to get them.
Yeah I've had to grab .rpts from community members. I'll see if they still have them else try and reproduce
Download profiling exe from google drive
is there something clientside that me/we can provide you to help find the cause of it?
Also I noticed that it happens if you Alt+Tab during downloading
Just had it again now, happens very often
when i had it yesterday, i didnt alt tab out
what i saw was that the download wasnt stable, it was slow, then stocked for a bit, then went on faster, at the end there wasnt a file in mpmissions folder
- Deleted everything inside
MPMissionsCache - Joined 100 players server
- Long download (30mb)
I noticed it takes VERY long time from starting the join to seeing the lobby now 
Tried high pop servers in close and far locations
Tried with no alt+tab, doesn't matter
2.16.152149 - problematic
2.16.152100 - fine
2.16.152100 v18 on 07.08
- JIP improvements
- receive msg improvements
- server receive time limit
- anti-flood
- bigger garbage
- increased size of mission file transfer packets
2.16.152136 v19 on 14.08 - receive crash fix
2.16.152172 v20 on 23.08
Question is if v19 was also fine..
Do you just need mdmp or bidmp?
only mdmp, and rpt is useful sometimes
I could understand if the mission download would always fail. But sometimes ?
For the players i tested with, it failed all time at some servers. they tried another server, got a mission file, went back to the first server, download failed again
It could be 100 then, we had this issue during 2.16 with perf server and this is the build we had when complaints started
Oh I think I see it
mission file is split into parts.
Previously each part was 462 bytes.
now its 1328 bytes
koth's 28205136 bytes are split into 21239 parts.
I thought maybe rounding error with how the number of parts is calculated, because that code there doesn't look correct to me.
But yeah again, if that were the issue it would always fail.
And I tried on my server, and its not failing.
It only writes the file to disk, when the transfer has completed.
But, it loads the mission, not when the transfer is complete. But when the server tells it to load.
So when the transfer hasn't finished, by the time its told to load it, it will fail.
But the transfer messages are guaranteed, they always arrive in order. So the load message will only appear after transfer is complete.
Clearly that is not the case sometimes. But I cannot reproduce that on my server..
Or alternatively, it cannot write to file because permission denied or whatever other issue with the file system.
But there was nothing related to that in prof v18-v19, so if the problem appeared there, its not that.
Would a special debug build (server and/or client) be possible and help to see whats going on?
I am doing that right now
But that still needs to reproduce the issue
Which I can't
@gaunt depot on what servers can you reproduce it? (windows/linux, server and basic.cfg may play a role?)
basic.cfg would be relevant if maxPacketSize was changed
All are windows
Got an mdmp from someone, just grabbing the associated rpt
Alright, got them if it's still useful to you?
why do you grab them before asking if useful?
Yes gib
Nop. I give up, can't reproduce.
I need to know, when it failed to load the mission, what is in MPMissionsCache.
No file? incomplete file? full file that's perfectly fine?
class sockets
{
maxPacketSize=1444; // default 1400
initBandwidth=320000;
MinBandwidth=16000;
MaxBandwidth=4000000;
};
Affected server
Yea okay, I'll continue to try reproduce it on my machine
Why do people even mess with that. Just leave it at default..
1342 bytes
Still no repro with it.
But maybe only bad on people who cannot handle the large MTU properly
the crash is just AI pathfinding initializing, before the terrain was initialized
remove the maxPacketSize and see if that fixes it
fwiw all of our servers are linux
Apparently its 1400 for some time already (attempts to fix this issue)
no file in my case. and in all of the players that i assisted getting it solved
Managed to cause a repro by alt-tabbing (fullscreen) while mission file downloading, Stable branch 2.18.1552239
High pop server (70/70), also Stable branch
No __cur_mp.pbo or <mission name>.pbo created in MPMissionsCache
And now I can't reproduce the reproduce ๐
Hmm, wonder if I can force it by stressing network
2 weeks ago around the time when battleye servers went down there was an ACE.dll that was being blocked for people in certain regions. Once that was fixed there was another bug not allowing players to download the mission file. I had to send it to them manually to place into their mpcache folder, and from there after doing that they were able to join again with no issues as a temp fix. It was determined the players who had the issue all had pings of 100+ while players who stayed at nominal ping did not have this issue. The problem solved itself after 2-3 days. Since then, havent had the issue. Just a note cause the issue sounds very similar but I doubt its the same. It was like 10% of players effected at the time, unable to join easily
Try connecting to a VPN far away and then try it
Or increase your ping another way
So I used Land_i_Stone_HouseSmall_V1_F , named it h and added this to init oneachframe {hintsilent str getallhitpointsdamage h} then set up MG and shot hitpoints which have armor 0.6 slightly more than yours. Could not damage with rifle but MG took it down pretty quickly. What is interesting is that it is the same on 2.16. Could this be that your ammo got a buff somehow?
Small caliber doesnt do anything on both builds, the damage to the hitpoints starts with 12.7mm
minimalHit param will stop hits below this value damaging hit point. Also armor of the hitpoint is the coef of the global armor, so if global is 1000 and hitpoint is 0.3, the hitpoint armor is 300. Then passthrough will also modify the damage.
Unable to receive the verification email from the feedback tracker. Can someone help me verify my account?
Username is Maximum_G
Received the email finally.
Both my videos are on same data, so if something changed it must've been base game configs.
I still have this issue: https://feedback.bistudio.com/T82431. Joystick analogue input max value is much smaller than keyboard input.
A player posted a link to the solution made by clawz. But it was of the old format: http://feedback.arma3.com/view.php?id=24064#c92685, which is directed to the 404 page.
disable all additonal controllers in game settings if you have them.
I need to use all of them. One for the flight stick, one for rudder peddals. one for the throttle, and a TrackIR for head tracking. I used the same four controllers before I left the game after the Jet DLC came out and didn't have this issue.
was the cfgmovesmalesdr config supposed to be merged in 2.18?
havent a clue what it means so dont know if its relevant
Any news on when a stable patch might push with the fixes?
Isn't Profiling enough?
It isn't automatic so it's hard to get casual players to do it
bought prairie fire, will check later
No
Nobody made the config changes so it'll be up to the modders
Not while people are reporting dupe exploits over the magazine issue.
I'm in no rush, just don't want to put my server at risk. I'd rather have players losing mags then duping AT Mines and wrecking havoc on bases on my server.
A lot of server providers won't let you run the profiling branch anyway.
So if I see cases where some publicVariables or remoteExecs go missing (or arrive 20s+ out of order. Difficult to distinguish), that's some sort of bug? Last time I asked this you suggested that guaranteed packets might be dropped in cases with high packet loss, which matched what I saw.
New issue raised with Vanilla AI.
https://feedback.bistudio.com/T185379
Bonkers I thought this was fixed bloody years ago ๐ฎ
They only get knowsAbout 1.5. Haven't tested what that does with vehicle turrets though.
Against infantry it just wakes them up a bit.
Tried it with different locations and the turret aims at you straight away its like howwwww lol
PROFILING v3 headless client stopped working
headless client or high command?
Now Iโll just change it to PROFILING v2 and check
rpt HC v3
HC PROFILING v2 same mission - same conditions - HC works as intended
v2 rpt HC
23:13:39 "HC/BIS_fnc_log: [script] initPlayerLocal.sqf"
23:13:39 "HC/BIS_fnc_log: [postInit] BIS_fnc_missionFlow (0 ms)"
23:13:39 "HC/BIS_fnc_log: [postInit] BIS_fnc_initParams (0 ms)"
23:13:39 "HC/BIS_fnc_log: [postInit] BIS_fnc_initRespawn (0 ms)"
23:13:39 "HC/BIS_fnc_log: [postInit] BIS_fnc_keyframeAnimation_init (0.976563 ms)"
23:13:39 "HC/BIS_fnc_log: [postInit] CUP_fnc_emissiveLights (0 ms)"
23:13:39 [CBA] (xeh) INFO: [67410,292.75,58.16] PostInit started. MISSIONINIT: missionName=EVO_FFA_RED_A3, missionVersion=54, worldName=brf_sumava, isMultiplayer=true, isServer=false, isDedicated=false, CBA_isHeadlessClient=true, hasInterface=false, didJIP=true
v3 rpt HC
23:07:18 Error in expression <ctCreate ["colorCorrections", 1776];
BIS_fnc_camera_ppColor ppEffectEnable tr>
23:07:18 Error position: <BIS_fnc_camera_ppColor ppEffectEnable tr>
23:07:18 Error Undefined variable in expression: bis_fnc_camera_ppcolor
23:07:18 File \A3\Functions_F\Debug\fn_camera.sqf..., line 1070
23:07:18 Weather was forced to change
23:07:18 Error in expression <444)];
with missionnamespace do {
BIS_fnc_camera_ppColor ppEffectAdjust [1>
23:07:18 Error position: <BIS_fnc_camera_ppColor ppEffectAdjust [1>
23:07:18 Error Undefined variable in expression: bis_fnc_camera_ppcolor
23:07:18 File \A3\Functions_F\Debug\fn_camera.sqf..., line 949
23:07:18 [CBA] (xeh) INFO: [514877,717.379,0] PostInit started. MISSIONINIT: missionName=introExp, missionVersion=54, worldName=Stratis, isMultiplayer=false, isServer=true, isDedicated=false, CBA_isHeadlessClient=true, hasInterface=false, didJIP=false
I think this is where the HC freezes
can you add -debug to make it log the execution context?
