#arma3_feedback_tracker

1 messages · Page 28 of 1

rapid wing
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this issue came back like in recent years

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but remember being fixed once

sterile nova
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@rapid wing well, it was never fixed. Whole ppefect was broken

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although perhaps for next patch also this issue could be fixed

rapid wing
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oh okay

fickle root
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very annoying

gray wharf
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Anybody? Hello?
Seriously? 😄

untold sky
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Just the usual spam that we are already used to

gray wharf
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🔨

trim acorn
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Hey i found a bug thats rather annoying

was mucking about with the sentry waypoint and it seems that if a sentry that knows about an enemy runs back to camp and joins the group the group at camp will refuse to move to next waypoint

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il make a video

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oh so now that i decide to record the problem after trying solutions for an hour it works 😭

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still i got me a cool little sentry systme where if a sentry spots you he runs back to camp warns them then they come for you XD

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with little to no script

gray wharf
untold sky
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sure, but I won't touch DayZ stuff

gray wharf
calm smelt
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I submitted a report about a similar issue almost a year ago and its still just sitting there waiting for someone to spot it.

daring wagon
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But he's speaking "on behalf of every single person who bought this on console" 😄

obtuse mason
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Seems like AI can't disable dynamic simulation for vehicles.
Unit cantriggerDynamicSimulation (returns true for both client and server), but he can't get into dynamic simulated vehicle. When I get closer to it, he can get in, and then the vehicle driven by him ok, even on large distances.
Dedicated server, profile branch. Dynamic simulation manager runs on the server.
Tested with IFA3 Sdkfz 251.

gray wharf
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while it should

obtuse mason
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Hm. Sorry, seems like vanilla vehicles are triggered correctly. Most likely the IFA3 vehicles issue, but what can cause it?
Corrected. The unit can get into the vanilla dynamic simulated vehicle, but then he can't do anything.

daring wagon
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Dedmen, if you have some spare time, could you check why the context menu in Eden Editor does not support custom keybindings for entries? The keybindings show, but the action is not executed.

Code:

class ENH_LogClassesString
{
    action = "call ENH_fnc_logClassesString";
    Text = $STR_ENH_CONTEXTMENU_LOGCLASSESSTRING;
    conditionShow = "selectedObject + selectedWaypoint + selectedLogic + selectedMarker";
    shortcuts[] = {INPUT_CTRL_OFFSET + DIK_B};
};
untold sky
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no time

gray wharf
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@daring wagon used elsewhere maybe? (I know, fat chance since you Eden all day long, but…)

daring wagon
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Nope, I checked all shortcuts for duplicates by a function I wrote.

frozen summit
rotund crown
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A little more context might be needed for that screenshot. Was the person using mods, did they join through a custom launcher, did the server/client have BE enabled, etc.

frozen summit
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I do not know it, was vanilla arma public , zeus and they came in and that happened to everybody so what ever scripter means I guess.

finite anvil
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looks like someone remoteexeced sqf allControls findDisplay 0 apply {_x ctrlSetText "Brought to you by barack"}; somehow. the main display (findDisplay 0) is always open

solid marten
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@frozen summit we do actively patch exploits, however there are just too many angles of attack in the game that was meant to be user modable by design. If you happen to know how they were able to execute malicious code, please make a secure ticket on feedback tracker

fickle root
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have finally managed to 100% reproduce the bug, when a already injured bot gets heavily injured while he was playing healing animation and after you revive him, he's stuck on his belly with weapon on back, not moving, getting up or taking the weapon in hands

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the only way to unstuck him is to slightly injure him after you revived him and tell him to heal himself

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imho, it's like he has to finish or redo the healing animation to not be stuck or something like that

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if it's you that will heal him after injuring him after revive, he will remain stuck

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so it's only the bot himself that has to heal himself or rather finish play or replay the heal animation to unstuck himself

fickle root
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if a player is heavily injured while in healing animation and is revived, he won't be stuck, unlike a bot

gray wharf
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AI are not supposed to use the Revive system, btw

fickle root
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you haven't read properly then

gray wharf
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when a already injured bot gets heavily injured while he was playing healing animation and after you revive him, he's stuck
heavily injured AI is dead, not "revivable"

fickle root
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I said that the AI is stuck after YOU revive

gray wharf
fickle root
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anyways, there is something with the animation, imho

arctic root
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AI are not supposed to use the Revive system, btw
@gray wharf we don't use the system you point.
What @fickle root means, is the following sequence makes AI stuck

  • injure slightly
  • make heal himself
  • while AI is playing heal animation call setUnconscious true
  • at some moment later call setUnconscious false
    -> your AI has stuck
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and to unstuck the AI you:

  • injure him slightly again
  • order to heal himself
    -> your AI unstuck
untold sky
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stuck in uncon ragdoll? / laying on ground?

arctic root
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laying on ground?
laying on ground and refusing move or do anything

untold sky
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Sounds similar to not being able to get back up, if you don't have a weapon equipped

arctic root
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their weapons are on their backs at that moment

untold sky
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there is a problem with human players too that they can only get up when they can take a weapon in hand

fickle root
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actually, when setUnconscious true, the AI is laying on his back and is animated
when you revive him setUnconscious false he turns from back on his belly, but weapon remain on his back -> stuck

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but like I said, this happens only if setUnconscious while AI was healing himself

untold sky
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i already fixed the humans not being able to get up thing, maybe that fixes the AI stuff too

arctic root
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I've tried different commands like doMove/playAction but haven't tried selectWeapon

fickle root
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if setUnconscious and no healing animation played, after you revive him, everything is normal, he turns from back on his belly and takes the weapon in hands

gray wharf
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i already fixed the humans not being able to get up thing, maybe that fixes the AI stuff too
I would say it is linked to the AI healing script/FSM, due to it not stopping at the same animation level

arctic root
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I've tried different commands like doMove/playAction but haven't tried selectWeapon
Tried selectWeapon also - no effect

fickle root
desert trench
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we use switchMove to unbug them

fickle root
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There is a problem with BattlEye, concerning Arma chat.

When I'm writing in chat, there is a physical limit of what I can write and it won't let me write more. This is ok.

But the problem is that when I send a message in chat, only a portion of it is displayed to other players, despite me seeing everything on my client

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this is what other players see:
19:11:24 BattlEye Server: (Side) Groove_C: ну и дела, вот это поворот, не ожидал такого от тебя. расстроил ты меня порям по пол΍

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it's like half only half of what I've written and of what's visible to me, in this same chat, on my side

untold sky
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Make a ticket

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probably won't fix that

fickle root
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also for some reason, chat is limited in Bytes and not in symbols, which is really not how it should be (provided it can done differently?)

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probably won't fix that
@untold sky because it's BattlEye thing?

untold sky
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No, because its not important

fickle root
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will make a ticket anyways

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when writing to Arma chat from RСon, everything works correctly and players see everything
so it's only when transmitting from Arma client to Arma server/other clients that it cuts down significantly what's seen from your message by other players

stone tree
sterile nova
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@fickle root do I remember correctly that you made some ticket for livonia structures view geometries?

untold sky
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yes

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Ah no thats a old one with already fixed ones apparently?

sterile nova
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yeah, that's old one

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I cannot find Livonia related and I swear I've one before

fickle root
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@sterile nova I made 1 ticket with all problematic buildings on all the maps, but only Altis ones were fixed.
So I thought buildings on other maps won't be fixed and therefor modified the ticket, removing everything non-Atis, so the ticket can be closed

sterile nova
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doh

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never mind then

fickle root
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Can make a new ticket for Livonia

sterile nova
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it's already in internal FT with old ticket link

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commit also went with old FT link

fickle root
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so do you want me to readd everything to the old ticket?

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also my ticket was only about missing view blocking

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but there are also buildings on Altis and Livonia, where you visually have windows, but if you switch to AI view, there is only the wall, without cutouts, where you visually have windows
so AI can't see and shoot, through a "wall"

fickle root
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would be nice to fix Livonia buildings, since they're used in CUP maps

untold sky
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I think reyhard wants to fix just that, and wants your data about which buildings have problems where

sterile nova
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@fickle root I got everything

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also I found out that View Geometry debuging is flawed due to occluders

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so if you see a wall in view geo, it doesn't mean AI cannot see through it as long as that occluder is without "ComponentX"

fickle root
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so there is no reliable way to check if AI can see or not?

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other than check manually with an AI

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will check that house on Livonia if AI can see something, since no cutouts for even a single window and there are like 6 or more windows on the same floor and same room

sterile nova
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Well, I ended up looking from inside building in View Geo mode

fickle root
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also strange, when I was checking some buildings, from inside sometimes there was no visual obstacle, when window visually closed with wooden sticks, but from outside, same window was blocked )))

sterile nova
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those are aforementioned occluders - they are big boxes and their faces are only visible from outside

fickle root
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so if occluder present outside, even if nothing visually blocking from inside, the AI inside shouldn't see anything from inside to outside, thanks to occluder outside?

fickle root
sterile nova
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no worries, I got it. Internal ticket was copy of public one

fickle root
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good!

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but I don't remember what was inside it, that's why I'm checking now again all the buildings

gray wharf
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like, it doesn't exist to AI? 😄

fickle root
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yes, no windows for AI to see and shoot through

gray wharf
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ah yes, I misread the pictures

fickle root
fickle root
sterile nova
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yes although this seems inverted

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not sure why though

fickle root
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these are houses concerned:
House (Big, Abandoned) Land_u_House_Big_02_V1_F
House (Big, Destroyed) Land_d_House_Big_02_V1_F

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btw, window on the left is ok - it's same from inside and outside, like it should be

fickle root
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reyhard is there a way to check all windows of all houses, without throwing manually a grenade in each?
otherwise it's even much more time consuming as cheking view blocking for all houses

raven hollow
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diag.exe, i assume

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showing the different LODs

fickle root
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if somebody can provide me the exact commands

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for the console

gray wharf
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lineIntersectsWith, depending on the LOD?

raven hollow
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or that

gray wharf
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ah perfect example #3

raven hollow
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fire it multiple time. One for VIEW, Fire, GEOM, etc

fickle root
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I'm not a scripter and don't understand all the commands

raven hollow
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one sec

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maybe i can find my OBE stuff

gray wharf
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basically, just copy-paste Example 3 in your debug console, exec, it will move an arrow around where you look

fickle root
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is there anything I can simply write in the console for visual difference if there is obstacle for grenade in a certain window or not

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Land_New_WiredFence_5m_F always remains?

