#arma3_feedback_tracker
1 messages Β· Page 23 of 1
https://feedback.bistudio.com/T162061 setting gun stabilization.
The very first thing I wanted to test it on, was boats.
And.. I found out that while Ship simulation has turret stabilization, ShipX does not.
I think that was reported before, surely that's a bug right?
I thought I saw someone report that but can't find it
I noticed you mentioned stab types 0, 1, 2, 3 in the ticket but not 4. Type 4 is allegedly a real thing, it's mentioned in the boat ticket. Is that just "didn't feel like listing them all" or is there something unusual about type 4?
Awesomeβ€οΈ
4 half exists.
The actual turret stabilization handling of 4 is commented out since 2010.
But there is also some handling in camera position update code, that sets the up vector, so it doesn't roll, which matches the wiki name of it.
But in engine its called AxisXYZ, and it also being used for the SDV (which doesn't roll?) I would expect it to mean, you are stabilized on a 3D point in the underwater world.
I can just make it work same as the "Both" type, and its probably fine..
I think that is what you would expect, and probably what the designer intended
Yeah okey.
The roll stabilization is supposed to... remove the roll by keeping it horizontal.
That was implemented for the camera (You already don't have camera roll, when the boat rolls, that part is working)
But it was not implemented for the actual weapon.
I don't even think it needs to, it seems to be working fine when I use XY stabilization on the weapon, it already handles roll as it is.
So it seems XYZ was only to have XY, but add camera horizontal onto it.
The programmer added camera horizontal, and removed XY stabilization..
there you go
Hm interesting that Dedmen just worked on gun stabilization.
I found an issue that is a bit same same but different.
https://feedback.bistudio.com/T198138
In the issue description there is also a suggested fix. I hope this makes it easy to improve.
only the primary weapon (rifle/assault weapon) is shown in the list
actually it depends on where you are pointing, if pointing on the launcher the launcher will be in the list but not the rifle. Still terrible
Fwiw I'd love for that to be fixed, I dont know how many dozens of times I've wiggled around a dead body trying to get its launcher or other equipment.
Sometimes I even died due to it in pvp when I couldnt pick up launchers in time to blow up a vic etc.
Usually I just press the inventory button or aim at the launcher while holding J and then take it
I get a popup with this inside when I try to upload a zip with a crash report log
Dont know if theres a main ticket for this but im curious about the whole 2 meter (or 1.85 whatever it is) height limit for unit fire geo hit registration, i.e hits not being registered on fire geo above a certain height - anything on the docket for that being fixed?
Also if youre reading this the day of - happy easter 
what do you mean 2m limit? why would a hit register if you don't fire at someone directly?
are you talking about custom animations that move the unit far from the origin?
While doing sniper/spotter things in multiplayer (dedicated server), I've noticed that spotters are unable to see the shooters bullet impacts past around 500m, even when they are clearly visible to the shooter. Is this a known bug? Any workarounds?
Do you mean the shooter can but not the spotter?
@steady panther might be able to word it better since hes aware of it - basically any man type model thats taller than 2 metres has the issue where any fire geo components above that 2m mark dont register hits, i think its regardless of animation but i could be wrong - i can provide proper video after tomorrow
For example the tiow space marines had this issue but i think they worked around it by just spawning fake hitboxes
Which obv isnt ideal but still
You couldnt hit their heads
I did try that myself and it didnt resolve it, seems to be inherent to something in the p3d, maybe goat when he sees this can elaborate further, otherwise i can demo it on tuesday
ok. if you make a ticket with a test pbo attached (just bare minimum not a full mod) I'll have a look
can do
bounding sphere does not seem to work yeah
but looks like you guys have it all covered if Kharos sets up a sample
π
ye the biggest effect i've noticed from altering a cfgMoves entry's boundingsphere property is the fact that the mesh will continue to render if it moves too far from its origin (which makes sense and seems like intended design for visuals, but it seems like its locked to 2m in height as far as the fire geo registration goes)
I guess it's somehow hardcoded or not checked then 
we'll see
@sinful kettle preliminarily to the ticket i've also decided to record a quick video and screenshot to demonstrate (DM-ed it to you so i dont clutter this chat) - incase you're curious to see ahead of time
also tossed it over to goat so we're all on the same page
i ended up having time today anyway, here's the ticket @steady panther @sinful kettle https://feedback.bistudio.com/T198169
I have a faint recollection that I had it working at some point but have no evidence for that.
yeah it's almost like the game has a set volume around a unit that's engine-side that's exactly 2m and does not care about the boundingbox, explaining why crouch anims work since they move the fire geo beneath that threshold, but nothing else
when testing i did notice something quite bizzare but i could not replicate it, where if your gun is practically touching the fire geo above that heeight (and i mean almost inside of it) it registered like... once or twice, but i couldnt make it happen again (what might've happened tho is the barrel was still inside the "working part" π€·)
might've been a fluke but it's a mystery for sure
the mod you uploaded doesn't work. also it seems to have broken the move states. when I move e.g. forward, the unit moves to left
(might be a mod conflict tho but I think whatever you're doing with with cfg moves is wrong)
uuh... i just tested it on my end but i can try again
you sure you dont have something else being loaded? movement works on my end β’
this is the config π
yes it does work without my own animation mod but your mod breaks it (and I'm sure my mod is correct)
ah
-# what do you know, you're a leopard
right might be cause i didnt add the vanilla addon that adds the original classes into requiredAddons, tho i dont recall having to do that with my other mod
however im like 99% sure that config should be fine? would be embarrassing if it wasnt since i messed around with configs for a while now
the correct inheritance is class AmovPercMstpSrasWrflDnon: AmovPercMstpSlowWrflDnon but you're inheriting from an inv move
Hey so I got a shader misbehavin
anything we could do about that? Missing puzzle piece for wipers in a helicopter mod
The main problem is that there's a UV animation on the normals and a chromatic aberration effect in the shader, which I wish we could turn off or adjust. I was hoping that there's a Stage in the RVMAT that has channels describing direction and magnitude/direction of the UV Animation/chromatic aberration effect. Unless there's something already I could use? π I played with them for like 4 hours now and got nowhere
LOL so the game does use the bounding sphere for collision testing. but there are two tests and the second one doesn't use it 
Hope thats easy enough of a fix?

fixed 
i can finally remove the invisible hitbox generation code for my custom units lol
(and will actually help a bunch of other mods, namely some sci fi ones that have tall units and dont use workarounds)
it should also fix the problem with animations that move the unit too far from model center, like cutscene anims (as long as they do define a correct bounding sphere)
ah yes, i can finally shoot the drunk dancer trying to be funny during briefing 
WOOOP WOOOP

im super duper late for this
https://feedback.bistudio.com/T184143
but thank u for doing whoever u are BIS_fnc_KK π
Hello everyone, i'm here to report another very annoying bug concerning units mounted in a vehicle attached to another unit. This bug is particularly annoying for me who is working on a horse mod, when the horse moves, the body of the rider get stretched or twisted or can even change position.
https://feedback.bistudio.com/T198176
I don't think it's possible to do anything about it, but a video of the problem would be nice.
you sure it's not a mod conflict or something with the specific turret you're using? i just tried to reproduce and it worked smoothly 
i was attempting something similar a while back that'd essentially be a "interactable carry" using a turret (to allow the person being carried to aim around and stuff)
OH i'm seeing it actually. it's like... a slight torso twist to the side
hope this helps, it is there yeah, it seems to behave erratically depending on the direction (you can see the offset get back to normal after detach)
That's exactly it you can also see the torse stretch and collapse depending on the shape of the ground. I'm makinbg a video with the horses so you can see
Its only affecting the torso
if my theory is correct (given the position and influence of the bones) it's most likely just the aiming masks (or leaning masks) in the cfgmoves being positionally offset for... well.. whatever odd reason
When i look on the way the torso is bending and stretching it almost like the character is trying to reproduce the rtm of the action played but with a mask only on torso

Ticket updated. Here is the video showing what i'm talking about with the horses but it does the same with vanilla assets https://www.youtube.com/watch?v=03eTx_xkuqM
It's the same thing like with units standing on steep angles I guess. The bones don't "adjust" they just scale, so when you stand on a rocky fence or something the legs get comically small.
haha IK go scrunch
makes me wonder why the leg IK doesnt just use the regular "bendy" arm IK 
surely the engine is capable of it so....
Only KK can fix IK
soonβ’
there's a number of animation-related things (at least what i can think of off the top of my head) that'd be awesome to have in arma 3 tho, but m'fraid some might be too much effort
Hey, sooo I posted this while another problem was being resolved. The refract shader has a UV animation and a chromatic aberration effect which doesn't allow us to work with it, I was testing the rvmat stage textures to see if theres one that controls these values with its channels. Does this issue make sense, or does anyone know of a workaround?
Id like an adult for this one too
You want a leopard 
I think it's probably not even saved, so changing that will break existing saves
But I am pretty sure it wasn't the case before
True, but in this case, i don't understand why any IK is applied to a unit inside a turret. Yes i can use weapons and binoculars on the horse but there is a mask, the ik shouldn't override the mask
legs don't have IK. they only change directions or get skewed (which is why you see them "squished" on slopes)
ah, that explains it
Sorry for the delayed reply. Yes the shooter is able to see impacts but not the spotter.
Thereβs a comment on that mod complaining about the same issue Iβm describing
upload where? on feedback tracker?
Did you try to upload a "error.log" file to feedback tracker? You cannot do that. Thats illegal. Cannot upload error logs on a bug tracker. That's forbidden.
Also I don't even want that crash log.
Just read the error message popup yourself.
@sinful kettle you had this right? Ticket can be set to Feedback then if its in? Should be prof v64
yep
done
dunno the dev branch version
The whole UV has a offset based on *scale and +offset
Then additional move is intensity, which is eye direction multiplied by intensity. Which is also multiplied by a depth coefficient.
The scales and intensity are part of the parameters. The offset is hard based on screen size. So you can't get rid of that offset.
The aberration can be turned off, if
scales[0] == scales[0] && scales[1] == scales[2]
That turns off aberration.
They are set in the ppParams. I doubt you'd get anything usable out of it
"next dev branch update" π
Sadly I don't know enough about animations.
I don't know why it would relate to attachTo, attachTo should only set the players origin position, it shouldn't have downstream effects. If the whole player would shift maybe, but only the torso.. no idea.
Save loader can have defaults.
Also we break every save on major game version bump anyway
Arma is certainly "interesting" in the way it handles animations 
Then again my only reference is two rts games and unreal
The offset being that animated movement of the UVs?
My best guess is attaching the turret to the unit messes with the unit inside the turret because the aim offsets may or may not use turret local transforms (or it uses world space) which are now local to the other unit... tldr transform locality likely gets bricked and the game ends up thinking the torso is way past the allowed local/world offset or something
Oh you mean specifically the normal map UV
Its animated by time*timeScale.
timeScale is a ppEffect parameter, which you could set to zero
Oh the refract is not documented
Haha yeah it's not
How do you put the refract pp effect onto your thing
Oh.. the function that sets the parameters.. is never used π€£ So you can't even change it
I made an rvmat with my rain normal map from the ui texture renderer- oh
How do you make it use the refract shader?
Simply assign "Refract" to both the pixel and vertex shader in the rvmat
Oh wow uh
And it looked almost perfect if it wasn't for that uhh
Animation of the normal map panning along u and v coordinates
And the chromatic aberration
It seems only the Specular color from the rvmat is passed along
Interesting
Sooo if there are the parameters to control this, but they're just not connected to anything, does it still need a feature request or is it something more on the bugfix side?
If I'm understanding it correctly
Well specifically to the constants, the other stuff might go in the shader elsewhere..
Trying to see if maybe there is some rvMat parameter we could abuse to pass in there to change the things.
That would be pretty epic
I was surprised that the shader just worked like that on the usertexture object, i tested a bunch of other shaders and some of them work in mysterious ways
I think we can abuse the renderFlags
Can you send me your test thing. As a mod or mission that I can just see it in Editor?
I might be wrong thinking that the normal map acted like a refraction map to it, but it looked like it was a fairly clear image until the normal map got generated
Sure, do you want me to paste it here?
Whatever, my DM works too
I recently abused renderflags for another shader feature, pretty sure we can do the same here
That would be epic
Do you plan to actually use this in production or just as a fun experiment.
I'm thinking the webbrowser might be performance problem, but if you globally only have a single one, its probably okey enough..
Id love to try to use it in production, it's not that heavy on the browser as it's rendering it with GLSL on a canvas, although I do have to update the UI display every frame
my thinking was that I probably just need a single instance of it as this is just for first-person pilot/driver use
can't be in two vehicles at once
How often do we see refract shader in game?
I think only some particle effects?
no clue tbf. I was just looking for a way to sell the visual of rain on a windshield to improve the visuals, especially with Hatchet H-60 having wipers working now
Send files, I'm waiting to test π₯Ί
Im afraid I removed that rvmat but let me quickly put it back together from the current super-shader rvmat, it was the same params + normal map anyways, I tried playing with the other stages but couldnt see much of a difference with these ppEffects
okay it works
sending now
ofc im an idiot and forgot to save the mission file before sending
π

This is gorgeous
I am disabling the time movement and aberration.
The other UV offset is only for colors, not for normal map so I guess you don't care about that one
Yea that's fine by me
Theres a very minor visual benefit I'd see from it but I don't think it justifies too much work on it
Yeah on feedback tracker. Don't have a "error.log" file, but I wanted to send the zip file that is compiled when you "Save" the crash report and it says the
Arma 3 Troubleshooting Report
Sorry for the inconvenience.
Please report this on Arma 3 Feedback Tracker (http://feedback.arma3.com). Thanks to you we may fix the issue faster.
thing. I thought you want that.
Also, why is it illegal?
I don't need crash reports of forced crashes after an error message told you what's wrong.
I need the to analyze unknown crashes, this one wasn't.
Its illegal because whoever configured cloudflare decided it should be
used for engine exhaust mainly
heat refraction
Engine exhaust, fire, mods that do heat effects for gunfire, probably some scifi mods use it for scifi effects too
The code is 0x0000DEAD - Unknown tho?
