#arma3_feedback_tracker
1 messages · Page 22 of 1
Now question.
Single string, or array.
If array, then when any are present, or when all are present.
I'm thinking array and when any present then skip.
with a list of addons that should block loading this one.
Sounds like you mean that?
For my personal very specific usecase I just need a string.
I don't know about @regal nimbus though
I'm thinking array and when any present then skip.
Yeah I think that makes the most sense
Yeah I think any is better.
Then you can put 3 configs into your mod.
Config1:
skip = ["A", "B"]; // This only loads when C is there, but A/B aren't
Config1:
skip = ["A", "C"]; // This only loads when B is there, but A/C aren't
Config1:
skip = ["B", "C"]; // This only loads when A is there, but B/C aren't
Or I just name it literally skipWhenAnyAddonPresent to be clear.
pleaseMakeSureYouLoadThisAddonAfterThisIfYouDontMind[] = {"yourAwesomeModThatisBrokenSoICanPatchIt"};
Is it annoying that all skipped addons are logged in RPT? 🤔
I do like knowing that it works though, but its a bit spammy if lots of addons use it
Prints only if -debug?
Players don't look at rpt and modders will probably not have hundreds of mods that use that
How about skipAny and skipAll to cover both?
People didn't ask for a skipAll so I won't bother
does it make sense to create a ticket that "switchCamera" does not work if 3rd view is disabled on the server?
Probably yes. It should still work for switching you into for example gunner camera in vehicle
I'm playing on the server HUD 1 as normal and the game crashes -
Compared to the modsets most people load it's a pretty minor spam :P
Vanilla Arma 3 Bohemia Escape mission on Stratis error on Missionstart
happens when i host the server in LAN and start the mission
it looks like better report this in comments here → https://feedback.bistudio.com/T182822
XAudio.
Change your audio output sample rate to 44.1khz in windows settings and it'll probably not happen again
@unborn acorn
Can you make me a FT ticket for the samples[]+= you are doing? its missing engine support
Dedmen will fix the data and not the bug 😋
I don't know if you know about this error, but through setUnitLoadout, you can put more items into the player than the player's Gear dialog allows.
https://youtu.be/8H9brWj_SDw
you can also put a machine gun in a uniform, etc.
this is fine
https://feedback.bistudio.com/T182834 Updated ticket with issue of unexploded ordnance trigger sound empty, although game data has work good sound file for this but not used
ticket:
ARMA 3 won't launch if loaded with more than 478 mod folders
oh no
I don't like... I have written scripts for myself that neutralize this... I think the array can also be rechecked in the game for the capacity of an item. I still think it's a flaw, especially since it's possible to do it even with scripts.
this is a permitted internal cheat, if you're hoping that the weight will balance it out, then it won't - there are many ways to get around it in the game, or not all items (or rather, their quantity) can create a large weight, but it can still provide an advantage.
Frankly I think there should be more ways to bypass the limits with scripts (e.g. parameter for addItem commands to ignore limits). It can be a useful trick to have available for missionmaking.
If someone has unrestricted access to run loadout commands on themselves without any validation, you already have a massive flaw in your design anyway and "fixing" setUnitLoadout won't change that.
Well, that's also true...
AH-99 (Stub Wings) Gunner seat left pylon display is not showing the external pylons box like the front seat does. Anyone else able to reproduce? Vanilla.
Found it. In my mission happened because I accidentally forgot to provide module settings in one of sub-missions.
Steps to reproduce:
_hlprsGroup = group (missionNamespace getvariable ["BIS_functions_mainscope",objnull]);
private _helper = _hlprsGroup createUnit ["ModuleHideTerrainObjects_F",(ASLToAGL (getPosASL player)),[],0,"CAN_COLLIDE"];
_helper setVariable ["BIS_fnc_initModules_disableAutoActivation",true];
_helper setvariable ["BIS_fnc_initModules_activate",true]
Thanks
BIS_fnc_gridToPos Errors in 3den but when loaded in to singleplayer, it works. The Biki notes: "Does not work on machines with no UI like Dedicated Server or Headless Client - see hasInterface." So is that likely the culprit? I do have a really clunky workaround made for it already but if this COULD work on the server it would save a lot of extra junk
Reason for posting it in here is I'm not sure if this needs a feedback tracker ticket or if its working as intended
Well, they'd need to rewrite the function to not use ctrlMapScale.
I would guess you can get the required info from CfgWorlds instead, but it'll be a pain.
My workaround is starting from 0,0 (the bottom left) and making an array of arrays... every 50 meters for worldSize rounded down to the nearest 100m. It's a little nightmarish lmao
holy shit
just give me bis_fnc_gridtopos and nobody's scheduler will get hurt
@void lava Why don't you copy the function and fix it?
Good point I guess lol. I'm looking at fn_gridtopos.sqf and hmmm
It's just that the map control is hardcoded
Maybe this was written before worldSize was a thing? Just kinda guessing here
_idd = [12, 313] select is3DEN;
I found an error with setUnitLoadout... If a player removes a magazine from a slot rifle, creates a clone of the player and gives him the player's equipment, then the clone rifle will have a magazine. That is, the equipment of the player and the clone will not be the same.
https://youtu.be/d9XJJtxCUrk
(primaryWeaponMagazine player) apply {player removePrimaryWeaponItem _x};
_center = group player createUnit [typeof player, position player, [], 0, "NONE"];
_center setUnitLoadout getUnitLoadout player;
systemchat str ["compare", getUnitLoadout player isEqualTo getUnitLoadout _center];
[(getunitloadout _center) select 0, (getunitloadout player) select 0]
the same problem with a backpack: if you put a primary weapon magazine in it, then when transferring equipment to a clone, there will be no magazine in the backpack.
_center = group player createUnit [typeof player, position player, [], 0, "NONE"];
_center setUnitLoadout getUnitLoadout player;
systemchat str ["compare", getUnitLoadout player isEqualTo getUnitLoadout _center];
// [["ace_gunbag",[]],["ace_gunbag",[["UK3CB_Uzi_32Rnd_Magazine",1,32]]]] -- false
[(getunitloadout _center) select 5, (getunitloadout player) select 5]
there is probably an in-game logic that if an AI adds a weapon, it searches for a store for weapons in the equipment and is automatically deleted there and added to the weapon - it probably makes sense... But why does it work the same way with agents? Agents, it seems to me, should be able to completely copy the player.
Well, even the addweapon on the player takes the magazine out of the backpack and adds it to the added weapons.
https://youtu.be/R0F8aZLpOcI
Yeah, it's documented behaviour for addWeapon. Once upon a time it was the only way to get a magazine into a weapon, IIRC.
I guess setUnitLoadout is just using those same routines internally.
If you want a guy to have an unloaded weapon then you'd need to add the weapon first and then the magazine.
I did it a little differently... I'm simulating the presence of a magazine in the weapon so that the game doesn't try to add it to the weapon from the backpack.
_prim = primaryweapon _unit;
_item = primaryWeaponItems _unit;
_mag = primaryWeaponMagazine _unit;
_muz = getarray (configFile >> "CfgWeapons" >> _prim >> "Muzzles");
_unit removeWeapon _prim;
if (count _muz > 1) then
{
_mg = getarray (configFile >> "CfgWeapons" >> _prim >> _muz select 1 >> "magazines");
_unit addmagazine (_mg select 0);
};
_unit addmagazine selectrandom (compatibleMagazines _prim);
_unit addweapon _prim;
code {...};
(primaryWeaponMagazine _unit) apply {_unit removePrimaryWeaponItem _x};
_mag apply {_unit addPrimaryWeaponItem _x};
_item apply {_unit addPrimaryWeaponItem _x};
Sir don't spoil the surprise
Issue can be fixed by updating prof again btw ^^
Don`t reveal in prof branch next time ;3
Request for a scripting command to find values that appear only in the first of two compared arrays.
The minus operator already implements that 🙂
Why 4 in array?
Need update information 
https://community.bistudio.com/wiki/channelEnabled
Should I write about this in #community_wiki to get attention? 
Yes
sry for the late respond:
https://feedback.bistudio.com/T191819
Not sure if anyone else has reported it but we've been seeing a small influx of players microphones not working in-game. It will show that VOIP is active but you can't hear anything. Was able to reproduce myself once accidentally but no idea how. Kinda crappy and unhelpful, but wanted to report in the event I am not able to figure out any more details
Is there anything that can be done about the making the greyed out "OK" button in the lobby when battleye fails something more explanatory?
The current design is super hostile and we constantly have people wondering what the hell is going on
Ideally the battleye issue itself would be able to be fixed but I'll take what I can get
I just noticed that the rain sound effects are completely turned off during thunderstorms. Is this intentional? It doesn’t sound right.
We are running a Domination server with SPE (stable branch) with persistent setting - normally no issues, yet now "connection failed"
Looking into it, turns out the rpt is 900 MB huge, and with almost 13 mio entries of
15:39:15 BEServer::finishDestroyPlayer(732109127): users.get failed
15:39:15 BEServer::finishDestroyPlayer(732109127): users.get failed
15:39:15 BEServer::finishDestroyPlayer(732109127): users.get failed
only the timestamp different
is this not a bug for this to get spammed again and again?
The discord search turns up couple other people with that issue [from what i understand]
[can provide full rpt if useful - ~1 MB when zipped]
12:44:43 Bad conversion: scalar
on the server with -debug should give code context, right?
According to Dedmen it's supposed to. But IIRC the last time I ran into one of these it didn't give context and I got lucky with a secondary error.
Is it normal that the sun disappears after overcast 0.86?
Solution:
"Stratis" >> "Weather" >> "Overcast" >> "Weather5"
and
"Stratis" >> "Weather" >> "Overcast" >> "Weather6"
can't have through = 0;
through = 0.1; does the trick
addon and config.cpp with the fix
uuuhm you may want to add a description to that file please and thanks :-)
fun fact: it affects the moon aswell.
the stars are gone aswell, but sooner, 0.66. No solution for this one.
could it be skyR = "A3\Map_Stratis\Data\sky_cloudy_lco.paa";? Edit: It's not 🙁
Could we get this?
https://feedback.bistudio.com/T188531
If yes then we could just change these values of the existing lightreflector objects in the vanilla game and the update frequency of these objects are also high which means less jumpy when attached in mp
Or just this one where you can change the simulation rate of lights so we dont need all of the above
https://feedback.bistudio.com/T191819
Seems to be missing repro
just to confirm, onBriefingGear, onBriefingGroup, onBriefingNotes, onBriefingPlan, onBriefingTeamSwitch are non-functional in A3, correct?
also question about night time… could something be done about colour banding or is that a dead fight?
Uh I think I made a ticket about that 10 years ago
I was watching this video https://www.youtube.com/watch?v=au9pce-xg5s and it came back to mind 😄
Play War Thunder now with my links, and get a massive, free bonus pack including vehicles, boosters and more on PC and consoles! PC: https://playwt.link/acerola | Mobile: https://wtm.game/acerola #ad
Silksong is finally here and with it numerous new areas to explore filled with beautiful hand painted art. How does a game like this actually work...
There's clearly something wrong with the night lighting but I don't remember anyone being interested in fixing it, so not really a fight.
I dunno about banding. If there's no moon then most of the pixels just come out at 0,0,0 RGB.
how real word accurate is the day/night lighting in arma 3?
sorry for the weird wording
Documentation on the Arma 3 Lighting model, apertures and Apex specific tone mapping.
getEventHandlerInfo no work for 3denEventHandlers 
This is extremely unfortunate. 
as the sacred texts said https://community.bistudio.com/wiki/getEventHandlerInfo
added a clarification… for clarity!
My left Ctrl cracked from fixing all your bugs!
😭
Now that drawicon3d got a bunch of new thingies, would it be possible to also add sidearrow texture param, so that using custom side arrows would be possible?
https://feedback.bistudio.com/T181489
what you have in mind? the texture for arrow is preloaded
Was just reminded about this ticket when I saw the latest dev changelog.
IIRC my use case when I made that ticket was a thing where I wanted to have sidearrows match the stylized custom icons and/or have different type of icons have different arrows (for some reason). Of course if it gets too convoluted one can live without it.
@lunar star Well it works, but but but...
Currently the arrow texture is stretched over the icon texture carcass then rotated depending on the screen side. If icon is not square the arrow stretched and squashed accordingly. I think this should be addressed so that arrow is always square. I will probably modify that, but the fact that arrow is proportional to the icon that should stay. The question is, should it be == width of the icon or == height or (width + height) /2?
Hello, could we maybe get this issue fixed? I think it's mostly impacting servers where the tanks are used to kill a lot of infantry, but when it happens it's very annoying.
https://feedback.bistudio.com/T169063
The thing is, when commander finishes all of his ammo (I think it works other way too, just not tested), then he constantly tries to reload gunners coaxial (or maybe all?) weapons, and so even if you switch in-person to gunner, you can only fire couple of shots before commander is reloading your weapon.
Not sure, height kinda makes most sense I guess 
Although for a non-math dummie like me so does (w+h)/2 😄
Hi, I'd like to bump https://feedback.bistudio.com/T127729 for https://community.bistudio.com/wiki/Conversations#.bikb_BIS_fnc_kbTell_Example ❤️
what ACRE2 config for ItemRadio, does it inherit from it?
oh wait, I thought it was about private _cfgTopic = [_mission, _topicName] call BIS_fnc_kbTopicConfig;
this makes it impossible to use a description.ext version of it 🙃
yeah I got that, asking about second part
regarding ACRE2, that I don't know, never used it
I wonder, after all the latest additions and improvements to vanilla's voice chat capabilities (Refactoring custom chat channel code, setCurrentChannel enhancements, Increased Radio Channels), how close are we to being able to have a purely vanilla alternative for both ACRE and TFAR?
Setting those up continues to be (specially for new players) a major pain point/headache or for players playing on other Operating Systems
There's already sort of one.
A mod/Script?
I've never used it, but this seems like an alternative (not replacement) for the real radio mods for people who don't want to set stuff up: https://steamcommunity.com/sharedfiles/filedetails/?id=3452785120&
Tac Cattical
The stock arrow is really small which makes it look horrible when stretched to teh icon size, hopefully thing of the past now, as you will be able to set both new texture and size for arrows
vector images wen? :-p
I wonder if anyone knows how old the bug is with the player's camera getting detached from the player when they were in ragdoll mode?
player addforce [[0,0,-10000],[0,0,0],false]
I was just messing around with the character's body, hitting this command so many times that the body actually fell under the map and then returned to the ground. But this can happen even regardless of the body's range and speed. This is the easiest way to create this bug.
This only happens if the player reenters the ragdoll state. The camera only returns when the player exits the ragdoll state.
When you finally add them 😠
believe me when I tell you you don't want me anywhere RV 😂
RV
RV?
