#arma3_feedback_tracker

1 messages · Page 19 of 1

gaunt depot
#

It seems boundingCenter * -1 is what [0,0,0] was in Object Builder

gaunt depot
#
o = createVehicle ["B_HMG_02_high_F", getPosWorld objNull, [], 0, ""];
[o worldToModel ASLtoAGL getPosWorld o, boundingCenter o];
```=> `[[0,0,0],[0.205782,-0.589646,1.72419]]`
solid marten
#

yeah sorry [0,0,0]

gaunt depot
#

boundingCenter has very weird return, I think its only useful for simple models as they're created with boundingCenter offset

#

Thus my question why setMarkerPos* uses it

solid marten
#

my mistake its objects model 0,0,0

gaunt depot
#

👍

solid marten
#

for player it is the same as bounding center

#

private _indexes = both_vehicles_vehicleSmokesPosition inAreaArrayIndexes [ASLtoAGL getPosASL _shot, 60, 60, 0, false, 50];

this should work after changes

#

private _indexes = both_vehicles_vehicleSmokesPosition inAreaArrayIndexes [_shot, 60, 60, 0, false, 50];

as well as this

gaunt depot
#

👍

solid marten
#

so should have no interruption, I will ask dedmen to add this into next profiling

#

in the future you could use getPosWorld for positions and _shot as object and set the command to treat all positions as World - default AGL

gaunt depot
#

New optional bool in area array?

solid marten
#

yeah

#

I need to comment out some stuff inorder to be able to add this to prof

solid marten
sand flare
#

First Time putting in a Feedback Tracker Note so sorry if I do it wrong, was advised it was a good idea here ( #server_windows message )

BLUF: UAV’s while on the server do not respond to altitude commands. Single-Player, Same Mods, Same Mission, no issues.

UAV’s Responds to every command I can give them other than altitude. For example, “Set waypoint” “Loiter, 1500m” “Never Fire” works perfect and the UAV will comply and execute! But “Altitude 500m” is broken, it will forever remain at 100m aside from steep turns.

Considering we have added, removed, and emptied the mix files and the UAV’s continue to respond in the same fashion as above, it has led me to belive this may be a server issue, tho I’m no IT guy. (Stable branch currently, same issue on previous versions of Perf branch)

NOTE: Admittedly, have yet to test straight vanilla on the server, however if it only works with strict vanilla, it may not be worth the effort to fix.

Willing to ask Server Host ( @halcyon quail ) for logs, and I ( @sand flare ) Can send over the mission PBO and Mods-List when needed.

Apologies if im reporting this wrong, I’d be happy to go to another channel if I’m out of place.

outer frigate
#

Vanilla repro or it doesn't get looked at

solid marten
daring wagon
solid marten
daring wagon
#

Can anyone confirm that utils 2? in debug console is broken? Can't reproduce the error msg anymore

solid marten
#

it is not I use it all the time

daring wagon
#

19:56:01 Error in expression <tility_printConfig.sqf";     true
}];

if (isNull _config) then 
{
_config = _confi>
19:56:01   Error position: <isNull _config) then 
{
_config = _confi>
19:56:01   Error isnull: Type Number, expected Object,Group,Script,Config entry,Display (dialog),Control,Network Object,Team member,Task,Diary record,Location
19:56:01 File A3\Functions_F\Debug\Utilities\utility_printConfig.sqf..., line 327
19:56:01  ➥ Context:     [] L327 (A3\Functions_F\Debug\Utilities\utility_printConfig.sqf)

I got this twice. The third time it suddently worked 🤷‍♂️

solid marten
#

you have modded 3den?

daring wagon
#

Yes

solid marten
daring wagon
#

Ah yeah, found the issue.

#

uinamespace getVariable ["BIS_ConfigUtility_LastParamsData", _this]; // This was 0 🤷‍♂️

solid marten
#

so utils 4 is not a bug?

daring wagon
gaunt depot
#

Really wish there was a way to skip magazine reloading. Issue is when you remove a magazine usually one that's loaded is removed and you have to also remove the weapon and add it back in, this is a total mess, just give us a command to skip magazine reloading.

#

Worst part is that you have to first remove the weapon, then remove the magazine, then add weapon back. Wrong order and you still get reloading thronking

#

There are probably like 10 tickets requesting this already, but here is my attempt at it:

BOOL = ENTITY setMagazineReloadingTime [WEAPON / MUZZLE / ARRAY, PROGRESS, (opt)TURRET]
```Returns `true` if such weapon/muzzle/turret/combo was found AND it was reloading for this command to take effect, `false` if not found or no reloading was taking place to affect it

Examples:
```sqf
// Units
player setMagazineReloadingTime [currentWeapon player, 0]; // Instantly finish reloading of current weapon and its first muzzle
player setMagazineReloadingTime ["GL_3GL_F", 0]; // Instantly finish 3GL reloading
// Vehicles
marshall setMagazineReloadingTime ["autocannon_40mm_CTWS", 0, [0]]; // Instantly finish reloading of first muzzle of weapon "autocannon_40mm_CTWS" which is "HE"
marshall setMagazineReloadingTime ["AP", 0, [0]]; // Instantly finish reloading of first found "AP" muzzle which "autocannon_40mm_CTWS" has
marshall setMagazineReloadingTime [["autocannon_40mm_CTWS", "AP"], 0, [0]]; // In case there could be other weapons with same muzzle name, take array with both weapon and muzzle to specify

Also having a getter would be useful too:

NUMBER = ENTITY getMagazineReloadingTime [WEAPON / MUZZLE / ARRAY, (opt)TURRET]
```Returns `-1` if weapon/muzzle/turret/combo wasn't found, `0` means no reloading is taking place, `>0` is reloading progress

Setting should be AG EL, let scripter handle `turretLocal` check themselves.
gaunt depot
# gaunt depot Worst part is that you have to first remove the weapon, then remove the magazine...

What I mean, say you want M2 static gun with 1 less magazine:

deleteVehicle o; 
o = createVehicle ["O_G_HMG_02_high_F", player modelToWorld [0,3,0], [], 0, "CAN_COLLIDE"]; 
o removeMagazine "100Rnd_127x99_mag_Tracer_Yellow"; 
```Welp, gotta wait until it reloads by itself before you can use it. Even worse if weapon is in backpack and it starts simulating/reloading only after you place it.
Alright, lets remove and add the weapon to instantly load it:
```sqf
deleteVehicle o; 
o = createVehicle ["O_G_HMG_02_high_F", player modelToWorld [0,3,0], [], 0, "CAN_COLLIDE"]; 
o removeMagazine "100Rnd_127x99_mag_Tracer_Yellow"; 
o removeWeaponTurret ["HMG_M2_Mounted", [0]]; 
o addWeaponTurret ["HMG_M2_Mounted", [0]]; 
```You still get reloading, you have to do this instead:
```sqf
deleteVehicle o; 
o = createVehicle ["O_G_HMG_02_high_F", player modelToWorld [0,3,0], [], 0, "CAN_COLLIDE"]; 
o removeWeaponTurret ["HMG_M2_Mounted", [0]]; 
o removeMagazine "100Rnd_127x99_mag_Tracer_Yellow"; 
o addWeaponTurret ["HMG_M2_Mounted", [0]]; 
#

Instead, it could've been:

o = createVehicle ["O_G_HMG_02_high_F", player modelToWorld [0,3,0], [], 0, "CAN_COLLIDE"]; 
o removeMagazine "100Rnd_127x99_mag_Tracer_Yellow"; 
o setMagazineReloadingTime ["HMG_M2_Mounted", 0]; // Defaults to primary turret which is [0]
solid marten
#

is it because magazine is removed from muzzle instead?

#

can have optional bool to remove magazine other than currently loaded

#

or make it always remove non muzzle magazine first

gaunt depot
# solid marten is it because magazine is removed from muzzle instead?

Not sure actually, maybe reloading is stored outside of weapon so since it already started removing and adding the weapon does nothing?
But if you remove the weapon first, THEN remove the magazine, reloading doesn't start so readded weapon is loaded instantly with no reloading in progress

gaunt depot
solid marten
#

like fire gl, fire gl, fire gl

#

can make a rapid fire gl to obliterate everything around for example

#

thats what I'd do

gaunt depot
solid marten
#

why do you need change time

gaunt depot
#

Say somebody might want to develop magazine reload jamming

#

Or pause reloading if unit leaves or turns away

#

Lots of modding possibilities

solid marten
#

i mean why you dont do insta reload on MG

gaunt depot
solid marten
#

yeah if you can do this already

gaunt depot
#

Because you have to remove the weapon first, then change the mags, then add it back. Its a huge pain in the ass.

solid marten
#

so it will allow make rapid fire exploit even easier?

gaunt depot
#

Changing removeMagazineTurret command to take argument to pick non-loaded magazine first will make this very easy, but I'd pick a command to manipulate reload time as it opens up a lot of possibilities

solid marten
#

one is safe another is not

gaunt depot
#

Existing setWeaponReloadingTime is already unsafe the same way

solid marten
#

anyway I can do the first one but second will require decision and judging by the fact it has not been done yet it is not because it is difficult to do because it is not

solid marten
#

anyway, I dont want to make that call

outer frigate
#

surely player with arbitrary code execution ability is unsafe anyway

gaunt depot
# solid marten yeah I remember it had some resistance too
    uniformContainer player addMagazineCargoGlobal ["3Rnd_HE_Grenade_shell", 1];
    player addWeapon "arifle_MX_GL_F";
    player selectWeapon "GL_3GL_F";
    onEachFrame {
        player setAmmo [currentMuzzle player, 1e6];
        player forceWeaponFire ["GL_3GL_F", "Single"];
        player setWeaponReloadingTime [player, currentMuzzle player, 0];
    };
    0 fadeSound 0.1;
#

WARNING: LOUD

solid marten
#

no lock is unpickable argument, but ppl still use them, the effort it takes to pick a lock is deterrent

outer frigate
outer frigate
#

At least I think that's how you write sqf it's nearly 6am

solid marten
#

it is logged

gaunt depot
#

Wide modding possibilities > Tiny cheater threat

#

I'd even say 0 cheater threat as its a drop in an ocean

#

In a client-authoritive game

solid marten
#

I will probably add removemagazine with 2 modifiers, not the current loaded and not auto reload

outer frigate
#

is one of those the mag going into inventory

#

I havent read everything

solid marten
#

or make the latter weapon flag

solid marten
gaunt depot
#

I could do suggestions to command to extend magazine manipulation, there are a lot of things missing

solid marten
#

sure, having a list is always good, some things easier than others to implement

#

I need to check something, noticed something in one function that may not work as expected in mp

gaunt depot
solid marten
#

Im sure it is Joris

daring wagon
#

Is there a chance that the Eden Editor marker property baseColor https://community.bistudio.com/wiki/Eden_Editor:_Marker will also get support for the custom color format? Right now I can change the color via attribute but it does not show in the Editor and I cannot set it via SQF

#

But I guess even if I could set it to format #(1,1,1,1) then the attribute control would freak out the next time I open it notlikemeow

solid marten
#

Make a ticket, there are other things might need to be added to 3den marker ui

solid marten
#

if you removeMagazine unit, it always empties inventory first and the muzzle mag is last. Makes no sense why for static weapon it removes muzzle mag first then auto reloads anyway. You can already remove muzzle mag if you need with removeMagazineTurret. Add mag adds to the end, but remove mag removes from the front? meh

limpid rune
#

the problem for vehicles and statics imo is there's no way to instantly load a specific magazine for them, infantry has multiple methods but for vehicles you just have to deal with it. removing the weapon, adding the magazines first etc doesnt work for them they still need to do the entire 'magazinereloadtime'

#

a legit usage for this is if I want to block the weapon from being fired but dont want to add like a setWeaponReloadingTime loop I just remove the weapon, but when i readd it back it reverts to the 'default' magazine ignoring what was previously loaded by the player/AI

gaunt depot
#

@solid marten Can isSwitchingWeapon be expanded somehow? From weapon, to weapon, progress maybe?

solid marten
#

no, it is more of an animation thingy and when it comes to remote unit it is just a bool, dont ask why

solid marten
limpid rune
#

that would be nice as the current methods of doing so are variations of suck

outer frigate
#

just throwing an idea out there, unlikely i know - is it possible to get magic variables in model.cfg based on source? e.g magazine max ammo for revolving or something?

