#arma3_feedback_tracker

1 messages · Page 29 of 1

calm smelt
sinful kettle
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Yeah but with all types of variables (not just code)

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The only solution so far is compileFinal:

MY_var = compileFinal "1";
#define VAR (call MY_var)

VAR

which doesn't work with objects (you can't stringize objects)

solid marten
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not in missionnamespace

haughty barn
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Are UAVs still so buggy that they are unusable in autonomous mode or am I missing something? Whenever I use them I have to use a mod to replace the ai approximately every time I do something. The falcon flies in circles, the darter flies in tight circles, the greyhawk goes in a straight line to the southwest, and they all stop following any waypoints. I can double check with no mods, but this happens in multiplayer and singleplayer with different mod packs and no mods that should be affecting AI.

restive bone
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@haughty barn I've had problems with drones just flying in circles after a while before

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usually you can fix it by giving it a waypoint or turning the ai off and on again but not always

alpine tulip
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Just found a possible issue? Looks like lineIntersectsSurfaces returns only one intersect even if I set maxResults -1 if begPosASL is underground even endPosASL is above ground. Can somebody confirm?

solid marten
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“If begPosASL is under the ground and endPosASL is above it, the command will only return intersection with the ground, this is engine limitation and none of the intersectXXX commands will work when initiated from under the ground.” @alpine tulip does this answer your question?

alpine tulip
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Aw damn, that note should slipped out from my eyes. My bad

untold sky
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@sinful kettle not possible, was once tried but then quickly reverted as it caused too much issues.
But we might try again

sinful kettle
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What about making variables changeable only if they're executed by the same function that initialized it (or more generally by the same "addon")?
I remember that once I was mistakenly using _array pushBack _something when I'd defined _array = thisList and it showed an error telling me that I was trying to modify a reserved variable or something (even though it is changeable by the vanilla game).
I think this is even more difficult

untold sky
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no, no

naive ledge
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What's the purpose anyway? Safety features?

gray wharf
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I was recently interested so a server-side public (and global) variable would not be overridden but just updated by a method

naive ledge
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So, you had a global public variable in missionNamespace, and you wanted that it would not be overridden but just updated by a method think_turtle I am not sure what you mean.

gray wharf
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like - the server can update it and publicVariable it, but a client could not override it

e.g my array would be [0,1,2]
I want to keep the reference to the array
and I want the server being able to _array set [0, 99] and publicVariable (refresh) it
but I am not sure if it would be doable

sinful kettle
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What's the purpose anyway? Safety features?
Yes
For example, as you may know CBA has a variable called CBA_missionTime. A lot of mods like ACE use it. Now if some genius tries to mess with it, it could mess up all of those mods, CBA included.

naive ledge
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If someone has access to scripts then we are doomed regardless, I think we can't solve the problem much in that domain.

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But I agree it would be useful to set a read-only variable like with compile final

sinful kettle
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But if it's "restricted" they wouldn't be able to

naive ledge
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oh wait you mean not cheats but just bad programming?

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yeah I get it then

sinful kettle
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Yes

naive ledge
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would be neat

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In proper programming this is solved by private variable of a class or similar 🤷

sinful kettle
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Yeah

naive ledge
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like - the server can update it and publicVariable it, but a client could not override it

e.g my array would be [0,1,2]
I want to keep the reference to the array
and I want the server being able to _array set [0, 99] and publicVariable (refresh) it
but I am not sure if it would be doable
@gray wharf This is really weird Lou, I think you should rethink how to solve this problem with remote exec. Public variable are better for simple server->client broadcast, when client can only read it.

gray wharf
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but a hacker client could find a way to publicVariable (use console, etc), that's what I would want to prevent

naive ledge
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but a hacker client could find a way to publicVariable (use console, etc), that's what I would want to prevent
I believe that publicVariable should be just banned, it's really unsafe, it's same as if I expose a "write this byte to this memory" of my computer through network interface 😄

gray wharf
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yep, that too :p

naive ledge
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remoteexec thing is really nice in fact, with the way everyone can white list functions to be remote executed

gray wharf
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but a final var would still be nice to have ^^

sinful kettle
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So anyway, I was gonna ask for another feature.
Is it possible to add a command that returns all objects created by a multi-part object? (like USS Freedom)
Or is there such a feature/variable already?

gray wharf
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I don't believe it is listed anywhere, it's an object that spawns and setVariable other parts

sinful kettle
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yeah, that's why I ask for such a feature

gray wharf
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no è.é

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joke aside, there is nothing of this kind beside the USS Freedom?

sinful kettle
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I've seen many large objects that use that

gray wharf
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vanilla?

sinful kettle
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Most of them were ships
No

gray wharf
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ah, well
given the way it is made they would need to all go through the same function, which they don't
only this common creation function could list these objects

sinful kettle
gray wharf
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sooo… I don't believe we will see that any time

sinful kettle
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Which function is it? maybe I can extract the variables!

gray wharf
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I mean, such function does not exist

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BIS_fnc_Carrier01Init takes care of the carrier, but that's it

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apparently each object has its own function, so it is quite untrackable in its state

sinful kettle
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hmm, let me check

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The only solution right now is to cache all multi part objects at startup (in [part, main object] pairs):

multiStructureParts[] = {["Land_Carrier_01_hull_01_F","pos_hull_1"],["Land_Carrier_01_hull_02_F","pos_hull_2"],["Land_Carrier_01_hull_03_1_F","pos_hull_3_1"],["Land_Carrier_01_hull_03_2_F","pos_hull_3_2"],["Land_Carrier_01_hull_04_1_F","pos_hull_4_1"],["Land_Carrier_01_hull_04_2_F","pos_hull_4_2"],["Land_Carrier_01_hull_05_1_F","pos_hull_5_1"],["Land_Carrier_01_hull_05_2_F","pos_hull_5_2"],["Land_Carrier_01_hull_06_1_F","pos_hull_6_1"],["Land_Carrier_01_hull_06_2_F","pos_hull_6_2"],["Land_Carrier_01_hull_07_1_F","pos_hull_7_1"],["Land_Carrier_01_hull_07_2_F","pos_hull_7_2"],["Land_Carrier_01_hull_08_1_F","pos_hull_8_1"],["Land_Carrier_01_hull_08_2_F","pos_hull_8_2"],["Land_Carrier_01_hull_09_1_F","pos_hull_9_1"],["Land_Carrier_01_hull_09_2_F","pos_hull_9_2"],["Land_Carrier_01_island_01_F","pos_island_1"],["Land_Carrier_01_island_02_F","pos_island_2"],["Land_Carrier_01_island_03_F","pos_island_3"],["DynamicAirport_01_F","pos_Airport"]};

Then, if you encounter one of those classes, you search in near objects to see if one matches the parent object type (in this case "Land_Carrier_01_base_F")

gray wharf
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yep, it's not engine-based unfortunately
otherwise a listing would have been easy

daring wagon
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but a hacker client could find a way to publicVariable (use console, etc), that's what I would want to prevent
@gray wharf That's that's why you can disabled certain commands on a client

naive ledge
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Can we disable publicVariable? How?

gray wharf
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CfgDisabledCommands or something like that

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yup

solid marten
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use localNamespace and if you need server to update variable in it make a function that trusts only remoteExecutedOwner == 2

vocal abyss
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Any chance for ModuleHideTerrainObjects_F to work as a clutter cutter (to remove grass) too?
Would be a lot more useable than the three clutter cutter objects.

spare vine
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no, because the module removes objects, and not grass/clutter

vocal abyss
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Is there no code to remove clutter?

spare vine
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no, the cutter objects are the only way, since it's putting objects down (non-visible) which make the engine think there's something which shouldn't show grass/clutter through the floor (like buildings or tents)

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and even that isn't 100% foolproof

wraith sapphire
vocal abyss
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I see

sinful kettle
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It appears that feedback tracker is down, so I post my request here:
Is it possible to add a command for RscEdit controls that returns where a certain character is at in display coordinates? (relative coordinates are also fine)
Something like:

ctrl ctrlEditCharacterPosition n

where n is the index of the character in ctrlText.
And:

ctrlEditCursorPosition ctrl

That tells where the cursor is.

