#arma3_feedback_tracker

1 messages ยท Page 20 of 1

west onyx
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script command request

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https://community.bistudio.com/wiki/localize

//currently
localize 'STR_TAG_key1'

//needed functionality
if (isLocalized 'STR_TAG_key1') then {localize 'STR_TAG_key1'} else {'default'};

//proposal
localize ['STR_TAG_key1','default']```
alpine tulip
#

Isn't that what BIS_fnc_localize do

west onyx
#

dunno

#

it doesnt provide a default, just returns the key

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BIS_fnc_localize = {
if (isLocalized _this) then {localize _this} else {_this};
};```
alpine tulip
#

Ah that's the point

gaunt depot
#

Can be solved with a macro

#

I dont like macros for code though

alpine tulip
#

At least a function would be cool

fast lodge
surreal bough
#

Why doesn't AI use disposable RPGs if he has them in his backpack?

limpid rune
#

disposable launchers isnt a vanilla feature

surreal bough
#

arma is not just about vanilla

lost ridge
regal nimbus
#

Well, technically you can put a non-disposable launcher in a backpack, and they won't use that either :P

#

I don't think they'll draw a pistol that you put in their vest either, for example. They just don't look there.

cyan basin
#

weird, could/should they?

regal nimbus
#

That is very low on my list of AI fix/feature priorities.

#

Also you could workaround it in script if you really wanted to.

sacred river
#

little bump for this, mentioned account literally spams nonsense into the ticket

gaunt depot
#

only a single LOD is checked for intersection. LOD2 will only be checked if LOD1 is unavailable.
warning line in wiki

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Which is counterintuitive and sucks and makes you run the same command twice when you want to test against several LODs

#

Pretty much how usage works in practice:

    _distance < 3 && {
            count lineIntersectsSurfaces [_from_asl, _to_asl, _zombie, _target, true, 1, "GEOM", "", true] == 0
        || {count lineIntersectsSurfaces [_from_asl, _to_asl, _zombie, _target, true, 1, "VIEW", "", true] == 0}
    }
``` and LOD2 is close to be useless
fast lodge
unborn acorn
gray wharf
west onyx
surreal bough
west onyx
#

i guess i disagree. i dont know any game where the AI is set up to use mechanics not already in the vanilla game

#

a modded reloadable launcher id expect them to be able to use if its modded correctly by the authors

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but thers no disposable launcher in vanilla so i wouldnt expect AI to be set up to use one

#

dont think im defending the arma AI though, i was arguably its most outspoken critic for many years, specifically on the (lack of) dev resources assigned to developing it

devout wave
# west onyx but thers no disposable launcher in vanilla so i wouldnt expect AI to be set up ...

I'm pretty sure the AI can actually use disposables; as far as the AI knows they're the same as reloadables, they just get removed by scripted systems after firing.
The question was actually about the AI pulling weapons from their backpacks into their active slots. I suppose they mentioned disposables because that's the weapon type you're most likely to need to do that with, but in theory such a mechanic could apply to any weapon.

alpine tulip
#

Sanity check before post a ticket, we have no Mission EH to detect cameraView update yes?
Let's say fire one whenever you click Num Enter

limpid rune
alpine tulip
#

Only happens when you ADS or left from ADS, not changing view mode

#

Oh, and also, I recalled something... what about an idea about Curator EHs, that you can add EHs into curator-placed objects (not module) so like

{
  _x addEventHandler ["CuratorObjectEdited",{
    params ["_curator","_entity"];
    if (typeOf _entity == "MyAwesomeModule") then {
    };
}];
} forEach allCurators; //meh

_myAwesomeModule addEventHandler ["CuratorObjectEdited",{
  params ["_curator","_entity"];
}]; // much smoother```The fact I can't add EHs to objects botheres me so much
hallow sun
#

Can we get a up to date comref ? redchain

gray wharf
hallow sun
gray wharf
#

it lacks maybe v2.14+ commands, but it should cover 98% of commands still

regal nimbus
#

Would it really be hard to add some connection/disconnnection logging in the RPT :/

regal nimbus
#

No I can't.

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Because the issue is trying to support people with connection problems on this discord.

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Also I think it usually fails too early for any of those event handlers to fire.

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You end up with an RPT full of "normal errors" and absolutely no indication of whether the client ever tried to connect and how far it got.

foggy shuttle
#

Didn't realize you were talking about why a disconnect happens, yeah that would be really nice to have

desert trench
#

Log the user message, or the technical reason (or both)?

regal nimbus
#

Well, for a start there are 13 different client states and absolutely no logging of the progression through them on either client or server.

#

The closest thing we get to a disconnect indicator is the sodding EPE release :P

pseudo rain
#

10 years later

alpine tulip
#

Just realized return value for drop is not implemented in 2.18

tulip wasp
thick hare
#

@tulip wasp I'm sorry, not really. If you have more situations where the AI would hang after disabling/enabling FSM let me know

tulip wasp
#

Thanks for the quick answer! I just "accidentially" reproduced the bug in editor/zeus. I was testing if disableAI "FSM"; .. make unit run somewhere ... enableAI "FSM"; would be a way to reduce the "combat dance" for units that are retreating or charging.
The results looked pretty promising ...except that once I re-enabled the FSM's all the units where stuck to a spot. More specifically they would not follow waypoints orders and when zeus-moved away would just walk back to their spot

#

Actually, I can't get the "walking back to original spot" to happen again. Might have been a one-off fluke.

thick hare
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"enableAI "FSM"; wold be a way to reduce the "combat dance" for units that are retreating or charging." -yup, disabling the FSM is definitely a way around. It will disable all the formation routines (bounding overwatrch, covering...) in formationFSM and allow the AI to move through urban areas with ease ๐Ÿ˜ƒ

tulip wasp
#

Mh, one of the AI (group leader) does in fact always walk back to his spot, no matter where I move him. He doesn't even do pathfinding or collision checks, just walks on a straight line through walls/etc. Mh, he still appears to be doing some pathfinding since when I move him far enough away it's no longer a straight line

thick hare
#

Ok... so I place down a fire team, put them in combat, disable FSM, make them run somewhere, enable FSM again?

#

What location?

tulip wasp
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Stratis, NE side of Agia Marina. Stdby for gridref

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030060 , the road going east-west

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I spawned 1x CSAT fireteam (or section?) and then made them walk towards the western end. Had a FIA group on the other side of the road. Firefight breaks out, I disableAI "FSM" on allUnits and order CSAT to run away. I enableAI "FSM" on allUnits and suddenly everybody is stuck.
Since I didn't go into this with the intent of reproducing the bug (I didn't know it existed before I started googeling) I'm not 100% sure if I've missed a detail or two

thick hare
#

hm...I got them stuck right after disabling the FSM ๐Ÿ˜ฎ

thick hare
#

You were disabling the FSM after the group was already in combat behavior, right?

#

On every unit of that squad?

tulip wasp
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Yes, did a foreach allUnits

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And yes, after they were in combat

sacred river
untold sky
#

you're getting both their id's, not names.
This can actually happen if the owner is being transferred

#

looking at code, it should work.
There is only one place that starts recoil effect. And that one takes the muzzle coef into account.
If you can attach a packed pbo to the FT ticket, that i can test with, then I can test it.
I won't spend the time to pack my own mod

#

Possible, but low priority. And adding new shaders is quite annoying and I don't like it.

wary mason
#

just simple example?

untold sky
#

Afaik Polpox was also still waiting on some pp effect, that is stuck for the same reason

#

Actually I found polpox's ticket, we already have a internal one for that. I added the FT ticket to that one. So if I do any of them, I'll do all of them together

deep plaza
untold sky
#

Please link the feedback link here.
And, if not done yet, please attach a mission (.zip or .pbo) to the ticket that can be used to reproduce this issue, and make sure all the info you wrote here is also in the ticket (broken since october)

#

but maybe you could make new sqf file execution when client enters the lobby. like onLobbyOpen.sqf which would be called when lobby opens
A player only downloads the mission when they leave the lobby to go into the mission.
When you enter the lobby, mission scripts are not available. But mod scripts could be.

dreamy bane
devout wave
dreamy bane
#

I asked for this feature so that side selection could be limited in lobby according to the mode the game is running. like if resistance isnt used the res button could be hidden in the lobby

pliant jacinth
pliant jacinth
gaunt depot
untold sky
#

Fixed soon, thank you

#

I'd assume if it sees something is wrong, it holds off for a bit assuming its a temporary outage?

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Thank you ๐Ÿซ‚

untold sky
untold sky
untold sky
#

My changelog message even says so

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It was enabled on profiling and dev branch since august, to see if it causes any problems. It didn't so far. So it'll be in 2.20

vocal abyss
#

Was listed as 2.18 on Wiki; fixed now.

alpine tulip
#

I actually believed that was pushed to the stable so... yeah indeed

untold sky
#

I think the code for it is on stable, but its disabled

#

it also wasn't in changelog

untold sky
#

I saw Sa-Matra replied, what he said is probably correct

fast lodge
#

btw is there an reason why lightpoints which are created via "#lightpoint" createvehiclelocal [0,0,0]; instead of creating an light point via config vehicle class lags , it feels like it only getting updated every second frame

untold sky
alpine tulip
fast lodge
#

for static lights its completely fine, but as soon as you attach it to an moveable object its horrible

untold sky
#

15 per second is actually the default for anything that doesn't set a custom one. Like #smoke has 5 per second

fast lodge
untold sky
regal nimbus
#

Hmm. Being able to lower the simulation rate of parked cars might be a much less janky solution than disabling it entirely.

fluid token
#

Is there a way to view old feedback tracker issues? Where the links ended in view.php?id=22223...

To expand on why I'm asking : What I'm looking for is why the Huron Ammo Container doesn't allow players to open it's inventory. It was mentioned in SPOTREP 38 but the link no longer works, so I can't find out the details...

sinful kettle
fluid token
sinful kettle
#

Yeah I just tried those myself ๐Ÿ˜…

fluid token
#

The current feedback tracker milestones only goes back to 1.58 too... And this was from 1.38 changelog

sinful kettle
#

Well when I search for Huron I see tickets as far as 2014

#

Not sure when 1.38 was released

fluid token
sinful kettle
#

There is a ticket about no water interaction when the slingloaded ammo container touches water

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I doubt that's related to inventory tho ๐Ÿ˜…

#

There's another one about AI not being able to sling load them. Maybe that's more related blobdoggoshruggoogly

fluid token
#

Yeah, it's an odd one. Checking with maxLoad it has a capacity of 2000. And you can add items into it via script, editor or zeus. But there is no way to actually open it.

devout wave
#

There was a similar issue with the AL-6 cargo case props (has cargo space and config'd contents, but can't be accessed) and I believe it was fixed in a recent update. So the Huron container may be fixable as well.

fluid token
#

Anyway, I feel like I'm getting off topic for this channel so I'll end it there.

alpine tulip
#

Oh don't take my words seriously, but hear me out. I really just thought of a fisheye ppeffect

dry bloom
#

Was there a bug with cargo inventories not being cleaned up when the container was deleted? I thought I remember seeing something along those lines being fixed in 1.52 or 1.54.

#

Using logEntities though I saw something like 1000 varying "Suppy" containers at [0,0,0]. All with simulation enabled and when I tried to get its position with objectFromNetID it returned [0,0,-300]

wary mason
untold sky
#

seems to be working.
recoil is 1.0, then the muzzlecoef is applied and its 0.25..
Ah found it

#

For players it was ignored, not for AI

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Fixed! Thanks salute

sleek scaffold
wary mason
#

now to decide if suppressors should cause more or less recoil in my unit kekega

glacial pilot
#

Ah, with 2.20 it will reach stable

fast lodge
wary mason
untold sky
alpine tulip
#

Workthought: setUnitPos [boolean, boolean, boolean] where you can set AI's preferred state [up, middle, down] so like my usecase be likesqf unit setUnitPos [true, true, false]; // aggressive soldier unit setUnitPos [false, true, true]; // sneaky bastard

regal nimbus
#

Allowed states rather than preferred state?

gray wharf
#

[false, false, false] - the unit folds into a black hole

west onyx
#

a way to disable prone would be handy. so they can stand/crouch but not prone, if set in script

untold sky
#

Thanku yu.
Btw your mission triggers a warning, you cannot spawn AI units as local only objects.
I can instantly reproduce.
The issue is that you call findDisplay too early.
The display is only created, when it is first rendered, which only happens if its visible on screen.
I can see you call findDisplay, while no displays are registered at all. And it fails ofc.
And shortly after that, the display with exactly that name that failed, is being created.

The first 3 computers work just fine. The last two, don't update the percentage screen, but the other two screens are fine?
And I can see there are 12 displays registered.
console 0,1,2,3,4,5's Bar displays are present
and 0,1,2,3,4,5's Count displays are present.

For some reason, the 4 and 5 ones don't update their bar display, but I can see that they are registered, and in debug console findDisplay finds it properly.
I can also see you are calling displayUpdate on the 4 and 5 displays.
BUT, only the 3 bar is rendered. The 4 and 5 bar displays are not rendering..

console_5Bar says, the texture was never visible on screen, even though I'm looking right at it.
Same for 4Bar.
1Bar wasn't visible for quite a while, but I can see that it was visible once before.

So the engine just thinks the 4/5's are not visible, and that's why its not rendering them.

The engine does get told, but while looking up the console_5Bar texture, it instead finds the console_5Count texture, and set's that as visible on screen.
It finds the wrong texture!
That will also be the issue they had with heli displays! @tropic jewel

My sorting code for the displays is just messed up! if 4 values are in a certain order, this can happen.
I mixed up a && where a || should've been ๐Ÿคฆโ€โ™‚๏ธ
Thank you! Finally we got this beast of a bug!

exotic hearth
untold sky
#

I don't know I didn't check that ๐Ÿคฃ

exotic hearth
#

Also, to clarify, the am I updating the displays too soon / before it's rendered or was that just a wrong turn in the process of trying to find it?

untold sky
#

there is multiple

exotic hearth
untold sky
exotic hearth
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I was getting display much later, tens of seconds to minutes later

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Probably something I'm doing, thanks

untold sky
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fix is on prof tomorrow

west onyx
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similar to new syntax for "lineIntersectsSurfaces" to allow multiple, possible for something similar with drawLine3D? much of the use-case for drawLine3D is for drawing many lines, like a bounding box (12 calls). would there be any gain to allowing an alt syntax for multiple concurrent lines?

#

drawLine3D [element1, element2, ...]

sinful kettle
#

afaik it won't make much difference

untold sky
#

It just pushes lines into a queue to be rendered some time later.
That "some time later" could get MT though, but don't think its worth it

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Mh someone else apparently thought it is worth it

alpine tulip
#

optimization would be nice

limpid rune
#

no, optimalization first

#

that's optimal

dreamy bane
#

drawIcon3D is such a slow command , maybe drawLine3D too

untold sky
#

drawIcon3D is slow?
But it doesn't do anything, it parses your parameter, and pushes it into a queue

#

Ah well during the parameter parsing, it loads the texture that you asked for, maybe that is slow sometimes. But theres no fixing that

devout wave
untold sky
#

yeah, but finding the texture in cache, don't know how long that takes, but not that long

daring wagon
verbal harness
gaunt depot
#

polygon't

gray wharf
#

poly gone

dreamy bane
#

yeah I noticed some performance drops when using drawIcon3D or was that drawIcon on the map? ๐Ÿค” anyway maybe the command isnt slow it self but the rendering that it causes probably is

untold sky
daring wagon
#

Interesting

gray wharf
#

wait, there is multithreading in Arma 3ย ?

verbal harness
deft marsh
wind light
#

Hey @deft marsh i'm no longer taking care of feedback tracker. I will forward it to @trim acorn
thanks for bringing those issues to our attention.

deft marsh
#

ahh ok thanks for the tip ๐Ÿ˜„

#

I could add more thought on those issues but its already covered in FT, and you guys can see it will be a super useful feature

trim acorn
#

Hey @deft marsh , I have checked the ticket and we will review your suggestion on the closest occasion

deft marsh
#

thanks!

west onyx
#

chance of a sister command to "fileExists", something like "folderFiles <folder>" which can read the mission file only? I am thinking of it for image files so if I create a mod which can put images into a menu, that users wouldnt have to edit code, they could just drop files into the folder and have them appear in script... maybe if security is an issue, just dont allow sqf or hpp?

gray wharf
#
for "_i" from 0 to 99 do
{
  fileExists format ["image_%1", _i];
}
```eventually ๐Ÿ˜„
west onyx
#