0x0000DEAD is what Arma throws when it quits after hitting an unrecoverable error, which is shown beforehand.
Yes exactly those I don't want
You can read the error yourself, no need to waste my time
The character is actually not attached to the horse. The character is mounted in a turret with no resulotion LOD. The turret is attached to the horse. I used this method so i can use weapons and binoculars on the horse
attachTo is still involved, pretty sure he understood, it just makes it more bizzare since it's not the character being attached directly
I agree
what might be easier (?) of a solution, just spitballing here, is to instead allow characters to be attached to something while allowing for rotation?
since the main reason you're using the turret i imagine is so that you can actually aim around (since you cant do that if you attach yourself to something directly)
animation you can easily sort out by forcing a new move set
id suggest playing around with potential solutions thinking from the engine perspective; replication steps are important (you covered that), but suggestions equally so π
I tried various masks to see but since there is an upDegree and a stance in the animation set (for weapons) its overriding the mask
I inspired myself from the Powler's top seat config to make my horse animation set
can you elaborate on that? stance/updegree are properties of an action, but each state has its own mask but it's not directly affected by upDegree and stance of the action
If you want to be able to aim when playing an animation you need to make an animation set and specify which upDegree you want. My opinion is when the horse plays action fastf, the unit in the turret also tries to play its own fastf action and so on. There is a bug i already reported that could be related to it: when a unit is attached to another, the attached unit animation speed gets multiplied
ah in that sense... yeah depends on how you set it up i guess, the guy in the turret shouldnt be trying to play it though if you just disable the inputs while on the horse
Which function are you thinking about ?
you can override OnKeyDown by returning true, so just do that for movement input
But its still weird because when the turret doesn't move, the character is not affected if i press W or S
might be other weird behaviour in that case π€·
already done
params ["_unit"];
waitUntil { !isNull findDisplay 46 };
findDisplay 46 displayAddEventHandler ["KeyDown", {
params ["_displayOrControl", "_key", "_shift", "_ctrl", "_alt"];
if((typeOf (vehicle player)) isKindOf ['iarts_saddle_turret_base', configFile >> 'CfgVehicles']) then {
private _horse = ((vehicle player) getVariable "iarts_horse_owner");
if(inputAction "MoveForward" > 0) then {
[_horse, "forward"] spawn iarts_horses_fnc_move;
true;
};
if(inputAction "MoveBack" > 0) then {
[_horse, "back"] spawn iarts_horses_fnc_move;
true;
};
if(inputAction "TurnLeft" > 0) then {
[_horse, "left"] spawn iarts_horses_fnc_turn;
true;
};
if(inputAction "TurnRight" > 0) then {
[_horse, "right"] spawn iarts_horses_fnc_turn;
true;
};
/*if((inputAction "WalkRunTemp" > 0)) then {
_horse setVariable ["iarts_horse_walk", true, true];
};*/
if((inputAction "WalkRunToggle" > 0)) then {
if((_horse getVariable ["iarts_horse_walktoggle", false])) then {
_horse setVariable ["iarts_horse_walktoggle", nil, true];
} else {
_horse setVariable ["iarts_horse_walktoggle", true, true];
};
true;
};
if(inputAction "GetOver" > 0) then {
_horse playActionNow "JumpOff";
true;
};
};
}];```
that's not it then, yeah not sure
actually hold up, you're not exiting with, you're just checking each condition sequentially
like, you always check for getOver last, and if it's not over 0 then you're just gonna return nil regardless of what the others do, so none of the paths actually return anything unless it's getOver
change the thens with exitwiths
Usually when the engine meets true; it exits the function
I don't think that's true
whatever's at the end of the last code block is what it returns with, true in an if/then does nothing unless it's at the end
you need to actually specify that we're exiting, returning true in an if statement in a code block that just continues after the if statement doesnt do anything
Hmm i'll give it a check, it would be better for optimization but won't sqolve the problem
may not solve it but it'll behave correctly at least; since right now you're only ever overriding input if "getOver" is > 0
and if it's not it's just returning nothing
also @vapid cradle just a tip - unless you're suspending in those movement functions for whatever reason, just use call for the love of the clock cycles 
i never tested but practically spam-spawning threads in something so frequently used cant be good for performance
thanks for noticing, at the beginning i was using sleep in these functions that's the reason ^^
understandable π
something so timing-critical should be entirely unscheduled, it's a pain sometimes if you need suspension yes but we have CBA for that
@untold sky thanks for your feedback on https://feedback.bistudio.com/T178445#2929608
Could you maybe have a look at
https://feedback.bistudio.com/T198138
There I already did what you asked of me for the previous task. The fix is already mentioned the task.
Just checked my files, i'm using cycles in these files, i have to spawn them and exitWith will not work either
GVAR_HorseVehicles = []; // Global array of horse vehicle classes
params ["_unit"];
waitUntil { !isNull findDisplay 46 };
findDisplay 46 displayAddEventHandler ["KeyDown", {
params ["_displayOrControl", "_key", "_shift", "_ctrl", "_alt"];
private _ret = false;
_ret = if (isNull objectParent player) exitwith {false};
private _veh = vehicle player
if ((typeOf _veh) in GVAR_HorseVehicles) then {
private _horse = (_veh getVariable "iarts_horse_owner");
_ret = {
call {
if(inputAction "MoveForward" > 0) exitwith {
[_horse, "forward"] spawn iarts_horses_fnc_move;
true;
};
if(inputAction "MoveBack" > 0) exitwith {
[_horse, "back"] spawn iarts_horses_fnc_move;
true;
};
if(inputAction "TurnLeft" > 0) exitwith {
[_horse, "left"] spawn iarts_horses_fnc_turn;
true;
};
if(inputAction "TurnRight" > 0) exitwith {
[_horse, "right"] spawn iarts_horses_fnc_turn;
true;
};
if((inputAction "WalkRunToggle" > 0)) exitwith {
if((_horse getVariable ["iarts_horse_walktoggle", false])) then {
_horse setVariable ["iarts_horse_walktoggle", nil, true];
} else {
_horse setVariable ["iarts_horse_walktoggle", true, true];
};
true;
};
if(inputAction "GetOver" > 0) exitwith {
_horse playActionNow "JumpOff";
true;
};
false
};
};
};
_ret
}];
not working and not suitable in my case
I feel like whgen KeyDown returns true, inputAction gets resetted. Not suitable to make a continuous walk
I made several tests and the horse is definitely not moving when KeyDown returns true. I probably need to use _key instead of inputAction but it would require the user to set additional keys...arf....
When creating a marker in Arma 3, if the marker name already exists, the new marker is not created. The engine does not display any error or warning, so the failure is completely silent and invisible to the developer.
π Key points:
Duplicate names β marker creation fails.
No error message or log entry β hard to detect.
Developers may waste time debugging because the command appears to run but nothing happens.
I only edited your code and pointed out the areas where optimization is needed and how to do it. Whether it works or not β thatβs for you to figure out.
_marker = createMarker ...;
_markerCreated = _marker != "";
?
Just to proper error handling by checking if the name already exists beforehand or use a unique name to begin with. We got hashValue and systemTime to create a unique id now.
Three-ish years ago I do remember running into a bug caused by createMarker using the same name and since I was super new to the language, it was super tough to find.
Might not be bad to just have some sort of RPT message for it maybe.
!purgeban @sterile sierra 1h scam spam
*PewPewPew!!*
RIP @sterile sierra
I don't think there's a documented way to tell whether a marker exists? markerShape _name == "" seems to work but that was original research.
Checking the return value of createMarker also works if you'd rather yolo it.
markerName in allMapMarkers
Really inefficient if there's a lot of markers on the map, or run frequently to be fair
Then just use a unique name to begin withπ
might've just discovered a bug if it's not intentional behaviour - ctrlMap and RscMapControl only seem to accept 0 and 1 with ctrlSetFade, meaning the map control can either be visible or not visible and can't be faded in-between
idk if this is a config property issue or an engine issue (i'd imagine the map itself has some engine-side handling since i cant find anything in the config that'd affect that)
Can be closed:
https://feedback.bistudio.com/T169976
https://feedback.bistudio.com/T169998 (was fixed in v2.14)
Done.
Will make a ticket + testmod for this this week, minor issue but might as well
is there something that's responsible for the dots brightness? I mentioned in #perf_prof_branch that it's not working but after increasing the dotSize to 1.0, I believe it's just dark, I've got the dotColor set to 5000 in all channels and I can barely see it
yeah I might be dumb because Im having other issues with the prof branch too
although, I managed to modify the beam thickness of the IR laser and the IR dot is visible in third person, just barely in first person though
Just a fun thing encountered this issue with updating my mod today and did some experimenting which might help diagnose and fix the issue: https://feedback.bistudio.com/T192865
if any of the devs want im open to being used as a guinea pig because i know this is probably impossible to replicate somewhere else
Am I right in thinking that if I stop using waypoints and rewrite the scripts to use move / doMove, I can avoid the issue where AI walks through walls?
Probably not, no. Waypoints are high level and it's likely the lower-level logic making it walk through walls.
It's pretty common for units to get wedged forever while following waypoints.
Ai quite simply does not respect collision during its movement, regardless of the command you use
Thats why path lods are incredibly important, not just for actual pathfinding but for making sure they dont take a path through a wall
I'm not sure about respecting collision but they're certainly capable of getting stuck on scenery.
Might be more about the floor than the walls.
Its a bit complicated from my testing - they will try to actively avoid walls only if there is a nearby path that doesnt include going through said wall, if there isnt then theyll say "fuck it" and phase through the nearest surface
Sometimes they wont and theyll just stay in place π€·
If they're out in the open with a big wall (like >50m) then they'll do some sort of random-walk that might eventually get them around it.
I've not honestly seen much walking through walls except the case where they're in the final stage of trying to board a vehicle.
Maybe its cuz i played a lot with modded modular interiors, a lot of them are just made so badly that the ai can never move inside of them or else they go through walla
You can probably make them do it by jamming two buildings together but that's kinda cheating.
If they're on a path LOD then they're not gonna take any notice of other buildings.
Even works when you hide the building via hideObjectGlobal
Had to do that once since i wanted to spawn AI inside this bunker but they couldn't leave it.
Land_i_Addon_04_V1_F to the rescue.
_object setVariable [_var, _value, 2] doesn't do anything in SP, which is inconsistent with remoteExec and also terrible. Is this a bug?
I'm not super familiar with SP mission making but have you checked to see if your clientOwner is 2?
Ah okay interesting, I think I am catching up with you then now. So you're saying you can remoteExec ["TAG_fnc_whatever", 2] and it works but setVariable doesn't work with 2?
Correct.
Ah okay. Sorry then, no idea.
Sure seems like a bug. Odd you'd be able to target 2 with results with remoteExec but not setVariable.
clientOwner 0 is pretty damn degenerate too tbh.
I get some control, particularly on the beam, but not much about the dot, seems really dark
Unless I was supposed to use a different exe
the dot in IR config behaves differently than scripted one
Yeah just tried few different values
that wasn't a question. I'm just saying it is different by design
Yeah I know, I'm just saying that there was a few attempts and none of them worked for me
from what I see its intensity is 0, while scripted one uses 1 
if I change it to 1 it gets too bright and breaks the old behavior
I understand the intensity is not a configurable value?
Wasn't there a dot like that in arma initially tho 
That would make it backwards compatible and also allow for this functionality wouldn't it π
yeah but first I'll have to ask Dedmen about a comment he wrote in the code. I'll ask him on Tuesday
Awesome, thanks
Apparently knowsAbout can return max float (3.40282e+38) when a unit spots an ArtilleryTargetE.
I don't think that's even supposed to be visible.
Showed up in _group targets [true]
You are back at being green! π π
for⦠a little bit, now
Thanks, I have been out of the scene for 3 months now, just returned to gaming today
Glad to find some good news here
@untold sky this should include the fix that you requested: https://feedback.bistudio.com/T178445#2937748
Seeing as eden / apex are incoming this year, any chance of an update on the progress of this issue? http://feedback.arma3.com/view.php?id=23685
drawLaser lasers, if shown in a pip, stop showing in main view https://feedback.bistudio.com/T198779
Did you test your fix?
I like the 1e-6 change better, because performance. But don't know if performance matters here?
The shaking, might be intentional to prevent use in vehicles.
I can add a script error only when -debug is set. Seems reasonable
It kind of looks like it's just the walking animation with intensity multiplied by speed (note how it's way worse in the helo than in the car). They probably didn't bother accounting for vehicles since it's meant for Contact, where you never have the opportunity to use it in a moving vehicle.
Most of the marker commands work, they return default values if not found.
I think markerShape is the only one that cannot also return empty string if the marker was actually found.
Feel free to document that as the official way
Intentional
I would need to reproduce it to track it down.
Considering you cannot reproduce it yourself (if you just upload your mod under a different name), I don't think I'd be able to.
A bisign from a specific private key breaking the upload could be possible (something in the key is hitting an edge case, maybe steam falsely detects it as virus).
But that doesn't make sense when it then suddenly works just because you upload the mod under different name.
Yes. Ticket, this seems to take more than 5 minutes to fix
Yeah I've updated the mod since then and it worked fine through the UI, so idk man, shits weird
knowsAbout returns the "accuracy". I don't want to fix it unless its actually a problem
Sending a mission.sqm, also needs to say what terrain it is π€£ I shall assume its VR, if not then I'll break my legs
Did you test your fix?
I did not.
How would I do that? Would be happy to test if there is a way for me to do that.
(My previous attempts in manipulating Vanilla code of the spectrum device were rejected. RPT log showed it noticed an override attempt but my change had no effect.)
I like the 1e-6 change better, because performance. But don't know if performance matters here?
Performance should be a concern, since this updates multiple times a second when the spectrum analyzer is shown.
I am fine with the 1e-6 approach.
How would I do that?
Unpack the vanilla pbo.
Delete sqfc file. Edit the sqf. Repack pbo.