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or has it to be changed for each window of each house?

gray wharf
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you can drop the first line, it is to create a fence for testing

fickle root
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because if there is a way to drastically shorten the time needed to check all the windows of all houses, I would check them all and report

gray wharf
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yep, that one

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(at least, you won't run short of grenades)

raven hollow
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_function =
{
    _dist = 5;
    hint str
    [
        lineIntersectsSurfaces
        [
            eyepos player,
            AGLToASL (positionCameraToWorld [0,0,_dist]),
            player,
            ObjNull,
            true,
            1,
            "GEOM",
            "VIEW",
            true
        ];
    ];
};

[] call _function;```
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from 1st Person

fickle root
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will check this

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@raven hollow Error in expression < "VIEW",
true
];
];
};

[] call _function;>
Error position: <;
];
};

[] call _function;>
Error Missing ]
Error in expression < "VIEW",
true
];
];
};

[] call _function;>
Error position: <;
];
};

[] call _function;>
Error Missing ]

raven hollow
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my_fnc_blaaaaaa =
{
    _dist = 10;
    _PosStart = eyepos player;
    _PosEnd = AGLToASL (positionCameraToWorld [0,0,_dist]);
    _data_a = [];
    _data_b = [];
    _obj = cursorObject;
    {
        _a = [_obj,_x] intersect [ ASLToAGL _PosStart, ASLToAGL _PosEnd];
        _b = lineIntersectsSurfaces [_PosStart, _PosEnd, player, ObjNull, true, 1, _x, "VIEW", true ];
        _data_a pushback _a;
        _data_b pushback _b;
    }forEach ["VIEW","GEOM","FIRE"];
    hint format["View:\n%1\n\n GEOM:\n%2\n\n Fire:\n%3\n\nView LIS:\n%4\n\n GEOM LIS:\n%5\n\n Fire LIS:\n%6",(_data_a#0),(_data_a#1),(_data_a#2),(_data_b#0),(_data_b#1),(_data_b#2)];
};
//Addaction
player addAction ["blaaaa", {[] call my_fnc_blaaaaaa}];```
updated*
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use that. Adjust _dist if you want

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@fickle root Code updated

fickle root
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yes, there are really a lot of windows that are non existent for grenades

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probably will check them all today

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have found some, where the glass is broken, but when you shoot with rifle, you hear glass sound

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so it's like the glass was still there, obstacle for bullet?

fickle root
sterile nova
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now I wonder if I could automate checking of that

fickle root
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I'm doing it like on the vid now

sterile nova
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because of amount of incorrect buildings must be quite high

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I mean - spawn building and do intersect check at each window

fickle root
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very tiring

sterile nova
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fully automatically

fickle root
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but this is the only way I see to check it now

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even more time consuming that it already was for buildings with/without view blocking

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if you manage to incorporate something that would allow to do it the much easier way, would be great

sterile nova
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direction of such would be quite tricky to determine procedurally

gray wharf
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maybe fire a detection on all 3 axes, if none works, then no window?

fickle root
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so I stop checking all the stuff manually and wait for an easier solution or what?

sterile nova
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I will try to check if there is some way for automation next week

fickle root
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Lou so if I understand it correctly, if the red arrow, when looking onto a window, still points like on a wall, then the grenade won't be able to fly through?
so I don't even need to throw grenades?

gray wharf
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it seems so

fickle root
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I checked it now on houses and it works fine
so when I point it onto a window and it works, the arrow will go deeper, if it's not working, the arrow will remain at same level as the wall itself

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checked with the red arrow just few random houses while being on our server and insta found an additional house with such a problem
video uploading
so the red arrow method works!

gray wharf
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oh ye of little faith!

fickle root
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reyhard I won't wait for next week and will check it all tomorrow with the red arrow )

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but this is only for grenades

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what about bullets blocked by kinda glass when shooting, despite windows glass broken?

fickle root
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and I think that it's impossible to check it all other than manually, since there are not only windows, but also areas like this that also don't let the grenade pass through
Concret Mixing Shed (Ruin) Land_cmp_Shed_ruins_F

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will also later check such structures if AI can see/shoot through or not
like if you're hovering behind such structure on a little bird and AI is on the other side or inside and if it will be able to see and shoot

fickle root
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yes, on one side, where metal plates are missing and AI should see, the view is "somehow" blocked
but on the other side, where the view should be blocked by metal plates, view blocking is mostly missing
Concret Mixing Shed (Ruin) Land_cmp_Shed_ruins_F

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but for the moment I will continue with grenades thing
this is for later
the more you dig, the less you want to
digging 1 thing and 1000 other things surface from it 🤦‍♂️

fickle root
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grenades can't pass between metal bars, despite more than enough space between them, when trying to throw them, hiding prone behind fence's foundation )))
Pipe Fence (Long) Land_Pipe_fence_4m_F https://i.imgur.com/BYP2Ebh.png
not the only problematic fence/object

fickle root
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please, don't be mad at me, once there will be another ticket, where I will list all the fences, structures and all the objects with (partially) missing AI view blocking or when it's present where it shouldn't be )))
sorry in advance for giving you too much work (if you intend to fix all/most of this)

untold sky
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Just make one big ticket with names screenshot and all the jazz.
Then someone (probably reyhard) can grab a big cup of coffee in the morning and sit down and crunch through

fickle root
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reyhard, I see that today there was an update for DEV branch with fixes for Tanoa and Livonia houses, but few windows were "forgotten" to be fixed, because they should completely block view for AI, since they're closed
and these buildings were listed in my ticket!
Structures (Livonia) -> Industrial - Shed (Industrial) Land_IndustrialShed_01_F

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couldn't check Tanoa ones, since I don't remember which I've listed in my ticket, since I've removed them from my ticket, because I thought only Altis ones were going to be fixed

gray wharf
fickle root
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hope that such things, like:

  • helis not exploding anymore when they lay on side, but only the rotor breaks down
  • helis able to take off and land like jets, using their wheels and hand brake (X)
  • addition of illuminating under barrel grenades
    were not already forgotten )))
untold sky
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I will force myself to forget them if you continue pushing 😉

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If there is a FT ticket, it won't get forgotten

fickle root
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there is also a problem with fog in mp, but it works just fine in sp
when fog must visually slowly disappear, it does so in sp, but in mp it's like somebody pushes an almost insta switch - no transition
I think it can have something to do with synchronization

near cedar
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helis able to take off and land like jets, using their wheels and hand brake
i think that's an AFM feature?

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addition of illuminating under barrel grenades
illumination flares instead of just signal flares would be nice

solid marten
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@fickle root repro please

near cedar
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seems my arma video memory crash got solved by increasing my pagefile significantly

restive bone
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Btw I looked up an issue I found with the launcher in the feedback tracker and found a year old ticket that nobody had been assigned to, should I comment that the problem is still a thing and that it hasnt been fixed yet to increase the chance of someone looking at it or just leave it like it is?

untold sky
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What about

restive bone
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Which seems like an easy fix but you never know, maybe the launcher text is fetched from some really obscure website and then rearranges it with a smart AI algorythm heh

untold sky
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uffz

restive bone
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dedmen claimed this task.
rooHappy

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Time to go and see if the next issue has been reported before aswell

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Wow theres so many old tickets

untold sky
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That looks more like a translation issue, which I don't do

restive bone
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what differentiates the one kind of formatting from the other?

untold sky
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both are inside translations

shrewd meadow
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https://feedback.bistudio.com/T151176
The RCO and ERCO optic's aiming reticule becomes significantly misaligned with the barrel (where the bullets will go) as soon as you adjust your aim in any direction. This must not be intended behaviour since the other 2x magnified optics such as the ARCO and MRCO work correctly where the aiming reticule is always aligned with the barrel. The RCO and ERCO should be updated so that they work similar to the ARCO and MRCO. I've included a brief vid to demonstrate the issue in the ticket.

daring wagon
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Just out of curiosity: Is it intended that the previews in the field manual for vehicles and weapons are just white?

untold sky
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no 🙃

alpine tulip
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Sometimes they are, sometimes they aren't 😄

daring wagon
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Yeah right. I remembered that they were not like this in the past.

alpine tulip
alpine tulip
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So, before raise a ticket, I wanted to discuss a bit about my suggestion: currently, try to suspend in unscheduled environment (such as call) will return a Error Generic error in expression. However, since the reason is obvious, I think an error should be like “tried to suspend in unscheduled” error instead current one. This should be helpful for everyone I think, but what do you think?

untold sky
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We already have a cannot suspend warning

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"Generic error in expression" is always shown, next to the actual real warning

alpine tulip
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Ahh...

untold sky
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But somehow very often people either don't see the real warning (Maybe its not shown ingame but in RPT?) or there is some issue where it isn't always provided as it should

alpine tulip
#
Error in expression <sleep 1>
  Error position: <sleep 1>
  Error Generic error in expression```Ahh there it is
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Then it is an issue?

untold sky
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Suspending not allowed in this context
Well if thats always shown and people are just blind, then thats not an issue

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if its missing in the ingame popup, then thats an issue thats easy to fix

alpine tulip
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Well, I meant latter. I've never seen this error in black message so will make a ticket

untold sky
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maybe check first 🙃

alpine tulip
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You're right 😄

untold sky
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getting dev build up and reproing a bug can take about an hour or even two sometimes. Just to find out that its not actually broken and the reporter just assumed instead of testing

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2 hours wasted, a quarter of my week gone doing nothing.

alpine tulip
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I'm using diag so...

deft marsh
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if you have an example script you should post that in your ticket, which will speed repro on dev side as they have to spend less time investigating.

alpine tulip
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Just write sleep 1; took so long?!