lol

uncut briar
#

It's bit weird it does not support absolute paths in mission dir.

#

As you should be able to loadFile getMissionPath "' != "" anyways

untold sky
dreamy bane
#

honestly idk why fileExists is a security risk. I made my own extension to get better file exists which I need with my tools ๐Ÿ™‚

untold sky
#

extensions are a security risk! ๐Ÿคฃ

dreamy bane
#

lol

#

its for personal use only

tulip wasp
#

@thick hare Any news on AI getting stuck due to disableAI? ๐Ÿ˜ƒ

near cedar
#

Updates:

  1. I reported it to nvidia but haven't received a response so far that confirms the issue or that they've registered it as a bug
  2. Variable Refresh Rate / Gsync doesn't work either in borderless windowed mode
  3. Both work fine in Reforger
sharp quarry
#

Not sure if it's related to the issues above, but I also found 100% reproducible steps for a bug that incorrectly sets the refreshrate for monitors above 60hz https://feedback.bistudio.com/T189233

alpine tulip
#

Thought: alternative side that is not civilian after dead

dreamy bane
alpine tulip
#

That is why I say alternative

dreamy bane
#

you mean side command?

rose cloak
gray wharf
#

@untold sky were rabbits able to open doors too?

surreal bough
surreal bough
untold sky
#

"broken" You lie, its intended purpose works.
"it won't cost you anything to fix it" You lie, it costs the company money to have us fix bugs.

surreal bough
gray wharf
#

so maybe the setting should be agents or environment agents to not open doors perhapsโ€ฆ?

solid marten
#

No, I have already explained it when added, it doesnโ€™t stop agents from entering, so would you prefer rabbit to magically appear through closed door or open it first?

gray wharf
#

I would rather have agents not enter ๐Ÿ˜›

solid marten
#

Yes only snakes

gray wharf
#

oooh

#

Not All Snakesยฎ โœŠ

solid marten
#

All snakes

devout wave
#

At that time KK said he would add a config thing for it, so the behaviour could be changed for different types of animals by mods, rather than specifically hardcoding for snakes in the engine. If that config thing was added, it might be worth reflecting that in the wiki page.

surreal bough
surreal bough
#

who else can confirm that the fall animation makes fences break?

surreal bough
sinful kettle
surreal bough
limpid rune
#

isn't it ragdolls that do it

#

which is typical of physx

#

where the lightest object can apply infinite force

devout wave
#

It's definitely ragdolls (source: Ragdoll-on-Command user). It's not just fences and walls either; a fun way to tell when you've killed someone is seeing their ragdoll knock over the bush they were hiding behind.
I imagine it depends on the object in question and how much damage it's configured to resist. "Takistan-type maps" probably frequently share a particular fence object that's not very sturdy.

surreal bough
#

the point is that on takistan maps you will probably have to restore fences every 5 minutes - because it has no synchronization - and you are simply killed through the fence that you have and the bot does not have it****

devout wave
#

If the damage state isn't synced then that's a whole different problem

surreal bough
#

what's the difference - it's all the essence of the same problem

#

it breaks the gameplay and the game

devout wave
#

Can you really not see how "ragdolls knock down walls" and "the damage state of walls isn't synchronised" are different problems?
They might interact to cause trouble for the player, but they are clearly not the same issue. Fixing one doesn't fix the other.

#

Also, are you sure the problem is that the damage state isn't synced? It could just be that the AI decides it knows where you are, and clips its barrel through the wall and shoots you. They do that with perfectly intact walls sometimes.

surreal bough
devout wave
#

If the damage state isn't syncing for walls, you should make an FT ticket with details (exact objects in question, video if possible), because that's a much more important problem than just ragdolls knocking over walls.

surreal bough
#

I'm lying

#

everything is perfect for everyone

devout wave
surreal bough
#

there are no complaints against you - the developer - you make such a face - there is no problem, but the game is broken

sinful kettle
untold sky
#

I see ragdolls killing fences alot, I've never seen fences being desynced in MP, even on takistan

fast lodge
#

Fences being desynced happens a lot

#

I always repair them every 10 minutes haha

hallow sun
#

Never saw this happening tbh, sounds like it's an issue for certain maps only?

regal nimbus
#

There were common destruction-desync issues previously but I think those were fixed in 2.18?