Easier with pbo explorer when you can just open and edit in place.
Just keep a backup so you can restore it after
The laser stops rendering when I look too far to the right π’
Ah! thats because looking right brings the PIP screen into view, which deletes the laser
I can not rule out that this is intentional.
But for 2 reasons I doubt it is
- The shaking feels like head bobing. It is swinging regularly and the frequency matches different walking speeds and the sound of ones own footsteps. Vehicle shaking should be more random.
- The behavior is at odds with other equipment that can be used on fire-from-vehicle platforms. I described it in the task and made this video for illustration. https://youtu.be/GXyoYBj_OZw To me the shaking just doesn't look plausible when compared to e.g. guns.
This video is used to illustrate the behaviour demonstrated in
https://feedback.bistudio.com/T198138
The current speed of the player is shown on the left side of the screen.
Ok, will do.
This is probably just some scripted animation to simulate holding it when walking. Have you checked the sqf code yet?
SQF code is known
This is intentionally done, it seems to be for the walking movement yes
But unclear if intentional to make it harder to use while moving around, which means it would also be wanted to make it harder to use in a vehicle
"probably"
I wonder how many mods and scripts will suddenly throw errors
Yes, I even tried to override it but this seems to be blocked.
See discussion at ACE Discord:
I would be totally happy if we as modders could modify it or make it configurable. Then players can decide what they like.
Author: Karel Moricky is he still at BI?
Maybe he still knows what he intended back then.
This rocks, cheers as always π
He is sitting across from me and he was asked earlier but I don't remember what the answer is.
Seems like KK is handling it now, he also brought up making it configurable
The change has been approved. So as soon as you confirm it works for you I'll merge it in π«
I might be ill informed but isn't the RPT messages from the first link there just related to compileFinal which can only be used on scripts and maps?
Absolutely have never tried as I haven't made many mods but maybe you'd be able to declare a final function of your own with the same name prior to it's instantiation in BI's function library? If that works (which I'd have large doubts) would be a hell of a hack but maybe could work? 
Erh maybe fat chance and I might be an idiot:
https://community.bistudio.com/wiki/Initialisation_Order#Arma_3
@ripe crystal I really don't know. π€·ββοΈ
My best guess is, if no one over at the ACE Discord knows you are pretty much on uncharted territory, because pretty much all the veterans (but KK π ) are there.
I just tried to see if I could with BIS_fnc_debugConsoleExec by attempting to final a function with the same name during recompile and preinit and did not have success.
11:13:54 Attempt to override final function - bis_fnc_debugconsoleexec
Makes sense though, I guess BIS functions are probably just first to load? If anyone could load an addon and recompile those functions prior to joining a game in MP that would present quite an issue π
Well, it was a problem that I had to spend an hour or two tracking down. The wiki says 0-4, and if you do arithmetic on FLT_MAX that assumes 0-4 then it breaks. If it's not going to be fixed then it needs a wiki note.
Done.
1e-6 works just fine.
See details at https://feedback.bistudio.com/T178445#2939130
Is there a setter for a CT_PROGRESS's texture? Not seeing one on wiki
Having a hard time finding if there's an open feedback tracker ticket for alt tabbing on Win 11
Anyone else having this? In fullscreen windowed, alt tabbing is not behaving like any other app. Pressing alt+tab immediately drops focus from arma to whatever the next window is, without letting you continue hitting tab while holding alt to swap through like it used to. I think this was related to a windows update some time in the past year, it's been doing this a while for me.
I've had it too, think it was windows changing something in win11 or something like that
Could try it, but I doubt that works
I'm curious. Will there ever be a fix for the water wave shader when the surface height changes after a command?
If the camera is not close to the water (approximately above the water's edge), then the shader does not work. 
It did in fact, not work
Made ticket, would love to have it since it'd be really cool to "wipe away dirt" in a non-instant way (i.e. just like deleting the control)
https://feedback.bistudio.com/T198806
did you also set progress to mid way via progressSetPosition?
Yes
maybe it doesnt support textures
ok wasnt sure if even config worked
found this https://feedback.bistudio.com/T198806
Did you happen to read the name of the author and the date? #arma3_feedback_tracker message
hope it's not too early to poke you about this topic then π

Can't read the message but might be related to @untold sky S updates to the listbox commands?
First two arguments look correct, probably the third we can't see is wrong.
I turned off the rpt logs for the test and forgot about it - the error appears when calling the group menu, tomorrow I will check the logs in the rpt
23:27:34 Error in expression <_forEachIndex, 1], [1,1,1,1]];
_listbox lnbSetPictureColor [[_forEachIndex, 0], >
23:27:34 Error position: <lnbSetPictureColor [[_forEachIndex, 0], >
23:27:34 Error Π’ΠΈΠΏ ΠΡΠ»Π΅Π²ΠΎ, ΠΎΠΆΠΈΠ΄Π°Π»ΡΡ ΠΠ°ΡΡΠΈΠ²
23:27:34 File A3\ui_f\scripts\GUI\RscDisplayDynamicGroups.sqf..., line 655
This probably assigns nil on line 628:
private _color = switch (true) do
{
case (_isDead) : { COLOR_DEAD };
case (_isIncapacitated) : { COLOR_INCAPACITATED };
case (player == _x) : { COLOR_SELF };
case (_sameGroup) : { COLOR_GROUP };
};
Type bool, expected array.
Syntax is
control lnbSetPictureColor [Array, Array]
It must be the _color yes.
nil would not cause it to tell it got a bool ?
_color comes from a switch statement. If that fails it would assign nil yes. But we wouldn't get a bool??
At minimum needs a note for all versions until now.
There might be other code expecting it to be max? don't know.. risky
The command previously had a silent typecheck thats now loud
I don't know how to open that menu to repro the issue? Can someone tell me that
No default?
Yes.
still thinking of this if passing variables to spawn could be made easier: https://feedback.bistudio.com/T195982 maybe something this could be used to transfer the vars: _one = 1; [] spawn { inheritLocalVariables ["_one"]; systemchat _one; //prints 1 } what do you guys think?
it would be used just for spawned code not with functions
Can't work without some very non-SQF behaviour.
Generally when the spawned code is executed, the "local" state is long gone.
Messing with some impact stuff and it seems like HitEffects doesn't use inherited properties (e.g. like Turrets), is that a bug or intentional?
I added some impact effects to BaseBullet's HitEffects class and it works fine on vanilla ammo classes that just inherit HitEffects and don't modify / redefine anything. Some of our ammo classes define custom HitEffects while still inheriting it, but the particle isn't created despite it being in the config viewer when looking at the ammo
maybe but we dont really know how SQF works in c++ level. KK's comment says it (or something like) might be doable
In theory could just pass a stack-trace like magic variable like how _thisArgs works in missionEventHandlers, but at that point why not just pass the variables to the spawned scripts in the first place
Don't really see the usefulness of it over current implementation
it seems more like a shortcut than anything tbh, as far as i understand it's to avoid writing params + arguments and instead just write params?
It was only after 8,982 hours in the game that I found out that == can't compare the case of the Cyrillic alphabet. 
did you try using the unicode flag?
Could you make a ticket?
SQF-only quick fix: the Play Sound module for Zeus causes a freeze on first use because of inefficient searching. Solution included. https://feedback.bistudio.com/T198866
Huge thumbs up for this one π
Also in trying to find RscDisplayAttributesModuleSound.sqf, I have it but when I open it there's only one line and it's just an include for RscDisplayAttributes.sqf. How do you have the script contents?
You can preprocess the script so the include gets resolved
Or you use loadFile on the file that's being included.
Sorry, I forgot the packed PBOs (what I was looking at) would have the includes already resolved. I'll go find the end of the include chain in a little bit
reason I ask is, is it possible to do a function override as a temporary fix until (hopefully) BI can implement that change?
It is possible.
My mistake, it wasn't include issues, I just misread something. The actual file is ui_f_curator\UI\RscCommon\RscAttributeSound.sqf
Revision: 153716
Made bug report because it would be pretty odd if this was considered intentional, repro mod / mission included as well
https://feedback.bistudio.com/T198899
Might have been intentional, @sterile nova would know better
Would it be possible to extend https://community.bistudio.com/wiki/createSimpleObject Syntax 2 to support CfgWeapons so we can apply textures to simple weapon objects?
you can just use the weapon model as a new vehicle in CfgVehicles
I was supposed to add config value for it but didn't have time
no probs, is it something that can be done still or is the arma update wrapped up?
I think there might be some time left. but I think it's gonna be pretty soon (a few weeks)
would be great π also gives me time to update my mod with it
Hey Leo, do you think it is possible to eventually add your holstering with pistol animation fix config to the game? We talked about it a long time ago so maybe you don't even remember π
you mean the unarmed animation issue where the legs don't move?
Yeah, it was either that or that when you unholstered a handgun it would play a "take launcher out of back" animation first before actually taking the handgun out. (This only happened when crouched I believe)
If I remember correctly both the Launcher and Handgun animations when transitioning due to holstering had several issues π
What are the chances of getting some kind of overwrite for fireLightX values in like magazine/ammo?
Muzzleflash proxy would be nice as well but I assume that's less possible
I'd like to make a small patch for the group I play with that implements that fix if that's actually possible via a pbo. But I've never really tried to do specifically this kind of patch, could I ping you for guidance in the config channel or in a DM or something?
I don't think I would have any useful advice to offer. You'd have to overwrite the vanilla script, possibly by replicating the file path and convincing the game to use your script file instead...but I've never done that so I can't help you.
Understood! I'll just tinker then. Thank you anywho for the initial discovery haha
You can see how init works in initFunctions.sqf
First all functions are compiled, then preInit/postInit are ran.
So trying to override at preInit definitely doesn't work for CfgFunctions.
But it can work to override ACE Mod like functions, because you can (try) to make your preInit run before theirs.
when the surface height changes after a command?
You mean setTerrainHeight?
Possible. Ticket with repro. But it'll probably be low priority.
Well can't repro a script error.
Its pretty well documented by now. With multiple people having built their own SQF engines over the years.
The fix would be to pass all variables to the spawned script, and then just keep them around forever to see if they want to use them.
That's not happening.
What could be possible though is something like
["_one"] spawnWithArgs {};
It grabs _one variable, stores it in _this args, and kinda injects a params[] call with the same variable names.
But.. that just seems horrendous.
That seems like overkill for just saving a single use of params. Dangerous too, because then you're defining the variable names outside of the script that's going to use them, which feels like a recipe for accidentally writing different names in each place.
with something like spawnWithArgs i would use that only for switching from unscheduled to scheduled. that is the main reason i have for this
"possible" yes (I assume CfgWeapons also has "hiddenSelectionsTextures" / "hiddenSelectionsMaterials" config entries?
But its quite annoying, definitely no 5 minute job.
And I'd consider it low priority.

Its used in 3 places. And we have Magazine and AmmoType directly available in all the places.
So definitely doable. But I wouldn't want to add to both, so choose one and make a ticket
May I offer you
#define QUOTE(x) #x
#define SPAWN_WITH_ARGS(...) [__VA_ARGS__] spawn { params [ __VA_FOREACH__(QUOTE, __VA_ARGS__)];
SPAWN_WITH_ARGS(_one)
systemchat _one; //prints 1
}
thx for that code ded. i have considered this my self also but the nuisance with defines is they need to be included everywhere you use them π
Not a problem for ACE/CBA style mod setup, where every file always includes your defines
Not for the game (files are cached, and generally bytecode precompiled anyway)
Maybe while you develop, but not like you'd feel it.
Does that apply to all the fireLight bits or just intensity?
I want to change the diffuse for a different mag
all 4
Cool, will make ticket later
If you want to only modify some and keep some original, note that in ticket
so i just found out that if you spam ctrl to raise/lower your weapon maybe 10-20 times while moving (most consistently forward) you'll get stuck moving in that direction for a really really really long time, until it kind of decides to switch back and forth a few times near the end before stopping 
kind of happens even if you do it only a few times in quick succession but not for as long
- I was always wondering why i got stuck walking sometimes, now i know what causes it
worth making a ticket for this? very reproducible, but idk if anyone wants to bother (i only found out cause the unit im creating has a lot smoother movement than the arma man and i was kinda stress testing the limitations of the game's motion machine)
Wait, ..., __VA_ARGS__ and __VA_FOREACH__ aren't real, are they?
No worries, I actually found a workaround for now anyway thanks for considering it
Currently aren't
But I dabble in the preprocessor every two years or so.
And #if support has been a while now..
If someone were to make a ticket, and id remember it when I get the mood to dabble in preprocessor... Maybe..
!purgeban 631138561667629066 1d crypto scam spam
*PewPewPew!!*
RIP @crisp ridge
I have a question about the Official Public Arma 3 Zeus servers, when I put down the CSAT Radar and Missile launcher I can not get them to fire at a nato target. I have tried various things and everything that you can think of, but I can not get the missiles to fire, they lock on just fine but do not fire
Later I actually just found a work around that may shed light on the root cause of this issue. Basically I spawn in the Radar and Missile launcher without AI in it, then I spawn CSAT AI (for example like an officer) and I tell them to get into the Radar and Launcher, then they fire on the NATO enemies no issues.
But it seems like the AI that spawns in with the Radar and Launcher are bugged
REPRODUCTION STEPS:
- Be in Official servers, public Zeus
- Place down a CSAT Radar and Missile Launcher next to each other, I forget the equipment names right now
- Spawn an enemy faction, for example a NATO Aircraft within range of the Launcher and Radar
- They lock on but do not fire at the NATO target
FIX I FOUND:
- Be in Official servers, public Zeus
- Place down CSAT Radar and Missile WITHOUT AI crew
- Place down any faction NPC, for example CSAT officer, you need two of them one for Radar and one for the Missile Launcher
- Tell the CSAT officer's to get into the Radar and Launcher
- At this point they will Lock on and also Fire at a target, like a NATO plane
I will also note two things that indicate to me that it might be the AI that is spawned in with the Radar and Launcher that is bugged:
- When I try to set the behavior of the Radar and Launcher it always sets it self back to SAFE no matter what I set it too
- When I use a UAV terminal to see what is going on, I set the Radar to on with CTRL + R and then disconnect, when connect again the Radar is always off
This seems to me like the AI that spawned with the Radar and Launcher are doing that
Hey so i saw that there's an update to the profiling branch, but I assume that config parameter isnt there, correct?
nope
Thank you for profiling update! Testing results were entertaining =)
https://www.youtube.com/watch?v=5-2apHVY8hE
Is anyone else's "Mark All Read" button not working?