18:07:07 BEServer: cannot find channel #107755307, users.card=4
18:07:12 BEServer: cannot find channel #107755307, users.card=4
18:07:17 BEServer: cannot find channel #107755307, users.card=4
18:07:22 BEServer: cannot find channel #107755307, users.card=4
18:07:27 BEServer: cannot find channel #107755307, users.card=4
18:07:32 BEServer: cannot find channel #107755307, users.card=4
18:07:35 BEServer::finishDestroyPlayer(107755307): users.get failed
18:07:40 PlayerConnect: (1) Create Dimon UA, id 173350492
18:07:40 PlayerConnect: (2) Create done Dimon UA, id 173350492
18:07:41 PlayerConnect: (3) Login Dimon UA, id 173350492
18:07:41 PlayerConnect: (4) Squad check queued (No Squad) Dimon UA, id 173350492
18:07:41 PlayerConnect: (4.3) Squad custom files Dimon UA, id 173350492
18:07:41 PlayerConnect: (4.4) Script Dimon UA, id 173350492
18:07:41 PlayerConnect: (4.5) Done Dimon UA, id 173350492
18:07:42 BEServer: cannot find channel #173350492, users.card=4
18:07:43 PlayerConnect: (5) Squad Check complete Dimon UA, id 173350492
18:07:47 BEServer: cannot find channel #173350492, users.card=4
18:07:52 BEServer: cannot find channel #173350492, users.card=4
```What's going on? I can't join the server.
(cfgVehicles)
class Attributes
{
class CreateLightMuzzleFlash
{
property="CreateLightMuzzleFlash";
control="Checkbox";
displayName="$STR_3DEN_Object_Attribute_AllowDamage_displayName";
tooltip="$STR_3DEN_Object_Attribute_AllowDamage_tooltip";
expression="if (_value isEqualTo true) then {[_this, 'FiredLightMed'] call expEden_fnc_createMuzzleFlashLight};";
defaultValue=1;
};
};
default value is true, but after I place object (and start mission) functions do not exec until I reenable checkbox. So to make it work I need: spawn object, open attributes, disable checkbox, press OK, open attributes, enable checkbox, OK → then script works
It doesn't seem like it should work this way, should execute the script by default, is it?
Placing an object will not add the attribute code to the missions sqm and therefore will never execute it.
thanks
Should this model appear on jets when they break the sound barrier? path is \a3\data_f_jets\particleeffects\shockcone.p3d seems that it is not used or does not work. Sonic boom sound works ok so what about vapor cone 
Relevant discussion can be found in #arma3_scripting message but createHashmap can be compileFinal on the profileNamespace 
I noticed that when I do createSimpleObject with this model the game crashes: "\a3\data_f\proxies\heli_transport_01\gunner.p3d" (it's a gunner proxy)
I got this crash when using an automation script and I've been using it since a long time ago, so unless the model has changed, this could be a regression
edit: Solved. it's because of -debug
actually it seems to happen with all proxy seats
https://feedback.bistudio.com/T195978
- Asian camouflaged faces added to the list of Greek faces
- CSAT (Pacific) sniper uses common Asian faces, although his type counterparts in other factions used only camouflaged faces
added repro:
https://feedback.bistudio.com/T191819
Have you tried using lightAttachObject?
just tried it, it has the same behaviour
Did you find a solution for this? Our server is also having the same issue
@solid marten
would it be possible to add option to change the color for the setLightVolumeShape command?
no
If a player is kicked from the game due to signatures, he will no longer be able to log in until the server is restarted.
14:25:11 Player **** kicked off by BattlEye: Query Timeout
14:25:11 Player **** disconnected.
No, there is setLightColor and setLightAmbient for this
AFAIK setLightVolumeShape will not adjust the p3d colors "accordingly"
Then I would like some repro, I know you cant really repro without command but something that I can use to test and to see if it matches what is expected
Have no fear! The new CTRL key is here!
Thought that was intentional/how it should work. Will make a snippet maybe later today
It depends on if there is context. Apparently there isn't 🤷
Can I has?
Added. It will only work as long as we don't have duplicate names between 3den and mission tho 😄
That is the end. After that your identity gets created and you should get mission info and slotlist. Or you are stufck in loading screen waiting for admin to select a mission
0 spawn
{
waitUntil {!isNull player && time > 0};
setDate [2035,11,20,0,0];
private _floodLight = "Land_FloodLight_F" createVehicle [0,0,0];
_floodLight setPosATL (player modelToWorld [-0.5,10,5]);
_floodLight enableSimulation false;
[_floodLight, 0, 90] call BIS_fnc_setPitchBank;
private _light = "#lightreflector" createVehicleLocal [0,0,0];
_light setPosATL (_floodLight modelToWorld [0,0,0]);
_light setLightIntensity 2000;
_light setLightColor [1,0,1];
_light setLightAmbient [1,0,1];
_light setLightConePars [90,45,5];
_light setLightAttenuation [2,4,4,0,9,10];
_light setLightUseFlare true;
_light setLightFlareSize 1;
_light setLightFlareMaxDistance 50;
_light setLightVolumeShape ["a3\data_f\VolumeLightFlashlight.p3d", [2, 1, 2]];
[_light, -90, 0] call BIS_fnc_setPitchBank;
};
so you want the light cone under the light to be the same colour?
Asking because there are like 3 colours for the shape
yes the LightVolumeShape does not match the color set by setLightColor and it would be nice if we could change that too just like setLightColor
I've got bad news, the volume shape has 3 different colors however none makes any difference to the color of the shape. Thanks for the repro though.
Geez I totally forgot what I said. Cheers
I need your help. I'm working on the Visible Laser script, and I've gotten to the point where it works perfectly, even on official servers, without any errors. It works flawlessly. The only problem, and this is something I'm stuck on, is that the script works perfectly from day to night. The laser is always visible, and you can change the colors. Everything is fine. The only module giving me trouble is the time-skip module in Zeus. It doesn't matter whether you adjust the time manually using the EZM module or the vanilla time-skip module. If you change a time period, the laser disappears and can't be recovered. It's simply gone. There's no problem if time is sped up, like with the vanilla time-speed module. There's no problem if you activate it at night, during the day, or if time is running normally. The only problem is that if you change the time period to a specified value, my entire laser code (as far as the laser is concerned) disappears, and I can't proceed. It can't be re-enabled afterward, NOT even if the script is completely deactivated and reactivated. I don't know why it does this. BUT if I go to "EZM delite Clutter" and then "EZM delite bodies," the laser only reappears after re-enabling the script. Otherwise, the laser strangely disappears from the game. I don't know why. It's driving me CRAZY.
The biggest problem is the ModuleSkiptime_F
So it needs to look
The laser after timeskip disappearing in his colours and sometime completly
Its a error with the engine or the module?
Did u know something about this problem? I know ur old scripts and we wrote bevor a Long time on Twitter about ur snow stratis Script.
I was testing the ability to make a hand attack by throwing a grenade, but while I was testing it, an interesting bug occurred.
I haven't seen T poses for a long time.
IT MAY NOT HAPPEN THE FIRST TIME
Need hold mouse in moment throw animation and wait bug
code 😄
onEachFrame {
_arrayMoves=["AwopPercMstpSgthWnonDnon_start",
"AwopPercMstpSgthWnonDnon_throw",
"AwopPercMstpSgthWnonDnon_end"] apply {tolower _x};
if (inputMouse 0 == 2 &&
!(player getvariable ["AttackHand",false]) &&
currentweapon player == "" && !(animationstate player in _arrayMoves)) then {
player setVariable ["AttackHand",true];
systemchat format ["Атакует %1",time];
player switchmove ["AmovPercMstpSnonWnonDnon",0,0,false];
player playmovenow "AwopPercMstpSgthWnonDnon_start";
};
if (player getvariable ["AttackHand",false] && animationstate player in _arrayMoves ) then {
} else {
player setVariable ["AttackHand",false];
};
};
Why would you do this even onEachframe? I guess this is bad code, you should use addUserActionEventHandler command
TestCode...
!
post code?
They did, it's the attachment right below that message. (I didn't read it and I'm not going to help)
ah sorry
yeah lot of code there...
you could debug "Draw3D" to see if that code always runs
The code (drawline3d) gets completely deleted for some reason by external influences (time skipping, weather, and date changes) and can never be activated again afterwards. These errors occur permanently, whether local or global.
It's really unbelievably frustrating to the point you could just bite into it out of anger, because nothing in the code, after careful checking, indicates an error—or I just don't understand it.
If messages concern me, please pin me then. I have notifications enabled for this channel. i will post this code one time in pastebin so u dont need to download it.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
⚠️ (A small note: it's a composition script. You insert the code into an invisible helipad, save it as a composition, and place it on the ground as Zeus to enable it. Keybind for the Player menu: left ALT + C)
Line 1208 marks the end of the first code I tested publicly. Below it is the second version, which was improved for performance fixes.
Yeah well cool down with this issue, you made a ticket, no need to spam all related channels - now wait
It turns out that the curator can accumulate garbage in the form of null objects. And they can't be cleared using remove.
Noticed after activating the Play Music module.
I checked how many empty objects I had in my curator a long time ago, and one time there were a lot of them...
Does this relate to my problem? (is this an answer directed at me?)
Or something else?
If I answered you, it would look the same as this message looks.
Very nice but need a repro...and a ticket
do you guys need repro for dedi mission dublicating the playable units at start of the mission? XD or is it known bug?
hmm cant repro it now, weird. it had something to do with respawning and maybe revive
I can reproduce with code too
profileNamespace setVariable ["test", compileFinal {}];
And with read-only array.
So this doesn't seem to be any special
Very simple test
addMissionEventHandler ["Draw3D", {
drawLaser [
eyePos player vectorAdd [0, 0, 1],
[0,1,0],
[1000, 0, 0], // Bright red
[],
5,
20,
-1,
false
];
}];
Cannot reproduce.
The code (drawline3d)
Why is your laser drawLine3D when we have drawLaser?
Haha interesting! Is this intended? I saw a comment on the compileFinal wiki that it was no longer allowed per 2.00 but that comment was from 2020.
drawLine3D, cannot reproduce
I would expect it to be prevented some way. But I cannot find any code doing so
fixed
Haha also interesting. I was definitely
to see that's why my loadouts weren't working lol. I imagine probably something new not many people know about or would ever intend to do- so don't feel like you have to make this a super large priority. I imagine you guys are all always dealing with way bigger and more important things. Thanks for the responses and have a good rest of your morning (or afternoon) 🙂
That comment is pure bullshit.
Changelog:
Fixed: Inability to store Code type variables in profileNamespace ("Global namespace not passed during" error in RPT)
Which means, you NOW can store code in profileNamespace without errors.
Was turned into comment
Change with Arma 3 patch 2.00, compileFinal is now unable to store code type variables in profileNamespace!
Which is just nonsense
I had concerns about final variables back in 2020. But my main concern was filling namespace with garbage. Which you can also do with non-final variables. And the filling with garbage and final'ed variables has been a thing for a long time before too..
It could before too. Not since 2.00
so there was a bug then for the fix to happen?
The loading was broken and fixed.
Not the saving, that wasn't touched.
so even the changelog was bugged 😂
Ah :U I guess
huehuehue
My original changelog was "Inability to deserialize CODE variables from profileNamespace"
compileFinal does not load variables
Also the bug had no relation with final or not. It was about code, not final-ed code
…I'll remove the note then
We should do something about it someday. But not yet.
We would probably iterate over all variables after loading profile namespace, and un-final all of them
I think what you said here #arma3_feedback_tracker message was pretty valid too. To the average Arma player who isn't into scripting- overwriting a variable with an unexpected type is really just as consequential anyway. I like your idea of iterating over it but also don't put yourself through the headache if it's a lot 
Why? 1. Performance. 2. I chose my variable for the main reason that it's IMPOSSIBLE to permanently attach this "drawLaser" to anything! Attaching it doesn't work, and there's no other way to bind it 100% securely, rendering it completely unusable if you want to use it as intended. It's created per frame and constantly moves behind the player in frames, meaning that if the player moves quickly, the entire laser is shifted. Draw Laser is COMPLETELY useless!
It's good that it's gone for you too after the timeskip; at least I don't have to worry anymore that there was some kind of error in my Arma.
It happens when the time changes and when the date changes, sometimes also when the weather changes, and then it disappears forever and cannot be reproduced.
I can show you an example code for drawLaser, as I initially worked with this approach, but it became useless once a player moved quickly.
I will post a pastebin link if i found the Right Version in an edit of this Massage.
did you watch the video? it did not disappear
That's the draw laser, not the draw line. The draw line is in the middle of the laser (the part that disappears).
He layered both on top of each other. The draw line is smaller and disappears after a time skip (pay attention to the center of the laser beam).
(since you can't influence the thickness of drawLine3D, only the length, it's a bit small)
That is why the Draw Laser is absolutely unsuitable and cannot be used for something it is actually intended for.
pastebincode: https://pastebin.com/9KDwrUp0
It was NOT POSSIBLE to attach this laser FIRMLY to the weapon. Please note that this was one of my very first test versions and, accordingly, the laser attachment has not yet been configured (only the pistol attachment lamp and weapon attachment lamp are in the 'initially' correct position, at least as far as the starting point is concerned).
THAT'S why DrawLine3D was chosen.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
How can I embed a video here the way he did? (2025-11-24 16-11-56.mkv)
mp4 instead of mkv
and here once again, to illustrate, the problem with drawline
I think it is clearly evident that it completely disappears from sight
Attaching it doesn't work
Uh yes of course it doesn't... drawLaser works the same-ish as drawLine3D.. you don't "attach" it to anything...
It's created per frameIt's created per frame
Which.. is the same as drawLine3D.
constantly moves behind the player in frames
Which drawLine3D doesn't do?
No.. I didn't.
The line is the white line on the players feet. It doesn't disappear.
No, the draw line was firmly fixed in my code without any problems, except for the timeskin and the weather change, date, etc.
since you can't influence the thickness of drawLine3D
Excuse me what?
Width is literally a parameter
wait a sec i convert file
No, it doesn't react when you do it. It has no effect on me at all.
for draw laser yes, for draw line no
Well I don't know what your script is doing wrong..
https://gist.github.com/dedmen/61643bd7b7205c13b68bff4b214f5840
https://imgur.com/uT9HMUE I didn't have that issue with my weapon laser.. And testing right now, I still don't
you cannot help but show off these lazorzzz, right 😄
No, it doesn't react when you do it. It has no effect on me at all.
Excuse me what?
How did you attach it? Or do you just have such a good computer that it calculates the /perframes easily. Mine isn't that great anymore, but I can try out the same code 1:1 and send you a video.
Basically everything you tell me is bullshit and easily disproven.
I suggest your check your script for mistakes first.
If you want to report an engine bug then give me a simple repro that proves that its real.
I literally posted the script
I have tried to change this several times in my code. Nothing worked.