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Also, can we get a TextChanged event handler for them as well? Something that can return:
where they got edited (index)?
what changed?
was it added or removed?

spare vine
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tracker is working for me 🤷‍♂️
And you can use the onChar EH and run your code on that

sinful kettle
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It works, but my feedback doesn't register

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Also, I know about onChar but that's not what I want.

naive ledge
sinful kettle
long rain
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been looking at the warrior for a while now, and it has a massive Name selection error on the right side of the vehicle. the 3rd and 4th road wheel is running around either the 5th or 6th road wheels axis. So looks like they have the same name selection

solid marten
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what am I looking at? @long rain

shadow beacon
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I think he's saying that he suspects that some of the roadwheels in the lower LODs of the Mora, have incorrect named selections because they move around the wrong axis or exhibiting other weird animation behaviour

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In the screenshot the middle roadwheels look like they're sunk in the ground below the tracks, not lined up on the ground like the others. Only 4 wheels are visible where there should be 6

long rain
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yeah indeed as i wrote looks like the right side has gotten the 3rd and 4th road wheel on one of the distance lods, selected with the same selection name as the 5th road wheel

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cause they turn around the axis with the 5th roadwheel

solid marten
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@sinful kettle @desert trench Could you make a copyToClipboard ticket please?

desert trench
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@solid marten with sample repro or just the issue itself is enough here?

solid marten
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19:36:18 "copytoclipboard ""привет"""
19:36:18 "copyFromClipboard: привет"
19:36:18 "copyFromClipboardW: привет"
19:36:25 "copytoclipboardW ""привет"""
19:36:25 "copyFromClipboard: ??????"
19:36:25 "copyFromClipboardW: привет"

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repro is good for our QA so yes please @desert trench

sinful kettle
desert trench
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ty

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btw i read multiple reports of A3 FT not registering new reports in recent days

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Recent Activity seems broken at least

wraith sapphire
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^ please, create a FT

solid marten
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Going to add unicode variant copyToClipboardW and copyFromClipboardW as just changing current command to Unicode might cause backward incompatibility

gray wharf
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ouch!
(what does the W stand for?)

solid marten
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wide char

gray wharf
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thankie 👍

sterile nova
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@long rain yes, 5th LOD has only selection for kolP5 & P4 and no for P3

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There are also various wrong assignment in tracks named selections but that is less visible

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Anyway, added it to my 2.02 fixes list

long rain
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yay thanks 😄

unborn acorn
unborn acorn
sleek scaffold
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@sinful kettle Hey partner, I've been trying to make a post on the Feedback Tracker as a "Feature Request" yet the only option I get are "Bug Reports". Do I have to customize it or something? I want to request a "ProjectilePassedNear" eventhandler. Currently if you want to detect when a bulled passer near or landed near a unit requires a very resource intensive scripted workaround. The "FiredNear" EH is not usable because it has a limited range and it considers the origin on the projectile and not the projectile per se.

sinful kettle
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Hey. You can use the Bug Reports tickets as feature requests as well.

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Just set the category to "Feature Request"

naive ledge
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🤔 that's good idea, I'd like to use that too for civilian AI. Previously I used danger.fsm as workaround as it gets triggered by bullets flying by. 🤔

sinful kettle
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I don't believe there's an "event" defined for that though

sleek scaffold
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Hey. You can use the Bug Reports tickets as feature requests as well.
@sinful kettle THANK YOU!

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I don't believe there's an "event" defined for that though
@sinful kettle Yeah and that is why I want to request it. It would be godsend for applying suppression effects on units being fired upon, including additional effects for Ai like reduced skill, increased allowFleeing cowardice etc, unit surrender and/or reaction to being fired upon etc.

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🤔 that's good idea, I'd like to use that too for civilian AI. Previously I used danger.fsm as workaround as it gets triggered by bullets flying by. 🤔
@naive ledge Yeah, one of the workarounds but I believe other variables can also trigger danger.fsm other than bullets

naive ledge
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My point was that it's in the engine already if it can trigger danger.fsm

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Thus would be cool to have event handler for this

sinful kettle
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It's not an "event" that can be triggered. Bullet near = bullet moving when it's close to an object. So it requires dynamic calculation. So it's not an "event"

gray wharf
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it is an event the moment it gets intercepted by the engine

sinful kettle
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Well, how would you intercept it?

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Run a check against all units every frame?

naive ledge
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Well, how would you intercept it?
Doesn't matter since we already know that it gets intercepted by the engine

sinful kettle
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It doesn't

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danger.fsm is not part of the engine

naive ledge
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Engine calls it

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danger.fsm is like a script but an fsm

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it gets data from engine

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anyway you know that AIs react to bullets flying by, right? Another proof that it gets intercepted by the engine.

sleek scaffold
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If a bullet triggers a change in the danger fsm then it is intercepted by the fsm, therefore could also be done by an EH

sinful kettle
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meh I'm already 100% sure it won't get implemented. So you can say whatever you want

naive ledge
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Well, how would you intercept it?

I show proof that it gets intercepted

meh I'm already 100% sure it won't get implemented. So you can say whatever you want
Good discussion 😇

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Only downside, 'a bullet flew by' is such a frequent event that it will have slight performance impact to dispatch events all the time, or even to check if the object has any event handlers attached at all.

sinful kettle
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It will have a massive performance impact. Not "slight"

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exactly why I say it won't be implemented

sleek scaffold
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Any idea how games like Squad circumvent that performance impact while still tracking each buller?

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Additionally, we could check the Danger.fsm part that intercepts the bullets... because in theory that performance impact is already happening by the danger.fsm check, not need to duplicate it

naive ledge
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It will have a massive performance impact. Not "slight"
exactly why I say it won't be implemented
Well I don't see you explaining this anywhere before my message 🤷

sinful kettle
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I was gonna type it but didnt

naive ledge
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Additionally, we could check the Danger.fsm part that intercepts the bullets... because in theory that performance impact is already happening by the danger.fsm check, not need to duplicate it
Yeah you are right actually... it is already checking if danger.fsm is present 🤷

gray wharf
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→ the AI already reacts to flying bullets
→ we ask for an EH to be triggered by it
→ ????
→ profit

…I don't see where the issue is since the detection already exists?

solid marten
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the AI already reacts to flying bullets
???

gray wharf
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are you telling me it doesn't 🤔

solid marten
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I dunno, does it?

gray wharf
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well from my testings (maybe some games ago) it does yes
even a suppressed shot, if it goes by, is detected

desert trench
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only impacts AFAIK

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but its been a while i debugged it

gray wharf
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don't make me start Arma again…!

naive ledge
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…I don't see where the issue is since the detection already exists?
well, apart from detection code, now the game must also access the array of event handlers attached to object and see if it's not empty. I guess impact is quite small 🤷

sinful kettle
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player addEventHandler ["FiredMan", { 
 _projectile = _this#6; 
 _p = eyePos ttt vectorAdd [0,-500,0]; 
 _projectile setPosWorld _p; 
 _projectile setVectorDirAndUp [[0,1,0],[0,0,1]]; 
 _projectile setVelocity [3,800,3]; 
 switchCamera _projectile; 
 projectile = _projectile; 
 onEachFrame { 
  if (!alive projectile) exitWith {switchCamera player; onEachFrame ""}; 
 }; 
 
}]
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here's proof that it doesn't exist

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Go in VR

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Place a player and an AI called "ttt"

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Go somewhere away from it

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Fire

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The AI doesn't do anything

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Hence my point

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The engine uses a "trick" for that

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I could tell you what it is but I'll let you figure it out on your own

gray wharf
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my test:

  • place a player
  • player an enemy 64m away
  • shoot at your feet (AI doesn't react)
  • shoot near the AI in the sky (AI reacts)
naive ledge
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I could tell you what it is but you should know
@sinful kettle please tell us

sinful kettle
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That's a wrong test

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You're still "pointing" at the AI. That's the hint

naive ledge
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So I guess it checks if someone fired in a sort of a several-degrees cone around the AI?

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If I understood you correctly

sinful kettle
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You're close

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There's another parameter involved

gray wharf
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what a suspense 🍿

sinful kettle
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In short this is how the engine does that:

  1. gets all units that are in range of the projectile within it's "cone"
  2. It approximates the flight time up to the AI.
  3. It tells the AI to react if projectile lived up to that time
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That's how I do it for my AI at least

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The above test proves that the process is almost identical for the vanilla AI

naive ledge
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That's how I do it for my AI at least
Do you mean that you have programmed this algorithm below in SQF?