#

Not sure if they applied to fences either.

untold sky
#

Is this actually about not seeing the download progress (as you have just written in the ticket title and description) or is it about something else??

surreal bough
untold sky
surreal bough
#

on all other slots - skiplobby works, I checked everything yesterday

untold sky
#

If you want to report a bug, then please explain it properly.
Here I'll do it for you:

"When building a mission that contains ONLY virtual spectator slots, skipLobby does not work and players get stuck in loading screen, and an error is printed to the server log"

Here, that is what you're trying to report.
Instead of writing that, you wrote "No visible Mission Download Progress"

surreal bough
#

I copied the work ticket because I don't know English - nothing more

untold sky
#

Theres many free translators.
Feel free to edit your ticket to have correct title and description, otherwise I'll just close it as duplicate, because right now with its description, that's what it is

surreal bough
#

I wanted to be more understood

untold sky
#

Hard to understand the problem if you don't explain what the actual problem is

#

"skipLobby is broken" is not an explanation, when skipLobby itself, works perfectly fine except one special case

surreal bough
untold sky
#

Virtual Zeus slots had the same issue.
Because we didn't consider that we have slots of side "logic", that code is still from Arma 2 or so when there were only 4 playable sides.
Fixed next prof build

untold sky
#

Its probably still not good.
The code distributes players along all the available sides in the mission.
But, if there is one player in Blufor and one in opfor, you don't want to put the third player into a virtual spectator slot

I'll make it only use virtual slots, if the 4 main sides are full

surreal bough
#

I didn't really understand the problem... I create a virtual slot, then I create a unit with a script and transfer a player to it, already with the side I need

#
addMissionEventHandler ["PlayerConnected", {
    params ["_id", "_uid", "_name", "_jip", "_owner", "_idstr"];
    [_owner,_uid] spawn { 
        params ["_ow","_uid"];
        private _var = missionProfileNamespace getVariable "TAG_MyMissionSidesave";
        if (count (_var select {(_x select 0) == _uid}) > 0) then 
        {
            _sd = ((_var select {(_x select 0) == (_uid)}) select 0) select 1;
            _grp = createGroup (_sd call BIS_fnc_sideType);
            _type = call {
                if (_sd == 0) exitwith {"CUP_O_RUS_M_Soldier_VKPO_Desert"};
                if (_sd == 1) exitwith {"rhsusf_army_ocp_rifleman_m16"};
                "C_man_p_beggar_F"
            };
            _ap = _grp createUnit [_type, markerpos ffa_markspawn, [], 0, "NONE"];
            [_ap] joinSilent _grp;
            waituntil {!isnull _ap};
            [_ap] remoteExecCall ["selectPlayer",_ow];
regal nimbus
#

Was the Linux missionProfileNamespace not writing bug found & fixed yet?

uncut briar
#

Afaik no

surreal bough
#

civilian's have a terrible color in the statistics table

#

for comparison with virtual

lime sedge
untold sky
uncut briar
#

It did, main issue is that it is a bit erratic.

glacial pilot
#

Nvm, found the changelogs
Was marked as fixed for 2.18.152659 new PROFILING branch with PERFORMANCE binaries, v23
So my question is now:
Do the build numbers always increase for later versions of prof branch?

regal nimbus
#

No, but they're supposed to :P

surreal bough
#

there is such a problem: you are flying in a helicopter, they shoot at you, you jump out of the helicopter with a parachute and the helicopter is considered -1 plane and -1 car
the problem is that it is not clear how to detect this and return the minuses in the statistics...

lime sedge
#

This is old bug/feature.

surreal bough
surreal bough
unborn acorn
#

CH-67 Huron rotors seems work incorrect, if 1st rotor destroyed then heli engines will off as if both rotors dead although the 2nd one is fine. Seems due incorrect config hitpoint value for 2nd rotor, ticket https://feedback.bistudio.com/T189559

unborn acorn
#

Will it be possible to teach the AI to change magazines to attack its target? For example - Offroad (SPG-9), when the gunner selects an infantry as a target, it will aim at him, but will not shoot until the HE shells are loaded (via script by author or AT shells out)
If he got it target is man then why doesn't he switch to anti-infantry magazine?

regal nimbus
#

I don't think there's any good/fast way to do that.

#

You could poll getAttackTarget if you weren't concerned about performance.

thick hare
#

not yet, we were discussing the functionality and as it is now the FSM is disabled, not reset. So an AI in a cover doesn't know how to get out of the cover, because cover system is governed by the FSM.

#

But there should be cover component inbounce, so it should be possible to disable cover via the same method as FSM and disabling them both wont make the AI get stuck in a cover.

unborn acorn
#

Some textureSources classes have an incorrectly written factions[]={}; parameter in the configuration, ticket https://feedback.bistudio.com/T186947
because of this textures in the virtual garage is not correct shown (for example, civilian textures will be available to independent)
I wonder, is it easier to make faction[]={}; in the game engine to be the analogue of factions[]={}; than to add 75 letter ยซsยป to the config?

west onyx
lament escarp
#

Hello ๐Ÿ‘‹
About a year ago I inquired as to whether someone might be able to take a look at how the horizon object on maps is influenced by the sky lighting.

I know in the ticket it was discussed that it could be a result of the way the shader is set up, but I figured it couldn't hurt to ask again if someone might have a moment to look. I'm sure there are many people who would be thrilled to have the scenic panoramas return to some of the classic maps.

https://feedback.bistudio.com/T177593

tulip wasp
#

@thick hare Thanks for the info! It's always great to learn more about the AI ๐Ÿ˜ƒ Really looking forward to whatever you come up with ๐Ÿ˜ƒ

alpine tulip
#

flyInHeight and flyInHeightASL are ignored and they are respecting the plane's initial (spawn) Z altitude, not the given number
["Arma 3","Arma3",219,152675,"Development",true,"Windows","x64","development"]

alpine tulip
#

Or... can't tell, it's just weird to me

#

Are they supposed to perform this? This doesn't seem to make sense to me

gray wharf
#

one takes precedence over the other, the highest wins

alpine tulip
#

And... none of numbers I gave is 100 or 110

gray wharf
#

have you tried applying it to the pilot?

alpine tulip
#

๐Ÿค”

#

Nada, same result

ripe crystal
#

I can't imagine this is intended behavior but wanted to drop here to confirm before opening a ticket on feedback tracker for you guys ๐Ÿ™‚

Essentially a players currentWeapon will be "" for a good time after they land in a parachute. This behavior was exhibited by another player on stable and reproduced by me on the most recent profiling build. Going to attach a video and some weird RPT messages I got earlier when testing with a plane in the event they are correlated.

10:23:44 Array tex in bin\config.bin/CfgVehicles/Plane_Civil_01_base_F/Damage/ not even
10:23:44 C_Plane_Civil_01_racing_F: mfd_center_needle_oil_psi - unknown animation source hitengine
10:23:44 C_Plane_Civil_01_racing_F: hull_lights_coll_on_white_1_blinking - unknown animation source collisionlightwhite1t_source
10:23:44 C_Plane_Civil_01_racing_F: hull_lights_coll_on_white_2_blinking - unknown animation source collisionlightwhite2r_source
10:23:44 In Vehicle: a3\air_f_exp\plane_civil_01\plane_civil_01_basic_f.p3d missing cargo 0 get in direction point
10:23:44 In Vehicle: a3\air_f_exp\plane_civil_01\plane_civil_01_basic_f.p3d missing cargo 0 get in direction point
10:23:44 a3\air_f\data\plane_flag_medium_inv_f.p3d: No geometry and no visual shape while trying to check property cratercolor
10:25:05 Duplicate weapon Throw detected for C_man_polo_2_F
10:25:05 Duplicate weapon Put detected for C_man_polo_2_F

https://www.youtube.com/watch?v=JhayeXSAmQk

regal nimbus
#

uh, what's up with the update rate

ripe crystal
#

Haha no idea

regal nimbus
#

Something might just be overloaded.

ripe crystal
#

Yeah I was testing with a dedicated server and two loopback clients so wouldn't be shocked if there was something there contributing to the update rate. A player in our live server also had this issue though which caused them to put in a bug report with us so definitely a bug. This hasn't been reproduced outside of our mission though so that's the only thing I would say super worthwhile taking with a grain of salt I guess.

regal nimbus
#

Something happening slowly in Arma is not necessarily a bug. The guaranteed queue can easily have a bubble that long with a bit of packet loss, for example.

foggy shuttle
#

I can confirm that when getting kicked out of a parachute, the currentWeapon will ALWAYS return an empty string on a non-local player immediately after until the non-local player changes weapons/firemode manually or after a seemingly random amount of time.
(_unit weaponsInfo [""]) select {_x select 1} will also return an empty string, where its supposed to return the weapon that is currently selected

#

Just tested on a blank mission file on dedicated server with 2 separate clients; Tested both current profiling and stable branch.

foggy shuttle
#

To fix it via script, can just watch if a player gets out of a parachute, then cycle firemode, which iirc forces a weaponState sync cross network.

regal nimbus
#

If the firemode cycle updates immediately then the parachute case probably is a bug.

unborn acorn
#

Added: Ability to 'force load' Eden Editor scenarios with missing addons (use carefully at your own risk) - FT-T157981 https://feedback.bistudio.com/T157981
Can same be added for this message, campaign menu for example?

unborn acorn
daring wagon
#

11:11:10 Trying to modify add-only entry bin\config.bin/CfgFirstAid.Update entry:HealSpeedSoldier
Getting a lot of these lately in RPT. Is that a new message?

alpine tulip
#

Showerthoughts:
Improve Launcher's Mod search/sort functionality

  • by name
  • by author
  • by type (eg show only terrain Mods, sort by Workshop tags)
  • by collection
  • by recently updated
  • by publish date
    I might write a ticket later
    Also plox this:
    https://feedback.bistudio.com/T175589
daring wagon
#

Fix mod initialisation taking ages and preventing any player input.

alpine tulip
#

In Launcher?

daring wagon
#

Yes

gaunt depot
#

Fired event handler reporting wrong projectile just bit me in the ass, I totally forgot about it. I wonder if this will ever get fixed.

gaunt depot
#

I remember encountering this bug before, but it happened again and broke my script quite a bit

#

Is shotCM global?

#

Here is how I reproed it on a live server: Cancel manual fire, fire shotBullet, then fire shotCM, remote clients will have shotBullet projectile for shotCM fire

#
// Fired EH
params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"];
diag_log [_ammo, typeOf _projectile]; // ["SmokeLauncherAmmo","B_127x99_Ball_Tracer_Yellow"]
regal nimbus
#

Ah, that makes some sense for a bug.

