#arma3_feedback_tracker
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so it seems.... that with the CSAT VTOL, door gunners can be assigned pylons
and if you change the default pylon assignment, the pilot can get control but the gunner can't
it doesn't save if i select gunner, instead resetting to door gunners
so the gunner loses control of the pylons if the default settings are changed.
inherent to the issue of the fundamentally wrong SACLOS method. The "Saclos" in arma is basically a laserpointer and the missiles flies to the point marked by it, and can detect the point marked omnidirectional, even when flying away from it.
yeah. hence why i suspect that FFV has some weird blocking volume that intersects the "laser"
why it doesn't affect it when not looking down sights eludes me, is it because it flies to where the crosshair is drawn?
it only seems to be an issue with the CSAT VTOL from what i can tell
it's the only one where door gunners are allowed as assignees
haven't checked AAF helos yet
I think it affects the AAF one, yeah. But also effects similar vehicles like the Hinds we have in RHS, since they have FFV personTurrets and a main gunner position. And the Tu-95 that has multiple crew positions
I see, interesting. Is there already a ticket that someone from RHS has made? If not, will make one, let you know.
Someone at RHS made a ticket of sorts
hmm would be great if you could link to it...will try to find it though
no, i can't find a relevant ticket
Anyway, other fixed issues that are lying ignored and can be closed:
https://feedback.bistudio.com/T124332
https://feedback.bistudio.com/T122495 (only partially fixed? )
https://feedback.bistudio.com/T80611
These are the 2 main feedback tickets on disappearing particles kju mentions above -
https://feedback.bistudio.com/T119284
https://feedback.bistudio.com/T120030
First one was created July 2016
is this just me? https://gyazo.com/89ff93d8bc847896a3416dc912ee20d5
(main turret is shooting all over the place while any other turret has normal dispersion)
@sterile nova might be something for you
so it turns out that the Ifrit and Hunter are resistent to AT mines and preserve the crew
Strider on the other hand is resitent to AT mines but the crew dies
should be a bug?
I don't see that as a bug. It kinda makes sence as Strider is flat on the bottom. Maybe Stider should should have a small amount of velocity upwards when explosion happens to simulate the neck breaking geforce instaead of just falling to ground with no wheels..
but it takes even less damage than the other MRAPs
it doesn't actually jump up and fall down either, just loses the front wheel(s) from the explosion
and anyway, aren't the other two flat at the bottom as well?
Ifrit and Hunter have little flat bottom their kindof v shaped. So in my test Hunter runs over AT with front wheel and the enginge takes damage I survive as driver. Hunter reverses and hit AT mine Hunter blows up and I die. Same on ifrit. In Strider I die both instances but engine and other parts withstand more damage. Weels lost in all tests. So somethings gonna take damage weather its crew or vehicle. Strider looks more heavily armored but in config they are all armor=200. minor tweak if anything is needed imo.
Yeah, marked it as a tweak on FT too
Strider goes red in all hitpoints upon reversing on to mine
if anything is needed imo
and that's the question - is this intended or not, i dunno.
not sure if it's documented anywhere
In terms of protection, the main advantage that the Strider has over its NATO and CSAT counterparts is the placement of its engine. The engine (and its fuel tank) is located in the rear of the vehicle in a separate compartment instead of being at the front. This can prevent the vehicle from being instantly disabled (or outright destroyed) if it were to be hit by large calibre munitions from the front; though the same cannot be said for the driver.
Interesting.
Seems more like a problem of mass not really having affect in arma.. Arma physic for example 70 ton tanks hitting small rock and flying..
well that explains it.
it cannot protect its passengers from large explosives or land mines due to using a flat bottom as opposed to a traditional V-shape hull like the Hunter.
Yeah
it as good as it can be then except the physics stuffs.
It is incorrectly classified in-game as an MRAP. While the real-world Fennek is sufficiently protected against fire from small arms calibres up to 7.62mm and non-IED hazards, it is still a very much a dedicated scout vehicle. It does not have the necessary level of armour protection that would be required to ensure the safety of its occupants, or the vehicle itself, from Improvised Explosive Devices.
That's the thing, the game calls it an MRAP, hence the confusion
will update ticket i guess
to be fair ai call out mrap spotted when they see a humv. There should be more diversification in the spotted vehicle types too.
@tribal robin I'd just blame this (AI spotting) aspect not being designed around lighter military vehicles?
There should be an option to put people in the stretchers when they get in the ambulance, oppurtunity missed for ACE medical right there, kinda sucks when we can't load a guy in the ambulance or keep the doors open without the virtual garage. This is le right channel?
Hmm, load a guy into an ambulance... you could in theory make the vehicle a 'vehicle transport' and make the stretchers a static vehicle
Well see, ACE has no discretion when you load an unconscious player into the vehicle
Buuuut
If you can get in, I'd love to see the ability to be in the stretcher
Instead of walking to the back door, getting in first as a passenger then the next guy goes in the stretcher
Now ACE, since its a mod, i wonder if that diagnostic LCD is just a texture
Cause That would be awesome if the persons vitals went on there, but if its just a texture, wellshit.
If you can get in, I'd love to see the ability to be in the stretcher Instead of walking to the back door, getting in first as a passenger then the next guy goes in the stretcher Oooh I believe I get what you mean now... I'm looking at how Eden works WRT crew/passenger loading in a specific order
Something of that sort. It's oppurtunity to implement something immersive we normally do not use
Also different sires, more yelps than the typical siren.
We used the ambulance in training scenarios with my unit, the siren made it clear to everyone to protect the instructors while they moved the injured soldiers out of the field.
It was a planned feature in CMS, before it, along with AGM, was amalgamated into ACE.
I miss stretchers
@fringe cairn we have stretchers now
Next update?
No...LoW update
There are folded and open variants of them
Look very closely near the van
I miss the functionality from ace2
Which can all be scripted..... ๐ค
Mortar range tables are a thing
Cookoff
What else?
AGM seriously needs to be reworked though
AGM was integrared into ACE3
It was a planned feature in CMS, before it, along with AGM, was amalgamated into ACE. <- Could have sworn I already said that. ๐ค
Well, we need that ability to do load patients there. Is that diagnostic computer a texture or actual scripted thing?
@Onyxviperius#2004 tex
@strange violet load into what, the standalone stretcher or the ones in the van? As for the former Devs categorically said no. As for the latter, I guess, but I think you should be able to use addAction + a cargoIndex related thing?
Buildings hidden by the "Hide Terrain Objects" module can still be destroyed and leave ruins https://feedback.bistudio.com/T126819
No, the option to have a stretcher seat
If you stand on the right side door, you sit in the forward facing chair, if you stand in the back, you go in the back facing chair.
That'd mean, you get in, then patient gets in.
yeah that would be nice. I think it works this way with the medical trucks and huron
And the diagnostic tracker would be awesome, but that'd have to done by ACE, thats if it isnt just a texture.
It's a texture I believe Midnight said
Authored [โฆ] Nov 2 2014
oh, one of those tickets
otoh, at least it's an original A3 issue :monocle_guy:
so the passenger gunner seats are apparently of type "cargo" according to GetInMan EH, but assignedCargo returns null ๐คฆ๐พ
@near cedar cargo index return the same?
Didn't check
Just to keep track of all the steam overlay bug duplicates
https://feedback.bistudio.com/T126841
https://feedback.bistudio.com/T126847
https://feedback.bistudio.com/T126845
https://feedback.bistudio.com/T126835 (maybe)
https://feedback.bistudio.com/T126834 (maybe)
AI gets stuck, and will not execute any commands, in some sequence. https://feedback.bistudio.com/T126782
https://feedback.bistudio.com/T126878
player get through the rock on Malden
https://youtu.be/zP9GDJN0zWY?t=16
https://feedback.bistudio.com/T85764 any progress with this?
Unhandled Exception ("AphrontDuplicateKeyQueryException")
#1062: Duplicate entry 'PHID-USER-24ogil2of6jvetsgtorh-PHID-XACT-FILE-alzeq7hrevpqbkm' for key 'key_draft'
Oops ๐ Trying to delete a comment on FT causes that
I found a bug.
If the tide is low and the water is gone and u go there u can still shoot but u cant hear the shots or anything else u just hear the impact of the bullet
its like the water is still there for the players "ears"
There is a reason why tide is disabled
Nope. But you can't expect something to work flawelessly that officially doesn't really exist
its like pushing all the toys in the room under the bed when your moomy told you to tidy up your room...she gonna look under the bed and will find it
๐
its such a cool system
but there is way to less stuff with water
we need more boats and maybe watermines and stuff to make use of seacombat
well dedmen's right, they pulled it for a reason
(they had introduced it in one of the dev versions, only to pull it before it hit RC, because they weren't happy with it)
They introduced it in alpha. Didn't work and it was disabled till recently..
Then someone reminded them of it and they were like "Why did we disable that again?" "I dunno.. We should enable it!"
Then it again didn't work and they disabled it again
that's kinda funny in a very BI way ๐
the reenabled it yes. But they didn't implement it recently. They had it in alpha already.
it kind of works just make the diffrence a maximum of 1 meter
but then again its useless
@midnight zodiac Just referencing back to when you said "we need more boats and maybe watermines and stuff to make use of seacombat", there's already 3 types of water mines and also I wouldn't be surprised if they made a naval release considering they've just done Jets and now they're working on Tanks
There'll be no more DLC releases after Tanks DLC, Donald. Go home, you're the US president.