I've tried marking my notifications as read to get rid of them but they don't go away
happens sometimes, try pressing esc or switching away and back or scrolling down
Does nothing
looks like intensity doesn't do anything so I'll just add custom color support to the config IR laser like the scripted one
Thank you π
Apex? Fixing VON? http://feedback.arma3.com/view.php?id=18733
dude it's been broken for a while, probably difficult to fix
part of issue is it seems to run inside main server thread so if server gets backed up, VON does as well
Yes o tired that, it does not work
Have you tried disabling autocombat on the AI crew?
Oh okay, then keep it that way
keep what that way?
I don't want to go into an argument here, but it's one of the most frustrating problems and when I see "difficult to fix" (AKA, it won't be fixed) I get really mad.
The mod creates its own custom invisible object for specific reasons.When the mod runs only on the client side, creating its own custom invisible object does not cause any problems in multiplayer. However, if the mod is installed on the server and that object is created locally there, all clients who do not have the mod are kicked from the server due to signature checks on the object. Why does this happen? The object exists only on the server side and is created locally for the server, yet clients without the mod are still disconnected.
Steps to Reproduce:
Equip a weapon with multiple compatible magazines (some full, some partially used, possibly with different ammo types).
Engage in combat and reload during an assault.
Observe which magazine is selected when reloading.
Expected Behavior:
When reloading, the system should always insert a full magazine if one is available, regardless of ammo type differences.
Partial magazines should only be used if no full magazines are present.
Actual Behavior:
A full magazine is only inserted if the remaining rounds in the previous magazine match the ammo type of the new magazine.
If no such magazines exist, the system may insert a partially filled magazine, even though other compatible full magazines with a different ammo type are available.
Impact:
This behavior disrupts assault gameplay, as players may unintentionally reload with partially filled magazines despite having full ones available.
If you make a ticket I might look at it later, but not to change behaviour but to provide additional option to choose another mag
**Title: **
Request: Alternative syntax for removeAllMagazines to remove magazines of a specific weapon
**Description: **
The current removeAllMagazines command removes all magazines from a unit without any filtering options. In many scripting scenarios, it is necessary to remove only the magazines associated with a specific weapon, while leaving magazines for other weapons intact.
I would like to request an additional syntax variant:
removeAllMagazines [_unit, "arifle_MX_ACO_pointer_F"];```
**Purpose of the alternative syntax:**
Remove only the magazines belonging to the specified weapon.
Avoid removing magazines for other weapons the unit may carry.
Provide more granular and intuitive control over inventory manipulation.
**Note: **
Yes, this can technically be achieved using:
magazines _unit
filtering by compatibility with the weapon
manually removing each matching magazine
_unit removeAllMagazines _weaponClassName;
I decided to write a scriptβbased fix for magazine reloading (Maybe there is a simpler or better way to handle this) ...
player addEventHandler ["Reloaded", {
params ["_unit", "_weapon", "_muzzle", "_newMag", "_oldMag"];
private _currentMagClass = _newMag select 0;
private _currentAmmo = _newMag select 1;
private _maxAmmo = getNumber (configFile >> "CfgMagazines" >> _currentMagClass >> "count");
if (_currentAmmo >= _maxAmmo) exitWith {};
private _mags = magazinesAmmoFull _unit;
private _compatible = _mags select {
(_x select 0) in (compatibleMagazines _weapon)
};
if (_compatible isEqualTo []) exitWith {};
private _best = [];
private _bestAmmo = -1;
{
private _ammo = _x select 1;
if (_ammo > _bestAmmo) then {
_bestAmmo = _ammo;
_best = _x;
};
} forEach _compatible;
if (_best isEqualTo []) exitWith {};
if (_currentAmmo >= _bestAmmo) exitWith {};
private _bestMagClass = _best select 0;
private _l = getUnitLoadout _unit;
private _weaponData = _l select 0;
private _removedMag = _weaponData select 4;
_weaponData set [4, [_bestMagClass, _bestAmmo]];
(_l) set [0, _weaponData];
_unit setUnitLoadout _l;
_unit removeMagazine _bestMagClass;
_unit addMagazine [(_removedMag select 0),_currentAmmo]
}];
Everything seemed to work fine, but at the last moment I discovered that manual magazine dragging in the inventory also triggers my script.
However, the documentation states that:
**MagazineUnloaded **
Triggers when a magazine is removed from a weapon manually or via script.
Does NOT trigger on Reloaded event.
And yes β
player addEventHandler ["MagazineUnloaded", {
params ["_unit", "_weapon", "_muzzle", "_magazine", "_magazineClass", "_ammoCount", "_magazineID", "_magazineCreator"];
systemchat str _this;
}];```
does fire when reloading with the R key.
So now Iβm wondering:
Did I misunderstand the documentation, or is the description incorrect?
Why does the magazineβswap script trigger when manually dragging magazines?
And how can I distinguish between a reload using the R key and a magazine being replaced by dragging?
Can't replicate natively. MagazineReloading fires when you start reloading, Reloaded fires when you finish reloading, and MagazineUnloaded only fires if you remove the magazine.
MagazineReloading description however is clearly an incorrect copypaste.
#include "\a3\ui_f\hpp\defineResincl.inc"
player addEventHandler ["Reloaded", {
params ["_unit", "_weapon", "_muzzle", "_newMag", "_oldMag"];
if (!isNull findDisplay IDD_FUTURAGEAR) exitWith {};
@lime sedge Thanks!
How do I do that
And also I shouldn't need to do that anyways, I should just be able to put down the radar and launcher and it just work
Are you new to Arma :P
Arma AI is just a whole mass of bugs that you have to find a route through.
_unit disableAI "AUTOCOMBAT" anyway.
Bro, I do not know how to script or use the debug console or whatever it is. I was barely able to figure out how to use setBehaviour and setBehaviourStrong
And I do not know if I even did that one right
Some one said to me the console is disabled in the Official Public Zeus servers anyways so idek if when I clicked on local or global execute it even worked
I don't even know if it'd work anyway. My guess is that they're dropping to SAFE because they don't see any enemies for a few minutes, and that causes them to turn off the radar.
No, when I try this I have a enemy plane circling and the enemy plane was always shooting at radar and missile launcher
The enemy plane never went beyond 16KM away ever
Try it for yourself in Official Public Zeus servers, it only takes a few mins to go in there and become Zeus and place down 3 objects and watch them for 2 mins to see the behavior
Hell, I could go in there with you
Are you free right now
@regal nimbus
Played around with this a bit. There's no direct getter for setVehicleRadar but it seems that radar vehicles placed in the editor get setVehicleRadar 1 (forced on) while radar vehicles placed with zeus get setVehicleRadar 0 (automatic).
disabling autocombat doesn't help because this depends on group behaviour, which you cannot control.
I would guess that the switch to SAFE and turning off the radar happens faster than the radar detection logic.
setVehicleRadar 1 worked fine here.
tl;dr setVehicleRadar 0 seems to be useless and shouldn't be the default for zeus'd vehicles.
So setVehicleRadar 1 fixed it???
If so I wonder why the Radar and Missile launcher AI placed by Zeus can not get out of the forced Radar off state
Like by itself I mean, when attack by a enemy plane
Title
Request: Add mission event handler for display creation/opening
Description
Currently, there is no mission event handler to detect when a display (dialog, gear menu, map, custom UI) is opened or created.
Scripters are forced to use workarounds like polling findDisplay in a loop, or hardcoding onLoad in configs, which is inefficient and errorβprone.
Proposed addition
Introduce a new mission event handler syntax:
this addEventHandler ["DisplayOpened", {
params ["_display", "_idd"];
systemChat format ["Display %1 opened", _idd];
}];
// OR
this addEventHandler ["Dialog", {
params ["_display"];
systemChat format ["Display %1", ctrlIDD _display];
}];
Purpose
Provide a clean, engineβlevel way to catch when any display is created/opened.
Allow modders to react dynamically (e.g., disable controls, add custom EHs, track UI usage).
Avoid constant polling with findDisplay.
Keep consistency with existing mission event handlers (Map, InventoryOpened, etc.).
Expected behavior
Fires once when a display is created/opened.
Passes the display handle and its IDD.
Works for both vanilla and custom dialogs.
Notes
Current workarounds (findDisplay loops, onLoad in configs) are not sufficient for dynamic missions and mods.
A proper event handler would greatly improve UI scripting flexibility.
For most (?) cases:
[
missionNamespace,
"OnDisplayRegistered"
{
params ["_display", "_className"];
if (_className != "RscSomeDisplay") exitWith { };
_display displayAddEventHandler ["Load", { ... }];
}
] call BIS_fnc_addScriptedEventHandler;
For some cases:
_display = displayNull;
waitUntil {
_display = ...; // code to get display, e.g. findDisplay _idd;
!(isNull _display)
};
_display displayAddEventHandler ["Load", { ... }];
Well, it's completely blind with the radar off, so it might have trouble getting out of SAFE.
Being attacked is bugged and has different effects on localhost & DS.
I could see the event handler suggestion being useful for AC purposes- it's super common to track displays. I could be mistaken as I don't develop ours; but pretty sure there isn't any way to do that right now without spin-polling since a cheater could try to create a new display that doesn't have an onLoad.
this addEventHandler
Is nonsense, displays are not opened on entities. It would be a missionEH.
Sounds good, needs FT ticket.
I'm pretty sure there are many ways a display can be opened in engine, not sure how to find them all but can probably figure that out.
_display displayAddEventHandler ["Load"
Adding a "Load" handler, after the display is already loaded, what's that supposed to accomplish?
Did I understand correctly?
addMissionEventHandler ["Dialog", {
params ["_display"];
systemChat format ["ΠΡΠΊΡΡΠ»ΡΡ Π΄ΠΈΡΠΏΠ»Π΅ΠΉ %1", ctrlIDD _display];
}];
"DisplayOpened" yes
Btw is there any chance of 3den placed 'custom objective' modules getting simple functionality to modify them in zeus view at some point if I ask nicely?
At the moment if you place down a custom objective in 3den you effectively cant touch it at all in zeus outside of scripting commands (afaik) which can quickly lead to 'dead' objectives when a script breaks mid-mission etc.
Some kind of basic functionality to cancel/complete the task at least would be very appreciated
better pr to zen =D
true but I'd have to figure out how to do it first and I have enough projects already 
Actually thinking about it I guess it wouldnt be that hard, relatively simple GUI that has a list of all active tasks assigned to a unit with a button to cancel/complete them or something like that
I'll put it somewhere very far back on my possible projects list 
π I dont even know if its worth opening FT for but.
Hello, Its been a year.
Grouping did work all along, you just did it wrong.
And yes it returns garbage for group connections (Which I fixed) but it also returns garbage waypoints, and I don't know how to fix that
[["Group",B Alpha 1-1:1],["Group",B Alpha 1-1:2],["Group",B Alpha 1-1:3],["Group",B Alpha 1-1:4],[B Alpha 1-1,0],[B Alpha 1-1,1]]
4 group members, and two waypoints...
This is so shit. I'd rather just remove the waypoints from it
waypoints command doesn't work on in-editor group though.. so maybe you need this?
I can print it as type "Waypoint" but.. that's not real it doesn't really exist and you can add it like that so..
But besides removing them that seems the best way
How did you get the grouping to work?
Last time I checked I thought I had it working but later realized it still didn't.
Nvm. Saw you comment in the ticket.
So I had it working but I didn't realize it had to do group <---> object
I think I'll make "Waypoint" type, but it doesn't work in addConnection because its not real
I want to know if you think thats ok
I have never had a need to create waypoints.
I guess a weird way of doing it is better than none.
Its not for creating, only got the getter which already returns them
Oh I see
My mod selection in the launcher keeps resetting every time. I exit the game properly (no Alt+F4), but when I start it again, I always have to reβselect my saved mod preset from the list.
Feature Request: Allow AI skill values below 0 (down to β1)
Right now AI skill values are clamped between 0 and 1, which limits how weak or inaccurate AI can be made. For some mission designs and mods, it would be extremely useful to allow negative skill values, for example in the range 0 to β1, to intentionally create βunderperformingβ or βpanickedβ AI behavior.
Why this is needed:
Enables more granular control over AI difficulty.
Allows modders to simulate fear, suppression, exhaustion, or injury effects.
Makes it possible to create intentionally weak AI for tutorials, stealth missions, or cinematic scenarios.
Avoids the need for heavy scripted workarounds.
**Requested change: **
Allow AI skill parameters (general skill and subβskills) to accept values down to β1, where negative values would further reduce accuracy, reaction speed, spotting, and other behaviors.
Example:
_unit setSkill ["aimingAccuracy", -0.5];
**Expected result: **
AI becomes noticeably weaker than the current minimum (0), enabling more flexible mission balancing.
I very much expect it to not be as easy as you think
Iβm simply asking for thisβ¦ The final decision is yours.
As the Russian saying goes: itβs my job to ask, and your job to refuse.
By the way, an interesting fact: in many commands the locality isnβt specified at allβ¦ which often causes confusion in theory until you actually test it and see how it really works.
For example, the command
https://community.bistudio.com/wiki/getAssetDLCInfo
doesnβt mention that it works locally β meaning the server has no way of knowing which DLCs a client has installed
local/global arg only makes sense for commands that have a argument that can be local or not.
getAssetDLCInfo doesn't, no object or group.
local/global effect only makes sense for commands that have effects. A getter has none.
@west onyx @ripe crystal
For server role selection.
server.cfg
OnAutoSelectRole = "params ["_name", "_dpid"]; .... return role number"
You need to set description.ext joinUnassigned = 0 to make the server attempt to auto assign. (I think skipLobby does it too?)
