#arma3_feedback_tracker
1 messages Β· Page 27 of 1
I thought you just meant that the animations are so slow, that you usually get shot dead before you're done exiting
I found out that it has nothing to do with damage to the vehicle itself, since when I "player allowDamage false", I still can get out, even where get out animations present
so in my understanding, it has something to do with damage the player gets per second
depending on vehicle, on which part of it and with what you shoot at it, you still can get out
so like if I shoot with max 7.62 mm on Caessar civilian plane, I still can get out, despite the get out animation.
but if I shoot at it with 12.7 mm, the get out anim restarts each time a shot is taken by the plane.
for jets and helis I need at least 20 mm (Nyx autocannon) to interrupt/make the animation restart
haven't tried on quad bike. probably something like 5.56/5.45 mm should be enough for the get out anim to restart
so I think, that the only way to fix it, would be to completely remove the get out animations (where present), since most of ground vehicles, most of helis and 1 jet (buzzard) don't have them and it works just fine, like in A2
and if BI want to "simulate" that time is needed for somebody to get in, it's 100% possible to make it like in Squad, where you don't have get in animations, but when you press to get in, there is a little "clock", that indicates how many sections of it are left, before you're inside.
this "clock" is already present in Arma, when you hold space to revive or in order to do other stuff as well. And if space button is released before clock has finished - action gets canceled.
I think it's a very clever way doing so.
Hope that in next Arma it will be like in Squad.
Since get in/out anims take a lot of time to record and implement, but don't bring anything to gameplay at all.
Time/efforts/$$$ could be better spent on something more important.
@untold sky check this video
the first in the video is Buzzard and everything is fine (without get out anim)
the second in the video is Wipeout and you can forget about getting out of it. Same applies to the rest of jets following after him in the video (with get out anim).
https://www.youtube.com/watch?v=DV-XPVNP03A
same problem with blackfoot, hellcat, orca, caessar and quad bike
https://feedback.bistudio.com/T148491 List of helicopters/planes where it's impossible to get out when under armor fire, due to get out animation and DPS (damage per second) to the player
had to ask a player of our server to use just 20 mm Nyx autocannon and fire really slowly, so that there is some time between each shot fired, so one can clearly see in the video that the get out anim restarts on each shot received.
and the player also had to shoot right under the cabin of the jet, so I got enough damage, so the get out anim would restart on each shot.
If it would have been a 30/40 mm APC cannon, or even Cheetah/Tigris, the player shooting at me, could have aimed at any part of the jet for the get out anim to restart on each shot, but then I couldn't have recorded it, since the rate of fire would have been too high and one wouldn't have seen, that the get out anim restarts on each shot received.
https://feedback.bistudio.com/T148556 List of vehicles with wheels sinking into the ground (locally)
@fickle root I already told you to test that get out thing without 3rd party scripts/mods...
neither I or anyone from QA was able to reproduce it on vanilla arma
@sterile nova I tested it on a dedicated server in virtual reality Zeus 16+2 Master Virtual Reality (NATO).
It's a BI 100% vanilla mission with 0 scripts.
Do you want me to record a video of that?
Please, give me a example on which jet/heli you have tested, with what you have fired at it and most important at which part of vehicle yuo have fired, while the other person was trying to get out
If it was a jet and you have used something less than 20 mm Nyx autocannon - fail - you still can get out, since not enough damage.
If you have used Nyx autocannon, but have fired at the tail or middle section of the jet - fail - you still can get out, since not enough damage.
the person shooting at a jet (wipeout) with 20 mm autocannon must shoot exactly under the cabin of pilot, so there is enough damage to the player for the get out anim to restart
tried AH99 and ZSU39
the person shooting at a jet (wipeout) with 20 mm autocannon must shoot exactly under the cabin of pilot, so there is enough damage to the player for the get out anim to restart* if thats true, then its really minor issue and proposed solution is completely inadequate
it was done so I could record it on video
I will record it with Tigris and Blackfoot then
on BI 100% vanilla mission
it's same effect
has nothing to do with our mission
don't forget, that AI is always shooting at where you're seating - the cabin and never at the tail or middle section of jet/heli, provided AI AA is left, front or right from you, of course!
We used only 20 mm cannon, so the vehicles concerned didn't explode, so I could record a video.
And as 1x20 mm cannon is not as powerful as 2x35 mm from Cheetah/Tigris and can't do enough damage when shooting at tail or middle section of the vehicle, we had to shoot under the cabin, where the player is seating
@sterile nova recorded extra for you guys.
no custom mission, no additional scripts.
100% reproducible whenever you want.
ZSU39 vs. AH-99
ZSU39 vs. A-164 Wipeout
100% vanilla BI virtual reality NATO mission (no mods) with Zeus on dedicated server
https://www.youtube.com/watch?v=qEKP7_OWc2o
same applies to all vehicles listed in my ticket
if you guys are thinking, that the problem with missing smoke as commander and missile warning sound is also related to our custom mission, I can record a million of videos on your own missions, with 0 scripts involved, if you don't believe me
I just want the only game I've been playing since 2001 to be as polished/good as it can get and I don't mind spending months on searching for bugs, finding ways to repro them 100% for everyone, if it can help you in fixing them
if it can't be fixed with a work around, because of how it's done in engine, then well, we will wait for next BI title.
But if there is a way to fix it, it should definitely be fixed, as much as possible. May be it won't be perfect, but at least eliminate as many problematic cases as possible, if possible
It would be pretty low on my prio list.
If its engine issue then see what KK might say, but there are more pressing issues really
I regret, that I've been playing A2 until 2018 and only then have switched to A3, when physix got more stable, sound engine replaced + visual face-lifting + DLCs that finally added enough content to choose from.
If I would have started to play A3 in 2013 and would have continued, I would have reported a lot more stuff and much much sooner, when A3 still was played the most, like 2013 + 2014.
I understand, that now most of knowledgeable BI team members are working on next title and not many of them are left to continue the maintenance of A3, but I'm still willing to help anyways, as much as I can, with hope, that as many bugs as possible will be fixed.
CfgVehicles class has entry icon = "iconManEngineer"; role = "Sapper"; for I_engineer_F
They are seperate icons and should stay seperate. The only bug I see is why its not displaying both icons
team leader is a role?
That is already indicated by the ordering in the unit thingy, so.. doesn't really need a icon
texture = "#(argb,8,8,3)color(0,0,0,0)"";";
p:\a3\structures_f\civ\constructions\data\scaffolding_mlod.rvmat
p:\a3\structures_f\ind\fuelstation\data\a_fuelstation_build_lod3.rvmat
p:\a3\structures_f\ind\fuelstation\data\a_fuelstation_build_metal.rvmat
p:\a3\structures_f\ind\fuelstation\data\a_fuelstation_shed_lod3.rvmat
p:\a3\structures_f\ind\fuelstation\data\a_fuelstation_shed_lod3_f.rvmat
p:\a3\structures_f\ind\fuelstation\data\destruct_full_a_fuelstation_build_metal.rvmat
p:\a3\structures_f\ind\fuelstation\data\destruct_half_a_fuelstation_build_metal.rvmat
p:\a3\structures_f_-_Copy\civ\constructions\data\scaffolding_mlod.rvmat
p:\a3\structures_f_enoch\civilian\houses\data\housev_1i1_metal_plates.rvmat
p:\a3\structures_f_enoch\civilian\houses\data\housev_1l1_lod3.rvmat
p:\a3\structures_f_enoch\civilian\houses\data\housev_2l_metal_plates.rvmat
p:\a3\structures_f_enoch\civilian\houses\data\housev_3i2_mlod.rvmat
p:\a3\structures_f_enoch\civilian\houses\data\housev2_01a_mlod.rvmat
p:\a3\structures_f_enoch\civilian\houses\data\housev2_01b_mlod.rvmat
p:\a3\structures_f_enoch\civilian\houses\data\housev2_03b_metal_plates_2.rvmat
p:\a3\structures_f_enoch\civilian\houses\data\housev2_05_mlod.rvmat
p:\a3\structures_f_enoch\commercial\fuelstation_03\data\a_fuelstation_build_metal.rvmat
p:\a3\structures_f_enoch\commercial\fuelstation_03\data\a_fuelstation_shed_lod3_f.rvmat
p:\a3\structures_f_enoch\industrial\houses\data\housev2_03_metal_plates_2.rvmat
p:\a3\structures_f_enoch\industrial\houses\data\housev2_03_mlod.rvmat
p:\a3\structures_f_enoch\military\airfield\data\mil_controltower_mlod.rvmat
in case anyone is brave enough to rebin all these
p:\a3\structures_f_enoch\military\airfield\data\mil_controltower_mlod
_mlod? π€
p:\a3\structuresf-_Copy\civ\constructions\data\scaffolding_mlod
structuresf-_Copy ? π€
_mlod is for last LOD i believe
the copy folder shouldnt by me as arma3p extracted it
hm from 22th actually. not sure what happened there. our build pipeline is automated
anyhow unrelated to the rvmat issue
Well. Bug reports go onto the feedback tracker, not into this channel.
https://feedback.bistudio.com/T148612 Relating to "STATUS_ACCESS_VIOLATION" Error code. Full zip file is in the comments.
@trim acorn bluetooth headset connects via USB?
Did you try without it?
Crash is in rendering, maybe something bad with video drivers, but yours look current
Well, the bluetooth headset is connected via a usb powered... circle thingy... but Iβll be sure to check it out. Iβll also double check my drivers later
https://feedback.bistudio.com/T148667 List of weapons with mag visually missing when spawned on ground in editor
Note: only Rahim 7.62 mm and MAR-10 .338 have their mags visually present - see last screenshot link
When you take the weapon in hands -> it visually has the mag.