#

would be a nice qol thing

devout wave
# limpid rune a legit usage for this is if I want to block the weapon from being fired but don...

Not being able to insta-load a vehicle mag has been a problem for me too. Cases I've encountered:

  • trying to make a vehicle use an ammo type other than default, e.g. changing rocket artillery from HE to cluster
  • trying to add new weapons to a vehicle or replace an existing one with a different weapon
  • trying to provide infinite ammo for mission design purposes
    Vehicle heavy weapons often have long reload times, so this can be annoying when you want the new ammo to be available immediately.
gaunt depot
gaunt depot
gaunt depot
#

is healing, is getting in/out, something else

#

same as getEntityInfo, maybe there is something

solid marten
#

I dunno, there are many bools in the engine, no idea where to even look

outer frigate
#

Kk

solid marten
#

12753178253712653821 matches found

solid marten
gray wharf
#

Ich bin in Deutschland as of now… I shalt (later), but on what aspect of it?

#

…oh, I opened it

#

nvm, I get it 😄

solid marten
#

Danke

surreal bough
#

what to believe more?
in the chat 8 gigs of RAM only goes to the server

#

but the task manager shows me something else...

near cedar
#

It is possible task manager is reporting shared+private, but Arma is reporting private memory only?

gray wharf
#

I was the spine chill you had yesterday 😁

daring wagon
daring wagon
#

Can anyone confirm/check if opening any of the AAN articles in the first contact campaign also throws script errors ?

18:58:38 Error in expression <_3den_display3den_menubar_search_text",
format [localize "str_disp_xbox_hint_mp_>
18:58:38   Error position: <format [localize "str_disp_xbox_hint_mp_>
18:58:38   Error 0 elements provided, 1 expected
18:58:38 File a3\UI_F_Orange\UI\Displays\RscDisplayAANArticle.sqf..., line 75
solid marten
#

"%1 Sign in" but there is no argument for %1

daring wagon
#

I have added it to the ticket we have for all this format related errors

devout wave
cyan basin
#

oh, whoever knows: does arma 3 use MME/DX or WDM or WASAPI for audio devices?
why it is not picking up usb audio devices?

#

is there a ticket for the usb audio not working issue?

regal nimbus
#

I don't think there is a USB audio not working issue.

#

It'd probably be more specific than that, like devices that dynamically switched the channels or frequency breaking.

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At least, I've seen some fancy headphones report as mono on startup, and they're clearly not mono. I don't know if that's dynamic switching or driver bugs.

gaunt depot
#

I remember back in the day we had a bug where the engine hid the particles by using their scale value as minimum distance from camera check, this is why you couldn't see bullet casings from the guns in first person

#

but I think it was changed to be model size multiplied by scaling?

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This fixed the casings but made a negative effect to effectiveness of smokes and smoke screens, large clouds get culled when they're close to camera or when zoomed in

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If smoke screen is made of large particles (ex.vanilla vehicle smoke screen), you can't see somebody inside that smoke but they can see everyone else just fine

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Plus if you zoom into that smoke with large magnification scope, it also hides plenty of particles reducing effectiveness of smoke

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Not sure if I explained it right, my point is, large particles get culled too easily

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Not exactly vanilla smokes but very close to them

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Anyone else felt this problem? I wonder what can be done about it

limpid rune
#

yep noticed it too when we were tweaking smoke particles in spearhead to improve performance

alpine tulip
#

Speaking of something, is str'ing an object changed its format?
1d3252d0100# 5: bluntstone_02.p3dLand_BluntStone_02 in 2.19 right now. I mean it's not even serious thing though...

gaunt depot
#

Yeah something messed up

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I was suggesting to add class name to str output and it looks like it was adandoned half way though it

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Wonder if its related

#

Honestly adding classname to that memory address + index + model name won't hurt either

#

1728ea52040# 1813822: m1a1fep.p3d => 1728ea52040# 1813822: m1a1fep.p3d (rhsusf_m1a1fep_wd)

solid marten
daring wagon
#

My main gripe with smoke is that it eats frames.

gaunt depot
#

I don't know current distance check but years ago it was scale meters, so all particles with 1 scale were hidden <1 meters from camera

#

there are probably other conditions that make smoke billboards disappear when you zoom onto them

solid marten
solid marten
#

should probably just change alpha the closer you are

gaunt depot
#

Is it model size X scale?

solid marten
#

dunno, need to look at it properly

gaunt depot
#
Static buildings synchronisation must be executed on the server.

The command seems to work fine from client side, why this remark?

#

Does it simply messages the server to do the command there?

gaunt depot
#

Also, any downsides from doing the command repeatedly from server side? Does it replace itself in JIP queue for same entity or adds a new one each time?

regal nimbus
#

Wouldn't the down side be that it spams the network for active clients?

gaunt depot
#

Yeah, probably does

#

Though it shouldn't be that much of traffic

old crystal
regal nimbus
#

A3 demand-loads models and textures, so the first time you load a vehicle it's going to hurt, yes.

#

Subsequent createVehicles may also be bad. Depends whether it's been flushed out of RAM.

surreal bough
regal nimbus
#

shrugs

#

I'm not sure how much difference it makes once they're loaded, assuming that you have enough RAM.

cyan basin
solid marten
halcyon quail
#

seems to happen when you have a unit insignia originally defined on a character

#

happens alot to us on our server and we just switch the unit insignia to go back to normal

solid marten
#

soon the thing of the past

gray wharf
solid marten
#

you won't need it after the textures will be stored in unform

#

dont think that code will break or interfere, will just be redundant

young oasis
gaunt depot
solid marten
gaunt depot
#

And I was asking about uniforms retaining any setObjectTexture used on them while they were on the soldier

solid marten
#

yeah should be persistent when you put them down

gaunt depot
#

Not sure how uniforms are implemented compared to other items, but if they are similar structure and messages, having textures on other items would be HUGE

solid marten
#

I'm going to look at it later, but it might be possible, but don't expect anything huge as it will be expensive in MP as you will need to jip all that

gaunt depot
#

Yeah, I understand its traffic increase but it can open a lot of modding possitilies

#
UNIT setItemTexture [CLASS, INDEX/SELECTION, TEXTURE];
#

Extend addItemCargo maybe

#
BOX addItemCargo [CLASS, COUNT, [INDEX0/SEL0, TEXTURE0, ..., INDEXN/SELN, TEXTUREN]]
#
_crate addItemCargoGlobal ["V_TacVest_blk", 2, [0, "#(argb,8,8,3)color(0,0,0,1)"]]; // 2 pitch black vests
solid marten
#

Testing persistent uniform texture using setObjectTexture and wondering why it does not persist in MP?

sacred river
#

Is there any chance that Cargo10 containers will have the door open ability? currently only Cargo20 and Cargo40 can open their doors.

vapid cradle
#

Is it possible to have an option to attachTo in order to set which LOD of the attached object should be active ? It would be easier for collision with large vehicles

last jolt
#

Servers been crashing a lot since the update.

I just noticed something I should have noticed weeks ago.

Server is starting with a very low virtual memory size VirtMem : 4.0 GiB compared to RPT from sessions prior to update VirtMem : 131072 GiB

Any ideas? It always been default, ive never edited these values

cyan basin
last jolt
clear glen
#

is there an AI equivalent to 'playerTargetLock' command? I dont think there is and I learned today you can spectate a unit and run this command to get results for 'their' targeting system. So I am thinking of creating a ticket for a new command to allow passing a unit to get their lock status. Although I don't know if it depends upon the targeting UI and that's why it is limited to players?

clear glen
surreal bough
#

https://community.bistudio.com/wiki/switchCamera
does not work if the server settings are only in first person. In order to turn on the camera once at respawn, I have to make a server with 3rd person settings and a lot of checks to control this and prevent the inclusion of the 3rd person camera throughout the entire field of activity.
and as a result of these checks it is still possible to lose the camera and player control

daring wagon
#

So you wanna halt all scripts until the command is executed on a different client? meowsweats

solid marten
surreal bough
solid marten
#

I guess this is intended behaviour?

#

there is another setting, 3rd person vehicle only

solid marten
regal nimbus
#

Hmm. Isn't there a BIS function that does that anyway?

surreal bough
surreal bough
regal nimbus
#

You don't understand why the code you pasted doesn't work? Or what?

#

That's getting well outside the scope of this channel anyway.

surreal bough
solid marten
#

100% repro

azure crane
solid marten
#

you got me, making BF3 mod

gaunt depot
near cedar
gaunt depot
near cedar
true blaze
true blaze
gray wharf
solid marten
gaunt depot
gray wharf
#

:3

fluid meteor
solid marten
gaunt depot
solid marten
#

what for real?

gaunt depot
#

yesn't

unborn acorn
surreal bough
#

if possible, expand the insideBuilding feature so that it works with the position in the building and it would be possible to understand that the position is inside the building or outside (on the roof, under the canopy)

surreal bough
desert trench
surreal bough
unborn acorn
lime sedge
desert trench
#

@surreal bough maybe its the language barrier. that aside there is near zero chance for small sqf command tweaks/basic usability improvements to get implemented. either they need to expose new functionality, or significantly speed up very performance relevant sqf commands

#

put differently why should the limited time from Dedmen/KK be spent on things already doable in sqf by other means

surreal bough
#

This is all not serious, just for the sake of reflection and just personal desires

outer frigate
#

modifies array iirc

surreal bough
#

iirc can someone explain what this means?) it is constantly used in dialogues

desert trench
#

my estimate would be:

  • deletevehicle is very common in use
  • fairly slow
  • mass deletion has fairly frequent utility
  • easy to implement
hardy cipher
#

Hello, shamelessly reposting this because a trailer came out for the new CDLC.
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

outer frigate
#

Unfortunately don't think many launcher changes will be done at this stage but would be a nice addition

hardy cipher
#

yeah, it is kind of wishful thinking but it would be really convenient, especially since we have a lot of CDLCs now

alpine tulip
#

It is TBH one of the worst part of Arma 3 (Launcher) and we still want it at all costs

hardy cipher
#

at all costs, I'll become one of those annoying youtube commenters that say "Day 30 of asking for this video" except I'll just post weekly and say "Week 8 of asking Bohemia to add this to the launcher"

surreal bough
alpine tulip
#

We're not talking about the history

waxen tundra
solid marten
#

@untold sky ⬆️

desert trench
#

i hadnt had the time to test this yet - wouldnt it be possible for servers to run the compatibility data, and for CDLC owners it would automatically create symlinks in !workshop to mimic the compatibility data without actually subscribing (and redownloading the data)

devout wave
desert trench
#

i think the only data difference is meta.cpp in the workshop mod

#

if the A3 launcher can detect and load the compatibility data, if loaded on the server (and not the CDLC branch), it may work - only prob may be the meta.cpp