Well I don't know what's wrong with your game. Clearly alot of things are wrong on your end
I will take a look at it calmly today and see what I can do. To be honest, I prefer DrawLaser anyway because it simply allows you to create an endpoint where a light source can be positioned well. With Line, it doesn't look that good. I'll let you know.
We use drawLaser extensively on weapons for our Spartan Laser in TCP
https://gyazo.com/a098a305131e8398d52c865653a0bb5c
bzbzbzbzzzz boom :3
I won't say it is easy, as you have to account for the vectors and the moving proxies as shown by Dedmen above
but it is certainly possible and applicable (even with an added offset for where on the weapon the laser should occur)
insane recoil
Why is there recoil?
I wonder if forcedDifficulty could also be a description.ext option… :3
Complex.
Difficulty is loaded before loading the mission and its description.ext. So that'd be... problematic.
Forced difficulty also overwrites the difficulty selected when people vote for a mission in MP mission selection, again before the actual mission is loaded.
It is also sent in mission selection screen to tell player which is forced before they select a mission.
wasnt it considered at some point to have a sqf command to change at least some difficulty options mid mission?
with that you could script that [to the extent that sqf command permits]
You have difficulty overrides in description.ext. that could do most of it probably maybe?
this? https://community.bistudio.com/wiki/Description.ext#DifficultyOverride
At the moment, only tacticalPing is supported.
and what does this tacticsPing do?
allow you to tactical ping or not
Secondary / launcher bad work )
Laser look like sad
Mr. Laser looks very sad 🥺
lol you see where laser out? ... if was primary weapon proxy start laser will be in spine
It looks like that boy needs some more rest 😅 
Healthy Man Laser
blue-pilled laser 😄
The "thickness" still an issue thou... 😌
can we please have this? https://feedback.bistudio.com/T183660 its just a single script line addition which is backwards compatible
as a vector where to follow... Then, when the player is revived, you can check whether the respawn button has been pressed.
onPauseScript[] = { "ffa_func_OnPauseScript"};
ffa_func_OnPauseScript = {
disableSerialization;
[] spawn {
waitUntil {
private _disp = findDisplay 49;
!isNull _disp && {!isNull (_disp displayCtrl 1010)}
};
private _disp = findDisplay 49;
private _respawnBtn = _disp displayCtrl 1010;
private _eh = _respawnBtn ctrlAddEventHandler ["ButtonClick", {
systemChat format ["Player %1 pressed the Respawn button!", name player];
missionNamespace setVariable ["playerPressedRespawn", true];
}];
uiNamespace setVariable ["respawnEH", _eh];
};
}
ooh thanks for the script! i will definitely use that script. that is , if they wont make this official 🙂
works good, made my own version based on that 👍
problem though is it can detect the respawn button being clicked but not the Ok button (respawn confirm) being clicked
well i fixed it by adding another Buttonclick EH. man these workarounds 😄
When I create a soldier, I see this in the logs. Is there a way to fix this, or is it a problem with the soldier's configuration in the game?
The latter. You could probably "fix" it in config.
Once a vehicle is deleted, the vehicle is not deleted.
Why the hell did the bots get into the vehicles again?
_WaypointDelete setWaypointStatements ["true",
tostring {if isserver then {deletevehicle vehicle this; {deletevehicle _x}foreach thislist};}
];
I selected the object as a curator and executed the code
curatorSelected params ["_selObjects", "_selGroups", "_selWaypoints", "_selMarkers"];
isObjectHidden (_selObjects#0) // return false
typeof (_selObjects#0) //return "I_Truck_02_transport_F"
(_selObjects#0)hideObjectGlobal false // no work
netid (_selObjects#0) // return "2:9061"
I tried to get into the car "that was deleted" and ended up breaking my camera 😄
The car was removed from the game after that. But the bots that were in the car, as well as my characters, are broken, making it impossible to move or look around with them, and they are invisible..
How should this be understood?
Are you sure that's not the cargo group?
The car was deleted. But in reality, the game thought it still existed (not objnull).
That's why it was possible to board it when the bots retained the assignAsCargoIndex. That's why they boarded it again. (In reality, the bots should have disembarked from the passenger seats long ago near the combat zone.)
The engine check is faulty - it cant account correctly for rockets in launchers I believe.
I made a script that checks config vs actual and these AT/AA are reported while they shouldnt
Can share the script if useful. That said repro is just to drop one of the said classes and compare config definition vs actual equipment (= none missing).
any chance to have this endless spam get looked into?
seems very reproducible on our Domination and Liberation server leading to 1-2 GB rpt with server stuck/player no longer able to join
BEServer::finishDestroyPlayer(732109127): users.get failed
looking into discord history, it seems also "fairly" common occurrence
any extra logging or anything else to would help?
the server is mostly idle with only 1-2 ppl playing every other day, yet randos trying to join without SPE and getting dropped
at some point it seems such player drop (or disconnect?) doesnt get handled properly causing unclean state with the resulting rpt spam
and the message seems per frame (not per second)
What do you mean by unable to join, grey OK or disconnect with no message?
Zadra
Domination and Liberation are not responding.
Liberation server - "Downloading data..."
Domination server - "Connecting to server..."
the check is if (itemCountSuccessfullyStoredInContainer != magazinesCount) then print
Its about storing magazines, into some specific weapon.
need repro. I already looked into that a couple times and it apparently hasn't worked
well something must be off with that. like its not a huge deal, yet annoying to have the rpt spam. especially if you actually do want to look for "overflow" of config definitions. hence we had to script a system to verify it
i doubt SPE is necessary - maybe mods that ppl dont have when joining?
otherwise it seems to be running Domination/Liberation 24/7 long enough and have people join and fail. eventually one triggers it as it seems
Is the issue that it doesn't directly put rockets into launchers? Like it uses the same method you used to do with addMagazine -> addWeapon to get a mag into the launcher.
dunno if additional logging could help - probably hard to get from the client causing it. so server side logging may not be enough. or if the server state info would help
a stop-gap fix could be to at least stop the rpt message to get logged each frame - like people still seem to be able to join for a while I think (would need to check again). it seems rather the huge rpt log stalls the server eventually
And therefore rockets have to pass through a backpack.
But if it has to do it intentionally, it shouldn't spam the logs with it.
#arma3_feedback_tracker message
No mod game
1 screenshot
21:02:39 soldier[I_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
21:02:39 soldier[I_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
21:02:40 soldier[I_Soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
2 screenshot
21:04:21 soldier[I_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
21:04:21 soldier[I_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
21:04:36 soldier[I_Soldier_AT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
21:04:36 soldier[I_Soldier_AT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
The text appears from launchers, under-barrel grenade launchers, and also from machine guns.
These messages have been appearing for years. And it's unclear why and for what purpose.
1297 messages 🤔
if doable, it should be done at game start, or just once per class - and only if -debug is active
I don't know which channel to write this sentence on, so I'm writing it here.
Is it possible to add a source argument to drawlaser so that the laser doesn't check for collisions with this object? Otherwise, sometimes problems such as collisions with the weapon model occur.
Is the source/starting point of the laser all the way in the back of the laser module?
What does this have to do with anything? I need to add the object and all its associated entities to the ignore list. Because the laser might collide with invisible surfaces of the model. (Ask the person who made the weapon models why this happens...)
When I create new module position information, the script checks for collisions in the laser path and moves the starting point forward.
Using ignoreTarget I wanted to make it so that the plane would attack only planes, but as I noticed, the AI still tries to capture a visible air target in front of it. I haven't noticed this with ground vehicles. As you can see in the video, it locks on and then discards the target. Also, assignedTarget doesn't specify the target the AI locks on at these moments. But the helicopter referenced by assignedTarget still tried to target the plane with missiles.
Perhaps this is a problem with some delay in updating targets, or resetting the target after dowach objnull. When the helicopter exploded due to a collision with other helicopters, the plane completely ignored those remaining helicopters as if they didn't exist (the AI behavior I expected).
//vd= driver vehicle;
{
if !(_x iskindof "Plane") then {
vd ignoreTarget _x;
};
}foreach (vd targets [true]);
if !(isnull assignedTarget vd) then {
if !((assignedTarget vd) iskindof "Plane") then {
vd doWatch objNull;
};
};
verifySignatures = 3; would be nice to have, which disables the kicking of wrong signatures but still logs it or causes an server event. This way we can easily get rid of the auto kicking for wrong signature mid game and still kick people if they have extra mods enabled.
And yes you can still do this via getLoadedModsInfo & allAddonsInfo but would be good to have it via the server config
request for the compatibleWeapons command
yeah thats a second problem why i didnt used it
So it's been a few days/weeks since the last time I was here to check again if there is a solution to my problem. I tried running the codes via debug and so on, including the ones that were linked, but somehow they don't seem to have the same effect on me as they do on you or something similar. I don't know if I may have made mistakes in the section division, but strangely either nothing happens or an error code occurs.
@untold sky I would be happy if you could record a setup once (new mission, VR map, I don't know, character placement and the code on Pastebin or something similar so I can recreate it 1:1 and be able to provide my effect on the exact same scenario)
I don't really know why my system reacts differently to the ARMA code than it should. But it's nice and somehow funny to see how many people experimented with these laser things back then.
a nullary command returning a boolean?
returning an array of compatible weapons to ammo, magazines
Plz make a ticket and post link
GUYS I FOUND IT!!! I FOUND THE PROBLEM!!
This happens: WHEN you use event handler + eachframe (for drawlaser), both somehow work against each other, and it IS NECESSARY to take all calculations out of the event handler and put them EXCLUSIVELY into eachframe. I didn’t understand this before because it was never communicated anywhere or mentioned in the wiki, but now, after a thousand attempts and documents in Notepad, I’ve recognized the pattern of why it ONLY works this way (regarding Public & Private Zeus Scripting). I hope that now I can set everything else up correctly and finally finish the script. I thank EVERYONE for the help and EVERYONE who dealt with it. This visible laser script has slowly really driven me crazy. As a thank you, when I finish it I will share the script here for you so that you can use it for your own purposes when the time comes. 🫶🏻 👍🏻 💪🏻
Best regards: FINAL 🇲🇪
eachFrame is an event handler?
It's hard to explain, I used 2 separate event handlers (separate Draw3D event handler) and one (onEachFrame handler for the lights, etc.)
Each frame and draw3d are triggered at different times this is why you should use draw3d for drawing
As far as I know, that's exactly the problem. This causes the 'dragging' during fast movements, which doesn't happen with the other one. If I'm not mistaken, of course.
.
yeah but I was confused by the description of "eachFrame + event handler".
Railcar on Tanoa stuck in a bumper
Would it be possible to get isServer checks in these two scripts?
\A3\Structures_F\Ind\Transmitter_Tower\Scripts\tower_ruins.sqf
\A3\Structures_F\Ind\Transmitter_Tower\Scripts\anchor_ruins.sqf
There is a server check in a very similar file, and I assume the other two were just overlooked.
\A3\Structures_F\Ind\PowerLines\Scripts\column_ruins.sqf
All of these files get execVM'd on killed events of certain objects, and run _x setDamage 1, which causes duplicate setDamage across the network.
player addOwnedMine _charge;
doesn't provide a reference to _instigator when killing a unit (result [B Alpha 1-1:1,bis_o2_1626,<NULL-object>,true] . However, planting a mine via the action and detonating the mine returns [B Alpha 1-2:1,bis_o2_1626,bis_o2_1626,true]
Creation
_charge = createMine ["SatchelCharge_F", player, [], 0];
player addOwnedMine _charge;
unit kill tests with a charge
charge setDamage [1,true,player,player];
//return [B Alpha 1-5:1,<NULL-object>,<NULL-object>,true]
player actionNow ["TouchOff", player];
//return [B Alpha 1-6:1,bis_o2_1626,<NULL-object>,true]
player actionNow ["TouchOffMines", player];
//return [B Alpha 2-1:1,bis_o2_1626,<NULL-object>,true]
I detonate explosives with a script and want the destroyed units to be counted as kills for a specific player.
But the TouchOff action has a distance limitation for activating the mine. So I thought about using setdamage with a reference to who killed the mine. But then there are no references at all.
Way out of the situation.
From testing, I realized that you can force the player to create explosives through an action, then detonate them through setdamage, then the links to the player will work as they should.
I also noticed that even if you defuse and install a mine created by the script, there will be no link to _instigator
Surprisingly, I found a file error. Or is it not surprising?
Sound: Error: File: a3\sounds_f_orange\vehicles\air\uav_01\uav_01_land_hit_04.wss not found !!!
Ticket?
Can we get fixed Katiba+Tavor echo glitch on firing together due config mistake for 2.20 please? https://feedback.bistudio.com/T178138
You might need to also use setShotParents
hmm. Is that expensive?
it's included in the gamepass
https://feedback.bistudio.com/T196423 → the protagonist of the Steel Pegasus campaign uses the wrong face class
any other properties you need? @gaunt depot Can probably make ctrlSetProperties that can be expanded if needed
hashmap in out?
so that we can avoid creating a bunch of new commands
hashmap in out?
I thought that was a question.
it was array or hashmap, but hashmap sounds more flexible
Not much I can think of right now but using hashmap to set group of properties at once could be great
ctrlGetProperty to return single property maybe?
as setter is generic command, thus could be a getter
you can ctrlProperties return hashmap its up to you what to with it after
Depending on how many properties it will support, I assume just the new ones?
i think not too many we have already a bunch of commands, this is for missing properties
I agree, Hashmap is the way to go.
What would we use the hashmap as return value for? Would it return all set properties any their value?
Went through my notes, small issue I had, lbSetPicture and lbSetPictureRight with empty texture don't delete the texture, might not be worth fixing for backwards compatibility though
Not sure about lnb pictures, could be too
you mean you want to delete texture when send "" but it is ignored?
Yeah
if this is the case I assume you can always use transparent procedural texture?