When you drop the weapon on ground -> it visually has the mag.
I myself respawn without backpack, vest etc. So I have 0 ammo for any of weapons spawned when I take them in hands.
But when I take them in hands, mag or rocket is instantly there, the one, which comes attached to the weapon by default, despite it visually missing when spawn on ground.
Do the guns on the ground actually have a mag in them? And it doesn't show? Or do they just have no mag?
weapons have mag visually, once you take them in hands, and mag remains also visible when you drop weapons onto the ground
I mean. If you take them in hands it will also load a magazine if you have one in inventory
I had nothing in inventory, weapons have only 1 mag, that comes attached to them by default, but 99% don't have it, visually
https://feedback.bistudio.com/T148668 All AK family weapons' charging handle should not go in rear position when mag empty
Yep... when the reload animation starts with the removal of the empty magazine it magically sends it forward so that the charging animation works too btw... Good catch
https://feedback.bistudio.com/T148615
CMR-76 6.5 mm charging handle collides with shells ejection plate texture, going in rear position when mag empty + handle should not go in rear position when mag empty
https://feedback.bistudio.com/T66117#2018869
Please, finally fix the charging handle from moving on each shot like a jackhammer on TRG-20, TRG-21 and TRG-21 EGLM, since it doesn't need to be moved/touched even once/ at all, because there is a "button" you can press instead, behind the mag itself, after loading new mag, before shooting.
See video proof attached.
And the charging handle should also not go to rear position when mag empty, but stay in front position!
https://feedback.bistudio.com/T148679
Mk20, Mk20C and Mk20 EGLM charging handle should not move on each shot like a jackhammer, but only once, after loading new mag, before shooting
See video proof attached.
https://feedback.bistudio.com/T148682
Navid 9.3 mm charging handle should not move to rear position when mag empty, since HK121/MG5 charging handle does not
See video proof attached.
https://feedback.bistudio.com/T148683
LIM-85 5.56 mm charging handle should not move to rear position when mag empty, since M249 charging handle does not
See video proof attached.
https://feedback.bistudio.com/T148686
Mk200 6.5 mm charging handle should move on each shot, since Stoner 99 LMG charging handle does
See video proof attached.
It shouldn't because this other gun doesn't do that
It should because this other gun does too
What kinda bug report is that?
It is exactly how I named the tickets, because of exact problems present with each of weapons tested.
Nothing wrong with this.
In case you don't know, the weapons that I'm refering to, are the real counterparts of the ones present in game. So...
The closest counterparts. They are still fantasy non-real weapons
If you check videos attached to tickets, you will see, that specific weapons the tickets are about, look 100% same as their real counterparts. Not just close enough.
imho they based on real gun so yeah , its just realism and accurate presentation
mags are not visible on ground models due to mag proxies
I don't think it's going to be fixed
a3\weapons_f_contact\data\dummyitem_muzzleantenna_02_f.p3d: No geometry and no visual shape - thats false positive rpt log - there is plenty of them in game. It could be disabled since it doesn't serve any purpose
so far if you got loaded mag then it should be on ground even with mag proxy
reyhard but on Rahim and MAR-10 mags are visible on ground
i think this is Eden limitation? due of mag proxy
because if you do it manually you get the mag with the weapon
those guns that have it , dont have the mag proxy
so thats why
Also concerning the antenna thing, it's not a simple rpt message, since it's also the same message I get on screen, when I try to spawn this antenna thing in editor.
So I have golden/yellow square on the ground, but no object visible, which confirms the message that pops up
previously when mag proxies didnt exist , all guns had mags in them
It's not game breaking with mags, but I felt I had to make a ticket about this.
Otherwise, most of the time you take weapon from dead body, ammo crate or via arsenal.
So when you have it in your hands and also when you drop it, it will still have the mag visually
@fickle root they don't have mag proxies
I understand this, now. There is more important stuff to fix.
and how are you trying to spawn it?
I selected in editor weapons section and you have it on the ground, so you can take it right from there when you spawn a unit as well
Not spawned via console and not placed via mission file
You are running game without contact?
Can you test it with Contact enabled?
You're talking about antenna or mags?
via Contact
lol, launched contact, I have the antenna visually.
relaunched "without" contact, simply by clicking on "play" and now also have it visually in the normal/vanilla editor.
but was not visually there and with the error message before.
i never pressed play contact button since Contact release
is it same like in A2 CO, where you had to launch A2 prior to OA, so there was no message about Chernarus, BTR-90 and other stuff missing?
Nah, now I know those are just 2 files which weren't copied to Enoch folder when platformization of ESD happened
so "bug" or no bug?
otherwise I can ask to close the ticket
or reuse the ticket for another bug, by changing its title and content
Changing name would be best
no visual shape is false positive message but *Cannot open object * is not
oh and another thing!
it was saying SD Experimental Antenna (390-500 MHz) in editor, before I launched Contact.
after launching Contact and relaunching vanilla, now it's saying Spectrum Device Experimental in vanilla editor (as well as in Contact editor).
For other antennas, it was also saying operating frequencies range. Now for the rest of antennas, names changed as well (after launching Contact) and operating frequencies are not mentioned anymore.
this is how I've proceeded to check mags visibility on weapons lying on the ground
https://www.youtube.com/watch?v=nndpB8oNo6U
is there any chance that qilin's dark color will be fixed?
https://feedback.bistudio.com/T137524 - Qilin LSV's RVMATs make it darker than other CSAT vehicles
https://i.imgur.com/8VVMD5D.jpg
Beagle said: The qilin has the right texture gamma value abs actually blends in into the terrain color.
It's all the older textures that are wrong after the "visual upgrade" in 1.64. All old CSAT hex vehicles are way to bright, almost like winter camo.
But for example Angara, that also appeared only in April 2018 isn't dark at all, compared to Qilin and has (visually) the same color brightness as Varsuk from 2013, despite it also having newer textures (1.82) than pre visual 1.64 update CSAT vehicles.
https://i.imgur.com/XnD4yyI.jpg
Even Xi'an, that is from exactly same time (APEX) as Qilin has no problems with dark color, compared to Qilin.
https://i.imgur.com/CHJJqQz.jpg
Please, fix the ability to see through deployed smoke when looking through Strider's windows, being outside of it.
https://feedback.bistudio.com/T137283
https://www.youtube.com/watch?v=wU6d0yi7Aaw
Hunter and Ifrit don't have this problem with their windows.
@fickle root Just discovered that the Yugo AK's lock the bolt back... thinking those were the ones that Bohemia checked out... Though the in game weapons should still not do that π
Yeah, they definitely based the Vanilla ARMA 3 AKs on the Yugo ones... Not ideal tbh
@civic wren how did you figured that out?
reyhard if I check all Livonia buildings and make a list with screens or/and vids for problematic ones, view blocking missing on some and complete view blocking on others, despite several normal windows with glass present from player's perspective, do you think it will be fixed?
I don't really care about Livonia, but since Livonia buildings are used on Cherno 2020, which will be used on a lot great servers and missions, it's a problem then
a more meta question i guess, but is the feedback tracker something BI developed themselves, or is it part of a 3rd party package?
Currently looking for something similar for my work
Its called Phabricator
Dedmen know's everything
CUP uses the same. It's free
@sterile nova Would having class inheritance and mis-spelling a class by type-case create another class entirely but with a name that uses different Case?
e.g.
CAWorld contains the class Clutter - Note: the upper-case C.
In the CfgWorlds entry for Enoch it inherits from CAWorld, so by definition and inheritance it has class Clutter { //stuff };.
Within class Enoch it also contains it's own clutter class but it is defined as class clutter { //stuff }; - Note: lower-case c, all other BI terrains use class Clutter { //stuff }; within their configs.
You would assume it would over-write any duplicates in CAWorld > class Clutter { //stuff }; and it would have one class Clutter { //stuff };.
But in the in the case of Enoch it has two clutter classes, you can see this in the config-viewer in-game by navigating to CfgWorlds > Enoch and noting two clutter entries.
here's an image to show you.
nope, it's config viewer bug
would it be due to the case in the configs though?
it just seems odd it has 2x classes of the same name π
afair thats not the main cause
as I mentioned, it's just config viewer bug - don't forget it's scripted thing
can confirm. case is irrelevant here
https://feedback.bistudio.com/
is reporting a Phabricator Setup Error - Can Not Connect to MySQL error.
Image for reference: https://i.imgur.com/LeJv4KE.png
ugh? again? π
Its weekend now. Don't expect anything
Issue above has been fixed.
The zeroing for the Katiba on the ARCO is a bit messed, one needs to pretty much aim with the 400m line to hit the target exactly at 300m, 100m tip chevron not working either for actual 100m engagements needing to aim with the 300m reference
both for the Katiba and Katiba carbine
shouldn't it be RCO for MX, ERCO for SPAR, ARCO for katiba?
even then tho, the zeroing doesn't match MX either
Supports module doesn't work with spetsnaz. Command's voice protocol is still played in farsi, and in fact you can't even connect the support provider to a vehicle that has Russian troops in it.