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But you're true, I'll add

daring wagon
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Very nice find. IMHO the popup message should always say something like : "See .rpt file for full error message". I guess many folks forget about that or don't know it.

gray wharf
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or have it disabled

alpine tulip
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You could add your opinion into the FT's comment section @daring wagon !

daring wagon
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Will d o

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can error messages be disabled in Editor? I thought they were always on

gray wharf
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I thought so too

alpine tulip
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In Editor it's always on, IIRC

uncut briar
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I guess it's not shown because the black box shows last error and it's handled as 2 separate errors?

untold sky
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shouldn't

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maybe we have some custom weirdo logging

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wanted to add callstack to script error logging anyway

exotic snow
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Hello, in Arma 3 there are many ways to dupe, one of them is to open the inventory and quickly press the "ESC" and go out to the lobby. When you go back inside you have the objects that you had left in the car and in your inventory

gray wharf
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@exotic snow vanilla Arma 3?

exotic snow
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Vanilla or modded arma 3

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It's the same

gray wharf
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okido!
just so you know, only vanilla bugs will be fixed (as mods have their own dev teams) 🙂

exotic snow
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I know

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I'm going to pass you a gif

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of how it's done

gray wharf
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post on an img hoster and link here 😉

open sandal
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Also when talking about vanilla, we're talking about pure vanilla. No gamemods/custom missions/... as they can do their own thing (custom syncing and whatnot)

vagrant mulch
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@exotic snow , the appropriate thing to do is go to the feedback tracker above and submit a ticket for this. I believe the correct subject is "security issue", but I can't recall at the moment.

The absolute wrong way to do it is to publicly tell everyone how to exploit the game 🚫

exotic snow
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OK sorry

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I have 4k hours on Arma 3 and this bug it's too old

vagrant mulch
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Probably because no one has taken the time to submit or support an existing ticket.

Also, hours mean nothing, you can keep the launcher open in the background and accumulate hours.

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Myself and a few others though, were the some of the 1st to purchase the Alpha.

exotic snow
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And where I have to post it ?

spare vine
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see the description of this channel ⬆️

exotic snow
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And where I have have to post ?

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On report in-game bug ?

gray wharf
rigid hound
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Not sure if the right section to post this...

Could be a bug I guess, but I'm sometimes getting the engine sounds for Ifrit/Hunters (possibly other vehicles) "doubled up".

As in I get the engine sounds and they respond in line with acceleration/braking etc but at some point when driving another engine sound overlays the first and it does not stop unless I exit the vehicle. It's more of a short, looped, engine sound that stays the same throughout.

Stopping the engine just stops the main engine sound, not the sound thats over the top of the main engine!

Anyone else seen this?

gray wharf
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@rigid hound mods?

rigid hound
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Nope. Well, I have some subscribed but none are running from the launcher. It's usually in Warlords - cant remember if I see it in KOTH (Missions)..

daring wagon
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Next time this happens try to record a short video clip

rigid hound
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Will do.. It happens often.

gray wharf
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a bug I still find is packing a still warm UAV in a backpack, the engine sound will still play ^^ on its old position

rigid hound
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OK.. Got a video - though might be able to tell you what to do to reproduce it. Drive a Hunter HMG.. Start vehicle and drive. Press key to switch to gunner. Fire HMG. Switch back to driver. Extra engine sound stays until I exit the vehicle. Will get it up on youtube.

rigid hound
daring wagon
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@rigid hound That's definitely a bug I've never had before

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Might be worth a ticket.

rigid hound
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Where do you raise them? Website?

daring wagon
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check the channel description

rigid hound
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Done

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#206104

velvet heron
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“Hours mean nothing”

vagrant mulch
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That is correct. Leaving the launcher open accumulates hours.

polar garnet
ornate marlin
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Fri, Jun 12
give it time... like... a lot of it

polar garnet
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heh during the alpha in a day or 2 someone used to give me a feedback on the feedback

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i'm not sure what is the current expected workdays count to get one tho

ornate marlin
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iirc there is less than a hand full working arma by now. i can take a while

polar garnet
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2015

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i use ACE fastrope in most of my missions and the rope is never long enough as the AI most of the time do not fly at the correct heigh so i have to resort to allowdamage false and that is really frustrating

vagrant mulch
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I always thought FlyInHeight was limited to 20m.

untold sky
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Quote from command description

Sets the height level for the helicopter. The accepted range is from 50 to 1000. Final height is max(flyInHeight, flyInHeightASL).

vagrant mulch
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My dyscalculia kicking in.

restive bone
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heh I like KK's Feedback Tracker name

BIS_fnc_KK

desert trench
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13:51:07 Error in expression <ectRandom _landDirsArr;
_landDirStart = _landDirInterval select 0;
_landDirEnd =>
13:51:07   Error position: <_landDirInterval select 0;
_landDirEnd =>
13:51:07   Error Undefined variable in expression: _landdirinterval
13:51:07 File A3\Functions_F_Patrol\CombatPatrol\fn_CPPickSafeDir.sqf [BIS_fnc_CPPickSafeDir]..., line 15


13:51:07 Error in expression <etLocationPos, BIS_CP_radius_insertion, _insDir] call BIS_fnc_relPos;
_extDir = >
13:51:07   Error position: <_insDir] call BIS_fnc_relPos;
_extDir = >
13:51:07   Error Undefined variable in expression: _insdir
13:51:07 File A3\Functions_F_Patrol\CombatPatrol\fn_CPInit.sqf [BIS_fnc_CPInit]..., line 743
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are these known or worth reporting?

untold sky
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if these errors come from you incorrectly calling these functions, probably not. If its something caused by vanilla then yes, but would need repro or a calltrace (ArmaDebugEngine will print you that, is on my steam)

desert trench
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this is from vanilla missions

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was just looking for a quick test

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should have been the combat patrol on altis

restive bone
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Huh theres an Editor and an Eden Editor category, I wonder what the non-descript Editor category is for

gray wharf
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hidden, unreleased 4D Editor!

restive bone
untold sky
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probably the 2D editor before 3den was a thing

restive bone
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Oh yeah that'd be fair, just never got renamed

gray wharf
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well, it's still there

restive bone
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Yeah but it'd make sense to rename the category to something like '2D Editor'

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so you dont have

  • Eden Editor
  • Editor
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Also FT ticket score: 2 bongocat

untold sky
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renaming things on FT 🤣

restive bone
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ThinkRotate FT Ticket to rename a category on the FT

gray wharf
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that's valid only in the case of ArmA 3 → Arma 3

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assigned: Dedmen

restive bone
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since you mentioned Dedmen being assigned to stuff, lets see how long it takes for Dedmen to assign himself this ticket too heh

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So far 2/2 tickets I've talked about/linked have been assigned to Dedmen shortly after

civic wren
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But would the Editor category also cover ARMA 2's "hidden" 3D Editor?

gray wharf
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the A2 3D Editor is not present at all in A3

civic wren
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Well its sort of the precursor for Eden but I assumed that category might be ARMA 2 also. Back to lurking

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Is funny to still meet folks who never knew it existed though

gray wharf
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Alt(+Shift?)+E, et voilà

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but it was not working, iirc? or I dropped it after 10 minutes

civic wren
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Alt-E... worked and still works fine for me... 🤷

gray wharf
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ok ok, I was just impatient/not interested then ^^

fickle root
untold sky
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And you ping me why?

fickle root
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no ping, but quote

untold sky
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and.. why?

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Ah you just created these tickets

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well good.

fickle root
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because you asked me to create tickets and so I respond to you to let you know they're finally created, as requested

fickle root
untold sky
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Didn't you already have a ticket for that?

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thats already been on internal wishlist for a while

fickle root
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I don't think so

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have mentioned it here or in vets 1 or 2 times and that was it, I think

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found 3 more errors looking on my screen )))

in quality it says OBJECTS, but in visibility in says OBJECT, despite never just 1 object is displayed, but really a lot of them and should be OBJECTS instead.
same goes for SHADOW in quality and visibility - should be SHADOWS ))))))))))))
and also CLOUDS ))

untold sky
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I'd say the plurals are wrong, not the singulars

fickle root
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so much stuff still to report and even more to finish checking and to check...
if I start, no life then )
if I don't, I can't play, knowing there is so much stuff that needs to be reported/checked
my brain is burning...

untold sky
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reporting things like these potential typo's is a waste of time

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spare the time for the important things

fickle root
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don't know how you're managing so much stuff and stay zen

untold sky
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I just don't

fickle root
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I can't even play as a regular player. I always see something. It's like a subconscious scanner. It's not even my fault )

untold sky
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I see it too, and think "eh.. doesn't matter.. there are more important things than that"

untold sky
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@daring wagon no

daring wagon
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No need to answer to a deleted msg :)

gray wharf
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and -= and += for strings and numbers? :D

untold sky
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Well its too late for that now

gray wharf
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sqf++
What about a diaryRecordNull then 😄

daring wagon
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What would you need that for

gray wharf
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I wouldn't
I just noticed that it doesn't exist (on createDiaryRecord page)

daring wagon
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...

fickle root
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is there really nothing that can be done to avoid your tank flying into the space when colliding with a bot?

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it's not recommended to roll over AI with armor, otherwise you risk to lose your armor

uncut briar
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Not sure if I'm remembering correctly but I recall ragdolls not colliding with vehicles at some point.

vale wasp
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Is it the units ragdoll colliding or the weapon holder? I was under the impression it's the latter, because a vehicle might get stuck on a weapon a few feet away from a body, but never happened on body without gun. And units with launcher are a higher risk when running them over. Probably it's both...