Yeah, I ended up setting it to a thin transparent column picture
No way to have procedural texture as color is always 1x1 no matter the size you provide
maybe a way with some other newer proc texture
private _display = findDisplay 46;
{ctrlDelete _x} forEach (_display getVariable "testctrls");
private _ctrls = [];
_display setVariable ["testctrls", _ctrls];
private _lb = _display ctrlCreate ["RscListBox", -1];
_ctrls pushBack _lb;
_lb ctrlSetPosition [0,0,0.5,0.5];
_lb ctrlCommit 0;
_lb lbAdd "lb";
_lb lbSetPicture [0, "a3\3den\data\cfg3den\history\createcomment_ca.paa"];
_lb lbSetPictureRight [0, "a3\3den\data\cfg3den\history\createcomment_ca.paa"];
_lb lbSetPicture [0, ""];
_lb lbSetPictureRight [0, ""];
private _lnb = _display ctrlCreate ["RscListNBox", -1];
_ctrls pushBack _lnb;
_lnb ctrlSetPosition [0.5,0,0.5,0.5];
_lnb ctrlCommit 0;
_lnb lnbAddRow ["lnb"];
_lnb lnbsetColumnsPos [0];
_lnb lnbSetPicture [[0, 0], "a3\3den\data\cfg3den\history\createcomment_ca.paa"];
_lnb lnbSetPictureRight [[0, 0], "a3\3den\data\cfg3den\history\createcomment_ca.paa"];
_lnb lnbSetPicture [[0, 0], ""];
_lnb lnbSetPictureRight [[0, 0], ""];
Repro snippet, lnb removes the texture, lb doesn't
so you want to maintain size of the texture just make it null? dunno if we have any command that do this, null is null
getTextureInfo "#(argb,1,128,3)color(1,1,1,1)'" => [1,1,[1,1,1,1]]
Its always 1x1 square so setting to transparent color in lb will leave huge padding
Meant you can't use transparent procedural texture, I originally wanted to procedurally generate some thin texture but couldn't (like that 1x128), so I had to make it a file
Nope, invalid
@untold sky can we generate size other than 1x1?
Gonna have to be color2 or something, for backwards compat
yeah
would it be possible to add log only mode to CfgDisabledCommands? so you could test your blacklist without breaking the mission
In theory yes in practice not so much
Any chance someone can look into the potential kickTimeout solution to the Battleye Query timeout bug? Moving that kick to happen before BE runs for that player should theoretically stop the player from entering the bugged state. https://feedback.bistudio.com/T195080
I realize that request may sound simpler than it is though depending on how things are set up/legacy systems/etc.
BE is third party application, we have limited control at its inner workings
If the list you are talking about is kept by BE then perhaps you could suggest this directly to the developer https://www.battleye.com
We don't need a BE change. We need the kickTimeout server config option to happen earlier in the join cycle as a workaround to a BE change. The issue is that you get "plagued" by the query timeout once you break yourself in the BE player list. Moving the kick from kickTimeout to before BE registration in that list should prevent the problem entirely.
It sounded like that was in your control when we were talking to dedmen about it a few months ago here but it was unfortunate timing (right when the crash reporter got implemented). I would also be pretty surprised if you guys didn't have control over at least order of operations when a player joins a server. BE can be disabled and you can still join a server so the joining system is seemingly independent of BE and I would think BE initialization is just a hook (but again legacy code and such so who knows).
I can say that we're definitely losing players to this bug. We have at least 2 dozen incidences a day of it on our server alone and have seen hundreds of new players reinstall their games, BE, new profiles, I mean they try everything to fix it and then give up when the only solutions are to get a new IP address or wait for a server restart (our cycle is every 4 hours)
Any interest in adding basic string compression/decompression commands? We recently moved to saving JSON blobs partly because it's 4-5x less profile space, and it occurred to me that those should compress extremely well.
https://community.bohemia.net/wiki/ctrlWebBrowserAction I think you can with this
with deflate
Why not?
InitSound ...
15:28:12 Selected Audio Output: Realtek HD Audio 2nd output (Realtek(R) Audio) - Channels: 2, Freq: 48000
15:28:12 Error: Mastering voice creation failed - no sound will be played, with error: 88890004.
15:28:12 Warning: Audio device creation failed, attempt to create default audio:
15:28:12 SamplesPerSec: 44100, channels: 2
15:28:12 Audio device successfully created with default settings.
15:28:12 InitSound - complete
Error: Mastering voice creation failed - no sound will be played, with error: 88890004.
what is this?
Error 0x88890004 means Windows can't access your audio device, often because it's unplugged, disabled, or has bad drivers
Does audio work?
yes
Well, it does say it succeeded with 44100.
Would probably need to know whether that's perf or stable branch and what output frequency it's set to in Windows.
@untold sky Can uiEx parameters be made case insensitive please? Got an issue where CT_LISTBOX lowercases picture values and uniqueName becomes uniquename making the texture not function as it should.
Or just support both proper case and lower case for situations where engine lowercases the texture path
Thankfully I can use older ui texture for now as UI doesn't need mipmaps, but its still worth to fix uiEx.
I thought the weapon itself would always be ignored 🤔
And.. I don't know if you could even ignore the weapon object, because its a proxy and you have no script access to the actual object?
Too big for discord, needs FT ticket with repro mission.
But AI is such a pain, it will probably not be looked at
"3" that's not how that parameter works. There is no signature version 3.
Would be a separate parameter. Sounds doable, FT ticket.
Place unit in VR map.
Set time to night (because my script uses IR laser, you can also change the script to be visible laser)
Play mission.
Run in debug console: https://gist.github.com/dedmen/61643bd7b7205c13b68bff4b214f5840#file-weaponlaser-sqf-L1-L54
Run in debug console: https://gist.github.com/dedmen/61643bd7b7205c13b68bff4b214f5840#file-weaponlaser-sqf-L115-L137
Done.
A frame in Arma is:
Simulation, EachFrame, Rendering, UI Rendering, Draw3D.
Simulation updates all the positions.
So if you get unit positions in Draw3D, by the time the next rendering happens, the positions you have will be the ones from previous frame, from before the current frames simulation.
Probably FT ticket so it doesn't get missed
addOwnedMine just adds the mine to the action menu, nothing else.
Its not supposed to be doing anything else. Yes the name is crap, the mine is not "owned", multiple players can "own" it.
Loading in all weapon classes? yes.
But after first load all weapon classes stay in memory forever until you exit the game (Vehicle types can be cleaned up if game needs to free memory, but weapon types cannot).
It also makes performance of creating all weapons slower, because O(n) where n is number of weapon classes that were looked up previously, and this command loads all..
I had on my todo list a universal thing that can set all control properties that you can also set via config. Its just annoying to implement because basically need to write a new function and list all the possible properties, per control type.
It is really simple to do, but quite annoying busywork.
Yes procedural textures should be able to do that, must be a bug if its not doing it? Probably needs FT ticket
I can say that we're definitely losing players to this bug.
I already gave you a solution to it using server side script. You can tell your players about it if you wanted.
Youre setting texture path in config?
I heard similar somewhere recently that the config paths were still force lowercased in some places.
uniqueName is now CI, and texType too.. and bgColor.. and mipFilter . That should be all
AI is such pain. True x10.
Some players on our server are asking for AI thinking improvements. Our mission is that any mods with AI improvements will definitely break some scripts. Sometimes it feels like they want to suffer playing against bots rather than shoot at the AI.
Players have been asking for AI intelligence that would allow them to outflank players, hide behind every available cover, and fire at empty vehicles from which a player has exited. But they can't even imagine how many hundreds, if not thousands, of lines of code would be needed for all these effects. Furthermore, the AI in Arma never behaves as expected. Sometimes the AI simply runs 3 km away from its waypoint. At low levels, it wants to do this, and who knows why it does this when the retreat number is 0. And I won't even mention the AI's behavior while traveling in vehicles with passengers. The vehicle's commander abandons his subordinates on the road and drives to the next waypoint. But then, as soon as he's gone 500 m or 1 km, he orders them to enter. Or, if the order was to enter, the next one immediately disembarks. Which leads to a funny situation. I won't even mention how the AI gets into accidents or slams its head into the corner of a building or a pole while driving. The game is so old, and our AI is a meme generator about AI.
@gaunt depot https://feedback.bistudio.com/T184143 ammo triggerAmmo [distanceleft, timeleft]
-1 to skip param
param can only be <= the config value
will this work?
lbSetPicture
hashmap maybe?
I wonder what else we can manipulate with the projectiles
not worth it for 2-3 params
Personally I'm all for binary commands, OBJECT setSomething PROPERTIES
the latter will be faster
-1 is default so makes sense
triggerAmmo [_shot, false, 3]
both values are numbers
Sure, could also be any <0
Of course, leave locality to scripter
Server side scripting executes before BE registers the player? I know for sure that the kickTimeout kick is after BE registers the player, which is the issue.
Once BE attempts to register the player when they're already registered (from an ungraceful disconnect and then the player rejoining before BE purges them) then it's already too late.
As soon as that registration attempt happens the player will then be stuck with a BE Query Timeout kick after exactly 2 minutes of being in the server over and over again until they change their IP address or the server is restarted.
You're saying that the onPlayerJoinAttempt server side script executes before BE registers the player and the kickTimeout kick? If not, then it won't help the problem at all.
The timeout happens after the player goes through the lobby and into the game.
Script happens before they even reach lobby
Oh perfect, I'll try it out then
You can kick them from the server and tell them why. Instead of them getting hung in timeout
They just need to stay off the server for long enough
the issue is that they crash
I thiiink. Not 100%, that the join attempt is also before BE registration
then immediately rejoin without waiting the 90 seconds
Crash? I don't remember any crash reports?
Ah
Yeah and with script you can detect if the 90s aren't over yet, and tell them they need to wait 2 minutes before rejoining, and kick them again
I already explained all of this before
It's dozens of new players, all the experienced ones know how to avoid it so I doubt they're presssing send on crash reports
OK great, I'll try this. As long as it's before the BE registration it should be all good
Even if it's after BE registration it would work
How so? At that point they're already plagued until server restart.
Tell them they need to disconnect for 2 minutes
Basically it happens like this:
- Player crashes.
- Player immediately rejoins the server before BE removes them from their player list.
- The BE player list never properly updates them on rejoin and they get kicked after 2 minutes with a query timeout.
- This repeats until the server is restarted or they change their IP address.
They're crashing the first time so we can't tell them anything
The second time if they hit BE player registration it's already too late. A kick message doesn't help them.
I thought if you stay off long enough, BE will actually get rid of them in their internal list and it will work again, as long as they stay off long enough, even after the timeout kick
No, once you have the query timeout you're done until restart
If you wait for 2 minutes before you try and rejoin and get the bug, you're fine
Is that info also in the FT ticket for this?
I'd need it anyway if I want to repro this issue?
So we need to stop them from ever hitting the BE registration
Yes, it's in the FT ticket
We've narrowed it down/reproduced it literally thousands of times over the last few years to get to this point
VPN works to solve it, changing networks works
anything that changes your IP address
Up till now I thought BE just has a long timeout independent of the game itself.
Not that the timeout is infinite after attempting to reconnect
No I think the BE timeout is about 90 seconds based on testing
once you're "plagued" you're done until you change IP/server restarts
But the timeout should also run again even after attempting to reconnect
Even when you're plagued there should still be a timeout
I'll have to talk to BE next year
they must be using some form of IP key in their list since you can "bust" the entry in their list by changing IPs
Sounds good!
Based on this new info do you still think a server side scripting solution is viable? I can put one together either way to test
I updated the Feedback tracker with a summary of the info from the discussion here and a link to this so you have a quick reference if you need it. If you want me to add any other info or need anything else just let me know! https://feedback.bistudio.com/T195080
Another interesting note is that it doesn't seem to affect all servers. I've spoken with other community members and many of them have never experienced it. I tried two separate data centers from different companies and experience it on both so I don't know what the difference is there but thought it was worth mentioning.
@vale maple are you using mission cycle (class Missions in server.cfg) or -autoInit or what other parameters?
It's an Exile server so class Missions is used but no actual cycling happens, just a single entry.
- Restarts shutdown the process and I have a batch file set up to watch for the process shutdown -> pack logs and all data from that session -> restart the server.
- Using -limitFPS=100 -hugePages -bandwidthAlg=2 -autoinit -debug -networkDiagInterval=100 on the live server.
just one entry was enough in our case - however our BE timeout issue is even without a crash and rejoin. just player taking too long to get into the server/mission
we reproed it with our campaign, yet also WL, EC, etc
Dedmen found a few issues when investigating but it didnt solve the issue itself unfortunately
why is the chat very limited in the number of characters, especially in Cyrillic?
what security restrictions affect this so much?
https://pixsafe.online/i/D9YP7
2025 is in the yard...
Is it possible to get a enablePiP command for single player only?
Yes, those "failed joins" also cause it for us. I considered those under ungraceful disconnects as well but maybe I should make it more clear in the ticket. Are you saying that class missions/autoinit are related?
Wanted to chime in earlier but didn't since I figured what I'd be saying would seem pretty unhelpful and didn't wanna impede your guys troubleshooting of a legitimate issue but since there seems to be talk it may not be BE related. We'll have more than 100 people on at a given time and we will only get a few query timeouts a day. Absolutely no idea why though others seem to be struggling and we aren't. I wish I had more to offer but here are some tidbits about our server though if it helps:
- Modified mission
- A few optional client mods
- HTTP downloading
- Kick timer 60 seconds (I think)
- Four auto-restarts a day (only one hard I think)
Are you using class Missions in your server config or autoInit?
On my phone so not sure off thr top of my head but I'll jump on my PC and check!
Sounds good. I have tried kickTimeout and can confirm it doesn't solve the problem. Same with HTTP downloads.
Just checked and we do use both class Missions and autoInit
when people do get the query timeout with you guys is it the "plague" version where they can't rejoin or the normal timeout from inconsistent connections?
where they can rejoin again after the timeout
Honestly not sure as I can't remember an affected user ever reporting it to me. I did just take a look at 5-6 past query timeouts and although the majority didn't seem to attempt to even try to log back in- two others tried but had a series of frequent logins/logouts afterwards. Although those don't appear to be due to any kind of error so not sure what is going on there
They won't come up always as query timeouts after they in BM
are the left messages 2 minutes after the join
Oh interesting- so they get kicked for query timeout once then any futures don't log as such?
sometimes they do, sometimes they don't but it sounds like you have the same issue we do with it
most of the time it'll look like this
but sometimes you'll just see the left message after 2 minutes over and over again
Haha huh- no kidding!! Very well might be. I just assumed we didn't since I was counting the actual query timeouts but the weird login/logout patterns would chalk to what you're saying.
This actually makes a lot more sense since from our current understanding the issue is with how BE handles registration to their player list after ungraceful disconnect situations so it really should affect everyone
Back then i didnt have the problem while mubby had it with FK.
Nobody ever complained about this issue (3-4 years year of server admin/dev).
Also played alot of Exile before that (5k hours) and never had it as player.
It must be something server/hoster/provider specific.
Imagine the user experience for new players.
- Game crashes while in a high stress situation.
- You immediately rejoin to try and get back into the situation.
- You now get kicked every 2 minutes and reinstall your game, mods, battleye, spend hours Googling/troubleshooting.
- Then just give up and uninstall the game / never look back.
I've never had it as a player and we've only gotten maybe 15 reports of it the last few years. Most people just suffer in silence and we see them in the logs. Is it possible you just didn't get the reports?
They were vocal about other issues like the signature kicks etc, always checked the BM feed etc.
So pretty sure it must be a isolated issue, triggered by whatever.
It's also possible there were BE changes at some point of course and you were on different versions
we moved servers pretty often because of Ddos and re-installed everytime.
