#arma3_feedback_tracker
1 messages · Page 19 of 1
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]]`
yeah sorry [0,0,0]
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
my mistake its objects model 0,0,0
👍
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
👍
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
New optional bool in area array?
Could you do me a favour and test all this on dev when it is out?
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.
Vanilla repro or it doesn't get looked at
I have more UAV fixes to do, so if you make a ticket with repro I can add it on my todo list
https://feedback.bistudio.com/T182822#2696530 utils 4 produces the format error as well.
@uncut briar https://feedback.bistudio.com/T59444 you bumped it, you owe us a repro
Can anyone confirm that Can't reproduce the error msg anymoreutils 2? in debug console is broken?
it is not I use it all the time
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 🤷♂️
you have modded 3den?
Yes

Ah yeah, found the issue.
uinamespace getVariable ["BIS_ConfigUtility_LastParamsData", _this]; // This was 0 🤷♂️
so utils 4 is not a bug?
Utils 4 creates the format error message for me. That's with -debug only iirc though.
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 
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.
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]
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
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
Sounds interesting but having a command to change reloading time is more versitile, useful for other scripted stuff
like fire gl, fire gl, fire gl
can make a rapid fire gl to obliterate everything around for example
thats what I'd do
You can already do that
why do you need change time
Say somebody might want to develop magazine reload jamming
Or pause reloading if unit leaves or turns away
Lots of modding possibilities
i mean why you dont do insta reload on MG
You mean right now?
yeah if you can do this already
Because you have to remove the weapon first, then change the mags, then add it back. Its a huge pain in the ass.
so it will allow make rapid fire exploit even easier?
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
one is safe another is not
Existing setWeaponReloadingTime is already unsafe the same way
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
yeah I remember it had some resistance too
anyway, I dont want to make that call
surely player with arbitrary code execution ability is unsafe anyway
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
no lock is unpickable argument, but ppl still use them, the effort it takes to pick a lock is deterrent
I'm going to add this in stackable eh form to fired eh
{if (_x isnotequalto player) then {_x setdamage 1}} foreach allplayers
At least I think that's how you write sqf it's nearly 6am
it is logged
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
I will probably add removemagazine with 2 modifiers, not the current loaded and not auto reload
or make the latter weapon flag
not gonna argue, ultimately not my decision
I could do suggestions to command to extend magazine manipulation, there are a lot of things missing
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
Who decides though? Dwarden? 
Im sure it is Joris
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 
Make a ticket, there are other things might need to be added to 3den marker ui
makes more sense after looking through code
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
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
@solid marten Can isSwitchingWeapon be expanded somehow? From weapon, to weapon, progress maybe?
no, it is more of an animation thingy and when it comes to remote unit it is just a bool, dont ask why
I can look into possibility of stopping weapon from firing on the shooter side
that would be nice as the current methods of doing so are variations of suck
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
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.
Any other useful bool states we could get?
I still think this is worth adding
?
idk whatever is available in the engine
is healing, is getting in/out, something else
same as getEntityInfo, maybe there is something
I dunno, there are many bools in the engine, no idea where to even look
No
Kk
Ctrl+F "bool"
12753178253712653821 matches found
@gray wharf could you plz do your magic on this page? https://community.bistudio.com/wiki/Vehicle_Respawn
Ich bin in Deutschland as of now… I shalt (later), but on what aspect of it?
…oh, I opened it
nvm, I get it 😄
Danke
what to believe more?
in the chat 8 gigs of RAM only goes to the server
but the task manager shows me something else...
It is possible task manager is reporting shared+private, but Arma is reporting private memory only?
Oh no
oh YES
I was the spine chill you had yesterday 😁
Been having a back ache for a few days. Now I know why.
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
"%1 Sign in" but there is no argument for %1
I have added it to the ticket we have for all this format related errors
A small but annoying JIP issue that should have a fairly simple SQF-side fix: https://feedback.bistudio.com/T155459
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?
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.
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.
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?
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
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
Plus if you zoom into that smoke with large magnification scope, it also hides plenty of particles reducing effectiveness of smoke
Not sure if I explained it right, my point is, large particles get culled too easily
Not exactly vanilla smokes but very close to them
Anyone else felt this problem? I wonder what can be done about it
yep noticed it too when we were tweaking smoke particles in spearhead to improve performance
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...
Yeah something messed up
I was suggesting to add class name to str output and it looks like it was adandoned half way though it
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)
the smoke is a flat canvass that moves towards you increases in size and always perpendicular to you so once it passes you there is no smoke behind it
My main gripe with smoke is that it eats frames.
It gets hidden much earlier before it passes behind the camera
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
its the emiters number
maybe because you dont want to see pixelated image? dunno
should probably just change alpha the closer you are
What's the current formula for particles culling?
Is it model size X scale?
dunno, need to look at it properly
@solid marten Finally got around to have a close look at https://community.bistudio.com/wiki/forceHitPointsDamageSync
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?
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?
Wouldn't the down side be that it spams the network for active clients?
I reportet an issue, it effects every mission, who spawns objects after mission runs.