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It's not just armor, but any vehicle. Ragdoll from a dead driver when entering the vehicle might also launch it, probably with the get out points close by

daring wagon
gray wharf
vocal abyss
untold sky
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not known

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its not connected to the BI account system, dunno why

vocal abyss
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Well that's not very cool.

alpine tulip
vagrant mulch
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"Draw your trigger area" would be nice as well.

restive bone
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dedmen claimed this task.
I wonder how many metres long dedmens list is now

gray wharf
solid marten
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thanks

velvet stratus
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documentation website is down since last night

ornate marlin
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known. BI is on it

daring wagon
gray wharf
untold sky
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KK looked into that and noped out, I wanted to but didn't yet

gray wharf
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I believe it may have other complications than just that, yeah

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But if it is possible… wonderful

I also noticed that you claimed the "changing sound output device" ticket in May 😉

untold sky
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well CBA does fix it

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and it hasn't caused issues yet soo

daring wagon
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Would love to see that as well.

shut pawn
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why do the " Namespace, Object, Group, Team_Member, Task, Location, Control, Display " namespaces not have a "set public?" value? that overcomplicates working with them

gray wharf
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Control/Display/Task because they are local
Location, IDK

shut pawn
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location is local in MP as well

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according to biki

gray wharf
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then you have your answer

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a location only exists on the machine that used createLocation

untold sky
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Object, Group
these have public

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Namespace
most of these too

gray wharf
gray wharf
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yay, my first ticket 😄 thanks, @untold sky

untold sky
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let it not be your last

untold sky
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Sharphooter
heh

gray wharf
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yup, I ticked on that one too - but trusted the wiki export, yet confirmed in game too

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(you could technically fix it by making a new class and hiding the other on, but heh)

desert trench
untold sky
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atleast give me a query so I can do bulk action

gray wharf
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(but seriously, can we do that?)

untold sky
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you can't, I can

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I have a "bulk action" button below queries

desert trench
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can someone confirm cadetMode returns true regardless of difficult level currently?

normal crow
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Yes. (current dev build + infantry showcase)

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'difficulty' works though

desert trench
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ty

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true one could adapt but still back for backwards compatibility of missions adjusting the difficulty based on cadetMode

desert trench
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made a FT ticket for it

daring wagon
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If you have questions, please ping me here

untold sky
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@daring wagon its a vanilla config error? Can you write down which config class has the error and needs to be fixed?

desert trench
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nice research 👌 would be still good to have the rpt warning improved too 😛

solid marten
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gonna fix engine side. what default colour should be?

untold sky
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We also need to fix the error reporting, like with the sound stuff

daring wagon
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@untold sky Yes, it's fully vanilla.

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@solid marten Maybe a blue color like in a browser?

untold sky
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Yes, it's fully vanilla.
please provide config path in ticket then if its only one

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Default should probably be what it currently is defaulting to after printing the error

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I assume after erroring with "Wrong color format" it leaves with default initialized

daring wagon
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Not sure what config path you exactly want configFile >> "ctrlStructuredText" >> "Attributes" >> "colorLink"
The error is caused by every GUI which uses ctrlStructuredText and does not overwrite colorLink attribute

untold sky
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Yes that path is what I meant

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Just setting that value properly should fix it right?

daring wagon
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From my testing yes, setting it to any valid value fixes it

untold sky
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then please add to ticket that thats the fix

daring wagon
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That's in the ticket

untold sky
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The full path please

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very much not clear in the ticket, atleast not to me

daring wagon
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xD

gray wharf
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it's OK, KK claimed it 😛

untold sky
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KK won't fix the underlying config issue though

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I don't really see adding a specific engine workaround for this entry, instead of fixing the actual underlying issue and also fixing the error reporting so that people can find these errors properly next time some other value causes issues

daring wagon
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+1 for better error reporting.

solid marten
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not going to fix config no need

sterile nova
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I think concept of defining everything in config without default values in engine is sort of invalid. I cannot count how many times old missions with i.e. map element were broken due to some new param being added

gray wharf
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like, there should be some "engine defaults" to revert to?

sterile nova
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and getting base class from core config is not an option for description.ext unfortunately

uncut briar
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sometimes I wish we could do something like class @RscStructuredText to import main config into mission config bloblgrimace

raven hollow
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Yeah, that missions won't load the classes is.... "sad"

finite anvil
daring wagon
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Oh nice

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Didn't know

uncut briar
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year ago we did not have these two great folks fixing the bugs 😬

daring wagon
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Since we now have ctrlSetTextSelection
Would it be possible to also add a command which focuses the selected text? For example when multiple lines are used it would scroll so the marked area is visible?

solid marten
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@daring wagon maybe put text into ctrl group and scroll it with ctrlSetScrollValues?

daring wagon
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That would work sure. But how can I figure out if the marked text is visible or not. Maybe I am just at a loss here.

solid marten
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dunno count lines text width viewport width etc

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your request seems quite niche and would probably require a bit of work while it could possibly be done in sqf

daring wagon
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Yeah I know.

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Just thought I give it a shot. I'll try to work something out in sqf

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Alright, something really related to the Feedback Tracker. Can anyone tell me how I can add a single, existing tasks to a query?

gray wharf
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createTask? 😄

daring wagon
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I edited the question 🙂

gray wharf
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is there a chance to see an elseif, or i++/i-- ?

untold sky
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Yes. No.

gray wharf
untold sky
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As I said, no

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needs new data types, about half dozen or more new commands. Won't happen

gray wharf
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Yes. No.
wasn't that clear!

untold sky
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Its possible, but it won't happen

gray wharf
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I ofc ask in the realm of real possibilities. too bad then

solid marten
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no to elseif

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the way it works now is incompatible with elseif

untold sky
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it can be made to work

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I have a test implementation in Intercept-CBA

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But compared to the very small quality of life it brings you, the implementation and performance are abominable

solid marten
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this is why else has special precedence priority

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changed not possible to not feasible

daring wagon
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We made it this far without if else, I think we will make it a bit further without it =). Thanks for looking into it though!

untold sky
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yeah please limit script command requests mainly to stuff that brings functionality that was impossible before

gray wharf
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wilco

daring wagon
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Are incorrect function headers something I should report, or will they not be changed? (BIS_fnc_pulsate)

gray wharf
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oh, I do believe it is not going to be fixed but I may be wrong ^^

fickle root
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can something be done to AA missiles, ground-air and air-air or can air targets/vehicles be drawed only within the limits of view distance?
since you can lock air targets only if targets are within overall view distance, despite air targets/vehicles being drawed like even at 10 km, even if view distance is set to just 500 m
view distance limit applies only to ground objects, like vehicles, buildings and vegetation, but not to air

so when you aim at a heli or jet, because you can see it, even despite it being out of your view distance, you can't lock it and you're wondering why, since you can see it and thus the missile "should be" able to lock it

all of this is of course considering limits of each missile/radar range

gray wharf
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+1, w/ setFeatureType conditions too

daring wagon
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+1

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If you can see it, you should be able to lock it (if in range)

fickle root
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well, it's nice to see be able to see the threat outside set view distance, despite having low view distance (because of FPS), but the I would like to be able to lock
or if how missiles work is bound to engine limitations, then air targets should be drawed within view distance limits

but I would have preferred the first option, if it's possible to leave air targets being drawed like now (not bound to view distance), but make it possible to lock air targets outside view distance, since you can see them (unlike ground targets, which you can't see outside set view distance)

untold sky
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most lock types also have a max range though. So even if you can see something that will not mean that you can lock onto it

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View distance setting shouldn't matter though, but fog should.
And as view distance setting is implemented by generating fog, not that simple of a solution

fickle root
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please, read before responding. I've indicated, that when writing my post, that missile/radar ranger were considered!

untold sky
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please, read before responding
I did, you edited that in after I read it

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But as I said, some lockon ranges might be influenced by fog, independent of the actual missile range

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There are systems that can lock onto ranges that the missile doesn't even have enough fuel to reach, and ofc also opposite.
I don't see how your statment changes that

fickle root
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if you have view distance like 500 m, but jet is flying 2000 m from you, you see the jet outside these 500 m, despite it flying 2000 m from you, but Titan can't lock it, despite it being within Titan range

untold sky
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Re-read what I wrote above.

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View distance is implemented with fog effect, Titan is IR lock, IR can't see through fog.

fickle root
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no fog and not in/above clouds

untold sky
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You can see the jet through where should be a fog barrier, because of feature type. That was probably not respected in the implementation

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setFeatureType was implemented later on, so very likely that part was forgotten

fickle root
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one moment, I think we don't understand each other

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something like a tank is bound to objects view distance, but a jet/heli is not

untold sky
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Yes, because of featureType

fickle root
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so you can have overall view distance set to like 12 km and objects to 500 m, so you won't see a tank, but you will see the jet at 3 km from your position, without fog, since overall view distance is set to 12 km

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but you won't be able to lock it, despite seeing it, because of 500 m objects distance

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so do you think this can be fixed?

untold sky
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ah yes view distance != object view distance.
fog would only apply to view distance.

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so do you think this can be fixed?
I assigned your FT ticket about this to myself before you started writing here

fickle root
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is this the same?

untold sky
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Seems to be

fickle root
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because my tickets wasn't related to air targets

untold sky
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only difference there is featureType of air targets
Same underlying issue

fickle root
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sorry, but I don't know what featureType is )

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so no need to create a new ticket?

untold sky
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no

fickle root
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you will think about featureType problem as well when working on my other ticket?

untold sky
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I added a note to it to also check featureType

fickle root
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perfect!

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so then it would be just fine, like it is now, that missiles are bound not to objects view distance, but to overall view distance, since jets/helis are not related to objects view distance
one only needs to make it work/apply to jets/helis, or something like this

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because I was thinking that missiles hitting targets should be bound to objects view distance and not to overall view distance, like it's now, for some reason

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oh, now I know what featureType is.
so you will change jets/helis visibility from overall/terrain distance to objects distance only?