But if you sync the module to an empty Vic, then place Russians in, the inital dialogue is played in farsi. Then when the units request and reply, the dialogue is correctly in Russian.
ah, so i need to specify a russian unit as custom HQ to make it work π€
airportSide CTD ticket created:
https://feedback.bistudio.com/T149781
Gonna have a look
if you could also fix the weird output, that's be gold π
info? what weird?
see my note on https://community.bistudio.com/wiki/airportSide#Notes
random sides are thrown when the airportId doesn't exist
yeah thats part of the bug
oh noice
kinda funny actually that these don't crash the game too, they should π
Arma is too robust
/s
btw @untold sky , may I ask what was the issue? :3
fnc_airportSide = {
_array = [];
side (_array select _this)
};
_side = 123131312 call fnc_airportSide;
then how π
Created FT ticket T149788 for addWeaponGlobal/addMagazineGlobal
https://feedback.bistudio.com/T149788
@solid marten setPosASL2 exists in this ticket, I won't create a new one
https://feedback.bistudio.com/T78650
next to come: say3D and createSoundSource
isn't it possible to "redirect" setPosASL2 call to setPosWorld?
if not, roger that, it will die a peaceful death
That command was dead for ages or forever, no one used it, there is no point making alias just add a note possibly
ok, will do
say3D and createSoundSource already have a ticket here
https://feedback.bistudio.com/T131341
I made a repro mission though, that I can upload
added a repro mission and steps to this ^ ticket
@solid marten @untold sky
and note added to setPosASL2
now, on to the https://community.bistudio.com/wiki/Category:Broken_Functions category :p
anyone know that bug where you have a dead guy on the ground, try to loot from his vest/backpack, but just nothing happens on drag&drop? I would loooove if anyone could find a reliable repro for how that happens
I didn't even know the bug, sorry :-
MP related I suppose
yeah. Not the one in vehicle. Outside of vec
same exists inside vehicle and happens almost always there
https://feedback.bistudio.com/T84939 setRandomLip, lip movement is way too fast.
https://feedback.bistudio.com/T125411 (Sound changing when opening the map)
This bug has been annoying me since Alpha, especially when using a vehicle whose external sound is way louder than the interior one. I hope there is a way to fix it.
yeah that map sound is really annoying, your pos just stays fixed. But I assume it can't be fixed, if noone did after all these years
Too bad, I thought you or KK could look into it since it's 100% reproduceable and seems like a trivial thing (Not thinking that it's trivial to fix)
About that inventory issue. I think I can reproduce the issue where the player can't move stuff around while in a vehicle, but that's singleplayer.
So not sure if that's useful
well we could
where the player can't move stuff around while in a vehicle
That one I can already repro myself
I thought so.
https://feedback.bistudio.com/T121797 delete3DENEntities doesn't create a history entry, therefore deleting an entity by script is not reversible. I feel like that's not how it should behave, since all other 3DEN commands create a history entry.
TIL collect3DENHistory is a thing π
delete thing looks easy, I'll take a looksie
Thanks!
Hm, looks like it does add the history entry... OH! Found it
Mh.
Fixable? π
I assume the progammer writing this thought "oh, uh... mh... I guess I'll do that later" and now I'm here thinking the same
Please don't π
Nice
Actually its deleting everything twice π β¬ββ¬ γ( γ-γγ)
π
the more you know
Found the reason why you cannot move items in inventory while in a vehicle π
no
player inside vehicle is kind of simulation disabled, can't move items if you don't have simulation
Thats been a constant issue since early 2015 π I think its time to finally fix this
oh boy
The priviledge of being a dev. Playing Arma and being like "oh, well this is annoying..." and then just fixing that a week later because you feel like it π
π
https://feedback.bistudio.com/T84691 can be closed. It's about the inventory issue.
Thanks, if you have time to waste you can help find duplicates of that and link them in your ticket
Wilco
Really would like some community FT moderators :3
I would volunteer π
oh so as soon as one becomes official, he wants the community to work, hmmm? π
No, I've been delegating work to you for a long time now :D I just post wiki stuff in channel and someone takes it
I think it's really nice to have a dev who's so close to community. Well see over the next couple months what comes of it
I don't expect you to be around much as soon as you started working 22/24h on Enfusion π
@untold sky When you worked on the inventory issue, did you find any clues about why sometimes items get duplicated? There seem to be quite a lot of issues about it
Duplication is a whole other beast. If you find a reliable repro for a dupe bug I can look at it
Finally understood why reliable repros are so important. Needle in a haystack situation otherwise.
Thanks o7
Eden Editor is not properly initialized when starting mission with start up parameter mission file (editor)
Don't be sad, It's 100% reproduceable π
https://feedback.bistudio.com/T128253
Improper slingloading locality causes load drops on desync /w repro
Dedmen this as well
https://feedback.bistudio.com/T75338 - Duping any items by right clicking and dragging at the same time /w repro
https://feedback.bistudio.com/T65900 - Weapons stop working (inventory issue)
@fickle root can you still repro the duping? It is from 2014...
The other ticket is from 2013, and the last comment from 2014 says it should already be fixed. Please don't waste my time or I'll just ignore you in the future.
I would love this config one to be fixed, too
https://feedback.bistudio.com/T125949
anim issue where if you move while "high prone" (sitting) it moves you back to lying down
(repro 500% of course)
config one? Proposed fix?
I don't know π
all I know is that it is an anim linking issue (and that it used to work (way) before)
Animation Bug When Unconscious Unarmed (minor?)
https://feedback.bistudio.com/T123216 can be bothering, exists since unconscious introduction in Apex - if you have weapons, it's fine - else you're stuck on your back as the turtle you are now
Oh, that's the reason I had those issues with my revive script. The more you know...
i have units stuck in unconscious even when armed
my workaround is:
[_unit] spawn
{
_unit = _this select 0;
sleep ((random 1) + 1);
while {(toLower (animationState _unit)) in ["unconsciousrevivedefault_a","unconsciousrevivedefault_b","unconsciousrevivedefault_c"]} do
{
sleep 0.1;
_unit switchMove "";//TODO: improve with actual transition
};
};```
switchMove "UnconsciousOutProne" ? @desert trench
will try. ty
Not sure if worth a ticket, but if the foliage is hidden in Eden by pressing CTRL+G, the FPS are actually worse compared to when foliage is on. I'd expect it to be better. Not sure if there's something wrong though
maybe less occlusion = more to render
That could be.
@untold sky I wanted to ask since you have been flirting with the inventory UI lately.... What are the reasons why there is no "Transfer/Take all" icon on the inventory screen? Something like what hallyG did with https://forums.bohemia.net/forums/topic/208648-release-hals-equipment-store-v14/?page=1 where you can choose any close container to transfer your purchases to.
reason is no dev found time for it
as is the reason for everything
i have something planned, we'll see
The reason why I am asking is because OLD MAN trully needs such feature to move stuff around quickly
yep.
Thank you for having something planed for that!
Even if it doesn't come to fruition it is great knowing devs are aware of player's needs
does old man have many different items, or many of same type?
the example could be: I found 20 medicine items on a container, and I want to quickly transfer those not to my character but to my vehicle that is 2 meters away from the container
So players just choose the destination (vehicle) and then click "Transfer all"
That would be handy β€οΈ
instead of moving items manually to their uniform etc and then to the car
medicine items are they different types, or a single stack of 20?
single stack... but just an example...
Good
think overthrow... you are selling bananas and need to move 1000 bananas to the truck.... it would take you a million years to do that manually
It would help OLD MAN but actually most missions specially modded ones... VINDICTA too...
my idea is button to transfer 5/whole stack at once
But there's alot of planning involved in that
Just out of curiosity, any chance to see more filter options?
probably better question: any chance to see (more) methods to add custom filter options
filter?
Yeah, the combo box when looking at an ammo box which allows the user to filter for weapons, objects, magazines
there is a combo box?
π€£
what alternate filters could you think of? Scripted filters won't be a thing
Ideally all filters which are available in arsenal
uh. nope then
Not possible?
way too complex
and considering I didn't even know that combobox existed, probably not enough value π
True, would be nice to have if it was easy to add, but not worth investing countless hours in
#nofilter
Well going back to my suggestion, I believe that exile already has a take all button
the thing is that TAKE ALL button transfers all items from the ground/container to the player's uniform/vest/backpack
I am suggesting another button to select the destination of the transfer all button (like HallyG's Store UI allows players to do)
that alone would be a godSend
Also, @untold sky said something about moving items in a stack of 5... I suggest just moving all items as long as the destination container has the space to accommodate the items, else just transfer all the items that fit in the container and leave the rest on the original location....
oof, space to accomodate. more problems yey
hahahaha, just some additional checks!
Maybe look at all those survival mods' trader scripts that transfer bought items to vehicles or gear and drop the rest on the floor...?
I guess dedmen is working directly in the engine code, not much use to look at scripted stuff π
Ah well, much easier to do then... should be in the next release I assume π
You heard him! Get moving soldier π
meh take all buttons make things way too easy
risk vs reward of looting in the middle of combat
@steady panther You can have a loading bar (like the CBA loading bar) after clicking the TRANSFER ALL button and perhaps additionally play an animation to remedy your issue... no need to manually click 100 items just to destroy your mouse in the process.
for stuff where you move 100s of items would it not be better to have separate logistics system alltogether?
like moving the actual crates of stuff etc
although there is already the rearm at X action which is kinda the grab all you can type of deal
rarely use that myself though
risk vs reward of looting in the middle of combat
@steady panther
Add a difficulty setting to disable it lul
not a bad idea
@untold sky what you do is only engine and config related, right?
only engine, I prefer not to touch the other stuff unless someone forces me to
please, take a look at this, because it's so annoying since forever
https://feedback.bistudio.com/T66178
it's⦠"cosmetic"
no, it's not
its cosmetic. low priority
the screen is only to show the problem
oh I actually read the description, indeed
not the same range between joystick and keyboard, ok ok
with a joystick the left/right limit is for some reason lower than for keyboard
so you use a joystick and you're artificially handicappted for no reason
I'd allocate about 2-3 hours to that bug to find the fault because I don't know that key stuff.