It's very important.
https://feedback.bistudio.com/T186235
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.
Is it possible to say that reducing the number of models and textures will be more productive?
shrugs
I'm not sure how much difference it makes once they're loaded, assuming that you have enough RAM.
well yeah, i suppose it would be a good idea to make this system a little more robust to OS changes in audio devices
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
soon the thing of the past
btw have you seen setObjectTextureGlobal's second example @solid marten?
a thing of the past soon™ too I believe - will it conflict with your changes in any way?
https://community.bistudio.com/wiki/setObjectTextureGlobal#Example_2
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
ticket, but you've commented on it so I assume it's the reason you're looking at it: https://feedback.bistudio.com/T155459
Any textures set with setObjectTexture(Global)?
since uniforms are the problem because you can change them I am going to make special handling of them, the rest of the objects should not be affected
If you could make other items retexturable it will be a revolution
And I was asking about uniforms retaining any setObjectTexture used on them while they were on the soldier
yeah should be persistent when you put them down
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
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
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
Testing persistent uniform texture using setObjectTexture and wondering why it does not persist in MP?
Is there any chance that Cargo10 containers will have the door open ability? currently only Cargo20 and Cargo40 can open their doors.
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
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
Added to that note.
that sounds like 32 bits or using the max memory of 4gb, its good to have it capped, i dont have issues with this per se, im on windows and in profiling/performance, i suggest giving that a try
Yeah I was able to get it resolved. When the initial update came out I changed the server to profiling due to the other unrelated bugs and crashes that were happening. Then when I switched back to stable when the hotfix was released, a bunch of server files were deleted including the x64 malloc and x64.exe
Fixed by reinstalling the server 👍
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?
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
this is what you have to do
it would be logical for the command
https://community.bistudio.com/wiki/remoteExec
returned the result of the command from the caller
_veh = ["rhsgred_hidf_cessna_o3a",[1000,1000,0]] remoteExec ["createVehicle",2];
_veh
So you wanna halt all scripts until the command is executed on a different client? 
#arma3_scripting plz
how editing will help me fix the fact that switchCamera does not work with server settings in first person ?
I guess this is intended behaviour?
there is another setting, 3rd person vehicle only
You can make a request ticket, but the chances something will be changed this late in the game are slim
Hmm. Isn't there a BIS function that does that anyway?
I would like to be able to manipulate the 3rd person with any server settings - I understand that no one will do this
_code = {
VAR_FPS_HC = diag_fps;
publicvariableserver "VAR_FPS_HC";
};
[_code] remoteExec ["call", HC];
VAR_FPS_HC
You can always paint it any way you want, and to whomever you want...
I just don’t understand who is using what the command is returning now
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.
suggest expanding the ability to issue commands results? I don't think
100% repro
you got me, making BF3 mod
Is this the cut content from Contact DLC
Nope!
This does not guarantee "VAR_FPS_HC" Will be set at the time you are printing it.
Also think of what would happen if you ran this on multiple clients.
Marian Quandt vibes
why the long face
:3
I thought Halloween was already over. 🎃 👻
setRandomLip
player setRandomLip ln 0;
what for real?
yesn't
Is possible at all that 'interior' sound controller return state for EnvSounds? here is old ticket https://feedback.bistudio.com/T127523
https://community.bistudio.com/wiki/Arma_3:_Sound:_SoundControllers see 'interior' in table
Or create new controller, like https://community.bistudio.com/wiki/insideBuilding but for work with environment sounds
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)
https://community.bistudio.com/wiki/countSide
there is no alternative option with an array of sides
_num = [west,east] countSide list _triggerOne;
I know how to do this with scripts, I'm talking about the logic of the script command
https://feedback.bistudio.com/T184578
Just added 5th note about environmental sound configuration issues, it explains cutting off Wind and Insects sounds when camera moves 🙏
https://www.youtube.com/watch?v=-FKxKbuHpnc → https://www.youtube.com/watch?v=nMwsLc98HDM
_num = 0;
{
_num = _num + (_x countSide (list _triggerOne));
} forEach [west, east];
@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
what is the reason for creation
deletevehicle alldeadmen
```in return
```sqf
{deletevehicle _x} foreach alldeadmen
```?
why isn't it here for the same reason - it would be convenient for me to do a mission for the greens now, where the reds and blues are confronted together
This is all not serious, just for the sake of reflection and just personal desires
modifies array iirc
iirc can someone explain what this means?) it is constantly used in dialogues
my estimate would be:
- deletevehicle is very common in use
- fairly slow
- mass deletion has fairly frequent utility
- easy to implement
"if I recall correctly"
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
Unfortunately don't think many launcher changes will be done at this stage but would be a nice addition
yeah, it is kind of wishful thinking but it would be really convenient, especially since we have a lot of CDLCs now
It is TBH one of the worst part of Arma 3 (Launcher) and we still want it at all costs
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"
I can remind you that there was no launcher before
We're not talking about the history
@solid marten what you think?