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if so, it will harm more than it will help

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I'm ok with not being able to lock what I see, than not see jets/helis at all and being hit by a missile from "nowhere", because of my low objects view distance, because of FPS

untold sky
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I don't know what I will change yet

fickle root
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if jets/helis visibility will be bound to objects visibility, then a player with greater objects visibility (flying the jet) will leave no chances to a player with lower objects visibility (infantry/ground vehicles)

gray wharf
fickle root
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if even on the ground, the one, who has greater objects visibility, has an advantage over the enemy...
the enemy, knowing he has really poor visibility, can at least wisely use landscape, vegetation and buildings to compensate for this a little bit

but from jets/helis with greater objects distance than ground forces, there is no escape
so it's great to be able to see jets/helis outside of set objects visibility, like it's done now

sleek scaffold
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I believe that multiplayer competitive games should be balanced in a way that they do not favor players with greater PC specs intentionally like having systems and mechanics that depend on viewdistance to work as intended. That viewdistance is fog argument is not convincing since it is a fake fog really and there are ways around that even script wise so engine wise there should be even more options.

untold sky
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fake fog still blocks IR

sleek scaffold
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You mean in game... because in real life there is no fake fog

untold sky
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implementation checks for fog obscuring vision.
View distance limit works by generating fog.
-> fog obscures vision

sleek scaffold
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remember that the game tries to replicate real life and not the other way around

untold sky
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There are things that won't be changed anymore

sleek scaffold
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Yeah I know, do what you can 😉

untold sky
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I can change it. But I won't

sleek scaffold
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Well then... don't do what you can 😉

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I know you have previous 1000 commitments so it is understandable 😉

untold sky
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I'll take a look at it in a couple months maybe

sleek scaffold
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As it is now it does favor the high specs gamer in detriment of those with low view distances. The thing is that viewdistance really depends on other assets such as the map or the optimization mods/scripts you are running so even a gamer with a 4000 viewdistance may have his viewdistance set lower by mission maker/dynamic viewdistance and/or running for example on chernarous redux that has so many assets that you need to lower your viewdistance to get acceptable frames

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Unfair mechanics deserve a look, even if crashes and other bugs should be a priority of course 🙂

sleek scaffold
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I responded your comment on the feedback tracker:

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Deadman: Also keep in mind setFeatureType might make things render and visible even outside of any view distance setting.

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Valmont: By things you mean the vehicle being tracked by the missile? Or the object that the missile is going towards? Because the bad things here are two: That the missile looses track a of target just because you lowered your viewdistance and the fact that if you shoot your rocket towards an object if you reduce your viewdistance the missile just goes randomly anywhere instead of the original direction of said object. If the missile looses an object it just needs to continue going straight towards the last known position of said object or the direction it was fired at and not any random direction or perhaps position [0,0,0].

azure wharf
untold sky
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I responded your comment on the feedback tracker:
and you need to copy-paste that into here why?
Also thats not my name, at all.

gray wharf
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It's a mix of us I'm dadmaaan 🦇

solid marten
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@azure wharf are you using any mods?

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or are you playing with Contact enabled?

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it is not a bug if you launch Contact

gray wharf
shut pawn
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i dont feel like making another account so here we go for me feature request:
-add "radio message done" function/EH/other:
-add a function to tell if a player is hearing a radio message atm or not, preferably returning the class name of that radio
-reason:
player sideRadio "classname" does queue up the radio messages, but it gives no way of telling how long a message is or when its finished. The configs hold no entries about the radio length (like cfg sound does).
-alternative solutions:
EH with radioStarted and radioEnded OR add config entries for radio sound length OR add a function that reads the audio files length.

untold sky
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Unlikely,
Unlikely,
maaaybe but also unlikely

azure wharf
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@solid marten no mods or game started as Contact, but then it doesn’t behave as the other weapons added with the DLC, see RPK-12

sterile nova
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@azure wharf can you record a video perhaps?

azure wharf
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Yes I’ll update the ticket with the link, it appears it only has issues with the Rahim 10Rnd_762x54_Mag magazine, where you can manually load it and fire the rounds, but cannot use the reload hotkey to cycle to the next magazine.

gray wharf
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player addWeapon "srifle_DMR_06_hunter_F";
player addMagazines ["10Rnd_762x54_Mag", 2];

the DMR cannot load this @azure wharf?

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Mk14*

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I cannot even load it manually (inventory drag & drop)

sterile nova
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plus it's different caliber 762x51 vs 762x54

azure wharf
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Disregard/close, my bad

gray wharf
gray wharf
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copycat meowtrash

restive bone
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If you keep going like this there wont be any feedbacks left soon awe

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(/s)

gray wharf
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T86081 is a dupe, furst 😛

daring wagon
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Idc, I am not a feedback tracker moderator 🙂

gray wharf
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hopefully, neither am I 🤣

untold sky
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wow

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I declare today to be my free day. bye 😄

sleek scaffold
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So Dslyecxi just released a video about the viewdistance missile bug we have been reporting and was deemed "not game breaking" 🤣

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He literally said "I am trying not to laugh watching these missiles do what they do" 😅

gray wharf
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is there a reason for the light flare not to be visible at all in daylight, even using setLightDayLight?

normal crow
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It's not bright enough I suppose

gray wharf
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oh, trust me it is. the light is visible, but the flare itself is not affected by the setLightDayLight command

sterile nova
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I think someone "optimized" it

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it wasn't like that till mid 2018

gray wharf
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if I may add, the flare visibility setting is not working either, afaik 🙂

sterile nova
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yes, I know. I wanted to get that feature back for Contact but didn't have time to investigate it

gray wharf
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Does a potential ticket have a chance here?

gray wharf
untold sky
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Just assign stuff to me :u

gray wharf
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@untold sky ↑ @untold sky ↑ @untold sky

untold sky
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But I need to transfer the tickets first notlikemeow

gray wharf
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wait, wut?

next time I create a ticket, should I assign you directly though?

ornate marlin
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But I need to transfer the tickets first notlikemeow
still HID? 😄

untold sky
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can you even assign people? you shouldn't be able to.
Yeah we have tons of professional HID's.
I'll take care of all the stuff posted here once I get back to work

sleek scaffold
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ah well.
https://feedback.bistudio.com/T152896 created
@gray wharf I just wanna say that I complained about this like 3 months ago and drownedMen literally just completely dismissed it but now because it is his beloved Lou then it is magically doable...

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ps: just kidding don't ban me

untold sky
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What is doable?

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I didn't even look at that ticket

sleek scaffold
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But you will 😅

gray wharf
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@sleek scaffold I paid the three fiddy tax 👀

sleek scaffold
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@sleek scaffold I paid the three fiddy tax 👀
@gray wharf That... explains it 🧐😂

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I didn't even look at that ticket
@untold sky I was talking about drownedMen... you are not drowned yet! 😅

untold sky
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But I'm ded, I guess I won't be able to drown anymore

sleek scaffold
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hahaha you got me good there 🤣

gray wharf
gray wharf
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not a "priority", but still quite important I agree

untold sky
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Didn't I say I'll do it when I get back to work?

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I thought I did

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@fickle root Would you PLEASE stop constantly annoying and spamming these already assigned tickets? Its just PURELY annoying.
Reposting already assigned tickets does literally nothing, they are already assigned and will be done when time is there and your posting just makes me not want to work on it.

finite anvil
#

Calling BIS_fnc_animType causes Bad conversion: scalar to be logged to RPT on some occasions. Have yet to figure out which strings are bad to pass

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I can't make any sense out of the logs. I am going to make FT ticket and see what happens

gray wharf
#

wut

finite anvil
daring wagon
sleek scaffold
#

@daring wagon 👆 +1

plush brook
#
"Drone_Range_Mag_dummy"```
Any idea what these are for?
#

I doubt they were met to be scope 2, and filed a report. Just curious if I can give more info on it.

daring wagon
#

• Fixed: Wrong Color Format error when linkColor is empty FT-T152776, FT-T139588
Thanks guys 😉

untold sky
#

afaik didn't fix the wrong colors nor add a log about which config entry is causing it though

daring wagon
#

😦

untold sky
#

Fix is
if entry == "" then don't log error

desert trench
#

meh

solid marten
#

it defaults to white as before only without error, what exactly you wanted to see as a fix?

#

afaik didn't fix the wrong colors nor add a log about which config entry is causing it though
@untold sky what would be the point of that? More rpt spam with errors not fixable without making a mod? There is nothing wrong with defaulting color if it is missing, you don’t need to make a .rpt drama of every single missing config entry if you can just use default

untold sky
#

More rpt spam with errors not fixable without making a mod?
more RPT spam telling mod makers that they need to fix their mod, and actually telling them where to fix it

ornate marlin
#

how about startup param "default rpt" and "noisy rpt"?

untold sky
#

-verbose 😄

#

actually.. pretty good idea

gray wharf
#

+1, and I don't make mods

vocal abyss
fickle root
#

any chance for upcoming patch, or not enough time left?