I only have 8 hours per week. So, low priority, maybe someday when I'm lazy and all of the hundreds of higher prio tickets are fixed
are there really that many config/engine things to fix?
I thought most of them were 3D/textures
Dedmen could you then please check A3 files for 'IntelGenuine'?
because in A2 (OA/CO), there are some files with this (I think it was .exe), which if it detects that it's not IntelGenuine (AMD CPU), it runs stuff using the oldest possible set of instructions, which results in poor performance for AMD, despite AMD now supporting same sets of instructions as Intel (namely SSE, AVX and AVX2 etc.)
I remember that, the intel lib thing, search is running will take a while π
if such entries found, can something be done/changed?
depends on where it is
?
or you have a new system by now?
I'm waiting for money mainly
)))
and I have AMD buldozer
then this IntelGenuine stuff if possible to somehow avoid/change it, it will benefit you )
I'm almost 100% confident there is IntelGenuine somewhere in A3 )
Dedmen, but there is the 'rearm' button when you're near a body and if I remember correctly, when you select it, it will take what's possible from body inventory and transfer to your inventory, provided space available
I know. Just got told that yesterday
if only there was a possibility to adjust intensity/brightness of NVG or have it from ACE in vanilla...
because in A3, NVG is not that horrible/useless anymore as it was in A2, but still very problematic
also what I've observed, is when you select HDR standard instead of low (in video settings), when you shoot from AA 2x35 mm, Wipeout (A-10) cannon or other stuff, FPS drops dramatically
no such problem with HDR low
and the weaker the system, the more it drops
good demo here
https://www.youtube.com/watch?v=pPjKDIYdPM0
same still can be observed even now, with a RTX 2070 and i7-7700K
also when you look at water instead of land or sky
https://www.youtube.com/watch?v=ln5nomoRMdo
Falling FPS 25-30, when the optical sight looks at the surface of the water.
Dedmen, found anything 'IntelGenuine'?
Let the poor guy work in peace, he's already busy doing 10 things at the same time
No I didn't. If I had I would've told you
still ^^ hehe
I never said you did... I just mentioned it because Dedmen already said he would look into it, so no need to "remind" him or ask for an update within 2-3 hours...
Groove just has the natural tendency to be annoying π
well, if I wouldn't have insisted in a lot of cases, not only concerning Arma, there wouldn't have been as many positive changes
better than crying on servers between players and do nothing else
how much stuff was finally fixed by reminding it from time to time
because now that A3 is almost EOL, more stuff, that before was considered as low priority, since there were much much more important problems, can be reminded and have more chance to finally be fixed
because generally in Arma it's like this:
when the game is beta or some time after release, devs have more important thing to fix
when the game is almsot EOL, devs are concentrated on the next title
so a lot bugs are never gonna be fixed
What I really need, is someone on feedback tracker who has the time to remove all the garbage, and assign correct priorities to tickets
But I don't think thats ever gonna happen
have stopped some time ago
will see if I can continue
had like 5k tickets filtered already
and like 3-4k remaining
"filtered" doesn't help me if they are still open and someone marked them as high prio even though they are garbage
hundreds of them were already closed, reminded/checked by me
there is a lot of stuff I simply don't know and can't check, so I skip it simply
maybe some of that is already fixed
I have a lot of time now and I think I will continue with tickets
a lot of immediate and high tickets were closed recently after checking them
if only I had your knowledge + the time I have...
exactly that's the problem. I also did the FT checking once, for a couple weeks. Commented on hundreds of tickets. But there was noone on BI's side to actually take action like closing or merging duplicates. so all the time went to waste
and a "this can be closed" command on a ticket has no worth to me looking for tickets to do, because the ticket is still open and still clutters my list.
well, what I did recently is checking tickets and commenting on those that are to be closed, and then sent link to my profil to dwarden
and he closed all the tickets marked as to be closed, because checked/fixed
but dwarden told me that I should bother him only once I have a lot of them, so he can do it at once and so I don't disturb him for like each ticket
I think I will continue today or starting from tomorrow
it's very time consuming to open literally each ticket, read, see if still reproduceable etc
since most of tickets have not that self explanatory title and no good description or repro
a lot of duplicates with bad titles and only by opening and reading them you can know it's a duplicate
since most people don't know the exact words for specific problems they encounter, so searching by using keywords is useless often time
also often I check 1 ticket and while checking it, find other bugs, that sometimes need several other tickets )
it's very time consuming
Exactly why I tend to not do it.
When I look at FT I sort by newest. which ofc misses all the long standing issues, like that vehicle inventory thing I fixed on... monday
My english is not good enough and I don't know how are called a lot of game mechanics, user interface elements or different vehicles parts.
And imagine me making a ticket about a problem )
And somebody then trying to look for it using keywords )))
Description inside ticket can be good, but you have to open the ticket and read it )
The most annoying is that I found some important things transfered to Wishlist, probably it was done when a lot of tickets were opened on daily basis.
Probably to keep number of open tickets to the minimum
bump on the say3D bug, T131341
no bumping allowed.
muh
trust me that I won't forget things, the chance that I forget is only high. not very high.
yet you recently told someone to bump for you to look up things π
so you are taking over this very channel now? π
this mine, goway
fite mi
dear @untold sky , what is your take on this matter: https://feedback.bistudio.com/T124140 ?
Yeah and it is a quite old ticket too: Mar 30 2017
Phronk will freak out if you manage to fix/add that!!
Ye I know, maybe next week
Anyway, thank you! Our EOL saviour!
is this fixed? can't check
https://feedback.bistudio.com/T117702
quick check
ah scrollback doesn't reach π
BWMod on linux server 8afc9b723ea56ac19b669db243f8c88ef0fdcbcb on my windows client 8afc9b723ea56ac19b669db243f8c88ef0fdcbcb
guess fixed then
commented it
can please remove Picture in Picture from video settings left bottom, where now can only select a specific setting, like very low, low, standard etc and move it to the right upper corner, where we have objects and overall distance?
because now we can only select PiP "quality", which limits the PiP display distance to a fixed value, not accounting for view distance
no I can not please
so even if set your view distance to like 5000m and have your PiP qulity at ultra, I think, you're limited to 2000m PiP only
after this you have only haze
we only have so many Arma devs, I think we should prioritise
so moving from low, standard etc to a bar, you will still have same distances set, depending on video preset choosen, but at least you could increase it further + you could at least know to what the PiP distance corresponds
since setting it to low or ultra, you don't know the distance it will display. Only by trying it
well, ok
stop trying to push so many nonsense non-issues that are either wrong or that don't matter or that noone else cares about.
you are just wasting my time
I see what you mean, but different people have different needs
you don't need it, others do
I know you're more on stuff that if implemented, won't require additional scripts, like new commands etc
please...
https://feedback.bistudio.com/T143578 β€οΈ - Lou's ticket
oh yes - I forgot about it, but I like it (I made a script in this regard)
but you unsubscribed in January Γ¨_Γ©
have it in my bookmarks, have more than 1000 tickets bookmarked )))
you are forgiven π
need to bookmark stuff, in case I find a duplicate, so I can link )
have also to remember it )
@fickle root Everytime I say something you appear with a wall of text! I am a little scared now, are you stalking me or something ? π±
You don't want to know!!
π© π©
Too many of the FT issues are just generic this thing is bad, what if we did this, etc. I'd rather see well written tickets with reproducible steps get pushed torwards a dev. Anything that basically requires adding new functionality or significantly changing functionality I assume is not going to be looked at or will require some form of authorization to allocate time for it. There are so many little bugs in Arma (like the vehicle inventory bug) that need good steps to reproduce and a dev to look at it and go oh oops, this is broken and it wouldn't take much to fix this now that I've looked at it.
@livid sleet we let you do it the proper way, since you know better how to do it right
@fickle root he doesn't criticise every and all reports; but there sure are dull reports like "I had a bug" or "someone hacked my server, pls fix"
Tickets like these would get removed if we had members from the community manage FT π
But also a lot of "deal with it" responses from community, because everyone who's been in this world a lot longer learns to bypass the quirks of the engine or uses mods to solve issues.
@waxen tundra needs to promote some community FT managers π
I second that.
"if the company won't deal with itβ¦" *lifts his sleeves* "we will"
gondor rushes for help because they thought the blinding brightness of Lou's underarm skin tone was an emergency beacon
β¦I am slightly naturally tanned actually π
brand new one, straight from @raven hollow and 100% reproducible
https://feedback.bistudio.com/T149893
description is confusing and is missing tons of detail. _text and _parsedText are undefined, what is _myControl? is it the same for both?
What mission did you upload Lou?
mine
hmpf
@untold sky new mission is up
init.sqf - Change _parseMode = false; to true, then it works properly
(HL if replying)
// will change _parsedText value
Well yes, you set _parsedText variable one line above. ofc it does
or do you mean it modifies the content INSIDE _parsedText?
Check my mission, ded
_text = if(_parseMode)then {"abc"}
else {parseText "abc"};
if(_parseMode)then {_ctrlA ctrlSetStructuredText parseText _text;}
else {_ctrlA ctrlSetStructuredText _text;};```
Makes a difference (gif incoming, one sec)
You mean when you reuse _text to also set it onto different controls?
so the content of the right argument to ctrlSetStructuredText is modified, like with a array reference
_parseMode = true:
https://gyazo.com/439c1202544167bd06c8f9121c63a62b
_parseMode = false:
https://gyazo.com/5de9c63fcd5b62eead3c010fdbaa50c5
every of the three is a different parseText?
so, the repro script you posted isn't actually the repro, it only happens if you have multiple controls that you are changing?