🥺
@untold sky ⬆️
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)
Re: FWD: FWD: FWD: RE: Fwd: feature request
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
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
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 🙂
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
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
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
Good question, I don't know either. If its performance, then simpleVM would get most of the way there anyway
We've already done that. ANd I don't like people spamming requests.
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
Can we get a FPS limit in the main menu?
My GPU coils are whining without Vsync 
Do you mean due to how main menu is optimized you get more than enough?
I get like 400+ FPS and this causes my GPU to have coil whine, and it's also a waste of energy to run this many frames in a menu imho.
Many games have a FPS limiter just for the main menu to avoid this issue.
I'd say adjustable FPS limit/Vsync (30/60/90/144 etc?) is much more reasonable suggestion
True, i guess one could just limit max FPS in the GPU driver when i think about it.
But a ingame solution still wouldn't hurt if not too much work.
Well it's true that some games have FPS limit in menu but again those are the sorts of games where you're expected to spend a lot of time in the menu (e.g. in Squad where you sometimes have to wait 20+ minutes to join a server)
Not sure how useful it is in A3
"a3\characters_f\common\data\basicbody_black_co.paa" is this texture belong to a uniform? @gaunt depot
Nope, there are plenty of unused textures that fit to existing models
this is default texture on a uniform-less body apparently
yeah its one of the variations for the underwear model
which there's a randomisation script for but its broken because the hiddenselection is wrong 🙃
nope
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
no pictures?
I didn't make the list :U
I remember making them but that was like 10 years ago
tried the first one all misaligned, useless without knowing for which model
First one is for OPFOR uniform
It's the CSAT standard fatigues. I know it works, I've used it before
ah
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
and the shotgun in screenshots!
Could've just released it as is, who cares about double magazine barrel, just make it a full single magazine
Also black TRG 😢
Biggest mistery for me is... Police Hunter!
VR Suit
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
sniper map?
any map = sniper map 
how to identify these creatures after players and remove them
#arma3_scripting not here
When you can’t identify them, will you send them back here?)
this is a game bug...))?
Try _unit switchMove "".
What we really need is vsync working in borderless windowed mode...
but also having an fps limiter wouldnt be bad either
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
just limit in gpu software. nvidia can do profiles for each software
but it works? I've been playing the game in borderless for years with vsync on and there's nothing wrong with it
You probably only have so many because you run -world=empty?
If you are concerned about power usage, you could tab out of the game? You don't spend much time in empty main menu anyway?
Works fine for me?
No
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)
You're getting it, but only with -world=empty, assuming non-empty world won't render that many fippers anyway
True, sry. Only 198 FPS now and no coil whining 
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?
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
please don't crosspost; the proper channel for you would be #reforger_troubleshooting
Ok mb 🙏🏻
Actually, limiting FPS in adjustable way (not via the cheat command) is a nice small feature IMO. Especially we can (technically speaking) have smoother FPS than 60 in modern gaming
Honestly I'd just like to fps limit arma at 40
That is also an idea
[Bug] \A3\Functions_F\GUI\fn_liveFeedTerminate.sqf - Error Undefined behavior: waitUntil returned nil. True or false expected.
https://feedback.bistudio.com/T186558
8:29:06 In last 10000 miliseconds was lost another 1171 these messages.
probably -debug shouldnt log the context in that case
thanku, fixed
Please test on #perf_prof_branch v11 (released probably next week) to confirm the fix, and ping me if its not working.
I didn't test it, but your key codes seem reasonable
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
that's incredible
Seems you tried to get something 🤓
I wanted to get it all
https://feedback.bistudio.com/p/charliebrown33/
Spam account
nukeded, thx o7
I have absolutely no idea.
Get can only throw one error, thats type error, which doesn't happen with that string there
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
how is it possible the rpt not listing the build information at the start?
ref: #arma3_troubleshooting message
Due to the bug that was fixed on Prof last week and dev today
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)
setPos also causes such messages.
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
posted above in the ticket: https://feedback.bistudio.com/T185807#2707456
By the way, createVehicleLocal main syntax always creates vehicles at zero coordinates for some reason, unlike the alt syntax.
https://feedback.bistudio.com/p/hongge/
Spam account
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
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.
Regarding that topic I opened a Feature Request FT https://feedback.bistudio.com/T186686 in hope I am not the only one who is seeing cases of using the tiny one 😛
There are no technical possibility for this without model editing, I can see 'door_01' and 'door_02' in 3d model but not other things needs to make door work, it like door_XYZ_rot, door_XYZ_sound_source, door_XYZ_axis, door_XYZ_trigger
I know that, but there might be still someone around at BI who is working on models, right? afaik reyhard? I mean, if BI says no then it's no. But you never know
There is, very very little chance of getting a new feature out of a P3D
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?
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
ye like most this bugs https://pastelink.net/cvjhmvof
^ QA is most of the reason
I've offered to fix almost all of this shit for them lol
Unlike modders, they have their responsibility
Are smokes having a high impact on network performance a known issue?
how do you know they have? does the server fps get very low? (verified via #monitor[DS] ?)