#

shotBullet is kinda designed for sending less data over the network. I guess they missed a check.

gaunt depot
#
if(_ammo != typeOf _projectile) exitWith {};
```fix for now
alpine tulip
#

Workthought and sanity check: there is no setter for map angle righto?

gaunt depot
#

Nope, hardcoded for GPS only

untold sky
untold sky
gaunt depot
#

Also needs latency involved

#

Even with latency its somewhat random

#

My guess is that some variable doesn't clear when there is nothing to set so it keeps feeding old value into EH

#

Wish there was a way to introduce artificial latency in the client through a cheat or something

regal nimbus
#

Works fine on localhost. Better than the docs say it does :P

#

(local client -> local DS)

regal nimbus
#

I'd take a guess that shotBullet creations are non-guaranteed but potentially reliant on guaranteed data.

#

In that case a bit of packet loss would probably introduce some screwups.

gaunt depot
#

Okay, narrowed it all down, its very easily reproducible, no complicated setup needed

#

What interesting is that it is indeed random with latency involved yet I just managed to have it happen constantly in a closed environment ๐Ÿค”

limpid rune
#

lol why am I surprised that it's the smoke launcher

#

those things always gave me such jank vibes

glacial pilot
#

Wow
That could cause impressive issues in some scripts

gaunt depot
#

The key to this bug is deleting global projectile by firer right away, otherwise its fine

regal nimbus
#

By global projectile you mean non-shotBullet?

gaunt depot
#

I guess so

regal nimbus
#

Not sure if any others work the same way.

gaunt depot
#

Having a wiki page with projectile network behaviour would've been useful

gaunt depot
#

Wasn't shotCM local some time ago? I remember dealing with vanilla smoke script not producing anything if camera is too far from remote vehicle and then you move camera close and it doesn't have any smoke coverage

#

Or is it global yet only reports Fired event close to the camera?

#
/*ArmA 2 smokscreen, by Maddmatt
Uses code from VBS2 Smoke launcher by Philipp Pilhofer (raedor) & Andrew Barron
*/
limpid rune
#

its the fired event yeah

#

they're scripted but not via fired event it's the config based 'fired' event

unborn acorn
modest sonnet
#

Speaking of repro, I'd love to open a ticket on assignTeam unassigning (or assigning them back to MAIN really) group members for seemingly no reason, but I'm not really sure how to begin reproducing it
Anecdotally it seems to happen most when lots of players are using it all at the same time, and then just randomly throughout a session to random sub-groups of a group
Any ideas?

untold sky
#

When the smoke launcher shot message arrives, the message passes a null projectile.
Usually, the message passes the projectile the weapon shot, and then stores it as "last shot" coming from the weapon.

Code later on then grabs the last shot projectile, and passes that to the EH.
So the bug is, when shooting smoke launcher, the projectile reference is not transmitted...

It not being transmitted for shotBullet is normal, becase the receiver of the message, will fire and spawn their own bullet, and store that.
It looks like for countermeasures, that is not happening. Countermeasures are global projectiles. Not local per client.
And the sender forgot to transmit that in the message

The messages are also arriving in correct order, first the CM is spawned, then the fired eh is triggered.

modest sonnet
#

It happens across both our vanilla/I&A (through the command menu) and private zeus server (via ACE) so I'm hesistant to say a mod causes it

gaunt depot
untold sky
#

yeah.
But there is something very weird going on.

The sender does send the projectile.
The receiver first receives and creates the projectile, then receives the weapon fired message that contains the projectile.
But then when it looks up projectile by entity ID, it doesn't find it, and it becomes null.

gaunt depot
#

If client sends projectile that is set to deletion, maybe projectile deletion arrives before Fired?

#

Create projectile -> Delete projectile -> Fired (no projectile found by ID)

#

Anyway, just trying to highlight that the key to the bug is instant projectile deletion

untold sky
#

๐Ÿค” Maybe

gaunt depot
#

Still I wonder if this can also happen in non-scripted scenario where projectile creates, hits something and deletes on the same frame

#

So fixing this could also fix some random jank somewhere

untold sky
#

But if scripts struggle with wrong projectile, wouldn't they also struggle with getting a unexpected null projectile?

#

I can detect if the sender sent us a projectile, but we failed to find it, and in that case do store the null

gaunt depot
#

Storing null sounds right, the firing event happened but the entity is no longer there

#

As firing authority instantly deleted it

untold sky
#

Oh no, I just had one case where the fire message arrived before the countermeasure shot notlikemeowcry
But in that case we'd also make it null

gaunt depot
untold sky
#

Bah indeed as you said.
The create message, then the delete, then the weapon fired.
๐Ÿค”
What actually deletes the projectile? is it script? init script?

#

Bah I see how that happens.
So its not lag or packet loss.

newProjectile = {
Object created - Network message sent to everyone about it
Object init script runs
Script deletes object - Network message sent to everyone about it, object marked for deletion next frame
return object
};

send network message informing everyone that weapon just shot newProjectile

The network messages, all arrive in correct order there. But the receiver immediately unregisters the network ID, even though the projectile does still exist, until next frame, until after the fired network message arrived.

gaunt depot
#

I guess fired message gets processed next frame or something?

#

Still, I think reporting null projectile in Fired event handler in this case is correct behaviour

untold sky
#

๐Ÿซ‚

gray wharf
#

dedmen (2)
the cloning process finally succeeded

quiet sphinx
#

guess that being able to disassemble nearby drones when controlling another one isn't a desired behavior?

#

(to clarify, if you're controlling a drone and are close enough to another one that can be disassembled, the action menu option pops up, so your little drone can disassemble the other drone with its little... rotors, I guess?)

dreamy bane
#

has this happened to anyone else in stable?

alpine tulip
#

Ever. Seen once in about a month

dreamy bane
#

ok wasnt first time to me neither but it happens only sometimes

true blaze
#

A square cloud casts its shadow on everyone

desert trench
#

dont have engine actions have conditions like radio commands? sth like (1 - inVehicle)

devout wave
#

With the new change to currentZeroing to make it return laser zeroing, just wanted to flag the opposite issue as well - setWeaponZeroing not overriding laser zeroing (https://feedback.bistudio.com/T162056)

gray wharf
#

keep breaking Dedmen's motivation like that and there will be no more patches ever ๐Ÿ˜ฟ

devout wave
#

I didn't mean to pile on more work, but more that the work on the currentZeroing fix might shed some light on this and make it easier to fix, since it involves the same parts of the same system

gray wharf
gaunt depot
#

https://feedback.bistudio.com/T67521
Fixing this bug years back made large smoke particles fairly ineffective and unfair. I wonder if this change can be reviewed to make it all better

#

IIRC the issue was that all particles were cut off if they were closer than SCALE meters to the camera

#

So tiny casings had 1 scale and didn't display 1 meters in front of the camera (invisible casings in first person)

#

I don't know/remember how this was fixed but this made large particles disappear way too easily if they're close to the camera or zoomed in too much

#

Result is large smoke particles are very ineffective in creating visual cover, you just have to look at the smoke with binoculars/optics and you'll right through them

#

Also if you stay inside such smoke source, can easily see everything around you, but unless zoomed nobody can see you inside, which makes no sense and is unfair

#

Visualized:

  • Thick smoke covering the vehicle 100%
  • Same thick smoke being 50% transparent because half of cloudlets disappear due to zoom
#

Can something be done about it? I don't know the current formula but if it hides particles by model size X scale formula, it far from optimal for large particles

#

boundingBox of "\A3\data_f\ParticleEffects\Universal\Universal.p3d" = [[-0.5,-2.8871e-08,-0.5],[0.5,2.8871e-08,0.5],0.707107]

gaunt depot
deft marsh
solar storm
#

heh, FT is being passed around within BI like a hot potato

#

@waxen tundra, maybe razazel should be made @BIMINION here, in this case

#

at any rate, it's not so useful on continuity

#

stuff that @icy turret had assigned in the past was relicted (probably because it was not best practice to create an internal ticket), hope you got this covered better now

#

right, @wind light ? ๐Ÿ˜ƒ

unborn acorn
untold sky
gaunt depot
#

@untold sky May I ask you what's current particles cull distance to the camera?

untold sky
#

Yes. No

gaunt depot
#

Repro mission, server setup provided

#

Also has two more bugs reproducible: being stuck in lobby unable to select any role and having debriefing screen after new mission already started

#

Versions dont matter, been an issue for years

#

Couldn't reproduce setTerrainHeight data not arriving, but at least its something

#

It happened under stand setup on real servers, could be some other trigger somewhere

regal nimbus
#

Kinda similar issue I've seen is remoteExecs from the previous mission session arriving at the server and being processed after the restart.

#

Just told admins never to use restarts in the end.

gaunt depot
untold sky
gaunt depot
#

For me you were in that stuck state forever, you can only leave the server

devout wave
gaunt depot
#

Nope, stuck completely, nothing you can do but leave the server

#

Admin commands don't do anything either

wary mason
wary mason
#

Hello @untold sky I finally had some time to test this out https://feedback.bistudio.com/T167366
sorry for the late response I was just busy and then kept forgetting ๐Ÿฅน

I made a suppressor, change some of the coefs around. dispersionCoef, recoilCoef, MuzzleCoef initSpeed, and AmmoCoef typicalSpeed work fine. However in AmmoCoef the hit and airFriction and recoilProneCoef dont seem to be effected.
maybe I could have formatted this better lol

tacit kettle
alpine tulip
#

Actually. I recall Ded has some Launcher feature updates, but it is holding due to the localization is not yet done. Or maybe I misrecalled some, but still localization is the biggest issue to add one feature is the point Ded ever made.
The question is, is the holdout worth of anything? If we really have to, we can have some volunteered translators? Like me ever done to the base game (accidentally)?

untold sky
# gaunt depot

That looks like the bug I already fixed on profiling branch.
Where server is waiting for all players to get mission file, but if someone didn't ready up, they never get the file and it gets stuck.
I think server indeed might not allow slotting when in that state.
If thats not it, then something else froze the server there ๐Ÿคท

untold sky
untold sky
wary mason
wary mason
gaunt depot
#

Tried with this version for server and client

#

All repro'ed bugs are there

#

Server didn't freeze btw in that case, something broke on client side, other players should be fine

#

Haven't seen this one before

#

How to repro, only seems to happen on latest perf build:

#
  1. Same dedi + client setup
  2. Select "debriefing bug"
  3. Wait until you see a seagull in the background
  4. Join and see your copy
#

So yeah its just bugged in a different way in perf

#

Confimed that server isn't stuck in that second bug, only you as client is stuck

#

Commands don't work, lobby doesn't work, all you can do is leave

#

So lotsa stuff to fix hmmyes

wary mason
unborn flame
sacred river
#

Is there a reason why getItemCargo returns empty array, but everyContainer, magazinesAmmoCargoand weaponsItemsCargo returns filled arrays when used on an exploded vehicle?

I found an old ticket https://feedback.bistudio.com/T146514 where KK said it won't get fixed. Is this still the case in 2025?

ripe crystal
#

Apologies but any update on this #arma3_feedback_tracker message? Although I haven't been able to confirm this behavior anywhere else, I feel like I have been seeing an increase of issues where it may be related. We rely on currentWeapon a lot for our handleDamage event handler meowheart

wicked phoenix
#

Has there been any progress on perhaps adding the ability to get (and maybe even set) the timer bool and timer duration for explosives?
#arma3_feedback_tracker message