  1. gets all units that are in range of the projectile within it's "cone"
  2. It approximates the flight time up to the AI.
  3. It tells the AI to react if projectile lived up to that time
sinful kettle
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yes

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For my AI

naive ledge
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And you are trying to persuade us that we don't need such an event handler?

sinful kettle
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We do

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But I'm saying it can't be done the way you suggested

naive ledge
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I am just suggesting that we get an event handler to whichever way the engine uses to detect bullet fly-by, even if it's faking it 🤔

sinful kettle
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That's the thing

gray wharf
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player addEventHandler ["FiredMan", {  
 deleteVehicle (_this select 6);
}];
```😏
sleek scaffold
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But I'm saying it can't be done the way you suggested
@sinful kettle Any way that is faster than our workarounds is good enough! 👍

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The applications for such EH are huge!

naive ledge
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I guess that true bullet flyby detection makes no sense, approximation is quite good for all cases. Nobody uses a weapon which fires in such a cone that you need to aim 45 degrees above your target. Therefore the cone can be quite narrow.

gray wharf
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player removeAllEventHandlers "FiredMan";
player addEventHandler ["FiredMan", {  
  BULLET = _this select 6;
  onEachFrame { if (BULLET distance player > 2) then { deleteVehicle BULLET; onEachFrame {} }; };
}];
```so yeah, with this test even after leaving some lifetime the bullet "virtual trajectory" is ignored.
What I guess is, _if_ it is done that way in the engine, that it checks every possible/plausible frame for the next trajectory.

it also means that whatever the engine is using, hooking on it is less expensive than having our own approximative stuff
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Nobody uses a weapon which fires in such a cone that you need to aim 45 degrees above your target.
(suppressed) sniper rifles at long distance… 🤷‍♂️

naive ledge
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(suppressed) sniper rifles at long distance… 🤷‍♂️
I'd assume elevation to be much lower than 45 degrees 😄

sinful kettle
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It is

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due to drag

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45 degrees is for flight in void

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plus, the projectile will most likely be dead before then (they have a limited lifetime, typically 6s)

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@gray wharf

with this test even after leaving some lifetime the bullet "virtual trajectory" is ignored.
What I guess is, if it is done that way in the engine, that it checks every possible/plausible frame for the next trajectory.
You're killing the projectile too early

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  1. It tells the AI to react if projectile lived up to that time
gray wharf
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so it is a looping check during the bullet's lifetime

sinful kettle
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no

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it's a one time process

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_reachTime = time + _flightTime

when projectile is dead:

_endTime = time;

for AI:

if (_endTime >= _reachTime) then {//flyby
}
sleek scaffold
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_unit addEventHandler ["Fired",
    {
       params ["_unit", "_weapon", "", "", "", "", "_projectile", "_vehicle"];
_target = assignedTarget _unit;
_tgtDis = _target distance _unit;
if (_tgtDis > 1000) exitWith {};
_list = [];
_start = ASLToAGL eyePos _unit;
_pos0 = _unit modelToWorld [0,0.1,0.1];
_rdmTgtX = selectRandom [0,0.05,0.1,0.2];
_rdmTgtY = selectRandom [0,0.05,0.1,0.2];
_rdmTgtZ = selectRandom [0,0.05,0.1,0.2];
_pos1 = _target modelToWorld [_rdmTgtX,_rdmTgtY,_rdmTgtZ];
_multi = _pos0 vectorDistance _pos1;
_wdir = _unit weaponDirection currentWeapon _unit;
_hitPos = (_start vectorAdd (_wdir vectorMultiply _multi));
if (spDebug) then {drawLine3D [_start, _hitPos, [1,0,0,1]];};
if(_hitPos distance _unit > 20 && _hitPos distance _target < _hitRadius)then{
_list = _hitPos nearEntities ["MAN",_hitRadius];
{
  if (isPlayer _x) then {
  [] remoteExecCall ["SppEffects",_x];
  _x setVariable ["Suppressed",true];
  };
} forEach _list;
};
}];
> ```
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What I do...

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Only works for Ai vs Player but does the job

sinful kettle
gray wharf
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(no lineintersect thing though) but ok

sleek scaffold
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(no lineintersect thing though) but ok
@gray wharf I did that script 2 years ago when I didn't know about linesintersectwith... need to update that script if an official solution is not posible

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On the full script I added many exit conditions previous to the calculations so it does not saturates the scheduler

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if ((currentWeapon _unit) isEqualTo (secondaryWeapon _unit)) exitWith {if (spHints) then {hint "sideArm fire";};}; //sideArms cannot suppress.
if ((currentWeapon _unit) isEqualTo (handgunWeapon _unit)) exitWith {if (spHints) then {hint "sideArm fire";};}; //sideArms cannot suppress.
if (isNull _target) exitWith {if (spHints) then {hint "no target!";};}; //no target    
if !(isPlayer _target) exitWith {if (spHints) then {hint "target not player";};}; //target not player
if !(isNull objectParent _target) exitWith {if (spHints) then {hint "target not on foot!";};}; //player in vehicle cannot be suppressed
if (isNil {_target getVariable "Suppressed"}) then {_target setVariable ["Suppressed",false];};
_isSuppressed = _target getVariable "Suppressed";
if (_isSuppressed) exitWith {if (spHints) then {hint "already suppressed!";};}; // target already being suppressed.
if (stance _target isEqualTo "PRONE") then { if (random 2 > 1) exitWith {if (spHints) then {hint "target PRONE!";};}; };```
sinful kettle
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I also discovered something interesting. If the projectile dies right next to the unit, the unit does react.

sleek scaffold
#

I also discovered something interesting. If the projectile dies right next to the unit, the unit does react.
@sinful kettle That is a godsend for my suppression efforts!

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@sinful kettle Since you clearly understand the need and the technical aspects of it could you post it on the Feedback Tracker?

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My english is quite limited and I don't want the feature request to be dismissed because of some stupid grammatical error or something...

naive ledge
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Your English is totally fine @sleek scaffold

gray wharf
naive ledge
#
_reachTime = time + _flightTime

when projectile is dead:

_endTime = time;

for AI:

if (_endTime >= _reachTime) then {//flyby
}

It's not exactly like that, in my test the AI gets triggered before the bullet is destroyed.

sinful kettle
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I'm starting to think that I may have been wrong about that! 😅
I mean what I said works but it might not be how the engine does it.
I get conflicting results from different tests.

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Yeah

naive ledge
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But the base approximation is still good anyway

solid marten
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Just tested Suppressed EH, it fires for player and AI, quite promising

sinful kettle
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Sweet

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So how does it measure suppression? Does it track the bullet in real time or is it similar to the method I suggested?

solid marten
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There is an event bullet close

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each bullet has suppression params like radius within which it causes suppression, also the weight of the bullet makes difference to the amount of suppression

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and distance

sinful kettle
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Does this event handler also detect fly-bys?

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I think it only triggers when the bullet hits somewhere right?

solid marten
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it detects bullet close at the moment. I just tried concept, in theory there is an event however this needs to be looked closer

sinful kettle
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ah ok

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Do you want me to create a ticket?

solid marten
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yes please

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the hit is not considered bullet close though quite interesting only bullets that pass by

naive ledge
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I guess it's more reliable to check bullet fly-by since impact has a preceding fly-by anyway 🤔

sinful kettle
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@sleek scaffold 👆 in case you didn't create one already!

solid marten
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a bullet whistling effect would be dope

azure wharf
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or screen blur from nearby shots
also, is anyones recent activity on the tracker not up to date? Mine is last updated on Sept 27 after clearing cookies too

sleek scaffold
#

@sleek scaffold 👆 in case you didn't create one already!
@sinful kettle You my friend ROCK! Thank you

#

a bullet whistling effect would be dope
KK If you help us with the EH I am sure we will have such feature and many more in no time! 😉

sterile nova
#

a bullet whistling effect would be dope there is already fly by parameter in ammo config?

gray wharf
#

there is bullet crack afaik

sterile nova
#

I mean fly by, pretty sure I've used it in Contact

#

soundSetBulletFly[] = {"bulletFlyBy_SoundSet"};

#

    sound need to be subsonic
    is only played when bullet is flying in player (camera) direction
    Minimal hit value is 1 (pytanie)
        const float BulletSoundManager::HitValue = 1.0f;
    limited by square of 5 (~2.23)
        const float BulletSoundManager::FlybyDistance = 5.0f;

        Setting it to i.e. 25 seems to yield much better results - perhaps this variable could be some sort of ammo parameter?``` some my personal notes about using it
sleek scaffold
#

I mean fly by, pretty sure I've used it in Contact
@sterile nova Perhaps one feature request can spawn multiple improvements to the engine... or at least a few Wiki pages on previously unknown/undocumented features of the engine.

sinful kettle
#

Feature request:
Can we get a separate color for RscEdit caret?

unborn acorn
sinful kettle
#

Issue with parseText: It can't parse text containing "&":

parseText "&&"

gives: ?

#

Actually, nevermind

alpine tulip
#

Yeah, &amp;

sinful kettle
#

yeah

#

I just realized that!

desert trench
#

is anyone working on to fix the FT activity? or how/who to report it?

livid obsidian
#

Re: Bullet tracking
I used a perFrame handler for every bullet for my suppress mod, though it only checks for players. Performance is okay, but I guess stacking multiple trackings can impact Performance negatively. And making it work for AI is a different thing, of course

Re: Bullet flyby sounds
ArmA has bullet flyBy sounds since forever, the projectile obviously needs to be subsonic though. Try the asp Kir, it's subsonic afaik

gray wharf
#

can impact Performance negatively
offtopic, but performance impacts are often negative 😢

daring wagon
#

Just out of curiousity, is it normal that scrolling in a treeView or listbox becomes slower the more one scrolls down (with a lot of entries that is). As a non programmer I would expect it not to slow down since the amount of displayed entries stays the same.

solid marten
#

it is not normal but this is how it is implemented

daring wagon
#

hmm ok, guess that's nothing you wish to tackle in the future ?

solid marten
#

not touching this too risky

daring wagon
#

Ah ok, thanks for the answer.

solid marten
#

we simply don’t have resources to properly test every change between releases so only safe changes are go

daring wagon
#

Yeah, I get that. I am already happy the game still gets so much love after 7 years 🙂

solid marten
#

maybe better solution is to preserve custom attributes if present?

daring wagon
#

Maybe, but what if someone wants to get rid of them intentionally?

solid marten
#

also how exactly these EHs will stop you from saving mission in default editor?