๐
There'll be no more DLC releases after Tanks DLC, Donald. Go home, you're the US president.
"It's a shame the White House has become an adult day care center. Someone obviously missed their shift this morning."
@calm orchid @rapid badge https://www.youtube.com/watch?v=zoMiYklHvjk&index=3
... Feedback Tracker....
https://feedback.bistudio.com
https://feedback.arma3.com/
Why don't you just create a feedback tracker ticket?
@trim acorn please do not use group-wide highlight for random bug messages , it should be done as ticket in Feedback Tracker
Are there any plans to make vans more durable? Right now they are exploding all the time.
@elder goblet Exploding? what do you mean, they are a civilian vehicle. But they certainly don't explode when you run into things or get shot at.
@vale trail That's the exact problem if you hit something they go all read and explode. They remind me of boxer trucks in early days of Arma. I don't expect them to withstand RPG but cars don't just go nuclear after hitting a building or bush. I think it's some sort of a misconfiguration/bug as no other vehicle act like that.
The Laws of War Van you mean? Hmm will check it out the next time I play, if I remember... ๐ค
@near cedar Yes. Just go to editor, put a van on empty map, floor it, hit building or smth and enjoy fireworks.
And I think I don't have to mention what happens if you hit other vehicle ๐
#spaceX
not experiencing that unfortunately
I will record and upload video maybe tomorrow. It's quite easy to replicate and most of people I've played with had simislar expirences with vans.
i could replicate
you need to be going at 130+ kmph
crashing leads to death and delayed boom, presumably from fuel
i.e. if you hit something they go all read and explode - after a certain speed
okay, happened even at 100 kmph
driver survives, but after about 15 seconds the thing explodes
two hit points went red, couldn't see which because it ejected me hull and wheel i think
didn't happen at 70 kmph, damage value of 0.03 but hull and wheel red
@SuicideKing#6140 this is so weird, yeah I'm going to assume it's the fuel if it's slightly delayed
Yeah I usually got the same behaviour. Crash, kicks out of the vehicle, ~10sec of delay, boom. It was exactly the same with boxer truck in old days before it was fixed. I'm curious if that's something that could be done for vans too.
although tbh a crash at 70 should also probably kill the passengers, given the lack of airbags
i think the HULL hit point just takes too much damage even though the van overall doesn't
I'm completely fine with killing passengers but those explosions can mess things up. Even when you crash something like hatchback spot the damage is no where near what van would receive with half of that speed and usually only wheels get damage where in van almost everything is red.
it seems the HULL taking damage is enough for the boom
although i think at 130 kmph an explosion due to fuel catching fire is likely
I had situation where whole convoy exploded because van hit other vehicle and went nuclear. ๐
From what I know fuel is not really exploding like that in car crash even in bad ones.
Unless maybe when vehicle got LPG installation.
i mean it tends to be kinda random, but yeah it's usually a case of catching fire as opposed to kaboom
that's really weird..
i...uh...managed to run two instances of the game simultaniously
once the launcher closes, and if you run the game again via the steam taskbar shortcut, it runs the game again
@near cedar It's actually quite useful if you setup your server correctly you can join it multiple times from same client and test your scripts for MP.
interesting...i have heard of this, didn't realise how people went about it
If you are interested look into loopback = true; https://community.bistudio.com/wiki/server.cfg
thanks ๐๐ฝ
anybody knows what's the reason for the workboards on the tracker not implemented yet?
it's a PITA to look if a ticket of a problem has been created, also what state the ticket is
There are a ton of things on the tracker that I'd love to have.. seems like no one cares
We got forum and wiki update now.. Maybe tracker is next
Problem with tracker it was never maintained etc, i doubt we see it now
Will say there is a big difference trying to use CUPS versus Arma3 tracker, same it was never setup & maintained i.e close tickets etc
I would already be better if people could close their own issues.
When I look on some profiles of some Modders I see their last 20 posts is "This has been fixed. Please close this"
All their posts are months old already.. Issue still open
โ
Or a special way to tag issues on dev branch.. So we don't again get a bug into a release that was already reported months before on dev branch...
But all that stuff has been said and begged for countless times already.
it's strange, one would think that with so many complicated projects that BI has, they'd make sure they're bug tracking stuff was good
I quite liked the old Mantis tracker
phab is really great, and from a managing pov it is easier to work with than mantis is
that said, i do think the phab is setup a bit worng on their end
If you use Phabricator for developement as whole, it can be a blessing If configurated right.
We at CUP used to have different systems for bug tracking, management and communication and was at one point about to die. The whole project got new wind and motivation after the transfer to Phabricator
You want a bug tracker that is a lot better than Mantis. But of course a lot also depends on what you are doing...my personal favourite is Jira
BI is using Jira internally.
It's also my fav
Nah, Phabricator is best. Jira is overloaded
If Jira wasn't soo much resource eating slow crappy Java... It would be better
Again: Phabricator
โ
I'm with those that think Jira is cluttered and overblown. For internal use it's passable, for use by non-devs, clients and external users I really cannot recommend it.
oh ffs, that conversation was a week ago ๐
Heh
Lol GBee! We have it and I avoid using it.
I like to phab ๐
๐
'when something even most distant in a scene' what does this mean?
he left out some words
https://feedback.bistudio.com/T126493 Is there anything you can do about this? Mute overlays scroll
@Dell#7317 Yes. That's fixable.
@untold sky I meant, maybe that bis fix it
Well.. That's what a Bug report on the feedback tracker is for.. Asking BIS to fix it.. Considering there already is a bug report on the feedback tracker.. Why ask twice?
Can someone corrected the scale interface.
Feedback: allow us to turn off staminia without having to involve scripting
How? Difficulty settings?
yeah really anything
ok buddy
maybe I dont want to RP as a overweight american that cant run more then 20 feet
or maybe mind your own not eveyone has to play your way
and it shoudlnt be a huge pain in the ass to change a setting
but I bet you would rather the settings be hard coded for everything
I'd honestly prefer hardcoded everything like in COD and such over people who complain about that they can't be as lazy as they want to be.
Why would this seeting not be in the diffucutly options when the rest are? You shouldnt add new options to your game and then have no obvious way to tweak or disable it.
p sure its not lazy to not want to have to edit every mission with new scripting.
It is currently extremly unlikely that BI will add missing features.
And even more unlikely that they add features that are already available
Tbh old fatigue system was harsher but better
I do wish there was a server-side toggle to switch between the two systems
Or even script side
But anyway...
(btw maybe not call people who've just started with the game "lazy", for not being bothered to get into scripting? It's an optional part of the experience)
Tbh old fatigue system was harsher but better In hindsight I can definitely see the case for this insofar as making vehicles more important
player enablefatigue false; should remedy that ๐
@rancid stratus it is enableFatigue
Oops, ty
hmm it seems that selecting a large number of units (say 30 or so) in editor seems to make the game hang
in both the map screen and 3D world
crew inside IFVs next to exploding cars may die from said explosion
Anyone else noticed the long loading times since 1.78 in Eden (vanilla arma x64/no mods/no magical launch parameters/mallocs etc...) (talking about "play ...
Yep noticed too
Release mass emails to everyone who owns ArmA 3. Easy to do, you all have the emails of the steam accounts who bought the game and can get access to that.
Emails to include, Update notes, Whats coming, whats new, whats changing, whats fixed, what issues you know about, DLCs that are coming, Release dates and approx times of updates/dlc releases. Information about sales, community photos etc. anything that could go into an advertising or general announcement email.
Reasons:
- People who havent played in a while will see it and want to play it the game. You know this works and sice you have mailboxes, it wont be hard to send out every couple weeks, the above info and maybe alot more to intise people to WANT to come back and play ArmA.
- People will know whats coming. As said before, they will want to try out the new stuff. Or they see that a bug they hated has been fixed. etc.
- Server owners who keep players online with their endless time and effort will know what the issues may be quicker. We stay up way past bed time usually to fix issues that the latest updates have broken on our servers, we dont mind, we will complain but thats life. It would be nice if information could be handed out to us before hand though as at the end of the day, the only reason people are still playing ArmA 3 is because of server hosts like myself who spend hours upon hours coding, fixing, modifying and changing server and client code to make it work. We pay lots of money to host these servers and would appreciate if (the people who keep people playing and buying this game) Could be send information every now and then about upcoming events and releases.
Bible study.
Start releasing your updates on Mondays and not Thursdays.
Yup
As said above, WE are the reason people still play ArmA. without multiplayer servers, it'd be dead. So releasing udates that break our servers over the weekends is not good. Makes people dissapear to go play other games over the weekend because their favourite ArmA 3 MULTIPLAYER servers that are hosted by US for LOTS of MONEY and TIME are down due to BI releasing on a thrusday. If these issues happened on a monday, when it's quiet, we have a fix by wednesday, thursday or friday morning, we're set for the weekend and guess what!? People are still playing ArmA 3 as a result.
Well.. I'd say a big part of keeping Arma alive is the mods.. And not the server hosters.. Also I host a server and I have no problems at all because I don't use battleye.
You are overreacting a bit
No
If there were no servers, mods would be pointless
Theres only a certain amount of time you can spend on single player trying out mods
Why would they be?