I removed it - it makes auto restarts take a long time
already tomorrow...
try again then the next day. bis_fnc_camera is executed in various locations. important to know where its coming from
@surreal bough try with -skipIntro - maybe also with -world=none
HC shouldnt play main menu cutscene i'd assume - maybe something changed/broke with 2.18 tho
potentially above sqf error breaks the connection process - or its something else
only Dedmen or KK could tell if something changed with -client -connect=127.0.0.1 in that regard
thanks, I'll check
Prof v3
so wasnt an issue with v2/v1/v0?
no problems - everything works
ok. that said a few others reported HC not always connecting since 2.18 (not just v3) from what i understand
Next update (prof or otherwise) I added limitation on who can join second position. Now only same Group members can take second seat. Side players can still connect and view video feeds. Empty UAV/UGV will be available to anyone of the same Side. This means if you fly quadrotor and land it and release controls it will become available to the whole Side. You have 3 choices: 1. pack it when land 2. lock it with script 3. wait until next release where UAV will know who created it from backpack.
this did not solve the problem, the RPT logs are incomplete for some reason
@surreal bough can you upload/dm me the rpt to check
also does it happen now 100% for this HC?
well skipIntro/world=none did its job - just connection to server didnt work either
can you share another rpt with v2 please
apparently something broke with v3 - in v2 it loads the mpmission vs cutscene in v3
the culprits have been silent for a day... we're waiting
BI did some anniversary thing today
and now FT and Biki both down
Vanilla buildings in your mod, are they a copy paste of 2.16 config? in 2.18 glass breaks with crash in 2.18 when you throw grenade through it, not in your mod
They're not a copy paste, we used vanilla sources but improved and changed the models
@steady panther can have more details, also it's a DLC not a mod ;)
Ah, sorry I am testing on 2.16 data, my fault
I found the problem for excessive bullet damage so this is getting fixed
excellent! Then I can revert the health upgrade we had ready to go.
what is the glass breaking tied to? I dont think we do anything different with our windows than normal
you should believe in the process
something related to the changes with penetration/ammo triggering when going through bushes?
I do however get this error:
_display displayAddEventHandler [configName _x se>
15:37:13 Error position: <displayAddEventHandler [configName _x se>
15:37:13 Error Foreign error: Unknown enum value: "EMMMenuShow"
15:37:13 File vn\emm\main_menu\fnc\initMenu.sqf..., line 46
15:37:13 Error in expression <Name _x + "_intialised",true];
_display displayAddEventHandler [configName _x se>
15:37:13 Error position: <displayAddEventHandler [configName _x se>
15:37:13 Error Foreign error: Unknown enum value: "EMMMenuHide"
15:37:13 File vn\emm\main_menu\fnc\initMenu.sqf..., line 46```
fixed in internal build
No, something to do with bullet going through glass, which you dont have on the hut
interesting
yeah...
so all buildings without glass were getting excessive damage? :D
like it could not find the glass so damaged them even with a small bullet?
havent tested but my guess this would be related and would probably depend on model
doesnt matter as it would be fixed to 2.16 state
if packet loss is so high that messages get dropped, the player should be kicked
can we request SQF work? https://community.bistudio.com/wiki/Conversations#.bikb_BIS_fnc_kbTell_Example
BIS_fnc_kbTellLocal not checking description.ext is getting to me now ๐
The default for MaxPacketLoss is not to kick. Also if the message dropping is an independent mechanism, isn't there a chance that a specific message gets dropped without the overall packet loss ever exceeding whatever limit you set?
If the message dropping is an independent mechanism then I'd really like an event for it at least.
So that we can tell mission-desync'd clients to reconnect.
A pentagon, a heptagon and a decagon walk into a bar
Please tell me that is a command to fill any area provided as array
drawEllipse with negative radius maybe?
Having fill property in drawPolygon would be useful though, have to break it into triangles first right now
draw your polygon from drawtriangles
I suppose I can add fill param to draw polygon but it has to be accompanied with manual center param
I'd also say angle and maybe even scale so all these transformations are done by the engine rather than having them 100 times slower through SQF
The dream command could be:
CONTROL drawFullPolygon [[COORDS], COLOR, (opt) FILL, (opt) CENTER, (opt) ANGLE, (opt) SCALE]
you give actual point coordinates, dont think this makes sense
Having center optional ([0,0,0] default) could let you provide world coordinates. If you want to move your polygon then provide a center and have your coords as offsets
Forgot about color and full, added
The new UnitKilled group EH breaks the regular Killed EH: https://feedback.bistudio.com/T185567
stop breaking 2.18!
Just wanted to put something here that I was able to confirm this issue as well. Also linking relevant conversation that I had with Sa-Matra:
Recently we had a map designer doing something really dumb and so I assumed that this was a bug caused by us. I still think the majority of it is. Players who were affected we had delete their PBO in MPMissionsCache and after they fetched a new PBO from server the problem was resolved.
I did however just try to help someone over screen share who said it didn't work for him and I was able to confirm that his entire MPMissionsCache was empty- the issue appeared to be in the way he was getting the mission from server. He also did appear to have write privileges of the folder.
Anyways moving to the interesting part that hopefully will help you guys a little more in diagnosing. I tried to have him use our Mission File Updater which source code can be found here:
https://github.com/olympus-entertainment/olympus-mission-updater/
And he was getting the attached image as an error. His game was closed so there really shouldn't have been any reason that it wouldn't have been able to write to that location. Perhaps maybe the folder didn't actually have write privileges or something?
Anyway just wanted to leave this here in the event it helps you guys resolve or troubleshoot the issue. Love all the new scripting commands you guys put out for us this update ๐
Just got a message from the guy I was trying to help and he told me creating a new Windows user account solved it. I imagine that gives practically zero info as that could be a million things but figured I would drop here
@solid marten Did something change in regards to deleteVehicle on dead bodies?
Apparently if you delete a body and move yourself into remote vehicle you get ejected
Still not 100% sure its deleteVehicle but it points there so far
repro?
Only happens on live with latency to server and player
And not always
deleteVehicle _body;
if(local _body) then {
_vehicle deleteVehicleCrew _body;
};
```What I do on previous player's body
Issue goes away if I remove this
deleteVehicle then I do moveIn* to the same seat on the same frame
If I understand right, deleteVehicle/deleteVehicleCrew does a move out message which ends up moving out a unit rather than a body
Might not be 2.18 issue but an issue in general
Are move out messages specific to an entity or just seat? If just to seat then it explains it
confusing, also you should probably do one or the other not both,
server might get confused too or you create a racing condition
๐ค
which one you remove and it starts working
Gonna try different combinations to see what happens
if you try to move in too soon I guess you would get ejected
as the dead body would still be in due to lag
make a function to delete body and move player in from server side, should be more reliable
especially when latency involved
Good idea
Both deleteVehicle and deleteVehicleCrew randomly kick you out
Gonna see if moving the commands to server side gonna help
no, u
On that note ๐
we had previously nicely working decals for burned ground and embers but now they dont stack same way again. Any idea if its something 2.18 related?
Now
Before
any chance for some revelation on how decal draw order is formed? various different decals with different sizes stack up in seemingly random way
It looks pretty cools so it would be nice to figure out how it works and if it can be fixed
I did report a bug with decals and hiddenselections but I don't think anything got changed/fixed with it
when I made these I set them with different drawImporantce named property. the burned ground has 4 and the glowing embers have 10
at that time that seemed to fix their draw order
repacked with embers given drawImportance 100
but now other there are other differences in the draw order again
so the drawimportance does probably not matter
so understanding how this works would be beneficial to keep it working in the future
is it simply their name? 
though even if it is, it was broken a bit there before I repacked it
What if you create them with higher Z/above terrain
since markers are visible in the 3d view now, could the feature of opening map when clicking on marker category be disabled/toggleable?
no change
hmm didnt try reloading though ๐ค
no that didnt do anything :C
but now that I loaded it up the embers are again under everything. ๐ค
but I also did revert the drawimportance change
so got to try that again
hmm now it does not work again 
Regarding velocity and createVehicleLocal https://feedback.bistudio.com/T185618
is this new in 2.18?
Iunno never tried it before
Guys check this out lmao
https://feedback.bistudio.com/T185559
You can just say "spam" and we plenty have them already
someone's never heard of SEO spam
https://feedback.bistudio.com/T185674 made a ticket about the decals just in case.
It's not new, so fix for 2.20
sadness
In a feedback tracker? Really? That's such an obscure place to use for this
This would be very helpful to have answers to
We have a looot of spams. They never care where we are
I wonder if the quickheat pro is actually a good heater
About the decals thought they will probably just say to use the class land_decal system unfortunately
Search engine optimisation bots
It's not specifically targeted at the BI FT. The bots just automatically trawl for any website where they can make an account and post. The FT has a high rate of "successful" spam posts because it doesn't have very good anti-bot protection during sign-up; other sites are better at stopping bots before they manage to post. You can see similar problems on older forums that haven't had their security updated in a while.
Players who were affected we had delete their PBO in MPMissionsCache and after they fetched a new PBO from server the problem was resolved.
It would have been very very very useful, to get that "bad" pbo to look a t it.