  • helis don't force-explode when lying on their side, so that only the rotor gets destroyed (provided other heli parts are not too damaged)
  • possibility for helis to land/take of using their wheels, without AFM
  • addition of illuminating under barrel grenades
untold sky
#

No to all of those

fickle root
#

at all or for now?

untold sky
#

now

#

couple months atleast

obtuse mason
#

Is it supposed that objectparent command works differently for clients and dedicated?
For on-foor units, on dedicated it always returns the unit itself, but null for client.

gray wharf
#

I believe it should not!

obtuse mason
#

Ok, thanks, then I'll write a bug report.

gray wharf
#

confirmed, no addons, yadda yadda?

obtuse mason
#

Mostly WW2 mods. Can't test it with vanilla settings, but I'll try to test it it with vanilla units.
It has a weird behavior.
Shortly: there is a loop (3 sec) which calculates most of player parameters. I decided to move the loop to server.
There was a simple check if !(isNull objectParent _unit) then {code1} else {code2};
It was checked on AI unit in player's group.
Actually the script did executed both codes - firstly the code2, then it switched to code1.
When I check the objectParent _unit in both scopes, for client it returs <NULL>, for dedicated it returns the unit itself.

obtuse mason
#

Also, is it supposed that AI units inside a vehicle with dynamic simulation enabled (dynamic simulation manager works on dedicated) can't activate it, even if they "canTriggerDynamicSimulation"? Do they need to be only outside the vehicle to trigger it?
Interesting, that I it worked 100% for dev version (I used it before because of PhysX issues for some modded WeaponHolders).
Or it can be a vehicle specific problem?

naive ledge
#

Sorry for off topic talk. I gave up using Dynamic Simulation, too many problems on specific border cases like this one or similar 🤷 @obtuse mason

gray wharf
#

should we list the ways we can crash the game through scripting?

naive ledge
#

You mean should we report these to feedback tracker so they are fixed?

gray wharf
#

yes

naive ledge
#

Like... should we list ways which cause game crash in general 🤔 I guess so?

gray wharf
gloomy basin
#

@gloomy basin about https://feedback.bistudio.com/T151813
you should try to provide a mod-free repro mission.
@gray wharf like 85% is mod related, units, objects etc... itd not be the same mission + itd take a while to do that

gray wharf
#

aaand now think of the guys who have to filter what is what in order to debug 🙃
the simpler the better

untold sky
#

If you get crashes, attach crashdumps

obtuse mason
#

forceWeaponFire doesn't work in editor? Tried in many ways - it does nothing.

sterile nova
#

its working on my end so I guess you are using it in incorrect way?

gray wharf
#

👀

obtuse mason
#

I have an mg, named mg.
(gunner mg) forceWeaponFire [currentmuzzle (gunner mg), "Single"];

#

The muzzle is correct, the firing mode is correct, the gunner is correct

restive bone
#

I've had issues with that command or a similar one before with ww2 tanks

obtuse mason
#

I tried on vanilla A3 too, without any mods, with HMG

solid marten
obtuse mason
#

@solid marten Nope...
I.e., for vanilla B_HMG_01_high_F: ```[gunner mg, "HMG_static"] call BIS_fnc_fire;

sterile nova
#

and forceWeaponFire works with characters

obtuse mason
#

Maybe different A3 versions? I'm using the stable release.

sterile nova
#

notice difference in syntax

#

[mg, "HMG_static"] call BIS_fnc_fire; this will work

#

as for forceWeaponFire , it works also on blackfoot, no idea it fails on static turret but I guess its due to driver less setup

obtuse mason
#

Oh... Thanks a lot. I thought I tried the gun itself as the parameter...

obtuse mason
#

forceWeaponFire still doesn't work in both variants.
Seems like it worked before: I'm trying to fix mgROF procedure for MG-42 in IFA3 - it uses the forceWeaponFire command for generating a salvo with high RoF.
Yup, I've fixed it with BIS_fnc_fire! 🙂

obtuse mason
#

It was my inattention. I was using profiling branch. I thought I rollback to stable, and the launcher didn't showed any notice, but it was a 1.98.146445 version. At least I made it work at profiling branch 🙂

alpine tulip
#

Let me report this before make a ticket so everyone can confirm that's not what my end's fault: You can load incompatible magazine to a weapon (e.g. 5.56 mm magazine into MX 6.5 mm) via setUnitLoadout, while incompatible accessories can't

untold sky
#

might be fixed next update

#

I left that incompatible magazine bug in there, but someone else fixed it recently-ish

finite anvil
spare vine
#

It's already placed in the internal tracker, so it will be picked up when someone is able/willing to 🤷‍♂️

untold sky
#

I pushed it up for next release, we'll look at it
I assume KK will just do it, seems easy

vocal abyss
#

Can someone confirm that there is no way other than onLoad = "(_this # 0) ctrlEnable false;"; to disable controls right there in the config?

gray wharf
#

doesn't enabled = false (or 0) work?

vocal abyss
#

Nope.

finite anvil
gray wharf
#

I could have sworn it existed for buttons in A1, but it seems my brain is doing a sneaky on me

finite anvil
#

i remember using enabled or disabled on some controls. 50/50 it works

untold sky
#

maybe them not working for most controls can be considered a bug

finite anvil
#

okay I'll test and come back with some more info

untold sky
#

I think that should be easy to add, if its just missing config entries

finite anvil
#

doesn't seem to work for anything. in the ui_f config.cpp there is configfile >> "RscDisplayArsenal" >> "Controls" >> "Info" >> "controls" >> "DLCIcon" as control with the attribute enabled = 0 (it's a derivative of RscActivePicture, ergo CT_ACTIVETEXT)

#

CT_ACTIVETEXT in my own dialog is also not disabled with that attribute

vocal abyss
#

Then I'll write a feature request tomorrow.

vocal abyss
#

Are you @finite anvil on the feedback tracker as well?

finite anvil
#

yes

vocal abyss
somber elm
unborn acorn
sterile nova
#

it's actually duplicate so it should be closed even before 😛

untold sky
#

I can't find the other duplicate ticket 🙃

finite anvil
gray wharf
#

I would allow blocking, by returning true or false yes

#

"simplest" thing

#

(but beware of retrocompat 👀 )

alpine tulip
#

Before launch a ticket, I ask this before to confirm that doesn't exist: there's no control styles/some other attributes to hide an RscEdit's characters just like when we see while writing our passwords right?

gray wharf
#

afaik no

alpine tulip
#

Kinda feels stupid that we don't have ********* while putting password, while Launcher itself have this

gray wharf
#

Arma UI doesn't use .NET Framework 🙃

alpine tulip
finite anvil
#

that led me to another idea for the ticket above think_turtle

raven hollow
#

@alpine tulip Set the fontsize to 0, aa alternative

uncut briar
#

overlay another editbox with Stars on top.

#

big brain move

gray wharf
#

…one link is enough?

fickle root
#

to make sure he doesn't have to think if it's only about this or the rest as well, since everything not in 1 single message

sterile nova
#

I think those are already fixed

fickle root
#

they're still not fixed - I checked it right now on DEV

#

I finally have some time to continue/finish checking all the objects/structures where grenades can't be thrown through/in/out, despite it visually should be possible

gray wharf
#

hire this man in the QA team! ☝️ and restrict him to two e-mails a day 😄

fickle root
#

you offend my feelings

gray wharf
#

I also highlight your qualities…? :3

fickle root
#

that doesn't count )

fickle root
#

lol, there are even structures/objects, where grenades can be thrown through textures, of the floor, for example )))
but first the ticket for where grenades can't pass through, but where they should

fickle root
#

poor PvP guys...

gray wharf
#

make one big ticket >:O (which will look like a pic gallery after all the building analysis ^^)

fickle root
#

that's what I'm making

gray wharf
#

I wanted to make a rain splash script, and some stuff has surfaces it should not indeed

fickle root
#

poor person who will have go through all of this, since I'm testing not only buildings and their windows, but literally all objects/structures and vehicles )))

#

you visually see the enemy, you throw a grenade and it bounces back from "air", for "no reason" and you're compromised and possibly dead )

#

rain is same as grenades?

gray wharf
#

I guess so, but I was using lineIntersects* commands

daring wagon
#

poor person who will have go through all of this, since I'm testing not only buildings and their windows, but literally all objects/structures and vehicles )))
@fickle root Let's not hope you are the poor person who went through all this and then it doesn't get fixed 😉

normal crow
#

Mainly checking all the vegetation for AI view blocking just out of curiosity. Only found a few bad geometries and they where already reported though

daring wagon
#

Amazing

fickle root
#

@fickle root Let's not hope you are the poor person who went through all this and then it doesn't get fixed 😉
@daring wagon at least I would have done what I can from my part.
So BI can't say it wasn't fixed because nobody reported it.

#

Only found a few bad geometries and they where already reported though
@normal crow I would need the tickets where it was reported, to see if fixed or if need to bump up these tickets

normal crow
#

This was in 2015-2016. IIRC I only found one altis residential building, one big tanoan tree with above ground roots and one tin fence.

#

They were all fixed some time after.

fickle root
#

Also maybe there are problems with newer vegetation, like Livonia or Malden, since they are newer than Stratis, Altis, Tanoa

normal crow
#

A year ago I checked 103 out of 938 Livonian map objects. I don't recall any major problems with those.

fickle root
#

835 objects not checked )

normal crow
#

good point. 🙂

fickle root
#

What is the screen you posted here?
A script?

normal crow
#

Yes. It projects a matrix of lines from the point of view and draws lines where the view is blocked.

#

colored spheres represent how "opaque" the line is.

untold sky
#

you can also just run diag build and let it render the view lod for you, so you can just look at it instead of tracing lines

normal crow
#

yes that is the better way these days.

#

Wish we had that 5 years ago.

fickle root
#

The other ticket I will try to do, is check all objects for AI view blockings where it shouldn't

  • not blocking where it should.
    Since for now, I've only done this for buildings' windows only
fickle root
#

@gray wharf do you think it's possible (within ingame server browser) to check if server has mods listed as required and if so, open a popup that proposes to redirect you to exactly this server in the launcher browser, so you can subscribe and download them + finally connect to the server?

gray wharf
#

I would suppose "yes"

#

a delta between currently loaded mods vs required server mods would tell you "you're missing X and Y" at least

fickle root
#

if this was done in A3 (it's never too late!), it would have been a revolution for every server owner and palyer

#

I know so many modded servers that don't have enough players or no players at all, because players double click on them and get kicked without understanding why.
and believe me, they won't search to understand why. they will double click on another server and if they will be able to connect to it, then this is where they will play

#

only well know projects (minority), that sometimes are even know by players that haven't even bought Arma yet, thanks to streams and buy Arma because of them and check all the vids, what to do in order to join them, they don't count

#

for other modded servers, players present there do a long way in vanilla Arma first, learning mechanics and appreciating the base game, before hearing about modded servers and slowly searching on how to join them

desert trench
#

@fickle root we are working on that 🙂

fickle root
#

Lou, there are objects, where red arrow can't pass through with GEOM, but when I throw a grenade, it passes through...

#

I'm confused...

gray wharf
#

hi confused, I'm dad!!!