So i can exclude that
We'll have to see what BE says when Dedmen reaches out. I suspect the issue will be very obvious on their end if it's what we think it is. It only triggers after ungraceful disconnect too so maybe yours was just that much more stable? I fixed dozens of crashes after taking over from Mubby on our end. Yours always felt solid when we played back in the day.
Depending on your modlist, it might take longer than 2min for most players to restart the game after a crash?
Ours is only 9 mods that are relatively light but that's a great point. It could be a determining factor between those who have the issue and those who don't
if you're computer can't load you back in to "break" yourself in the BE player list then you should be all good
My recollection is that 2min would be a pretty quick Arma startup. That's why we use filepatching :P
also a potential workaround is to make loading take longer artificially
mine on performance plus the server is about 25 seconds
hmm yeah, it's faster than I thought. 40 seconds to menu with ACE + RHS.
A3 crashing is pretty rare in general though, isn't it?
Other than fullscreen alt-tab failures, I guess.
Apparently not, but dedmen has fixed a ton of crashes on this profiling that haven't hit live yet. Most of the guys that get this are new players that don't have an experienced group member to explain it to them so I'd suspect most, if not all, of them are on the stable branch. So maybe the occurrances will drop with all the crash fixes when they hit stable.
I dunno, with stable you normally need to be doing something fairly weird to crash.
Older hardware/third party software, it happens for all types of reason. I personally almost never crash but it's definitely happening a good amount still. It's also not just crashes but any ungraceful disconnect. Network, join failures, etc all cause it.
I'm also on borderless windowed and fullscreen is the default (I think, right?)
I do remember fullscreen crashing during alt tabs much more often but it's been years and years since then
well, unreliable hardware is gonna crash with anything. All those 13700ks out there.
for our case of BE timeout it is - not saying though that it is for yours/others. ours is not the same as your issue
A3 FT, reddit and BIF also had people BE timeout issues reported on a frequent basis over the years.
On a technical level as best as i can tell, while there may be also something at fault on the BE side, in the end probably for various cases the A3 side is and was the origin. Like as its a handshake timeout, if BE doesnt get the OK in time, it will kick people as intended (why this mechanism exists in the first place - i guess to avoid some cheating/abuse). the reason the game, or probably also the client (in terms of hardware, network quality, etc) isnt able to provide the handshake in time should have different causes
https://feedback.bistudio.com/T180926#2895904 three spam comment
Why voice 'Male03RUS' not used in CfgVoiceTypes? When contact appears 3 Polish and Russian voices added, all polish voices evenly distributed between vanilla 12 voice types but only RUS types use 01 and 02 type. This resulting to any voice selected in the player profile settings, for a player with the "LanguageRUS_F" identity types being only 01 or 02. Although for AI the voice seems to be selected from CfgVoice → voices[]={}; list and successfully applying Male03RUS.
This seems like a mistake to me, or does anyone know if there is a reason for this?
The last but also very important feature is missing... compatibleMagazines ammo
Syntax: compatibleMagazines ammo
Parameters:
ammo: String - ammo class name
Return Value:
Array of Strings - all magazines that can loaded this ammo.
will need a ticket
Can we get enablePiP command for singleplayer only?
We have a getter for it but no way to set it
https://i.gyazo.com/a64d46c0ce8bc7e48ff75b139b0bdd05.png
Thermal blur PPeffect bug on dev branch
ref##dev_rc_branch message
already posted #dev_rc_branch message
I was asked to post it here as a reminder for later
make a tikiiit
i asked if he wanted a ticket, a post was requested
I will ban dedmen
I feel like Lou, Dedmen and Crumble all throw paper balls and airplanes at each other in the office
air shuttles* please… wait
We don't use any required mods and our mission file downloading is super quick with HTTP so maybe that's why we seem to see it way less issues
@gray wharf isn't allowed in our cool office
mine's cooler
I have croissants
YOU are not allowed into my pillow fort!
Yeah well we have stroopwafels
you got a toaster for them wafels
can you tell me what it returns with ammo?
Any updates on this FB issue? it's been there for forever now, would enhance underwater enviroment/possibilities a great deal http://feedback.arma3.com/view.php?id=287
I do propose to increase the maximum length of the ropes. Currently a ropes can reach a maximum of 100m, i do propose the possibility to have extensible ropes so we can have infinite length for ropes. The rope will increase length until it reach the specified maximum length. It would be very useful to make cables over long distances.
I'd like to make wired torpedoes and modern torpedoes can be wired on around 40-100km. So far i have to show the torpedo without cable but its not very aesthetic.
Really? 100km of cable, dragging through water? Wonder what kind of engine would it take
I think the 100km shot is a bit dubious just because of how long it would take, but torpedoes in service now are supposed to be able to do 50-60km. Torpedo command wire is actually very thin, like fishing line thin, so it's not much of a burden...but I am surprised someone's trying to simulate something that no one would ever be able to see in reality
It's probably easier to simulate wired control.
there are also laws of physics according to which the rope can break from its weight
There actual longer of modern torpedoes is kept secret, the known world record is the japanese torpedo Type 93 “Long Lance” done during the second world war. True, most people won,'t see the cable its the same cable that the one we use for optical fiber but i was thinking about adding some realism for the combat divers
Ah.... I didn't know it would be so hard for a game engine. Well, i can still attach a 100m cable behing the torpedo, an other one in froint of the submarine and it would be enough
Divers actually have few chances to see a cable in the middle of the water, the only chance they can see it is next to the ennemy submarine or if they see the torpedo
just noticed changing pip settings while in game resets ppeffects, is this intended because this only happens with pip settings?
https://feedback.bistudio.com/T138738
https://feedback.bistudio.com/T194376
https://feedback.bistudio.com/T192191
https://feedback.bistudio.com/T157752
Any chance of seeing backpacks and NVGs toggleable for units in vehicle? At least a handful of different feedback tickets regarding this, and it would help with moving around some of the arsenal bloat to other slots.
You mean to have backpacks visible at the character's backs when inside vehicles? Because I believe that was to prevent clipping issues...
So happy the snow issue is fixed 🙏
vanilla bunker on stilts - the problem is that the bots will crawl under it while lying down, then they will stand up thanks to the floor texture
https://youtu.be/vDg1-h8IV_c****
Server name: -KPblM- HARD |PvE| CUP|RHS|ACE|3CB|CFP - t.me/KPblMHARD
Address: 5.149.213.183:2302
Server version: 220153495
Required game version: 2.20.152946
humans do it just as well (served as a great ambush spot in a pvp game). You can place the building higher or lower
I've always wondered if there truly isn't a way to check if the Ai model is colliding with a floor or a rock for example and correct their position on the next frame. Seems like something worth the performance impact for immersion's sake. The same for if their weapon is colliding with a wall so they have their firing disabled until their weapon is no longer colliding with a wall/floor
There are mods and even dlcs that try to do this via scripts but since those aren't engine commands they end up being incredibly expensive when many Ai units are on the scene
Using High Command....
Infantry fighting vehicles / Mech squads, such as the Mora and the BTR-K show the NATO symbol for ARMOR when they should be showing the NATO symbol for MECH
is there an easy way to add the blur ppeffect to opticsPPEffects[] = {};
I'll share this with hope that Bohemia will read it at least - im sory but i see no reason to buy Reforger and it is very likely that i will not buy and Arma 4 ( don't get me wrong ) this game
surprises me every day ( it's an endless journey to me and is the best of the best games of all time Bohemia Interactive are gods to me ) but the next Arma if not strictly aim to develop :
- maps in modern city zones ( which we don't have yet and the pathetic attempts to create one with the current engine don't count ) with realistic glossing , reflections , buildings models/assets
- the freadom to fully scaling all objects
- and in last vanilla Ai which if there is an object Tree , bush , grass ... that a real person cannot see through, of course and the Ai should not be able to see through either
I'm not the most knowledgeable person in the game and I'm not exactly sure what the community wants, but i have everything and more than i ever imagined i needed if nothing change i expect to be cemented in Arma 3
🙂
I guess I posted my revelation in the right channel 🤞
Yes, the idea was to have a parameter for each seat to display or hide the backpacks.
That's a nice one: http://feedback.arma3.com/view.php?id=27801
That explains a whole lot
I included building damage in the missions and there were such errors in the rpt (map Zagrabad 2025)
20:45:19 Error in expression <ects [_col_abs, _wires select 0, _wires select 1]);
};>
20:45:19 Error position: <select 1]);
};>
20:45:19 Error 0 elements provided, 2 expected
20:45:19 File A3\Structures_F_Exp\Infrastructure\PowerLines\Scripts\column_ruins.sqf..., line 25
20:45:19 ➥ Context: [] L9 (A3\Structures_F_Exp\Infrastructure\PowerLines\Scripts\column_ruins.sqf)
[] L25 (A3\Structures_F_Exp\Infrastructure\PowerLines\Scripts\column_ruins.sqf)
..............
20:52:44 Error in expression <ects [_col_abs, _wires select 0, _wires select 1]);
};>
20:52:44 Error position: <select 1]);
};>
20:52:44 Error 0 elements provided, 2 expected
20:52:44 File CUP\Terrains\cup_terrains_opx_structures\Infrastructure\column_ruins.sqf..., line 25
20:52:44 ➥ Context: [] L9 (CUP\Terrains\cup_terrains_opx_structures\Infrastructure\column_ruins.sqf)
[] L25 (CUP\Terrains\cup_terrains_opx_structures\Infrastructure\column_ruins.sqf)
I don't have any information on standard maps.
There is a glitch with setDir for attached objects when you detach them right after:
a attachTo [vehicle player, [0,0,0], "decoy_left"];
a setDir 270;
detach a;
```This doesn't work, the object will get attached but will not take the appropriate direction and wont be detached. I have to add sleep 0.1 before detaching the object in order to have setDir working
https://youtu.be/nYNI2xBNRX4
What's wrong with hideobjectglobal?
Keep an eye on the CPU load.
There are no problems with hideobjectglobal in the editor, but it is worth running it on the server, the processor goes into peak load values for a long time.
There are no problems with hideobject
Keep an eye on the CPU load.
There are no problems with hideobjectglobal in the editor, but it is worth running it on the server, the processor goes into peak load values for a long time.
There are no problems with hideobject
You're hiding 3/4 of the trees on the map?
yeah, putting 750 thousand entries in the JIP queue is a bit of a stretch.
Interesting that it's a persistent cost though.
Ah, it stops eventually. I guess this was one of dedmen's optimisations and there's a queue to get into the JIP queue.
many cartographers are scheming with trees without thinking about playability, especially in PVE
We have to cut the quantity
I think the only reasonable way to do this is with seeded randomisation and then hide directly on the client. But A3's seeded random commands are either garbage or too poorly documented to tell whether they're garbage.
seriously considered writing an LCG in SQF at a couple of points, but you don't have many bits to work with.
do you mean unnecessary unnecessary network traffic? If so, I know about it.
That's probably what needs to be done.
Why not just hide them in order and skip every 4th?
yeah probably fine for trees tbh.
b1140a3f-6310-46d5-823a-ce84ac24626b
got this code and the reporter told me to contact devs in the server
You need to say what you were doing when you got the error and what the error was.
Once again, I want to remind you of a critically important problem: the lack of access to other persons inventory under any under gunfire (even the most solitary) is very often critically important for survival.
https://youtu.be/AS4ht_oQf0A
Im confused as to what you're trying to say here
Are you saying that under gunfire you cant move things from another persons inventory?
if so, try with a minimal modlist,
like, NO modlist
My friends also faced the same issue on my hosted server, e.g. in the mission Escape from Tanoa they sometimes couldn't get containers (uniform and vest) and get items from them from the officer at the beginning of the mission, but I could. Locality issues?
It's not playable! It's annoying that when you fly in a helicopter, you hold ALT + SHIFT, of course, and that changes the language.
That can be disabled in windows settings
It was buried in the old menus, but the setting is there
The average player shouldn't know about this, it's the game's problem, not the player's.
The game itself is not player-friendly - that's a fact
The player shouldn't know why he can't join the server and learn the basics of computer science and everything else.
the player must click play and play
dang, good thing the Windows key is intercepted and Alt+F4 is prevented when not in a menu 😃
It's weird that alt+shift wouldn't be intercepted, while nearly everything else is intercepted
[beep] Would you like to turn on Sticky Keys?
It would be great if we could create custom sides. So far we cannot have more than one three sides and it we need more factions missiles, aircraft systems etc won't work properly
Though we have more than that (BLUFOR, OPFOR, Indeoendent, Civilian, more internal sides for animals or logics etc) I'd agree it is nice to have. But very unlikely because it would require to update the most basic thing in Engine
It'd be nice to have group setSide BLUFOR etc for traitor situation
In my case, i'd like to have multiple countries. If more than 3 countries meet on the same map, it will be problematical
A side is not a country?
it we need more factions missiles, aircraft systems etc won't work properly
What actually this does mean too
hmm? It is a real limitation.
I remember back when Antistasi had punishment missions in occupant towns, we wanted the spawned defenders to be allied to rebels, allied to occupants and enemy to invaders. But that's impossible.
I figured the side system is too hardcoded to easily improve it in A3 though.
If you have more than 3 ennemy faction (or countries or sides) facing each other on the same map, you will have to put 2 factions on the same side. Turrets won't be able to target aircrafts or helicopters of the same side, missiles will avoid hitting vehicles from the same side etc....
No it won't because they are same side. In this context "Country" or "Faction" (ex. NATO, CSAT or US, Soviet) is not the right term but it is called "Side" (ex. BLUFOR, OPFOR...) and the point is literally not limited to "missiles, aircraft systems"
I ran a test on the vanilla version - there is no such problem.
thanks!
After going through the mods to find the cause, it was discovered that the problem was caused by this mod
https://youtu.be/hae8zddS_j0
Blastcore Murr Edited
https://steamcommunity.com/sharedfiles/filedetails/?id=2904288133
I tested various variants of this mod Blastcore- they all fail with this problem...
Except for one thing
https://steamcommunity.com/sharedfiles/filedetails/?id=767380317
with this modification - there is no such problem
I often see corpses flying
https://youtu.be/elP1BeXlseI
who has encountered this?
Me, this happened because vehicles were deleted without deleting crew. See https://community.bistudio.com/wiki/deleteVehicle
It turns out these are the corpses of players
This player hasn't played for an hour.
I think i found some irregalurities with text size when using UI on Texture to show a dialog on a surface which doesn't have same aspect ratio with the UV map
the controls are defined like so:```C++
class missile4
{
type = 0;
idc = 30;
x = safeZoneX + safeZoneW * 0.24427084;
y = safeZoneY + safeZoneH * 0.61018519;
w = safeZoneW * 0.0125;
h = safeZoneH * 0.025;
style = 2;
text = "4";
colorBackground[] = {0.102,0.2,0.6,1};
colorText[] = {0.4,0.502,0.902,1};
font = "PuristaMedium";
sizeEx = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1);
};```
the screen is mapped like so
A solution would be to modify FSMs and all vehicle panels and dialogs such as radar.... reprogram missile targeting etc...