Perhaps maybe the folder didn't actually have write privileges or something?
It could be possible that the folder is inside microsofts OneDrive? That constantly causes issues.
I want to disable it, but decision for now was not to. Most likely going to just turn that off 2.20
I don't know how that works, and likely won't spend the time on learning it either. ๐ซ
Sorry about that, I didn't even think of it. It's been a relatively reoccurring issue in our community so I will see if one of our peeps can get a copy of a PBO for you. I also definitely owe you one haha ๐
Windows OneDrive could also make sense. I have never had this issue but I also manually disabled that crap during Windows setup. Awful feature.
Fraali and I retrying to download our mission now- if we end up with one we'll send it.
Sorry my brain is rotted. Our server does not use OneDrive. I was thinking about the client which would not make sense anyways since it is in MPMissionsCache.
Fraali and I did not have luck but I'll see what I can do about getting it off of someone.
Hey y'all, is there anyone who could try and reproduce the issue "Remote Control breaks AI aiming after release." https://feedback.bistudio.com/T179189 for me? Unfortunately, I only have this one machine to test and I'm not sure whether it's misconfiguration on my machine or an actual bug.
I'm not exactly sure if this should instead be in #arma3_troubleshooting, but it's regarding an existing/tracked issue. It's not clear to me whether this channel is for meta discussions about the FT or about issues tracked there, so if I'm in the wrong place, do tell!
@vague moss Checked, confirmed and commented. This one should probably get some attention.
Has there been any mention of when the next hotfix may come to stable? I haven't seen any new comments on the mags disappearing feedback tracker for more than 7 days now. Just wanted to check in.
@jagged nest #perf_prof_branch message
Thank you
Has this bug been acknowledged? https://feedback.bistudio.com/T185354
Ref to nonnetwork object Agent 0x0000025B6C51E0C0
is this with agent new? dont think i had this prior to 2.18/latest perf branch
(from local host session with just one player/only local host)
It seems to be coming from ambient animals, deleteVehicle on local agent
2024, animals are still client-local 
Technologies of network-aware fauna of A2 are forever lost
not true, in A2 was the same, can you see that cow?... what cow?... there...no
That's why I never saw any ambient cows in multiplayer, they all were on other clients 
they just didnt like you
Arma animals DLC
All explosives dropped from an F15 automatically guide to the cows
h BIS_fnc_animalBehaviour seem not working on animals if dedicated server https://feedback.bistudio.com/T175392
That would explain why I found the dog that is supposed to have a wander range of 1 meter about 10km away
Would love to have mouse cursor to be resolution aware
Its so small with 4K resolution, very hard to find it sometimes
Maybe have it as a hidden option or something, I'd be fine with blurry upscaled cursor tbh
Mag reloading issues are not fixed with the Arma update today. Still happening 100% of the time.
Full magazines still disappear. Going to test partial mags now.
I never had full magazines disappear
Just did a test. It only happens if you try to reload your gun without firing. I just fired one shot and now all reloads are fine.
I'm just gonna go back to my old point of "are you sure there aren't multiple bugs here?"
The issue where mags disappear if you drag the mag from your gun into your backpack still persists. 100% fail rate. Mag disappears every time.
everyone in the server has to also be on the hotfix
if there are still players on the original 2.18 version it can still cause this issue
I'm the one reporting the issue and I'm on the new hotfix and so is the server. Players can't even join my server unless they have the proper version.
interesting moment, I saw it by accident
absolutely empty server in both cases
stable version
absolutely empty server
v 5 prof
Can reproduce on official server, escape from malden with me as only player.
But only one magazine disappears, the very first. Later reloads are fine.
Another player joined into the server next to me:
If I fire one shot, and then reload. The partial magazine with one bullet missing, also disappears.
Half emptying my magazine and reload. Same thing. The magazine that was inside the gun when spawning, is deleted.
Looking at inventory, I can see it appear in my uniform, but shortly after it disappears again.
Now even wtihouts hooting, every magazine disappears.
The other player that joined must not've installed the update.
I switched to a coop server to be alone again:
Fire shorts and reload, everything fine.
Restart mission.
Fire no shot, reload. Everything fine, no magazine lost.
So.. what gives?
I'm getting inconsistent results on my server. Mags are disappearing but sparingly. It's not happening every time. Also the last session, every time I dragged a mag from gun to backpack it disappeared. Now when I drag it's fine.
got another case of this in spectator camera termination
Ref to nonnetwork object <No group>:0 (Logic)
which points to:
if (!isNull _camera) then
{
_camera cameraEffect ["terminate", "back"];
deleteVehicle _camera;
_bDestroyed = true;
};
in BIS_fnc_EGSpectatorCamera
as we don't have deleteVehicleLocal command, could this be fixed to handle local objects gracefuly instead of spamming RPT?
intredasting
productVersion is not in https://community.bistudio.com/wiki/Arma_3:_Server_Side_Scripting 
then add it ๐ ๐คญ
so I should add it, or is it another issue? (for future addition requests please use #community_wiki ^^)
you mean not available?
not available in the game itself
but I realized its not a big deal since you can call mission namespace functions anyway
Are your servers still having issues with mission file downloads? Ours seem to have cleared up but I'm not sure if it's just players who would be affected using workarounds
Ill check if it can be moved
not sure if this is the right place to ask/discuss, but has anyone else noticed projectile tracers "playing" from the opposite direction?
it only seems to happen when the tracer originates from outside of your view then passes through it
but passes through from the opposite direction the projectile actually came from
I still wish there was drop ENTITY to trigger particle source right away
Instead of sending huge array to drop ARRAY and have it processed each and every time
Preprepared particles? Id love that too
We also have players reporting magazines still disappear on our server. Time for a hotfix of the hotfix.
[BUG] "Ref to nonnetwork object" rpt entry should not be logged when not necessary
https://feedback.bistudio.com/T185807
made a summary ticket for it (plus linking previous reports).
that said wouldnt it make sense to only log to rpt with -debug active?
like there is valid cases for logging it but often a server admin or even mission maker (if from mods) cant do anything about it - given the frequency and amount (GB of rpt size in extreme cases), it might make sense to make it opt-in (or otherwise once per type per session/reduced via the (repeated 29x in the last 60sec) system)
No shot sound for AWC 302 Nyx (AA) launcher, to its config added non exist CfgSoundSet class
ticket https://feedback.bistudio.com/T185821
Can sticking to doors be fixed? in dayz I know it was fixed.
this is often observed among players, but judging by the screen, not only players))
my screenshot - I just saw this myself))
he opened the doors, I killed him and then closed the doors - the body with the door and left
but when I opened the door back, the body had already come unstuck
Why do they shoot through the wall? bis building
could be faulty model setup (view or geometry LOD i guess)
so let Bohemia fix it) is their own work
if you create a ticket with the model name, maybe reyhard/someone else may still check it for 2.20
Let reyhard finally release the RHS)
Is it intended that netId returns "0:0" for local objects but "1:0" for simple objects?
in sp?
nope, multiplayer self hosted, from 3den
odd @untold sky
i don't quite understand how the view-pilot works but would it be possible to add a command and or a parameter that makes so a object is on the same "layer" render as the view pilot? the newest "Wardrobe - Outfit System" mod adds a really cool functionality that uses attachTo to attach objects to the player bone to customize vests and stuff like that, but he removed it from first person on purpose because the player model will always render on a higher "layer" than the objects, having something like that would be nice to help that mod be able to render the modifications we make on first person aswell
Have already asked for the bug to be fixed, got no response
It's not a bug
Eh?
I know it's a "feature" but lovely to have it somewhat altered
Given it doesn't even work for viv cargo...
cuz of this i assume it's a massive pain to fix it with probably just as long list of problems when fixed
I'm praying it's just something that was forgotten but yeah most likely
Well it can be "fixed" for attachTo without any problems. You can just add an additional bool to its parameters
But you can't change this behavior everywhere
That is I really imagine how it would work
would be nice to see this (aswell as fixing ViV)
...and similarly the 'bug' with dead units having their backpacks visible in cargo reintroduced as a toggle in the vehicle (showBackPackCargo etc)
Iirc Viv just uses attachto behind the scenes anyway
I'd prefer it to be a separate command instead, because you might have attached entities to say units inside or move the entity each frame without attachTo. Something like:
ENTITY setInternalViewEntities ARRAY;
ARRAY = getInternalViewEntities ENTITY;
Well you can't just add an array to every object in the game. So no
But adding a single parent is cheaper (obj setDrawParent otherObj)
Only to fully simulated vehicles as they're the ones that have internal views
Won't it be expensive to iterate through all entities while drawing internal view to find ones with setDrawParent refering to your vehicle?
wat? Why iterate thru all? As you iterate over which entities to draw, you also check their parents, and render them in the same pass as their parents
Well, up to you guys implementation-wise, I'd just prefer to let any objects be included like this, not just attachTo-ones
getObjectTextures and getObjectsMaterials dont work on simple objects
https://feedback.bistudio.com/T185884
those are decals right?
because yeah I can confirm that - i know decal simple objects break this way
getObjectTexture not working is a bug yeah (they get filtered)
idk what's wrong with set
The code doesn't filter simple objs for set
Nvm I'm blind. You didn't say anything about set not working
Yeah its just about getters, setters work fine
Still wish there was a way to set textures on non-classed simple objects (model path) somehow
Would enable so much stuff on script level
A new function was added for flipping things, but that's not the same as giving everyone the ability to do it by default. It's just a function for use in scripts, not an action on all vehicles.