The Editor gets boring after a while
You can host servers just fine though.... Just Battleye is broken
Im not hosting a server without Battleye
even if it is trashy
not a risk im taking
Find a solution or sit back and eat ๐ฟ
Mittens
ยฏ_(ใ)_/ยฏ
Fight me boyo ๐ฅ
It is true tho, without mutliplay, ArmA 3 would have like 5 players in game
@vagrant mulch
Big ole under estimation of course, but there'd be less, yes
Oh boy here comes the po po
@valid panther Cease with the attacks.
Multiplayer != big server hosters though..
@valid panther Cease with the attacks.
Im not attacking anyone
im making a point
Multiplayer is not always about big server hosts and full servers with 50 people
i know that
disableAI "PATHPLAN"; does not work or error? I did not find the command on the wiki.
But like i said, we pay money and pour time on it, so a heads up would be nice. After all, it's more or less us that keep the game populated. Without Multiplayer, the game wouldnt be as popular as it is.
There is always some issues after a patch, this is fairly normal.
If you don't wanna stress out wait a day before you update server (that way other people encounter bugs, figure out workarounds for you), there is legacy code option to revert clients back a version.
I leave it at that, I have left my feedback ๐
@deep elm #arma3_questions
To be honest, except for some minor issues this update has been one of the better ones
@trim acorn I agree, steamCMD, change a few ports, drop a PBO or two and im back up n running ๐
As am i
but the point is
if they notified better, we'd know and there would be more traction on the fact "Oh an arma update is coming, lets play that this weekend because they released it monday so bugs should be fixed by then and i have free time at weekends"
Ya
They wrote atleast a month ago in spotreps and twitter that the update will come on the 30th. And also they always start RC about a week earlier. And RC came last week.
If you want to know when the update comes out you can find out by just looking for it a bit
Ask someone who doesn't for updates ๐
๐
we dont have time when we get back to scripting and bug fixing a server to sit and search and read update notes
How would a email be better then? You also have to sit and read that
Because we get notified on our phones or inboxes
we dont have to manually go and search for updates and stuff
fuck it
forgetit
i guess they could have an opt in newsletter
i'd be irritated though if i got notificaations for each patch and hotfix
so whats the story with this update?
server launches but cant connect
just a black screen
@trim acorn read Iceman's comments in #arma3_troubleshooting
Oh, I'm not having a kick issue, I'm having a blank screen issue
Oh
Tried disabling BE server side, no luck
That might be due to a mod mismatch, maybe?
hmm. i could connect to our own server fine, so i dunno...
did you try other servers?
yeh other servers work
yeah then probably just an issue with that server, then.
Regarding working. I work 14 hours a day, moderate a Discord of 10,000 users and also moderate a Forum of 400,000 users... and still have time to read Dev updates and change logs
ยฏ_(ใ)_/ยฏ
What ever
Thanks @vale trail that does help. Absolutley nothing.
@mossy hinge Sure it does. If you can't do it yourself then click it.
Reserve like 3 minutes out of your day to skim through it
Googling arma 3 spot rep even reveals older spotreps
Will do that sure it was easy enough to notify your three players. For those of us that have more than that these types of outages hurt, but thank you for your assistance in knowing where to find the spotreps.
I dont know who to inform, but the recent fix pushed to stop the mass kicking by moving the BE port did not work, just had a kick.
I have been asked to inform @waxen tundra
@mossy hinge You know very well how to view the spotreps. Don't be antagonistic about this.
Took me only a few minutes to skim
@fringe fable Submit a feedback report if you do not get a reply here
I believe the battleye port has moved
Indeed it has to default port 2302 -2306/7
yeah we did everything we needed too, unless there is something special, but we submitted a ticket last time, along with probably 20 server owners and it didnt get touched for 7 months and still no response on it.
https://feedback.bistudio.com/T124802
If this is feedback they need to change the inventory look it need to be almost like arma 2 but more like arma 3
medikits and toolboxes can't be carried in vests
@SuicideKing#6140 They're not supposed to.
@quaint bane As of recently they were supposed to
Oh?
Yep, read the spotrep
Hello, i get a little problem with my game, my game crash, first message : Your memory card 0x000 and a few of random numbers couldn't be read or write (random) and the message 2 is here : https://imgur.com/a/NN7m9
@crimson basin #arma3_troubleshooting
Bruh
@Farfadeau#7646 Feedback tracker is not the channel to be posting troubleshooting messages. Generate a crash report, and post it in #arma3_troubleshooting
@vale trail already sorted it in #arma3_troubleshooting
@near cedar :+1:
Any BI devs looking into this? Seems to be more and more people reporting it on forums
@deft marsh i guess posting in the tools thread and tagging tom may have more chances to catch their attention
enemy shooting through hangers please fix
no
Ok
@hard steeple
It's not like in the movies where you can hide behind a wooden desk when a M240 is fireing at you from 30m
well thats not what im talking about
ai know where your standing and shoot you
i just had a group of 5 get destroyed
cuase ai see though wall
wall hacks or see through?
it's possible they heard you, but "i heard a noise" shouldn't be grounds for shooting at things...
but yeah if you could be more descriptive then that would help
@near cedar Yeah, the weapon clips but it's simply "I heard something" or "My team mates warned me of something" sort of situation
hmm. if the weapon clips and the target awareness is high, there's a high chance the AI will shoot and kill
which is very frustrating
Anyone else noticed the long loading times since 1.78 in Eden (vanilla arma x64/no mods/no magical launch parameters/mallocs etc...) (talking about "play ...
will this be part of the hotfix?
and of course: https://forums.bistudio.com/forums/topic/212193-object-builder-viewports-acting-erratically-with-windows-10-fall-creators-update/
Hi,
I would like to introduce my problem, a few weeks ago I downloaded the arma3 tools, and installed it onย my new pc properly. Every thing was fine ...
Bug found on the tower http://plays.tv/video/5a2f27fa300d2a5370/door-broken
@trim acorn Vehicle respawn module still broken after 1.80 https://feedback.bistudio.com/T123940 Can you have a look? Thx.
It is necessary to correct tactical ping settings, it works only in 3D. If you turn "show on the map" - tactical ping is not visible anywhere. Broken for 1.78 and for DEV.
can we get this fixed before A3 hits EOL ? It's been years now for crying out loud.
pretty sure every terrain author would offer up their first born in sacrifice if you were to fix it.
Definitely something I'd like to see addressed!
At the very least an open discussion as to why they cant fix it and share a bit of info so maybe we can fix it.
*cough* make the engine OpenSource after EOL and let the Com fix it *cough*
Iโve said that about OFP, A1 and A2
*cough* make the engine OpenSource after EOL and let the Com fix it *cough*
didn't diablo(2) had similar issues where the community modded the game so it was actually playable?
just give A3 code to dedmen, we'll have it running on intercept in no time
Just give Intercept BE whitelist and fix the BE randomly blocking DLLs.
make BE opensource so that community can fix it
XD
The Rook (pistol) does not play any sound on a dedicated server for everyone esle but the wielder
this has been seemingly happening at random for months, happened today in a controlled environment
no gunshot, no bullet cracks
for both profiling/stable clients
with multiple people shooting it
Could you grab a video? @near cedar
no, sadly. Did think of it but we were testing things with BI's Revive at the time
Since feedback is down, does anyone know if this is a known issue:
I have a script to spawn zeus modules for certain people, given by uid. These game master modules are created using createUnit and assigned in a playerConnected missionEventHandler. But when I go into zeus, I can't open the attributes of objects such as player, vehicles and ammo boxes. I can double click all I want, but no interface shows up. But when I am a logic side zeus with an editor place game master module, I can check the attributes.
All the other stuff does work, it is just checking attributes that is not working
These game master modules are created using createUnit
Why would you create a mindless vehicle using createUnit ?
addCuratorEditableObjects maybe? What do you mean by "attributes"?
You have to create modules with createUnit. Someone else said that you can create CuratorF as vehicle and it also works, but it didn't for me.
you can do this sqf _curator = (createGroup f_var_sideCenter) createUnit ["ModuleCurator_F",[0,0,0] , [], 0, "NONE"];
@untold sky with attributes I mean when you double click on a object, you get a dialog with stuff like ammo and health for vehicles. Or rank and name of units.
I use addCuratorEditableObjects
I use the code that suicideking posted, it is in a script by @manic saffron gist: https://gist.github.com/commy2/d112f77e9fd32980fc112914bd3952ff
I remember it working before 1.78, so I just wanted to know if people knew of this issue already
I know the F3 thing works though
This works, it is just that ONLY the double clicking on objects doesn't work. Eventhough it works when using eden placed modules
But i'll try to see if the F3 stuff can help with getting it to work
hmm. afaik the double click thing works with F3 zeus
Did you check after 1.78? Because it worked for me before 1.78
hmmm.... I fixed it by having it sleep a couple seconds before creating the module. I had the same sort of thing happen with the new ace arsenal. I needed to have the script sleep for a second before removing items after creating the ace arsenal.
Same thing there, it worked before without sleep, but since 1.78 it requires a short sleep to actually work
might be a weird locality thing, idk
i have tried after 1.78, can't remember if i tried to edit any object after using F3's zeus (which is invoked from the admin menu)
Yea, mine is ran from playerConnected, so runs during init when i'm the host
could try running from initPlayerLocal or something
Feedback for the BI Store: Please let us:
- Send a gift to people who aren't registered on the BI Store. Send a steam code or a link to make an account and redeem the code.
- Allow redeeming items we already own as Steam Inventory Items or Gifts, so we can send it to people that way.