Correct me if I misunderstood the term, but ColorCorrections ppEffect's contrast, is it how it should work? (fig 1, using ppEffectAdjust, fig 2, Video Settings' Contrast)
I am actually starting to doubt my sanity. This is not Contrast, am I right?!
0 spawn {
_colorCorrectionHandle = ppEffectCreate ["ColorCorrections",1501] ;
_colorCorrectionHandle ppEffectAdjust
[
1,
1,
0,
[0, 0, 0, 0],
[1, 1, 1, 1],
[0.299, 0.587, 0.114, 0]
];
_colorCorrectionHandle ppEFfectEnable true ;
_colorCorrectionHandle ppEffectCommit 0;
_colorCorrectionHandle ppEffectAdjust
[
1,
2, // contrast boost
0,
[0, 0, 0, 0],
[1, 1, 1, 1],
[0.299, 0.587, 0.114, 0]
];
_colorCorrectionHandle ppEffectCommit 5;
sleep 7 ;
ppEffectDestroy _colorCorrectionHandle ;
} ;```
yeah
Cloudflare is working well I see
these were mostly 2021
Hi all,
Since I'm almost done updating BettIR after a looong break, just wanted to mention these two, it would really save me a ton of time and effort because now I'd have to make a scripted laser
https://feedback.bistudio.com/T175507
https://feedback.bistudio.com/T168103
Its really cool that we can edit the laser params, but beam adjustments for IR would be great
I noticed when using UI on Texture to show a display containing a CT_MAP control, control event handler DRAW does not work in View Pilot. Just like ctrlMapAnimAdd does not work on 1st person view, i have to switch to external view or optics and when i come back to 1st person i can see the map has been updated on the texture
Might as well call the Draw event yourself then
Do you use https://community.bistudio.com/wiki/Procedural_Textures#UI_On_Texture_Advanced ? You probably can fix your aspect issues with viewportW and viewportH set to match your texture aspect
Use your display's onDraw event instead of map control's one
I tried, it doesn't work
I tried to correct the aspect with it but it doesn't change anything for text size
Wait, actually it works, thanks. I just realised Draw event is only called when displayUpdate is called
wish we could get this https://feedback.bistudio.com/T173707 my mission cant be played with the whole island covered because of this limit 🙁
Tried making a bug report for dayz and i got this?
<@&105621371547045888>
I'm trying to make a DayZ bug report
Here is the full report:
discord moderators (orange roles) have no responsibility of Feedback Tracker, but had to say I've never seen this. Someone at BI should take a look there after they start to work in Monday
Probably the word cannabis is flagging if I had to guess. Pretty sure that and gummies take the cake for top spam posts and so the words got blacklisted haha. @gray wharf would probably be able to give you a definitive answer though 
Shoot, sorry didn't realize you got pings on your phone. Didn't mean to bother you on a weekend 
yes try with the same text but without the server name - then you can eventually update the post (my guess is "casino" being blacklisted)
too late, you're permamuted
(no worries, I check Discord manually 😉 thanks for your concern though!)
That seems to be the issue thank you!
love the How to get a real job google link tho
my filter is as aggressive as the spam was 😬 sorry for the inconvenience, but it definitely keeps the FT clean!
Yeah haha it's no issue, a simple fix and didn't perma block me lol
Thank you for noticing 😂
I try and hit their morale!
Are you actively trying to make AI steal our jobs?!1
We should go global with disableAI command
To be ticketed: a reliable command to read synchronization state on Eden but in game
Will post later
In Arma 3 we can create sound sources. I propose a object CreateSoundListener[position, vectorDir, volume, mode] function that would allow the local machine to hear all sounds at a given position. The mode parameter is to specify on what side do you want to hear the sounds (left, right or stereo). I was working on it to allow players to hear some of the environment on my own radio system but we do not have access to all game sounds and sfx in game data, it would definitely be better if we could do in game. It would also add a new dimension to spying, recon and intelligence
why not use playSound (2d)?
I don't want to create a sound source but a sound listener (an ear)
I also propose additional Say2D and Say3D event handlers in order to detect when an object is saying a sound in order to reproduce it somewhere else when needed (on a passive sonar for example, i can somehow reproduce the sound of a car but if this car is playing a siren for example, i won't be able to know)
Syntax 3 of nearEntities with an empty array for the types appears to return every entity on the map regardless of the area parameter. Surely this isn't intentional?
Ticket?
Thanks, yep there is no area check
isNil behaviour with breakout is quite weird, not sure if bug:
scopeName "main";
call {
123 breakOut "main"
};
345
=> returns 123
scopeName "main";
isNil {
123 breakOut "main"
};
345
=> returns 345
you mean the same code produces 2 different results?
ah wait call vs isNil
Do we know if it breaks out at all in second case?
I'm pretty sure it doesn't
It breaks out of the isNil but not out of main, as far as I can tell.
testvar = 0;
scopeName "main";
isNil {
123 breakOut "main";
testvar = 1;
};
testvar
=> returns 0
systemChat could have helped here :p
ew
What's the possibility of adding the before change value, and the owner of the client who changed the variable to
https://community.bistudio.com/wiki/addPublicVariableEventHandler
On the same note, does anyone know why it says the alt syntax doesn't work? Seems to work fine for me on objects
isNil returns true or false?
Not sure I follow. None of these examples should return the isNil value.
123 breakOut "main"
};```
if this returns into isNil scope then it should return true, no?
CfgVehicles class that used SoundSet with param loop=0; keeps play same sound until player leave max hear range. When player enter range back game randomly select sound and will play this every time like as loop=1; https://feedback.bistudio.com/T197174
I propose a ctrlSetTextSize function in order to modify the size of text in controls. It will be usefull for displays on texture
https://community.bistudio.com/wiki/ctrlSetFontHeight this doesnt work?
It works fine, I used it for labels on a backpack
A setter for line spacing would work better for vertical text though (https://feedback.bistudio.com/T196100)
ah that's exactly what i was looking for but i couldn't find it
I think there is a problem with ctrlSetAngle when using display on textures. The control is not rotating only on the Z axis.
When i show the display normally the control is rotating properly but when its on a texture its not rotating on the same way
https://feedback.bistudio.com/T186889 spambot in this ticket
I posted this feedback few years ago https://feedback.bistudio.com/T181499 and i'd like to say there is a simple way to solve this. When we create a simple lightsource by script, it doesn't get affected by world ambient darkness. So we could add an additional boolean parameter to compartmentLights in order to specify if it get effected by ambient or not
cyrillic is unicode. It requires 2 bytes per character. So you automatically get half the limit.
I don't rremember what the limit is, but I'd think its large enough forr common use
Some research.
We DO tell BattlEye that a player has disconnected.
If the OnUserDisconnected Mission or server eventhandlers fire, right after it we inform BE of the disconnect.
Could it be that the eventhandlers are not firing on connection loss?
The Player %s disconnected. server console message is also there. I'm pretty sure that also gets logged on connection loss?
When the broken playerr reconnects, does Battleye log "Player #%u %s (%s:%u) connected" ?
Fixed
Awesome
ok, no.
No you didn't. This is Arma 3 channel and I don't care what you want for reforger.
Its the JIP queue updating being async. The JIP queue thread is trying to blast through it at full load.
And every JIP update itself is also multithreaded, blasting all the other workerr threads.
Previously that would've just been a server freeze..
You'd think the arma3 would make that obvious
I don't want to touch inventory again. So this will stay
ok, no.
I think I expect a 1:1 aspect ratio for it. Likely no fix
These have already internal tickets assigned and are listed for 2.22. But I'll most likely bump them to 2.24
I investigated. Quite a bit of work, and its the annoying kind of work.
Put some notes onto it but for now I won't plan it. Maybe after the existing todo list is reduced a bit.
Very useful.
But I'm quite sure we cannot have more than one listener in our sound system. So it would need to be a swap thing, like switching the active camera.
is by design. isNil is a separate script. It looses callstack information.
Same as the hashmapobject call that was fixed recently.
Can I get a simple repro for that?
A mission plus a mod probably
@vale maple what about the "InGameTimeout" battleye config entry? does that have an effect
Tracking one instance of it today in the logs:
- We have a disconnect log for onUserDisconnected and HandleDisconnect mission event handlers.
It seems that in a healthy disconnect both are fired successfully. However once they're stuck with the query timeout (and the disconnect leading up to it, likely the crash) the HandleDisconnect event handler is never fired, including when the kick is from the query timeout directly.
Player %s disconnected still appears in the server console in both scenarios.
Player #%u %s (%s:%u) connected message still appears when the player is broken. (DM'd you a snippet of the log)
We don't have this set but it definitely sounds related lol. Any particular value I should try here?
Answer in PM
Should be enough, we won't be able to go crazy with it but one is still very good
If possible i would add a attenuationEffect parameter to CreateSoundListener in order to apply an effect like radio effect for example. An event handler to detect when a listener is created would be perfect
Well i guess always you can do your job and move it where it is valuable .
Even moderators are toxic on Discord now - what kind of world are we living in 🙂 .
yeah, Discord moderators were better in the '60s
so you make a mistake by posting in the wrong channel, get told, get offended then take it out by attempting a jab at his professionalism (while stating A3 isn't valuable, btw)?
suck it up, cool down, and do better, you're in no position to act like it.
I did the crash by just killing the client in task manager. That leads to connection lost.
I can see both eventhandlers firing correctly, and BattlEye is told that the player is disconnected.
I rejoined within 20 seconds, I can see the BattlEye heartbeats ping-ponging back and forth. Afterr 3 minutes I'm still not kicked for query timeout.
Tested with a local-hosted dedicated server.
Maybe it was because I connected to 127.0.0.1, but going via a LAN address (In case there is some special localhost exception), makes no difference.
11:40:54 BattlEye Server: Player #0 dedmen (192.168.11.1:2316) connected
11:40:54 Player dedmen connecting.
11:40:56 Player dedmen connected (id=).
11:40:56 BattlEye Server: Verified GUID () of player #0 dedmen
11:40:56 BattlEye Server: Player #0 dedmen - Owner BE GUID:
11:41:46 Player dedmen is losing connection
11:41:51 Player dedmen disconnected.
11:41:53 BattlEye Server: Player #0 dedmen disconnected
11:42:12 BattlEye Server: Player #0 dedmen (192.168.11.1:2316) connected
11:42:12 Player dedmen connecting.
11:42:15 Player dedmen connected (id=).
11:42:15 BattlEye Server: Verified GUID () of player #0 dedmen
11:42:15 BattlEye Server: Player #0 dedmen - Owner BE GUID:
11:47:09 Player dedmen disconnected.
11:47:11 BattlEye Server: Player #0 dedmen disconnected
Soo.. cannot reproduce? I disconnected manually at the end.
In my experience not every server is affected, I ran the same mod (ExileMod) on a MP server with lots of players and never had this problems.
It was years ago, but talked with affected server admins trying to help, find differences etc, but nothing helped them.
Maybe high traffic? Which end do you need to be able to access to debug?
I've never been able to trigger it with closing in task manager locally. Not sure if there's a network latency component required to triggering it.
I did notice in my testing a while back that closing in task manager the server detects/drops you quicker then if you crash (I think at that time it was one of the audio device swap crashes I used). Not sure why there'd be any difference between an actual crash and force close though unless it's still triggering some kind of cleanup when force closing.
Might be if there is a heartbeat in progress.
The server sent a request, but never received a reply because it crashed before replying.
But that happens every 30ish seconds, and takes like 60ms to complete. so...
mh..
But if the player is gone and lost connection, there is like.. 10 seconds or so of time the player is connected but not replying.
Maybe BE waits for the reply to the old ping, and refuses to accept new ones
Interesting. I was surprised to see the HandleDisconnect event handler breaks once the player is stuck with the timeout too. That was a new finding from yesterday.
Oh HandleDisconnect.
Yeah thats totally different from OnUserDisconnected handlers
onUserDisconnected still fires like usual though
yeah onUserDisconnected always works but HandleDisconnect stops working once they've got the bug
HandleDisconnect is "Handle that the player is disconnected and that the unit controlled by it gets its control transferred over to the server"
If the unit is deleted on disconnect, nothing is transferred to server, and it won't fire
ah gotcha
nope, that's not it either.
If I have to bother BE about it, I'd ratherr it be soomething we can reproduce
That's fair, not sure about locally reproducing. Is there anything I can add to my logging for you to help narrow it? We get at least a few players a day with it. I've got one right now dealing with it. On a side note, it seems to happen to some players when they have a failed join as well as crashes.
I posted this in 2024, i repost it here if you have time to treat it https://feedback.bistudio.com/T180432
I think there is a problem in the config of the BlackFoot: #arma3_config message
A CT_Paint controller could be a good idea to create fancy stuffs. A controller with functions for basic shapes (spheres, cubes, rectangles, triangles etc...). For example, i'm working on my passive sonar and in order to paint the audio spectrum i'm using CT_Static controllers. the problem is you cannot reposition more than a hundred controllers in few milliseconds. For my passive sonar, i used lines instead of points in because it was lagging too much (too many points). But if we could draw on an image, if would be way faster to slice a part of it and move the rest
Is was supposed to be like this, but too much lag
if the idea is not adopted for Arma 3, if could be a good idea for Arma 4
AR already has canvas
The issue is only the control movement? Is it really that bad?
Moving controls could be done in just 2 commands: ctrlSetPositionX and ctrlSetCommit
If your spectrum movement is constant you can only issue a single setpos and commit command, order the control to move to the end of the spectrum and delete it
@vapid cradle
Hmmm maybe i should make a video so you can understand better how it works. This spectrum is produced by calculating the decibels of each sample played by my dll. Its a real audio spectrum. It takes to much time to move a hundred controls at once
with dll you can just draw that whole UI using the extension tho. well except for the map
that's what i was thihnking about, i could use forms and draw the thing myseft but it would require Arma 3 to be in Full screen windowed mode so i can overlay the game
Ooooh you meant the CT_Extension control. Well that's the first time i hear about it, it looks interesting, i will give it a try
no I just meant the normal D3D methods. you can use the CT_Extension too but it's currently dev only and I've never tried it myself
Aaaah that's true indeed i should be able tu use D3D to paint on Arma 3, the dll is imported
yeah, this repo has an example with ImGui:
https://github.com/arma3/RVExtensionImGui/tree/main
I will read this and adapt it to my c# dll. I never thought about this. Now i understand better why there is no dll import in Enfusion. Thank you very much ^^
i tried everything i could to get rid of this audio noise but i can't. It's weird because when i launch Arma 3 and the dll as an exe i don't get any audio noise. In some case it happens in some case it doesn't
maybe i should try something else but Xaudio i don't know
Little information for whoever needs to learn, the audio noise was caused by the equalizer. Biquads are not good for small buffers.