#

would be better if you provided examples of when it goes wrong

daring wagon
#

Damn, right. I need a mod to add the EH 🤦

#

maybe better solution is to preserve custom attributes if present?
This seems to be the only way then.

#

Maybe just an optional warning if someone tries to save a mission without the editor mods?

solid marten
#

i need to know more so concrete examples would help to investigate possible solution

daring wagon
#

What exactly you need to know?

solid marten
#

yes warning is one way of doing it

#

example of custom attributes that get wiped out

daring wagon
#

I updated the ticket with an example

#

I added a full mission.sqm so you can see all custom attribute.

gray wharf
#

getPosVisual takes twice as much time as ASLToAGL getPosASLVisual for the exact same result…

#

same for getPos/ASLToAGL getPosASL

vocal abyss
#

I spy with my little eye three new Steam achievements for 2.00

sinful kettle
#

I got two of them today! I was shocked!

restive bone
#

👀 Gonna have to take a look at those later

daring wagon
#

Seems like CfgSentences has quite a few undefined stringtable entries. Not sure if there something that can be done about it

 9:49:12 String STR_A3_to_c01_m01_065_eve_patrol_a_SOLDIER_01_0 not found
 9:49:12 String STR_A3_to_c01_m01_065_eve_patrol_a_SOLDIER_02_0 not found
 9:49:12 String STR_A3_to_c01_m01_066_eve_patrol_b_SOLDIER_01_0 not found
 9:49:12 String STR_A3_to_c01_m01_066_eve_patrol_b_SOLDIER_02_0 not found
 9:49:12 String STR_A3_to_c01_m01_066_eve_patrol_b_SOLDIER_01_1 not found
 9:49:12 String STR_A3_to_c01_m01_066_eve_patrol_b_SOLDIER_02_1 not found
 9:49:12 String STR_A3_to_c01_m01_066_eve_patrol_b_SOLDIER_01_2 not found
 9:49:12 String STR_A3_to_c01_m01_066_eve_patrol_b_SOLDIER_01_3 not found
 9:49:12 String STR_A3_to_c01_m01_067_eve_sentry_a_SOLDIER_01_0 not found
 9:49:12 String STR_A3_to_c01_m01_067_eve_sentry_a_SOLDIER_01_1 not found
 9:49:12 String STR_A3_to_c01_m01_067_eve_sentry_a_SOLDIER_02_0 not found
 9:49:12 String STR_A3_to_c01_m01_067_eve_sentry_a_SOLDIER_01_2 not found
 9:49:12 String STR_A3_to_c01_m01_068_eve_surprised_a_SOLDIER_01_0 not found
 9:49:12 String STR_A3_to_c01_m01_069_eve_surprised_b_SOLDIER_02_0 not found
 9:49:13 String STR_A3_to_c03_m03_007_br_briefing_c__1 not found
 9:49:13 String STR_A3_to_c03_m03_041_eve_ctrg_rv_alone_FALCON_0 not found
 9:49:13 String STR_A3_to_c03_m03_041_eve_ctrg_rv_alone_FALCON_1 not found
 9:49:13 String STR_A3_to_c03_m03_041_eve_ctrg_rv_alone_FALCON_2 not found
 9:49:13 String STR_A3_oldman_233_ex_vehicle_destroyed_PLAYER_0 not found
 9:49:13 String STR_A3_oldman_233_ex_vehicle_destroyed_PLAYER_1 not found
 9:49:13 String STR_A3_oldman_233_ex_vehicle_destroyed_PLAYER_2 not found
solid marten
#

is this in RC? @daring wagon

daring wagon
#

Yes

solid marten
#

What do you do to trigger the errors? @daring wagon

daring wagon
#

I wrote a script which scans through CfgSentences and reads the text, textPlain and sound path of the sentences

solid marten
#

getPosVisual takes twice as much time as ASLToAGL getPosASLVisual for the exact same result…
cant confirm

daring wagon
#

Yeah ```Result:
0.0235 ms

Cycles:
10000/10000

Code:
getPosVisual player

Result:
0.0204 ms

Cycles:
10000/10000

Code:
ASLToAGL getPosASLVisual player```

solid marten
#

same here

#

BTW use getTextRaw and isLocalized

daring wagon
#

getTextRaw is on RC now?

solid marten
#

dunno but if not then for the future

daring wagon
#

Yeah, will do. Thanks

gray wharf
#

it is iirc

#

as for the getPos thing, I had 0.042 vs 0.022 Oo

#

time to change CPU?

solid marten
#

I have similar times, getpos is not exactly the same as ASLtoAGL getPosASL

waxen tundra
#

important note: make sure to include as many as possible from following :```

  • reproduction steps
  • RPT and other logs (compressed, ideally .7z or .zip)
  • crash dumps (compressed, ideally .7z or .zip)
  • screenshots
  • videos etc.
  • simple to the point description```
    when writing ticket into A3FT , most of time no-reproduction results into no-fix !
sinful kettle
#

@daring wagon getPosVisual doesn't give the same result as ASLToAGL getPosASLVisual

#

It's in AGLS format

#

ASLToAGL getPosASLVisual is in AGL format

#

To verify, just go to the second floor of a building

gray wharf
#

I always forget about it (and I am the one who did report, not R3vo ^^)

sinful kettle
#

Oh

#

lol

#

Yeah

#

I saw killzone replying to something right below R3vo's comment

#

@daring wagon Sorry! 😅

gray wharf
#

and he kept pinging him :U 🤣

restive bone
#

heh Saying sorry for the ping with another ping

sinful kettle
#

The damage was already done! notlikemeow

gray wharf
#

ah, well…
@daring wagon

daring wagon
#

No problem @daring wagon

sinful kettle
#

Anywhooo

Feature Request: Is it possible to add a command that changes the RscControlsGroup current view position? (i.e. moves the slider positions)

tulip shard
sinful kettle
#

It works! Thank you!

sinful kettle
#

Is it a bug that count counts each non-ASCII character as more than one (depending on range)?

#

For example, Cyrillic and accented latin letters count twice

#

And Japanese/Chinese/Korean chars count 3 times

gray wharf
#

sounds like ANSI/UTF8 issue yes

sinful kettle
#

This also breaks select

#

The only solution is count toArray "我"

#

and: toString (toArray "我" select [0,1])

gray wharf
#

KK is on it ^^

#

thou hast been spotted! 👀

sinful kettle
#

Who?!

gray wharf
#

Such a lust for revenge!!

sinful kettle
#

😅

sleek scaffold
#

Guys, I am thinking about posting a new suggestion on the Feedback Tracker but want your opinions on the matter first.

#

Subject: 3D world Nametags.

#

You see how many mods including ACE and now DUI - Squad Radar offer nametags solutions that most players use on their missions.

sterile nova
#

I think there was some prototype of Squad Radar & nametags available in devbranch for some time - no idea why it was dropped though

sleek scaffold
#

I have my own scripted solution using oneachframe and drawIcon3D

#

but is very expensive in terms of frames

#

here is my dilemma...

gray wharf
#

the squad radar existed but was retired once custom panels arrived @sterile nova - the BIS_fnc is still out there iirc

sleek scaffold
#

Arma 3 already has Name Tags, as soon as you go into expectator mode you get amazing name tags

#

yet there is no way to enable them outside of expectator mode...

sleek scaffold
#

why is that limitation?

#

Considering working nametags are already in and perform much better than any modded/scripted solution

sterile nova
#

aren't those specator nametags also scripted?

gray wharf
#

@sleek scaffold the trick is to not calculate data in the eachFrame EH

sleek scaffold
#

@sleek scaffold the trick is to not calculate data in the eachFrame EH
@gray wharf Yeah I know, doing it the way ACE does

#

Yet still my question stands...

#

If there are already name tags in Arma 3

#

Why should be rely on mods or scripts when the functionality is clearly there?

gray wharf
#

you're simply asking to have the nametag Splendid\™ Camera function accessible

sleek scaffold
#

All that is needed are perhaps description.ext commands to enable them in your mission for team mates, side, just your squad etc

#

Yeah exactly... the one you get when you press escape and click spectate

#

it is already there... and I get no performance degradation by it being there when in spectator mode

#

While most other solution do impact performance somewhat...

gray wharf
daring wagon
#

the squad radar existed but was retired once custom panels arrived - the BIS_fnc is still out there iirc
Yeah, but it was never realy implemented into the custom panels right?