The current set up is so convoluted and opaque it's not even funny. It's also unnecessarily restrictive.
I'd assume the majority of their traffic is through steam anyway, I've never actually heard of anyone using the BI Store except to get the maps ๐
I've heard it a fair bunch, a lot of people "want to support BI directly", since this way it cuts steam as the middleman (so no 30% cut)
I'd assume the majority of their traffic is through steam anyway, I've never actually heard of anyone using the BI Store except to get the maps
All of the Supporters Editions were purchased directly through BI.
I buy everything direct from the BI store
for the reason SuicideKing mentioned, it means more money going to BI
plus they have run BI Store only promotions in the past. I believe the DLC 2 Bundle was available for pre-order via the store at a discount which wasn't available via Steam?
Yeah, that's what I remember too
Isn't it obvious? looks like "nothing" to me
Au de combat emote would be neat
Also... Discussion about [...] feedback.arma3.com
Jo @untold sky can i post a screenshot or your two texts on devrant? ๐
wat ๐
...
here is my feedback tracker item, not really bugs, but feature requests, mostly retextures, with possibly a few new weapons and headpiece https://feedback.bistudio.com/T126926
Not gonna happen
Thats more of a wishlist.
I wish for a :kappa: emote ๐
May as well add female characters to that list too
That's something for the forums. I've seen like 5 feature request "issues" like that in the last couple months. Now is exactly the worst time to request stuff.. As we know it's not gonna happen. Also all of that stuff is stuff that could be done with Mods
yup
can't say i don't want those uniform and vehicle retextures, but yeah that is more of a forums thing
i do hope we get more vehicle textures with Tanks though
bonus points for an organic variant of the CSAT camo
lul
I can't complete the registration at https://feedback.bistudio.com/auth/register/ because of the reCAPTCHA throwing an error "Invalid domain for site key". Maybe has something to do with the domain-change in the latest SITREP?
Confirmed. @trim acorn Is Feedback tracker also your duty?
cleared cache?
I have the same. And had it a week ago too
Was able to create an account via external login now, still should be looked into :/
I turned my drone a hair too hard on the runway and it damaged everything, even the engine. lol?
@stray basin might want to post that in either #dev_rc_branch or https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/
tx
Troubles with High Command Module at Dedicated Server
https://feedback.bistudio.com/T127591
I just tried to use the group callsign ( groupID ) feature in 3den, but it turns out it's not really usable, because
A) https://feedback.bistudio.com/T118543 : You can't copy/cut & paste groups (across missions) and preserve the callsign
and
B) https://feedback.bistudio.com/T117142 It doesn't work in multiplayer (with dedicated server). Only the server sets and knows the callsigns/groupIDs. All non-server clients don't see the custom callsigns/groupIDs.
Then I looked into the callsign module (which is to be created and syced to individual groups). But this one also doesn't work in multiplayer.
The only known workaround is to set the groupId in a custom script or in the groups init field like so: this setGroupId ["My custom callsign"].
So why does the 3den thing and the callsign module even exist when it's not really working? Why are these limitations not documented anywhere?
Is there any chance to get these bugs fixed?
See also this https://forums.bohemia.net/forums/topic/189080-bug-callsign-attribute-groupid-attribute-isnt-set-on-clients/?tab=comments#comment-2995583
Have you created a ticket?
I have linked two (already existing) tickets in the text above. I'm not sure it's necessary to create a new one?
I did post a comment here, if that helps: https://feedback.bistudio.com/T117142
I have no idea how I missed that, apologies.
can someone confirm that the new self driving tanks as commander broke the commanding of AI drive to next waypoint?
another thing that got broken seems that neutral targets (ie empty vehicles or objects, like wrecks) are no longer listed under targets (command menu 2)
There is this ticket. AI always seek to go to the last traveling point. https://feedback.bistudio.com/T127626
another issue is when you are effective commander, but not actually part of the crew/they are not in your team, you still command the movement and the AI driver is ignoring WPs/its leaders commands
the feedback tracker sends me an email notification about my own comments/edits. Any way to turn this off?
@near cedar Configure this in the section User - Settings - Email - Email Delivery: - Email Notifications (Disable) - Self Actions (Disable)
Thanks!
@waxen tundra https://blog.qualys.com/ssllabs/2017/09/26/google-and-mozilla-deprecating-existing-symantec-certificates
https://www.ssllabs.com/ssltest/analyze.html?d=feedback.bistudio.com
My firefox already blocks feedback tracker, wiki, forum, BI store. And Chrome will start blocking it... ehm... Tomorrow.
Feedback tracker uses HSTS so you can't even tell firefox/chrome to make an exception.
we know, thanks, wip
Could someone please guide me through adding new bug report?
@desert trench yeah, and whenever I add a ticket, it has no arma 3 tag and is basicly ignored.
- have you been in the A3 subproject?
- sample ticket?
@marsh flower lacks arma3 tag
Yes, and I dont know at which point I was supposed to add that
if you go on the main page first into the a3 project as said
@desert trench
https://imgur.com/gallery/jSUrE you mean that?
And this will give me arma 3 tag? Or to I have select something more?
Ok got it, thank you
@marsh flower Now that you created multiple reports for the same issue. Could you maybe mark one as duplicate or write that it should be closed?
@untold sky , ok will do
Insightful addition. @trim acorn
@modest trail thanks
Helps if you read the channel Description
MIL dot spacing is still incorrect in all scopes https://feedback.bistudio.com/T82093
are you accounting for the cube having a 1m thickness as well?
so the front face could be 50cm closer to you than the rangefinder indicates (IIRC rangefinder measures to the object centre when measuring to an object, rather than the incident surface)
@da12thMonkey#2096
If the rangefinder measures the vehicle center, how does it work on terrain?
They measure from the surface, not the model center. If they did measure from the model center, it wouldn't change the distance if you look at different parts of a building,
@shadow beacon 50 cm does not change the target size 0.5 mil at that distance, i.e. it doesn't matter for this issue
poor climbing ability on APC series https://feedback.bistudio.com/T127944
hmm, not really sure I'd call that a bug. APCs are much heavier to start with and some of them clearly don't have the ground clearance to go over that wall when compared to MRAPs which by design have a much higher clearance for mine resistance. It is a bug that the Strider was able to make it at least once since it's chassis would clearly have prevented that.
the 6-8 wheel design of the APCs makes them less effective climbing over walls like that because it requires more speed/momentum as each wheel hits the wall, momentum which is lost after the first wheel strikes and can't be regained before the subsequent wheel strikes
There's a reason why tracks are preferred for off-road. APCs are generally wheeled to greatly improve road speed, which is where they mostly operate.
3DEN Editor: lack of Synching charts for Modules https://feedback.bistudio.com/T127920
May there be any updates on my feedbacks (at least a "no" ๐ ):
โข Write flag permission (bug?) on linux : https://feedback.bistudio.com/T121694
โข createSimplaObjectLocal (self explainatory): https://feedback.bistudio.com/T124257
โข Strange aliasing on 3d rendered controls : https://feedback.bistudio.com/T124532
โข SRV records : https://feedback.bistudio.com/T127943
โข Change opticMode with a command (not mine but why not) : https://feedback.bistudio.com/T124258
If you feel like these feedback are usefull, subscribe and comment
I'm looking for a report regarding the new tanks: if you getin/getout hull quickly you may get stuck 30cm lower than "normal" and see through the tank, in the MGS as commander for example
created, here it is: https://feedback.bistudio.com/T127948
turn out / in quickly and voilร https://ibb.co/cvBuqH
@gray wharf Make sure to flag the ticket as [RC] and post link in #dev_rc_branch too.
BI has a bad habit of ignoring serious dev/RC issues and letting them slip through to release.
OK! Will do
@waxen tundra Would it be possible to get a command/option added to let server owners turn the autopilot/ai (that was added with jets DLC) that takes over control of players planes when you hit "esc" (or open any other cursor enabled menu, which lots of aviation mods, among others have) with the engine turned on.
@harsh niche
There us nothing dwarden can do. Open a ticket on the feedback tracker and hope for the best
@waxen tundra https://feedback.bistudio.com/T128140
Also
Added: It is now possible to draw a straight line in maps (LCtrl + LShift + RMB)
It is LMB
@lean mica wrong link
Link for PCML bug.
I dont want create ticket for mistype on report
Self-Liquidification is a pretty amusing description of a detonation.
typo
class UnderwaterMine_Range_Ammo: MineBase
ssoundTrigger[] = {"A3\Sounds_F_Orange\arsenal\explosives\Handling\PDM7_Trigger_01",1.99526,1,20};
Is it ok?
22:56:13 addons\3den.pbo - 127112
22:56:13 addons\3den_language.pbo - 128479
22:56:13 ** addons\a3.pbo - unknown**
22:56:13 addons\air_f.pbo - 127691
22:56:13 addons\air_f_beta.pbo - 128341
Also RscChatListDefault now not rewritable. Is it bug or feature?
The PCML shoots above its aim point. Is this a feature or a known bug or should I make a report?
The PCML is largely a lock-on guided weapon, and it's optics don't have any meaningful function except for magnification and target-locking. They don't even have range numbers, so the lack of a bore-line pip isn't surprising.
@obtuse jasper PCML has some issues, yeah. I think there's already a couple of tickets about this e.g. https://feedback.bistudio.com/T127900
Any update on this? Just had some peeps asking about it in video comments
it has been a little while now..