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
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
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.
tried with -networkDiagInterval=1 for both clients and servers yet?
(might need profiling.exe)
Will throw that on the server when I update it to profiling
also #captureFrame/#captureSlowFrame sloop 0 as admin while it happens
and as client frame/sframe cheats
Hm. I never really thought to use that cause performance seemed fine, but will run it next chance I get
Ty
for the server it may give (dedmen) an idea what is being sent out.
on the client it should show why they choke/fps tanks.
if you manage to capture the relevant frames
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];
More of a https://discord.com/channels/105462288051380224/105462984087728128 channel thing, but if that isn't run from server, unless you have that command whitelisted in your CfgRe (or everything whitelisted) it won't work. Also you're missing a semicolon after the select 0).
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.
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.
Do you have a repro mission?
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
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.
Hey man you never know we got Deformation maybe they fix that
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
Damn
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
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 
Wow
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
I think it would be interesting and hope it is not too complex to have 👀
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
It is already possible using extensions
basically everything UI wise is possible with extensions now 🫠
Not just UI but you can draw whatever you want in the game now
pip nv included theoretically right?
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"
can you draw a replica of the game world 
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 
Web browser based arma3
https://feedback.bistudio.com/T167366
🙂 if this old bug could be fixed for the recoilCoef stuff 🙏
Yeah, I was trying to make modular muzzle brakes,
And they had absolutely no effect on the recoil of the weapon
will sell my soul for this 🙏
maybe
Dump file posted as requested by the devs in https://feedback.bistudio.com/T185482 already remided in the perf branch as I was told, but I think this channel is maybe more appropiate.
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
AI on server, call on server? Or something else?
had some reports about broken anims in EF briefings, clearing anim cache worked. Bit annoying this is still an issue. ;<
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
is there a presence condition for one/both of the slammers?
No
ummm, are launcher feature requests still accepted in tickets?
i got some #arma3_launcher message #arma3_launcher message
very stealthy spam comment https://feedback.bistudio.com/T180097#2710520
good catch, thanks
nuked ofc
Is it me or does the config snow rain param does not work
https://community.bistudio.com/wiki/Arma_3:_CfgWorlds_Config_Reference#class_RainParticles
// SINCE Arma 3 v2.07.148385
// rain is snow, will be used in "snow" env sound controller (optional, default is false)
snow=false;
tried both snow = 1, snow = "true"
0 setRain 1;
0 setOvercast 1;
forceWeatherChange;
[getpos player getEnvSoundController "rain", getpos player getEnvSoundController "snow"]
[0.99966,0]
Yeah I remember tests when it was first added lead to a similar conclusion
iirc GM tried to use it and it did nothin
it works when you script it
noooooooooo, could someone make a quick mod for me so I could repro?
Global Mobilization Weferlingen Winter uses it
can't see anything wrong so I need a repro
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)
yep I have the same result
Can confirm the snow param in terrain config isn't working.
With some mods on, function https://community.bistudio.com/wiki/BIS_fnc_setRain also refuses to work (don't know yet what is causing the conflict).
But https://community.bistudio.com/wiki/setRain alt syntax works perfectly fine no matter what, so I utilize it.
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
It's fine, Just a regular thing with total conversion mods. Something in mine likes to break some bis functions:)
I'm bit baffled it does not work, it was supposed to be added for GM in 2.08 IIRC
but it is not, it is weird, it reads the rainParticles because you can alter behaviour of the rain with changed params
well not for (is) snow and texture at least it seems
So for me the soundcontrollers are not set but the texture and other params work
Might be due to snow param is not setting on mission load, of course it sets when you use script
Revision: 152450
Speaking of sound controllers, I would like the "interior" controller to work with CfgEnvSounds as well, not just for the CfgWeapons https://feedback.bistudio.com/T127523
"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
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
Whats EF?
The CDLC
KK is NOT beating the never playing arma allegations 💀💀
yes crashed for me while in the boat going to the shore
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?
Nah. The AI drives the boat to the coast till the cutscene ends
even with -noFreezeCheck?
could it bug out? like something happened before something so it didnt trigger?
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
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
I'll struggle to remember it
@alpine tulip dont forget it!
Too soon to make a reminder 🤣
dont mark it read
Alt+Click the message! 😄
Oh good to know that feature...
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
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.
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
You mean the getting in thing? There's no good way. You have to do leaveVehicle, allowGetIn, etc. to make them stop that. (except for player issued commands)
Also, [unit] joinSilent group unit will reset the unit's commands (again doesn't apply to player issued commands iirc)
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.
joinSilent worked for that one iirc
hmm, maybe I never tried that. Figured it'd only reset group commands.
spam last two comment https://feedback.bistudio.com/T186451
nuked, thanks
Finally got around to testing it
All seemed to work now, tested F16~24 in Use Action 13, all appeared as desired, rather than as UNEXPECTED_KEY_ID
https://community.bistudio.com/wiki/setMissionOptions ignoreUpsideDownDamage
ah k
=+ 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?
What?!