#

Sorry for the mention, was a quote

gray wharf
#

yep, it just vanished

daring wagon
#

Kinda sad, was a great feature.

gray wharf
#

it would need only a little to get it back 🙂

#

only proper positiioning and that's it, enough for a vanilla setup

daring wagon
#

And some editor settings to customize it 😄

gray wharf
#

Thank you for volunteering, we are expecting your project (and total) submission by midnight :p

daring wagon
#

Why should I submit myself ? 😄

gray wharf
#

*whipcrack* don't ask.

naive ledge
#

I guess the impact of scripted name tags is quite small compared to overall game's questionable frame rate, with the current amount of people assigned to arma 3.

sterile nova
#

as for specator mode - keep in mind that when you are going to specator mode, your view distance is reduced to 1km

#

so that might influence FPS

daring wagon
#

Just out of curiosity, what's wrong with the vanilla name tags?

#

Just the lack of customizability?

desert trench
#

i think the way forward is to have a concise FT request with relevant scripting commands to allow customization

#

as said the engine already has the underlying tech since OFP

sleek scaffold
#

@desert trench can you materialize the FT request and I will follow/support it

#

As will all of us here probably 🔫 * points gun at the other mission makers heads *

#

Just out of curiosity, what's wrong with the vanilla name tags?
@daring wagon That and the fact that you can't use them outside of the spectator mode camera

desert trench
#

sorry my mind is too occupied with other matters

#

it needs someone with good insights on engine capabilities and 3rd party scripted systems to judge whats actually needed as meaningful MVP (aka least effort for BI with maximum benefit for modding this)

sleek scaffold
#

Don't worry, I will continue my crusade to bring features already in the game to the mainstream audience... I lmay lack engine insights but I am stubborn and I learn fast 😅

daring wagon
#

@sleek scaffold I was talking about the nametags available through the difficulty menu. They work nicely already, "just" need some customisation capabilities.

sleek scaffold
#

@sleek scaffold I was talking about the nametags available through the difficulty menu. They work nicely already, "just" need some customisation capabilities.
@daring wagon So we must do a Feature Request on the Feedback Tracker about that customization right?

desert trench
#

it needs some thinking and discussion what sqf commands are needed to make it usable and flexible enough to replace the current scripted ones

daring wagon
#

@daring wagon So we must do a Feature Request on the Feedback Tracker about that customization right?
@sleek scaffold That's a question for a dev, but creating a ticket won't certainly hurt.

daring wagon
#

https://feedback.bistudio.com/T149837 Here is a ticket about Eden Editor's interface not getting initialised properly when the game starts directly inside a the editor via startup parameters.

sinful kettle
#

So I'm not sure about this one, but I think setAttributes shouldn't change the original text, because it returns a value right?
Currently, it appears that it does:

_t = text "Hello ";
_a = [_t];
_b = [_t setAttributes ["color", "#ff0000"]];

hint (composeText (_a + _b))
#

Both have the color red now

gray wharf
#

Yep, reported already

#

Dedmen was on it iirc

sinful kettle
#

Oh look! The feedback tracker has been fixed! 😄

sinful kettle
#

Actually, can you NOT fix that please and instead add a new command that does the same thing with the exception that it creates a new text?

#

This could cause incompatibility issues.

#

Also, it has some very cool applications!

#
_t = text "Hello "; 
_a = [_t]; 
_b = [_t setAttributes ["color", "#ff0000"]]; 
 
_tx= (composeText (_a + _b + [text "World"]));
_t setAttributes ["color", "#ffff00"];
hint _tx

It allows to change parts of the text color without "recomposing" it!

sinful kettle
#

It appears that the command is buggy and has memory management issues notlikemeow

tranquil harbor
#

on the note on nametags, Honestly wished there were customizable ones in arma, same as the radar. That stuff handled in engine would mean better performance.

sleek scaffold
#

@tranquil harbor It is a matter on who does the FT Request... devs have remained suspiciously silent despite we needing their input and thoughts about it... 😅

desert trench
#

i dont think the devs have a role in this right now - its up to "us" to analyze and provide a meaningful request

sleek scaffold
#

Guys give me your oppinions

#

I was thinking about adding a Description.ext command

#

So you have for example: reviveMode = 1; // Default: 0

#

And so we could suggest a new one...:

#

showNameTags = 1; // Default: 0

#

1 = Show for group members only

#

2 = Show for whole side

#

3 = Show for side + Other Friendly Sides

#

And additionally we could have two other Commands

spare vine
#

but those are already set in the Difficulty settings, so why define them again?

sleek scaffold
#

but those are already set in the Difficulty settings, so why define them again?
@spare vine We are talking about Name Tags similar to those that appear on units (over their heads) when you go into Spectator mode and not the "class" hint that appear on the middle of friendly units when you aim at them.

spare vine
#

so yes, it DOES exist to show nametags for friendly units

sleek scaffold
#

so yes, it DOES exist to show nametags for friendly units
@spare vine Can you link a image of it?

#

I am 90% sure those are not Name Tags in the sense of what ACE provides

#

Otherwise Ace Players would just use the ones you say

spare vine
#

try it out yourself

#

and otherwise it's not supported at all, and only with ACE/etc

sleek scaffold
#

Also, those work only when you aim at the units... we need them to be on at all times like Name Tags work on the spectator mode... so that alone makes them not similar/comparable

#

Additionally we need name tags that work independently form the difficulty settings

daring wagon
#

I am against introducing yet another system.

#

Names tags don't need to work independently from the diff settings at all

#

Plays can just define if they want them to show or not that way.

spare vine
#

but tested right now; it shows the unit name (if exists, otherwise role) when pointing at them

gray wharf
#

why not -just- a function, of course - the issue is that the game is more or less data-locked right now, maybe later

spare vine
#

wouldn't make sense to always have them above someone's head (bit annoying where there's a group of people...)

#

functions already exists, see ACE

daring wagon
#

0 - Always
1 - only when hovering / aiming at the unit
2 - On keypress show all

#

problem solved

spare vine
#

and how about "within distance"? to prevent seeing names at 2km?

daring wagon
#

That's already the case grez

#

see diff settings

sleek scaffold
#

I am against introducing yet another system.
@daring wagon They would not be intruding another system, it is already in the game!

spare vine
#

... I know

#

so if it's already in there... why add something new?

daring wagon
#

@daring wagon They would not be intruding another system, it is already in the game!
@sleek scaffold Talking about the spectator icons?

sleek scaffold
#

@sleek scaffold Talking about the spectator icons?
@daring wagon Yes sir

daring wagon
#

That system is fully scripted, no advantage over ace or similar script

sleek scaffold
#

Besides the fact that not 100% of the player base use ACE or similar scripts?

daring wagon
#

I am confused. I thought you were looking for an engine implemented system

sleek scaffold
#

I don't use ACE nor my players... and the scripted solutions are slow and cause scheduler issues in the long run

daring wagon
#

Yes, but why are you looking at the spectator script then.

spare vine
#

but Spectator is also scripted 🤔

sleek scaffold
#

I am confused. I thought you were looking for an engine implemented system
@daring wagon I never said that, only that the Name Tag functionality is already on the base game (In scripted or any form) and that why would we require modded solutions when we already have the script in the base game files

daring wagon
#

Oh I see.

#

Problem with the spectator script is, that it's really entangled into the spectator mode. Gonna be quite some work to make it work outside of it.

sleek scaffold
#

Problem with the spectator script is, that it's really entangled into the spectator mode. Gonna be quite some work to make it work outside of it.
@daring wagon Like checking the script for the part that handles the Name Tags, copying that part into a separate SQF file and enable its params to be accessible via description.ext

#

?

daring wagon
#

NOpe

#

no way 😄

spare vine
#

but that is something you can do yourself as well and have a simple script in your mission, or make a mod for it...

sleek scaffold
#

Can anyone point me to said script

#

I will do it 😉

daring wagon
#

A3\functions_f_exp_a\EGSpectator\fn_EGSpectatorDraw3D.sqf

sleek scaffold
#

A3\functions_f_exp_a\EGSpectator\fn_EGSpectatorDraw3D.sqf
@daring wagon Thank you...

daring wagon
#

So what's wrong with the vanilla nametags from the difficulty menu?

#

lack of customizability?

sleek scaffold
#

The ones that appear on the middle of the body making them hard to read, you have to aim at someone for them to work and additionally do not scale well at distance at all making them super hard to read? Those? No those are perfect 🙂

#

😋

daring wagon
sleek scaffold
#

I was on my way to doing that but got crushed in the process 😦

#

I was asking what should we suggest to be able to customize about them and then BOOM!

spare vine
#

there's a difference between requesting a completely new feature which already exists (one way or another), or asking for a minor change in an existing feature for QOL

sleek scaffold
#

Well I didn't have access to the SQF file previously so I couldn't figure in what category this request would fall...