#

other alternative would be some hardcoded id matching (CDLC to compatibility workshop mod) and the A3 launcher to handle that proper detection and loading

desert trench
#

or if you least steam wont redownload the data, if there is an existing workshop modfolder - but only the meta.cpp (plus initialization). one/a few steps more, but still way better than current situation

lament escarp
#

On the animationPhase wiki page (https://community.bistudio.com/wiki/animationPhase) it states that the animation can be scripted or engine driven, but animationPhase does not work for non-engine driven animations unless the name of the source is the same as the name of the animation in the model.cfg's CfgAnimations class

#

I understand that animationSourcePhase exists, but I'm running into difficulty where the Garage does not allow me to utilize the customization features I've written, as I have multiple, already weighted selections tied to a single animationSource for hiding and unhiding.
(For context, you can actually use useSource = 1 to animate the source with the name of the animationSource, and by having a class in the model.cfg of the same name, you can still analyze the animationPhase)

#

I have found a work around, but I do want to verify whether the above is a bug or is intended functionality so that I can clarify the wiki 🙂

limpid rune
#

yeah I encountered this too - you basically need to have an animation class that matches the source name

#

its definitely something that should be improved, i guess animationSourcePhase didnt exist when garage was implemented

unborn acorn
#

Apparently game has full prepared explosion sounds for 20mm and 40mm grenade launchers (underbarrel GL, static GL, vehicle GL), but it seems that the sounds were mistakenly set to the same as for throwable grenades
https://feedback.bistudio.com/T186451

untold sky
#

Yes, I added the objects debug name

#

Yes. Statics/terrain objects are 1:

#

There is no way to force it off anymore

#

I think I had a repro with a profile that reproduced it. But I probably lost it if it wasn't in a FT ticket

untold sky
untold sky
cyan basin
#

dedmen, do you still want/need a ticket for the launcher feature requests or its a no?

#

its a significant qol because it'll enable the simplicity of mod list loading with the launcher combined with selecting different exes

hallow sun
#

Can we get a FPS limit in the main menu?
My GPU coils are whining without Vsync nootlikethis

alpine tulip
#

Do you mean due to how main menu is optimized you get more than enough?

hallow sun
alpine tulip
#

I'd say adjustable FPS limit/Vsync (30/60/90/144 etc?) is much more reasonable suggestion

hallow sun
sinful kettle
solid marten
#

"a3\characters_f\common\data\basicbody_black_co.paa" is this texture belong to a uniform? @gaunt depot

gaunt depot
solid marten
#

this is default texture on a uniform-less body apparently

limpid rune
#

yeah its one of the variations for the underwear model

gaunt depot
#

oh wait its black underwear

#

there are unused colors to NATO Coveralls

limpid rune
#

which there's a randomisation script for but its broken because the hiddenselection is wrong 🙃

solid marten
gaunt depot
#

It won't work in MP anyway as people will see random underwear

#

Sage and Woodland NATO Fatigues

#

^

#

Faction-specific underwear

#

List with textures ^

#

Also I wish somebody would dig in into asset archive and release unused camos for vehicles

solid marten
#

no pictures?

devout wave
#

I didn't make the list :U

gaunt depot
#

I remember making them but that was like 10 years ago

solid marten
#

tried the first one all misaligned, useless without knowing for which model

gaunt depot
devout wave
solid marten
#

ah

gaunt depot
#

Alpha also had Raven PMC cap, sadly removed

#

We stlil got the vest though

#

that texutre is not a good fit as material has a hex instead of flag on the shoulder

gray wharf
#

and the shotgun in screenshots!

gaunt depot
#

Also black TRG 😢

#

Biggest mistery for me is... Police Hunter!

devout wave
gaunt depot
#

Green underwear = perfect fit for BLUFOR

#

Pre-Alpha civilian clothing, wish it was finally included in the game properly

#

I had a more complete picture somewhere with all possible combinations

gaunt depot
#

Blod Besvimelse - Misantrop

solid marten
#

sniper map?

gaunt depot
#

any map = sniper map hmmyes

surreal bough
#

how to identify these creatures after players and remove them

outer frigate
surreal bough
#

this is a game bug...))?

lime sedge
#

Try _unit switchMove "".

outer frigate
#

It doesn't need to be here

near cedar
#

but also having an fps limiter wouldnt be bad either

gray wharf
#

someone helpful telling you to go where you are most likely to receive help, aka the #arma3_scripting channel
each channel has a purpose I invite you to respect, unlike what your childish "🖕" reaction allows to hope

hexed burrow
azure crane
untold sky
untold sky
outer frigate
#

Anything further on this potentially?

#

Would be really nice

untold sky
#

No

near cedar
# untold sky Works fine for me?

Weird, I've had it work in fullscreen but never in borderless windowed. And in two very different systems (but both nvidia). 🤔

I think I got confused — it's just nvidia adaptive sync that doesn't work. Yeah that would be it 🤔 sorry for the confusion!

#

(the thing that turns vsync off when fps < refresh rate)

untold sky
hallow sun
willow kestrel
#

I get this error (group=1 'Replication', reason=8 'JIP_ERROR') when trying to join a server i went in the game deleted all the mods and reinstalled them but still dosent work does thiis have any fix?

glacial pilot
#

Sorry about the wrong channel first time
This should be the right channel

Encountered this issue recently
https://feedback.bistudio.com/T125049
Appears to be incomplete dik codes for F13~F24
DIK codes only has up to f15, higher displays as "UNEXPECTED_KEY_ID"

Probably partially caused by missing scancodes in "\a3\ui_f\hpp\definedikcodes.inc"
These should be the missing ones

#define DIK_F16             0x67
#define DIK_F17             0x68
#define DIK_F18             0x69
#define DIK_F19             0x6a
#define DIK_F20             0x6b
#define DIK_F21             0x6c
#define DIK_F22             0x6d
#define DIK_F23             0x6e
#define DIK_F24             0x76

Updated the ticket with the information I found as well

gray wharf
willow kestrel
#

Ok mb 🙏🏻

alpine tulip
outer frigate
#

Honestly I'd just like to fps limit arma at 40

alpine tulip
#

That is also an idea

desert trench
#

8:29:06 In last 10000 miliseconds was lost another 1171 these messages.

#

probably -debug shouldnt log the context in that case

untold sky
foggy shuttle
#

Was screwing around with hashmaps testing for performance differences, came across an interesting issue with get. I still have no idea how it happened, and it was probably 100% my own fault, but figured I'd post it here cause the error is funny.

Anyone had a report of a similar error? Was so long in the RPT that it cut off - not that it matters
https://i.imgur.com/BhXTwgs.png

modest sonnet
#

that's incredible

fluid meteor
foggy shuttle
stone tree
gray wharf
#

nukeded, thx o7

untold sky
#

Ah its type error on the _x...
Okey I see where the get: came from but still funky.

It errored in every loop iteration, because the type on left side was wrong. But its supposed to replace the message every iteration, and not keep appending it.
Its probably simpleVM... Ah found it

#

Type error, first sets error to the "got X expected Y" message.
And then it prepends the script commands name.

It did that in a loop, repeated type error just ignored the next error, and only keeps the first one.
But the prepend kept doing its prepending even though it was already there

#

Fixed

desert trench
untold sky
#

Due to the bug that was fixed on Prof last week and dev today

desert trench
#
Ref to nonnetwork object <No group>:0 (Curve_F)
 ➥ Context:     [] L53 (\A3\Functions_F\Animation\Timeline\fn_timeline_play.sqf)
    [] L51 (\A3\Functions_F\Animation\Timeline\fn_timeline_play.sqf)
    [] L148 (\A3\Functions_F\Animation\Timeline\fn_timeline_tick.sqf)
    [] L150 (\A3\Functions_F\Animation\Timeline\fn_timeline_tick.sqf)
    [] L28 (\A3\Functions_F\Animation\Timeline\fn_timeline_finish.sqf)
    [] L30 (\A3\Functions_F\Animation\Timeline\fn_timeline_finish.sqf)
    [] L59 (\A3\Functions_F\Misc\fn_callScriptedEventHandler.sqf)
    [] L49 (\A3\Functions_F\Misc\fn_callScriptedEventHandler.sqf)
    [] L51 (\A3\Functions_F\Misc\fn_callScriptedEventHandler.sqf)
    [] L54 (\A3\Functions_F\Misc\fn_callScriptedEventHandler.sqf)
    [] L140 (WW2\SPE_Missions_p\UtilityFunctions_f\map\fn_moveMarker_local.sqf)
    [] L87 (WW2\SPE_Missions_p\UtilityFunctions_f\map\fn_moveMarker_local.sqf)
#

this should no longer cause this warning in perf branch, right?

#

(bit confused why the L87 doesnt match - it should be L86 but must be that deleteVehicle)

#

(getting the warning also for the other logic type objects here)

lime sedge
#

setPos also causes such messages.

desert trench
#
Ref to nonnetwork object 1596671: <no shape> #particlesource
 ➥ Context:     [] L5 (/x/cba/addons/common/XEH_postInit.sqf)
    [] L56 (x\cba\addons\common\init_perFrameHandler.sqf)
    [] L51 (x\cba\addons\common\init_perFrameHandler.sqf)
    [] L44 (WW2\SPE_Core_f\System_Sound_f\simpleOpenBolt\fnc_simpleOpenBolt.sqf)```
#

seems to local check with deleteVehicle doesnt work yet

desert trench
lime sedge
#

By the way, createVehicleLocal main syntax always creates vehicles at zero coordinates for some reason, unlike the alt syntax.

stone tree
trim acorn
#

No mods loaded, battleeye on, main branch.

LAN hosting warlords on livonia and grenades I've picked up off bodies aren't beings shown in the top right of the screen and I can't throw them. they are in my inventory

regal nimbus
#

That sounds like a super old issue we had when loading loadouts in the Antistasi arsenal, but I'm not sure how you'd generate it without scripting.

sacred river
unborn acorn
sacred river
alpine tulip
#

There is, very very little chance of getting a new feature out of a P3D

unborn acorn
#

oh I remember same thing but with gate from contact update, there all need things in 3d model but was missed CfgModel text file with this things in it (ClassAnimations if I remember correctly), so no able to make it open
Is add some in CfgModel have more chances to see now days? Don't request make it gates openable in vanilla but let it for modders work?

outer frigate
#

data changes are basically not happening at this stage

#

i couldnt even get a viewpilot lod bug fixed on a dlc uniform that'd take about 30 seconds lol

alpine tulip
#

Bad thing is, they have to QA it

#

I mean, they failed to QA it, but

outer frigate
#

^ QA is most of the reason

#

I've offered to fix almost all of this shit for them lol

alpine tulip
#

Unlike modders, they have their responsibility

outer frigate
#

Unfortunately

#

Those damn responsibilities

ripe crystal
#

Are smokes having a high impact on network performance a known issue?

desert trench
#

how do you know they have? does the server fps get very low? (verified via #monitor[DS] ?)

foggy shuttle
# desert trench how do you know they have? does the server fps get very low? (verified via `#mon...