Anyone else facing the issue of game crashing when a rocket is launched at your vehicle? I have opened a ticket but I am not sure whether it is a server issue or game issue.
@obtuse jasper I think that's been fixed on #perf_prof_branch
Which is compatible with stable branch servers, so you can switch via Steam and can still play
Can i ask bis to implement possibility to disable tower stabilization? smth like double left ctrl for >turretlock/stab off< (as in infantry: lower weapon) and left click for >turret unlock/stab on< (as in infantry: raise weapon)
this would so much improve every second of non combat maneuvering! (no need to constantly pan around the turret to keep it at 12, less complex movement and better awareness for the commander, more realistic looking tanks in cruise mode)
I'll better pay attention on map and looking through triplex
You can always make a ticket.
Group Icon Hexagons Custom Color Setting Removed
https://feedback.bistudio.com/T128512
Could not find a previous report on this, anyone know the game version it changed (sometime 2016)?
Can we no longer register for the community wiki? It's been locked for months, and lately I've come across a lot of dead code examples and pages with no information at all that I could fill out.
Wiki uses the BI account now. #community_wiki is quite active
In case you have missed it: one of the oldest bugs in the Arma series. Comments, suggestions and opinions regarding the issue are welcome ๐
Never saw that as a bug actually as it seemed that BI clearly intended that.
Thanks
@trim acorn sorry for mention but can you look into it?
rockets crash the game
Cannot reproduce
@jovial hatch
Are you running mods? If so, run the vanilla game, try again.
BIS_fnc_spawnCrew does not create the correct number of crew for vehicle: "O_G_Van_02_vehicle_F" see: https://feedback.bistudio.com/T129141
https://feedback.bistudio.com/T123065 That was fixed recently wasn't it? @deft marsh
yea so far so good
some issues with uv grid not being static and moving with camera been reported about it
Noticed a glitch in the linux client, i.e. pre Tanks release, with the COOP Tanks scenario. Two of the tanks always start flipped over on their backs. Does anyone know if this was fixed with the DLC release?
Can someone reproduce a issue? It seems that the Virtual Garage is broken these days: https://i.imgur.com/ESnnQ1B.png Same problems occur on a MH-9 Littlebird. Running on a clean non-modded Arma. CC: @opaque oak
Its like everything is messed up. Screenshot of a messed up MH-9: https://i.imgur.com/Gagp2vT.png (note the bench in the back)
https://i.imgur.com/jj8JpA8.png Bench going sideways. I can confirm that there are a few cases where the "Vehicle apperance customization" either doesn't apply something at all or incorrectly.
Seems like SteamCMD is downloading an older build of the server.
The VR Training is a bit borked. Figured I'd run through it while I was bored. (Launched without mods)
And the Mora always stops just short of the AT Mine and just sits there.
https://i.gyazo.com/4f0a85b5cbb528f9d3492921284c915e.gif
Spot Bug-report (fdbck later): Players in a Command position in a vehicle, when shot and wounded (but not killed), convert the vehicle into a civilian target.
oh dear
TIL you can use "manual fire" mode to fire gunner's rifle when he is turned out ๐
https://feedback.bistudio.com/maniphest/task/edit/form/3/ ^ This is the Bug Report site, I should have mentioned it
https://forums.bohemia.net/forums/topic/216986-orientation-callouts-completely-broken/ << Please, Please include some fixes for player controlled AI in the roadmap for this year
@waxen tundra @untold sky could be something for you guys - maybe a mircale happens and this still gets fixed ๐
@desert trench https://feedback.bistudio.com/T124746
Why does he create a new feedback tracker report if he knows very well that there is already a report about it..
atleast they have a way to reproduce it now. Now a Arma engine dev can take this and... Oh wait...
lol
@uncut briar you might also be interested. That explains why it happens on Liberation so much
Does some of this data get cached between missions as well?
yes
because in our experience it usually has a higher chance of happening the more missions are run
mhm.
as explained in my bug report. The sounds of AI's callouts are stuck in the audio queue. I guess they should be deleted when the unit dies. But someone forgot that in some place. Now the audio is dangling there without any reference to it. And sadly arma doesn't have a "remove all sounds now. The mission is over. No reason for them to be there"
if BI doesn't get it done.. I can make a mod that periodically clears that list of anything that looks suspicious. That would atleast be a workaround for the bug and keep your FPS toasty
Already did that using Cheat Engine back when I investigated the issue ๐
aha
Is it just me or is the โrecent activityโ part on the feedback tracker stuck on the 9. June? Looks like the recent maintenance killed it.
The sounds of AI's callouts are stuck in the audio queue
I wonder if this is also related to the helicopter audio getting stuck sometimes at the end of some MP missions ๐ค
been a long time since I had that. But all sounds should be cleaned up at end of mission. That would fix the helicopter bug and the AI callout bug staying between misions
yeah
for the longest time we though it was something related to F3
but shit I hope they fix it, this is easily the most critical bug in Arma 3 that i know of
Okey I found two potential causes. Second one seems most likely to me. Every soldier can be saying one thing at a time. Which makes sense.
In the soldiers simulation cycle it checks if the unit is dead and if he is currently talking. And if so deinitialize the sound and delete it.
If the soldier now dies on the server. And the simulation stops running on the client. The client's soldier simulation will never see that the unit is dead and the sounds needs to be freed. Thus the sound stays alive. And theoretically that's a Memory Leak. Not per definition as there are references to that memory. But there are no references capable of deleting that sound.
It should be checked if the unit is currently talking in his killedEH or destructor. And if so the sound should be cleared. That should fix this.
oh wow. probably worth posting this on the dev branch feedback/somewhere else on the forums/feedback tracker where it doesn't get lost?
thanks a lot, i hope they manage to fix it ๐๐ฝ
i will add that bug to my LTS plans {now i need to write the summary}
I would love to see a feature with ArmA and the Server manager.
I guess nobody missed the fact that GDPR is active by now, but we still got barely a way to inform users of our game servers about their ip's being handled and their information being stored in databases.
To fix this in a legally legit way, it would be a quite critical feature to have a way to let users agree to ToS before connecting to a server.
I would imagine this as a parameter in the server config where some text and url can be set to be shown and accepted before the connection is being made.
Doing so, it would be possible to link to privacy policies and ToS without ever getting user ip's and data beforehand.
@waxen tundra I am not sure if this is the right place to propose something like this. If you would like a full fletched ticket with both technical and legal acceptance criteria, I would happily provide this.
IP by itself isn't personally ID information afaik, otherwise you would need ask for consent every router in path ๐คฃ
and it's easy to make scripted dialogue where you ask the user after he joins the server, either he accept or not, when not you can just kick him off the server
afaik game log files you have no control over and that are required for the service to function are excempt from GDPR
@untold sky https://community.bistudio.com/wiki/enableSentences
๐ค
I'm running ACE_NoVoice too. Which mutes all chatter. Still get the bug.
IS this the same thing when you alt tab and fps is fine, but tab back in and it's like 12?
yes
hmm
I do wonder whether
enableSentences false;
And
{_x setSpeaker "NoVoice"} forEach allUnits;
Have the same underlying mechanism, though.
try it out ^^ Run the benchmark mission on a dedicated server
Or easier. Repro is spawning hundreds of units blufor/opfor and letting them kill eachother.
We ended up transitioning from the former to the latter around the same time as 1.60, with the difference being that we use playableUnits instead of allUnits, so that AI units have their barks
every unit that dies while speaking leaks a sound
Oh, I have faith in what you've seen so far
I'm just curious whether we somehow dodged the issue by using the enableSentences thing
I'd rather fix the underlying bug than messing around with workarounds
Or whether it was just coincidence that we stopped using enableSentences at the same time the bug was introduced
I noticed the bug around 1.66. So could be
^ Potential fix on #perf_prof_branch
What's wrong with Arma 3 tracker?
Can't connect, two different errors in two different days
It tells you what's wrong right there
Yep but if it was an SQL issue shouldn't it be general? Or is my account entries to be bugged somehow?
huh it's down for me too now
Oh, ok then ๐
probably just try again later
shouldn't it be general uh.. It is general..
when he had encountered the issue yesterday, it was still working for me
probably made it seem like a client side issue
yes known
from latest dev
Warning: "Cannot evaluate value:0.9 * (1 - sea)" in 'bin\config.bin/CfgSoundSets/Explosion_Debris_SoundSet.volumeFactor'
Warning: Cannot evaluate 'CM_None'
Warning: "Cannot evaluate value:CM_None" in 'bin\config.bin/CfgAmmo/M_Vorona_HEAT.weaponLockSystem'
Warning: "Cannot evaluate value:CM_None" in 'bin\config.bin/CfgAmmo/M_Vorona_HE.weaponLockSystem'
Warning: Cannot evaluate 'IDC_IGUI_WEAPON_MODE2'
Warning: "Cannot evaluate value:IDC_IGUI_WEAPON_MODE2" in 'bin\config.bin/RscInGameUI/RscUnitInfo/WeaponInfoControlsGroupLeft/controls/CA_Mode.idc'```
Rearming bug for player controlled AI has lots of tickets open still - e.g. https://feedback.bistudio.com/T80810 https://feedback.bistudio.com/T119623
AI will not rearm when ordered to at supply crates etc
On a related note, if you order AI to pick up a weapon, there's no knowing whether they'll go for the one right in front of them or the one 1km away this small requested change would improve things significantly - https://feedback.bistudio.com/T75458
Magazines still double in weight when loaded in a weapon, doesn't matter which weapon/magazine. Makes certain launchers/machine guns impractical to use, and overencumbers players using such weapons.