The only vehicles that have it by default are the small tracked UAV and the quad.
and karts, vehicles that you would be able to flip over in real life
Is there a way to pull the clan texture?
I don't think so. I assume you can check squadParams of the commanding unit
i mean you can setobjecttexture on person with giving "clan" as index
but no way to return it?
Can you?
yeah
I think you can only set it for the emblem, no squad.xml picture
Oooh, interesting, I completely missed that
me too
and it would make no sense to return it in array with other textures as it is not really an index
yeah will do that
Is the same for set able to be done or nah?
I will not make a new command, just extend the existing even though it is plural
Since you're looking at textures, there is still no way to remove custom texture or return original selection texture if its not defined in hidden selection textures in config
Same with materials
VBS had #reset texture, maybe bring that over to A3?
make a ticket with repro plz
oh
Gonna check for example vehicle which has no default texture in config and you can't get it
ok but lets make it work with existing commands instead of making new
Hmm
How about
ARRAY = ENTITY getObjectTextures ARRAY
```So it takes both indexes and selection names?
And also have it return original texture if it wasn't set?
player getObjectTextures ["clan"]; // someclanpicture.paa
All in an effort to reuse existing command name
I will make ent getObjectTextures StringOrNumber
On second thought player getObjectTextures ["clan"]; is less confusing
@gaunt depot are you adding an example to that ticket what textures there exist but not in config?
Trying, either there are no such vehicles anymore or it was fixed
getObjectMaterials still returns empty materials though (no way to get default material), gonna add an example for that
no no need for it?
v = createVehicle ["B_Heli_Light_01_dynamicLoadout_F", player modelToWorld [0,30,0], [], 0, ""];
diag_log ["mats", getObjectMaterials v];
v setObjectMaterial [0, "\a3\Data_F\default.rvmat"];
diag_log ["mats", getObjectMaterials v];
=>
20:41:43 ["mats",["",""]]
20:41:43 ["mats",["a3\data_f\default.rvmat",""]]
no materials when there are obviously materials on that selection
My ticket was requesting a command to get these original materials, main purpose was to revert materials back to original after setObjectMaterial but maybe it can be useful for other purposes (checking material properties, etc.)
what if you set it to "" something changes?
Hmm, it does change the material back to original one!
I don't think it did years ago ๐ค
So it works properly, it reverts the material to original one, no #reset needed!
I swear it used to be an issue years ago and apparenlty got fixed at some point
I guess to revert the texture back with setObjectTexture you need to save original texture that is now properly returned by getObjectTextures command
Though no way to do it if its done on init or elsewhere
Hmm, I wonder if current behaviour of getObjectTextures could indicate that damaged textures (tex in Damage) are ignored ๐ค
Did a config search, apparently no cases where changeable texture gets replaced with Damage >> tex, only materials but these are "" by default so they work properly
Summary:
getObjectTextures
- Command always returns real texture that selection uses, even if no are defined in vehicle config (
hiddenSelectionsTextures[] = {};) - There is no way to reliable to revert the texture back to original one if you didn't save it on the moment of entity creation. Setting the texture to
""has its own function of setting empty texture so it needs special#resettexture from VBS to reliably reset it - No way to return
"clan"selection texture, could useARRAY = ENTITY getObjectTextures ARRAYversion where right operand is an array of selections and indexes to return the texture from - Unlike normal textures,
"clan"doesn't need#resettexture as""resets it back to empty texture and normal behaviour
getObjectMaterials
- Command returns
""if default material is used as very few vehicles have it defined in vehicle config. - To revert custom material back to default you just do
setObjectMaterial [X, ""], no need for#reset - There is no way to get default model material as default returned by the command is
"", unlike for the textures where it is actual texture - As there is no way to set
"clan"material (why would you want that?), there is no need forENTITY getObjectMaterials ARRAYgetter
So, all in all if we omit the request to get default textures and materials regardless of current custom ones, here is what should be done:
- Add
ARRAY = ENTITY getObjectTextures ARRAYto allow return of"clan"selection texture - Add
#resetfrom VBS forsetObjectTexturesto remove customly set texture
wait so there are objects that return default textures from start and if you change it and then set it to "" they wont return to original? I'd like examples
That's literally every object in the game
v = createVehicle ["C_Hatchback_01_F", player modelToWorld [0,10,0], [], 0, ""];
diag_log getObjectTextures v; // ["a3\soft_f_gamma\hatchback_01\data\hatchback_01_ext_co.paa"]
v setObjectTexture [0, ""];
diag_log getObjectTextures v; // [""]
Setting to some material and then to "" properly reverts it to default material(s)
"" texture has a special function of empty texture, thus the need for #reset or something else
so material ok, texture not ok? so we do need #reset?
Textures: "" is not reset but special case for empty texture, #reset needed
Material: "" is reset, no special case needed
might as well add for both for consistency
I think VBS has #reset for both? No idea how it works there
player getobjecttextures ["clan", 1, 0, "dssad", player]; //["","","a3\characters_f\blufor\data\clothing1_co.paa",<null>,<null>]
player setObjectTexture ["clan", "\a3\missions_f_epa\data\img\orbat\b_111_texture_ca.paa"];
player getobjecttextures ["clan", 1, 0, "dssad", player];
to check if clan return really works
["a3\missions_f_epa\data\img\orbat\b_111_texture_ca.paa","","a3\characters_f\blufor\data\clothing1_co.paa",<null>,<null>]
Iโm so sick of being killed through the wall -please add FiredMan to the event - the target he shoots at and Iโll fix this problem!!!!!!
there are so many trivial problems related to just the game, and what are you discussing here?
AI still walks through walls, kills through walls, no sound of AI steps
That isn't even on my top 10 of AI issues :P
If they're shooting through walls from building positions, shuffle them back a bit.
Yes, I have already said nothing that wayponts work crookedly and any domove with waituntil works much better
translation problems - I'm afraid I don't understand what you mean
There's more than one "kills through walls" case. I don't know which one you're complaining about.
if an infantryman or a vehicle knows that you are in the house, he shoots to kill - and then there is a model of the house that lets these bullets through
players almost literally know which buildings do not hold bullets and which do not
and they are discussing how to display trinkets correctly
my desire is to simply remove bullets if the shooting target has an obstacle
KK works mostly on code things, not models. Him fixing script commands is not taking away development resources from fixing these buildings.
"has an obstacle" isn't really a given with some buildings as well ๐คฃ
(building from CUP, not vanilla)
read my first request
What, adding a target to FiredMan?
I have serious doubts that that's possible for that event. It's also used for players, who don't have a knowable target except for guided weapons, and even AI sometimes fire without a target.
Problem is, a lot of scripts will use the defined building positions for AI, so moving back wont' be possible unless mission makers hand place everything
AI will not shoot without target designation
It remains to know that there is target designation and whether there is direct contact with the target
They absolutely will. Just in normal behaviour they can throw smoke grenades to cover themselves, as well as suppressing positions rather than units, and they can be scripted to fire without a target, which triggers the EH.
Doesn't it bother you that AI missiles fly through trees?
Where did you get the impression that the AI shooting through things doesn't bother me?
I just think it's unlikely that the FiredMan EH can be expanded like that.
because if you donโt give support to the problem, everyone here passes by and discusses how trinkets are displayed in first person
Btw, just a small tip, barging in and declaring that everyone else's problems are a waste of time doesn't tend to make them receptive to what you have to say.
so - the cry of the soul, nothing will be right
Look, I know there's a translation barrier here, but you're coming off as rude and aggressive. I hope you don't mean to be, but it does have an effect on how your messages are received.
This is an issue that's been going on for years and years. I'm sure the devs are aware of it, given how many times it's been complained about, and if there was an easy way to fix it they probably would have. So it's safe to assume it's a pretty deep-rooted problem that's difficult to fix. Dev priorities aren't the issue; it's that one problem can be fixed in a reasonable time, and the other one is climbing a technical mountain.
off as rude and aggressive? - ohh - no
If the building is the problem then the building should be fixed, unfortunately I dont know much about modelling. As for FiredMan, there is no target where it starts, it simply triggers on projectile fire event
I've been in the arma since 2005, I'm just glad that after 19 years I have a channel with the creators of the game)
accumulated
ok, is there at least one way to find out who the unit is shooting at?
to find out if he has line of sight and manipulate the shot?
I understand that no one will remake the models
there are some commands yes, assignedTarget getAttackTarget come to mind
are those vanilla buildings?
lineIntersectsSurfaces
these are still vanilla ones, which are used to create their islands
how many? Do you have their types? I can check if we have tickets opened already
there are many of them, itโs easier for me to say which buildings are valued by players, because they are more or less under fire
It helps a lot to provide at least one specific case, so people can easily test it.
these towers get shot at the most
I know about the problem of object state on different clients, I made sure that it is indestructible on all clients
There are three different building types in that screenshot that could be referred to as towers.
And "shot at"? You mean you're talking about AI shooting into them from outside?
everyone is shot through - you donโt have to bother with clarification
yes
The concrete one and the Hbar one are pretty safe IME?
you can be on the stairs - they shoot at you through the walls and kill you
are you using mod?