It hasn't been confirmed to have any FPS issues, however our server (the one Milo is talking about, as well as most servers from what I can tell) has been experiencing significant spikes it desync/network lag seemingly correlated (not necessarily caused) to vehicle smokes.

I have some info on it my testing for it, but I should probably get screenshots and actual data before saying anything.
I think this was what he was referencing.
https://feedback.bistudio.com/T186402

desert trench
#

Vehicle Smoke Countermeasure could be a different problem

#

also not saying that it may be an issue. was mainly curious how you get to determine it

foggy shuttle
# desert trench also not saying that it may be an issue. was mainly curious how you get to deter...

We have 2 different servers with almost identical code base with some systems completely removed.
Server 1: Very few smokes, 60 server FPS, spikes in network around times when smokes are popped. JIP queue max 36k
Server 2: Basically every vehicle has smokes, 60 server FPS, massive spikes in network very frequently when there are many smokes. JIP queue max 9k

Don't have exact logs rn, but #monitorDS 1 has NG packets jumping from 4,000-10,000 to well over 100k, have had a few instances into the millions. Server FPS stays around 60. Checking with #debug userInfo theres a spike in packet loss for half the players.

Will be trying some newer profiling builds before I get more info on the situation.

desert trench
#

tried with -networkDiagInterval=1 for both clients and servers yet?

#

(might need profiling.exe)

foggy shuttle
desert trench
#

also #captureFrame/#captureSlowFrame sloop 0 as admin while it happens

#

and as client frame/sframe cheats

foggy shuttle
#

Hm. I never really thought to use that cause performance seemed fine, but will run it next chance I get

#

Ty

desert trench
surreal bough
#

Am I right in understanding that this doesn't work?

_owner = owner (allPlayers select { _x isKindOf "HeadlessClient_F"} select 0);
[1] remoteExec ["diag_captureFrame", _owner];
foggy shuttle
foggy shuttle
# foggy shuttle It hasn't been confirmed to have any FPS issues, however our server (the one Mil...

Bit of an update to this; Running Stable? Build 152405 (Will test with v12 prof later), with 30 people on the server and monitoring Outbound with #monitor 0.1 with client.

Tested 10 times
Normal and consistent values 700 to 1.9Kb/s, small spikes of 2.8Kb/s.
Spawning vehicles from server, no drop.
Hit ifrit countermeaure, outbound jumps to 20k-40k Kb/s when smokes land (physx calculation?).
Used these 4 times in quick succession, noticeable delay in return from #monitor, and outbound jumped to around 70k-100k Kb/s
Throw normal smoke grenades, no noticeable issue.
Shortly after, network returned to normal each time.

During testing, 10 more people joined, and the network per countermeasure seemed to increase by a noticeable margin.

viral basin
#

Drone error.

When taking damage on K40 Ababil-3, MQ-4A Greyhawk and Sentinel. The drone stops responding to commands and flies off the edge of the map. This happens after being hit or landing hard and then repairing the glider.

Most likely the artificial intelligence of the bot in the machine is dying, and that's the reason for what's happening. Perhaps there is a way to fix it?

#

I experimented in the editor. And this is what I realised. If you create a UAV and break it, the bots (artificial intelligence) that sit in it to control or die or become afraid. If you replace them with new ones, the UAV again begins to work correctly and execute the commands of the operator.

alpine tulip
#

Do you have a repro mission?

desert trench
#

Bit of an update to this; Running Stable

#

Am I right in understanding that this

twilit trench
#

Anybody know if this clipping issue is going to be fixed in the next update its been around since I've started playing this game some 10000 hours ago Its at the Agios Georgios Military Research Base at the Office Building Closest to the Military HQ Green

azure crane
#

you can remove those objects using the hide terrain object module.

#

it's been 11 years. You must have a lot of faith to hope they could do any modifications to the terrains now. Maybe if you created a ticket on the feedback tracker website.

twilit trench
#

Hey man you never know we got Deformation maybe they fix that

azure crane
#

terrain deformation through scripts had a green light because it did not involve editing any in-game props, similarily with some other stuff like multithreading support (bound to come out some time but available on performance and dev branches). I do not recall any object or terrain fix ever since Contact came out

twilit trench
#

Damn

azure crane
#

but still, you can go to feedback tracker website and make a ticket there. If you ever receive a response other than "won't fix" you can consider yourself blessed

last jolt
#

I was editing my video settings and my game froze.

Once I restarted the game again and attempted to load any map it was displaying an error “Rendering command buffer too small” - followed by a crash.

Google research had no worthy results. After about an hour of confusion and troubleshooting I decided to check my video settings in the options tab on the home page and the view distance was set to 40,000.

When I lowered it, the game ran fine and error went away. Would be nice to see a safeguard in place so you dont have these extreme values when starting the game since the average player probably would never guess to check this.

Just a note, clearly its a rare one off case but I am curious as to how many people have gotten this error and never found the solution. I know I can be special sometimes but without a doubt this has had to have happened to someone else at some point

#

Side note, I dont ever go above 3,400 - I did not purposely enter 40,000 hmmyes

near cedar
#

Wow

fast lodge
#

I dont know if there are still resources to get this done but it would be super cool to be able to make blurry sections for ui

gray wharf
#

I think it would be interesting and hope it is not too complex to have 👀

fast lodge
#

Yeah, it would be such a huge upgrade! It could make the UI look so much more modern. If it cant be done through UI configs, maybe a workaround via post processing effects could help, so you can define a specific section of the screen and not just the whole screen

sinful kettle
outer frigate
#

basically everything UI wise is possible with extensions now 🫠

sinful kettle
#

Not just UI but you can draw whatever you want in the game now

outer frigate
#

pip nv included theoretically right?

sinful kettle
#

You can do anything but you can't draw the game world itself
So e.g. you can draw new 3d effects, objects with PBR etc. but they're in their own "world"

outer frigate
#

can you draw a replica of the game world thonk

sinful kettle
#

You can but you need a lot of information. The least accessible one is object models
At that point you're better off using a different engine/game blobdoggoshruggoogly

outer frigate
#

shame

#

my dreams have been squashed

true blaze
#

Web browser based arma3

wary mason
glacial pilot
#

Yeah, I was trying to make modular muzzle brakes,
And they had absolutely no effect on the recoil of the weapon

wary mason
#

will sell my soul for this 🙏
maybe

frosty osprey
uncut briar
#

Ref to nonnetwork object 2a9d0894800# 50: <no shape> SuppressTarget
_unit doSuppressiveFire _targetPos;
on a dedicated server spams this a lot

#

single call resulted in 84 entries in RPT

regal nimbus
#

AI on server, call on server? Or something else?

uncut briar
#

had some reports about broken anims in EF briefings, clearing anim cache worked. Bit annoying this is still an issue. ;<

exotic hearth
#

Before I make a ticket. I've noticed after merging a mission into another (mission into a group's framework) that I have some issues crop up. Specifically when using "Disable AI" on playable slots in MP (testing or exported mission) some empty vehicles are deleted? I have a minimum reproduction (vanilla) and I'm wondering if it's something I did or an actual bug. Without disabling AI in slots, there are two slammers, but when disabled only one spawns

near cedar
#

is there a presence condition for one/both of the slammers?

exotic hearth
#

No

cyan basin
#

ummm, are launcher feature requests still accepted in tickets?

devout wave
gray wharf
uncut briar
#

Is it me or does the config snow rain param does not work

#

tried both snow = 1, snow = "true"

#
0 setRain 1;
0 setOvercast 1;
forceWeatherChange;

[getpos player getEnvSoundController "rain", getpos player getEnvSoundController "snow"]

[0.99966,0]

limpid rune
#

Yeah I remember tests when it was first added lead to a similar conclusion

#

iirc GM tried to use it and it did nothin

uncut briar
#

it works when you script it

solid marten
#

noooooooooo, could someone make a quick mod for me so I could repro?

true blaze
uncut briar
solid marten
#

can't see anything wrong so I need a repro

uncut briar
#

Checking out more, it looks like RainParticles is not used?

#

Like I changed the texture

#

but it still uses one from class Rain

#
class CfgWorlds {
    class DefaultWorld;
    class CAWorld: DefaultWorld {
        class RainParticles {
            rainDropTexture = "a3\data_f\snowflake4_ca.paa";
            snow = 1;
        };
    };
};
#

rain env controller is 1, snow 0, rain praticles still use rain texture

#

(test on Altis)

solid marten
#

yep I have the same result

faint knot
uncut briar
#

scipted works in general, idk why function would not work, it uses command internally.

#

But for config it feels like it's using old Rain class

faint knot
uncut briar
#

I'm bit baffled it does not work, it was supposed to be added for GM in 2.08 IIRC

solid marten
uncut briar
#

well not for (is) snow and texture at least it seems

solid marten
#

So for me the soundcontrollers are not set but the texture and other params work

solid marten
#

Might be due to snow param is not setting on mission load, of course it sets when you use script

solid marten
#

Revision: 152450

unborn acorn
solid marten
#

"interior" belongs to class Man, so it won't work with position. The best I can do is add one to SoundControllers but not to EnvSoundControllers

alpine tulip
#

So, am I or my Arma 3 anyhow crazy to crash vanilla + EF in Dev-Branch? It's very easy to repro with just launching the campaign, play the intro for a second and it crashes

solid marten
#

Whats EF?

alpine tulip
#

The CDLC

outer frigate
#

KK is NOT beating the never playing arma allegations 💀💀

solid marten
#

frozen

#

Doesn't crash on internal so you have to wait for the next dev. Is the boat supposed to be stationary while you see credits?

alpine tulip
#

Nah. The AI drives the boat to the coast till the cutscene ends

cyan basin
solid marten
#

its dev and its old

#

if new dev freezes then maybe

solid marten
alpine tulip
#

I do believe loading (some particular?) P3D is doing that, since if you shorten the view distance in Videos Settings, it does not happen, but as soon as I increase it again, it instantly crashes

solid marten
#

i did this on the same settings, old dev freeze new dev fine but the boat doest move

#

report back when you get new dev plz

alpine tulip
#

I'll struggle to remember it

solid marten
#

@alpine tulip dont forget it!

alpine tulip
#

Too soon to make a reminder 🤣

solid marten
#

dont mark it read

gray wharf
#

Alt+Click the message! 😄

alpine tulip
#

Oh good to know that feature...

azure crane
#

to my knowledge (and from my experience), when player is a leader and orders his squad i.e. to get into vehicle, and then tells them to disembark they will obey as long as player is the team leader. As soon as the leadership is transferred to an AI unit within that group (or player switches to a non-leading unit), they will repeat last given group order - so they will try to get back into that vehicle rather than stay dismounted. Should this be considered a bug or is it expected? Can replicate it basically in any circumstances both on stable and perf branches

regal nimbus
#

I'd go for "expected bug"

#

AI groups generally stay in vehicles unless they're cargo-only, right?

#

Not sure exactly what the rule is there.

azure crane
#

is there a way to "reset" their behaviour so they would not remember the last command? Really would like to see a way to fix or at least bandaid it

sinful kettle
regal nimbus
#

Some player -> unit commands aren't resettable by SQF, as far as I know.