The player being able to get in game, means (if you're running profiling branch server), that their BattlEye is communicating with the server BattlEye.
Either server battleye ignores the messages (Which I would think I should've been able to reproduce, but cannot), or after they join, the message stop, for some reason.
There is no logging for this stuff.
Just use webbrowser then..
#dev_rc_branch message
#dev_rc_branch message
Or create just a "spectrum" control.
Very good idea !
I figured as much unfortunately. Server is running profiling. I can DM you my server settings too if that would help. Maybe something in there's playing a role in the no repro
the weight of the attached object is not taken into account?
is attaching vehicle to a tractor a vanilla option or an ace mod?
Script commands exist for it in vanilla, e.g. setTowParent, ropeCreate etc., but there's no player-facing system for it. Any actual implementation you've seen will be a mod, possibly ACE although there are others.
does this mean that this is a mistake and needs to be corrected?
attachTo is not physical what so ever, its just a way to position stuff by offset
Probably not
I definitely don't want the added mass when attaching things
You can always use setMass if you want it.
just noticed that on some vanilla modules that have added descriptions in the config not visible in Eden. Some have it some don't, can't figure out why...
Likely doesn't have ModuleDescription in the Attributes. Or attributes at all based on that picture, I believe Arguments is the old way of doing them that was replaced by Attributes
Yes you're right. Most vanilla modules have a description. ModuleDescription doesn't work, but ModuleDescription in Attributes does. Is this a bug in the engine that ignores the class ModuleDescription, or does it require working with the config to make it work?
Is it possible it's displayed in the tooltip in Zeus?
No, the ModuleDescription in Attributes and the ModuleDescription on the module itself are different
Module >> Attributes >> ModuleDescription is the UI control(s) that show the description when editing the module in Eden
Module >> ModuleDescription is just the text description and some flags for things (i.e. does rotation effect the module, does position effect the module, what can be synced, etc. etc.
Both are required to correctly show the description, and it likely won't be fixed (soon) for the vanilla modules since that's data changes
If you need to add the mass of attached objects you can do it yourself with getMass and setMass
I'm not sure if I should be doing this and not the game.
If you want the mass, you should do it on your end
Like Sa-Matra said, attachTo is purely visual
The ViV system adds mass when carrying an object, because that system isn't meant to just be for visual things
After weeks of frustrating troubleshooting I think I found an engine bug with stopSound.
https://feedback.bistudio.com/T197533
Let me know if more information is required.
well, you can try but the helicopter might not take off anymore
I have trouble to run a .NET library on arma 3, actually i never been able to run a .NET dll on arma 3, i always use .Net Framework. I get this error. Here is the dump file https://mega.nz/file/jCwGAZDA#u79GaRaipSzvu-S6_dofQzA9Da5qo7_hU7A2C6j736g
using System.Runtime.InteropServices;
using System.Text;
using static System.Net.Mime.MediaTypeNames;
namespace ArmaTestDLL
{
public class Class1
{
#if WIN64
[DllExport("RVExtensionVersion", CallingConvention = CallingConvention.Winapi)]
#else
[DllExport("_RVExtensionVersion@8", CallingConvention = CallingConvention.Winapi)]
#endif
public static void RvExtensionVersion(StringBuilder output, int outputSize)
{
output.Append("Telephone v1.0");
}
#if WIN64
[DllExport("RVExtension", CallingConvention = CallingConvention.Winapi)]
#else
[DllExport("_RVExtension@12", CallingConvention = CallingConvention.Winapi)]
#endif
public static void RvExtension(StringBuilder output, int outputSize,
[MarshalAs(UnmanagedType.LPStr)] string function)
{
//output.Append(function);
switch (function.ToLower())
{
case "author":
output.Append("IARTS Studio");
break;
case "version":
output.Append("ArmaTestDLL v1.0");
break;
case "help":
output.Append("ArmaTestDLL 1.0");
break;
default:
output.Append("ArmaTestDLL 1.0");
break;
}
}
#if WIN64
[DllExport("RVExtensionArgs", CallingConvention = CallingConvention.Winapi)]
#else
[DllExport("_RVExtensionArgs@20", CallingConvention = CallingConvention.Winapi)]
#endif
public static int RvExtensionArgs(StringBuilder output, int outputSize,
[MarshalAs(UnmanagedType.LPStr)] string function,
[MarshalAs(UnmanagedType.LPArray, ArraySubType = UnmanagedType.LPStr, SizeParamIndex = 4)] string[] args, int argCount)
{
return 1;
}
}
}
The error occurs when i try to call the dll. For example "ArmaTestDLL" callExtension "author"
Which version of the game have you tried it on? Does this happen on the latest dev?
What have you tried to resolve the error?
I tried it on the lastest release version i get a crash everytime
Arma 3 is very stable with any other dll so i didn't try to repair it
i also tried MuzzleFlash code but unfortunately its not working for me #arma3_tools message
I'm sorry but that question was for Bernhard
oh my bad ^^
I saw it on latest stable.
Need to check with dev. I'll let you know.
RGiesecke.DllExport; is outdated and not supported on .NET properly (only .NET Framework)
there's a better one but I forgot its name
this one:
https://github.com/3F/DllExport
the reason Im asking there were some changes with terminating sound in a separate issue
Can you share the link to that issue?
Then I try to retest with that in mind.
there was internal ticket
just tried it, the game still crashes when i use callExtension
When i use .NET Framework i use unmanagedExport.repack.upgrade, this one is compatible with lastest .NET Framework frameworks (.NET Framework 4.8 last tested)
its also based on Rgliescke.dllexport so no code modification is required
I'm using the C# code from https://community.bistudio.com/wiki/Extensions and in visual studio im building with Net framework 4.7.2. has always worked fine here..
Does everyone know that warning flares for missile withdrawal do not work?
That appears to have fixed my issue as well.
https://feedback.bistudio.com/T197533#2914996
It is a possibility the fix also made it into perf/prof
Is this a convoluted way of you asking me to test that as well? 😅
Not really, but the prof is compatible with stable, so might be easier for your development project
Would have been nice if the problem was also fixed there. But it isn't.
https://feedback.bistudio.com/T197533#2915041
Ill check tomo why it wasn't merged with prof
RGiesecke
That is for .NET Framework. Not .NET DLL's.
If you're building a non-farmework .NET DLL with that, you're definitely doing it wrong.
This is now the third channel where I see chatter about the same thing.
Please try to keep it to one channel.
Feedback tracker is for game issues, not your inability to build a DLL correctly.
Your wrongly made DLL crashing the game when being called, is not a game issue.
There was one change in November, but changelog says nothing about stopping sounds. That didn't go to prof because it added script changes.
Going back till June I don't find any other relevant changes.
Indeed, when checking the changes in that November one. I see it changed how stopSound works.
But no mention at all in changelog?
The fix was part of a bigger commit that was not ready for the prof, so it didnt make it there, sorry
https://feedback.bistudio.com/T197569 - "Permanent effect" parameter in attributes of module "Chem light" not working
my apologies. I still have a lot to learn about c#, i didn't know the mistake was coming from me
I'm not the only one who sees this, and I've already changed video cards, but many people see an AI bot on crutches.
oh yeah lol I saw this in ACE arsenal, it's the arms being stretched
Need to see where it appeared but I think it may be a profiling thing
it's a bugged uniform model lod usually
If possible i would propose a rptFilename function that would return the name of the rpt file. Until now, when i need to find rpt file with an extension i take diag_ticktime, i remove 20 secs and i parse every file from there. I can't remove more than 20 sec because in 30 secs you can start and restart the game. But the problem is when the game will be heavily loaded with mods on low configuration, there could be probably more than 20 secs in between rpt file creation and diag_ticktime
can i ask what are you trying to do with the .rpt?
Get all files and sort them by date and get the first entry?
but if another mod creates a file in the folder there will be a problem
well would be rare, but i prefer to take under consideration even unusual cases
Combine it with a regex match on the name.
It's unlikely a mod creates a file there and even more unlikely that it's going to match the naming scheme of the vanilla rpt files.
Unlikely is not impossible.
"we'll cross that bridge when we get there!"
diag_tickTime starts before even the splash screen appears.
So maybe a few milliseconds before the RPT is created. That should be sufficiently exact no?
then yes, but i just thought about something else. Is it possible to start 2 separated instances of Arma in one second ? If yes, it could be problematic even with @daring wagon technic because i guess the rpt file of the second instance will take another name
Actually i said something stupid. Biquads work very good under condition you take under consideration previous samples. my apologies
Write a function in your extension that gets the rpt. Run that function on prestart to get the last created rpt. Success?
Depends on what happen to the rpt filename of the second instance
Nothing afaik. It just gets a different time stamp. But you surely have looked at that when writing your extension
Also this is not relevant to this channel now. Please open a ticket for your initial request and let's move to #arma3_scripting if there are further questions.
You can leave a link to the ticket here.
I just checked, both instances will just use the same rpt file.
yes.
Extensions can read open file handles, that way you can find out which rpt file the process has currently open
I'm not sure how easy/not easy of an ask this is so dropping here before I create a FT ticket 🙂
Question:
Would it be possible to have some sort of engine solution to have persistent weapon deployment states after respawn (I.E. when you double tap C to keep your gun up)?
Reasoning:
A friend of mine has a CQC server which involves fast paced combat. On death when the player respawns, it becomes cumbersome to consistently double tap C to keep the weapon raised.
Additional yap:
I could be mistaken but I believe the only way other servers have accomplished this is by setting the player in an unconscious state opposed to actually allowing the player to die. More asking in proxy of my friend who owns a smaller server. It's been a while since I've actually tried looking into doing this on our own server and stopped when I saw the current solution was preventing death; so my question may not be as extremely well rounded and do apologize if my request is more difficult to follow.
You don't need to double tap C; you just need to press the fire button (twice?).
you can do that yourself with switchMove
Are you sure? I wanna say I tried that a while ago and it didn't do that. It was a while ago though so I could be mistaken.
no I'm not sure but it should
and yeah you just need to fire to raise the weapon ^
tho iirc it has to be bound in keybindings (it is by default)
Ah okay. I was gonna say I don't think I have that. I'll mess around with switchMove later and confirm if it does or doesn't work. Entire idea behind what I was requesting was more so players would automatically be in that stance without needing to press anything additional; which not sure there is a way to do right now but again could be mistaken.
I dont believe this is correct. Every way I have tried to implement it with switchMove has not worked :/
player selectWeapon (primaryWeapon player)
```?
https://community.bistudio.com/wiki/playAction
Try playActionNow "Stand"
puts you into the standard stand pose
pulls your weapon out but does not engage combat stance
ah the question here is to toggle the combat speed/pace, not change weapon raised/lowered state, sorry
yeah not sure then
no worries, ty for trying!
From my understanding, there isnt a way to achieve persistent combat stance across lives, or a way to script combat stance.
set speed full + limit speed?
it does work. I just tested it
player switchAction "Combat";// automatic based on weapon
player playActionNow "Combat";
and so does switchMove:
player switchMove ["amovpercmstpsraswrfldnon", 0, 1, false] // this is rifle only, but you can change wrfl to wpst or wlnr for launcher and pistol
Your gun goes down when you start walking, it does not stay up
are you talking about player or AI?
player
then you're probably using a mod that's breaking it
do you have a video of you forcing combat stance? When I try what you provided it brings the gun up, but the second you start walking the gun lowers. Vanilla Arma
in your clip your gun isnt staying up 
im talking cross hair straight up facing forward ready to shoot while walking
combat stance when you 2x "C"
ah you mean tactical stance
I thought you guys are talking about 2xCtrl (I thought maybe I've remapped it)
also I don't use 2xC for tactical stance either so...
Fair enough, I appreciate the help regardless
The official name of the keybinding is "Combat Pace" :U
and the animation is called "tac" short for tactical
both are official
I recall a conversation/investigation into it previously and I don't think there is a way to 'force' it
yeah. it needs a command
I guess under action
A command would be nice, but also not sure how much work an engine solution like that is. If it's easy would love to have a new command or existing command argument but if not also totally understand too 🙂
thanks, nuked ❤️
Breaking news: nukes are banned worldwide as of today, your spambot strike is illegal!
Kaz, I am a demon
been thinking of using CfgDisabledCommands in my mission but while i can check my code that client doesnt run disabled commands what about all the arma vanilla modules/scripts? wouldnt it be useful if you could have log only mode where commands arent disabled but their use would be logged. then you could disable them later based on the logs
I think something very weird happened tonight. I was playing on the very well known 77th JSOC server few minutes ago and the server crashed, ihad to ALT + F4 to kill the game and restart it but now the game won't restart. Everytime i try to start the game i get a Application Hang error on windows. I will probably need to repair the game but i wanted to let you informed in case you might be interested
No dump file was generated unfortunately
Apparently they have issues on the server since restart, no one can move or type
Recommend trying to rename your profile folder, or changing your default profile. Something could have been corrupt and saved in the profile
Check your profiles var file- on a few different extremely rare occasions I've had last line of RPT write to my profile var file causing it to break. Removing that line / replacing it with whatever it should expect when comparing it to other profiles should fix it if that's the issue
The vars file normally gets silently wiped & reset when it's corrupted and the text profile is the one that you need to manually clean or kill. But I guess sometimes it might not detect the corruption.
Honestly may have got the two mixed up. Has only happened to me I think twice total in my entire time of playing Arma, so honestly can't remember which
Is it feasible to have the ui setting for the size of left/right info panels to be saved separately?
Right now I believe you can resize one, but after game restart both will be the new size.
Would want one big one small, for pip cam + sensors, for example
@ripe crystal @digital river new commands coming in 2.22: enableCombatPace (only works on local player) and enableFreeLook
Huge that absolutely rocks- we will be using that. Thank you 🙂
Wow! Ty so much!
Exactly, i checked every file and the problem is coming from the Aryes.vars.Arma3Profile something has probably been corrupted in the file
I replaced it with an old version
Tossing here first instead of #community_wiki since it seems like it may not be intended behavior.
When code like this is ran on server in a dedicated server environment, doors will open with a good bit of lag and delay.
_a = "Land_Barn_03_large_F" createVehicle [24130.9,18693.9,0.00143886];
_a enableSimulationGlobal false;
Running such code on client does not create such issues.
client cant execute enableSimulationGlobal, that's a server-only command, uuh... not sure what you're trying to do here but the lag on the doors is probably because of the simulation being disabled and the command not working on client and thus the difference?
Haha you would be right about it being server only- missed that.