Keep in mind that bullets do have simulated penetration in Arma, and those guard towers have fairly thin walls.
placement of vanilla fortifications? I'm using a script
is this vanilla car?
oh .yes i use ace cup rhs
is this building a shoot through? If so what is its type
Not good, need a clean vanilla repro, mods can change many things we have no control over it
vanilla == stock game, no mods
Appears to be a land_controltower_01_f
can you confirm ai can shoot through its walls?
I understand what you mean) but these mods do not change the buildings)
they can change config
I know they can clip their guns through the walls and shoot out :U but they can do that with a lot of thin-walled buildings. Give me a minute to see about shooting in.
config can affect how bullets behave
As I understood Dimon claims that those buildings do not stop ai bullets
i think you can practically shoot through any wall if you force yourself into it
a feeling of a reason to pretend that there is no problem, ok - I didnโt expect anything in principle
you gave me a shovel to dig with - thanks for that
I just tested against a CSAT rifle squad and didn't observe (or feel) any bullets going through walls. There are a lot of windows in awkward places so it's pretty easy to get accidentally shot through one, though.
Wouldn't be super surprised if heavier weapons can legitimately penetrate them.
MP and HC?
No, and as far as I know that doesn't affect whether bullets can penetrate walls.
I am not sure I understand. If the problem is with building model and this building is vanilla and we can reproduce the problem it is still possible to fix. Said it many times no repro - no fix
no problem, if Iโm in the mood, Iโll make a full-fledged video, or maybe you just donโt play Arma?)
It's strange that I'm here alone on the side of the problem
should be simple to verify via diag_drawMode if the model setup is faulty
video is a good start
I agree that the AI have some odd interactions with thin-walled buildings, but I cannot reproduce this specific issue.
Jumping straight to accusing me of not playing Arma is absolutely bizarre when I literally just played the game to test it for you, which I did not have to do.
give me a script full of displaying AI shooting if possible
Well, you understand that launching a dev version for public is unrealistic?
"ViewGeometry" should be viewblock for AI i think
"FireGeometry" if bullets should get blocked
"Wire" combine with above for bettter visibility
you can test AI shooting through object in Eden - visual check can be enoug tho
BI QA has a nice automation process to split a model in all LODs and then you can overlay them ingame in combinations (part of their suite) - this way you can spot gaps or mismatchs more easily
like shown here - no roof in a certain LOD
if you dont want to/can test yourself then model name (cursorObject in console) + image of problematic area (or short video demonstration) is needed
Tried these modes and only openings I can see where windows are, would be interesting to see the video
give me time, Iโll set everything up to shoot - everything will be fine
player addEventHandler ["Suppressed", {
params ["_unit", "_distance", "_shooter", "_instigator", "_ammoObject", "_ammoClassName", "_ammoConfig"];
if ([objNull, "VIEW"] checkVisibility [eyePos player, eyePos _shooter] != 1) then {
deletevehicle _ammoObject;
//systemchat str _ammoObject
};
}];
pathetic attempts to somehow fix the problem)
@gaunt depot player setObjectTexture [0, ""]; player getObjectTextures []; //["a3\characters_f\blufor\data\clothing1_co.paa",""]
the first one is not convincing
https://www.youtube.com/watch?v=9cXRLIlYSlk
here you can see that they are shooting at me through the walls, itโs just lucky that they didnโt kill me
So what is the problem here
even here I was able to record damage online now through the walls - is this not a problem?
If the AI knew you were in there and the calibre of their weapons is sufficient to penetrate the building wall material, seems fine.
5.45?)
not funny
Recommend you start doing some proper diagnostic testing using methods already explained to you, rather than silly remarks,
I do this on the go - there are many cases in the game when they just shoot you through a sieve
my job is to report the problem, and not learn how to teach it beautifully
I cannot repro. Even if I tell ai my whereabouts it refuses to shoot in that room let alone penetrate
I do exactly the same to AI, if I know they're behind a wall I can pen I just spray it ;)
How do you put the building on the map?
I don't use mods for AI - simple waypont run around the city in combat mode
What vanilla weapon is the AI using (give class name if you can)?
I tricked AI to shoot at the wall, I can see the dust, but no penetration
Vanilla game (diagnostic.exe)
Katiba 6.5mm
Land_ControlTower_01_F
Bullets hitting wall do not penetrate.
all the weapons that the AI โโside has are vanilla, ace, cup and rhs
Do you accept that running mods (ace, cup, rhs) can change the config of the weapons, and this can then make them able to penetrate even the thickest walls if misconfigured? Do you accept that without specifying which weapon was shooting at you, it could have been 5.56 or 0.5cal?
Do you agree that the vanilla version of the game is not possible to play?
what kind of questions
To prove it's an engine/game issue you should have a vanilla repro
if it happens with mods but does not without them, it's mods fault ;)
Dunno if related: ```Killzone_Kid - c
Posted on Nov 27, 2013 - 23:09 (UTC)
Make sure you setDir BEFORE you set position. Setting direction after set position could lead to unpredictable behaviour. For example main part of the hospital building in Arma 3 can lose collision detection near both side entrances. AI will also get confused and will stop detecting obstacles if setDir is called after setPos.```
Exactly what veteran says. We prove it's not the vanilla game, therefore it's YOUR choice of mods or your method of executing that is breaking it for you.
hmm that's interesting, thanks - I'll check it out, I didn't even notice
also RPT could be useful to see what exactly you're running. I do not trust people anymore, and "ace + rhs" is not convincing to me. AI shooting "through" walls could also be your mission or AI mods like lambs telling them to suppress.
no AI mode!
I said above
cool, give RPT.
HC or server?
client and server would be best
client - my rpt?
and if you're running ACE, even CBA settings used in the mission could be relevant as ACE advanced ballistics can affect bullet performance
rhs, cup, ace
rhs machine gunner with PKM 7.62mm
no bullet penetration
Server can't keep up, too many incoming network messages. Remaining in queue: 16
Is it possible that building is local only and AI dont see it? (Or missing from server, the object)?
no, then it would rip him in seconds, on his video it looks like only some bullets hit him and are definitely weaker due to going through a wall
I'll make you a video where they kill through the wall - I'm afraid I'll always get an answer play on the vanilla version
2013 not sure if still relevant
the issue is no one cares about some video where you know jack shit what's going on
what's needed is reliable repro
a mission where the issue can be reliable reproduced, might be dependent on mods
so far Apollo for example tested it with diag exe clearly showing that there seems to be no issue in normal cirumstances.
Not "some bullets go through some walls, please fix", but "this bullet from this weapon shoots through this wall with these mods loaded"
I understand what you are talking about - but I donโt have the opportunity to do this on the vanilla version of the mission, itโs a lot of work
I use mods only for variety or the client part, the essence of the gameplay and mechanics is vanilla
as far as I can see in the RPTs you've provided there's nothing out of ordinary, but your server is running bit more mods that you've listed and there's a "secret" mod that just has pbos named serverX.pbo doing god knows what.
just the server part of the mission) copy protection and nothing more
so bunch of scripts from myriad of sources cobbled together. And you're 100% sure you don't have anything that could affect AI behaviour in there?
anyways. โ๏ธ I'm off to play some games.
what scripts and where from, all scripts on AI are under control and there is nothing there except wayponts
you're just talking about the problem)
If there's no scripts at fault it should be easy to make a reliable repro.
and stung there and stung there - in the end, nothing smart and simple, display it in vanilla
forget it - there is no problem, the scriptwriter and mods authors are crooked
Well look, several of us have tried to reproduce it without mods and we can't make it happen. You're the only eyewitness, and you've only observed it while using mods. You see the logic, right?
It's possible it is a problem with vanilla, but right now, all the evidence suggests that mods are needed. BI can only change vanilla, so unless it can be narrowed down to something in vanilla, there's not a lot they can do.
receive and sign
https://youtu.be/EseDdr30baI
Not helpful tbh, many questions, like why there is no hit effect?
as is
I didn't come up with this
I took it online now and itโs always like that for everyone
For everyone playing your server or for everyone anywhere, because I haven't seen many reports about it, well actually yours is the only one.
For everyone playing our server
I donโt run to other servers with such questions
hey a suggestion of adding a parameters to allow an object to render in the same "layer" as the player Viewpilot would i need to make a ticket?
base on this thing
Leopard20 gave the idea of having something like this obj setDrawParent otherObj it would be nice to have something like this to make mods like the newest wardrobe mod be able to render both the vest and the objects that are attached to the player render normally
Which terrain and what coordinates?
Also does it always happen there? Or does it only happen randomly?
this happens on all maps and always, from experience players even know which wall and where is shot through and does not hold bullets. On the video map Sumava
I've never seen this except in faulty geometries 
(+ animated parts near object bounds)
Ive never had issues like that on ลกumava, playing with many mods ace, cup, rhs, ai mods etc
Just to be sure, server runs all the same mods clients do?
I have had issues with AIs walking through the wall of that concrete bunker on the stairwell side.
But good luck replicating that.
AI don't have really have actual collision (unless you apply velocity to them). They simply get "unstuck" if the game decides they are stuck
Only players have collision
what does this information mean?
Setting invalid pitch 0.0000 for HC
It's voice pitch. I think it can be ignored. Or you can set it in attributes.
has anyone else noticed the game leaking memory for no reason at all?