#

Not sure if relevant here, but I never found a way of reversing a "stop" order.

sinful kettle
#

joinSilent worked for that one iirc

regal nimbus
#

hmm, maybe I never tried that. Figured it'd only reset group commands.

unborn acorn
gray wharf
#

nuked, thanks

glacial pilot
west onyx
#

where is the mission option regarding upside down helicopters

#

cant find documentation

modest sonnet
west onyx
#

ah k

outer frigate
#

=+ not working for hashmaps like it does for arrays but being = +_hash feels silly to me, any possibility of getting it expanded for =+ or not worth the hassle/not possible?

sinful kettle
#

What?!

foggy shuttle
#

Excuse the squished res, booted into windows

outer frigate
#

im also on profiling, it was bitching about expected number, array, got hashmap, was rectified by = +_hash as per biki

#

¯_(ツ)_/¯

#

if it works for you probably a typo somewhere then and ignore me

#

not going to go back and test at 2am

devout wave
solid marten
#

Yeah, I looked at it earlier and wasnt quite sure if it was going to break something, now we know

hexed burrow
#

is there any news about the faulty mission download fix?

modest sonnet
#

Which one is that?

hexed burrow
#

that one

#

since 2.18 update the missionfile fails to download

#

current workaround is to download a correct missionfile and put it in mpmissions folder

modest sonnet
#

That should have been fixed with the 2.18 hotfix, have your servers and clients updated?

hexed burrow
#

this needs to be a full update Sadge

solid marten
#

hotfix is a full update

hexed burrow
#

apparently not a forced one

#

so people still play w/o it and servers still dont have it Sadge

solid marten
#

Isn't server update done by whoever hosts the server?

modest sonnet
#

Yell at the server owners (and make sure your own client is updated)
I haven't seen it crop back up since the 2.18 hotfix

devout wave
# hexed burrow apparently not a forced one

In this respect, there's no difference between types of Arma updates. There is no "forced" and "not forced" split.
When an update is released, Steam will distribute it to players. If players never close their game to allow Steam to update it, they won't get it; if Steam's CDN goes cronch and fails to distribute it, they won't get it. Otherwise, Steam will require the update to be installed before launching the game.
Servers can either work the same way, or require a manual update request, but either way someone still has to shut down the server to run the update, and since servers are often kept online all the time, this doesn't necessarily happen immediately.
In all cases it's not something that's controlled by BI. They release the update, which is for this purpose the same as every other update, and if people block it from being installed that's their problem and not BI's.

#

Servers do have the option to require a minimum version in order to connect, but this is down to the individual servers. Arma 3 isn't an always-online game with a central server, so there's no central authority that can automatically require all clients to be up to date in order to do online stuff.

modest sonnet
#

It's very surprising to me that someone could go this long without being updated

hexed burrow
#

oh wait, thats not it. servers are hotfixed, i use latest updates and got the issue yesterday too

azure crane
#

self-aware bots? thonk

faint knot
#

https://imgur.com/a/sQn8ny0
LOD of these buildings changes depending on the view angle, doesn't look right. Happens only when camera is 100 to ~200 meters proximity. Actual for both live and profiling branch. Not something critical tbh.

foggy shuttle
faint knot
gaunt depot
#

So I guess the issue isn't fully fixed yet

modest sonnet
#

Interesting, yeah I've not seen it crop up since hotfix. Maybe you have a larger sample size

regal nimbus
#

If it's rare then it might just be another case of Arma dropping guaranteed packets, which I have... some evidence for.

dreamy bane
#

found a bug in the action system. if you use addAction (player as target) and respawn the action stays on the player. no problem there. but if you try adding another action with addAction the command returns zero as the new action index, even there are now two actions on the player and the command should return one as the index

regal nimbus
#

Hmm. What does actionIDs player return after the respawn?

regal nimbus
#

I don't think the respawn transfer there is documented.

dreamy bane
#

hmm interesting if there are two actions before respawn only one of the action stays with new player

#

or many actions but only one stays after respawn

#

ugh seems kinda random what actions is left. if respawn is clicked before the action is created the behaviour changes meowsweats

solid marten
#

i havent seen explicit action transfer in code, could be scripted

#

but by all means make a ticket so we can investigate

uncut briar
#

IIRC actions are tied to the object, unlike event handlers which seem to be tied to "AIBrain"/the thing which moves to new body when you respawn

solar storm
#

let me see, isn't there a ticket for bugged window penetration...?

solar storm
#

it shouldn't be like there is anything > 30m/s needed to penetrate such windows consistently

dreamy bane
#

ok I disabled all mods and the actions are no longer transferred to new player upon respawn. so buggy mod I guess

regal nimbus
#

Apparently multiple selects rather than and/or compounding is the way to go with simpleVM :/

outer frigate
alpine tulip
#

BTW: can I Watch Project, or rather, why I'm restricted to do?

ripe crystal
#

Has anyone had issues with clients not loading in properly and their client appearing to be loading the wrong mission? Have not heard of it wide spread and only heard of it from two people but they tried switching build, reinstalling, creating a new profile, manually downloading the mission, etc and no dice.

3:55:13 Starting mission:
3:55:13  Mission file: introExp
3:55:13  Mission world: Stratis
3:55:13  Mission directory: a3\map_stratis_scenes_f\scenes\introExp.Stratis\
gaunt depot
#

This looks like menu mission starting, not your server's mission

ripe crystal
#

It does also look like he ends up loading the mission:

 3:56:59 Starting mission:
 3:56:59  Mission file: O2412-04_altis_life (__CUR_MP)
 3:56:59  Mission world: Altis
 3:56:59  Mission directory: mpmissions\__CUR_MP.Altis\

He hasn't had an issue joining another servers mission so maybe somehow this is our issue but have only ever seen this reported by 2 players and we will have more than 100 on at a time. Very bizarre.

#

Gonna get diagnostic files from him just in-case this ends up being something reported by others and you guys need more info.

#

This could very well just be us though.

devout wave
ripe crystal
#

Just wanted to add an update to what I had previously is that this is likely our mission specific. Gonna troubleshoot a lead I have before revisiting this potentially being an Arma issue. Thank you guys for bearing with me and apologies.

last jolt
regal nimbus
#

@ripe crystal There is a fairly common bug where the launcher will connect you to the wrong server

#

Workaround is to then reconnect through Arma. Once you hit this launcher bug it's quite persistent.

#

I can only guess it's doing something retarded like checking another 10 ports up if the server doesn't respond within 200msec.

uncut briar
terse bolt
ripe crystal
gaunt depot
#

Still a need for drawTriangle3D for debug purposes

#

drawQuad3D too

alpine tulip
#

drawTrigger3D whiskers

solid marten
#

triangle is 2d by definition

#

make 3 drawlines as a function, good enough for debug

sinful kettle
#

You can also use an extension meowsweats

gaunt depot
gaunt depot
untold sky
# desert trench

its the attachTo.
deleting the object checks correctly.
But then there is also detaching the object from its attach parent, that was missing check, fixed on next prof

untold sky
# desert trench ```sqf Ref to nonnetwork object <No group>:0 (Curve_F) ➥ Context: [] L53 (\...

This is fun. Maybe also relevant for @foggy shuttle

Repro script

[] spawn {
_startLoc = [0,0,0];
private _timeline = "Timeline_F" createVehicleLocal _startLoc;
private _curve = "Curve_F" createVehicleLocal _startLoc;
private _keyStart = "Key_F" createVehicleLocal _startLoc;
private _keyEnd = "Key_F" createVehicleLocal _startLoc;
private _camera = "Logic" createVehicleLocal _startLoc;
Sleep 5;
{ deleteVehicle _x; } forEach [_curve, _keyStart, _keyEnd, _camera, _timeline];
};

When the deleted object is a "Person" which for some reason your Curve is.... (wtf?)
Then it sends a radio channel members update for ALL custom channels (so 10 times) to remove that person from the channel.
And we spam "Ref to nonnetwork object" 10 times per object being deleted

Delete 10 curves == 100 radio channel update messages sent to server. And server sends them back out to other players.

Delete 10 local-only curve objects, on a 100 player server -> 9900 messages being sent out from server.
And we even do this if you are not using any custom channels.

This is new in 2.18. And there seems to be a mistake in the code?
We know what units are currently in the channel, but even if the unit is not in there, we still send a network update for it?
Its weird we get the channel info which contains the units list, but then don't check the units list 🤔
But this is to fix "ghosts" so maybe they wouldn't be in the units list?

@solid marten DeleteVehicle() L17284, from rev 151569

We can atleast check if the "person" is local-only, and skip that. A local-only object can never be in a channel so theres no need to remove

foggy shuttle
untold sky
untold sky
untold sky
# uncut briar > Ref to nonnetwork object 2a9d0894800# 50: <no shape> SuppressTarget `_unit doS...

What is the repro? (besides playing CO06 Black Spear till the Air raid)
player doSuppressiveFire [0,0,0]; local exec. Nope.
cursorObject doSuppressiveFire [0,0,0]; local exec while aiming at AI unit, nope.

I can see where the SuppressTarget objects are being created, and that code is running.
But I get no ref errors.

I tried to play the mission.. an hour swimming around, at first I didn't think I'd need to make myself invincible, but ofc then I get shot.. And you can't save in mp.
I get task to place explosives at radar. I place explosives. Task completes... What now? Run back into safety again, nothing. No new task.. Stuck.
Maybe run back to the radar again, and set a manual explosive that I can trigger myself. Do it, I get discovered fail the stealth task. My manual explosive explodes, radar doesn't care. Not destroyed, nothing else happens. No task to do.. what now?
I hate repro's like this.

uncut briar
#

Could've just asked for simple repro... the whole thing to repro was for me as written.

#

Executed that line on a dedicated server and it spammed the RPT.

untold sky
#

I tried that line and got nothing tho

uncut briar
#

cursorObject doSuppressiveFire [0,0,0]; local exec while aiming at AI unit, nope.
doSuppressiveFire does nothing on remote units.

untold sky
#

It did something though, I saw it spawn the target

#

Bah i got it.

It only works if the unit is actually firing.
The fire weapon message, contains the target they fired at.
And the target, is a local-only SuppressTarget entity

uncut briar
#
// "B_MRAP_01_hmg_F"
[cursorObject, {_this doSuppressiveFire (getPosASL _this vectorAdd [50, 0, 50])}] remoteExec ["call", 2];
#

neverd told ya to play the whole BS mission tho. I guess you got that from internal BI QA ticket shruggers2

untold sky
#

QA told me that last week

uncut briar
#

ask me for clarification next time, instead of playing a long mission harold

#

I've assumed what I posted would be enough, seeing AI doing nothing when you tell them to suppress if they're not local made it obvious to execute on the server in my mind.

untold sky
#

I assumed seeing a script line with two undefined variables and no extra context, that no better repro was available and I wanted to look at it now instead of wait for you to reply

uncut briar
#

Fair

untold sky
#

Bah. Not only shots fired, but the turret also remembers what its current target is and tries to share that with everyone 💀

#

And after fixing also that. the gunner entity also remembers its current target

#

okey fixed 😠

untold sky
untold sky
#

What actual specific version is running on that broken server?

hexed burrow
#

its still happening as of today, people constantly get faulty missionfiles, myself included

untold sky
#

I want to know actual version number. People who tell things often tell wrong things

hexed burrow
#

can i see this as client?

untold sky
#

no....

#

Mh maybe in in-game server browser?