....
_ctrlA = _display ctrlCreate ["my_RscStructuredText", 123];
_ctrlA ctrlSetPosition [0.45,0.35,0.1,0.1];
if(_parseMode)then {_ctrlA ctrlSetStructuredText parseText _text;}
else {_ctrlA ctrlSetStructuredText _text;};
_ctrlA ctrlCommit 0;
sleep 1;
_ctrlB = _display ctrlCreate ["my_RscStructuredText_c", 234];
_ctrlB ctrlSetPosition [0.45,0.5,0.1,0.1];
if(_parseMode)then {_ctrlB ctrlSetStructuredText parseText _text;}
else {_ctrlB ctrlSetStructuredText _text;};
_ctrlB ctrlCommit 0;
....```
The mission that I uploaded is the correct one
Anyway, check it later if you want.
Yes so. The issue happens when you reuse the _text, because ctrlSetStructuredText modifies the contents inside it by reference
prolly
that's all i needed to know. That was completely not clear by your issue description, and what you told me and debugged yesterday
Yesterday was yesterday, we tested a bit longer after we spoke
Anyway, everything else is in the mission that i uploaded in the comment.
Issue: "ctrlSetStructuredText modifies the content of the structured text variable passed as argument"
That's all i need
That's⦠what is written in the description and code comment
It edits the provided structured text instance, where ctrlSetStructuredText should internally clone it
Β―\_(γ)_/Β―
π
Dedmen learns the A3 programmer way fast π
what we came up with in cooperation with the original RV engine programmer team
https://web.archive.org/web/20161126112951/http://dev.withsix.com/projects/cis/wiki/CIT#How-to-report-a-bug
they appreciated the quality approach big time
Thats basically also how we do it internally
@trim acorn Is your note on this page about broken setObjectTextureGlobal still valid ? https://community.bistudio.com/wiki/BIS_fnc_setUnitInsignia If it still is, could you provide the tracker ticket?
Devs, may I ask... given A3's current state, how does the work priorities look like?... Something like:
- Crash Fixes (Stability)
- Bug Fixes
- Performance Optimizations
- Gameplay/Quality of Life improvements
- Add missing scripting commands
it's 6): a little bit from everything
I knew it! π , the reason I asked is so that we can also kinda prioritize reporting what is more important to you guys...
I am pretty sure you also have a nber 7) Beard maintenance π§ π
- What project lead feels is relevant > What I feel is relevant > What community feels is relevant
I like 7! Keep it up guys
truth cuz ya only do what your boss(s) tell ya or ya get fired...
That's not what I said or meant to say.
Top priority is what my boss tells me.
Next is what I wanna do.
Last is what the community wants, which is either pushed forward because I want it too, or back if not.
anybody can check this on DEV and comment if really fixed?
https://feedback.bistudio.com/T117681
unfortunately I can't check this myself since I don't have a joystick
@fickle root
That error also occurs with controllers.
I'll see if it's fixed on dev
Hi @solid marten ,
I just saw your note removal
https://community.bistudio.com/wiki?title=BIS_fnc_spawnEnemy&diff=150066&oldid=129312
_otherPlayer = (_players - [_player]) select 0;
```the variable `_otherPlayer` may not used but the line, it still throws an error?
@gray wharf yes but the function works regardless,.
I removed the line internally but it may not hppen with next update since it is quite minor and we are already in strict lock for the next update
depends on what the error
oh ok, I thought any thrown (shown) error. thanks
it seems triggers are bugged in 2d editor at least
condition: true with repeatable => fires only once
condition: round (time %1) == 1 with repeatable => fires each second
activation: none or anybody - thislist returns [] (despite bluefor and empty vehicle in)
for bluefor it reports them
the empty vehicle is listed by "logic"
seized by OFPFOR: doesnt trigger at all
seized by BLUEFOR/Indep: lists both bluefor and empty vehicle
WTF
did this all got broken due to Eden/new condition (anyplayer)? in thus the define index in the source are different but no longer fitting 2d editor?
@solid marten i think you mentioned way back the loading savegame bug with triggers is to be fixed - does this also related to mission init (triggers not available immediately and thus breaking "list triggerName")
i think you mentioned way back the loading savegame bug with triggers is to be fixed - does this also related to mission init (triggers not available immediately and thus breaking "list triggerName")
That's interesting
@desert trench the fix is done internally but not going to be in 1.98
in fact a lot of internal fixes wont make it into 1.98, but you would be able to test those on dev
@solid marten thanks for the info! are all things mentioned in the changelog for dev branch?
I think many weren't push to dev yet, next week probably
so the next one still is 1.98, not 1.100 / 2.00
1.98 is old man
https://feedback.bistudio.com/T147399 Changelog says it's fixed, but for me it still doesn't show the overview image, author and proper briefing name.
(Moved it from Veterans)
@solid marten ^
π
@daring wagon works here, you need to be specific
If you have exported mission into scenarios (local not steam) then it was not showing overview picture and other bits. Now it does. The steam mission shows steam description not the one you set in editor as before, this did not change, what changed is that if your steam description contains paragraphs it wont show as one big blob as well as escaping any other HTML symbols that can interfere with structured text. So what doesnt work in your case?
I know. I had to leave, that's why I didn't add more details.
TestMission_2: Doesn't show the correct mission name
TestMission_1: Does show an overview image, but it's the one I added for TestMission_2 before. The malden one is ignored.
Detecting paragraphs for Steam descriptions is working nicely. It there nothing that can be done about headlines? [h1] etc.?
its structured text right? so should be able to convert bold and h1 and such too?
Maybe a bbcode->structured text helper?
Thats so much work tho π
Steam only supports a rather limited subset: https://steamcommunity.com/comment/ForumTopic/formattinghelp
Is that overview text completely handled by the engine?
grabbing from steam and displaying afaik yeah. If you mean whether you can grab it via script and fix it yourself, yeah probably.
@daring wagon both testmission 1 and 2 show the same picture for me
just unpboed both, you only have mission.sqms? Have you tried https://community.bistudio.com/wiki/Arma_3_Mission_Overview?
Looks like the fix applies to description.ext only not mission.sqm, I will have a look
Should I test again with description.ext?
yeah just to confirm, I will look at the mission.sqm later
Will do, but not now. I'll post the results later
ok
Alright, I added the stuff from Mission overview to the description.ext, but if I export it now and open the scenario menu I get this error message.
A new set of test missions. One with description ext, one only with Eden attributes and one with both. Overview picture still doesn't show for none of them and the error message (posted above) shows now.
overviewPicture = "overviewPicture_ca.paa";
there is no picture in pbo
My bad. Overview pictures work now in all three cases (Eden Editor, description.exp and both)
the error?
Still there
probably because missionsqm binarised
Gonna test that
could you then give me the updated set of missions please
Error is gone now. But if I export them unbinarised one by one, they are all called description.ext in the scenario menu
thanks
Some interesting behaviours. Don't know if it is a bug or not.
- If we try to exec getUnitLoadout from a unit that just spawned (up to 20-30 s), then it's loadout consist only from gloves. He shows on static dressed, but when he exits, he becomes naked.
The script to create soldier called from local player (using forceAddUniform add setUnitLoadout commands). After 20-30 s the loadout can be retrieved correctly. - I try to set up tower _ mg composition, and use attach/detach. If I create an mg at [0,0,_someheight], and try to attach it by script. the gun stays at [0,0]. I came from dev version, and it doesn't have such behaviour - the gun spawns correctly.
In stable I was needed to add waituntil {_gun distance2D _its_holder < _somedistance}
@solid marten Π‘ΠΏΠ°ΡΠΈΠ±ΠΎ Π·Π° ΡΠΊΡΠΈΠΏΡΡ Π½Π° ΡΠ°ΠΉΡΠ΅, ΠΊΡΡΠ°ΡΠΈ - ΡΡ ΠΏΡΠΎΡΡΠΎ ΠΌΠ°Π½ΡΡΠΊ π ΠΡΠ΅Π½Ρ ΠΏΠΎΠΌΠΎΠ³Π»ΠΈ ΠΏΡΠΈ ΡΠΎΠ·Π΄Π°Π½ΠΈΠΈ ΠΊΠ°ΠΌΠΏΠ°Π½ΠΈΠΈ.
then it's loadout consist only from gloves
what? gloves are not a equipment piece?
@obtuse mason #rules english only.
"gloves are not a requipment piece?"
I wonder where he hides all the rest.
is that equipment from some mod? it sounds more like setObjectTexture kicks in or there are some missing textures
@sterile nova Yes, from IFA3 mod. For on-foot soldiers it saved (getUnitloadout --> setUnitLoadout) fine.
@untold sky any chance to see the possibility to move already created and named markers on map, like in ACE?
Really annoying and waste of time to each time remove the marker and put it again and name it again
don't know if a marker can be moved only by its owner in ACE or any marker by any player
just use ace
vanilla servers here
@daring wagon and everyone. I need exported mission to scenarios where mission.sqm is binarized by default. Does it trigger error when clicking on scenarios?
binarized mission @daring wagon gave me, triggers error packed or unpacked, need to know if this is a fluke or tendency
@solid marten I tested it again and this time it doesn't trigger the error message when the file is binarized.
A little feature request from my side. Would it be possible to add a command which returns current time and date of the machine it was executed on? It would make saving data with time and date possible as well as creating history for collected data. Would love to hear your opinion on this.