#

That is why some of us asked for some Dev feedback

#

But a day passed and we did not get one and some suggested that we should go forward with the request

#

And then you crushed me

#

😦

#

@spare vine It is in your hands now... in your bloodied hands...

#

🤣

#

Just kidding... I guess I will be looking into this in another time

spare vine
#

I just told you that what you asked for already exits... that you actually want to do something else was not clear at that time...
And checking the wiki or going through the code yourself would have taught you how it works

#

PS. this whole discussion is off-topic for this channel...

sleek scaffold
#

The Name Tags FEEDBACK TRACKER request body is not even cold yet and you are already dodging the bullet, well played Mr.

#

😅

spare vine
#

Discussion about A3FT
not discussion about "maybe feature requests" 😛

daring wagon
#

Someone make a ticket quickly, so we don't get a warning 😄

desert trench
#

in the context of native name tags the only feasible stuff should be some sqf commands to manipulate the existing system

#

like side, distance, color, text, etc

#

thats why i suggested to compare it vs the scripted systems and determine whats essential to have to make those obsolete (besides perf considerations)

sinful kettle
solid marten
#

@sinful kettle Is this in RC?

sinful kettle
#

No. Dev branch. Also updated the info on FT.
Aren't they nearly identical tho?

tulip shard
#

i had a similar thing on rc ^ using ctrlTextSelection in a mouseholding event. didnt realise it was ctrlTextSelection though.

solid marten
#

fixed it already. will update biki

sinful kettle
#

Noice! If we could get an update this week it would be AWESOME! 🙏

solid marten
#

It appears that the command is buggy and has memory management issues notlikemeow
@sinful kettle could you elaborate on memory management issues?

sinful kettle
#

I think it might've been because of the ctrlTextSelection command.

#

My bad

#

I got crashes when I was trying to use setAttributes

#

So at first I thought that command was responsible

#

I was trying to highlight selected text so that's why

solid marten
#

ok we wait then. since ctrltextselection is in rc the fix should make it to stable

sinful kettle
#

Can you make select also accept negative length as well?

#

Like

"abcd" select [3,-4]

to get:

"dcba"
#

Or maybe an alternative command to avoid incompatibility with older scripts.

solid marten
#

Sounds like extremely niche usage, which you can already achieve if needed

_arr = "abcdefg" select [0, 4] splitString "";
reverse _arr;
_arr joinString ""; 
sinful kettle
#

isn't that a bit slow for long text?

#

lets say 1000 chars

solid marten
#
  1. performance only matters if you want to do this each frame
  2. is this something people often need to do?
#

Sounds like extremely niche usage,

sinful kettle
#

Ok

#

fair point

#

It appears that toArray/toString combo is faster

#

Like 80% or so

solid marten
#

Like 80% or so
you sure?

#

this means it is almost twice as fast

sinful kettle
#

It's even faster. Like 2.25 times.

t = "";
for "_i" from 0 to 1000 do {
t = t + " ";
};

and then:
0.18 ms

_a = t splitString "";
reverse _a;
_a joinString ""

0.078 ms

_a = toArray t;
reverse _a;
toString _a;
solid marten
#

I cannot confirm I have 30% difference at most. But this is expected, splitstring creates array of strings, strings are costly

#

perhaps reverse can be tweaked to take string

sinful kettle
#

perhaps reverse can be tweaked to take string
yeah

#

Did you try my example?

solid marten
#

yes 30 %

sinful kettle
#

maybe my CPU is too slow!

solid marten
#

bu te longer the strings the more strings splitstring has to create so it will be slower with length

gray wharf
#

and usually, a negative select would be used to get the end of a text, not reverse text ^^

sinful kettle
#

well, yeah

#

It depends on how you look at it.
For example, in SQF:

#
["hello", 4, -4] call {
  params ["_string", "_start", "_length"];
  _end = _start + _length; 
  _chars = toArray _string; 
  _select = []; 
  for "_i" from _start to _end step ([1,-1] select (_end < _start)) do { 
    _select pushBack _chars#_i; 
  }; 
  toString _select
};
solid marten
#

When you select text in edit box from right to left it doesnt reverse it

sinful kettle
#

I think this discussion was already settled...

#

well, yeah
It depends on how you look at it.

gray wharf
#

from the front end, not the back end 😄

sinful kettle
#

¯_(ツ)_/¯

daring wagon
#

perhaps reverse can be tweaked to take string
This is a good idea and probably the best solution.

sinful kettle
#

who just deleted that? It was feedback

gray wharf
#

I did, it was not?

sinful kettle
#

errors don't count as feedback?

gray wharf
#

as I said it is more of a Windows error, not an Arma one

sinful kettle
#

ok

daring wagon
alpine tulip
#

Is there any VTOL vectoring-related commands more than action commands in A3? I think there's nothing, so I wanted to make a feature request ticket

solid marten
daring wagon
#

Good catch. Can't even remember. I gonna check what's exactly not working.

#

Ah I see now. The function header had this information that the command was broken, so I just added a note to the commands description.

solid marten
#

without verifying? tsk tsk tsk

alpine tulip
gray wharf
#

isn't auto vectoring the "vertical stabiliser" for helicopter?

daring wagon
#

Can't get selectDiarySubject nor BIS_fnc_selectDiarySubject to do anything.

[] spawn 
{
  openMap true; 
  waitUntil {visibleMap && player diarySubjectExists "myPage"}; 
  systemChat "All ready";
  ["myPage"] call BIS_fnc_selectDiarySubject;
};```

Any advice?
#

The subject was created before.

gray wharf
#

["diary", "mypage"]? no?

alpine tulip
#

@gray wharf Nope, Auto Vectoring is a feature for VTOL, does change the nacelle direction automatically depends on the VTOL's (speed) status

daring wagon
#

The function wants a string not an array @gray wharf

gray wharf
#

nevermind me both then 😭

sinful kettle
#

Any idea why this causes a crash?!

findDisplay 313 createDisplay "RscTestGrids";
alpine tulip
#

You're doing in preview?

sinful kettle
#

preview?

alpine tulip
#

In Eden Editor's editing screen or preview (in-game)?

sinful kettle
#

in game

alpine tulip
#

That's why, display 313 is Eden main display and is not working in-game, and causes an CTD somehow

sinful kettle
#

Thanks for the info.
Perhaps this should be added to the wiki as well?

alpine tulip
#

Note this ASAP

#

Done

solid marten
#

@daring wagon Could you make ticket with copy paste repro I want to have a look

daring wagon
#

Yes, sure!

restive bone
#

Btw has anything been said before about the likelyhood of changes being made to the ingame server browser? I'd personally like if a tab for Favorited servers was added

solid marten
#

Are all winter maps using scripted snow?

gray wharf
#

btw, I always wanted to know how it was made
some kind of "bullet" that drops from the sky?

can we script rain?

solid marten
#

yes but not easy and it will cost

#

the drops are strips of 2d textures falling down at about 15 km/h (or m/s?)and influenced by wind and camera movement

ornate marlin
#

iirc in CUP the rain model/texture is replaced with snowflakes by script

solid marten
#

when you move towards they turn toward you

gray wharf
#

oooh, I always thought they were a fake, damageless bullet with blue tracer of some sort

solid marten
#

iirc in CUP the rain model/texture is replaced with snowflakes by script
@ornate marlin that is what I would do however the rain is made for rain so it won’t be perfect without engine tweaks

ornate marlin
#

i'm not very deep in to that matter, but that was the only way to do that at that time if i'm not mistaken

solid marten
#

still would produce decent effect if you mod out rain sounds

restive bone
#

furretwoah You can slow down the rain?

solid marten
#

yes search RainParticles in cfgworlds

restive bone
#

I dont have a clue what that cfgworlds is but good to know that its possible to slow down the rain, thank you blep
(as in I can guess what it is but I've never worked with cfgworlds)

solid marten
#

the one major major advantage of using rain for the snow is that it won’t snow in building or vehicles

gray wharf
#

could make SnowParticles :3

ornate marlin
#

still would produce decent effect if you mod out rain sounds
i'm trying to make snow sounds for over 2y now to replace them for winter maps... 😄

gray wharf
solid marten
#

lmao

desert trench
#

@deft marsh made snow using the rain particles

deft marsh
#

iirc in CUP the rain model/texture is replaced with snowflakes by script
its replaced in config, no script involved, system uses engines rain function.

ornate marlin
#

oh, right then 😄

solid marten
#

its replaced in config, no script involved, system uses engines rain function.
@deft marsh which maps it is in? can I see video?

deft marsh
#

any cup winter map, just set the same overcast as you would to make it rain

solid marten
solid marten
#

nice, do the particles annoyingly change size when you start running?

deft marsh
#

iirc no, i tweaked the settings (number of particles) to a comfortable level before i sent it to CUP

#

it is possible to have it set so high that it starts to impede performance, so i 'tuned' it to avoid that.

#

also iirc with the new dust config for terrains authors should be able to add proper vehicle dust particle effect for winter environment.