@waxen tundra did not get notified about your response... Fu*** up my settings...
Sure, IP's might not be, but after some reading through all my papers I am not 100% sure if BE GUID and/or SteamID could be seen as references/ids as stated in Art. 4 I GDPR...
Technically at least BE GUID is a hash of the SteamID.... The question is if hashing those data is enough to make it legit storing them forever
@severe heart that all applies only if it's related to be stored as some PID which it isn't
When clicking on a unit icon in ORBAT viewer, an error message prevents from animating the map.
^This may be a mission-specific bug @velvet stratus.
@vague idol you can't reproduce it?
no one can repro it if you don't tell us how it's being triggered
the reload command ( https://community.bistudio.com/wiki/reload ) only works for the primary muzzle of a weapon, and not the secondary one (e.g. underbarrel grenade launcher)
seems like a bug to me as it doesn't consider the active muzzle - meaning if I have the MX's grenade launcher selected, it will reload the 6.5mm magazines
correction, it does work, but only if there already is a primary magazine loaded
not ideal, but I can work with that
When walking past various terrain assets RPT can become bloated with strange convex component error messages, has been a bug since 2014 or so with certain assets - https://feedback.bistudio.com/T131264
Has there been any progress on the magazine weight bug? Haven't heard anything from devs in quite a while.
didn't hear anything on it either
@trim acorn Might know what happened there since he was the last one to comment on it
Soldier Protection System doesn't effect arm resistance.
https://feedback.bistudio.com/T131303
Is there a fix incoming for the Object Builder viewport issue? If so any ETA - https://feedback.bistudio.com/T127168
createSoundSource volume issue which has been around for over 2 years - https://feedback.bistudio.com/T131341
With the Sandstorm and Zamak MLR(S), when you adjust the elevation with PgUp/Down, the range doesn't change? Is that intentional?
That's how the elevation works on all the artillery doesn't it?
you point the optics at what you want to hit, it gives you a range in the optics and a firing solution angle, and you increase elevation until the angle value matches
(btw the elevation, and maybe even azimuth, displayed on all the arty and MRLs in the vanilla game are slightly wrong)
addendum to the info about the elevation: the range brackets in the HUD info box at the top, are the charge settings - you switch between them with the fire mode keys
Maybe I'm misunderstanding the purpose of the value shown at the top right of the page in the format "11000 - 14000m"
which I took to be estimated range based on elevation ... charge actually makes sense, I really hadn't considered that aspect to be modelled
The manual solutions stuff is pretty useless, there are maybe a couple of places on the vanilla islands where you can use line of sight for ranging. It would have been nice to have the ability to enter the range/target altitude manually so you can get the solution instead. So units not wanting to use the arty computer can radio in the grid ref from which you then calculating the range and approx altitude
I am aware of http://app.tymek.cz/a3ac/
Note, artillery isn't covered in the Field Manual, which I guess is the real bug here then. You have to somehow figure all this stuff out yourself.
So, tickets of mine that can be closed:
https://pastebin.com/JUW1qdWY
There are hundreds of tickets to be closed ๐ No one takes care of them :/
Yeah I was surprised how many I had accumulated lol
I really don't understand why we can't close our own tickets though.
srry
@fringe pewter I didn't mean redirect to here, there's an actual website that you can find by hunting through this channel for links or checking the description.
@trim acorn see #linux_mac_branch
Added https://feedback.bistudio.com/T131613 , think i messed up with the project tag. is also an updeted,more detailed version of an older one that i cant seem to find again
https://feedback.bistudio.com/T129113, https://feedback.bistudio.com/T131058, https://feedback.bistudio.com/T123402
Well i just wanted to ask if there are still updates for scripting of Arma 3 or if i can give up... I know Wulf only works under the week and i normally write my stuff on the weekend so i think thats why they were not acknowleged.
If i can give up just let it me know then i would try to learn c++ for Arma 3.
To the active mines namespace thing. Same applies to some terrain objects
@untold sky are there any related threads to it which i would be able to link?
Lul. Searched for open issues and found this https://feedback.bistudio.com/T69234 Then read my last comment :/
Don't know if there is an issue about that. But some objects just don't have namespaces. Nether really bothered me
Well i find it intresting that the weaponholder has a namespace and mines not it just seems odd.
Weapon holder is a vehicle. Could even call it a car.
Let me correct myself WeaponHolderSimulated / GroundWeaponHolder the ones who store objects on the ground
https://feedback.bistudio.com/T124012 can no longer be reproduced
Added https://feedback.bistudio.com/T131781 dedicated server crashes at random.
@untold sky comon bud. you always stalk me. join my discord
fm is welcome too
you ttwo are most welcome tbh
You have been banned multiple times for not only violating this server's specific rules, but also Discord Terms of Service violations.
i am blackmailed
i want an apology from david and i will never come back
take screenshot if you want to sent discord i dont care
So, you admit to ban evasion then?
There has been no blackmail only reporting to Discord and Law Enforcement.
Thats not blackmail, thats in the Terms of Service and EULA which you have violated.
how exactly did i violate eula? Explain it to me
Ban-Evasion by creating new accounts.
dedmen shut up for once
why is the guy no longer banned/his rubbish removed?
@desert trench likely kicked instead of banned, no longer a member of the server. Kicks won't remove messages, bans will.
should get some bot to remove msg then
It's witten, should've been a ban. I dunno. I may be wrong in this instance, but from what I remember bans remove messages and not kicks. i don't think a bot would be necessary
@limpid fulcrum bans also don't remove messages.. Only if you click the option to remove messages
@untold sky Correct, bans don't inheritely remove messages. But bans have been used here to remove messages and ban user temp, soft bans. But I don't think the kick option has this?
correct. kick can't delet
@desert trench @limpid fulcrum @untold sky Discord wants it in place so they can investigate.
Wants what in and to investigate what?
copy
The text, that's why it wasn't removed. Investigating Witten (The spammer), its been escalated.
I see.
They never told me they needed to investigate that.. Just the copy-paste "It seems like some messages have been deleted" even when just one single message in my dump of a hundred messages was deleted. I think they just got a bot running through it and autoreply if some messages are deleted
weaponPool is duplicating its contents on next mission and mission description.ext/class backpacks is simply not working. is it still worth the effort to create feedback tracker tickets for arma3 v1.84 bugs, or has the development came to a halt?
it's still worth it.. But I'd say weaponPool is quite low on the priority list
Unhandled Exception ("AphrontQueryException")
#126: Incorrect key file for table '/data/mysql-tmp/#sql_c6f_0.MYI'; try to repair it
๐
Unhandled Exception ("PhutilAggregateException")
All of the configured Fulltext Search services failed.
- AphrontQueryException: #1030: Got error -1 from storage engine
@grand edge
Advertising of any commercial or personal project, product or service on these forums is not permitted. Chain letters and pyramid schemes are similarly prohibited. This includes the Personal Message service and clan recruitment outside of the Clan Recruitment forum. Threads older than 4 months should not be dug up unless something significant is being added. Please do not post duplicate threads in more than one forum and do not "Bump" threads. Posting "any news", "is it out yet" or asking for a release date type posts are also spam.```
Particularly ` and do not "Bump" threads `
@grand edge 12) Do not type in all capital letters, all bold, or in a non-black font
Sorry my bad but this issue annoy me as f... and probably they wont fix it
https://feedback.bistudio.com/T132691 Anyone else experiencing this? It's driving me nuts since tanks DLC. (I should've created this sooner ๐ )
wasnt a fix to unassign a set of key actions or use/assign a different set? (might mix it up with sth else though)
IDK, every time I'm driving a tank with AI i need to unassign mouse steering, friend has same problem. This was working fine since OFP till Tanks DLC.
Maybe there Is some way to setup the bindings that it will work properly but I was unable to achieve it.
Also I can't check right now but I think I recall that it was working properly when using "more left/right" bindings.
So either I'm stupid or it is a bug as it works only for one type of mouse steering.
well tanks DLC certainly brought some new bugs - no question about that
Warning: "Cannot evaluate value:IDC_IGUI_WEAPON_MODE2" in 'bin\config.bin/RscInGameUI/RscUnitInfo/WeaponInfoControlsGroupLeft/controls/CA_Mode.idc'
Warning: Cannot evaluate 'IDC_IGUI_WEAPON_MODE2'
Any of you got any experience with triple monitor gameplay? or the 'FOV fisheye' effect?
@azure hatch arent you supposed to have fisheye with high FOV on specific res that arent for high fovs
For example my laptop is 133x768 and optimal fov for it is 85 degrees
Ok i forgot the first numbers but its 768 at the end
not really, its not playable, doesn't simulate real world optics and is a well known bug that wasn't solved since 2010
check this thread i just opened: https://forums.bohemia.net/forums/topic/219513-triple-display-fisheye/
look at the screenshot..
there is a "tripleHead" config entry in the arma config.
My Documents\Arma 3
Atleast I'm quite sure I saw that somewhere...
AH! In your Arma profile.
That folder I mentioned above. And <username>.Arma3Profile
The tripleHead entry
it detects: 5760*1200 (24:5) while the native aspect ratio of each display is 16:10, so the correct aspect ratio will be: 48:10.