Not sure if still relevant. But this mission crashes my server because it can't find "\a3\3DEN\UI\macros.inc"
@daring wagon your old mission was erroing, removed that and new mission is fine. When you say crash your server, you mean when you select #missions?
what the error message say?
include cannot include?
is it included from description.ext?
if so then there might be a fix already
File cannot be found. It's included from description.ext
dont think include fix made it to recent dev, try after next one
Will do. Thanks
But this mission crashes my server because it can't find "\a3\3DEN\UI\macros.inc"
Thats the other bug, not your include fix
This include path is correct, but still doesn't work
I didn't make a ticket for that one yet
look at the pbo header in a hex editor, you'll see the weirdness, you have more repro pbo's in your DMs
It is a fix by association, the server wonβt crash so I guess you can call it a fix
The description.ext will still not have the include, and be missing things that you expect, or will parse incorrectly and still fail/crash
Donβt think it will crash unless you try to load that mission which may or may not crash (probably wonβt)
still 3den packed #include doesn't work, pboManager/makePbo/addonBuilder packed does work. clearly a bug π
@untold sky I don't wanna be a balls breaker but can I ask two things:
- Why is https://community.bistudio.com/wiki/BIN_fnc_showHorizontalCompass a Contact Exclusive? It is a UI improvement that should be universal imho
- Is it too late for a command to disable all default actions on players, like the default heal addaction that appears when you are wounded... I have my own implementation of heal using a custom UI so having the default one is redundant... but that is just an example I know a lot of mods will benefit from being able to easily remove those default addactions from the player
a Contact Exclusive?
I don't decide such things
Is it too late for a command to disable all default actions on players
no
- Why is https://community.bistudio.com/wiki/BIN_fnc_showHorizontalCompass a Contact Exclusive? It is a UI improvement that should be universal imho
@sleek scaffold I am kinda sure that it was forgotten. The compass GUI made it into the base game.
@untold sky @daring wagon I was not able to use it without running Arma 3 through the PLAY CONTACT icon... how do you do enable it on regular Arma 3?
With my mod I've just created 2 mins ago π
You basically need to copy the function
and execute it in vanilla arma 3
Thank you @daring wagon but we shouldn't need a mod to enable a feature that is already in the game files... @untold sky @solid marten
The devs know about it now, let's not get off topic
Also, don't tag Greens, see rules
yes
thank you for the heads up!
About that function to enable the Horizontal Compass of yours @daring wagon
It has to be run as a mod or could it be run on a mission's Init?
Because my mission is modless (besides CBA)
zero details, dont even know whats broken other then trying to call ctrlEdit which isnt even listed for ctrlCreate ? or is that the issue?
https://feedback.bistudio.com/T136596 ctrlCreate freezes the game if incorrect control class is used. I think it should throw an error instead.
wip o7
Nice
Finally someone found a way to optimize Arma performance and make it use 100% of the available cpu
pff, you don't define what counts π
Note: this does not crash 3den... (eden just spits out: No Control )
Well I assume display 46 is not open in 3den
yeah Im not familiar I was guessing 46 meant ingame as player. just happened to test it in eden and in-game when you mentioned 100% cpu. (which isnt the case either it just flat out freezes the .exe task)
was watching resource monitor on arma and it sat at 5% just instantly turned red/non-responsive
honestly I'd be impressed if Arma could even make my cpu go 100%
just reproed. 100% cpu load.
really? wow it didnt even touch my threadripper just hung was still responsive in all other ways as in. wasnt a like a hard freeze. (eg. Metro Exodus...)
problem found.. It has a minimum width limit. But the text in the control is empty... π€
I might have found an issue with findDisplay. Sometimes it freezes the game sometimes it simply returns displayNull.
Gonna try to create a repro later
the ctrlEdit one is fixed, but.. It was control edit specific, and not "if incorrect control class is used"
all should be π
wait, so possibly a performance patch for Arma soon\β’ or was this 100% CPU a joke?
i don't speak dedmen... what's that supposed to mean?
I think it's trying to communicate
That was a joke π
π€¦
I just throw that in there as a feature request https://feedback.bistudio.com/T150204 (commands to get machine time and date)
YES
quite sure that feature request already existed
I searched for time commands, machine time etc
well its on my todo list
That's awesome!
already have implementation ready actually, same array as missionStart command
Both for system time, and UTC
Very nice.
I wonder if it has not been implemented for security/personal data reasons
e.g missionStart doesn't work in SP
Doesn't make much sense. Then they could either disable it in MP or only allow it on the dedicated server.
for security/personal data reasons
Knowing the timezone of a player? Your server log already has their IP and SteamID
it's at least not in-gameβ¦
I mean, you could ban players from a certain timezone this way (I know, it's not a -huge- deal)
but most likely, it was not implemented because it was not needed.
Not needed maybe, but it always felt like such a trivial thing to have in a game which features a realistic star map and a full day and night cycle.
Well I have it ready, and friday/monday is vacation soo
doesnt alive do all that, ie its def possible?
ah okay thought the extension was purely only to get the weather data thought the time/locale was internal from arma.
class CfgMarkers
class Flag
icon = "\A3\ui_f\data\map\markers\military\mission_CA.paa";//<-- MISSING
dang @desert trench dats a old one...
Not even sure why the cfg exists. its not used in eden at all? isnt the handdrawn or mil flag nor a country flag they all there. has nothing for a cfg either really it has no texture assigned to it at all.
backwards compatibility
ah...
Maybe update to an A3 repro to help the devs, @desert trench
waste of time
either they want to fix the missing texture or not
repro: open texture
observed: doesnt exist
found a mission_ca.paa in a3\ui_f\data\igui\cfg\cursors
It seems that all rims of destroyed wheels of C_SUV_01_F redirect damage to same wheel:
https://feedback.bistudio.com/T150282
uh lol i implemented that ticket a year ago π
and where is the command? π π
time was local, servertime was servers...perhaps he means a "real-world time" ?
Its been laying in my stash for a year, I moved it to internal ticket on weekend, might implement next week
lol...that branch might be 3k commits behind. are u sure wasn't for arma 2? π
what?
Btw theres a new spam comment on that that hasnt been deleted
Maybe you gotta go to one of the training offered by "Chennai Trainings" to learn how to protect yourself from spam 
Man, I'm just tripping over M2 bugs :/
First the backpack mismatch, now the guns aren't combining right per https://feedback.bistudio.com/T150335
Get us the reports and it'll be fixed o7
@untold sky is there a way to give more brightness or increase the lightning radius for lightning under barrel grenades?`
because they're useless since visual update. they don't illuminate anything, like at all. you can only see them, but nothing around them.
No such problems with missiles that illuminate a lot, while flying to the target, like "Tomahawk" missiles.
Or maybe give under barrel lightning grenades the properties of a missile? I don't know
also is there a way to solve the problem with literally all helis, that are force-turned over, so they can explode, despite you landing them really flat and there is no reason for them to turn over at all, but they still do
lightning under barrel grenades?
you mean flares?
it feels to me like the game thinks there is enough damage and the heli kinda should expolde and so the game turns it over, forced way
yes
in A2, they worked perfectly, illuminating really bright and fare
I use gruppe_adler's brightflares mod too, works nicely
but it's a mod, that everybody needs to have
correct
I'm speaking about vanilla
if it's possible to fix it there
if it's a simple config thing, I don't see why not fix it in vanilla
unlikely, backwards compat. Suddenly changing how the flares behave.. @sterile nova has a better idea on the implications of that
or maybe create a new class that will have it the current way and replace by default with fixed
or make it optional class, that one can "enable" inside the mission file if one wants to have it fixed
I don't know, I'm not an expert
@fickle root UGL flares are signal ones and that's by design
in A2 it was not signal?
because they were illuminating really good
(Disclaimer: I didn't invent that that π€·ββοΈ )
in A2 they were behaving like illumination flares
so no illumination flares present in A3 then, ok
what about helis forced to turn over?
even if they shouldn't
We could add illum flares, not much work besides localization? :D
I'd need a video of that, not sure what youre talking about there
Been on new physx for 2 weeks now, I noticed no issues.. or atleast no really negative issues.
I noticed cases where vehicles were undamaged, even though the impact should've severely damaged them. but thats positive from a player standpoint
I land a little bird on both skids, perfectly horizontally, despite it being badly damaged and it turns over, forced way
Had little birds last week, no issues noticed
It's not always
but there were a lot of cases
where a heli is forced to turn over for no reason
I hit a little bird skid on the edge of a roof at full speed, made half a looping and came out undamaged even though I should be dead.