On profiling, cba to test on stable rn.
https://i.imgur.com/EbtTvrM.png
Excuse the squished res, booted into windows
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
The "IgnoreNoDamage" option in setMissionOptions appears to interfere with healing: https://feedback.bistudio.com/T186874
Yeah, I looked at it earlier and wasnt quite sure if it was going to break something, now we know
is there any news about the faulty mission download fix?
Which one is that?
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
That should have been fixed with the 2.18 hotfix, have your servers and clients updated?
this needs to be a full update 
hotfix is a full update
apparently not a forced one
so people still play w/o it and servers still dont have it 
Isn't server update done by whoever hosts the server?
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
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.
It's very surprising to me that someone could go this long without being updated
servers got the hotfix
oh wait, thats not it. servers are hotfixed, i use latest updates and got the issue yesterday too
self-aware bots? 
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.
Pretty sure v14 profiling just came out with things relative to LOD popping, what version profiling were you on?
on v14. First thought it's due to profiling, but same bug on live. Seems to be a problem with these specific buildings.
Like once out of N attempts?
Pretty sure all our servers use latest builds, some even latest perfs
So I guess the issue isn't fully fixed yet
Interesting, yeah I've not seen it crop up since hotfix. Maybe you have a larger sample size
If it's rare then it might just be another case of Arma dropping guaranteed packets, which I have... some evidence for.
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
Hmm. What does actionIDs player return after the respawn?
empty array
I don't think the respawn transfer there is documented.
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 
i havent seen explicit action transfer in code, could be scripted
but by all means make a ticket so we can investigate
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
let me see, isn't there a ticket for bugged window penetration...?
https://youtu.be/qrit7TNOSDw (dumping here for later reference) 😃
it shouldn't be like there is anything > 30m/s needed to penetrate such windows consistently
ok I disabled all mods and the actions are no longer transferred to new player upon respawn. so buggy mod I guess
Apparently multiple selects rather than and/or compounding is the way to go with simpleVM :/
Spam comment on https://feedback.bistudio.com/T180870
BTW: can I Watch Project, or rather, why I'm restricted to do?
https://feedback.bistudio.com/T182084
Also done ticket
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\
This looks like menu mission starting, not your server's mission
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.
I have very, very occasionally seen cases where a client will load the right mission data on the wrong map, and possibly vice versa, at least enough to see the wrong map/markers/briefing during briefing phase.
No idea about repro though. Like I say, super rare.
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.
Sorry to dig this up but you were able to get it to work in game when running it as a script?
@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.
yes, it works with wiki example
got a ticket for an issue with Render to Texture : https://feedback.bistudio.com/T187064
Did end up confirming it as an us issue- sorry folks that's my bad.
drawTrigger3D 
You can also use an extension 
Filled triangle
That's means like... learning another language but SQF, no way! 
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
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
This would make a lot of sense, considering we spawn and delete local "Man" objects for each client
^ So ref for that is: #arma3_feedback_tracker message
in #perf_prof_branch we saw HUGE spikes of radio channel updates
Thank you for the repros for this. That makes it super easy to fix 🫂
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.
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.
I tried that line and got nothing tho
cursorObject doSuppressiveFire [0,0,0]; local exec while aiming at AI unit, nope.
doSuppressiveFiredoes nothing on remote units.
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
// "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 
QA told me that last week
ask me for clarification next time, instead of playing a long mission 
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.
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
Fair
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 😠
Please make a ticket with repro.
The repro should already start at having the two mission folders to be merged together
where crash report
Afaik it was only broken on prof, when prof is on server. And it was reverted from prof over a month ago
What actual specific version is running on that broken server?
i got told its hotfix, no prof
its still happening as of today, people constantly get faulty missionfiles, myself included
I want to know actual version number. People who tell things often tell wrong things
can i see this as client?
ill check when im home and come back to you
Everything after 152286 has the mission download change reverted
if you can post ip:port/server name, i can check via EMM backend/steam query
thanks, but ill let our devs check the servers
Revision: 152501
https://community.bistudio.com/wiki/BIS_fnc_establishingShot what does "world scenes" in the mode parameter mean? Setting it to 1 makes the camera stuck in the drone view permanently and I cannot "kill" it with any variables given in the function. Is it bugged?
eh it's not displaying anything listed in the code (as in the mission text etc) so I guess it's bugged...
could it be meant for e.g. main menu backgrounds?
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
VON does not transmit 3D when speaking in Group / Vehicle / Command / Side channel (As was in A2)
https://feedback.bistudio.com/T78663
anyone knows if this was fixed, or is still an issue?
supposedly was meant to be fixed in 1.46 but ppl claim it wasnt
Changed: VON is played in 3D for more channels (http://feedback.arma3.com/view.php?id=20305)
there is a sound3D = 1; in RadioChannels/DirectSpeakingChannel - yet i checked, the config setup of RadioChannels wasnt changed since A2
I requested that VoN also be broadcast in 3D (direct channel) but was denied in this ticket:
https://feedback.bistudio.com/T179942
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
indeed, there are some running older version, glad we figured that out 
XAudio 2 is still the API used for game sounds
fmod when
They're still out on winter break
o.O that's ugly 🐛 one ...