I had a VR map running, and there were just a few helicopters, tanks and stuff in the mission and I was mostly flying around in spectator (testing a mod). All of a sudden I noticed that the game is using like 10 GBs of RAM (it was like 3 GBs at the start) 
I know I wasn't doing anything in the mod that would allocate so much memory (it's a dll and I use a custom allocator with profiling so I know exactly how much I allocate and where), so I'm pretty sure it's the game itself.
Just wondering if someone else has noticed this behavior
If not I guess I'll have to do a vanilla test myself later ๐
I use a custom allocator
try the stock one
No I mean for the dll ๐
I'm using tbb for Arma yeah
well it can't be moved without major shuffle so will have to do with your workaround
Weapon and magazine reload time overwrite commands request https://feedback.bistudio.com/T178415
I disabled all third-party mods, leaving only cup phs and ace
and on 3rd person
https://youtu.be/fz4_BixLONI?t=88
https://youtu.be/mjiV3sLYT9U?t=168
Sounds useful but maybe it could have better implementation somehow ๐ค
Through an event handler perhaps?
proposed magazineReloadTime/weaponReloadTime behavior don't match existing weaponReloadingTime that returns 0...1 phase 
well, existing setWeaponReloadingTime is phase-based as well
Wouldn't want workarounds
ัhange the config value directly so, EH โreloadedโ (e.g.) and others will work same way as with a normal reload

Editing the config on a fly is a big design no-no unfortunately
Otherwise we'd be able to add/remove/edit CfgVehicles/CfgWeapons/etc. right in the description.ext on a mission level
Which would be a better solution if you ask me
Arma3 campaign weapon randomizer speedruns when? 
Want slower loading mag? Make a copy of vanilla mag and edit it
Crash every 5 seconds 
tbh I don't particularly like that phase-based behaviour; it's awkward to use, you have to make some kind of continuous process to get the exact time you want if you want an increase rather than a decrease.
2024, still no way to add custom marker colors in description.ext 
It's been done with turret limits, why not do it with other values?
or marker fills or icons for that matter
Probably because weapon-muzzle-mag combos are more thorough than turrets
That's why I suggested an event handler, so you handle all that stuff yourself
I'd be fine with your approach but knowing Arma I'm afraid it might be futile
player addEventHandler ["HandleMagazineReloadTime", {
params ["_vehicle", "_instigator", "_weapon", "_muzzle", "_mode", "_magazine", "_time"];
if(_muzzle == "GL_3GL_F") then {
_time = _time * 2;
};
_time;
}];
Yeah. That's annoying.
now there's a bit of understanding
Offload the burden of storing weapon to time increase association to the scripter 
Could it have been ZU-23 penetrating the bunker due to misconfiguration?
Also explosive damage
Well, I definitely didnโt correct anything in the config
I also want to run tests without using a HC client
https://youtu.be/MuZGTbqiHpg?t=136
here I am already shooting through the walls
Your shots are penetrating the walls. You're not shooting thru them
This is most likely a model bug (bad surf properties)
Same goes for this. The shots are still hitting the walls so you can't say they're just passing thru
This on the other hand was weird. Hard to say if it's a game bug or model bug
If you tell me which mod and what model this is I can tell you if it's a model bug
island Sumava
but I'm sure the models are from Livonia
land_house_1w03_f
The walls are wooden and not extremely thick, so it may be intentional that they can be penetrated
https://youtu.be/cdqjj2fAkZo
there are no words at all...
land_house_1w11_f
Land_Bunker_01_tall_F
Just updated ticket animal behavior work in MP, description and better repro
https://feedback.bistudio.com/T175392
is there a ticket?
and why is this so important, would it be better to add more colours in config instead?
Bullet penetrability for its wall is identical to common house doors, so no surprise there
Didn't see anything wrong with this
Tho the (inverse) bullet penetrability is probably too low for a bunker. It's only as good as the control tower on Stratis airport (tho it's thicker so it's better)
previous discussion: #arma3_feedback_tracker message
Allowing custom colour definition would add a lot more flexibility than just adding more presets. (Obviously I'll take the latter if the former isn't possible.)
Being able to fully colour match things to UI elements, etc. would be one big benefit.
Personally I wouldn't describe it as "important", as such, more just really convenient. It's possible to live without, but it would open up more options to have it.
setMarkerColor <RGB>๐ฌ
no, the marker color is a class name
Adding more colours to config might add too much clutter. In Some missions though you want specific colours though
and thats how it is broadcast
Also for debugging being able to add more marker colours would be neat.
RGB would be array, vs existing string for class name, right?
internally of course marker has rgb color but exposed to the user is the class name and all the networking is done with this name
so if the custom colors are added they will have to be in the same classname format
#custom_RXXX_GXXX_BXXX_AXXX
Just a suggestion about the config
Just change the messages to also broadcast script-set color arrays 
and then fix broken markers until Arma 4
Do you think that this concrete casting should let something through?
this corner is the weakest point
This only happens on ds? Or also self hosted or singleplayer?
mp
ds
I havenโt tested it in other modes - I donโt see the point
Today I tested it in different ways: I turned off the HC, turned off all client mods - zero changes
Well, I donโt think itโs possible to achieve this with scripts) even if you want to
maybe this is a bug of the allowdamage command - I havenโt checked this
yes - I make all buildings unkillable
This is the only real protection against everything)
the whole point is that we are playing back a counterattack - and being able to hide and defend is a key factor
From what I see it's the same concrete material all the way around
There are also a few metal parts but they're even tougher 
Maybe it is a game bug. The model looks fine
Ill try to replicate on vanila with that bunker on ds, since you cant
last hope is to bury yourself in the ground)
You understand that I need to transfer my mission to vanilla? and not just place units and check the building?
I'm not sure what the problem is yet
everyone unanimously says that they donโt have such problems
IF its something with ur mods/mission/config, it aint arma problem. Then look for it in your mods/mission/config.
IF it happens in vanilla then its arma problem.
Ill do simple: spawn bunker, go in that corner, make AI shoot the bjesus out of it
Well, default behaviour changed. Default maxmem used to be 4GB accidentally. Now it's 3/4 of physical RAM or something.
I still force it to 4GB because I prefer the original behaviour for non-huge modsets.
indicate where exactly to shoot?)
On the other hand I don't know how you get to 10GB with a VR map and a few vehicles.
Hc wont do anything unless programmed to do so
Please do
I remind you of the condition
_bulding allowdamage false
what life brings to players)
if you want to live, know how to spin)
me gusto
I know. But what I'm saying is that there seemed to be some sort of mem leak. I wasn't doing anything and this happened
Tho I did leave Arma in the background for a few minutes so maybe something was leaking then
not monitoring memory leaks is a problem
On my server and HC on the same machine I can overclock the processor to 90%, but the fact that 16 gigs of memory is not enough is a fact
and it is the HC that goes up in memory consumption
@desert trench @daring wagon @gaunt depot is there a ticket
https://feedback.bistudio.com/T185042 Is this fine?
yeah
The camera that sometimes jumps is also my problem? being treated, move to another seat
As far as I understand, itโs only mine) apparently I have some kind of exclusive assembly of ACE, CUP and RHS
could we get nearestObjects alt syntax that accepts array of objects instead of types?
would be a lot faster than using inAreaArray and sorting in an SQF loop.
can you give example of this?
Wow, nice! If we are to improve scripted markers, next step would be custom marker icons:
https://community.bistudio.com/wiki/setMarkerType
_marker setMarketTypeLocal "images\custommarker.paa";
And then setMarkerBrushLocal
This would make the markers very dynamic and sort of lightweight replacement for drawIcon, instead of sending huge array each frame and doing manual culling, let the engine handle all that.
Anyone else would fine KilledGlobal/KilledAG which triggers Killed for entity regardless of locality? I know there is EntityKilled but its wasteful as it triggers for a lot of crap and MPKilled broadcasts the code when I need it only on certain clients, wasteful again.
It's not really wasteful if you filter it quickly
It's not like several things are dying every frame or something
I need to add a colour picker attribute now to eden๐
then write short code for MPKilled to call a function, which you can selectively either fill with custom code or make empty depending on the client it is added to
Sure there are workarounds but having targeted EH sounds more proper
you still need to send it over network if you want to trigger it on remote clients
No, the idea is that you add EH where you want it executed, nothing is sent over the network
Basically same Killed except triggers regardless of locality
you assume that entity hit is simulated everywhere and not just where it is local or where shooter is local, but is it?
inb4 addRemoteEventHandler that fills remoteExecutedOwner 
although that should be pretty trivial to implement in SQF
But EntityKilled MEH is executed regardless of locality
i'd assume it may depend on full MEH code being present where object is local
mission event handlers have network sync component
Well death of remote entity comes from the same place technically, a message from the server, isn't it?
it is killed in one place then broadcast the sync globally
i think via entity update message
the details of the kill are not necessarily broadcast along with it
EntityKilled MEH has same arguments as Killed EH though
but MEH brodcasts MEH data
So server broadcasts a special message just for EntityKilled separate from entity kill/death message?
All in all, once again I found myself in need for a global Killed as I utilise global Deleted quite a bit, if there is a way to have entity-added KilledAG/KilledGlobal to trigger regardless of locality, I'd be a user of that.