Thats my only "negative" helicopter experience with new physx
yes, this I know, "good" for players
but I think dwarden or reyhard know why sometimes helis are forced to turn over for no reason
don't remember who of both replied in the past here on this subject
can't find it anymore
was a long time ago
turn over, like upside down?
like it leans on one side, to be able to expolde
despite me landing it really flat, even if heavily damaged
on both sides at the same time
so you can exclude the explosion, because I could have landed it only on one side and not flat
if only I could find dwarden's or reyhard's response to this
I don't remember if it was in 2018 or 2019 I wrote about it already
there is insta explosion when heli is upside down or on side
"normal" π
but that it's forced to lean on one side in order to expolde
and it souldn't lean
since I land it perfectly flat on both sides
weird, I remember mention of insta explosion only from my side
well, I don't find it really normal, yes, but it's ok
but not ok when it's forced-leaned so it can explode
don't know what you mean by force-leaned
don't know how the engine works, but maybe it "thinks" that there is enough damage for the heli to be destroyed and leans it so it can expolde, to be destroyed
I will try to record it, if I manage to
have never tried to repro it on purpose
last time I had it, it was 2 days ago on stable
leans it so it can expolde
nah, that sounds stupid π
landed perfectly flat on ground the littlebird and it somehow leaned on one side despite me holding it with Z button and trying to counterbalance with A/D
then maybe it was dwarden who responded once to this problem
but don't remember what exactly he said back then
is it maybe then possible to make them not expolde, when the fall on one side, but only break the rotor then, like in real life?
that ^ I would pretty much love
let's not explode -only- because it's on its side/top
break the blades
Dedmen, adding illuminating flares would have been so so much appreciated!!!!!!!!!!!!!!!!
again reyhard will know more about it I think. But.. I would probably fix it, I don't see a reason for forcing explode
not sure if breaking blades is that easy, without advanced flightmodel enabled
the engine does it now for "normal" helicopters if e.g you fly too close to a wall
I never tried deliberately flying close to a wall π to break my rotors
phone poles are sneaky b*sterds
the blades are also destroyed if you tip the helicopter on the side when touching the ground, but when the helicopter fully tip, it's boom time.
So I guess "only" disabling the auto boom is required?
that behaviour can be changed but afair there are few edge cases which prevented that change from happening
@thick hare should know more about it
there are some specifically few checks in code which make that instant explosion and removing it was kind of working
found this ticket in this regard
https://feedback.bistudio.com/T118667 - Helicopters...tipped over helicopters (June 2016)
https://feedback.bistudio.com/T71119 - Make helicopter Crashes more realistic / not always exploding (May 2016)
its AIII-11332 I think, and AIII-12983
main issue I think was RTD - RTD helicopters are colliding with RTD defined points in XML
Seems like, while turned over the helicopter can sink into the ground, which is bad
already worked well before
old screens here
http://i.imgur.com/hdLtO2x.jpg
http://i.imgur.com/j45wxDD.jpg
dslyecxi also made videos about it back then
comparing how it was and what it became, how we know it today
what i remember , it worked well , same as in TKOH
just one day it was changed into instant explode
I've marked it to be looked at again in the next few months. If just disabling forced kill is doable and working fine, maybe we can just go with that
please, add illuminating flares to your list as well )))
and better multicore usage kthxbai
also why not let helis in noob mod also use wheels and hand brake
why do you have to switch to advanced mod for this, but on jets it works fine
I'm sure there is some reason for that Β―_(γ)_/Β―
i think thats the limitation of the default flying model
I believe the wheels stuff is done by the AFM itself
maybe this reason is as "valid" as the reason helis are exploding when they tip over
imho there is a mod that you can do it even in default flying model π
oh, ok, maybe
so if there is a mod for it to work with default flight model, it's then possible!
but "locked"?
man, I already imagine helis not insta exploding when they tip over, wheels/hand brake working for default flight model, like on jets and illuminating flares.....
I already heard that with new physx wheels on helis work, not sure if default flight model
well, if a steamworkshop mod makes it possible for default flight model, then it's possible to make it work without any mod as well
@rapid wing but you just said that with a mod you know it works on default flight model?
oh, ok
see this from dslyecxi
https://www.youtube.com/watch?feature=player_detailpage&v=LMF4zrPh32w#t=971
pfuh noobs, just fly 10cm off the ground π
rotor damage kinda works but its random
because it's very obvious if in code which bypasses all scripts
sort of if(heli flipped)then{heli kaboom true}
well... yes
A civilian contract helicopter (Russian Mi-17) crashed while making an emergency landing due to mechanical problems on an ISAF base (FOB Kalagush) in Nuristan Province on May 3, 2010. The crew members were pulled from the wreckage as the aircraft's rotors turned at full power ...
cargo: 2000 pounds of 120 mm high explosive mortars and no explosion
https://www.youtube.com/watch?v=grLzv9jLRmo&feature=youtu.be&t=76
On today's edition of Around the Air Force Technical Sergeant Nicholas Kurtz tells us why an airman was recently awarded the Soldier's Medal.
A civilian contract helicopter (Russian Mi-17) crashed while making an emergency landing due to mechanical problems on an ISAF base (F...
I remember jets and vehicles falling apart, like wings, doors, wheels in OFP2, that was never released, but most if not all of the vehicles then made it to A2, but without this advanced damage model
I got a "its possible" on adding illum flares
2005 (OFP2?), su-34 from ArmA 2 (2009) in peaces + buildings destruction and a wheel of a vehicle rolling
2020 and still no such advanced/detailed destruction of vehicles/buildings (((
there might be a reason though π
(my biggest regret was when the "brick-by-brick" building damage they announced didn't make it π’)
oh yes
They announed that?
also do you remember them demoing physix with containers and barrels for A3 and not implemented
also in early A3, you could open and close doors of Ifrit or ghost hawk
Yeah
and not only
maybe all of this missing because no multithreading...
imagine all of this suddenly in next title...
They announed that?
at one point for "Game 2" yes
Ic
@fickle root doors are still openable, by script though
imagine all of this suddenly in next title...
They defnitely need to step up the game
don't know why sliding/opening of door on vehicles was removed
not finished for all vehicles and thus removed, so people don't ask why on one it works and on the other not
because you couldn't throw grenades inside
and even if you could, then it wouldn't kill people inside due to how explosions are working in RV
you can already notice it on some openable vehicles like offroad or van
it was also increasing complexity of physx LOD (this one is used for grenade collisions)
you remind me I have to check all windows in all houses for grenades to be able to enter through windows from outside and from inside, because there are a lot of windows in several houses that you can't throw a grenade through
it simply acts like an invisible wall
yea, indeed, I wanted to take a look at some of them for 2.0
I hope that much more improved multithreading will finally allow to introduce a lot of stuff
2.0 what?
Arma 3 2.00
Don't spoil it https://cdn.discordapp.com/emojis/622175034840186899.png
The numba is a secrit :U
π
also is there a difference between smoke and normal grenades?
when throwing through glass
because one of both, don't remember which, you can throw through glass no problem, the other you can forget about it
UGL grenades are using shell simulation
smoke grenade and regular grenade thrown by player are using PhysX
ok
Arma 3^2
Arma 32bit
That would be a step back π
yeah, this is the problem, that UGL is not using physix
no way to shoot them through glass like smoke or normal grenades
UGLs have arming distance.
If UGL use physix and bounce like normal grenades, that would be funny
NO
I understand now )
@daring wagon UGL smoke grenades are using PhysX and we know how they behave in game ))
please, make it possible to use wheels and hand brake for helis in default flight model without additional mods β€οΈ β€οΈ β€οΈ
I wouldn't "waste" huge resources for a game that has no feature and a lot of limitations
they should better work on next title
even if BI could iron out almost every possible problems present in A3, they still would have hit current engine limitations, not allowing them to go further, implementing a lot of stuff they would have liked to
the engine is the real problem in first place
if somebody remembers how horrible the performance was, when Altis was first introduced...
Even small Livonia with not than much vegetation as could have been and with not as many different sorts of plants is not performing very well on current engine.
I imagine this is also the reason why they went for Altis and not for a green map of +- same size, because it would have been simply unplayable, even with current state of the engine we have
so updated/redone engine is the only solution, with much better multithreading and a lot of capabilities implemented to be able to introduce them in the game over time
hope they will really think of everything possible to implement in the engine, as capability, even if introduced later in the game itself
and all not related to #arma3_feedback_tracker discussion
you're right, way off
can somebody explain?
Tweaked: Made consistent the Fire Geometry across all characters
@fickle root https://cdn.discordapp.com/attachments/695027939603120139/700212848415997994/unknown.png in 1.94, some of the characters were updated with new fire geometry. Now all of them have detailed variant. There will be wiki article about it how mods can update to that standard too but this will have wait till I will get chance to go back to the office.
so what's the result of this?
better detection what part of the body was hit?
more hitpoints?
slightly better hit detection and possibility to do more complex hitpoints in future
its connected to this https://discordapp.com/channels/105462288051380224/122121444703338496/700065438880628776
reyhard Yesterday at 15:33
yea, indeed, I wanted to take a look at some of them for 2.0
i've actually had one ticket on that since 2015 π
will post it here again
i also need to make a bug report about a DX11 out of memory crash... soon β’οΈ
can't do much about not enough memory tho
its not like we can analyze the crash cause and fix it. The cause is clear, out of memory. And the fix too, get more memory or lower graphics settings
but isn't the game supposed to load/unload according to available RAM? or is it a DX responsibility
^
it's a 6GB VRAM GPU
running theory is that Arma is looking at shared video memory and not just dedicated
because this happens to someone else i know as well
Afaik it prints the available vram in RPT on startup?
hmm let me check, i did save the reports
PhysMem: 16 GiB, VirtMem : 131072 GiB, AvailPhys : 9.0 GiB, AvailVirt : 131068 GiB, AvailPage : 5.4 GiB
doesn't seem to
oh wait
it does
1:16:39 DX11 - Using DXGI adapter 0 (detected in config).
1:16:39 DX11 - Using DXGI adapter 0.