You can use getUserInfo to turn dpid into SteamUID, playername.
Then new command
getRoles
Which returns Array of all available roles
Side, groupIndex, unitIndex, unit class, isTeamLeader, playerID (players DirectPlay ID who is in that slot, or empty), roleDescription, unitName, flags [Locked, EnabledAI, Forced, Headless]
[
["WEST",0,1,"B_Soldier_TL_F",true,"","TL1","player1VarName",["EnabledAI"]],
["WEST",0,2,"B_soldier_AA_F",false,"","","",["EnabledAI"]],
["WEST",0,3,"B_soldier_AA_F",false,"","","",["EnabledAI"]],
["WEST",0,4,"B_soldier_AAA_F",false,"","","",["EnabledAI"]],
["WEST",5,6,"B_Soldier_TL_F",true,"","TL2","",["EnabledAI"]],
["WEST",5,7,"B_soldier_AA_F",false,"","","",["EnabledAI"]],
["WEST",5,8,"B_soldier_AA_F",false,"","","",["EnabledAI"]],
["WEST",5,9,"B_soldier_AAA_F",false,"","Some bobbin","",["EnabledAI"]],
["EAST",10,11,"O_Soldier_TL_F",true,"","","",["EnabledAI"]],
["EAST",10,12,"O_Soldier_AA_F",false,"","","",["EnabledAI"]],
["EAST",10,13,"O_Soldier_AA_F",false,"","","",["EnabledAI"]],
["EAST",10,14,"O_Soldier_AAA_F",false,"","","",["EnabledAI"]],
["CIV",15,16,"C_man_1",true,"","","",["EnabledAI"]],
["CIV",17,18,"C_Man_casual_1_F",true,"","","",["EnabledAI"]],
["LOGIC",-2,19,"HeadlessClient_F",false,"","","",["Forced","Headless"]],
["LOGIC",-2,20,"HeadlessClient_F",false,"","","",["Forced","Headless"]],
["LOGIC",-2,21,"I_VirtualCurator_F",false,"","","",["EnabledAI"]],
["LOGIC",-2,22,"I_VirtualCurator_F",false,"","","",["EnabledAI"]]
]
I... don't know what is up with those group ID's But you can see who's same group
Array index is the role index.
So, player joins, the EH fires.
You fetch the current role list with getRoles.
Filter out the occupied and Headless slots (Can't put player into Headless.. well you probably can but please don't)
Then you can either assign to specific slots if there are some that should be for specific player, or you just do random.
And you return the index you want to put the player in.
Why my player not working for headless client?!?!?!?!
-# To be fr though thank you!!!
Problem now is just, its server script. Which has limited command set.
Which commands are missing that you need.
I made it easier to import commands, toJson done π€£
I'll need to come up with a list of commands that are missing but needed.
random is there, apply/select are too.
Might be enough π€
What happens if you are locked out by battleye lol
It fires on automatic role selection. That runs once you're able to select a role
I'm also adding supportInfo and copyToClipboard to serverside script.
So you can better export stuff for testing, and see all the commands π
Not sure if copyToClipboard is a security issue.
I'd think not, because only you can put it into the server.cfg script.
Other neat things we can do now.
We can edit those roles.
But most of it is irrelevant, because Eden mission start stuff overwrites it.
Actually group is the Eden ID of the group.
It can dynamically make new groups.
But unitIndex is the Eden ID of the unit it'll be put into, that needs to exist beforehand.
So dynamically creating roles by script or something, not happening.
What else can we do..
Theoretically the role description could be overwritten.
Everything else is read only
https://community.bistudio.com/wiki?title=Arma_3:_Server_Side_Scripting&diff=378562&oldid=352343 π€
Prof v69, next week
from CBA
Description: Adds ability to name groups in lobby
dunno if SSS could be of use here, or additional customization desired
keep presets saved and exit the launcher by clicking the close button, crashes or kills make the launcher not save things
steam stop button kills the game associated processes
The server has no control over group naming. Only every role, not the group headers.
Mh how does that work though.
Role name is either description, or if empty the classname, it has the classname of the unit.
But where the group names come from.. π€
Quiksilver wanted it in description.ext.
But now its server config π€
Is that acceptable or do you need both.
not sure if you ask me here - i/we dont need it.
i brought up as CBA ppl may be interested in SSS or potentially relevant for other people with "custom lobbies"
People probably also want "on player tries to select a role"
You can implement reserved roles, like slots only admins can slot into. By refusing the players selection
OnPlayerSelectRole = 'params ["_name", "_dpid", "_wantedRoleIndex"]; ...; _wantedRoleIndex'
Player clicked on a role. Return the index they get put into (preferably same as _wantedRoleIndex) or force them into something else, or -1 to refuse to let them into it.
Uh oh.. Some tweaking needed.
But interesting, we can also overwrite the role description here, once a player slots into it
Very quik feature
NATO vehicles can rearm OPFOR vehicles β this is not correct
Crossβfaction vehicle rearming is illogical (with exceptions like shared assets)
Iβd like to point out an inconsistency in the current vehicle rearming system.
At the moment, vehicles from one faction can rearm vehicles from an opposing faction. In most cases this is not logical: different sides should not be able to use each otherβs logistics infrastructure so freely. Ammunition types, connectors, storage systems, and maintenance procedures are generally factionβspecific, so crossβfaction rearming breaks immersion and creates unrealistic situations.
There is, however, an important nuance:
some vehicles exist on both sides, such as the Tβ72, which can legitimately appear in multiple factions. In such cases, crossβfaction rearming can make sense.
Because of this, a more accurate and immersive system would be:
Restrict rearming by faction,
Unless the vehicle class is shared between those factions,
Or use compatibility rules instead of unconditional rearming.
Can this not be scripted nowadays? I think to recall KK added some EH for ammo/fuel/repair or so.
In relation to that: A scripted way to disable/hide engine based useractions would be handy to get finally, so one could replace any with a scripted one when customization is needed.
Incorrect core mechanics lead to incorrect mods β please pass this on to modders, especially ACE.
because ACE relies on the developersβ implementation
19:57:04 Action::Process - No target [action: Eject]
19:57:04 Error in expression < {"respawn_para"} else {"respawn_inf"};
createmarkerlocal [_marker,_pos];
_marke>
19:57:04 Error position: <createmarkerlocal [_marker,_pos];
_marke>
19:57:04 Error Marker creation for 'bis_o2_2354' failed. Probably because it already exists
19:57:04 File A3\functions_f_curator\Map\fn_drawRespawnPositions.sqf..., line 30
19:57:04 β₯ Context: [] L21 (A3\functions_f_curator\Map\fn_drawRespawnPositions.sqf)
[] L37 (A3\functions_f_curator\Map\fn_drawRespawnPositions.sqf)
[] L36 (A3\functions_f_curator\Map\fn_drawRespawnPositions.sqf)
19:57:06 Error in expression < {"respawn_para"} else {"respawn_inf"};
createmarkerlocal [_marker,_pos];
_marke>
19:57:06 Error position: <createmarkerlocal [_marker,_pos];
_marke>
19:57:06 Error Marker creation for 'bis_o2_2354' failed. Probably because it already exists
19:57:06 File A3\functions_f_curator\Map\fn_drawRespawnPositions.sqf..., line 30
19:57:06 β₯ Context: [] L21 (A3\functions_f_curator\Map\fn_drawRespawnPositions.sqf)
[] L37 (A3\functions_f_curator\Map\fn_drawRespawnPositions.sqf)
[] L36 (A3\functions_f_curator\Map\fn_drawRespawnPositions.sqf
Should I make a ticket so we can collect these errors?
I know it's -debug only, but it's quite annoying as it gets spammy
I expect we won't fix. Unless you already know how to fix it safely
I can look into it.
ok, there is only one occurance of 'createMarker' so I guess just check if the name is already in allMapMarkers?
oh noe, this runs in while {true do {sleep 0.01;}
Wth am I looking at 
Dear Feedback Tracker users,
We have discovered a potential security breach of the Mantis Feedback Tracker systems, which we use to collect feedback and bug reports for our games Arma 3 (feedback.arma3.com) and DayZ (feedback.dayz.com).
While there is currently no evidence which indicates that the hackers were successful in their attempt to collect user data, we have decided to take all Feedback Tracker systems offline, so we can investigate the issue further.
As a safety precaution, even though we do not believe user data was accessed, we strongly recommend all users of feedback.arma3.com and feedback.dayz.com who have used the same password elsewhere to change it immediately on all applicable websites and services. Since the Feedback Tracker systems use their own account systems, we can confirm that other Bohemia systems, such as Bohemia Accounts, were not compromised.
We would like to apologize for the inconvenience. We hope to restore the Feedback Tracker systems, or implement suitable replacements, as soon as possible. In the meantime, we recommend users to post their feedback and bug reports to the appropriate threads on the Bohemia Interactive Forums (https://forums.bistudio.com/forum/153-arma-3-troubleshooting/) or DayZ Forums (https://forums.dayz.com/forum/126-troubleshooting/).
Yours sincerely,
Bohemia Interactive
Good opportunity for a refactor? :P
Can we have undefined variable warnings in -debug next plz
(in unscheduled)
Just out of curiosity, are people able to view these private feedback tracker tickets?
https://feedback.bistudio.com/T197043
https://feedback.bistudio.com/T197124
Tying to make sure they are at least available to see for a dev, was submitted a while ago
If I am one of the "people" you mean, no I can't
It's just a private ticket. I'd rather not be posting tickets like engine/BE issues publicly
Which means it's good, working intentionally
Yeah we can see them 
https://feedback.bistudio.com/T199140 <- spam comment :P
wish we had deleteVehicleLocal so that client could use that on local objects and never deleteVehicle. then client could be denied of using deleteVehicle
This would also remove spam in RPT "Ref to nonnetwork object". π
Being able to create a unit locally would be cool too while at it π
Local-only that is
https://feedback.bistudio.com/T199205 Ticket with steps to repro, proposed fix and ways to test the fix easily.
Request: Add mission eventhandler for script execution (Debug)
Description
Currently, there is no mission event handler to detect when a script or function is executed during a mission.
Modders and mission makers often need to trace what code is running in real time, especially for debugging complex multiplayer scenarios.
Proposed addition
Introduce a new mission eventhandler syntax:
addMissionEventHandler ["Debug", {
params ["_scriptName", "_arguments", "_caller"];
systemChat format ["Script %1 executed by %2", _scriptName, _caller];
}];```
**Purpose**
Provide a clean, engineβlevel way to catch any script execution.
Allow modders to trace logic flow without spamming diag_log.
Enable advanced debugging tools and performance profiling.
Help detect unintended or malicious script calls in multiplayer.
**Use Cases**
Debugging: Track which scripts fire during mission runtime.
Performance profiling: Measure frequency and timing of script calls.
Security: Detect unauthorized script execution on clients.
Analytics: Collect statistics on mission logic usage.
**Expected Result**
A mission eventhandler "Debug" fires whenever a script/function is executed, passing its name, arguments, and caller.
It's since been added to stable so should be able to use it for what you're looking for if I am understanding your request correctly
And are there many more such surprises that arenβt mentioned in the wiki? )
Not that I can think of off hand ^_^
Title
Add "Throw" event handler
Description
Currently, the only way to detect a grenade throw is by attaching:
_this addEventHandler ["Fired", {
params ["_unit", "_isThrowable", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"];
if (_isThrowable == "Throw") then {
// grenade logic
};
}];
But "Fired" triggers on every bullet fired, and we must filter manually. This creates unnecessary overhead in large multiplayer missions.
Proposal
Introduce a dedicated event handler "Throw" that fires only when a throwable (grenade, smoke shell, etc.) is used.
Example usage:
_this addEventHandler ["Throw", {}];```
Unrelated but since it reminded me- would still love to see a fix to currentWeapon outlined here #arma3_feedback_tracker message if possible. Fraali has some good details below that message I linked but TLDR is that although I'm reproducing with a non-local player in parachute, it occurs from other sources as well; which goes beyond my understanding.
We use currentWeapon a lot in our HandleDamage event handlers and it's pretty rough when it doesn't work properly 
We are working towards open-sourcing our scripts, and after that contribution. When/if that happens we can consider fixing it.
Checking if name is in allMapMarkers is a big performance waste, a needless one at that.
I consider the message to not matter as its only in debug. If its too spammy, I'll remove it again.
We already found one logic bug in our script though, and that was fixed.
Make allMapMarkers a hashmap π
It already is, that wouldn't help
I just realized. In that specific case we could just to deleteMarkerLocal _marker and then createMarkerLocal .... which is >25 times faster
markerShape _marker == "" is much quicker than the allMapMarkers check, if you do need it for something.
Didn't even think about that.
At one point deleteMarker(Local) was very slow if there were a lot of active markers. Not sure if fixed.
Yeah, I guess that's because of the sorting (z index)
It was once slow because it used an array to lookup, I turned it into array for render sorting plus hashmap for fast lookup.
Then z-sorting was added, and if we remove one we have to resort?
Actually....
The deletion code is totally F'ed.
We look up in the hashmap, very fast.. To find the index where its at in the array.
We now know exactly where it is in the array, so we.... iterate the whole array linearly, comparing every markers name until we find it???
Then we delete the whole map, and rebuild it??
Did I write that? π€£
I apparently did write that.
Well marker creation and lookup and modify is super fast now.
Deletion is terrible π€£
If there is a FT ticket with repro and I'll get reminded of the ticket, I'll fix it someday
Here are some Arma related errors- these are not mine so no idea how to reproduce. Also with them seeming pretty negligible, also are not a priority (to me at least) but figured I'd paste here for what they are worth π
BIS_fnc_showNotification
Error Context: Undefined variable in expression: _data
Source File: /A3/Functions_F/GUI/fn_showNotification.sqf
Error Position: +(_queuePriority select _dataID); if (count _data > 0 && (alive player || ismultiplayer)) then
I am guessing this is the problematic line though and nil due to [] select 0 or something?