#

if you have cup-core and cup-maps you can look for yourself 🙂

solid marten
#

there is no param for how many particles to create in RainParticle config

#

also you don’t need to create more particles to increase density, just decrease spawn radius

deft marsh
#

min/maxRainDensity controls the strength(density) of the effect, effectRadius is the distance of the effect from player camera.
so yes, there is no direct control of particle numbers per se, its min/maxRainDensity * Missions' Environment Rain setting (for how rainy (snowy) it is).

solid marten
#

no mindensity is min density of the rain at which start creating particles. rain density is 0...1

#

don’t remember seeing max density

#

so if min density 0.5 and setRain is 0.49 you won’t see rain.

#

maybe this is done for different types of rain

deft marsh
#

yeah also need overcast greater than 0.5

#

i can pm you my commented config if you need it for that.

solid marten
#

overcast is different story, talking about rain particle config. let me quickly check something

#

yeah there is no max rain density

#

// minimum rain strength when the rain effect is applied float _minRainDensity;

#

If you ask me this is pretty useless

#

as it should be quite small value 99% of the time

solid marten
#

@deft marsh Found min max density but it is in rain config. don’t need to touch that

desert trench
solid marten
#

Not low effort

desert trench
#

how comes?

solid marten
#

because of inheritance. scalar error could be caused by many different types trying to be passed as scalar. To hunt down which type you need to add this message to every type, hardly low effort. and this is just one small example.

gray wharf
#

Unsupported language English in stringtable
could maybe be enhanced by the missing translation's key? that's the only "simple one" I see from outside

solid marten
#

not saying it should not be done, but calling it simple and effortless is wrong

sinful kettle
#

Feature Request:
Is it possible to add a command that finds if an element from array1 is in array2? findIf is too slow for my use. arrayIntersect is better but a waste of performance (also, given the fact that it runs unscheduled, it can result in an FPS drop if you're working with large arrays)
So in short, what I want is a command that combines both of these commands and returns an index similar to find.
something like:

array1 findIn array2

which gives the index of the first element from array1 that's in array2. Currently, it would be:

array1 find (array2 arrayIntersect array1 select 0)
or
array1 findIf {_x in array2}

both are not optimal.
example:

[1,2,3] findIn [5,3,2]

returns: 1 (i.e. the number 2 from the first array)

desert trench
#

simple and effortless

#

not what i said 😉

#

and ofc we cant judge the actual effort involved - yet compared to anything new, adjusting should be usually easier, right?

daring wagon
#

array1 findIf {_x in array2}
This is already pretty fast? What are you trying to do? Do calculations to send a rocket to the moon?

gray wharf
#

even that was done with less than a smartphone power :D

daring wagon
#

Yeah true, which is amazing.

sinful kettle
#

This is already pretty fast
No. It's very, very slow.
compare

[1,2,3,4,5] find 5

with

[1,2,3,4,5] findIf {_x == 5}

Now imaging an array with some thousand elements...

restive bone
solid marten
#

Anyone has a quick example of driver pylon?

gray wharf
#

the NATO attack helicopter yes

#

the pilot has tube rockets that can change depending on the preset

solid marten
#

what are the pylon numbers/names for driver control?

gray wharf
#

don't know, I am at work (well, you are too) 😬

alpine tulip
#

Pawnee has 1 and 2 pylons and both are driver control by default IIRC?

daring wagon
#

Is there are reason that

onEachFrame {AA doWatch position Plane};
#

behaves totally differnt than

AA doWatch Plane;
#

The second example doesn't really work at all. The AI gun just aims randomly to the ground only rarely aiming at the Plane

#

Where as doWatch position works very nice but is not updated constantly so it needs to run in a loop

gray wharf
#

doTarget?

daring wagon
#

Yeah, that works as the first example above

gray wharf
#

I would guess "doWatch", "glanceAt" etc are "AI-attention connected"

#

like "hey, a new interest point" and not "STARE AT IT" anymore

daring wagon
#

hmmm

alpine tulip
uncut briar
restive bone
gray wharf
#

it's a boeing aircraft 😄

daring wagon
spare vine
#

Technically it's correct behaviour, since you're still setting the attributes (even when default). But I agree that it would be nicer to have a check in place will will remove attributes when a default value is used.

daring wagon
#

Technically it's correct behaviour, since you're still setting the attributes (even when default).
@spare vine
I feel like it's kinda contradictory because then, all attribute should be added to the mission.sqm no matter if they were edited once.

spare vine
#

If you don't set the attribute, it falls back to default, otherwise use the given value (no matter if it matches default).
That's normal behaviour to me.

daring wagon
#

True, but if an attribute was never changed, the default value will not even be written to the mission.sqm thus will not be executed, so why would the default value stay in the mission.sqm once the attribute was reset. That's what I think is contradictory.

alpine tulip
#

Are forceWeaponFire, BIS_fnc_fire or such “force fire” commands/functions affected by weapons configs such as aiRateOfFireDispersion or aiRateOfFire when the unit is an AI? I think it should be affected by reloadTime only?

#

eg, it seems impossible to make it happened to make an AI shoot his MX in full auto via bunch of forceWeaponFires, but AI doesn't want to shoot it in actual RPM

#

(Or, am I missing something?)

alpine tulip
#

Nevermind, my script went wrongly it seems

daring wagon
#

Something seems to be wrong with the changelog formatted in the launcher. The line spacing seems to be different. Just a minor thing I noticed.

restive bone
#

Yep same here

gray wharf
#

Dedmen brokeded it :U

restive bone
#

Brokeman blep

fickle root
restive bone
#

I've seen stuff like that happen a fwe times, not sure what causes it

alpine tulip
#

That spacing is common. Since it can't break a line in the “looong word” addWeaponWithAttachmentsCargo, the engine decides to make a spacing before the “word”

gray wharf
#
text-align: justify;
restive bone
#

And I doubt thats really the end of the ticket list since thats only December of 2019

untold sky
#

any chance for rpt logging be improved please?
https://feedback.bistudio.com/T153041
https://feedback.bistudio.com/T153042

should be very low risk and effort but help a good deal
@desert trench
yeah I have a nice idea on how to solve that. But I think that needs approval, I'll see probably next week
I'll pick at RPT logging anyway in the next weeks (atleast i currently plan to do that...).

Also after two weeks absence I'm back now :u

restive bone
#

Welcome back ablobdoggowavereverse

daring wagon
#

Is there a specific reason that there are no commands to set the URL and shortcut of a menu strip item? There is only menuURL and menuShortcut as well as menuShortcutText Would be nice to have those 😬

untold sky
#

@desert trench check update on ticket.
For most errors I'll need a repro, to then see what info I could add to it

desert trench
#

that will be tricky to some extent as due to their obscurity, the context often not really clear

#

added some info/context. a good chunk of these just happen by loading A3 itself or some bigger mod (in rpt/debug.log at the top/from game loading up)

#

overall file+line would be most relevant (not more info about the issue itself)

untold sky
#

line is often hard to do.
Only one I found was the unsupported stringtable thingy.
None of the others printed on startup with few mods

gray wharf
#

stacktrace to be vanilla soon\™

daring wagon
sinful kettle
#

Another error I know:

bin\config.bin/____.ConnectTo: Bad move AnimName
bin\config.bin/____.interpolateTo: Bad move AnimName
Meaning that the AnimName defined in ConnectTo or interpolateTo properties doesn't exist.

untold sky
#

but that already gives you the full config path, what else do you need? name of config.bin/cpp file where that came from?

#

I have something very nice I'm trying right now, we'll see how that works

#

hint parseText "<t xxx='%1'>t size='1' align='center' valign='middle'>%2%3 </t>";

Before:

Unknown attribute xxx

After:

15:43:16 \/Context:     [] L1 ()    
[] L25 (A3\functions_f\Debug\fn_debugConsoleExec.sqf [BIS_fnc_debugConsoleExec])    
[] L25 (A3\functions_f\Debug\fn_debugConsoleExec.sqf [BIS_fnc_debugConsoleExec])    
[] L1 ()
15:43:19 Unknown attribute xxx

Debug console is a boring example, but you get the gist?

If you cause RPT error while you were in script, so if your script caused it, it'll print the script callstack as part of the context

#

Probably only with -showScriptErrors, as that would otherwise make normal players logs too big, and ofc also has some performance impact

daring wagon
#

What does 15:43:16 \/Context: [] L1 () and [] L1 () L for the line I guess

untold sky
#

[scopeName] LineNumber (filename)

#

That L1 thing is just
(_this select 0) call (_this select 0)
only one line, no filename.
Might filter these out? not sure, might be useful to see sometimes

#

That's just same callstrack as ArmaDebugEngine

daring wagon
#

Sounds like we need -showDetailedScriptErrors 😄

gray wharf
#

-showScriptErrorsButNotTooMuch

untold sky
#

My thinking is, player doesn't want these, but developer does.
If you set -showScriptErrors you'll be a dev in some way

daring wagon
#

Yeah true.

desert trench
#

well imo lines is not as important - most important is the context of the error

#

like stringtable key/term, variable, class

#

with this you have at last something to narrow it down

#

on another note are these crashes still desired to be submitted?