1:16:39 - adapter description : NVIDIA GeForce GTX 1660 Ti
1:16:39 - adapter vendor ID : 4318
1:16:39 - adapter device ID : 8578
1:16:39 - adapter subsys ID : 1069749336
1:16:39 - adapter revision : 161
1:16:39 - dedicated video memory : 1987051520
1:16:39 - dedicated system memory : 0
1:16:39 - shared system memory : 4264034304```
so... 1895MB dedicated VRAM, and 4066MB shared?
so problem might be that it thinks it can use shared memory, even though it cannot?
dunno. will make a ticket with all the reports it put together
this is what task manager reports https://imgur.com/a/VaU0UyW
but according to that, both numbers that arma reports are wrong π
yup π
Problem seems to occur when i have Chrome and stuff open. Without it i don't get it. Although as you can see VRAM use with all my stuff open in the background is < 1GB
with chrome and stuff closed it's using 0.4 GB
that info there comes directly from directx.. and if that data is already wrong.. oof
maxvram is dedicated video memory + (if shared system > videomem and videomem < 512mb) shared system memory
and then Arma only uses 4/5th out of that because it assumes some is already used elsewhere
but if RAM usage changes (e.g Alt+Tab then opening, randomly, Chrome), does the game change its limit on the fly or does it remain on the "starting" values?
game doesn't know how much vram is in use by others
does it refresh on the "available RAM"?
no, because thats hardware
that won't change
it uses 4/5th of total available vram always
oh okay
Also not sure if still the case, but it once had the problem of never detecting more than 4gb vram
which make me 8GB 1070 big sad
maybe we should reintroduce maxVRAM parameter
it's in the launcher
or is it not working?
I remember when A3 was 32 bit and I had my 6 GB vRAM GTX Titan, it couldn't use more than 3 GB at ultra 22" 1680x1050, back in 2014
or is it not working?
that, also its limited to 3gb and other shinanigans, noone should be touching that parameter currently
i thought it was limited to only 2 GB, since A2
nah that was probably 32bit stuff
well, the game is using 5GB of VRAM according to task manager...
it crashes because Arma pushes available VRAM to the max
at the time of the crash, when the error message popped up, the system was using 5.8GB
when i shut Arma all chrome windows and tabs had crashed too
Arma uses 4/5ths of existing vram. If not that much is free then it'll indeed potentially die
hm.
arma uses without problem more than 8 GB vRAM
my 8 GB are always full
another user here has a Radeon VII with 16 GB and he confirmed, that arma easily goes above 8 GB, if available
not even 4k or WQHD
just 1080p
yeah it'll use 80% of your VRAM as dedmen said
but there's som F'ery going on with directx/nvidia where it doesn't report the full vram that you actually have
like how it displays 4gb for you while you have 6 or smth
it's actually reporting just under 2GB
~2GB dedicated, ~4GB shared
whereas it's actually 6GB dedicated and 14GB shared
Perhaps there should be a param to let players specify their Graphics Cards memory to bypass what arma reads from DirX/NvidiaDriver (a manual work around)
I'm sure it's a know issue, and I don't believe it's related to what Dedmen is/was working on but;
If you include a non-existing file with SQF in a mission, 3den will simply load the mission and show an error message (file not found).
If you include a non-existing file in a config file (part of mission, like 'description.ext') it will crash the game completely.
Currently only tested in a modded environment and a custom mission, but if needed I can create a simple test mission without mods.
Perhaps there should be a param to let players specify their Graphics Cards memory to bypass what arma reads
Thats what I already said yesterday
@spare vine fix in next arma update. Was fixed last week
Since the update we have some weird vehicle "desync". Vehicles floating, tilted in the ground etc.
https://cdn.discordapp.com/attachments/499276918714007586/700117324270927893/unknown.png
https://cdn.discordapp.com/attachments/656243699512246272/700666371893231666/20200417131637_1.jpg
maybe we should reintroduce maxVRAM parameter
@untold sky Yes pls.
@untold sky please, introduce also RscTreeViewMulti
like you have done with: Added: RscListBoxMulti config class for scripted UI creation of multi-selection list boxes
so one can select several things at once, and not one by one, performing same actions for each of items every time
in our mission we have bots in group with player and the player wants to select all bots or some of them (more than one) to sell them, delete or transfer them to another player at once, not selecting only one at time and repeat same actions for each bot
now it's simply impossible
please, introduce also
No. I don't even know why you are pinging me. Stop waasting my time
in our mission we have bots in group with player and the player wants to select all bots or some of them (more than one) to sell them, delete or transfer them to another player at once, not selecting only one at time and repeat same actions for each bot
@fickle root Make it a listbox :trollface:
please, introduce also RscTreeViewMulti
Are here any commands to get or set multiselection on RscTree?
Still hoping for the treeView search fix (looking at someone specific) π
please, introduce also RscTreeViewMulti
Are here any commands to get or set multiselection on RscTree?
@solid marten no commands that I know of, even though tv supports multiselection. but maybe tvSetCurSel has an yet undocumented syntax for this?
hey @fickle root stop molesting my boy dedmen! he is busy doing my suggestions!
please, introduce also RscTreeViewMulti
Are here any commands to get or set multiselection on RscTree?
@solid marten there is aTreeViewparametermultiselectEnabled, but so far I haven't found any commands on BI wiki which could set/return multipleTreeViewselected items.
@raven hollow ^ ?
Not that i know of Β―_(γ)_/Β―
For RscListBoxMulti it's https://community.bistudio.com/wiki/lbSelection, according to KK.
just commented and found the culprit of a annoying bug happening when using the very popular EDEN editor "edit loadout" option: https://feedback.bistudio.com/T150415
please look it up in the future dear devs
Second time you spam ping me in one day. Have a read of #rules and consider this a warning
you are right, won't happen again, also re reading the rules now
thank you for the heads up and not banning me π
Hmmm I have just been using the CT_CONTROLS_TABLE but when using ctrlEdit as a base class it crashes the game as soon as you ctAddRow _ctrl? RscEdit is fine...
Is there a chance to that RWRs might get looked at? https://feedback.bistudio.com/T126652
It seems Radar Warning Receivers only show signals when that radar is able to detect the plane with RWR. For example, Sentinel can only detect Rhea's radar when within a few km. IRL, the RWR detection range would only depend on radar power and RWR sensitivity, not on plane's RCS (radar cross-section)
there is a really issue with all guided missiles in the game, connected directly and only to overall visibility in video settings, that overrides or doesn't take into account what overall visibility and objects are set via setViewDistance/setObjectViewDistance in the mission.
100% reproducible even in the editor, just by placing a heavy AT soldier, setting desired setViewDistance/setObjectViewDistance and then just lowering/increasing overall visibility in video settings.
p.s. - objects visibility in video settings and setViewDistance/setObjectViewDistance via console doesn't matter at all, only overall visibility.
in my video repro you can see that:
- overall and objects visibility is set to 3000 for both and one can't even see Pyrgos village on my right, on the other side of the bay
- I set setViewDistance/setObjectViewDistance to 6000 m for both via console and one can see that it works, since one can now see Pyrgos village
- I open video setting to demo, that 3000 m overall and objects still hasn't changed
- I shoot with Vorona at a house 2057 m away and I hit it
- I lower objects visibility in video settings to 500 m (overall still 3000 m and forced overall/objects still 6000 m) and shoot at the same house and still hit it
- I now also lower overall visibility in video settings to 500 m (forced overall/objects still 6000 m) and shoot at the same house and the missile simply flies away in a random direction
- I increase overall visibility in video settings again to 3000 m (objects still 500 m and forced overall/objects still 6000 m) and shoot at the same house and I hit it again
https://www.youtube.com/watch?v=fDXjhMI5GzQ
β¦write a ticket? if it doesn't exist
will do
woah wtf. what magic is this :D
it shouldn't even care about visibility its just view direction guided I thought...
Definitely looks like a balif bug that gets a ticket
I started investigating it when I was told by players on our server, that despite them setting overall and objects in the mission itself to even 12k, they couldn't hit anything with jets' missiles, helis, infantry titans or voronas.
All of this, because missiles simply flew away in a random direction, despite enemy vehicles not even throwing smoke, since target not locked, because most of them guide missiles manually to avoid enemy armor using smoke.
Told them to set overall visibility in game video settings and it worked just fine afterwards )
Should I choose engine or config as category when creating the ticket?
Dedmen, feel free to change the ticket's title, if you feel the need to do so
https://feedback.bistudio.com/T150535
ok, engine
this is a very old issue
the CIT had it with TOWs
i think its connected to simulation range
Suma/Ondra commented on it. maybe can be found in archive org
could have been fixed also for A2:OA but was forgotten be merged
@fickle root did you try in A2/OA yet?
haven't played A2 for along time now, but I remember it
fixed in A2 when EOL, but same error made in A3 )))
Nice find @fickle root!
PEQ laser can not be seen beyond 1.5km.... facepalms Ofc its not.... it is a <1w laser ya know...
only thing yas need to fix regarding missles is fixing the bloody Shikra and other enemy CAP from behind able to shoot missles 'backwards' and no thats not a joke being quite literal.
oh and fix LRAA radar emitters to actually be a lockable target for anti-radiation guided missles at like a Cronus ie. the radar emission source.
i have units stuck in unconscious even when armed
my workaround is:[_unit] spawn { _unit = _this select 0; sleep ((random 1) + 1); while {(toLower (animationState _unit)) in ["unconsciousrevivedefault_a","unconsciousrevivedefault_b","unconsciousrevivedefault_c"]} do { sleep 0.1; _unit switchMove "";//TODO: improve with actual transition }; };```
@desert trench
switchMove "UnconsciousOutProne"? @desert trench
@gray wharfUnconsciousOutPronedoesn't help
#arma3_scripting more? also, any repro case?
no, since it's not always the case, so difficult/impossible to repro
k
but even before changing to UnconsciousOutProne it also didn't occur that often.
so changing to UnconsciousOutProne no improvements/changes
problem remains