_data = +(_queuePriority select _dataID);
BIS_fnc_camera
Error Context: Undefined variable in expression: bis_fnc_camera_ppcolor
Source File: /A3/Functions_F/Debug/fn_camera.sqf
Error Position: ce;
};
camdestroy _cam;
ppeffectdestroy BIS_fnc_camera_ppColor;
BIS_fnc_camera_cam = n
This isn't really a fix more just a "hey stop that" but looks like it's done other places in the file so maybe it's okay?
-ppeffectdestroy BIS_fnc_camera_ppColor;
+ppeffectdestroy (missionNamespace getVariable ["BIS_fnc_camera_ppColor", -1]);
awesome! wen on dev build?
has this happened to anyone else before, when I create simpleObject via script for dedi server the object doesnt always appear. its techinically there but it takes about minute for the object to show up
when creating it, or when moving/rotating it?
at create (createSimpleObject)
wait i do run some commands like setVectorDirAndUp, setposATL after create
I did some tests.. with just createSimpleObject nothing appears. with createSimpleObject + setposATL it takes a while to appear
same with createVehicle. it could be my mission is just bugged if no one else has this
I imagine object creation is a guaranteed queue message (or several).
If your guaranteed queue is a minute behind then that's... catastrophically bad :P
Possibly sim rate issue depending on type of object involved?
im testing with a3\structures_f_exp\infrastructure\bridges\bridgewooden_01_f.p3d
Ah, well. That one probably is pretty slow.
it may have been my own doing that the object appeared after a while but right now its like first object adding fails second works
oh the failed did appear after all π
loggin shows the objects are never null just invisible
On profiling branch today
i found out what the problem was, something wrong with z and the object get placed underground. dont know yet why z is wrong but it may have something to do with attachto used for the object or atl to asl translating
@untold sky would it be a big ask to have a config override for which PhysXParams class is used by a vehicle(unit)? right now everything shares the same physxParams from main config, so setting things like ragdollOnCollideMassLimit within the class will apply to every unit which is not ideal
use case? uuh... my big burly men with a pickup-truck worth of armor are heavy and ragdoll each other by colliding into each other at the moment π
that particular property does resolve it but it also makes stuff like quad bikes no longer ragdoll regular arma men so... yeah
Is there a possibility of separating AI 'cost' calculations and the 'cost' for resupplying from 'transportAmmo' ?
to clarify, currently when deciding whether or not to use a weapon/CfgAmmo one of the factors is the config property in the ammo cost
this value is also used to determine how long it takes to resupply and how much it reduces transportAmmo from the supply vehicle
I would suggest something like supplyCost being used instead if the property exists
as currently if you want the AI to use a weapon liberally the cost has to be set very low, making it very fast to resupply/cheap
Add command to control weapon handling and turn animation speed
Currently, the command setAnimSpeedCoef affects the overall walking/running speed of a unit.
However, this command does not affect upperβbody animations such as:
Turning left/right while aiming.
Raising or lowering weapon (aiming).
Switching stance with weapon ready.
This leads to unrealistic behavior:
AI with skill = 0 can still rotate extremely fast and instantly aim/kill players.
Players cannot adjust responsiveness of weapon handling separately from locomotion.
Introduce a new command or extend setAnimSpeedCoef with an additional parameter to control upperβbody animation speed independently.
the video shows a bot with a skill of 0
Setanimspeedcoef doesnt affect aiming since aiming isnt animation its simple bone rotation offset around a pivot - aimingSpeed ai skill attribute however should affect how fast they do turn their upper body, id recommend setting that individually
skill 0
[['aimingAccuracy',0],['aimingShake',0],['aimingSpeed',0],['commanding',0],['courage',0],['endurance',0],['general',0],['reloadSpeed',0],['spotDistance',0],['spotTime',0]]```
ah you did, nevermind then
thought you just set the global skill value (wasnt sure if that did the same thing)
this would be cool to have https://feedback.bistudio.com/T119190 and with infantry too, so you can change "Gunner (HMG)" to "Resistance Soldier"
Currently yes. I someday need to implement a proper system for doing such "overrides", its a total mess and everything we add makes it worse.
Yes.
FT ticket, ResourceSupply::Rearm
I have the cost used for only the rearm process, which we can separate.
And the "flow rate" how many cost points can be transferrred
cool wil do
But you missed 2.22 btw π
booo
is 2.22 feature frozen yet?
yes
is our changes to the lobby in 2.22?
sweet than kyou
https://feedback.bistudio.com/T199318 Arsenal Bug. Last magazine in list cannot be added or removed to current loadout. I am surprised no one has noticed that before.
It's not actually scrolled down all the way
You can scroll a little further and the buttons will appear
I thinkβ’ this happens with ACE Arsenal too, so it might be some weird interaction of scrollable listboxes with buttons in them
I see
Yeah, so it seems to be an issue with the scroll wheel scrolling. If one drags the scrollbar all the way to the end it works fine
IIRC, it depends on your UI scale too.
**Request: **New SQF command canMoveTo for path feasibility checks
Simple boolean check: can this unit or vehicle reach a target position at all?
A dedicated command would simplify scripts that filter spawn points, validate reinforcement routes, or prevent AI from being placed in unreachable areas.
canMoveTo [agent, targetPos] agent canMoveTo targetPos Arguments: agent β unit or vehicle object used for pathfinding. targetPos β array position [x,y,z] in world coordinates. Return: true if a valid path exists. false if no path can be calculated (blocked terrain, water, unreachable navmesh).
if (canMoveTo [tank1, getMarkerPos "EnemyArea"]) then {
hint "Tank can reach the target!";
} else {
hint "No valid path!";
};```
It wouldn't really be true though. It's one thing for Arma AI to calculate a path and another to actually reach it.
Other issue is that pathfinding can be very slow and it's usually done asynchronously.
Wasn't there an event handler to calculate the path?
https://community.bistudio.com/wiki/calculatePath
Yes, and it's complicated because it's async
Also not documented what happens when it fails.
And I forgot what it does in that case :P
When playing on an island map, itβs very difficult to find reliable reinforcement spawn pointsβ¦ it would be enough just to know whether there is a land connection between the points.
It would seem that a simple movement check with canMove should be enoughβ¦ meaning if the AI cannot plot a path, it wonβt go anywhere. But this doesnβt always work β for example, a tank can easily drive up to the water and stop there, or sometimes it wonβt move at all right after being created.
something like this
I have seen this too and couldn't repro it when I tried. More than a year ago
Does my repro work for you now?
That might be why I couldn't repro? But then that needs to be included in the repro steps.
I think number of items in the list (so mods) would also matter
yes
Also one part is, scroll up a tiny bit by dragging the scrollbar. The left/right buttons disappear, even though the list item is still visible.
They should render until the item is totally gone, they'd get clipped off the edge anyway
doesn't get the buttons (+ / -) added and therefor cannot be added or removed from the loadout.
The second half of this I cannot reproduce.
Yes the buttons don't render, but you can still click them and it will add/remove the item, even if you can't see the buttons you're clicking on
Oh weird, okey they do not work when you scroll down the first time.
wheel scroll down, buttons don't work.
Manually scroll until buttons show, buttons work. Scroll back up so buttons stop showing, clicking on invisible button still works.
Click on a different item, and click back onto the bottom button, you didn't scroll, the buttons still are invisible like before, but now they are not clickable.
So basically after the buttons render once, they keep working even if they go invisible again
The question is, why does scrolling via wheel does not scroll all the way to the end.
I much rather make a button render when it should render, than mess with the scrolling code
Its a locality issue.
The server wakes up simulation, detects that the unit is already expired, and instantly puts it to sleep. In most cases the unit never goes underground on the server.
The client wakes up simulation, detects that the unit is remote and its not in control, so it doesn't put it to sleep, until the owner of the unit tells it to. Unit disappears underground.
The owner tells it a couple frames later that its stopped, so the client also stops it, where it is right now, in my VR tests it would consistently get stuck at -103 meters ASL.
On server they are on the ground still, on client they are frozen 100 meters below.
They don't infinitely keep falling, so it does not cause netcode issues
There is netcode where when the owner is done, it stores the state and position and sends it out, but a comment on it says its only used for JIP.
If that would be made to "work", it would at least teleport the body back up, but then its till disappears for a bit so its still kinda crappy.
This is issue is such a headache I don't want to touch it, we have internal ticket AIII-56027 but I'll put it on backlog to probably never be fixed
KK made a fix to the +/- buttons in the ammobox UI, the linked related ticket on that.
That causes the rows in arsenal to be one-pixel less tall.
Which is enough to make up the difference to cause the last row to fully be in-view, which causes the buttons to show.
Both Arsenal and AmmoBox UI literally needed just one pixel extra scroll.
So maybe somewhat kinda fixed, that'll be on todays prof.
The button rendering issue and the scrolling to bottom issue are both still not fixed though.
Please be aware that, after adding tickets to a player side in an OP, the OP will automatically end if a side runs out of Tickets. If you need to provide more respawn tickets to the players, you may need to keep adding tickets if you wish to avoid an unexpected ending.
Something someone from my unit brought up, is that intended or a known issue?
starting mission settings are respawn tickets enabled to limit amount of respawns but automatic mission end when all tickets are out isnt enabled iirc
https://feedback.bistudio.com/T199369 this would be a really nice QoL addition
Feature Request β Support Resting for Grenade Launchers
Currently, the resting mechanic allows rifles to be placed on supports (e.g., windowsills) to improve stability and realism.
I would like to request that this functionality be extended to grenade launchers (RPGs) as well.
This addition would enhance realism, since in real scenarios launchers can also be rested on supports for more stable and accurate fire.
Wait? That's not a thing already? 
amazingly there are no standalone grenade launcher weapons in arma for whatever reason
Huh I would've expected it to work the same as a rifle.
I remember some problem when using a launcher while laying down, with animations?
We could try maybe. But I suspect missing animations and that it wouldn't aim correctly with for example the titan
If it's not a simple one liner code switch and just happens to work already, then it won't happen
yeah there's no prone animations for launchers
but there's also iirc 'deployed' animations that are used when bipods are deployed
which would also be missing for launchers
There is one iirc but you need to be prone + sideways
This mod includes prone animations...
https://steamcommunity.com/sharedfiles/filedetails/?id=1841047025
But unfortunately, I did not find any animations where the character shifts forward to rest the RPG on an object
The key problem is also that it is impossible to fire from bunkers; an animation for resting the RPG on an opening would make this possible...
please allow us to slow down animations, at least for something as basic as turning. I am not asking for anything else anymore. I even tried implementing configuration overrides like:
class CfgMovesMaleSdr {
class States {
// --- ΠΠΈΠ½ΡΠΎΠ²ΠΊΠ° (Wrfl) ---
class AidlPercMstpSrasWrflDnon_G0S;
class AmovPercMstpSrasWrflDnon_turnL: AidlPercMstpSrasWrflDnon_G0S { speed = 0.001; };
class AmovPercMstpSrasWrflDnon_turnR: AidlPercMstpSrasWrflDnon_G0S { speed = 0.001; };
class AmovPknlMstpSrasWrflDnon;
class AmovPknlMstpSrasWrflDnon_turnL:AmovPknlMstpSrasWrflDnon { speed = 0.001; };
class AmovPknlMstpSrasWrflDnon_turnR:AmovPknlMstpSrasWrflDnon { speed = 0.001; };
class AidlPpneMstpSrasWrflDnon_G0S;
class AmovPpneMstpSrasWrflDnon_turnL:AidlPpneMstpSrasWrflDnon_G0S { speed = 0.001; };
class AmovPpneMstpSrasWrflDnon_turnR:AidlPpneMstpSrasWrflDnon_G0S { speed = 0.001; };
// --- ΠΡΠ³ΠΊΠΈΠΉ ΠΏΡΠ»Π΅ΠΌΡΡ (Wlnr) ---
class AmovPercMstpSrasWlnrDnon;
class AmovPercMstpSrasWlnrDnon_turnL:AmovPercMstpSrasWlnrDnon { speed = 0.001; };
class AmovPercMstpSrasWlnrDnon_turnR:AmovPercMstpSrasWlnrDnon { speed = 0.001; };
class AidlPknlMstpSrasWlnrDnon_G0S;
class AmovPknlMstpSrasWlnrDnon_turnL:AidlPknlMstpSrasWlnrDnon_G0S { speed = 0.001; };
class AmovPknlMstpSrasWlnrDnon_turnR:AidlPknlMstpSrasWlnrDnon_G0S { speed = 0.001; };
class AmovPpneMstpSrasWlnrDnon;
class AmovPpneMstpSrasWlnrDnon_turnL:AmovPpneMstpSrasWlnrDnon { speed = 0.001; };
class AmovPpneMstpSrasWlnrDnon_turnR:AmovPpneMstpSrasWlnrDnon { speed = 0.001; };
};```
β¦but unfortunately, this does not work
For the devs that will read this, how likely it is that this https://feedback.bistudio.com/T199369 can be implemented? it could allow us to create some cool underwater operations
I think it should be relatively easy to add. but sadly 2.22 is about to release so you have to wait 7+ months (not sure about the current release cycle tho) for it to be added
well, as long as something like that is added i would be happy
Don't see any issue with it.
I need to ticket that up someday, but I won't today and I hope I don't forget.
The goggles would be something that could be introduced on profiling branch, but not the rebreather
We have ```sqf
_soldier setUnitPos "UP";
which will force the Ai into one stance.
But we don't have a command for the opposite ie to force an Ai to not use a particular stance.
Examples could be:
Using existing command (make it take arrays):
```sqf
_soldier setUnitPos ["UP","MIDDLE"]; // Allow those two stances only
or new commands:
_soldier allowedUnitPos ["UP","MIDDLE"];
or
_soldier disableAi "PRONE";
βοΈ The first option seems the best
Any update on the tracker?
"Its down"
it has to be up by the end of the year
Uh, thats close. Only 9 Months left.