This would be really useful as it would allow less convoluted canceling of bomb timers. Furthermore, being able to get the value of the bomb timer with a command, be it new or existing such as through a new return value from getShotInfo (or make return value #2 timeToExplosion return the bomb timer (if set) for applicable explosives), would also be a lot more convenient than what's possible at the moment.

wicked phoenix
#

After setting a timer:

gaunt depot
wicked phoenix
#

Yes, me too. Although this doesn't work on explosives that are placed on the ground by the player

#

It's only working for grenades (including smoke grenades etc. where timeToExplosion will be the time until the smoke effect is triggered)

#

At least this is the result of my preliminary testing

limpid rune
#

yeah its kinda annoying theres no way to see if an explosive has been 'armed' with a timer like that

#

no 'sane' way anyway, you can probably do it with the useraction or w/e theyre called eventhandlers

near cedar
#

Add action

devout wave
limpid rune
#

and like I said it isn't 'sane' its plain awful

gaunt depot
gray wharf
#

removed, but still :kek:

unborn acorn
#

At the moment, only dead units have sounds of falling from a height, alive will be completle soundless. Is it possible to improve the sounds of falling for alive units? Maybe connect them with gertting height damage, or with the animation of falling?
Means sounds from this config: CfgVehicles โ†’ SoundEnvironExt โ†’ surfaceType โ†’ "bodyfall"

untold sky
untold sky
gaunt depot
#

"Debriefing bug" is an action in repro mission

chrome wave
#

Question, i have a problem and i have no idea where to address it:

Whenever i alt tab from arma, i cannot click on anything on the screen, and i need to CTRL+ALT+DEL then cancel it, in order to be able to click properly.

Where can i get help about this? (Please ping me so i see it asap)

solar storm
#

I think that's been confirmed. You can also see this in the video, no?

scarlet sage
unborn flame
#

?

chrome wave
unborn acorn
#

In the configuration for 32 surfaces of Tanoะฐ character movement sounds (sit down, lie down, prone, stancesโ€ฆ 70 psc more) were not added
https://feedback.bistudio.com/T190719

sacred river
gray wharf
#

reposting will not get you very far dear sir ๐Ÿ‘€

near cedar
#

Depends where they want to go ๐Ÿ˜›

unborn acorn
smoky badge
#

I wish controlling a squad leader with AI subordinates through Zeus let you use the squad command interface

scarlet sage
dreamy bane
#

in case there is something attached to a rope the ropeUnwound command will incorrectly return true too early when the rope isnt properly reeled in (ropeUnwind). will this thing be looked if I create a ticket?

gray wharf
#

most likely

dreamy bane
alpine tulip
#

Context: #arma3_editor message

  1. Put an empty HEMTT Transport
  2. Put a Rifle Squad
  3. Put an unit who is not a leader driver
  4. Put the entire group
  5. Put a waypoint somewhere
  6. Play
  7. The group issues a move order, but HEMTT doesn't move
  8. If the player is a group member, get out, wait until Get In order, get in, the HEMTT finally starts to move
    ["Arma 3","Arma3",218,152405,"Stable",false,"Windows","x64"]
dreamy bane
#

wish we had command similar to compileScript but it would take string as argument. because the compile command cant handle comments and probably not preprocessor either EDIT: Meant comments

foggy shuttle
glacial pilot
foggy shuttle
# lime sedge Try Ctrl + Shift + R.

I had tried that, along with 2 different browsers (Firefox and Chrome) on 2 different computers and asked a few other people if they had the same issue, which they did.
Cant check right now, but if it's working for everyone else, just ignore me lmao

daring wagon
#

I had the same issue a moment ago but it fixed itself after reloading.

ripe crystal
agile trail
#

Me too on some other BI command reference pages yesterday.

unborn acorn
#

Is it by design that only the side chat channel show message in quotes?

daring wagon
gray wharf
daring wagon
#

I tried all that and it also happens on different devices. All using Edge

gray wharf
#

Greatest user report, going level 2 support ๐Ÿ˜Ž

#

reported, we will see

ripe crystal
#

Hey guys!

I just tried join a dedicated server on the most recent profiling build and got a bunch of script errors on what I am presuming to be every frame. I was messing around with launcher parameters earlier and somehow BattleEye did get toggled off so I imagine that is likely the reason for this and it is not a large issue. I tried to see if I could find the actual origin myself but the only file I was able to find was functions_f\Feedback\fn_incapacitatedEffect.sqf which seemed to be entirely commented out. I've got all of those PBO's unpacked on a drive that is kind of slow so perhaps I just hadn't actually indexed everything.

12:17:57 Error in expression <er != "DEAD") && (abs((damage player) - BIS_oldDMG) > 0.0001) && BIS_applyPP3 &&>
12:17:57   Error position: <BIS_oldDMG) > 0.0001) && BIS_applyPP3 &&>
12:17:57   Error Undefined variable in expression: bis_olddmg
12:17:57 Error in expression <((BIS_oldLifeState == "HEALTHY") || (BIS_o>
12:17:57   Error position: <BIS_oldLifeState == "HEALTHY") || (BIS_o>
12:17:57   Error Undefined variable in expression: bis_oldlifestate
12:17:57 Error in expression <able ["BIS_fatMod_EHAdded", false]) && !BIS_fnc_feedback_fatiguePP && ((getFatig>
12:17:57   Error position: <BIS_fnc_feedback_fatiguePP && ((getFatig>
12:17:57   Error Undefined variable in expression: bis_fnc_feedback_fatiguepp
12:17:57 Error in expression <
(GetOxygenRemaining player >= 0.8) && (BIS_oldOxygen < 0.8) && BIS_fnc_feedback>
12:17:57   Error position: <BIS_oldOxygen < 0.8) && BIS_fnc_feedback>
12:17:57   Error Undefined variable in expression: bis_oldoxygen
12:17:57 Error in expression <BIS_PP_burning && !(isBurning player)>
12:17:57   Error position: <BIS_PP_burning && !(isBurning player)>
12:17:57   Error Undefined variable in expression: bis_pp_burning

Anyways again likely a very isolated non-issue but figured I'd still pass it on though just in-case ๐Ÿ™‚

ripe crystal
#

Ahh okay yep VSC wasn't indexing everything. Appears to be sourced from functions_f\Feedback\fn_feedbackMain.fsm popcat

lost ridge
scarlet sage
daring wagon
#

Would it be possible to expand BIS_fnc_drawBoundingBox with a new parameter for line thickness which was introduced in 2.18?

quiet sphinx
#

It'd be reaaally reaaally nice to have Arma to create an automated backup of your profile vars file. Another power outage. Another long SP mission progress lost... (and all the addon settings I forgor to back up myself)... fml

daring wagon
#

If you have issues with power outages you might wanna invest in an USP

quiet sphinx
#

while I appreciate the suggestion, that doesn't solve the problem of the vars file getting nuked after Arma closing unexpectedly

regal nimbus
#

Yeah, normal games make a backup of their data if it's prone to getting corrupted. Which Arma's profile certainly is.

daring wagon
#

Never has happend to me. ๐Ÿคทโ€โ™€๏ธ

regal nimbus
#

Never happened to me either, but I've had to deal with an awful lot of players who got their profile wiped.

#

Combination of it being quite a large file and frequently written, I guess.

#

Would be nice if missionProfileNamespace worked at least, because that seems a bit less fragile.

quiet sphinx
#

Well, while I might have given the impression that power outages are a normal occurrence in my particular case, it is not. But after all these decades of Armaing it's happened enough for me to notice that it resets the vars file. This time it was me trying some of my stuff while some quite big power outage going on (maybe you've read the news). Incidentally, I had a game of "Deadzone: Vietnam that I would totally finish this time"... so, yeah

dusky tendon
#

ctrl type CT_OBJECT (80) CT_OBJECT_ZOOM (81) | CT_OBJECT_CONTAINER (82) in dialog make spam "No skeleton for this shape" in rtp while control alive....
<- From models in cfgWeapons cfgvehicles cfgAmmo.
Also game crash if call
_control ctrlSetModel ".p3d"

cyan basin
#

idk, shutting down arma 3 on startup somehow clears rpts and other things, it once reset my profile cfg completely for some bizarre reason

dusky tendon
cyan basin
#

?????

cyan basin
#

...

paper flare
#

I once had it crash and it deleted all of my arsenal kits

#

nothing else

cyan basin
#

bruh

paper flare
#

just my arsenal kits

#

specifically kits I had taken like two hours to make

cyan basin
#

ยฏ_(ใƒ„)_/ยฏ

ripe crystal
#

A tip I got off a friend which I thought was pretty genius was just symlinking the profile folder to a personal GitHub repository. Allows one to have previous versions and backups of their profile with a simple git push ๐Ÿ™‚

uncut briar
#

That's what I do. Also have armake2 setup so I can git diff them, not that much useful due to amount of changes usually though.

#
# .gitconfig
[diff "armaconfig"]
    # quite likely you can use "hemtt utils config derapify" instead
    textconv = armake2 derapify
# .gitattributes
*.vars.Arma3Profile diff=armaconfig
ripe crystal
#

Still that's pretty sick! Honestly had just never even thought to do something like that. Cheers @uncut briar!

fast lodge
#

Game crashes when using ctrlSetModel notlikemeow

dreamy bane
fast lodge
dreamy bane
#

yes

fast lodge
#

will check if it works there

dreamy bane
#

if you are on prof there is the prof channel and you can sen crash dumps to dedmen

dusky tendon
#

funny bug if you create a unit in another group side that was originally in the config for a side that doesn't match the group side.

Side unit != Side group unit
daring wagon
dusky tendon
#

I remember a long time ago. More than a year ago. There was a bug that players could find themselves on the "ITEM" side after respawning. They were not seen by the AI. Not by players via DrawIcon.
The curator's interface showed that the player was a normal item and could be controlled without access to edit players.

fickle root
#

this really needs to be fixed/adressed after all the years with 0 reaction...

Tank AI commander with 0 ammo, makes player or AI as gunner reloading 7.62 mm coaxial machinegun after each shot, if/after enemy AI gets spotted
https://feedback.bistudio.com/T154433

List of vehicles with commander turret not returned by AI to direction vehicle/armor is facing/driving, when player switches to another seat (unlike all the other vehicles/armor, where it works that way, as intended)
https://feedback.bistudio.com/T148411

fickle root
#

List of helicopters/jets where it's impossible to get out when under specific armor fire, due to get out animation restarting non stop, because of specific damage per second
https://feedback.bistudio.com/T148491

#

Mi-48 Kajman APDS/HE ammo selection order is inversed when ordering to switch via CTRL+F
https://feedback.bistudio.com/T143981

BTR-K Kamysh APFSDS-T/MP-T ammo selection order is inversed when ordering to switch via CTRL+F
https://feedback.bistudio.com/T143984
FV-720 Mora APFSDS-T/MP-T ammo selection order is inversed when ordering to switch via CTRL+F
https://feedback.bistudio.com/T143989
AMV-7 Marshall APFSDS-T/GPR-T ammo selection order is inversed when ordering to switch via CTRL+F
https://feedback.bistudio.com/T143987
AFV-4 Gorgon APFSDS-T/MP-T ammo selection order is inversed when ordering to switch via CTRL+F
https://feedback.bistudio.com/T143988

AMV-7 Marshall, MSE-3 Marid, AFV-4 Gorgon and Strider wheels spinning in different directions on water, at different speed or not at all and not synchronized in MP
https://feedback.bistudio.com/T143986

fickle root
# fickle root this really needs to be fixed/adressed after all the years with 0 reaction... _...

BTR-K Kamysh has no possibility for player as commander to cycle through different armament types (Ctrl+F), when turned out, unlike AFV-4 Gorgon with same turret/armament (where it works just fine)
https://feedback.bistudio.com/T154445

Left Mouse Button and Ctrl+LMB don't work to manually fire or order the AI gunner to fire from 120/125 mm cannon, when player is turned out as commander (using Arma 3 Apex keyboard preset) in T-100 Varsuk and Rhino MGS (UP) (unlike on all the other tanks, where it works just fine)
https://feedback.bistudio.com/T154446

unborn acorn
unborn acorn
daring wagon
unborn acorn
daring wagon
#

oh I wasn't aware. ๐Ÿ˜„

daring wagon
#

https://feedback.bistudio.com/T191578 Maybe KK or dedmen can have a look at this? Grouping via add3DENConnection doesn't work and get3DENConnections returns garbage for group connections.

#

@void lava Feel free to add something to the ticket, otherwise yfi

dusky tendon
#

Lol what the...
Arma 2 in headers for "event scripts"...
I cant find this page if seek
Init.sqf arma 3 Init arma 3 Initserver Arma 3 InitplayerLocal Arma 3 onPlayerRespawn.sqf arma 3

But work only event scripts
It took me a long time to remember the name of the title.

alpine tulip
#

#community_wiki is there for BIKI discussion, also you can use BIKI search for more better result

daring wagon
#

Has any change been made to the tools UI recently?