#

(…you -do- realise I had to, right?)

fickle root
#

so I'm rechecking the objects that are already in my list with real grenades

gray wharf
#

were you checking with intersectsWith Fire geometry?

fickle root
#

arrow = "Sign_Arrow_F" createVehicle [0,0,0];
onEachFrame {
_ins = lineIntersectsSurfaces [
AGLToASL positionCameraToWorld [0,0,0],
AGLToASL positionCameraToWorld [0,0,1000],
player,
objNull,
true,
1,
"GEOM",
"NONE"
];
if (count _ins == 0) exitWith {arrow setPosASL [0,0,0]};
arrow setPosASL (_ins select 0 select 0);
arrow setVectorUp (_ins select 0 select 1);
hintSilent str _ins;
};

gray wharf
#

try "FIRE"?

fickle root
#

where? I'm a noob

gray wharf
#

instead of "GEOM"

fickle root
#

what should it do instead of GEOM? what should be the result?

gray wharf
#

well, where a grenade passes, and "GEOM" stops the arrow, try "FIRE"

#

it should go through (not 100% sure, hence why I ask you to try that to be sure)

fickle root
#

tried now, it works!

#

where the red arrow was not passing before

#

it now passes

#

with FIRE

#

and the real grenade as well

#

oh no, don't tell me I have to recheck everything from 0

gray wharf
#

I am not telling you that, buuuuuut…

fickle root
#

ok, but what about GEOM then?

#

like here for example

gray wharf
#

what, about GEOM?

fickle root
#

what does this mean then?

#

on left shelf there is no space for red arrow to pass through/between with GEOM and on the right shelf there is space for red arrow to pass between/through

uncut briar
#

FIRE is for collisions with bullets etc.

#

GEOM is for general collisions of objects.

#

for eg. you will be not driving a car between the shelves so the normal geometry is just a simple box most likely.

fickle root
#

well, my goal was to check all objects for grenades to be able to pass through, where it should be possible in real life

#

like between shelves, or through a window

uncut briar
#

I thought nades used normal GEO, no? thomp

fickle root
#

a have several cases, when using GEOM, where the red arrow doesn't go through, but the grenade does

gray wharf
#

I would say they use "FIRE", but that's only a guess

fickle root
#

man, all the time spent is then rather wasted...

#

or maybe not

gray wharf
#

🐮 PERHAPS

fickle root
#

I have objects, where with GEOM the red arrow doesn't pass through, but the grenade does

#

I think I have to stick to GEOM, but still have to check with real grenades then

fickle root
#

also if there are objects, where with FIRE red arrow passes through them, like through a wall, does it mean a bullet will pass as well, like the wall isn't there, even if visually it's there?

#

the only thing I can observe is that where the red arrow can pass through with GEOM, real grenade also can pass through

#

so GEOM + real grenade check then (((

sterile nova
#

Geo physics is used for grenades

#

If geo physx is not present, then regular geometry is used

fickle root
#

so yes, I have to check using GEOM + real grenades then

#

since I have places/objects, where the red arrow doesn't go through with GEOM, but real grenade does

fickle root
fickle root
#

thanks to rechecking my list with real grenades, I could slightly shorten it

#

GEOM only with red arrow is not very reliable (

gray wharf
#

You could make a grenade-spawning script, grenades being deleted before they explode

fickle root
#

no such skills (

#

if somebody could provide it to me...

#

infinite grenades and deleted before explosion

#

would help me a lot

gray wharf
#

Would this help? Ok, I can help (in about an hour)

fickle root
#

thx

#

I'll continue manually for now

fickle root
#

lol, there is kinda "magical belt" for damaged domes from Malden
anything you throw at them, below this "belt", won't go through (unless hole/opening present)
anything you throw at them, above this "belt", will go through (despite dome construction textures)

gray wharf
#

dat French music 👀

fickle root
#

well, this is what was playing on the radio at that moment

gray wharf
#

don't tell me you're French 🙀 😄

fickle root
#

I'm not, but I live in Luxembourg

#

I have french, belgian and german borders )

gray wharf
#

indeed, you're surrounded ^^

restive bone
fickle root
#

reyhard is it possible that the big green hangar has the part containing windows simply added atop of the semi-round roof?
because when throwing grenades from outside through windows of hangar, they go past windows, but don't fall on the ground inside. they instead bounce of the semi-round invisible roof behind windows
and when trying to throw grenades through windows from inside of hangar, they can't go through windows neither. they again hit the semi-round invisible roof of the hangar and bounce of

sterile nova
#

yes, geometry is simplified there

gray wharf
#

"there's a way in but no way out, you're doomed!"

fickle root
#

would be good if it was reworked to allow grenades to go through there, as well from inside to outside as inside from outside

fickle root
#

by cutting openings in both sides of the invisible roof parts, in size and shape required, so it doesn't block grenades

spare vine
#

but you shouldn't be able to throw grenades through windows either (unless the glass breaks, which is pretty hard with that angle)

#

PS. not saying it shouldn't be fixed, but in this case it's very minor IMHO

fickle root
#

well, if you didn't know, in Arma, hand grenades always go through any glass

#

so here it shouldn't be an exception

#

you never need to break the glass to be able to throw a grenade and by throwing it, it simply goes through glass, not breaking it

#

let it be this way, I'm fine with it, but then it should work everywhere, when there are glass windows and even more so, when there are openings without any glass and 0 visual obstacles

#

when grenades can't go through places where they're naturally supposed to be able to go through, no players can know all the objects/places, where it doesn't work and shouldn't have to know them
thus throwing a grenade reveals your presence, possibly position or the grenade can even fly back and kill you
even worse is when you have the advantage of better position or hidden or attacking first, but you get killed, not because you did something wrong or you're a noob, but because of causes independent from your actions

livid sleet
uncut briar
#

yeah seen it recently.

azure wharf
#

Have had issues with switchCamera and the targets NVG mode for a while, ticket is from 2017 😬
Workaround has been to use a ppeffect to simulate NVG but its not ideal, especially with that flicker

azure wharf
#

I would like to see this as a feature request
https://feedback.bistudio.com/T153457
Command to toggle NVG and Thermal Vision on player view

similar to the

camUseNVG
setCamUseTI```
that can be used on cameras
gray wharf
finite anvil
#

shouldnt round [2/3, 2] return 0.67 then?

gray wharf
#

ah yep, perhaps indeed

#

editing

#

an idea for negative values?

#

fixed (and thanks)

solid marten
#

are you mixing string representation of number with actual number precision because why you’d want to dumb down float?

untold sky
#

Because it's inconvenient when trying to dive

solid marten
#

huh?

#

it rounds too

gray wharf
#

I didn't even know the alternative syntax 😄

#

but "switching the engine" is a bit risky no? unless it is per-handle

untold sky
#

"switching the engine" is a bit risky no?
yeah it is

#

unless it is per-handle
I think it is, but still if you are a mod API, don't do that to people who call you

untold sky
#

Just found out there's actually functionality in place to reset sound device, maybe I can fix sound being broken when you change windows output device 🤔

#

oh my.. or start parameter to select which audio device Arma should use, so that you can have a seperate one :U
Btw Arma uses the first interface that's either "DefaultGameDevice" or "DefaultMultimediaDevice"
But I think windows doesn't let you specifically select a "default game device" without making it also default for windows and all sounds :(
They only have a "general default" and "communications default".. Or does Windows 10 have the option? Atleast I can't find it

restive bone
#

Just found out there's actually functionality in place to reset sound device, maybe I can fix sound being broken when you change windows output device 🤔
Now that'd be a big improvement

untold sky
#

Wow I run Virtual Audio Cable 4.14, from mid 2014. They are already at version 4.64 from july this year, oof

restive bone
#

I gotta donate to get the additional cables at some point

untold sky
#

Gotta just add audio device selector to Arma (just joke, won't happen most likely)

#

Well I just broke my whole audio setup by not taking a screenshot of my settings before updating VAC

restive bone
#

whoops

untold sky
#

oof all fixed. And audio delay through my mixer reduced to literally zero, thanks for this Arma, this is pure niceness

untold sky
#

huh.. When I switch audio device in dev build I don't loose audio, it just keeps playing on the previous device.
And If I outright disable the audio device, Arma freezes 😄 (But Actually Microsofts fault, not ours)

untold sky
#

Was actually investigating something about the "Sound sources" setting in audio options and found out that the option apparently does literally nothing at all.
Yep. the "SOUND SOURCES" setting in audio options does absolutely zip since late 2015. how fun

sleek scaffold
#

Nice finds drownedMen!

restive bone
#

heh I was wondering what that does

molten prairie
#

reported this issue https://feedback.bistudio.com/T150639 a while back, and I am now getting the exact same issue on the same modset on a different mission file. Has anyone had anything similar?

solid marten
#

is this your mod?

#

what happens if you use same mission file and no mod?

#

unless you can provide modless repro of the issue there is not much we can do

untold sky
#

Heard about a similar issue, but that one was "run this thing for a couple hours and see how fps slowly goes down" and yeah, ain't gonna do that.
Would be EXTREMELY useful if you could run profiling branch and get a diag_captureFrame log of when the FPS are low

#

But It'll probably turn out to be one of your mods spawning tons of stuff, or doing bad scripting

molten prairie
#

the thing is I've been through the scripts with multiple people to optimise them, and they've said it's the best it can be. I've also used that exact modset for other missions and had no problems. It doesn't happen mod less because I've never ever had this issue with any other mods other than these ones. If one of you could run through the scripts with me and see if you can spot anything that would very nice.

untold sky
#

through all scripts in all mods in your modset?

#

just grab the profiling output, it'll tell you/us what's causing the slowdown

molten prairie
#

how do I do that? switch to profiling branch?

fickle root
molten prairie
#

tried to use that before, but had no idea what it meant or how to use it.

sleek scaffold
#

Heard about a similar issue, but that one was "run this thing for a couple hours and see how fps slowly goes down" and yeah, ain't gonna do that.
@untold sky I had the same issue with Ravage's breath fog script but that was fixed after my feedback. Had a similar issue later when using one of CBA's this CBA_fnc_searchNearby on Ai teams. So if the mod set is spawning Ai units and running that or something similar you could expect that kind of performance degradation...

untold sky
#

switch to profiling branch (on server)

#

execute (on server) diag_captureFrame when the server is slow

#

it'll dump to some file somewhere

molten prairie
#

OK, with the first server crash, I get the yellow chain then the red chain, should I execute from the Remote Console on the yellow chain?

untold sky
#

crash?