@marble jasper lol that Dean Hall quote π
When will the feedback tracker come back online? It's an important source of workarounds and it's getting a bit annoying to have to guess whether or not ones scripts are failing because of errors or because the underlying functionality is broken
Question: Any one have any issue adding an animal to the player group or any group for that fact?
E.G>:"Fin_sand_F" createUnit [ getPos player, group player,"test_man = this;", 0.6, "corporal"];
have tried
_animal = createAgent["Fin_sand_F", getpos player, [], 5, "NONE"];
[_animal] joinsilent group player;
any @BIMINIONS alive?
methinkk you gone done a booboo and pushed internal dev branch arma 3 tools to stable branch, no terrains will compile
binarize crashes with access violation error
pbo's created without any kind of wrp inside
no feedback tracker to report to
others verified same test + results
@wind light ^^
@deft marsh check out the TECHREP https://dev.arma3.com/post/techrep-00028
which part
Another important point is a change in the serialization of the layers. The impact of this change is that it makes previous versions of Terrain Builder unable to open the new layer format. Consider making a backup of your layers and tell us if you encounter any issue with the layers, especially if it's loaded but no objects are placed. Note that a backup of the old layer file (if it is prior this update) is made on opening of a project.
yes, and im using latest stable branch
all map stuff is displaying as was before today in TB
re-saved project, re-exported wrp
repbo'd terrain = binarize access violation crash
pbo generated without wrp of any kind inside
and as usual pboproject reports a binarise errore of -43284632748327489237432894723489
which is about as much use as taking a piss into the wind
subject to the completion of my feature request on the mysterious feedback tracker of a better error output from binarize, we're completely in the dark
@waxen tundra you guys aware of the mysterious gunner seat in the off-road and people sticking out of cars since the latest update?
maybe but i'm not sure (aka wish there was tracker already π )
@waxen tundra well you may want to ask around then in BI because its sort of game breaking that if you go in a magical gunner seat in the offroad you are invisible and sometimes people are standing up whilst in a car so can get sniped #MakeA3GreatAgain Kappa
any eta on new feedback tracker (rough)?
soo, what is this now https://feedback.bistudio.com/
@waxen tundra new feedbacktracker looks very familiar π are the admins of the tracker/phabrcator add or activate the workpoards on the projects? it is easier to get a overview of the active tickets
π let say there was elimination process vs all other options π and i logically vouched for those which were better than others π
an answer that leaves a lot of space for imagination ^^
so let's hope this one survives longer than previous ones π
does this mean we wont see a workboard like this any time soon?
http://i.imgur.com/Bys7zJP.png
I guess it's still heavily wip? - for me all the tickets show not the corresponding notes but the one of a different ticket - looks like some mess up with the import
the mess up of the arma3 tickets starts with T16001 as an offset of 2 (i.e. T16001 has the notes/attachments of T16003) and becomes within a few tickets an offset of 4 (e.g. T16008 has the notes for T16012) - and the offset stays 4 up until the end of the arma3 tickets (T28086)
New BIS feedback webpage - posted in ARMA 3 - GENERAL: Does anyone know how to use it? I am getting this error.
Β
Access Denied: Maniphest
You do not have permission to edit task status.
Users with the Can Edit Task Status capability:
This object has a custom policy controlling who can take this action.
Any help is welcome.
you must wait, it's not yet ready for use ... so just watch π
and those wrongly subscribed due to wrong connections π
Really wish i didn't pick to watch Arma3 on the new feedback tracker :/
@trim acorn if you mean the email 'spam' issue it was fixed
Was around 7000 mails... just removed them all. Just abit annoying
Am kinda surprised you got away sending that many to be honest.
Now just make it public again, so we can spam it with Errors and requests π @waxen tundra
think it messed up the order and so on... i received mails to tickets i'm sure i've never reported or contributed to
^^ this is my local scenario
any ETA on tracker opening up again?
our best men are on it π
can they tick the box that takes it out of offline mode pls π
after we ensure that emailgeddon can't repeat π
That @waxen tundra is a helpful mofo, isn't he?
Hey, so is there any chance that the offroad will ever get any TLC? My community has been using uniform color offroads for like eighteen months and I always thought they'd get a little attention. Is that a possibility? They don't seem to have a model that isn't damaged and rough looking, and I guess that may be the point, but whenever I buy a new truck in game, I'd like the option of it not being banged up. Also, it's wierd that the option to ride shotgun in the truck is "ride in back."
@wintry spruce: Not the solution you had in mind, but I can confirm that there's a swell-looking vehicle in Apex that may be your speed
Oh, and "ride in back" is... a legacy engine thing
@rapid badge, thanks for the info, haha. Are you talking about the civilian jeep?
@wintry spruce That would be correct, the "Civilian off-road vehicle" shown off by 'External Artist' TomΓ‘Ε‘ VelebnΓ½ (mentioned in SITREP #00151)
And yeah, "ride in back" was basically what the series my recollection of what was previously used for most passengers before FFV mandated individual seats... to my knowledge in the engine the only seating/role types relative to vehicles were driver/gunner/cargo and maybe commander (I believe it hitches along with gunner in some cases?)...
@rapid badge, that's interesting stuff. However, it's wierd that there is an option to get into passenger seat, but that puts you in back, and the option to ride in back puts you up front. Really, my bigger issue is that there is no off-road model that isn't already very banged up. Like, you buy a brand new truck and it comes with a bent tail gate and a big dent in the right side and a missing right mirror and a missing right rocker panel.
@wintry spruce Which game mode are you playing? There are plenty of stock Offroad vehicles that are undamaged. It sounds more like your playing a game-mode where the vehicles are spawned with specific selections selected (e.g. doors/bumpers, etc) so the vehicles fit the game-mode better
@deft marsh, I'm playing on my group's server that I helped make. You can see the damage I'm talking about by going to the virtual arsenal. Spawn an offroad, look at the right side of it. It's missing a rocker panel, a mirror, and has a large dent in the door on the right side. Every single offroad model with a right door has this damage, even the ones spawned via Zeus or in the virtual arsenal.
@viral python is there a possibility to add a CLI to publisher? or is there one? would be neat for scheduling nightly builds for mod development
Pretty sure you can use steamcmd, build script would need a valid steam account with arma3.
Check out the option workshop_build_item for steamcmd, will prob need to mess around with vdf file.
hmm
Beware: any mod published to Arma 3 Workshop by other means that our own Publisher is beign at risk being permanetlly removed on sight.
hehe @trim acorn thanks ofr info, any ideas about a command line interface for it?
I'll look into possibility of releasing a simple command line publisher, just for updating the existing content (= update files and change log text). Would that be sufficient for the time being?
Why the hell would you do that ?
If its for security issue of clientside extensions on steam thats kinda in the domain of the launcher to check for dlls when downloading steam content not the other way around
Not really for a security, as you pointed out, but I don't want to prevent a crap content, that can't be processed on the client side at all, from being even published.
And the other reason is that any metadata generated by the Publisher for the content would not exist and the game or the game launcher might rely on them to function properly.
Add a broken icon in launcher to highlight it cant process a workshop subscribed content.
If a user is unable to use the content, that will stop most people from uploading.
Problem = solved
Plus if you document those new things publically i.e metadata(might already be documented, not sure) / new server query protocol. Then people could implement it correctly :)
For example its possible atm
A cheap Linux VPS & Steamcmd & Linux PBO tools to pull from repo, build pbo & upload to workshop.
Granted no binarizing assets on linux atm.
Anyway just my 2 cents π
@trim acorn : "Add a broken icon in launcher to highlight it cant process a workshop subscribed content.
If a user is unable to use the content, that will stop most people from uploading.
Problem = solved"
That's not how it works. Uploaders doesn't care and users will have to download gigs of crap just to see the corrupted content icon. That wastes their time, their bandwith and generates a support ticket that will ultimately ends on my desk.
@trim acorn The Linux-stack note is valid. I didn't take that into account before, thanks.
@trim acorn yeah its just more to streamline the process for un-attended nightly builds for stuff already on workshop
if you could work something like that in it would be neat
if its not possible, we'll carry on doing it the way we are currently
would benefit a bunch of groups with large mods tbh
π
its alive !!
@trim acorn aww no flamethrower π¦ -> https://feedback.bistudio.com/T116694 π
where is my facepalm emoji?!?
yeah, defo needs a dark theme
+1
fb tracker notifications still a bit funky?
got a bunch of notifications to stuff i've never commented on nor authored - not the emailgeddon that was previous though
turned all email notifications off for now
"These preferences only apply to objects you are connected to (for example, Revisions where you are a reviewer or tasks you are CC'd on). To receive email alerts when other objects are created, configure Herald Rules."
guess since im connected to the "arma3" project its updating for anything connected to it
π
Is there a getting started guide somewhere for the new feedback system?
do we need to register new accounts for the new tracker? Or will all the stuff still be transferred over?
Old account information is on there. I just entered my old username and told it I forgot my password so it sent me an email to reset it
didnt work for me, so either the old tracker account information did not update when updating the account or else...
Perhaps email address was lost
If your username was X3KJ, then yeah it doesn't appear to show an account with that name when I put it in the search field
ok the account just isnt linked to my BIF account - so it still uses old username and old email ^^ found it now
same here. used old account name, got password resent to my email, done
As promised, I've done some work on A3 Publisher over the last weekend:
PublisherCmd update /id:<workshop id> {/changeNote:<change notes>|/changeNoteFile:<path to a text file>} /path:<folder with mod content> [/nologo] [/nosummary]
The initial version still requires Steam client (meh), but I'm working on a version that doesn't need it, but there are some technical and legal issues to be solved (<\3 lawyers).
At least another way.
@trim acorn thanks dude!
@trim acorn n1
can we get same kind of front page view as with the old feedback tracker so we can have own tickets and subscribed tickets also in the front page somehow?
I'm still bit lost with this new tracker π and hopefully we can get darker theme
oh I can find them at least from the Maniphest -> Authored
the recent activity is there two times in my front page. on the right and at the bottom.
authored and subscribed just like the recent activity in the front page should hopefully be default at some point. would help new people and likely everyone else
same if I go in the project so it shows only the project's authored and subscribed
just some feedback about the page
@boreal dawn you can create your own dashboard - e.g. https://feedback.bistudio.com/dashboard/view/3/
@summer tide Thank you! this should help π
too bad that I can't create a tab that has only dayz or arma or take on mars subscribed stuff. it always takes them all together..
or somehow I have it so Arma 3 one works but dayz one doesn't
nvm.
nvm. actually the tags don't work at all how I thought
if I've Arma 3 tag it only takes Arma 3 ones. so DayZ and ToM tags don't work...
I think the tags you can add when creating a panel are just for tagging the panel (i.e. not changing the query) - i.e. you are always using the same "subscribed" query
just create custom queries in https://feedback.bistudio.com/maniphest/query/advanced/ and save them - you can use them in your panels then
e.g. that's the query I'm using for subscribed arma 3 tasks: https://feedback.bistudio.com/maniphest/query/jfryhX3Z511j/
can I delete my shitty dashboard? π
I think you can only archive it
ok same with the bad panels
now that I understood this, this is a very powerful tool
I wouldn't ever figured this out without help so thanks @summer tide time to make custom queries for myself
The new feedback tracker is really confusing to navigate, wish it was laid out more like the old one. No up-voting either? :(
Lots of old tickets have been mass closed too...
@waxen tundra mass close of tickets = very bad
i agree, it's not very nice to navigate
@waxen tundra if or when we're getting an entry to specify game version when creating an issue? it's quite bothersome.
I made my own front page dashboard so I can easily check all the projects from the front page https://feedback.bistudio.com/dashboard/view/5/ some tips for the devs to improve the default one π everyone feel free to check it out.
your dashboard looks alot better. In general i feel there should be an option to always only view certain game/project, or to hide other projects (whatever you wanna call it). I'm don't have dayz or TOM, so seeing tickets for those things is utterly pointless and wastes space.
can we get a test_map in the arma 3 samples data please, 90% of the latest changes to the visual update aren't properly documented, and most of us are left with comepletely fudged up terrains since 1.60
@deft marsh some docu on the config parameters would be nice too π
yep
well its an area thats been left in the dark since pre arma2, so some more information wouldn't go amiss
well that dev "promised" Fabio to provide docu post lighting release
so could be useful to remind him about that
"post"
https://feedback.bistudio.com/T116969 ... can't believe no one ever saw an issue with large explosives all these years
π
Yeah the default home page for the feedback tracker needs a serious adjustment. Most of the tickets there are a couple years old or even older. Also, was there a reason given for removing the upvote/downvote buttons? It seemed like a decent enough way of making sure priority issues were kept at the always at the top.
voting system is useless when you have tracker sections access by random acounts w/o game ownership ...
in short, the optimal case is that if you do own Arma 3 and the tracker account is synced with your Bohemia Account then you may post in the Arma 3 section and vote etc.
DLC ghillie suits maybe work the opposite way, so they get brighter in the shadows and darker in the open https://feedback.bistudio.com/T117141 at least they don't work like the normal sniper ghillie
they don't get any brighter, it's just that _ca textures used on the marksmen ghillies don't receive shadows. No _ca textures do
HA now they finally have a good reason to fix the issue π https://feedback.bistudio.com/T85685 ... just noticed that all the ticket attachements from old tickets seem to be gone :/
Holding P and pressing right mouse button takes some players to the desktop.
All radio channels (except for Direct) does not work AT ALL in Intro, Outro - Win and Outro - Lose. :/
Any word on the bottlenecked documentation for terrain/lighting changes?
After 1.60 there are no tasks in official campaign - posted in ARMA 3 - TROUBLESHOOTING: After the 1.60 I decided to replay the whole official campaign. Its nice, its beutiful, its more fun than in release time. BUT! If I have to Save and exit in the middle of a mission, when I start the game next time and continue where I was, the tasks wanished, and the new tasks never appear. Only the next mission gain back the tasking-system.
Β
Is it a known bug or I did something wrong?