I will have to look the exact mechanism up to answer that which I don't want to do
Also thought of suggesting to call it MPKilled but it could be confusing with MPEH MPKilled
whats wrong with utilising mpkilled?
- Broadcasting code (Sure you can only broadcass
call whatever;) - Needlessly calling code on every client when I need it only on some
Nothing world-ending, I'd just like to have a proper EH
call empty function or if clientOwner == N call fnc
So far EntityKilled could be a better replacement, just do
addMissionEventHandler ["EntityKilled", {
call(_this select 0 getVariable "my_global_killed_eh_code");
}];
And add entity-specific code to each entity to call a needed function
As I said there are workarounds of course, but after seeing how good Deleted is, I wish there was global Killed
global Killed is MPKilled
but MPkilled can be added to anyone anywhere and it will trigger everywhere
Not perfect, muh microseconds of needless EH calls and muh bytes sent of the network, think of the electricity wasted, think of the children and the future!
๐คช
the difference is MEH entity killed broadcasts the resulting game data to everyone and it is assigned to mission, MPKilled broadcasts actual data to everyone and assigned to entity
Special messages just for this reason?
not exactly a stupid question, is markerColor returning the manually-set value or a formatted version of that (or empty string)?
it returns correctly formatted manually set color. for example set #(1000000, 0.5, 1) will return #(1,0.5,1)
noice! thanks, that was actually the thing behind my question ๐

nonexistent or bad format will set to #(1,1,1,1) , which is ColorWhite when you set nonexistent "ColorBlalalalala"
and can it accept HTML values ๐
Not sure if you can set icon color with classname but this works with all shapes
HTML is difficult to encode on the fly
I guess R3vo color picker would be easier with 0-1 range
one can, so it should work ๐
yeah HTML was half a joke and definitely not a requirement ๐
HTML format is actually not bad for parsing but but user experience it is probably easier with numbers
lemmie double check
I need to check how markerAlpha works with this, be prepared that color will not have alpha
Ok marker Alpha is additional modifier on top of existing color aplha, worth mentioning
OK wiki example works just like it says
I will add about alpha
nearestObjects [player, [obj1, obj2, ..., obj350], 200];
or do you mean an example of the current inAreaArray equivalent?
What are those objects supposed to be?
objects array
any you pass, so it filters them by specified radius around center
and filters SORTED by distance
equal to something like this:
_objects = [obj1, obj2, ..., obj350] inAreaArray [player, 200, 200]
_objects = _objects apply {[_x distance player, _x]};
_objects sort true;
_objects apply {_x#1};
GIB ARRAY = ARRAY sort CODE
would be nice, but still slower than alt syntax for nearestObjects for this case
imo something similar to what I requested before is better, which allowed you to do multiple things, like filter by side, type, etc. (I don't remember if sorting and filtering by distance was in the list but you can still add it there)
I wonder if _objects sort {player distance _x} could be as fast with SimpleVM as native distance sorter
Whatever the case, ARRAY sode CODE is a must
That's not how sort by code works.
What you wrote will have to do the apply method otherwise it'll be slow
Why not? This would be a perfect replacement for current double apply sorting everyone has to do.
private _closest = _objects sort {_x distance player} select 0;
private _farthest = _objects sort {(_x distance player) * -1} select 0;
or select -1
Because code should be: {params ["_v1", "_v2"]; (player distance _v1) < (player distance _v2); //return if _v1 is somehow smaller than _v2}
Which is shower than computing the values once, storing them in a separate array and sorting that array (which is what the apply method does)
Just let the scripter quantify the properties
Sure item by item comparison callback is nice, but I just wanted a better version of current sort
allPlayers sort {name _x}
```And by strings too
Well at least make it bidirectional: array sort [code, bool]
Yeah, I guess asc/desc flag for non-numeric value maskes sense
I'd say reverse ARRAY but it doesn't return ๐ก
Searching 980 files for "_sort sort"
26 matches across 16 files
forEachReversed is great though:
Searching 980 files for "forEachReversed"
34 matches across 18 files
Searching 980 files for "getEntityInfo"
18 matches across 3 files
```not much yet
Ive tested this exact bunker in vanilla, laying in that exact spot:
DS
Diffrent calibers 5.56, 6.5, 7.62, .50
Ai local to me and ai local to host
None of them penned. Also, as soon as i ducked below window, after ~2 seconds they stopped shooting
The thing that penetrated was 30mm AP, on thinnest walls
this is why I got confused. NearestObjects is searching objects map, you want sort by distance of known objects right?
that indeed be a more suitable command override
calling a code as Samatra suggested is not going to be as fast as predefined routine, Lemmie think about what can be done, if we do it it has to worth it
Something like ARRAY sort ["SORTTYPE", optional args] where args would depend on the type of sort chosen, could be as fast as qsort can be
what types of sort would be helpful, go nuts.
for example
SORT_BY_NAME_ASC
SORT_BY_DISTANCE_2D_ASC, argPos
....
90% of my sorts are distance, mostly 3d
maybe sort by isPlayer, iskindof (human vs vehicle etc)
Arma 3 Filtration update
Since sort by distance is the most used one, I'd make it a dedicated command.
ARRAY = POS sortByDistance ARRAY;
```No asc/desc flag. You can use `select 0` to closest, `select -1` and `forEach`/`forEachReversed` later. Or just `reverse` if you need it the other way around *that* much
If we have an array of hashmaps a third arg to specify key used as value would be neat.
Instead, I'd implement my ARRAY = ARRAY sort CODE idea and @sinful kettle 's sort by direct comparison of arguments
ARRAY = ARRAY sort CODE:
private _closest = _objects sort {_x distance player} select 0;
private _farthest = _objects sort {_x distance player} select -1;
ARRAY = ARRAY sortXY CODE:
private _sorted_by_distance = _objects sortXY {player distance _x > player distance _y};
private _least_fuel = _vehs sortXY {fuel _x < fuel _y} select 0;
Two items are supplied as magic _x and _y
Suggesting _x and _y by analogy with other commands
Since the whole point of the command is to use two arguments, supplying _this and doing params is wasteful, might as well put both arguments into vars right away
Also GIB reverseRet/applyReverse to copy, reverse and return the array
arrayReverse
ARRAY = ARRAY reverse BOOL where BOOL is to copy or not the array and also return it
private _a = [1,2,3];
diag_log (_a reverse true); // [3,2,1]
diag_log _a; // [1,2,3]
diag_log (_a reverse false); // [3,2,1]
diag_log _a; // [3,2,1]
tbh I'd say just bite the bullet and change reverse to return the array instead of Nothing
Its not like there are any EHs that act on returned array
in case somebody had reverse as last command in some HandleDamage somewher
Taking this moment to advertise my setN command suggestion: https://feedback.bistudio.com/T178841

I'd love ARRAY = ARRAY setZ NUMBER too
I have a lot of use cases for setN though, with hashmaps in particular, hate doing HASHMAP merge [HASHMAP, true]
I have explained above that calling code is the bottleneck, all will be for mere bit of convenience, where as having a bunch of predefine sort functors can make it mega fast
Well, it will be convenience AND performance, no need to build an array of arrays only to break it back after sorting each time
Not as fast as native sorting of course
what array of arrays
Currently I mean
I actually felt that native sorting (with sort) was oddly slow.
I guess because it has to keep confirming the data types for each comparison.
private _sort = _vehs apply {[player distance _x, _x]}; // Array of arrays
_sort sort true;
_closest = _sort select 0 select 1;
ah ok, no point expanding then, thats the speed you gonna get and slower
Might wanna take a look at that function though. Should have a fast path for all-numbers at least.
gotcha, a bit meh
i would be fine with additional arg in inAreaArray 
there is no fast way of checking if array is all numbers without going through each element and checking type
Yeah, but that's an O(N) pass while the sort itself is N log N.
I could be wrong though. I was just puzzled at a couple of points that sort was the slowest part of some code.
lets assume that it is as optimised already as it can be, so sorting numbers would be the fastest you can squeeze out of it
anything faster than BIS_fnc_sortBy is a bonus
nothing is really. That's not a bad function.
(it uses sort for the actual sorting)
just apply/sort/apply IIRC
let me explain why this is bad idea. 1. new command. 2. no asc desc 3. no 3d 2d 4. when you want another type of sort you cant expand
only?
you want ARRAY sortByDistance ARRAY, looking a lot like inAreaArray.
As for other sorts, I have a hard time coming up what kind of sorts you might needed at engine levels
Or you could add a parameter to inAreaArray :P
then we just look up common types of sorts
Honestly modifying inAreaArray* sounds like a best solution here. Old command, very flexible, etc.
inAreaArray can't test spheres though
sort is old command too, even more flexible and versatile
I suspect sort is the slowest part of apply/sort/apply for any significant array now, so yeah, I'm not sure if adding commands is helpful.
Assuming that simpleVM works on stable now.
simpleVM apply is pretty quick IME
is simpleVM something dedmen added?