#

For some reason if I use BankRev the config.bin no longer gets converted to a text file as well.

verbal harness
gray wharf
#

I saw that in earlier versions indeed

cyan basin
#

windows 11 issue, or hidpi, it's fine on 10 and 7 iirc

gray wharf
#

Windows 10 @ 125% scaling

#

scaling might be the issue after all - @daring wagon do you happen to be at 150%+?

daring wagon
#

yes

#

I am on my TV in the living room, got it cranked up there. Thats why I've never noticed it before.

cyan basin
#

hidpi issue then

#

ty for checking lou :3

fast lodge
#

It would be nice to add native support for rounded corners (like borderRadius) in UI controls such as RscText or RscButton. This would allow us to create more modern-looking interfaces without relying on image-based workarounds meowawww

scarlet sage
gray wharf
#

Windows XP/Vista vs Windows 8/10! ๐Ÿ˜„

#

it goes by wave, round, then sharp square, then round, etc

deep plaza
devout wave
#

https://feedback.bistudio.com/T79777
Is there any possibility of getting more scripting control of rope parameters? This was originally "resolved" by adding custom rope CfgVehicles classes, but while that's neat, it's still a bit restrictive because you can only do it through a mod. Being able to adjust elasticity and strength dynamically (or at least when creating the rope) would be much more convenient.
Possible alternative: allowing rope classes to be defined in mission description.ext as with sound sources. Still not as flexible as would be ideal, but a bit better.

unborn acorn
#

Current sounds from soundFakeFall parameter cannot been played correctly for tank shells due to long audio samples; although there is possibly a sound in the game that should have been used instead
https://feedback.bistudio.com/T191737

sleek scaffold
#

I am sure this has already been reported but the discord overlay can cause Arma 3 to loose focus/pause itself or just hang (doing alt tab or clicking can resume a normal state of the game)

#

Probably a Discord issue thou

#

Windows 10 latest Discord app

untold sky
untold sky
untold sky
devout wave
untold sky
#

I fixed the ctrlSetModel one.
But I cannot reproduce the "No skeleton for this shape" with my test model (soda can from CfgVehicles)

untold sky
untold sky
untold sky
untold sky
untold sky
untold sky
dreamy bane
daring wagon
#

Anyway. If it has never done it before then there is obviously no issue.

daring wagon
regal nimbus
#

Is the Ref to nonnetwork object on every unit creation known?

#

Might be specific to running with ACE, but it looks like you can't do basic stuff like damage _unit during entityCreated?

unborn acorn
gaunt depot
untold sky
dusky tendon
gray wharf
#

I'm sorry what is the question/issue?

dusky tendon
#

-How to remove RemoteTargets from the center?
-lastDetected: Number The negative number is a bug or a feature.

gray wharf
#

-lastDetected: Number The negative number is a bug or a feature.
if all numbers are negative, then "-50" most likely means "now - 50 = 50s ago"
if not, Dedmen may know

-How to remove RemoteTargets from the center?
from the center of the screen? use distance from [0.5, 0.5]
otherwise I do not know what you mean - forgetTarget perhaps?

dusky tendon
#

RemoteTargets for sensors on radar

untold sky
gray wharf
verbal harness
gray wharf
#

brainfart ๐Ÿ˜„ but okay yes ๐Ÿ˜ thanks

dusky tendon
#

UAV Ar-2 make 10 sec detect time. After 10 sec next time -1sec.. -2sec.. -3sec...... -infinity sec
Why can't array lose targets on the side (center) if lastDetectTime < 0
๐Ÿค”

#

There is not even a command to delete this target from the sideโ€™s memory

#

As a result, the array with targets will always exist until the object is deleted. And the time will forever decrease simply because someone did not make the condition for deleting targets that have not been detected for a long time. hmmyes

desert trench
#

@dusky tendon tried forgetTarget yet?

dusky tendon
desert trench
#

allGroups apply {if (_x == DesiredSide) then {_x forgetTarget _target};};

#

if not working, you probably need to ask for it to be expanded to side forgetTarget _target; (like reveal)

uncut briar
cerulean glade
#

Spam?

#

actually quite a lot

scarlet sage
sleek scaffold
#

You can probably ban 100 words that these bots always use, for example "Facebook" and clean these spams a lot faster

scarlet sage
gray wharf
devout wave
#

How's that replacement project coming along? :U

gray wharf
#

going on

daring wagon
#

IT accidentally replaced forums with new feedback tracker and now everything is on fire

gray wharf
#

and here I thought we had a warm month of May, though that didn't explain the smoke

devout wave
#

I hope the new FT system turns out to be real and not a phabrication

uncut briar
#

But yeah, it's not maintained

verbal harness
#

in PHP
ewww

uncut briar
#

PHP is great for what it does

alpine tulip
#

Sounds like you are volunteered to do it

gray wharf
uncut briar
#

Happy to help, I have around 6 years of experience with making Symfony web apps.

Pretty sure phab is bit worse/more legacy but nothing too hard for sure.

gray wharf
#

so far I tried editing controllers, entrypoint etc with even a simple ```php
die('Hello there');

verbal harness
gray wharf
#

that's out of my waters

unborn acorn
untold sky
untold sky
dreamy bane
untold sky
#

It works without anything attached, because it doesn't have a weight that adds inertia and makes the rope stretch

dreamy bane
#

didnt notice any stretching but ok

untold sky
#

Well its hard to see

#

ropeLength returning 50cm, while you can clearly see the rope is still >5m long == its stretched

dreamy bane
#

ok

devout wave
#

If only there was a way to control rope elasticity to stop it doing that hmmyes

untold sky
#

And if you turn off the detach.
You can see how after stopping the reeling in, and after the rope length stays constant, the attached dude is still pulled up further

untold sky
dreamy bane
#

thx for looking into this dedmen, i have to give this thing another go sometime

devout wave
untold sky
#

It might be nice to be able to see how stretched a rope is.

But its somewhat easily scriptable

ropeEndPosition _rope params ["_rStart", "_rEnd"];
_stretchFactor = (_rStart distance _rEnd) / ropeLength _rope;
dreamy bane
#

you know in real life ropes arent made of rubberband ;D

tacit kettle
dreamy bane
cyan basin
#

hmm no phorge then?

dreamy bane
#

bungee jump maybe

verbal harness
tacit kettle
dreamy bane
#

i guess

daring wagon
#

ropeSetDuctility needed

verbal harness
untold sky
#

If you actually log it
Rope starts out as 12m with stretch factor of 1.
At the end its 0.5m with stretch of up to 21

devout wave
untold sky
#

springFactor/dampingFactor are adjustible in config, but not sure if that's enough to deal with this

void lava
# daring wagon https://feedback.bistudio.com/T191578 Maybe KK or dedmen can have a look at this...

Edited: This issue does not appear to be happening, but the original issue in the FT remains the same
Idk if it's too spammy to add this to the FT but I just noticed this command is broken in the context menu in 3den too. You can right click a unit, hit Connect -> Group To and the cursor works, but when you click to do the grouping, it's not working either. so its not just an issue encountered in scripting but regular usage

unborn acorn
gray wharf
#

Good news, I was able to tweak the Feedback Tracker to support custom spam filters for tickets (comment filters are not supported for now). We should see less of them, and if it happens we can always add more custom-tailored filters. Cheers!

unborn acorn
gray wharf
#

I fear this is intertwined with weather, rain and eventually day timeโ€ฆ ideally a setDayTimeWeatherSync false to allow everything to desync, but I don't know how together it is

unborn acorn
#

new option in setMissionOptions?

gray wharf
#

I would love to!

tropic jewel
#

Could alternatively set their view distance down

gray wharf
ripe crystal
#

Has anyone had issues with clients getting stuck on receiving data after role selection? We've had the issue for years and always assumed it to be an Arma issue but never really thought to reach out about it to confirm. If this is something else other people are experiencing I can try to get a memory dump of this next time it happens if that would be helpful ๐Ÿ™‚

gray wharf
ripe crystal
# gray wharf I believe this is due to missing mods or something alike, try searching in <#141...

Cheers thank you. Very interesting- we do allow a few different client side mods but they aren't required for players to join. I do feel like I recall experiencing this without having any kind of mods loaded although I honestly can't say for certain as it has been months since I've ran without them.

Gonna drop some of my findings here too just in-case anyone wishes to reference:
#arma3_troubleshooting message
#arma3_troubleshooting message
#arma3_troubleshooting message

#

I'll try running without them for a bit in the meantime to see if I can reproduce but you're probably right about it being a mods thing.

desert trench
#

@ripe crystal you could check rpt log for potentially more info. in addition you could try perf branch (compatible with main branch) to see if that helps

dreamy bane
#

it would be nice to have constant variables similar to what compileFinal does now. or would that downgrade the performance?

regal nimbus
dreamy bane
daring wagon
#

How do you accidentally change a variable?

gray wharf
#

forEach missionNamespace ๐Ÿ˜„

daring wagon
#

Then compileFinal

verbal harness
#

bad code/not paying attention while writing it ig
but

#define __SETCONST__(var1,var2) var1 = compileFinal (if (var2 isEqualType "") then {var2} else {str(var2)})
__SETCONST__(variableName,value);
dreamy bane
#

like in if condition for example if(constVar = 0) then {}; not that i know if that even compiles ๐Ÿ˜…

dreamy bane
verbal harness
#

yes

dreamy bane
#

ah, well then not quite what i wanted ๐Ÿ™‚

daring wagon
#

Just name them _doNotChangeVariableName

verbal harness
#

and if you don't trust yourself to not overwrite it just have a loop that runs once every minute or so checking that ur const is still the right value, if not? yell in rpt to check ur code (or for anticheat reasons)

devout wave
verbal harness
daring wagon
#

I wonder. What if you use a hashmap and compile that final. You can then store all your stuff in an still have fast access time, no?

verbal harness
#

constant access time, but still gonna be slower than just a var no? so kinda depends on the situation ig

dreamy bane
daring wagon
#

Sure. But there's going to be some slow down either way

#

Hash Map is actually directly returned by compileFinal, so no calling needed

dreamy bane
#
const accessCode = "1234abc";
// Or
accessCode = const "1234abc";
#

ideal ๐Ÿ™‚

foggy shuttle
#

Even with the command as you're asking, it'll still have some drawback, no matter how minute

dreamy bane
unborn acorn
ripe crystal
#

-# I joke the new filter is awesome :)

gray wharf
#

so far we had three spam tickets (all in the same format and not in English, so another filter is definitely doable!) and one spam comment (I don't filter). I'd say it works pretty wellโ€ฆ for now

#

(only) one spam a day keeps the burnout away ๐Ÿ˜„

daring wagon
#

So all it took was

if (_arrBadWords findIf {_x in _text} > -1) then ban;
#

Not sure if I should laugh, cry or just be happy.

tacit kettle
gray wharf
hallow sun
#
regal nimbus
#

Not necessarily. With a standard Z buffer the spread far from the camera is strongly dependent on the distance of the near plane. When you're lying down the near plane naturally needs to be closer.

#

I would generally go with "don't use a standard Z buffer" but that might take some work.

regal nimbus
#

Back when I was writing this shit, I think it worked out as a one-liner in the vertex shader, but that was a while back :P

untold sky
untold sky
dreamy bane
untold sky
#

Send me RPT please

untold sky
dreamy bane
#

and defines needs to be included everywhere

untold sky
#

-cpuCount=12 -exThreads=7 -enableHT -malloc=jemalloc_bi_x64 -maxmem=13024
remove these parameters. Though probably not your issue

#

12:19:13 Inventory item with given name: [hgun_P07_F] not found
Something is f'ed

#

verify your game files in steam.
Something is wrong with battleye, and it also seems like something is wrong with your game files, it shouldn't say all these base game weapons are not found ๐Ÿค”

#

I'd say reinstall your BattlEye, but I don't know how to do that

restive bone
#

helloh question before I make a ticket, at this stage of development what are the chances of changes to the way the arma 3 server mission cycle works?
Because I've been running into an infinite loading screen recently when a mission cycle is defined but the actual mission path is empty, the server keeps trying to load the mission forever until you pull it out of it using #missions command
Is there any chance of a check for that being added and the server just being sent to the normal mission select screen rather than loading forever