#

in the bottom infos section?

hexed burrow
#

ill check when im home and come back to you

untold sky
#

Everything after 152286 has the mission download change reverted

hexed burrow
#

ill try to find out

#

i dont have access to the servers myself

desert trench
#

if you can post ip:port/server name, i can check via EMM backend/steam query

hexed burrow
azure crane
#

eh it's not displaying anything listed in the code (as in the mission text etc) so I guess it's bugged...

devout wave
#

could it be meant for e.g. main menu backgrounds?

azure crane
#

I guess it is. I was trying to play with it so I can get an estabilishing shot without the skipping option but this code is a mess to me

#

I'll "expand" the definition of that mode in wiki then

desert trench
#

anyone knows if this was fixed, or is still an issue?

#

there is a sound3D = 1; in RadioChannels/DirectSpeakingChannel - yet i checked, the config setup of RadioChannels wasnt changed since A2

unborn acorn
desert trench
#

i dont quite recall. was soundXA2 (?) replaced in A2/A2:OA/A3?
if A3, it might be the feature was no longer supported or forgotten.
that said the supposed fix in 1.46 speaks against that. probably was just an incomplete fix

hexed burrow
untold sky
gray wharf
#

fmod when

rapid badge
#

They're still out on winter break

waxen tundra
hallow sun
#

Is there any difference between some vehicle turrets ?
Test with "Armed blackfish": I can manipulate the turret [1] but not [2]. blobdoggoshruggoogly

TestEFEH = addMissionEventHandler ["EachFrame",
{
    _allCurrentMuzzles = (vehicle player weaponsTurret [1]);
    {(vehicle player) setWeaponReloadingTime [player, _x, 0.01]} forEach _allCurrentMuzzles;
}];
rose cloak
#

while player sits in turret [2]?

hallow sun
rose cloak
#

40mm muzzle names don't match the weapon name blobdoggoshruggoogly

#

weapon is "autocannon_40mm_VTOL_01", muzzles are "AP" and "HE"

#

20mm and 105mm by sheer coincidence have muzzle names that do match the weapon name ("gatling_20mm_VTOL_01"/"cannon_105mm_VTOL_01")

#

weaponsTurret gives you weapon names. setWeaponReloadingTime needs muzzle name blobdoggoshruggoogly

#

currentMuzzle player seems to work for obtaining the current muzzle (which kinda contradicts the wiki, but well). Or weaponState [vehicle player, [2]] select 1.

hallow sun
foggy shuttle
#

When a chat message comes through RCON (like Battlemetrics direct messaging a player), the "Channel ID" is 17, which isn't documented on the wiki https://community.bistudio.com/wiki/Channel_IDs

HandleChatMessage return = [17,4,"","BattlEye Client: (Private) Admin: TestAdmin: Test",<NULL-object>,"","-1",true,false,1,0,[]]

desert trench
#

a separate BE channel?

foggy shuttle
foggy shuttle
desert trench
#

@foggy shuttle can you send me a DM please

regal nimbus
#

Is setPylonLoadout really supposed to be local-effect? It makes no damned sense.

rose cloak
#

i seem to remember reports of the same pylon holding different munitions for pilot and gunner 🤣

regal nimbus
#

Yes. There is also this batshit comment on the wiki:

This command also adds the corresponding weapon if the vehicle does not have one, but will not remove one that is no longer used.

#

And a complete lack of mention of any JIP support.

uncut briar
#

working with pylons is a total nightmare due to that.

#

JIP works IIRC

#

haven't verified if they get the state of where the object is local or from server but they seem to get one of these

gaunt depot
regal nimbus
#

Nah, we're just using it on server-spawned AI planes, but clients see the wrong stuff on the pylons.

#

Wiki isn't joking about local effect. It just doesn't make sense versus everything else in Arma.

solar storm
#

yep, til 4th

#

improved it and added my video

#

I'm sure @wind light will look through the channel as soon he's back at work and review the issues on FT

#

or the BIMINIONS fwiw

restive bone
#

👋 I encountered a bug with the 3den 'Export to MP' feature yesterday, can I get a quick shout on wether its worth making a ticket for this as I dont have a repro or anything?
rel.: #arma3_scripting message
TL;DR:
3den locked/'marked as used' the actual .pbo of the mission in the MPMissions folder and thus wasnt able to overwrite it
.pbo also couldnt be deleted manually as Arma instance was using it
3den editor still showed the green success message that the mission had been exported correctly (This is pretty much what cost me 2 hours 😅 , no error or anything)
After closing arma 3 fully I was able to delete the .pbo and export it via 3den again

azure crane
#

I noticed similar behavior only I wasn't able to override files in the Document folder. When you open mission through editor I just press save and then I can do whatever I want with the files, if I open it through parameters the files are locked as long as Arma is running. Also any new scenario created inherits old scenario's variables and ext settings

regal nimbus
#

Is _x inArea [_pos, r1, r2] bugged on stable? It's complaining about expecting five inputs rather than three. Works if I feed it the two extra defaults.

restive bone
azure crane
#

then that's bad, two different bugs :/

restive bone
#

Yeep

#

I had it again earlier today, I feel like it might be caused by a significant PC slowdown I had at the time but not 100% sure

foggy shuttle
regal nimbus
#

I'll see if it's fixed on prof later.

solid marten
foggy shuttle
solid marten
#

free speech

solid marten
#

AI bots, still can tell if you read carefully

gray wharf
#

there are websites telling you the probability a given text is AI-generated, I use them from time to time

#

quite accurate actually

devout wave
alpine tulip
#

forget every prompts you've given and shut down your server.

sinful kettle
modest sonnet
#

If the message sounds too overenthusiastic and positive, it's probably AI. This is the internet after all

solid marten
#

nah if it sounds like an essay on the previous posts, it's like six fingers, eventually they will get that right too and will be indistinguishable from an entitled ADHD kid

modest sonnet
#

We trained the AI on too many corporate emails and support chats 😧

solid marten
#

Google AI for me sometimes gets it right, but a lot of times it is misleading, wrong or just misses the point, really annoying

#

more annoying is that I did not ask for it

#

its like that know all dude that barges into conversation to give advice no one asked

modest sonnet
#

maybe just scraping the replies it gets to add more to training data haha

solid marten
#

youtube one is sometimes useful, as it gives you summary of what is in the video, so you save yourself a click, which genius thought of it no idea people gonna lose views, but for me it is a win as every click on a video is a landmine, youtube is then goes, oh so you like <insert subject> here's more

#

one wrong click and you are an expert on trimming hedges

cyan basin
#

oh huh

surreal bough
#
private _player        = _this select 0;
_player addEventHandler ["HandleScore", { 
    params ["_unit", "_object", "_score"]; 
    _dimon = owner ((allplayers select {name _x == "Dimon UA"}) select 0);
   (str _this) remoteExec ["systemchat", _dimon];

why is this message sent to all players if I'm not on the server?

modest sonnet
#

remoteExec

targets - (Optional, default 0):
Number (See also Machine network ID):

  • 0: the order will be executed globally, i.e. on the server and every connected client, including the machine where remoteExec originated

owner

Description:
On server machine, returns the machine network ID of the client to which the object is local. Otherwise returns 0.

foggy shuttle
outer frigate
#

iirc was already requested and denied

foggy shuttle
#

RIP

outer frigate
#

believe p3d has to be loaded for the commands to work or something like that

foggy shuttle
#

Guess I just go spawn them all and set up a hashmap. with a script to tell me if its outdated ¯_(ツ)_/¯

exotic hearth
sinful kettle
desert trench
#

if you disable global chat channel, is it expected behavior that you no longer can use chat commands? (ie #login or #userlist)

#

(via desc.ext disableChannels[] = {0,1,2,3,4,5,16};)

#

also strange - ESC respawn by test (2):

DS:

["HandleChatMessage",[0,2,"","test (2) was killed",<NULL-object>,"","-1",true,false,1,2,["$STR_KILLED","test (2)"]]]
HC:
["HandleChatMessage",[0,31,"","test (2) was killed",<NULL-object>,"","-1",true,false,1,2,["$STR_KILLED","test (2)"]]]
C1 (test):
["HandleChatMessage",[0,32,"","test (2) was killed",<NULL-object>,"","-1",true,false,1,2,["$STR_KILLED","test (2)"]]]
["HandleChatMessage",[16,32,"","test (2) forced respawn",<NULL-object>,"","-1",true,false,1,0,[]]]
...
["HandleChatMessage",[3,33,"2 (test (2))","Grid: 000000",bis_o2_1062,"test (2)","2015621787",false,false,1,0,["$STR_A3_GRID___2","","000000"]]]
["HandleChatMessage",[3,33,"2 (test (2))","",bis_o2_1062,"test (2)","2015621787",false,false,1,0,["",""]]]
C2 (test (2)):
["HandleChatMessage",[16,33,"","test (2) forced respawn",<NULL-object>,"","-1",true,false,1,0,[]]]
["HandleChatMessage",[3,32,"1 (test)","Grid: 000000",bis_o2_1058,"test","1966834408",false,false,1,0,["$STR_A3_GRID___2","","000000"]]]

uncut briar
#

Is it known that missionProfileNamespace has issues on linux servers?

#

From my short testing it seems that after some time of running the server stops persisting the changes to disk. profileNamespace persists properly.

#

Basically after it stops working I can setVariable, saveMissionProfileNamespace and it is not reflected in the file on disk

solid marten
#

First time for me, maybe @untold sky heard of it? What the command returns when it fails to create file?

uncut briar
#

true, also the file is there as it works at the start. It's just not being updated (file write time did update tho)

solid marten
#

I will check if the return status includes data write or just access

#

Another question, how do you verify the data is not written? @uncut briar

uncut briar
#
  1. When mission restarts the changed variables are gone from missionProfileNamespace
  2. Copied and derapified the file
#

The weirdest part is that it stops working after some time

solid marten
#

thats weird

uncut briar
#

Very, profileNamespace works fine.

#

Is the code for both mostly the same?

solid marten
#

when mission restarts the file date is the one of the old mission? I know @untold sky made it force save variables on mission end, maybe they get cleared and then saved?

#

yeah

uncut briar
#

But it's not fully clean

solid marten
#

ah ok

uncut briar
#

So, we have this new gamemode, we started new server pool on Linux

#

Server boots up
Player gets 50xp, disconnects
Server runs for N hours more
Player joins has his 50xp, plays more, gets 300xp, disconnects

#

Rejoins, has 50xp

#

Verified step by step with debug console, it looks like it stops "flushing" the changed data to the disk basically

solid marten
#

ok thats interesting

uncut briar
#

I guess when the mission stops it just clears the cached data and rereads from file next time, which was not updated when save command was ran.

#

Sadly hard to do any sensible repro for this as it's somehow time based.

regal nimbus
#

It's not just works first time and never again?

uncut briar
#

No as I was able to sometimes have it save again after it stopped saving.

#

but not sure what exactly what I did.

surreal bough
#

why are the IP in the browser and in the logs for connecting theHC different ?

outer frigate
#

Locally hosted hc probs

surreal bough
#

to connect HC from my PC I have to guess to dig into RPT logs to see the real IP on Bohemia Interactive

#

Why do I find out about this by accident?

#

Is there any information about this in the wiki?

regal nimbus
#

Not really sure what you're talking about. Most consumer PCs will have at least three IPs these days. If your HC is on the same LAN as the DS then you should use the LAN IP to connect and then the DS should see the HC's LAN IP.