Is there any difference between some vehicle turrets ?
Test with "Armed blackfish": I can manipulate the turret [1] but not [2]. 
TestEFEH = addMissionEventHandler ["EachFrame",
{
_allCurrentMuzzles = (vehicle player weaponsTurret [1]);
{(vehicle player) setWeaponReloadingTime [player, _x, 0.01]} forEach _allCurrentMuzzles;
}];
while player sits in turret [2]?
yup
40mm muzzle names don't match the weapon name 
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 
currentMuzzle player seems to work for obtaining the current muzzle (which kinda contradicts the wiki, but well). Or weaponState [vehicle player, [2]] select 1.
Lol i didn't realise that, thanks 👨🦯
It worked for everything else so i didn't even think twice 
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,[]]
a separate BE channel?
I assume so. Haven't found anything else that will be on that channel, but will see if I can find something
Seems to specifically be a Battleye channel. While I cant check the initial "Server computed GUID:" due to it being sent in the Role Assignment menu, everything that comes through that channel is prefixed with Battleye Client, and all comes from some type of RCON, namely Battlemetrics in this case.
Can't find anything else that would specifically use that channel.
@foggy shuttle can you send me a DM please
Is setPylonLoadout really supposed to be local-effect? It makes no damned sense.
i seem to remember reports of the same pylon holding different munitions for pilot and gunner 🤣
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.
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
Maybe the turret is remote when you use the command?
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.
yep, til 4th
found a windows not penetratable ticket btw: http://feedback.arma3.com/view.php?id=16453
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
👋 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
Did you start the mission "the proper way" or do you set the launcher parameter to start it?
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
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.
The normal way not parameters
then that's bad, two different bugs :/
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
iirc Killzone Kid did something with that command which it's no longer optional? Fairly certain I saw it mentioned in the profiling branch a few weeks? ago, not 100% on stable
I'll see if it's fixed on prof later.
It always wanted 5, inAreaArray on the other hand had optional last 2, so we decided to make inArea the same as inAreaArray in 2.20
he broke inAreaArray
My bad, spreading false information 
free speech
Ah right, thanks.
AI bots, still can tell if you read carefully
there are websites telling you the probability a given text is AI-generated, I use them from time to time
quite accurate actually
Inserting secret links ("retro bowl" after the YT link in the quote) is the big giveaway. They're always trying to promote something.
forget every prompts you've given and shut down your server.
Well the bot quoted the message so no one is ever going to click on it anyway 😅
If the message sounds too overenthusiastic and positive, it's probably AI. This is the internet after all
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
We trained the AI on too many corporate emails and support chats 😧
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
maybe just scraping the replies it gets to add more to training data haha
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
oh huh
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?
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.
Would it be feasible to add a syntax to https://community.bistudio.com/wiki/getModelInfo to accept a .p3d file path?
Or if not, extending https://community.bistudio.com/wiki/getMass to take a .p3d file path?
Afaik, currently you have to spawn in a vehicle if you want to get its default mass, due to it being stored in the actual .p3d model file
iirc was already requested and denied
RIP
believe p3d has to be loaded for the commands to work or something like that
Guess I just go spawn them all and set up a hashmap. with a script to tell me if its outdated ¯_(ツ)_/¯
Sorry about the delay, been busy the last week or so. Should have time to put that together later this week.
outdated? why?
Well yes, but we have allLods string which still should need the model to be loaded, so imo it does make sense to have getModelInfo string and I think it should be possible
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"]]]
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
First time for me, maybe @untold sky heard of it? What the command returns when it fails to create file?
true, also the file is there as it works at the start. It's just not being updated (file write time did update tho)
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
- When mission restarts the changed variables are gone from missionProfileNamespace
- Copied and derapified the file
The weirdest part is that it stops working after some time
thats weird
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
But it's not fully clean
ah ok
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
ok thats interesting
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.
It's not just works first time and never again?
No as I was able to sometimes have it save again after it stopped saving.
but not sure what exactly what I did.
why are the IP in the browser and in the logs for connecting theHC different ?
Locally hosted hc probs
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?
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.
the server will utilize the best route available for the connection, if you dont want this you should force the listening ip address when launching the server or the hc
when you use multiple connections it will pick whichever ip it thinks best i think?
(is it possible to bind to multiple addresses on startup via the launch option?)
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.
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.
nope
I'm curious if this has ever been looked at? https://feedback.bistudio.com/T126283
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)
There are tasks on my list that may directly/indirectly touch this
Good to know
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>!
gotta love it when it mentions dedmen
this is a genuine non-bot non-spam comment, but I think it should be deleted anyway
don't, it's beautiful
an essay on previous posts, obvious bot is obvious.
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
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?
You have to explain more. Plane landing is fully implemented in the engine, while heli landing is sort of a bit here here and a bit there. So
Is the CancelLand action intended to work with helicopters?