#

Now you could say 'just delete the empty mission cycle that bugs it out and that is valid, but no
(aka I dont want to break other peoples workflow with my own because they keep using the mission cycle for some reason even when we're just playing custom missions on our own server)

untold sky
restive bone
untold sky
#

there is no technical reason against fixing it

gray wharf
#

not enough Dedmens is a technical reason

verbal harness
gray wharf
#

done alreโ€” we don't support such unethical behaviour

restive bone
#

the second one came out fine and was sent into the code mines but it broke after the 3rd one

gray wharf
#

I told you, it worked perfectly

deft marsh
regal nimbus
#

Is it intentional that killed event handlers (including EntityKilled) don't work on a building that was rebuilt with setDamage 0?

limpid rune
sinful kettle
#

I'm surprised you could even "rebuild" a building (except for anims, e.g windows)

regal nimbus
#

With buildings it appears to work fine. Building pops back above ground in pristine condition. Takes damage as expected. Doors open. alive returns true. Only the event handlers don't work.

#

BuildingChanged EH fires correctly in both directions.

#

It simplifies accounting to the degree that I'll probably still use it and just workaround the one bug we had from expecting the killed EH to work.

fluid swift
#

im here

round spade
#

Hello

gray wharf
#

@fluid swift @round spade hiyo
what are the encountered issues please?

round spade
fluid swift
#

so when i try to create any bug report i get to the page that says "get lost, spam"

#

i cant send comments to any tickets, i press the button to send the comment but it doesnt do anything

#

and all my profile feed got deleted

round spade
#

My profile is still there though.
Recent activity and all is there

fluid swift
#

oh, my feed got back again for some reason. looks like it is not related

gray wharf
#

I was about to say yeah, nothing is lost

round spade
#

Also usually when trying to submit a reply to a thread you get a message preview

#

There's no message preview as I type it out

gray wharf
# fluid swift

that is (quite an aggressive) antispam I did setup until the FT is replaced
can you DM me title + report please?

gray wharf
gray wharf
#

many links? I restricted it to 5 for now

round spade
fluid swift
gray wharf
fluid swift
#

ok, thank you!)

round spade
#

I see, thanks for the clarification

gray wharf
#

@fluid swift @round spade should be good - I disabled a filter while I figure out what I did wrong

fluid swift
gray wharf
#

Filter fixed, genuine thanks for the report gents! ๐Ÿป

dusky tendon
#

Just wondering... Can AI plant mines in the game without mods? I found that the FIA โ€‹โ€‹resistance engineer dropped 2 anti-personnel mines when he went into INCAPACITATED state. I don't have a single line of code in my mission where it would be written about mines for AI. I didn't even step on these mines, to my surprise.
Maybe after the fall the engineer chose "Put" weapon and fired them?

scarlet sage
gray wharf
#

(otherwise I believe it can but only on player order)

dusky tendon
#

as you see. It also happens that mines fall out of the backpack of bots without any mods. blobcloseenjoy
I was very surprised when I noticed 2 red triangles near me, especially when I had put the soldier down literally 5-10 seconds ago. arma3

dusky tendon
#

How much did AI buy driver's licenses for? blobdoggoshruggoogly

dusky tendon
# scarlet sage Fall out of???

''fall out of''
I think the AI โ€‹โ€‹just uses Put weapons. While Down.

In FSM/OrAiBrain when he aimed at me and started to execute the code "shoot at target" then at that moment I wounded him. And instead of Action "fire" for the main weapon, he executed it for the Put weapon.

I'll repeat. I don't have any AI mods.

scarlet sage
regal nimbus
#

Sure there is. It's just not used in vanilla Arma. setUnconscious has plenty of defined behaviour though.

#

We've done plenty of setUnconscious on units with mines in their backpack though, and I don't recall them ever placing them.

scarlet sage
regal nimbus
#

shrugs

#

Can't really prove anything with Arma AI.

#

I gave up trying to replicate bugs with it, because all the other bugs get in the way and you can't isolate one of them reliably.

gaunt depot
#

AI bugs probably won't get fixed anyway because it will break campaign mission somewhere or something

hallow sun
gaunt depot
#

inb4 some mod does it game-wide and stuff explodes

lunar star
#

Just got an error pop-up due to:
Warning Message: Config: array does not have 2 entries
No additional context as to what array and where. (for clarity, in A3)

This is slightly vague considering how many arrays tend to be in configs so would it possible for some dev to go through these error conditions and give more details in rpt, at least when running the game with -debug ๐Ÿค”

lunar star
#

May have probably something to do with something regarding cfgammo and sounds, mayhaps

dreamy bane
#

getting a lot of log spam btw "No skeleton for this shape". it may have something to do with CT_OBJECT

sinful kettle
#

yeah. I think Dedmen fixed it tho? (or wanted to)

#

did you try on dev?

dreamy bane
#

just stable

untold sky
desert trench
#

is there still a chance for Compartment5 to be added at some point? (see your posts below that its used also by A3 itself)

untold sky
#

I don't remember that. Why can't you add compartment 5?

desert trench
#

the value is not defined as macro in the engine. as such you cant set in configs/it drops at least a warning in rpt:

Warning: Cannot evaluate 'Compartment5'

#

I'd assume it uses then the default value

#

if the reply context doesnt work

verbal harness
#

@desert trench check dms pls ๐Ÿฅบ

untold sky
#

You can also have a seat be in multiple compartments by combining the numbers. But I guess you do that with the enums by adding them together

limpid rune
#

due to not being defined as an enum

desert trench
untold sky
#

I don't know which config that is in ๐Ÿค” Mh actually it should be dta/bin.pbo
Which means I can change it

#

We even use Compartment 9

#

I'll add them up to 9, but you can use the rest by just using numbers yourself ๐Ÿซ‚
I don't want to add more enums than needed

#

lol config can't handle trailing comma in arrays.
But in enum's its specifically handled

untold sky
#

Huh I'm confused, the Compartment enum's are not in bin.pbo
if they aren't there, where are they then ๐Ÿค”

sinful kettle
#

dta?

untold sky
#

dta/bin.pbo yes, no

#

They are included in the cpp that gets packed into bin.pbo
But they are not in the config.bin ๐Ÿ˜•

gray wharf
#

armagic at it again?

untold sky
#

Ah huh. enum's aren't even packed into binarized configs, they must be resolved before they get binarized.
But then why do we have strings with Compartment in our configs notlikemeowcry

sinful kettle
#

wouldn't that mean that they are defined in the engine code then?

untold sky
#

Ah enum's ARE packed into the config, but not as enums.
They are serialized as script variables, at the end of the config.bin

#

rollercoastering

#

There they are, at the end of the config.
But why are the Compartment ones not there notlikemeowcry

gray wharf
#

it sure sounds fun
anyway please never stop logging your findings and progress, I believe we all love to read that :)

#

(not sarcasm! ๐Ÿ˜„)

untold sky
#

I missed the word "never" and was appalled

gray wharf
#

no I always loved these behind the scene moments, I could never diss that!

untold sky
#

There are 3 enums.
Destruct types (DestructWreck is in the config.bin)
Stabilized types (StabilizedInAxesXYZ is in the bin)
Vehicle compartments (Compartment1 is there .. Ah I'm stupid

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Roll back everyone, all is fine

neon swan
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Yea, please keep sharing these insights. I always love reading them.

limpid rune
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so what was the end result for compartments then?

lunar star
limpid rune
unborn acorn
gray wharf
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spam accounts playing the long game

ripe crystal
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Do the accounts look like they were hacked and at one point legitimate or do they are just created then go dormant? Just wondering if 2FA could help you guys with that if not already required

gray wharf
sinful kettle
gray wharf
sinful kettle
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I hope that the links won't be broken (e.g from changelogs) notlikemeow

wicked phoenix
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Hey people, I've recently encountered some weird behavior with script-created Zeus modules while locally testing rc compatibility of the Admin/Development-Tool I'm writing at the moment, and wanted to ask whether this might be known or I might have made some sort of mistake. From what I've searched online / on the feedback tracker I couldn't find much, although I might have just filtered incorrectly.

The Issue is the following: In SP / local MP environment script-created Zeus modules are incapable of remote controlling AI units and can't open the "edit window" when double clicking units. Editor placed Zeus modules work fine. Unexpected/unintended behavior comes along when having RCd a unit using an editor placed module previously. Subsequently using RC with a script-created module, it will default to the last RCd unit (if null / dead it displays the appropriate error message in the zeus menu - regardless of which unit you try to RC and their current status).
However: This is not the case in a dedicated MP environment. Script-created modules work perfectly fine and can use RC to control units just fine. This only happens in SP/local MP.

If someone is able to verify / this isn't already reported I'll make a ticket for it but wanted to make sure and ask first. I've made a quick video trying to showcase this (I recommend watching at 1.5x speed). First part is showing it working perfectly fine on dedi, second part is showing the behavior in sp/local mp. (Video: https://www.youtube.com/watch?v=ubV4AvNd9Tg)

For reference: while testing this, I was using this code to create modules:

[[_randomVarStr], {

    _logicGrp = createGroup sideLogic;
    _module = _logicGrp createUnit ["ModuleCurator_F", [0, 0, 0], [], 0, "NONE"];

    { _module setCuratorCoef [_x, 1]; } forEach ["Place","Edit","Delete","Destroy","Group","Synchronize"];
    _module addCuratorEditableObjects[(allMissionObjects "All"), true];
    [_module, (_this#0)] remoteExec ["setVehicleVarName", 0];

}] remoteExec ["call", 2];
dusky tendon
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I have a problem with HC. I don't know why, but HC has a RAM leak. In 5 h, the HC application took up as much as 3 GB. In 10 minutes, the value increased by 200 MB. The increase occurs every second. I have never seen a decrease.
I don't even know what to do with this...

Params.txt

-client
-malloc=tbbmalloc_x64
-mod="@extDB3;!mods\CBA_A3;!mods\CUP Units;!mods\CUP Weapons;"
-enableHT
-high
-limitFPS=700
-skipIntro
-noSplash
-hugePages
-world=empty
-connect= it doesn't matter to you

rpt

PhysMem: 16 GiB, 
VirtMem : 131072 GiB, 
AvailPhys : 14 GiB, 
AvailVirt : 131068 GiB, 
AvailPage : 36 GiB, 
PageSize : 4.0 KiB/2.0 MiB/HasLockMemory, 
CPUCount : 4
regal nimbus
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3GB for a headless client is normal usage though?

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The more bits of map or objects you load, the more memory it'll use. Until it hits the limit, when it'll throw some currently-unused stuff out.

dusky tendon
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Our server stops working after 10 hours due to exceeding the RAM limit. You can't even connect in to the server in the game. Or connect to a remote desktop. The only option left is to restart the PC system itself.

regal nimbus
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What RAM limit?

dusky tendon
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RAM PC 16GB... Hc client app fill 16GB+++++... Windows systems crash with RAM out limit.

regal nimbus
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If you have 16GB physical then Arma processes should have a hard limit at 12GB, IIRC. You can set it lower if you like (and I would).

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4GB limit is normally fine for CUP.

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Shouldn't crash Windows even if it did somehow use 16GB (you have virtual memory), although it might make it somewhat unresponsive.

cyan basin
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a3 generally doesn't respect the maxmem very well especially in client