Uh.. you know that 24:5 == 48:10 ?
And that 16:10 == 8:5 ?
sorry mate, can't understand ๐
what do you mean?
the tripleHead is set to 1 in my config
check if tripleHead config entry in your profile is set correctly... Good. ๐
is 1 correctly?
yeah
crap ๐ฆ
if it wasn't it would mean that we found a solution
"Uh.. you know that 24:5 == 48:10 ?
And that 16:10 == 8:5 ?"
and what do this mean?
This means you apparently don't understand how ratios work ^^
i actually dont hehe
You say that 24:5 is wrong and that it should be 48:10.
But both are literally the same
ohhh
as 96:20 would also be
yeah
but that doesn't really change much about the stretching. But looking at that picture.. I don't remember ever seeing a Arma 3 monitor setup without that stretching... But I didn't see that many
i've searched a lot, some got this fixed by customizing the fovTop and fovLeft values while some report that they couldn't get this to work although they calculated the fov values as they should be
at least 2 more open issues at the tracker about that
do the fov values atleast take effect? if you change them then things change? does it get a little better?
Maybe the solution is to.. Make arma think you are not on triplehead ๐
Just mess around till it works. Even if it shouldn't make sense ๐
But I don't want that crap ._.
hehe i figured you wont
anyway, didn't work
interesting thing is that when i'm zooming my weapon, the fov does look right
so basically this is an fov issue.
How is this FT related?
Its not ๐ฆ
@smoky mango Please ensure your posts are written in the appropriate channel please.
@azure hatch maybe avoid playing on 3 monitors?
yeah I know im late
but I felt like I needed to input
Fix your Ghost Hawk bohemia, it's getting invisble at certain distances. If you zoom in you can see it, zoom out its gone again. Normally visible at 400-500
@hallow sun Fix your view distance.
Did you even try and diagnose the problem and see if it was something you were doing wrong before slamming on the "blame bi" button?
Ofcourse i tested it, reproducable problem with the Ghost Hawk. Even had it on King of the Hill.
@hallow sun King Of The Hill is not a great place to test game bugs. Anything could happen with missions or mods, as they ocassionally screw up too. Find yourself in the editor and reproduce it there with varying view distances
you can use the commands
setViewDistance and
setObjectViewDistance
to aid you in debugging
something like:
while{alive helo_1} do {
hint parseText format["Distance between helo and player: %1, View distance: %2",player distance2D helo_1,viewDistance];
};
name your helicopter helo_1 in the variable name
place the code in a file called init.sqf
This is no bug and thereโs nothing to fix, itโs always been like that, play around with your view distance youโll see
This issue
https://feedback.bistudio.com/T125680
https://feedback.bistudio.com/T127071
https://redd.it/6jvaou
https://steamcommunity.com/app/107410/discussions/0/1697169163417240026/
https://steamcommunity.com/app/107410/discussions/0/1327844097109060642/
https://steamcommunity.com/app/107410/discussions/2/1458455461472933181/
@untold sky okay sorry
How do i report a bug that has a potential to be exploited by hackers? Lets say i found a way to disable code on client side.
feedback tracker
there is a section for security relevant bugs. When you post there only the devs can see it
Oke thanks
Bug reported.
Do i get a notification when my bug report gets read by a dev? Just wondering because i'm not sure if my explanation is clear. I also don't have time to always check it and if they need more information to provide it.
Not read per se, but when some sort of action has been taken (assigned, updated, etc)
Sometimes you'll see "name added a subscriber" when they read it.
It would be most useful to rethink map markers. Right now, the unit type markers are disconnected from unit sizes which is not aligned with STANAG (APP-6) NATO standard. Also, the placement of the unit names is not correct.
Cannot connect to mysql
oh my sequel
still down ๐ฆ
Well.. People usually don't work on weekends
So did update 1.86 screw up verifysignatures on server?
I can only get on my server with mods if I set "verifysignatures=0"
I really do like updates for the game. But as i use alot of mods, some times the updates breaks some parts of the game for me. One of the mods i use (dont...
"Discussion about A3FT" This is not a feedback tracker.
soonโข aka whenit'sdoneยฉ
The current system of adding suggestions on feedback tracker as comments on a single post is really weird. More suitable system would be to make a new post of each suggestion and then have the discussion through comments on that post. All the suggestion posts can go in a group / sub-forum. Then each suggestion can be discussed, updated, marked as done and locked.
As someone that has used a ticketing system before, this format is quite standard. It allows for rapid identification of the issue and the ability to scan additional comments (on a single page). A forum-like structure would be great if you had all the time in the world, but unfortunately, that's rarely the case.
I am referring to the suggestions section only.
https://forums.bohemia.net/forums/topic/210827-arma-3-community-wishes-ideas-no-discussion/
That's not the feedback tracker, that's the forum
@obtuse jasper Speaking as someone who has had to read lots of suggestions in the past, I'd much rather they were all together where I can quickly read them all just by scrolling, than having those same suggestions as separate tickets that have to opened one at a time. Considering most suggestions will be rejected outright, I really wouldn't want my ticketing system cluttered up with thousands of useless entries either.
What might be convenient for you as an end user does not necessarily line up with what is most convenient for a developer
That said, as Dedmen said, that's the forum. They have a feedback tracker as well - however good luck getting your suggestions noticed there, there are tens of thousands of open tickets and no-one is going to read them all.
The amount of bugs listed in the tracker is kind of incredible, most of which have never been reviewed at all.
RIP https://feedback.bistudio.com/project/view/1/
Unhandled Exception ("AphrontQueryException")
#1114: The table 'cache_markupcache' is full
@trim acorn Yeah, at some point when the rate at which tickets are being submitted outstrips the rate at which you can review those tickets most ticketing systems break down. Many people operate a system where if a ticket goes unreviewed for 6/12 months or was opened against an older release then it's automatically closed with a note to re-open if the issue is still occurring. I think the only reason BI haven't done that sort of mass-closure is that they don't want to be criticised for dismissing issues unread.
even though they'll never BE read
That much is apparent, the feedback tracker became useless the moment they stopped even triaging it. We tell people to put stuff in there but since most of the bugs are still present and already reported they are just adding me too comments to known issues that will never be fixed.
@untold sky I sended you a private message about some security issue (just letting you know here, incase you block unknown persons on discord)
I usually don't block. I just delete the chat if I'm not interested. Or throw some non-nice words in the mix
@wraith sapphire https://feedback.bistudio.com/T129141 That's not Severity: Crash ...
@wraith sapphire From "BIS_fnc_spawnCrew" Description: Function to fill all crew positions in a vehicle, including turrets. the key word is all crew positions Use createVehicleCrew command instead
That's not Severity: Crash ...
@untold sky I know, just curious to see if BI will react ๐
@trim acorn I need to pass group and crewtype as parameter, createVehicleCrew doesn't handle those
The actual issues is they never get inside the vehicle
Youโve pretty much assured that any future tickets you create will be ignored. @wraith sapphire
@vagrant mulch That will not change as before then.
Intentionally misrepresenting the severity of a ticket to gain attention is a sure way to have your permissions there revoked. Please do not do it again.
Okay, it is noted
Actually, I don't understand how feedback are sorted by BI. Looks like there are no rationnal behind (this one is a good exemple: https://feedback.bistudio.com/T120739).
@untold sky what do you think can be the problem making the server to drop to sub 10 fps and never recover?
https://feedback.bistudio.com/T124746
As you confirm it to be already fixed
It's definitely NOT FIXED and nobody answers the question.
You only told it can be environement sounds.
No mods used.
No script errors.
With database.
With 2 HCs.
Dead units, destroyed vehicles and items left on the map are cleaned regularly.
We restart our server daily at 5 am.
In the morning and during the day the server can be full (32 players) and server FPS remains @ 30-40+ without problems.
Server FPS drops progressively.
Before 11-12 pm server FPS is already under 20.
After 11-12 pm server FPS drops under 10, or exactly 3-5-7 and stays forever, until restart.
Checked yesterday - still the same situation.
This was the snapshot from our Evolution mission.
https://gist.github.com/winseros/edecd8d5f2cbde7b28c4db4fbbf945b9
It's definitely NOT FIXED and nobody answers the question. And you know that how?
Just guessing around? Low FPS HAS TO BE that exact issue right? RIGHT!
That's not how that works
Run profiling build and get a capture.
You only told it can be environement sounds. And you know what? That bug report that you linked is NOT environment sounds
@untold sky I'm not an expert for sure.
So what would you need to tell more precisely what it could be?
capture and rpt?
capture should be enough
@untold sky and one other thing.
We've noticed as well that client FPS drops when server FPS is <20.
But!
When it reaches this 3-5 FPS server side, clients have their FPS as if server FPS is 30-40+
infantry is on HC1 and vehicles/air are on HC2
@untold sky at which moment should the capture be made and for how long?
because I have to explain this to the person who will have to do this, because it's not my level of understanding
@fickle root
Did you run a vanilla mission for testing also?
@ornate marlin no
Well, do this first before reporting โbugsโ please
No hc, no custom mission, just plain vanilla
If this runs fine, what i thing it will, the error is on your side (server/mission/general setup)
at which moment should the capture be made When you are having problems
for how long Uh? what? The capture only captures a single frame soo..... For one frame? ^^
You could capture multiple frames too
How do I actuallly submit to the feedback tracker
So, there may be an issue with the tracker. The feed is spammed with the same two events. The events happened yesterday evening, but they are recurring in the feed every 10 minutes or so.