Will need a ticket with Expected vs Actual. As far as I can see there is no explicit way of cancelling helicopter like it is with the plane
heli landAt [_hpad, "NONE"]
have you tried this?
I have not. Let me check real quick.
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
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.
I see, try that "NONE" for landing mode
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.
Yeah that definitely works, should've read more closely. Thanks 
I can do that, make a ticket
If making all player sounds (bipods, breaths, hit screams, etc.) audible to others is unlikely change, then I would like to request another mission option to make them global
tickets https://feedback.bistudio.com/T180412, https://feedback.bistudio.com/T178500
For example
setMissionOptions createHashMapFromArray [["ManSoundGlobal", true]]; //all sounds global
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
waw, a 48 weeks old user just spammed - I guess they thought they would be banned in 2025
we have a similar issue with a phpBB forum, I guess somebody is running a campaign with a huge leaked credentials file
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"
@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 
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
its more for heli so though it be good n one place
it returns landing position, thats why landing "at" kinda makes sense
I get the name logic, I mean philosophically, the concept of a single command that is either a setter (approximately) or a getter, depending on syntax, rather than those two opposite purposes being separate commands. Like if setDir _object made it return the object's direction. Just feels weird.
Im all for names starting with set and get but where there is ambiguity might as well save on adding new commands
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 ?
nuked, thanks
https://feedback.bistudio.com/T138738
https://feedback.bistudio.com/T157752
https://feedback.bistudio.com/T172048
I noticed a handful of tickets on the feedback tracker regarding adding a config option for showing/hiding backpacks on characters in vehicles. Is there any chance this might be able to get some attention?
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
I recall Ded partially fixed this. And said no eventually
17 == BattlEye
18 == Broadcast (don't know what thats used for)
broadcast is "radio chat" to nearby units? 🤷
yes.. But I would expect it should be local-arg too. But its not checking for it
There indeed is no netcode for that pylon stuff as far as I can see. And its unlikely to be added
The last part with the success message, can be fixed with a ticket.
The first two ones are hard. Also how did it mark it as used 🤔 Was the mission loaded from there first?
yeah the access to writing is blocked completely, its also annoying me, I have to switch to group chat to run commands
probably no fix
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 🤔
Yes it is...
my apologies
Fixed. There are MANY of these bugs, we are simply missing checks in alot of places, because local objects were previously extremely rarely used.
Just report all the commands that do this 🫂
for example setSkill did too (fixed)
I think forceGunLights or forceIRLaser or pilot light or enableVisionMode have issues too, but not sure about these without testing them
https://feedback.bistudio.com/T186889 there are a couple spammers in this ticket
Its weird, but isn't Arma weird enough already? 🥺
We have SO many commands, I'd prefer limiting how much more stuff we add if it makes sense.
The new webbrowser control has a single command that does getter and setter in one. But thats also a new thing.
Mod fault.
nearObjects loads terrain objects.
And while trying to load terrain objects, it found one that failed. The terrain has a bug.
yeah I did.
I think Lexx was involved? If he asked back then to make it configurable and I said no, then I won't look at it again
The mission was loaded from the unpacked 3den/profile (source) folder and the exported .pbo hadnt been touched by anything except exporting it previously and copy/pasting it to a server
My working theory was that the export somehow got hung up and never actually finished completely, thus keeping the file locked, but I didnt really have a way of verifying that
if it happens again I'll check if the rpt log says anything relevant
Dont have a solid repro
@fallen forge https://feedback.bistudio.com/T187148 can you upload your mission folder as a zip?
apologies it was me being incredibly stupid 😭
....go on
Sorry I was stupid, will not really excuse something. Do tell how you were stupid, at least
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.
That doesn't really explain the "picture not found" error
The solution to that issue was either removing the "read only" in properties on the ArmA 3 Server folder or the enableconsole =2 command (this is not the exact command) either way for some odd reason it wasn't saving by default.
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.
Tracker also tracks for requests
Oh ok i didn't know that, i will make a request there then thank you 😄
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
@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?
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 🙂
I wanna make the command as useful as can be if I'm already writing it
sure
I thought about just providing access to the "class Missions"
But.. Maybe not
I just learned, Arma has support for mission files larger than 3gb, even though pbo files are limited to 3gb.
3gb? Who thought that's a good idea
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 😢
looks good to me 👍
About mission rotation, instead of trying to make the whole thing available, maybe you could just do basic information about the next mission in the rotation? briefingName and terrain of the next mission would probably be the most useful part.
(I personally don't have a use for any of this so this is just thonking, not a specific request)
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 😄
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
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?
It might not be enabled by default but I'm pretty sure there's a setting to turn it on
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.
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
I'm curious if this feature will be added https://feedback.bistudio.com/T183660 ? it's extremely small change. i added use case example to the ticket
There's a few tickets on hiddenSelections for weapon attachments, and I see POLPOX has asked about it a few times as well here. But I'm still curious, is this really not a possibility at all? Have yet to find a good explanation for it.
https://feedback.bistudio.com/T80597
https://feedback.bistudio.com/T168410
https://feedback.bistudio.com/T82480
@untold sky 
no ping spam please
The explanation is that hidden selections are scanned on every animation/render. And I don't want to pay the time cost for that, for every weapon attachment
I see. A bit of a shame, it's definitely a much requested feature, but oh well... thanks for the answer tho!
https://feedback.bistudio.com/T187514
This, please
where did you get the names for those controllers?