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memory in windows works differently than what you might expect, virtual memory when you let the page file automatically increase by system management becomes infinite and there's hardly any oom crashes

cyan basin
dusky tendon
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As if the fact that HC has a memory leak does not bother anyone at all. Let it fill all the memory from all over the world with incomprehensible information.

Restarted the server 3 hours ago. At the start, the consumption was 4GB 35MB.
After 3 hours, the memory consumption became 10GB.
After 1-2 hours, the server will stop responding to any actions because HC will want to write more and more to the RAM. But there will be no more space there.

I took memory measurements over a period of three hours.

dusky tendon
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98% usage...
12GB RAM eat HC...
In Paint screenshot in 4h 28min
Now time 8h 55min
After 30 min server say "bye bye i die"

desert trench
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@dusky tendon what game mode, or custom scenario? also what (major) mods in use?

dusky tendon
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Mods #arma3_feedback_tracker message
Game Mode - clear and capture zone\town
custom scenario - full custom
Mod functions no used in server (only server mods)
Mods on HC and D Server

There are no scripts that would work for HC (Only connected)

desert trench
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@dusky tendon Thanks for the info! One last question - if you dont run HC, the DS doesnt eat all available RAM (and crash eventually)?
And is this 2.20 RC, 2.18 stable, or perf branch?

dusky tendon
# desert trench <@365248033274855447> Thanks for the info! One last question - if you dont run H...
== C:\Users\Server\Desktop\Sirius\Server\arma3server_x64.exe
== "..\arma3server_x64.exe"   -par="C:\Users\Server\Desktop\Sirius\Server\SERVER\start_hc_main.txt" -exThreads=3

Original output filename: Arma3Retail_Server_x64
Exe timestamp: 2024/11/13 09:31:44
Current time:  2025/05/31 03:42:32

Type: Public
Build: Stable
Version: 2.18.152405

Allocator: C:\Users\Server\Desktop\Sirius\Server\Dll\tbb4malloc_bi_x64.dll [2017.0.0.0] [2017.0.0.0]
PhysMem: 16 GiB, VirtMem : 131072 GiB, AvailPhys : 13 GiB, AvailVirt : 131068 GiB, AvailPage : 36 GiB, PageSize : 4.0 KiB/2.0 MiB/HasLockMemory, CPUCount : 4
dusky tendon
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Forgot...

if you dont run HC, the DS doesnt eat all available RAM (and crash eventually)?
No such thing. DS RAM is within acceptable limits

regal nimbus
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There are no scripts that would work for HC (Only connected)
The HC isn't actually doing anything?

regal nimbus
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I'm running a test but apparently after 20min the HC decided that it didn't need RAM anymore.

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Perf branch though.

near cedar
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VirtMem : 131072 GiB
thonk

dusky tendon
near cedar
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What's VDS? ๐Ÿ˜„

dusky tendon
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virtual dedicated server

unborn acorn
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        class AnimationSources
        {
            class Door_L
            {
                source="user";
                initPhase=1; //works
            };
        };
        class AnimationSources
        {
            class Door_L
            {
                source="door";
                initPhase=1; //doesn't work
            };
        };

Is it intended that in class AnimationSources the initPhase parameter does not work if the source is a door?

sinful kettle
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afaik yes?
vehicle doors can't be kept open iirc?

devout wave
regal nimbus
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fullCrew [cursorObject, "driver", true] will return the same thing regardless of whether a vehicle has a driver (config hasDriver=0 for static weapons). Intentional?

solid marten
solid marten
unborn acorn
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for CfgVehicles non looped Sound Sets with loop=0; shaders plays not randomly, game play one sound always as loop=1;
but CfgEnvSpatialSounds with the same settings successfully randomize shaders every time object play sound

Before 2.20 delay for SoundSets in CfgVehicles caused the game to crash, maybe randomization of shaders for non-looped sounds can be done too?

true blaze
true blaze
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On a related note, which simulation type would be best for walking or driving on top of it?
Would it be better if it was simple/super simple object, or is "house" good enough?

sinful kettle
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both are good

true blaze
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well no point in further dwelling on that then

vapid cradle
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I propose an additional parameter called layer (integer) for switchAction, playAction, playActionNow and gestureState. This parameter would allow us to attribute a layer to the gestures. The reason why is because i'm still working on a close combat mod and i would like to apply a hand gestures for the weapon hold and a body gesture for the movement at the same time. I don't want to use defaut pistol slot because i don't want the character to be stuck in a pistol holding position. At this moment we cannot use 2 gestures on a character at the same time. The layer parameter woulkd allow this.

sinful kettle
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why 2 gestures? can't the "body gesture" be a full body anim?

vapid cradle
sinful kettle
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even if it resets it, you can replay it using switchGesture to the last point

vapid cradle
sinful kettle
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no it won't

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switchGesture only affects the gesture

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not the anim

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you're confusing it with switchAction

vapid cradle
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ok so what- do you mean ? I should play the hand nimation with switchAction and the body animation with switchGesture ?

sinful kettle
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no the other way around

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use switchMove for body and switchGesture for hands

vapid cradle
snow cairn
sinful kettle
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as in making sure it actually runs

snow cairn
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pretty sure its running as I'm currently messing around with vectorAdd:

        if (_dummyObj isKindOf "Land_Carrier_01_hull_09_1_F") then {
            _dummyObj setPosWorld (_carrier modelToWorldWorld (_carrier selectionPosition _dummyPosName vectorAdd [0,0.1,0]))
        } else {

to move them around in real time. but even with the pieces overlapping, I still fall through

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so maybe its not a positioning thing at all

sinful kettle
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but isn't the alignment better now?

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the lines didn't align before right?

snow cairn
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the lines were still parallel before, just a gap

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which still exists

sinful kettle
snow cairn
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this is with hull 9 moved over 0.1 and overlapping (i'm currently falling lol)

sinful kettle
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I once had a bug where I would fall thru Land_Wip_F near the edges

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but when I moved it it would fix itself

sinful kettle
snow cairn
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same seam in 3den

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i was just modifying what was created in post for this testing

sinful kettle
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well actually I meant to say spawn it via script instead

sinful kettle
snow cairn
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spawn it as a 3den entity or object while in 3den? or do you mean spawn it as an object in preview?

sinful kettle
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in preview yeah

snow cairn
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it appears that when spawning it in preview, then changing base direction, then applying all the rotations for the parts, there is no seam. but this absolutely kills my workflow for modules and others looking to build their own missions with the mod as I can't use the 3den placed object

sinful kettle
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so I guess I was right. it's an 3den issue

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you don't fall thru either right?

sinful kettle
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I wonder if it's a timing issue

snow cairn
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i take it back, there is seams

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really hard to see in this one

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and it does make me fall through

sinful kettle
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it shouldn't matter tho since it's world pos

sinful kettle
snow cairn
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same when flipping

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its malden

sinful kettle
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I wonder if it's the bounding radius issue again think_turtle
tho that was affecting animated stuff so maybe not

snow cairn
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idk but I'm tempted to put concrete panels just above the carrier surface to prevent players from falling through

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I wonder... what about simple/super simple?

sinful kettle
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dunno

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this issue only happens at a specific part in the seam right?

snow cairn
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nope didn't work

regal nimbus
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Can't you just overlap them very slightly

snow cairn
sinful kettle
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if you walk along the seam, do you fall thru everywhere?

regal nimbus
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curious

snow cairn
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it is much less since creating it in post rather than 3den

sinful kettle
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it could be a bounding radius issue. can you try spawning a sphere centered around the part's [0,0,0] and same radius as its roadway LOD bounding radius?

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there are helper models for that. Sphere_10cm etc (check the config) (spawn it as simple object and scale it)

sinful kettle
snow cairn
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still working on bounding radius. I don't believe that you fall through at 0,90,180,270,360 but I'll have to test again

sinful kettle
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the way I see it this issue is due to one of these reasons:

  1. the quadtree doesn't find the object
  2. the object is skipped due to radius check
    I'm pretty sure devs already added overlap into the roadway LOD so that's highly unlikely to be the issue (and you already confirmed it by overlapping the objects manually)
sinful kettle
snow cairn
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this seem about right? multiply radius by 10 for a 10cm sphere for the scale factor?

sinful kettle
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are you sure it's not 10cm in diameter?

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your spheres are too small

snow cairn
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no im not lol

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let me try diameter

sinful kettle
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just multiply by 2

snow cairn
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just right about where you consistantly fall through

sinful kettle
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now try the model bounding radius

snow cairn
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you want them as different colors overlapping?

sinful kettle
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(boundingBoxReal obj#2)