#

Execute it when server fps are low

molten prairie
#

it crashes on the first startup, then server drops FPS and then freezes on 2nd startup after someone joins

sleek scaffold
#

@molten prairie You are using "Zombies and Demons ACE integration", it was last updated long before the latest ACE version and will surely have compatibility issues. I am not saying that that is the culprit of your issues but it is stuff like that what tends to cause unintended behavior.

molten prairie
#

you raise a good point, I'll have a look, and might have to make my own version. Come to think of it I didn't use it on the first ever one. I'll check it out. Thanks in advance if it does work

molten prairie
#

@sleek scaffold thank you for suggesting that, it fixed the server crash issue! Now i'm just gonna check the server freezing issue and make sure thats fixed

molten prairie
#

nevermind, it didnt

molten prairie
#

Ok, so with more testing i have determined: Its not an ACE issue, its not a modlist issue, so it is definitely an issue with a script somewhere. The "Unknown Module" thing is baffling me

alpine tulip
vocal abyss
#

Yeeeees

#

Would also be a good way to increase the flight time for the Falcon and Sentinel UAVs

sleek scaffold
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@sleek scaffold thank you for suggesting that, it fixed the server crash issue! Now i'm just gonna check the server freezing issue and make sure thats fixed
@molten prairie No problem mate! Glad it helped! Keep rocking

gray wharf
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nevermind, it didnt
😬

sleek scaffold
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😬
@gray wharf Ohhh... 😫

sleek scaffold
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👆 Feature Request: A command to increase/decrease the gun flashlight range/intensity/focus.

alpine tulip
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🤔 I honestly think this one's not gonna make it, since light things are highly hardcoded by configs. Rewrite things may costs a lot?

untold sky
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Feature Request: A command to increase/decrease the gun flashlight range/intensity/focus.
no

molten prairie
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@sleek scaffold i disabled it once and it fixed it only 1 time, then kept breaking it again

sleek scaffold
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no
Dedmen: Roger Roger

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🤔 I honestly think this one's not gonna make it, since light things are highly hardcoded by configs. Rewrite things may costs a lot?
@alpine tulip Ohhh I did not know that... thanks for the heads up

alpine tulip
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Maybe you just need to do some config works

sleek scaffold
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But I don't use mods for my misions so I am out of luck

slate drum
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Is the Feedback Tracker dead?

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Very trivial fix

gray wharf
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the FT is not dead, see Recent Activity on the main page

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even very much alive, may I say.

slate drum
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So I guess, if I'm being honest and correctly select the Severity "Minor", nobody bothers looking into it, even though it's ez af to correct

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I mean, that's just sth an intern could fix easily, I even gave the solution

ornate marlin
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and yet somebody has do go through the configs, make the changes, give it to testing, and have it roll out.
it also depends on what the devs think is worth the effort, and what not

slate drum
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Firstly, they don't need to go through configs, you obviously didn't read the Ticket. Secondly, I don't really care about their ticket management. I've bought their product with certain expectations in mind and let's be real here, this game lives because its community. I think it's in their very interest to fix their own scripting commands, the base for far more interesting mission than those they create themselves.
I'm really irritated by people actually simping for mistakes that someone put in a product they're buying. Just get your relationship with this >game< straight.

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  • think about how many (including BIS themselves) used this command before without even knowing in the slightest that it is seriously bugged.
solid marten
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Is this your ticket? @slate drum

slate drum
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The Turret Magazine one? Yes

daring wagon
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10:45:06 ModParams - Undefined or empty mod directory
10:45:06 ModParams - Undefined or empty mod directory
....
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Or was it a different message before?

solid marten
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If you pass empty name this is what you get

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@daring wagon

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modParams ["9826298167389", ["active"]]; // should not log into RPT modParams ["", ["active"]]; // should log into RPT about empty mod

daring wagon
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Ok so I just need to make sure the mod is not ""

solid marten
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Unless you you want Arma to guess what mod you have in mind, pretty much yeah

tepid fjord
untold sky
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@tepid fjord can you send me your login username or mail? via DM if you don't want public

daring wagon
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Is it intended that the Chemical detectors have different itemTypes and if yes, why AccessoryBipod?

"ChemicalDetector_01_watch_F" call BIS_fnc_itemType; //["Item","Watch"]
"ChemicalDetector_01_olive_F" / "ChemicalDetector_01_black_F" / "ChemicalDetector_01_tan_F" call BIS_fnc_itemType; //["Item","AccessoryBipod"]
alpine tulip
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Is MX 6.5x38 or 6.5x39? (Not sure quick issue report goes here though)

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Also, why does black MX has “XMX” on its side?

near cedar
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it's painted black, so it's Xtreme

shadow beacon
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X prefix usually indicates a prototype used before field acceptance. So assume the CTRG guys with the black MXs were issued them before they were fielded by US/NATO forces

gray wharf
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6.5×39, I think it was originally ×38 but changed at one point (same as a weapon (Mk14? has a 7.62×54 instead of ×51, or the other way around)

sinful kettle
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Correct me if I'm wrong guys, I think a few versions ago (maybe even stable 1.98), when I used a filter in Arma 3 Launcher to find a group of mods, and selected "Load All" or "Unload All" it would only unload/load the mods listed after the filter, but now it unloads/loads every mod I have.

I'm on the DEV branch now.

Am I imagining things, or is this a bug?!

sinful kettle
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I guess not

desert trench
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how are chances to see this in engine now with KK and Dedmen in-house 🙏

gray wharf
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expecting a BIS_fnc_regex sqf implementation!

untold sky
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I already wanted to do to that kju, we need to add a regex library which would be a rather big undertaking

sinful kettle
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Is it possible to make boundingBox commands work with strings? (path to model)

untold sky
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due to how models work, not really

#

possible sure, but not desirable

sinful kettle
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so you mean you have to create a temp model?

untold sky
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Yeah

sinful kettle
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Ah. ok

untold sky
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most efficient way would be createSimpleObject local only

sinful kettle
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thnx

vocal abyss
sleek scaffold
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Just wanted to say that version 2.0 is looking super promising! So keep it up devs 😉 You guys are doing an impressive job!

noble charm
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Is this where I bugreport? 😄

spare vine
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see URL in description ;)
Although I debunked your bug 😛

gray wharf
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I wondered again, regarding SQF optimisations:

is it somewhat possible to make && and || operators not evaluate the right-hand part if the left one is true? (I don't remember how it is called)

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Short-circuit evaluation here it is

untold sky
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no

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but && {} is a thing

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you won't get any more

gray wharf
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yep, okay - thanks
I wondered as there might be some CPU saving hiding somewhere - but that one might not be a big target

untold sky
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It would be pretty good

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but not really doable

gray wharf
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I'll go with "SQF" for 5000$ Alan!

untold sky
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Uhm...
What is the scheduler?

gray wharf
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it's a… hmm… stuff that 3ms things, and… yeah!

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(and 50ms on loading screens, iirc)

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(yes!)

untold sky
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Arma jeopardy needs to be a thing

desert trench
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possible to have both "introduced in DLC" and "DLC required to own " visualization?

alpine tulip
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Are you asking to me?

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I don't think so, at least via ListBox. ListNBox maybe can do that

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Honestly I didn't think “introduced in” is such important for players, especially ones who bought Arma 3 today

desert trench
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the question was about official support/change - like KK still does fixes/tweaks to Arsenal i think
personally i think ownership is also more important, but I guess BI wants to indicate what DLC/package an assets belongs to - hence the question for two icons/to display both in some way

alpine tulip
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Ah, I get the question. Repeating my answer, ListBox doesn't support more than two (left and right) pictures AFAIK, ListNBox however can show the images more than 2

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The Arsenal thingy I worked uses ListNBox, so possible to place more pictures like this. This only shows the required DLC just like the MOD you post, though

desert trench
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yup

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an alternative could be to make the name red if you dont own a DLC for the given asset

daring wagon
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I would love to see a command which would return true if an item requires ownership.

alpine tulip
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Isn't it getAssetDLCInfo?

daring wagon
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oh, that one is new.

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I haven't looked into it.

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hmm, doesn't look like it's telling if in order to use the item, the dlc is required

alpine tulip
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Doesn't it?

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I thought this is the best way to get requirements? Can't tell if it's true right now since I'm not in the RC or Dev right now

daring wagon
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That's the return value, maybe I misunderstand one of the points

desert trench
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did you do some testing on some assets yet?

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required DLC ownership is determined by appId assignment. maybe this is checked by this command

daring wagon
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Haven't tested that yet because I didn't know. Thanks for letting me know.

desert trench
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appId can be set in p3d, wrp and mission.sqm

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there is also some DLC related definitions in the config space (ie cfgMods), but i think these are only for the DLC browser and maybe some other ingame display areas - yet not real ownership checks

gray wharf
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maybe not that ticket (that would add a UI task etc)
but would it be possible for the 3rd person airplane camera to actually watch left, even when the plane is on the wing? right now it tries to "face the left of the plane" while still remaining horizontal

https://feedback.bistudio.com/T73714

sterile nova
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@desert trench there is also possibility to set appid in config for worlds - no idea why its like that but I managed by accident to lock one bludsky terrain behind paywall 😄

desert trench
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true. i am aware - one can allow an editor preview of a DLC terrain when the config value is not set (but only in p3d)

sinful kettle
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Feature request:
Is it possible to make variables "final"? As in locking them in memory and preventing all changes after they've been initialized?
This is useful when you want mission makers to use a variable from your mod but at the same time prevent them from making unauthorized changes.

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with a syntax like:

finalize MY_VAR = 1

or

MY_VAR = 1;
lock "MY_VAR"