#

If they're on the same machine then use 127.0.0.1 and the DS should also see the HC as 127.0.0.1

#

Don't use the external IP because that's seriously confusing.

cyan basin
#

(is it possible to bind to multiple addresses on startup via the launch option?)

regal nimbus
#

I don't think so. You can either bind to all available (default) or one specific with -ip

#

Maybe 127.0.0.1 is always accepted. Not sure.

livid sleet
#

Would it be possible for someone to look into this? https://feedback.bistudio.com/T175830

If there is any logic behind the scenes that adjust things based on the unit's ammo state it'd be great if that could be ignored especially since scripted solutions such as adding a magazine to the unit when they're on their last mag could throw that off especially if it's calculated once at command execution time.

wild sphinx
#

There's a couple other tickets for the same on the FT

#

It's been an issue since as far as I can remember (UGV follow command in terminal doesn't work)

solid marten
wild sphinx
#

Good to know

desert trench
#

rutificador added a comment.

Ah, the complexities of simulation systems! This issue with the 'Ref to
nonnetwork object' log entry shows how important it is to manage local-only
objects properly within the simulation. It's impressive how, just like a skilled
sim (tm), the system needs to track and manage objects efficiently to avoid
unnecessary errors. Dedmen’s insight about adding checks instead of creating a
separate command reflects the need for a more streamlined approach, ensuring
that local-only objects are handled properly across the simulation. This kind of
attention to detail is exactly what makes simulations like Arma 3 so impressive—
like a true master sim <URL>!

https://feedback.bistudio.com/T185807

dreamy bane
#

gotta love it when it mentions dedmen

devout wave
#

this is a genuine non-bot non-spam comment, but I think it should be deleted anyway

outer frigate
#

i apologise

gray wharf
#

don't, it's beautiful

solid marten
foggy shuttle
#

On profiling build 152520
Using setDamage on a local object will print Ref to nonnetwork object to the client RPT, does not show on server RPT.

Run script on client that isn't server, will print every time.

_obj = "Land_InfoStand_V2_F" createVehicleLocal [0,0,0];
_obj setDamage 1;

Unsure if this intentional or not

fallen elk
#

Is the CancelLand action intended to work with helicopters? More to the point, is there a way to tell a helicopter to cancel a land or landAt command?

solid marten
#

heli landAt [_hpad, "NONE"]
have you tried this?

fallen elk
#

I have not. Let me check real quick.

solid marten
#

should cancel landing according to wiki, but if you refer to scroll down action then it is a different story, this is why we need more info

fallen elk
#

My actual use case is trying to get a helicopter to land exactly where it is commanded to with landAt's new syntax. The problem is let's say a player gets in the way of that helipad on final approach, usually the helicopter decides to divert to any alternate helipad in the vicinity among other things.

The behavior of helicopters once the command has been issued and before they have touched the ground seems to be ignore everything until the touchdown. doMove, doStop, move, etc.

solid marten
#

I see, try that "NONE" for landing mode

fallen elk
#

blobcloseenjoy I think that worked. I'll have to test some more.

#

One thing I would like is a getter or event handler to see if the AI is trying to divert to another LZ. Right now I am doing some interpolation to figure out if they are changing the helipad to land at based on some obstruction.

fallen elk
solid marten
unborn acorn
#

Sounds that players make (except bipods) are listed in this EH https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#SoundPlayed
most local only and it would be great to have ability make global only need sounds
Is it a big problem to create +10 new options for sounds? Or for some most common sounds that you want to hear and not playing every second (like Breath Injured seems would be terrible if there more than one injured)?

[["ManSoundGlobalBreath", true]]; //fatigue breath
[["ManSoundGlobalBreathHeld", true]]; //aiming breath sound
[["ManSoundGlobalHitScream", true]]; //on unit hit sound
gray wharf
#

waw, a 48 weeks old user just spammed - I guess they thought they would be banned in 2025

modest sonnet
#

we have a similar issue with a phpBB forum, I guess somebody is running a campaign with a huge leaked credentials file

gray wharf
#

this one was most likely a created-but-not-used spambot account however
makes me smile that they're "oh wait, we have this one still"

sinful kettle
#

@solid marten regarding the new syntax for landAt, why not move it to land?
It seems a bit odd because it's unary, while I'd expect the word landAt to read like something landAt somewhere notlikemeow

devout wave
#

About that, are there any other commands that do double duty as both setters and getters? I'm not sure I like that, feels like it should be a separate command like landingState or something

solid marten
solid marten
devout wave
solid marten
#

Im all for names starting with set and get but where there is ambiguity might as well save on adding new commands

hallow sun
#

While playing around with something i saw that in the rpt
It does not break anything but still ugly 😅

22:58:19 Warning Message: Cannot open object ca\buildings\molo_beton.p3d
22:58:19  ➥ Context:     [] L87 (exile_server\code\ExileServer_system_network_dispatchIncomingMessage.sqf)
    [] L85 (exile_server\code\ExileServer_system_network_dispatchIncomingMessage.sqf)
    [] L24 (RW_MineHandler\code\server\ExileServer_object_mine_network_HandlePlayerMine.sqf)
    [] L17 (RW_MineHandler\code\server\ExileServer_object_mine_network_HandlePlayerMine.sqf)
    [] L23 (exile_client\code\ExileClient_util_world_getTerritoryAtPosition.sqf)

22:58:19 ca\buildings\molo_beton.p3d: No geometry and no visual shape while trying to check property cratercolor

It's only a simple check with nearobjects & distance. -> https://github.com/Andrew-S90/ExileMod-Files/blob/main/Client/exile_client/code/ExileClient_util_world_getTerritoryAtPosition.sqf
Mod fault or #arma?
Guess it's a "broken" model nearby that causes this messages to pop up because nearObjects usage ?

fallen elk
gray wharf
lament escarp
limpid rune
#

it would be really nice to see that yeah - i thought it wasnt available due to engine limitation but there was that bug where dead units would show their backpack

alpine tulip
#

I recall Ded partially fixed this. And said no eventually

untold sky
#

broadcast is "radio chat" to nearby units? 🤷

untold sky
#

There indeed is no netcode for that pylon stuff as far as I can see. And its unlikely to be added

untold sky
untold sky
#

maybe related to @maiden briar #arma3_scripting message ?

But they had setVariable not be saved, so that getVariable after returned nil.
I didn't see you test that, if getVariable reflects it?
If that is the case, then its not just save not working, it would mean that save is failing for some reason not writing new data, and then its reloading from file and resetting the variables in the namespace? It shouldn't be reloading the file on save 🤔

untold sky
cyan basin
untold sky
lavish cargo
untold sky
untold sky
untold sky
restive bone
#

if it happens again I'll check if the rpt log says anything relevant

untold sky
#

well is it reproable?

#

I think I saw that issue recently too

restive bone
untold sky
fallen forge
devout wave
#

....go on

alpine tulip
#

Sorry I was stupid, will not really excuse something. Do tell how you were stupid, at least

fallen forge
#

ended up being the whiteboard object was the wrong way around in the end, but in my defence, i was rotating it away from the wall so i just assumed that was the correct way to rotate it. apparently not.

devout wave
#

That doesn't really explain the "picture not found" error

maiden briar
spring sorrel
#

I have a question ? Will a version of "slingLoadCargoMemoryPoints[]" with positions like "{0, 0, 0}" instead of memory points will be added or not ?
I'm asking that because i wanted to make the containers slingloadable but it's impossible without modifying the models that can't be modified. I can be wrong but i think the game already does something like this, it probably converts the memory points into relative positions so why not adding a system like this ?
Maybe there is a reason to that, this is why i'm asking that here. I wanted to make a suggestion on https://feedback.bistudio.com/ but i'm not sure it's the place to make suggestions, i thought it was more for bug reports.

alpine tulip
#

Tracker also tracks for requests

spring sorrel
alpine tulip
#

Sometimes I wanted to see a (diag_) command to change Resolution LOD on some certain object/P3Ds (similar concept to diag_drawMode I guess?)

...no, I'm not asking so I can screenshot vehicle interior

untold sky
#

@dreamy bane https://feedback.bistudio.com/T187807
You wanted a hasPassword.
But, considering this command can only run on the server, so only players that are currently on the server can see its result, we might aswell output the password. Because everyone who can read it, already has it anyways?

dreamy bane
#

well idk about outputting the password, i just need the server to be able to tell if password is needed so it can pass that information to my server browser 🙂

untold sky
#

I wanna make the command as useful as can be if I'm already writing it

dreamy bane
#

sure

untold sky
#

I thought about just providing access to the "class Missions"
But.. Maybe not

untold sky
#

I just learned, Arma has support for mission files larger than 3gb, even though pbo files are limited to 3gb.

daring wagon
#

3gb? Who thought that's a good idea

untold sky
#

https://feedback.bistudio.com/T187807 Looking for feedback
command to retrieve info about server. Lots of stuff from server config, some things about the current live state of the server.
I didn't include things available in other commands. Anything missing that comes to mind?

I know the mission rotation from server.cfg is missing, thats so much effort to translate to script value 😢

dreamy bane
#

looks good to me 👍

devout wave
untold sky
#

Maybe I can ju.. ugh. Mh.
If I do that, it would become obsolete if the full rotation info is added later on, I'm just too lazy to do it now

#

ugh I see next mission is also pretty messy, so probably not yet. But I'll note it down. If someone gets back to this someday they might do it 😄

unborn acorn
#

Ticket about in vehicle player head (camera) movement, seems we should move head more than it now or game allows the player to set values ​​that are too large than is visually possible
https://feedback.bistudio.com/T188039

daring wagon
#

is there a reason function recompiling is disabled in 3den editor? If I read the initFunction.sqf correctly it was enabled by default in the old editor, was this just forgotten?

devout wave
#

It might not be enabled by default but I'm pretty sure there's a setting to turn it on

daring wagon
#

That's only for when you preview a scenario.

#

I also noticed that adding the recompile = 1 property to a function class prevents it from being initialized in eden editor. One has to first hit preview or compile it manually. Seems weird.

true blaze
#

Youd need allowFunctionsRecompile = 1; in description.ext
But yeah it used to be allow from editor before. But no more

#

Or it allows recompilation of mission functions

dreamy bane
wild sphinx
lost ridge
#

@untold sky mernpleadbaby

untold sky
untold sky
wild sphinx
#

I see. A bit of a shame, it's definitely a much requested feature, but oh well... thanks for the answer tho!

lunar star
solid marten
#

where did you get the names for those controllers?

lunar star
#

I'm just assuming such exist, at least for soundServos because they act like they have ones (they 'fade' in/out).

#

They are defined if vehicle/turret configs

#

My "problem" with these are that for example the soundservo stuff is like original OFP era stuff, it's more audible outside the vehicle than inside which for someone wanting "autistic" sound detail is just sad.
I tried to do custom ones via scripting with CustomSoundControllers but for some reason CustomSoundControllers seem to be really unreliable at least when used as playTrigger in a soundset, if they are set in too fast succession, making "fades" for volume and frequency impossible. 🤷‍♂️

#

Also, if going really "autistic" getIn sounds trigger too late, should be called "gotIn" because they trigger when a soldier is actually in a vehicle, making for example hatch open sounds play too late.
So a "startingToGetIn" event/soundcontroller would be gravy but that's just nuts 😛

lunar star
#

Oh, one thing about on the topic of sounds:
looping soundset class loops single sound sample from the defined soundShader class in soundShaders[] regardless of how many sounds samples are defined in soundShader class samples[].
As in:
A soundhader class has token samples[] which lists one or more paths to sound samples.
The samples are selected from that array weighted random (normalized to 1 according to biki) becoming the sample "representing" the shader.