Β
So...
someone added a - maybe - important comment
maybe he should have opened a new ticket
is this about bug reporting or issues with feedback tracker @waxen tundra ?
where can I get support for issues with tracker? I registered with email adress which is no longer available ( old domain which expired and not renewed ) and now I cant access the tracker
please ping me with answers...thanks
@barren geode send email to support@bistudio.com
email sent @waxen tundra
the new vehicles are still a bit rough around the edges https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/#entry3043635
http://puu.sh/pwBzL/6259fe1e02.png come on BI I got entire inbox to prove its my account
wasnt my fault tracker was down for ... who knows how long... couldnt change my email
I wonder if this is still on the radar of BI:
https://feedback.bistudio.com/T62977
wasnt the new FT meant to forget about all previous tickets? π
the good old CIT times. when you had quality staff reviewing tickets, forcing standards, useful workflow feedback quality tickets to BI and close coop
also while voting is flawed, without i cannot see how you are to reasonably get an idea which reports to tackle; especially if you have no process to get quality reports
@trim acorn thanks for the cli publisher π
because I originally asked about it in here π
too fancy memory there :p
you'd be stunned by the stuff in my memory banks π
just dont ask me what I got up to yesterday, nfi
π
An error while trying to upload crash dump file to phabricator
Upload Failure
ArmaReport_Log_20160625T015109_longbow.zip
Exception: No configured storage engine can store this file. See "Configuring File Storage" in the documentation for information on configuring storage engines.
please give us a vehicle position dialog... with all added FFV "turrets" the action menu in vehicles is completely inadequate. https://feedback.bistudio.com/T118960
+1 π
I would post here - somewhere I heard a discussion about enterable buildings on Tanoa, especially their lack. okay, the point from BIS makes sense, but what if to include into Apex release, some assets which would allow people to make building dynamically, say - door model (just a standalone door, animated), destructible window, part of roofs, walls, etc.
Considering Eden has a composition feature and Larrow from BI forums made a composition spawning script - is not it a work around?
I've had issues connecting to the feedback tracker for a bit. Has it been reported that AI can be told to attack rocks?
if it is kind of rock placed by eden - then it sounds ok, since it seem to belong CIV side
and AI can be told to aim the rock in they it can be told to aim empty CIV car
It fucks with AI orders in editor-build areas, such as in VR. Can't order them to attack a placed house, shouldn't be able to order them to attack a rock.
not true @ember radish , you forgot that slippery rocks and all those broken legs and hands and deaths
Rocks are on no one's side but their own. All are enemies to the rocks. Even other rocks.
especially paper
@trim acorn you are speaking of sideEnemy, do not let them a chance not to increase number of sides
I can't see why you would be able to attack a rock but not a house, they should both be on the side "EMPTY"
propably just a configuration mistake
@waxen tundra fixing the alignment issue here should be of utmost priority. Haha - https://i.gyazo.com/f45be9250485a91a7c8fdf03cfd1f52d.jpg
LAnd_House_big_04_f dont have floor
So I would have bunch of inconsistencies to report with the new Apex guns. Missing sound suppressors etc, does anyone know if BI prefers separate reports in the feedback tracker or should I just bunch them all in one report since the issues are pretty easily seen just by looking at the attachment options in Virtual Arsenal?
Hey guys,
Just checking out the new gear in arsenal and noticed something funky, a couple of vests seem to have a thermal signature built into them? So no matter if you are wearing one of the new stealth fatigues or not the vests seem to have their own thermal signature. Check out the following vests in FLIR: Raven Vest, all CSAT Harnesses, all AAF Carrier Rigs. Kind of defeats the purpose of the stealth fatigues if the vests outside can still give you away.
all equipment has build in thermal signature - they all use a specific texture
@unborn flame I'm not sure what you mean. If you take a look at the other vests they do not have any heat signature, i.e. the vest will show as cool on FLIR. For the vests I mentioned above, regardless of the uniform of the soldier, the vest will show as hot on FLIR. Here is a picture of the CTRG stealth uniform with a NATO carrier rig: http://imgur.com/KzqZbzm Now compare that to a picture of the same uniform with a AAF carrier rig: http://imgur.com/hcq9rxO
Even if they all use specific textures, the modeled behavior of the vest does not make any sense. How is "hot" while everything surrounding it is "cool"?
CSAT (Pacific) player speaks English - posted in ARMA 3 - TROUBLESHOOTING: Hi!
I noticed that while playing as CSAT (Pacific), the player character uses the English voice protocol instead of the new Chinese one(s). This can be reproduced by going to editor and placing down a group of CSAT (Pacific), with player as the team leader for example, and giving the AI commands (the AI will respond in Chinese). The old CSAT player character still speak Farsi as one would expect.
Β
Now I dont...
The autoreport/autospot issue (https://feedback.bistudio.com/T77325) is back for "custom" difficulty.
Players will still report enemy units even if autospot is set to 0
Any plans to open up the blue pearl harbour warehouses? they would be a valuable asset to the community. That's pretty much my only gripe with Tanoa - 1 huge container port and very few enterable structures. Also under the powerplant you have like 9 misplaced objects that could be removed - pipes, kerbing etc
^^^^^^
Make a feedback tracker ticket for the misplaced objects, but don't hold out hope re: opening up of any structures... they announced almost a year ago how closed-up Tanoa would be compared to Altis/Stratis
Can someone explain how to close/delete my own ticket? https://feedback.bistudio.com/T77631
@timid hare top right Edit Task and set status to resolved or whatever fits. if you can't, only devs can
I can't π¦
But I can π
is there a simple way to filter out all the non-arma items from a feedback tracker search? When A3 had its own dedicated FB tracker this was a much easier process
Yeah the new feedback tracker is complete mess if you just wanna browse for outstanding issues. (used to look at the old one, new i dont bother anymore)
And searching for a previous issue you want to add comment on is like looking for a needle in a haystack
yeah interface of new tracker is really unwieldy and also the handling is confusing
since tickets dont get reviewed regulary anymore, i can only assum BI stopped looking at most tickets as well π
Plus the inability to upvote something is bad. You need to leave a comment behind to say hey i like this bug fixed thanks.
Anyway i highly doubt BIS is gonna devote more manpower to changing the feedback system again, maybe they are hoping people will give up submitting bug reports
not sure, but iirc BI is working on a way to open the phabricator workboards without exposing critical information. like CUP has it more or less
http://i.imgur.com/BWgaIm2.png
Still don't like the new one, too much overload (old System/interface/Overview was more "sorted")
it just need way more slick and readable styles, that would do a lot (and ofc fixing the moderating/search/filters related complains)
While I do see a need for some sort of "upvote" system, I also remember what happened with the old system. IIRC some of the top things voted on were bunny hopping/jumping, silent stealthy knife kills and "Be more like CoD". The votes on these things far outweighed ACTUAL bugs and issues with the game.
@waxen tundra can you confirm filepatching/loading unpacked data nowadays only works with diag.exe and that its intentional?
@desert trench afaik it should be possible to be enable via server settings, yet note the filePatchingExceptions[] is available atm only in DEV branch
@waxen tundra the question is about SP/editor testing
that should be possible switch via the commandline afaik too
well people from RHS say it no longer works. only with diag.exe it still does
@desert trench The filepatching should work on the retail with -filePatching however the scripting command diag_mergeConfigFile is only available from the diag exe
well RHS ppl were about replacing/updating textures during runtime
diag cmd is clear that its limited to diag.exe
i will ask them to make a FT task
Anyone ever have this issue: Set Group Marker, Die during a mission / mod. Respawn. If a new player connects after the death, it seems they can see the group marker when not in your group.
@Wolfenswan
detectMines = 0 is also ignored
20160812230834_1.jpg
Exception: No configured storage engine can store this file. See "Configuring File Storage" in the documentation for information on configuring storage engines.```
oh, seems to be just a file size limit. 1MB or something
Erm, is the bug already known, that you can load VIV as Enemy Unit?
Buddy of mine in Blackfish: West
Me in Prowler: East
= I can load myself in it.
2nd one:
https://youtu.be/jXzv1NMWGuU
(Commanderseat Prowler - VIV - Me doing barrel rolls \o/
lel hitchhiker... 2nd propably is because you forgot your towel
Towel... hmm... good point! Crap. Where is my guide? -.- dang
@icy turret Fixed: It was possible to load vehicles into the vehicles of opposing factions nnnnnoooooooooooo π
π
(given this is about empty vehicles, but even with crewed i wouldnt add such artificial restriction)
matroska style ? Enemy vehicle into Neutral vehicle inside Friendly vehicle π ... invasionception
never heard of james bond?
james bond had no AI to explain wth target and how π
well AI interaction or engagement with units in vehicles is very inconsistent and unrealistic anyway
Like: Dead player = Civ.
meh
never seen a bond film where he sneaked his APC into a vtol gunship
close enough: https://www.youtube.com/watch?v=1O9SRhVXXL4
not even close
@raven hollow @waxen tundra rip that fix. For loading vehicles into opposing factions (and soz for the amazing delay)
Can we get an option in config? π
@fresh violet pay attention to the changelog https://forums.bistudio.com/topic/140837-development-branch-changelog/page-44#entry3088423 β’Tweaked: It is now possible to load a vehicle into an enemy vehicle by script or editor
Page 44 of 44 - Development Branch Changelog - posted in ARMA 3 - DEVELOPMENT BRANCH: 05-09-2016 EXE rev. 138249 (game) EXE rev. 138249 (launcher) Size: ~536.5 MB (depends on Apex ownership) ENGINE Added: New HTML templates for displaying player information in the Diary in multiplayer Each state (in Unit, in Squad, none) has its own template showing what information will be displayed Templates can be adjusted in the diary config (CfgDiary)...
+1
Nice
ooh, cool
*moved
Got the Error Msg about the Memory Error (0x017a1ad0 to memory 0x00000048 )
I can ignore the Msg and still use A3 like normal.
+Error popped up, when i destroyed a Taru-Pod```
Would be nice, to have that tweaked.
https://feedback.bistudio.com/T120242
i'm pretty sure it's intended for hitpoints to be modifiable independently from structural damage
Still doesn't change the fact, that a player is more "weak", when healed only with setHitIndex/setHitPointDamage.
Why not just use setDamage first?
If you heal a player completely -> Sure.
If you want to heal different parts only -> Nope.
why not? store the hitpoint values, setDamage to a lower value (proportional to the part healed), then set the original hitpoint values and reduce the one you want to heal
Already doing that, still a crappy way of doing it.
the real issue is that using the command does not update the "depends" hitpoints
So healing HitEngine2 does not adjust the HitEngine master hitpoint in helis
Even soldiers use this system now. Imo the commands are fucked
there should be an optional parameter for setDamage to NOT adjust the hit points
that would be the best solution IMO, maybe as setStructuralDamage or something
agree.
Or: Getting rid of the overall Damage completely and relying on the HitPoints only.
Can we fix the Blackfish's Hitbox? If a program hit U on the door model which does the cursor target snippet it doesn't recognize its their
getting rid of global damage would lead to something like 0.8 damage to head, 0.8 torso, 0.8 leg and still walking
for vehicles it would make more sense, but i bet BI want to keep it exploding to reduce performancedrain from full vehicle
Then it needs a proper calculating of the rly dmg, since you can have at hitPoints at 0.8dmg, but your mainDmg is 0 =/ (or having to opposite)
because of structuraldmg setting and passThrough=0 and minimalHit
the worst is how the first aid kit in vanilla sets your overall damage to 0.25, including all hit points
which means that it can actually damage previously unwounded parts of your body
Yep, one reason why i override that one.
how can you override it, is the vanilla medkit a script/function ?
Overriding the ScrollMenu (blocking it) -> Calling my own function instead
@unborn flame
Would anyone like to share their thoughts regarding the kick message for kickClientsOnSlowNetwork?
https://feedback.bistudio.com/T119910#1508953
@rapid creek are you using latest performance binary from profiling branch ? the feature isn't finished in 1.62 main branch stable binary
@waxen tundra, no, I'm currently using 1.64 RC4.
and note, it will not be finished in 1.64 either ...
it's not part of 1.64.RC ... only profiling branch / dev branch
Okay - thank you for clarifying.
Not the BI tracker, but may still be relevant. https://dev.arma.su/T160
I am assuming there is no way for me to reset or remove the 2factor auth on my account? somehow lost it (rather careless of me).
@tulip shard, yes, you can remove 2FA, but as a security precaution a TOTP is required to remove 2FA. So... yeah...
https://secure.phabricator.com/book/phabricator/article/multi_factor_auth/
Admins can strip 2FA from your account. However you'll need to prove you're you.
You wouldnt happen to know the best way to get in touch with an admin would you? Is there a specific group dedicated to all things feedback_tracker or just any admin I see on the site? Reason I ask is because from what I can see site admins are the devs so id assume they have better things to be doing than verifying i am me π
I wouldn't know the best way, but you could shoot Dwarden a message or use the contact form here https://support.bistudio.com/
cheers for the help π
Disabling drawingInMap server.cfg parameter removes map markers - https://feedback.bistudio.com/T120359
First Aid Kit (FAK) Use and Drop Exploit - https://feedback.bistudio.com/T120360
@rapid creek For fucks sake, that drawingInMap "glitch/bug" is gonna piss me off
If it removes all my altis life markers ^_^
@rapid creek I love how the "Arma Only Paramaters" drawingInMap isn't in the example ^_^
[1.62] C_Plane_Civil_01_F - Array tex not even, unknown animation source, and missing cargo - https://feedback.bistudio.com/T119434
[Apex Preview Build] [1.62.136802] Error in expressions - https://feedback.bistudio.com/T117863
The above task can be closed.
Squad.xml does not appear in the map - https://feedback.bistudio.com/T120466
Is this occurring for anyone else in 1.64?
I can't seem to reset my password on the feedback tracker, it refuses to send the email with the reset link.
β Likewise. Tried twice. No email inc. junk folder.
Okay. Now the password reset emails arrived. Quite the delay.
...and they're now invalid.
Lol. I'll check my mail too...
yup, there were mails with now expired links, but requiesting another reset worked this time.
technical suggestion for global damage system improvements https://feedback.bistudio.com/T120542