Yeah.
then dunno
I'll do some tests later.
my bet it wont beat native predefines sort functor
might be close enough tho
For what array size? :P
enough to measure
sort's obviously going to be the slowest part at some point
I'm guessing closer to 100 elements than 1000
it could use some documentation if even other BI devs are unaware it exists 
Anyone remember how to force it off? Like ;; at the start of the code or something?
i like this KK's idea because then there is no SQF code involved, it should be the fastest way...
we'll see I can certainly prototype it with something simple first
fun fact: if you stretch pentagon horizontally you end up with cybertruck
KK you could get paid millions of dollars for that in Silicon Valley
Tested, the crossing point where the sort is slower than the _array apply { [_x distance2d player, _x] } is at about 50 elements.
n log n for sort does fit pretty well.
Conclusion: You won't gain that much just from moving the apply to the engine.
btw, if you just want the closest then this is pretty good since simpleVM:
_distances = _array apply { _x distance2d player };
_index = _distances find selectMin _distances;
nearestObject?
Also GIB selectMinIndex and selectMaxIndex
can you show the whole code comparison plz?
@gaunt depot could you remind me why did we even add xxxIndexes version? I'm testing something and it is always little bit slower than returning objects or even positions
Its needed for doing area checks on non-entities
?
When you have custom data with positions and you want it area checked
yeah, if you give it array of positions it returns positions faster than indexes
Yes, but you then have to turn positions back into indexes to get the data that's alongside these positions
ok, i pretend i understand what you are talking about. the difference in speed in negligible, probably due to the fact that when you return an element it uses the fastest iteration loop
private _data = [
createHashMapFromArray [
["pos", [123,321,111]]
,["name", "some data"]
,["something", "else"]
]
,createHashMapFromArray [
["pos", [321,123,333]]
,["name", "some other data"]
,["something", "else again"]
]
];
private _indexes = _data apply {_x get "pos"} inAreaArrayIndexes [player, 10, 10, 0, false];
{
systemChat format ["Player is near %1", _data select _x get "name"];
} forEach _indexes;
My practical use are smoke sources that can get deleted earlier than I want it (Can't change timeToLive) but I update their positions while they live, then I can check against that position and retrieve other data about smoke source by index
Another real use case:
client_mapDraw_drawTexts = []; // Hashmaps
client_mapDraw_drawTextsPositions = []; // Positions
... then later ...
{
private _hashmap = client_mapDraw_drawTexts select _x;
...
_map drawIcon (_hashmap get "text_array");
_map drawIcon (_hashmap get "subtext_array");
} forEach (client_mapDraw_drawTextsPositions inAreaArrayIndexes _location);
its more complicated in that forEach with zoom checks, conditions, etc. but you get the idea
ok, how about having hashmaps as well accepted into array where position will be hashmap key called "position"
you cannot return index but can return matched hashmap
ah no you can return index too
Sounds very specific, I think its fine as is
getPos hashmap
Would be pretty much a _hashmap get "pos"
so if you have [hashmap, hashmap, hashmap] inareaarray "whatever" instead of extracting positions from each hashmap and placeng into array then backmatching indexes to find which hashmap, you will have the actual hashmap returned
see above
Yeah I get your idea, skipping that apply {_x get "pos"} in my example
Issue is what if there are several positions per hashmap or array of positions
Very specific usage
you just make special key #position that will have special usage in hashmap
its an object with great potential
aaaaaanyway, thats just thinking aloud, I better go back to optimising inareaarray
Only works for objects. I work with a lot of data that isn't.
Building the test data:
testArray = [];
_playerPos = getPosATL player;
for "_i" from 1 to 10000 do {
_pos = _playerPos vectorAdd [random 1000, 0, 0];
testArray pushBack _pos;
};
Test for 100 elements:
_array = testArray select [0, 100] apply { [_x distance2d player, _x] };
_array sort true; // comment out to test apply only
The range select is cheap enough that it doesn't make a significant different to the result.
so you are sorting arrays in array, it's gonna be slow
well yes. That's like every practical use of sort :P
If you could make a much faster one that returns indexes then that would be useful.
but it feels like you could do that internally for the [number, array] special case.
The qsort operation itself just needs to deal with [number, index]
So why are we here? What I was proposing is slightly different. I am sorry but I kinda missed where it turned into this comparison, because it is irrelevant to the approach I was thinking of
Well, my point is that sort itself is pretty slow, and probably much slower than it should be for the common cases.
ah, I remember now, you said sorting just numbers is slow but then show this array in array sort. yes this is slow, do you have an example for just numbers where it becomes slower than apply after 100?
Well, it will for some array size, but I don't see the utility.
I think every usage I have is [number, something]
If I were to improve on it I will need some sort of sqf equivalent which would be the fastest way of achieving said sort with currently available tools so I could compare
thats because you have to drag the reference along otherwise it will be useless
reference in the same array i mean
Yes.
I think I can improve that
The trouble I think is that sort is dragging the whole thing around internally.
it is a poorman's version of having array sort code, which would probably be faster
hmm, actually sort is still pretty slow when fed with plain numbers.
maybe I should fire up a C compiler and check expectations :P
Ah okay, fair
I keep seeing people who cannot join servers and are stuck in the mission loading screen until they make a brand new profile and try to join with it. Was there any consensus what is the cause?
Haven't seen that one in ages, but that's quite old bug (3+ years). I think no consensus.
unfortunate
made a request on CBA's github to add some form of export-import function for the custom keybinds similarily how it works for addon options, because it is very annoing to set everything up by hand everytime this happens. Hopefully doable
I can get the player's profile files but not sure if this can help troubleshooting the issue
Maybe if you can replicate by using the profile data yourself...
but I suspect that's not how it's gonna work.
If they switch back to the old profile, does the problem return?
Yes, we had such problems (never myself) but if i used their profile, i was able to replicate it
wow, all that spam in tracker
bring it
@gaunt depot do you use inareaarray a lot?
I understand that Iโve bothered everyone with my problem, but nevertheless, help me understand what it could be?
They just walk through walls!
But if they didn't have buildings, they wouldn't be able to walk up stairs?
https://youtu.be/3LCj1Ee9f6k?t=153
I have a feeling that buildings need to be created locally on each client..
Searching 981 files for "inareaarray"
50 matches across 11 files
I'm thinking to add ASL/ATL flag that would unify positions
ASL is really world position
Sounds great!
Are those AI?
AI
the feeling that AI sees the player, but at the same time they also walk along the floors and stairs
For old inactive feedback issues is it best to recommnent on them or make a new post
Comment
okie dokie
Walking thru walls isn't that weird because AI don't have collision. If the pathfinding gives them a path thru a wall they'll take it 
I still have no idea what's wrong that causes seeing/shooting thru walls
To be fair, many Enoch models are buggy and poorly optimized
104 results in 44 files :P
I think every single one of those is 2d though.
okay I made a comment, and now I pray 
https://feedback.bistudio.com/T167366

partly because the airspace control function is bad.
atl/asl is only relevant to array version defining c
Yeah, I never had to worry about that. I remember there was an inconsistency with another command.
@gaunt depot so what did you do about InAreaArrayIndexes inconsistency?
So inAreaArrayIndexes expects center in AGL and positions in ASL, not what wiki says, which is even more confusing. There is no way of explaining this on biki so I'm just gonna go ahead and fix it and hope it won't detonate
private _indexes = both_vehicles_vehicleSmokesPosition inAreaArrayIndexes [ASLtoAGL getPosASL _shot, 60, 60, 0, false, 50];
But yeah, I support just doing the right thing and fixing it
I will test and then will try add to prof. are your vehicle positions in ASL?
both_vehicles_vehicleSmokesPosition set [_forEachIndex, ASLtoAGL getPosWorld _x];
I'll change it with productVersion check when its fixed
Hi, I posted a tweak request for the launcher. It would be nice for the launcher to prompt users to download CDLC compatibility data if they try to import a modlist with CDLC that they don't own. Currently, importing a modlist that has CDLC you don't own will simply give an error message stating the fact, but instead, if it asked the user if they wanted to download the compatibility data and replace it in the modlist file, it would be very helpful, especially for newer players.
Thank you.
https://feedback.bistudio.com/T186037
so ideally you want to use just _x and _shot, without any position extracting?
This code used inAreaArray before inAreaArrayIndexes, I just used _shot without any position getters until I discovered that it ends up using entity ASL instead of AGL
both_vehicles_vehicleSmokesPosition set [_forEachIndex, ASLtoAGL getPosWorld _x];
```was to show that I check `_shot` against array of AGL positions
but do you really want to fill array with positions instead of objects?
I have to check against positions because _x could go null while I still need its last position
ah
private _index = both_vehicles_vehicleSmokesPosition inAreaArrayIndexes [_shot, 15, 15, 0, false, 15] select 0;
```older version of this line before I figured `inAreaArrayIndexes` uses entity ASL instead of AGL and this code doesn't work
and in nonindex _shot worked on its own right?
it expects agl for center asl for positions you made it flip and it also works, whoa
i will make both expect agl by default (currently default for inArea and inAreaArray) and pos world option will be optional
world and asl are similar, asl does placing point transformation into world coord while world does bounding center transformation. think for player or vehicles it doesnt matter
internally everything is kept in world format
Yes, before that I used entity in area argument against array of AGL positions
Speaking of positions, wish there was getPosAGL to skip ASLtoAGL/ATLtoAGL, plus we can add large red banner in getPos wiki article to stop using it, so people don't end up with AGSL by accident messing up their scripts
Not a big deal for me personally though
@solid marten Why boundingCenter for marker positions?
Is this how engine-driven map icons are drawn? Using object bounding centers?
3d icons?