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 😛
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"?
Сlass name of one of the shower sounds in the sound object is misspelled, which causes the sound not to work.
https://feedback.bistudio.com/T188151
Please make game write an error message if Sound Set or Sound Shader class not found
as minor text line if rpt please because there will be some of them in vanilla
bump 🥲
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
Does anyone know where to look for the cause of the problem that the AI cannot drive over the bridge? Is this a model, config or driver AI problem?
https://youtu.be/RIeI6sZY0pA
Not done too much with AI, but it probably doesnt see the bridge as a proper pathable model?
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.
vanilla and RHS offroad are passing by - all is well, thank you
Arma bug with lookahead collision detection...
Can you tell me where to look and if it can be fixed?
🎉
Is it possible to add a fisheye ppEffect to the game?🙏
Uh, where is that post?
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.
#755385117429727244 message
Yes, I found your post, and I was also surprised by the lack of attention and reaction to my post.
FT link btw: https://feedback.bistudio.com/T166502
Is this a bug or is it intended that the helicopter pilot can take off the NVG, but not put it on?
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 ?
There is no code so here is my setup:
Editor:
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;
that code works in server?
Well i localExec it and it gave me what you see in last picture
ok. I was thinking you might need to use hcShowBar but not sure
or ctrl + space to bring up the hc controls
I know about that but when its on Dedicated server that dosent work. On Hosted mission it works fine but not on dedicated.
Tried it with that same result
ok
@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];
I tried this and i still dont have access to high command on dedicated:
if(!isServer) exitwith {};
private _groups = [t1,t2,t3];
{
zeus hcSetGroup [_x];
} foreach _groups;
t1 etc defined?
Yea they are variable names on groups
weird my code worked on dedi
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;
Here is also a mission that i am using
@tacit kettle works here
Well IDK wtf then.
i have cba though, i think it does something to the HC, because editor shows the cba logo next to HC items
i have cba though, i think it does
doesn't it print that info next to that message? Can you send me full RPT with that?
Sent via DM - Doesn't give any info aside from that message on server that is related to that
Arma 3 still runs on only 1 core and thread with multithreading.
I recommend a fix so the game becomes GPU intensive.
ok
anything new for this https://feedback.bistudio.com/T167366
🙂
Age old issue, new ticket:
Nvidia Adaptive Vsync doesn't work in windowed fullscreen https://feedback.bistudio.com/T188318
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
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)
Go full screen.
i play windowed because of this, iirc fullscreen may have the same issue
that defeats the point of quickly switching applications
Nope.
Ctrl Tab switches between applications.
what are you onto dude
Just a thought actually. Make laser target automatically revealed to the designator, so drones can effectively target the laser without knowing it
...More like, required to aware a laser to lock a laser makes no sense
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
automatically revealed to the designator
sounds like "their own laser", though
Well, this is not #polpox_english_feedback_tracker
ah well their own laser definitely ^^ they should be looking at it while shooting it yeah :D
But... what if there is a mirror?
Well, we have Miller though?
what?
I'm being curious, is it even possible to add this effect to the game or was the ticket a waste?
https://feedback.bistudio.com/T188336
this two tickets can be closed as fixed in 2.18
https://feedback.bistudio.com/T184591
https://feedback.bistudio.com/T184588
closeded
@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..
getting the handle is not a problem, allowing to delete the script is
? guess i'll make that ticket the
Anyone?
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 😉
not yet, it's not over yet 🤣
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
does this video confirm the explosion multiplication? https://youtu.be/BppwIrf3jIk
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 ->
how do I reproduce this?
Thanks.
- join +30 player server (KOTH, Warlords)
- shoot at absolutely any fuel pump on terrain until it explodes (use RPG or 2 direct hits with rifle grenade launcher)
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
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.
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.
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.
ticket link?
@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
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
ACCESS_VIOLATION crush when CfgSoundSets class use delay parameter for CfgVehicles soundSets[]={}; after spawn sound object and enter in range sound audible https://feedback.bistudio.com/T188707
https://community.bistudio.com/wiki/Arma_3:_Sound:_SoundSet see 'delay'
wanted to bump this again, given the game now does 60+ fps frequently it would be really nice to have adaptive vsync support for borderless windowed mode. Would make the game a lot smoother since the frametimes feel like they do still jump around in the 60-100 fps range (single player)
https://feedback.bistudio.com/T180455 last 2 comments here seem to be spam
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
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
Is there any reason we can't upload file on the feedback tracker ?
doesnt drag and drop work?
i haven't tried, i just pasted a link to the file
thats only way i know
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.
There's also an Upload File button in the formatting toolbar (furthest right icon in the left corner, cloud with an up arrow)
Oh lol