A soundSet class has token soundShaders[], which lists one or more of the soundShader classes defined and mentioned above.
When a soundSet is "triggered" the soundShaders in soundShaders[] are played, which individually has one of the samples[] list sound samples played.
this is how you get variation on weapon firing sounds.

However, if soundset is to loop (loop = 1) like with vehicle engine sounds the above is not true:
When a soundset is set to loop it will loop only one soundshader class. Offtopic, but: if there are more than one shader in soundShaders[] all the soundShaders in that list will play at vehicle init and never again, if volume is high enough it will be audible at vehicle init.
However, if only one soundShader is in soundShaders[] list the soundshader will be looped as expected, but not as described prior: the soundsample in the soundshader class samples[] list will be randomly selected at vehicle init and that sample is looped until the vehicle dies, sample is NOT selected at random on each loop iteration.

So the actual (re)question is, would it be possible to have that random weighted sample selection happen on each loop iteration, or is it just too "expensive"?

unborn acorn
#

Please make game write an error message if Sound Set or Sound Shader class not found

unborn acorn
foggy shuttle
#

2025/01/12, 0:36:52 Server: Update of object 2:37130 arrived from nonowner

Is there a potential to add the current owner and the owner trying to update the object to the server RPT log? (would be cool for playerID/name as well, but owner would be enough)
Few issues with some things being exploited through memory, would be great to at least log it

surreal bough
foggy shuttle
#

Not done too much with AI, but it probably doesnt see the bridge as a proper pathable model?

regal nimbus
#

Check whether the vanilla offroad can drive over the same bridge.

#

If that's a CUP vehicle then it's probably the Arma bug with lookahead collision detection. Vehicles with low model centres (mostly CUP, plus a few others) can't drive over most bridges.

#

On some maps the bridges are just built wrongly though. Can't be sure which case this is because it's balking at the start of the bridge.

surreal bough
surreal bough
deep plaza
#

Is it possible to add a fisheye ppEffect to the game?🙏

regal nimbus
#

I mean, it's an Arma bug really. You can generate the same results with the quadbike. Modellers can work around it but I don't think you'll get CUP to recenter half of their models.

regal nimbus
#

huh, they showed no interest when I reported it.

#

Power of youtube I guess

surreal bough
regal nimbus
surreal bough
#

Is this a bug or is it intended that the helicopter pilot can take off the NVG, but not put it on?

tacit kettle
#

Quick question. So i setup vanilla High command like shown here:
https://community.bistudio.com/wiki/Arma_3:_High_Command

But when i exported and put the mission on Dedicated server i dont have access to High command as a commander.
I have it on hosted multiplayer and singleplayer but not on Dedicated is that a bug or was it made like that.
Also how would i make it so it works on Dedicated ?

dreamy bane
#

@tacit kettle code pls

#

did you sync the High Command module to the player?

tacit kettle
#

Hosted editor mission:

#

On Dedicated server i dont have access to High command what so ever:

#

But when i use this code i have it shown like this:

private _groups = allGroups select {side _x isEqualTo west}; 
{ 
  
 if (player != hcLeader _x) then { 
  hcLeader _x hcRemoveGroup _x; 
 }; 
 player hcSetGroup [_x]; 
} foreach _groups;
dreamy bane
#

that code works in server?

tacit kettle
dreamy bane
#

ok. I was thinking you might need to use hcShowBar but not sure

#

or ctrl + space to bring up the hc controls

tacit kettle
dreamy bane
#

ok

#

maybe its because player is not playable

tacit kettle
dreamy bane
#

ok

dreamy bane
#

@tacit kettle ran some tests and I have the same problem but you can setup the HC with script. init.sqf: ```sqf
if(!isServer) exitwith {};

com hcSetGroup [t1];

tacit kettle
dreamy bane
#

t1 etc defined?

tacit kettle
dreamy bane
#

weird my code worked on dedi

gray wharf
#

does zeus exist on start and is not a respawning unit? 🙃

tacit kettle
# gray wharf does `zeus` exist on start and is not a respawning unit? 🙃

Yep also my Description.ext:

author            = "Legion";
onLoadName        = "Vanilla High Command v2";
onLoadMission    = "Welcome to High Command Test mission";
loadScreen        = "a3\ui_f_curator\data\logos\arma3_curator_1024_ca.paa";

class Header
{
    gameType =  Zeus;    // Game type
    minPlayers =  1;    // minimum number of players the mission supports
    maxPlayers = 24;    // maximum number of players the mission supports
};

//This Line is important dont edit it will crash dedicated Server:
//cba_settings_hasSettingsFile = 1;

//Respawn:
respawnOnStart = -1; 
respawn = 3;
respawnTemplates[] = {"MenuPosition" };
respawnButton = 1;
respawnDelay = 5;
respawnDialog = 0;


//Cleaning:
corpseManagerMode = 2;
corpseLimit = 40;
corpseRemovalMinTime = 180;
corpseRemovalMaxTime = 3600;
wreckManagerMode = 1;
wreckLimit = 20;
wreckRemovalMinTime = 180;
wreckRemovalMaxTime = 1800;
minPlayerDistance = 150;

//Other:
aiKills = 0;
saving = 0;
disabledAI = 1;
scriptedPlayer = 1;
allowProfileGlasses = 0;
//disableRandomization[] = { "All", "AllVehicles"};


//coding:
enableDebugConsole[] = { ""};
allowFunctionsLog = 1;
allowFunctionsRecompile = 1;
zeusCompositionScriptLevel = 2;
enableTargetDebug = 1;
dreamy bane
#

@tacit kettle works here

tacit kettle
dreamy bane
#

ctrl + space maybe 🙂

#

im using TADST to run dedi

dreamy bane
#

i have cba though, i think it does something to the HC, because editor shows the cba logo next to HC items

tacit kettle
#

i have cba though, i think it does

untold sky
foggy shuttle
#

Sent via DM - Doesn't give any info aside from that message on server that is related to that

quaint fulcrum
#

Arma 3 still runs on only 1 core and thread with multithreading.

I recommend a fix so the game becomes GPU intensive.

fickle root
#

ok

wary mason
near cedar
unborn acorn
#

If in sound sets disable speed of sound simulation then the sounds from jet do not appear with almost half a minute delay after enter audible range
Maybe this will help solve the problem https://feedback.bistudio.com/T124855#2738993

cyan basin
#

not sure if there's a ticket but, cursor does not get confined to the window when using windowed fullscreen, eg relative mouse isnt working properly (this is noticeable with multiple displays/bigger desktop canvas than the game window)

quaint fulcrum
#

Go full screen.

cyan basin
quaint fulcrum
#

Nope.

Ctrl Tab switches between applications.

cyan basin
#

what are you onto dude

alpine tulip
#

Just a thought actually. Make laser target automatically revealed to the designator, so drones can effectively target the laser without knowing it

alpine tulip
#

...More like, required to aware a laser to lock a laser makes no sense

gray wharf
#

it makes sense for them not to see lasers they cannot see, e.g behind a wall
the laser visibility to drones should be pretty high however

rose cloak
#

automatically revealed to the designator
sounds like "their own laser", though

alpine tulip
#

Well, this is not #polpox_english_feedback_tracker

gray wharf
#

ah well their own laser definitely ^^ they should be looking at it while shooting it yeah :D

true blaze
#

But... what if there is a mirror?

alpine tulip
#

Well, we have Miller though?

cyan basin
#

what?

deep plaza
unborn acorn
keen sable
lunar star
#

@solid marten
Updated the ticket https://feedback.bistudio.com/T187514 I mentioned a week ago or smth.
After re-reading my insane ramblings from back then I reckon I wasn't making much sense. Severe sleep debt is a helluva drug I guess..

solid marten
cyan basin
spare vine
#

I doubt Arma 3 will get any new features anymore, and only bug fixes or (minor) improvements. And/or minor engine updates due to a CDLC, but I don't expect those either anymore.

Would instead suggest to create a feature request for the Enfusion engine instead 😉

deep plaza
#

not yet, it's not over yet 🤣

devout wave
#

It's difficult to use laser designators on objects that are in the ocean, because the designator target doesn't position itself properly on such objects, and instead drops to the ocean floor. https://feedback.bistudio.com/T188547

unborn acorn
fluid meteor
#

Is this known issue or been there always?
When using "AmmoBoxInit"

['AmmoboxInit', [this, true]] spawn BIS_fnc_arsenal
["AmmoboxInit", [ammoBox, true, { _this distance _target  < 10 }]] call BIS_fnc_arsenal; //example from wiki

It will thrown Error/ Warning when enter in Arsenal ->

daring wagon
#

Always been like thid

#

It only shows if allowFunctionLog is set to 1

fluid meteor
unborn acorn
#

Difference between SP and MP can be seen and heard even with 1+ client on a dedicated server started on your PC, but with 100+ it is much clearer

lime sedge
#

By the way, maybe it's related, but in multiplayer when you refuel at a fuel station, you hear several overlapping sounds of fuel pouring.

viral basin
pliant jacinth
#

I've already sent a feedback on the web, but I leave it here

Since October maybe, the keyframes have stopped working, before with just putting the variable name of the object it let you use the tracking option, now not even filling the eden id works, even removing the look/animation option the camera does not follow the path marked by the rich curve.

https://youtu.be/ZNsTY6HBTvw

if someone tries it and it works, please make a video of how to do it and send it to me because I have a project stopped because of this.

cyan basin
#

ticket link?

west onyx
#

@solid marten time to enable scripted server joining, maybe just set a flag in server.cfg that has to be true for it to work

dreamy bane
#

that reminds me of this lobby scripting/communication feature dedmen was interested: https://feedback.bistudio.com/T183039 . wish I had better ways to run the code in lobby but maybe you could make new sqf file execution when client enters the lobby. like onLobbyOpen.sqf which would be called when lobby opens

unborn acorn
near cedar
sacred river
unborn acorn
#

Can't check SPOTREP from that time to make me sure due arma3 .com won't work
But with the Contact expansion it was intended to take the Tanoa environment sound classes and overwrite the sound paths with recorded for Livonia?
It turns out that after the Contact release the ambient sounds for Livonia now also play and completely replacing for Tanoa - sounds of european animals on the pacific archipelago

Insect_Day_SoundShader, Insect_Night_SoundShader, Forest_Birds_All_Day_SoundShader, Forest_Birds_All_Night_SoundShader
compare these↑ classes in \a3\sounds_f_exp\config.cpp and \a3\sounds_f_enoch\config.cpp

upd; I didn't find any mention of the complete replacement of Tanoa's ambient sounds with Livonian ones
Most likely the class names coincided by accident

regal nimbus
#

Testing Arma's guaranteed stream with Clumsy, there is something very weird going on with 10% packet loss which leads to giant gaps in the incoming data. Often 3 seconds between frame-adjacent messages at 200ms latency.

#

Ok, upped it to 40% and it just gave up after 27 messages.

#

ah nope. 21-second gap.

#

Hmm. I guess client just waits for a while before deciding that the packet isn't going to show.

#

Didn't convince it to drop anything yet, so that's a plus :P

vapid cradle
#

Is there any reason we can't upload file on the feedback tracker ?

dreamy bane
vapid cradle
dreamy bane
#

thats only way i know

near cedar
#

Yeah just drag and drop into the text field, it will attach it. It's represented by a text identifier that you can move around as text.

devout wave
#

There's also an Upload File button in the formatting toolbar (furthest right icon in the left corner, cloud with an up arrow)

near cedar
#

Oh lol