Just jotting that there seems to be some funky behavior there.
i honestly didnt even expect doors to do anything with simulation disabled lol
People were complaining about door lag for some global objects we were creating and that's the only reason I even figured it out. Not quite sure why we were disabling simulation on global objects people intend to interact with anyway 
ye that oughta be it; not the first one getting too aggressive on trying to save performance, did that a buncha times myself and had people break their vehicles on cargo nets (that would normally just collapse at the slightest touch)
Last time I tested, disabling simulation on buildings makes no measurable difference anyway.
Its only physx objects isnt it? For buildings and static objects youre better off making them simple instead
or better yet local only + very simple
normal/simple/local-only are all so marginal that it's hard to prove a difference IME.
(for buildings)
well, I guess that test wasn't actual houses. Those might benefit a bit with simple, but then they lose functionality.
Units and vehicles are what you should be worried about. And mines, at least on stable branch :P
Blackfish cockpit instrument has wrong layers, is there still a place to post bugs?
The feedback tracker still exists.
Azimuth mismatch between RscCustomInfoMiniMap and Compass while "Turn Out" in vehicle cargo turret - https://feedback.bistudio.com/T197920
**Title: **
GetOutMan (isEject) returns inconsistent results when using the moveOut player command
**Steps to Reproduce: **
Start in a helicopter.
Case A:
Enter directly as the pilot.
Take off and climb to altitude.
Run moveOut player.
Observe the GetOutMan event handler with isEject.
Case B:
Enter the helicopter as a passenger.
Eject (not Exit) from the helicopter.
Enter as the pilot.
Take off and climb to altitude.
Run moveOut player.
Observe the GetOutMan event handler with isEject.
**Expected Behavior: **
moveOut player should consistently trigger GetOutMan (isEject) with the same value for a pilot in flight, regardless of whether the player entered directly as pilot or switched from passenger.
Actual Behavior:
Case A (direct pilot entry): GetOutMan (isEject) returns false.
Case B (passenger → pilot): GetOutMan (isEject) returns true.
**Notes: **
This inconsistency is caused by the way the moveOut command interacts with the GetOutMan event handler.
https://youtu.be/s_0A6e1y7gE
its alive! 😮
Ticket plz
Title:
Request for new action command MoveToAny
**Description: **
Currently, Arma provides specific action commands such as MoveToDriver, MoveToCargo, MoveToCommander, MoveToGunner, and MoveToTurret. However, there is no universal action equivalent to the scripting command moveInAny.
This limitation makes it difficult to implement player‑facing actions (addAction) that allow a unit to move into any available seat without manually checking all roles and indices.
**Proposal: **
Introduce a new action command:
sqf
unit action ["MoveToAny", targetVehicle];
This would automatically place the unit into the first available seat (driver, commander, gunner, turret, or cargo), similar to how moveInAny works in scripting.
p.s.
To compensate for the absence of a moveInAny action, we have to create such workarounds, while also trying to avoid unintended moveOut unit; unit moveInany _target; behavior when using the scripted alternative
_GetFreeSeat = {
params ["_veh"];
private _driverAll = fullCrew [_veh,"Driver",true];
private _driverOcc = fullCrew [_veh,"Driver",false];
private _driverFree = _driverAll - _driverOcc;
if (count _driverFree > 0) exitWith {["driver", []]};
private _commanderAll = fullCrew [_veh,"Commander",true];
private _commanderOcc = fullCrew [_veh,"Commander",false];
private _commanderFree = _commanderAll - _commanderOcc;
if (count _commanderFree > 0) exitWith {["commander", []]};
private _gunnerAll = fullCrew [_veh,"Gunner",true];
private _gunnerOcc = fullCrew [_veh,"Gunner",false];
private _gunnerFree = _gunnerAll - _gunnerOcc;
if (count _gunnerFree > 0) exitWith {["gunner", []]};
private _turretsAll = fullCrew [_veh,"Turret",true];
private _turretsOcc = fullCrew [_veh,"Turret",false];
private _turretsFree = _turretsAll - _turretsOcc;
if (count _turretsFree > 0) exitWith {
["turret", (selectRandom _turretsFree) select 3]
};
private _cargoAll = fullCrew [_veh,"Cargo",true];
private _cargoOcc = fullCrew [_veh,"Cargo",false];
private _cargoFree = _cargoAll - _cargoOcc;
if (count _cargoFree > 0) exitWith {
["cargo", (selectRandom _cargoFree) select 2]
};
["none", []]
};
private _seat = [_veh] call _GetFreeSeat;
switch (_seat select 0) do {
case "driver": { player action ["MoveToDriver", _veh]; };
case "commander": { player action ["MoveToCommander", _veh]; };
case "gunner": { player action ["MoveToGunner", _veh]; };
case "turret": { player action ["MoveToTurret", _veh, _seat select 1]; };
case "cargo": { player action ["MoveToCargo", _veh, _seat select 1]; };
default { systemChat "No free seats available"; };
};
First function can be replaced with a findIf.
_GetFreeSeat = {
params ["_veh"];
private _driverFree = (fullCrew [_veh,"Driver",true]) - (fullCrew [_veh,"Driver",false]);
if (count _driverFree > 0) exitWith {["driver", []]};
private _commanderFree = (fullCrew [_veh,"Commander",true]) - (fullCrew [_veh,"Commander",false]);
if (count _commanderFree > 0) exitWith {["commander", []]};
private _gunnerFree = (fullCrew [_veh,"Gunner",true]) - (fullCrew [_veh,"Gunner",false]);
if (count _gunnerFree > 0) exitWith {["gunner", []]};
private _turretsAll = fullCrew [_veh,"Turret",true];
private _turretsOcc = fullCrew [_veh,"Turret",false];
private _turretsFree = _turretsAll - _turretsOcc;
private _turretIdx = _turretsFree findIf {true};
if (_turretIdx > -1) exitWith {
["turret", (_turretsFree select _turretIdx) select 3]
};
private _cargoAll = fullCrew [_veh,"Cargo",true];
private _cargoOcc = fullCrew [_veh,"Cargo",false];
private _cargoFree = _cargoAll - _cargoOcc;
private _cargoIdx = _cargoFree findIf {true};
if (_cargoIdx > -1) exitWith {
["cargo", (_cargoFree select _cargoIdx) select 2]
};
["none", []]
};
no no, like one findif :P
A bit cleaner with select:
_GetFreeSeat = {
private _emptySlots = fullCrew [_vehicle, "", true] select { isNull (_x#0) };
if (_emptySlots isEqualTo []) exitWith ["none", []];
[_emptySlots#0#1, _emptySlots#0#3];
};
IIRC it's not documented but fullCrew's output is ordered by slot type.
https://feedback.bistudio.com/T197920 sрам comments
taken down, thanks 
is fixed
lol
- Your repro spawns wreck at "start" marker, but the marker doesn't exist.
It doesn't draw icons, because the drawIcon script command isn't executed.
Every entity that has the component for a minimap display.
Checks if the display is already registered globally, if not it creates one.
At briefing screen, a "Logic" is spawned by initFunctions.sqf, which initializes a "RscCustomInfoMiniMap"
Then the wreck is spawned, its a vehicle Entity with a minimap display component, it creates a "RscCustomInfoAirborneMiniMap"
Its a different display, it has a config error.
class RscCustomInfoAirborneMiniMap: RscCustomInfoMiniMap
{
};
It inherits the onLoad script, from RscCustomInfoMiniMap
So it ends up registering itself as RscCustomInfoMiniMap, overwriting the uiNamespace variable.
Your waitUntil runs, finds the airborne display and registers to it. Instead of getting the main player one.
If you spawn a non-broken aircraft, and get inside, and open the display, you see your icon.
How can I then make this work with the aircrafts placed in the editor? Because now I had to remove them and create via script.
You wait for us to fix the broken config, or fix it yourself with a mod.
scriptName="RscCustomInfoMiniMap";
onLoad="[""onLoad"",_this,""RscCustomInfoMiniMap"",'IGUI'] call (uinamespace getvariable 'BIS_fnc_initDisplay')";
onUnload="[""onUnload"",_this,""RscCustomInfoMiniMap"",'IGUI'] call (uinamespace getvariable 'BIS_fnc_initDisplay')";
These need to be replaced on the airborne one
If there's no script for the airborne one changing scriptName will break it I think
OK.
So now, except fixing the broken config, the only way to make it work is to use my workaround -- remove all aircrafts placed in the Eden and create them via script after mission start, right?
No
You either spawn aircraft before the main logic (which I don't know if its possible)
Or after your waitUntil has found the display
Understood, thanks.
Is there a script for it or am I misremembering how the ui script stuff works?
There is a default init display handler
If it can find a specific one it will use it, but there is none for the RscCustomInfoMiniMap either
Makes sense
I kinda looked at it once and didn't see the need when you can just call a function in the onLoad
My beloved Arma developers, I returned to ask for your mercy
I saw in the documentation that a new procedural texture is dropping, smells like a game update brewing so figured it might be a good time to ask if there's any chance we could get this fixed. BettIR would be 100% engine friendly if it wasn't for this part, which would require me to write a nasty workaround, and perhaps it could be avoided 😅
if you make me a minimal addon to test I can take a look at it
Awesome, I'll try to extract something tomorrow.
It's mainly for this mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=3639910715
The low power laser and laser+illuminator variants of the original laser attachment have this problem, I want to just show the IR dot and not the beam, or shrink the beam so it's not as visible, but iirc for now I just converted them to visible lasers with transparent colors so I can read the on/off state and render a scripted laser instead
Feature Request: Display All Weapons in Dead Unit Inventory
**Description: **
Currently in Arma 3, when a unit dies, the engine drops all weapons into WeaponHolderSimulated containers. However, when opening the dead unit’s inventory, only the primary weapon (rifle/assault weapon) is shown in the list. Secondary weapons (pistols) and launchers (RPGs, disposable AT weapons) are not displayed in the same inventory list, even though they are present in nearby containers. This creates inconsistency: the rifle is visible, but the RPG is not.
Steps to Reproduce:
Equip a unit with a rifle and a launcher (e.g., RPG).
Kill the unit.
Open the dead unit’s inventory.
Observe that the rifle is visible, but the launcher is missing.
**Actual Result: **
Only the primary weapon is displayed in the dead unit’s inventory. Launchers and other weapons are dropped into separate containers and not visible in the same list.
**Expected Result: **
All weapons carried by the unit (primary, secondary, launcher) should be displayed together in the dead unit’s inventory list. Players should be able to see and take both the rifle and the RPG directly from the body without searching for separate containers.
Benefits:
More logical and realistic inventory behavior.
Simplifies player interaction with dead units.
Reduces confusion between body inventory and external containers.
Improves mission flow where quick access to all fallen soldier’s weapons is important.
**Proposal: **
Update the engine so that the dead unit’s inventory displays all weapons the unit carried at the time of death, not just the primary weapon. Launchers and secondary weapons should be visible in the same interface.
**My Workaround (Limitation): **
I made a scripting workaround that makes the launcher visible by attaching its WeaponHolderSimulated container directly to the corpse:
_unit addEventHandler ["Killed", {
params ["_unit"];
[_unit] spawn {
params ["_corpse"];
sleep 0.5;
private _holders = nearestObjects [_corpse, ["WeaponHolderSimulated"], 5];
{
private _holder = _x;
private _weapons = weaponCargo _holder;
if (_weapons findIf {getNumber (configFile >> "CfgWeapons" >> _x >> "type") == 4} > -1) then {
_holder attachTo [_corpse, [0,0,0]];
};
} forEach _holders;
};
}];
This workaround makes the launcher appear when looting the body, but then the rifle is no longer visible in the same list. It demonstrates the limitation: the engine only allows one weapon type to be shown directly in the corpse inventory.
https://youtu.be/S6pOtiR1uSo
Try this workaround:
_unit addEventHandler [
"Killed",
{
params ["_unit"];
(getCorpseWeaponholders _unit) params ["", ["_weaponHolder", objNull]];
if (isNull _weaponHolder) exitWith { };
_unit setUnitLoadout [
nil,
(weaponsItemsCargo _weaponHolder) select 0,
nil,
nil,
nil,
nil,
nil,
nil,
nil,
nil
];
}
];
it worked, but only with a pause
player addEventHandler [
"Killed",
{
params ["_unit"];
[_unit] spawn {
params ["_corpse"];
sleep 0.5;
(getCorpseWeaponholders _corpse) params ["", ["_weaponHolder", objNull]];
if (isNull _weaponHolder) exitWith { };
_corpse setUnitLoadout [
nil,
(weaponsItemsCargo _weaponHolder) select 0,
nil,
nil,
nil,
nil,
nil,
nil,
nil,
nil
];
}
}
];
Will this work?
_unit addEventHandler [
"Killed",
{
params ["_unit"];
(getCorpseWeaponholders _unit) params ["", ["_weaponHolder", objNull]];
if (isNull _weaponHolder) exitWith { };
[_unit, (weaponsItemsCargo _weaponHolder) select 0] spawn {
params ["_unit", "_secondaryWeaponInfo"];
sleep 0.5;
_unit setUnitLoadout [
nil,
_secondaryWeaponInfo,
nil,
nil,
nil,
nil,
nil,
nil,
nil,
nil
];
};
}
];
there is a small optional visual problem)
Try to add waitUntil { !(isAwake _unit) }; instead of sleep.
would you like a pbo, or a config.cpp?
pbo since I'm lazy 😅
put it on the ticket plz
ooh I didnt realize you can upload files
epic
alright, posted
so this is what you wanted?
https://feedback.bistudio.com/T198061 fingers crossed that this is an easy fix
Yes, IR dot, invisible without nods, no beam (or adjustable beam thickness if we want to be fancy but an adjustable dot size with no beam is good enough for me)
As right now it seems that setting isIR to 1 enforces the default ir pointer beam and ignores the other settings
will be fixed in the next dev branch update (or probably the one after that)
Wheres the leopard20 appreciation thread for the flow of new commands/features on demand 
I'll make a "Leopard20 fix!!!" gif at some point
You're going into the "special thanks" section in my mod on the workshop if that happens
Bro really deserves the world for that
btw the beamThickness in config for IR lasers is a multiplier of the vanilla thickness (I think scripted and non-IR were actual thickness in meters?)
but if scripted/non-IR beamThicknesses were also multipliers then all's good
I see
I remember there was a conversation when I first reported this problem a while back
That apparently the IR laser is rendered in some different way and it cant be tuned the same way a vis laser is, it's like two separate handlers based on the isIR flag if I remember correctly
Either way I'll keep that in mind
hmm I didn't see a difference in the code tbh. so with scripted non-IR lasers, beamThickness is thickness in meters?
I have no idea to be fair haha
I haven't been using the scripted lasers for a while and I just adjusted the thickness until it looked right
I think this was the last time I touched scripted lasers
Either way, doesn't matter for me, as long as it works in the update ✌️
I'll double check it tonight. but biki says the beamThickness in drawLaser is a scale (not actual thickness) so I think there won't be much surprises (config IR still does act differently from script tho)
yeah it's also a scale