I have posted a major security exploit within arma 3 onto the dev tracker and it is yet to be looked at. Any chance a bohemia dev can take a look?
ty, we're aware
np, thanks for looking into it
https://feedback.bistudio.com/T136172 I think this small config issue is in the realm of things that could be fixed as part of "end of life support" right?
If not then I might consider making a patch inside TFAR. It's just hilarious to be sitting in a car with all open windows, and not being able to talk to someone that's standing right outside.
I think the Flir should be a bit more clear and not cloudy like so it is easier to not only see heat splashes and dust like the real one but also buildings and roads
@untold sky - 1 means it's using filter, not it's completely isolated
yeah figured that out later too. But it's still wrong. If it says use filter, and the filter is the filter for a completely closed car, but all the windows are open. It's still not correct.
Also RHS uses 0.4 for that in same places, that made me think it's not just a boolean at first
any chances this will be fixed soon? https://feedback.bistudio.com/T126030
How do I know Bohemia has viewed my ticket in the feedback tracker? Will it be assigned to someone? https://feedback.bistudio.com/T136032
Yeah it will usually be marked as "Reviewed" or assigned
Hmpf. Directions are still based on world north instead of group heading
Ugh. Turns out I already reported this 5 years ago..
@near cedar Units will call out enemies relative to world north instead of group heading. So if group is heading south and enemy is north, they'll say "Front" instead of "Back".
The callout direction is only ever right if you happen to be moving north
This is true for all direction callouts, whether move commands, target spotting or target ordering
ah, interesting. I have noticed that the callouts don't make sense sometimes, never realised this was the cause.
Ugh. I see they haven't fixed any "in your face" bugs for years.
High prone is still broken
@white basin rejoice, the direction call-out thing got fixed on dev ๐
@near cedar Yea, I know ๐ Only took more than a year. Now we just need the 10 other in-your-face bugs fixed. Like being unable to command AI to drive somewhere. At least 4 years old.
Only took more than a year Damned if you don't, damned if you do
Still waiting for the say3d vehicle bug to be fixed -_-
well, there is workaround for it
https://community.bistudio.com/wiki/say3D see is isSpeech param
UI class RscCustomInfoMiniMap and RscCustomInfoAirborneMiniMap share the same classname when calling BIS_fnc_initDisplay, resulting in the variable being overwritten (leaving us unable to "directly" access the airborne minimap display):
https://cdn.discordapp.com/attachments/530670910475337728/552619133829906453/unknown.png
Are those custom displays vanilla or part of some mod?
vanilla
RscCustomInfoMiniMap is the default GPS display, while RscCustomInfoAirborneMiniMap is the GPS-like display with terrain avoidance (altitute-based terrain colouring) that was introduced with the Jets DLC
I'm fairly sure BinPBO is no longer supported #arma3_feedback_tracker wise
Well, that's a shame because there is now way I'm going to un-see this now ๐
Can not unsee everything that is so so so wrong in that setup...
I know man, its terriblee. stuck on a shitty laptop atm so i have to improvise
no P drive but it does the job i guess ๐คท
Haha. I am on a team atm. I just use it for playtesting, so i know what i'm working with before I send stuff off
But yeah, off topic
I'm dumb and can't figure out how to submit a support ticket
The Feedback tracker is linked in the channel description. Click that.
Have a Feedback tracker account. Log in.
Make a preliminary search to see if someone has already reported your issue. If not, continue.
There is a Star on the top bar. Click it. Click "New _________ Bug Report"
Fill it out, and then at the bottom click Create New Task.
@sand holly
...It's better than pinned @potent laurel, it's in the channel description.
True I suppose
There is a problem in the management of the tank. My last post in this ticket explains the problem - the driver of the vehicle ceases to carry out the motion commands, driving directions https://feedback.bistudio.com/T127310#1856599 https://youtu.be/MD75xw2LBOs
Hey everyone, I set up a scenario using Eden, and the EditTerrainObject module to give a damaged look to a few buildings. I hosted it on my PC and had a try with one of my team mates. We are encoutering a strange behaviour : - I can see buildings as damaged. - He can see buil...
sounds like faulty locality
Isn't that a known behavior for a while?
nah, i had that issue several times on dedicated server with mission maker using the module.
pretty sure it is easily reproducible
was fixed, as in. Very close to release
If you change the control method, turns and moves forward / backward from the keys, and the mouse control does not participate in the turn - you will have no problems with control.
The only thing that remains a problem is an order for continuous movement and waypoints (their influence on the driver of the crew).
is there a FT ticket about this/is BI aware of the (two) issue(s)?
@desert trench Already a few days have passed, as I sent it and wrote on the forum. But BI is silent, there is no reaction.
at this stage pretty much need to get reyhard or Kllrt's attention for a chance
on "first impressions matter" from the cold war campaign, if you turn out after getting in the M113 (after clearing Gross Sisbeck) the vehicle will stop and won't resume it's way, also the autosave during the way to the next town is a bit fcked up and after loading that one all I get is a black screen with the cursor, I can hear the engine but can do nothing, pressing ESC will get me out to the campaign pick screen
@spare otter report that in #global_mobilization or on their discord https://discord.gg/XbhfF37
thanks
the basic.cfg in the start parms crashes the start up of the server
from 1.92
class C_man_1_1_F: C_man_1
{
class SpeechVariants
{
class Default
{
speechSingular[] = {"veh_infantry_pilot_s"};
speechPlural[] = {"veh_infantry_pilot_p"};
};
};
textSingular = "pilot";
textPlural = "pilots";
nameSound = "veh_infantry_pilot_s";
class I_soldier_F: I_Soldier_base_F
{
class SpeechVariants
{
class Default
{
speechSingular[] = {"veh_infantry_pilot_s"};
speechPlural[] = {"veh_infantry_pilot_p"};
};
};
textSingular = "pilot";
textPlural = "pilots";
nameSound = "veh_infantry_pilot_s";```
this looks like a faulty change, or are these and their subclasses both pilots?
Any update on bis_disabled_door_x working for bargates, even the user action text says "Open Door", pretty annoying
Seems that some Marksmen image paths are broken since 1.92 update
https://feedback.bistudio.com/T139069
CBA issue - muzzle_snds_H_MG doesn't exist in vanilla game
I was regenerating icons for all accessories and wanted to clean up things a little bit. I could leave those old images for backward compatibility but didn't expect that somebody will link those icons like that
@west depot
It shows in here though? https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Items
@desert trench fixed those nameSound errors - macro system freaked out a little bit it seems
ty ๐
Tac Ops campaign - briefing throws a lot of "type bool, expected bool" errors, plus the animated briefing looks partly broken
it snaps back to the location select screen after interrupting some of the animations
@near cedar You'll want to click the link in the channel description and look for/post your issue there.
i've kinda given up on the feedback tracker tbh
@vague idol Who is in charge of https://feedback.bistudio.com/ ?
No effect from existing resource. There is lost attention from the BIS.
@waxen tundra more script bugs for you ๐
?
tacops campaign script errors. 5 messages above
@near cedar on profiling branch ? DM me details, ideally the scripterror line
yeah
it's the waituntil fix somewhere nil where it shall no be
yup. there's also a divide by zero error when applying vehicle customisation
what line ? exact details ?
Would this be the place that we can submit bugs and glitches?
ok, already on it. Thanks
@untold sky Someone traces old tickets with current problems? For example - https://feedback.bistudio.com/T82570
It there with May 21 2015 ๐
Jup.
@untold sky When that, in DEV 1.72 there was a progress according to the decision of this ticket (there is my comment). But it was not included in release 1.72 Released on 22-06-2017.
there is valve time and BI time
Spam on feedback tracker
https://feedback.bistudio.com/T118330#1862747
setVehicleAmmoDef seems to remove weapons from players inside vehicles is this intended?
Place a car in editor place a unit thats normaly not in the car, start mission, get in car and run: vehicle player setVehicleAmmoDef 1 --> no weapons
are you on seat with firing from vehicle enabled?
๐ค could be didn't think about it. But yes I was in every case sitting in such seats
But than it's still not intended behavior I guess
it's seems that ADR-97 magazine has "Unknown Community Author" instead of "Bohemia Interactive" (small oversight)
A guy comments on an issue and leaves a link to a website not related to the discussion at all? https://feedback.bistudio.com/T127225
yeah it's spam
Is there a ticket for objects that have been hidden with hideObject still cast shadows?
All objects or particular objects?
Any mods? Maybe shadow lod issue?
Can anyone tell me how I can view a list of my own tickets? Those I have created? I know that's possible, but can't remember.
Nevermind, found it.
to be fair it's a slightly convoluted process to get there
@sterile nova is it possible to introduce a check, so if a player already has a backpack, the button to take a backpack isn't available anymore?
otherwise when you klick to take one (when you already have one) and it's bugged then and you can du* it/them
well, probably yes but it might be easier to fix that take action
btw can we get full weapon animations properly synced in MP , because most of them do work but some are very wonky or right dont work , like zeroing anim and Isselected functions like 50/50
@sterile nova do you think it will be done, next? because it has been forever a problem.
nah, definitely not in next 2 months
lul I just banned one with same name from BIF
I know it was investigated and recognized as a typo
so maybe it went in some log less commit
ahh could be
@waxen tundra ^ this is same issue we experienced last night