Forced crash: array access out of range: 23 index: 23


Exception code: C0000005 ACCESS_VIOLATION at 1063E0C0

i think to remember BI devs asked specifically about these

untold sky
#

yeah like, your stringtable with no actual key, is probably a "localize" call in script. So printing script callstack will be most useful for that

#

Yes please submit these crashes, these can literally be anywhere so we'll need crashdump, better logging for that is not feasible

desert trench
#

ok. send in via Dwarden or FT?

untold sky
#

FT, can't do crashdumps currently tho, so some delay

desert trench
#

done

#

Error in expression <tion";
_rand = random 8;
_soundslist = [_sound1, _sound2, _sound3];

Error position: <_sound1, _sound2, _sound3];

Error Undefined variable in expression: _sound1

Error in expression <floor(random(count _soundslist)));

if (_soundselected != "") then {
_agent say >
Error position: <_soundselected != "") then {
_agent say >
Error Undefined variable in expression: _soundselected

these are from fsm, but i think can also happen in other context (sqm?) - feasible to get the error context (file+line) for these?

sinful kettle
gray wharf
gray wharf
#

't was! can be closed ^^

fickle root
gray wharf
#

haaah, nice!

fickle root
untold sky
#

Need a FT moderator 😭

gray wharf
#

@untold sky 🖐️

sinful kettle
#

Me! 🖐️

untold sky
#

Yeah get that other thing we talked about and you can hopefully do that too :D
I need someone who's NDA'ed to handle that stuff too, not so easy 😄

gray wharf
#

Yeah get that other thing we talked about and you can hopefully do that too :D
(me?)

I need someone who's NDA'ed to handle that stuff too, not so easy 😄
I have been NDA'd enough in the past, I am NDA'd by default now :D

restive bone
#

I have been NDA'd enough in the past, I am NDA'd by default now :D
NDA collecting Simulator

untold sky
#

@gray wharf would you do it if we can do it?

#

just editing tickets basically, getting rid of garbage, updating status when released.

gray wharf
#

well, if I offered, obviously not

untold sky
#

lou just piling more work on himself

restive bone
#

heh heh_r Reminds me of someone else in this discord

untold sky
#

just a matter of time till Lou gets a actual job out of that stuff 😄

gray wharf
#

if it is remote, I might

#

that's my life goal so far, a job I can do from anywhere around the globe (…thanks, COVID)

restive bone
#

Lou Montana - Community Wiki and Feedback Tracker manager at Bohemia Interactive heh

gray wharf
#

right now it's benevolent, so don't put stress on me okay? 😄

deft marsh
#

don't forget "Farmer of Dad Jokes", its most important title.

restive bone
#

Ooooh yeah

gray wharf
#

Thank you, thank you! I would like to thank my family, my friends…

daring wagon
#

I would volunteer as well. Have been under NDA as well 🙂

restive bone
#

I dont know if the NDA I've been under is NDA-y enough blobdoggoshruggoogly

untold sky
#

For now only one, to see what will go wrong and how well/not well it works :D
Its not 😉

restive bone
#

awe Guess I gotta get invited to more secret stuff to get one of the fancy NDA's

daring wagon
#

Does that mean I can spam Lou now with my old tickets so he closes them ? 😄

gray wharf
#

YES

#

I will keep them on my "open" tab 😁

#

For now only one, to see what will go wrong
and you pick me as a crash dummy?? :U

…understandable 😄

daring wagon
#

Want them tickets as DM lou?

gray wharf
#

when I get elected :p

#

I will not forget you, random citizen! you made me where I stand today!

sinful kettle
#

Can we maybe get "feedback moderator assistant" roles and a new channel to report them more officially to Lou?!

daring wagon
#

Feedback Moderator assistant 😄

sinful kettle
#

It's a thing! 😄

daring wagon
#

Master of Feedback Moderator Engineering

restive bone
#

?!
damn lou hasnt been elected yet and already has people angry at him heh

gray wharf
#

Feedback Moderator assistant junior trainee*

#

well, this channel is for feedback discussion, so 😄

sinful kettle
#

You can drop the "assistant" if it doesn't sit well with you! 😄

#

Just "feedback moderator"

ornate marlin
#

@untold sky
If there is a list for FT mods, you can write me up too. Signed NDA in 2018 iirc (not sure if still valid) and am familiar with phabricator

untold sky
distant belfry
#

Not sure if this has been mentioned already, but:
Issue: VON in Audio settings does not increase player audio for vanilla radio. Currently, only effects increase player volume.

If a hotfix is coming at some point, that'd be splendid. I'm not sure if this is possible, but while we're at it, can you bind Direct Chat to VON too? I'd love to hear people talk in direct by just turning my VON up, not effects.

fickle root
#

Why NDA if it's just closing tickets?

#

Or is it because of hidden tickets, containing repros for expoits/cheats?
Or because the person in question then also has access to internal FT as well?

uncut briar
#

Not every ticket in FT is public.

untold sky
#

@distant belfry already fixed that, but no ETA to release

#

can you bind Direct Chat to VON too?
also done, but not sure if that'd be included in a potential hotfix

#

Its because hidden tickets.

desert trench
#

is there a chance to see this fixed with a FT report and demo?

untold sky
#

would need to look at code

#

and won't do that without ticket in todo

#

can still say "too much work, won't do" after we have a ticket and stuff

desert trench
#

roger

alpine tulip
#
keyName 4.87654e+008```returns```"""Left Ctrl+"""```, instead of `Left Ctrl+Sec. Mouse Btn.`. This is a bug right?
sinful kettle
#

I think it's due to the floating point error

alpine tulip
#

It's the default Optics Mode keybind, but keyName fails

sterile nova
#

Pretty sure there is already ticket for that.

sinful kettle
#

@solid marten Can you change compile so that it keeps the #line directive even if it's invalid?
What I want to do is:

compile "#line 1 ""noFile""
a a"

So that it shows the error properly, as in Error in noFile, line 1. Missing ; (similar to preprocessFileLineNumbers)
Right now, it simply removes it and I just get Missing ;, without telling me which line the error occurs at.

tulip shard
#

try this @sinful kettle

private _line = format ["%2%1line 1 ""noFile""%2%2", "#", toString [13,10]]; 
private _string = _line + "a a";
compile _string
21:43:36 Error in expression <
#line 1 "noFile"

a a>
21:43:36   Error position: <a>
21:43:36   Error Missing ;
21:43:36 File noFile..., line 2
daring wagon
#

Is there a way to add a single ticket into a custom query on the feedback tracker?

sinful kettle
#

@tulip shard Wow! Thanks a lot!
I also noticed that this works too:

private _line = format ["%1line 1 ""noFile""%2", "#", toString [10]];  
private _string = _line + "a a"; 
compile _string

So I think I should've used the unicode next-line char instead of putting a next-line there myself!
what is the [13] character? Is it \r? (so toString [13,10] means \r\n)

tulip shard
#

yes i believe it is \r\n

sinful kettle
#

Interesting. Thanks again!

untold sky
#

@alpine tulip the number you wrote there, is not the actual number you gave to keyName, as said, floating point error, you can't.

#

I want to fix that, but deffo not soon

alpine tulip
#

Ohh... the key presets config says so but is that just something illegal for keyName?

untold sky
#

the number is too big

#

you cannot write that number to make it work

#

the number you write, is never the number that comes out

#

you write one number, but actually you get out a different number that corresponds to a different key

#

just look up floating point precision on google or something

alpine tulip
#

Ah, that kind of thing. I think I get the issue

desert trench
naive ledge
#

Just thinking, one of solutions for key binding floating point error is to use stringified large integers. thonk

sinful kettle
#

That's still subject to the same errors when you think about it.

untold sky
#

how?

#

I don't see how

#

But why use string large numbers if you can use names

sinful kettle
#

how?
how it doesn't work?

untold sky
#

yeah

naive ledge
#

Stringified hex or decimal int to native int conversion is not subject to precision error or anything of this kind

sinful kettle
#

Are you sure? I was actually gonna test this right now.

naive ledge
#

Of course, when you convert an uintXX to a string in hex form, it's straightforward, half-bytes are mapped to chars and that's it

#

If such thing was used for these control mappings in the script side, this would help avoid all the problems people have with floats currently

sinful kettle
#

hmm

#

what is the maximum value possible for a keybinding?

naive ledge
#

I don't know, what do they use, 32 bit or 64 bit integer? I forgot that

sinful kettle
#

32 bit I think

untold sky
#

integer?

#

wat?

naive ledge
#

It's int in the engine but float in sqf those some conversions are weird as far as I understand

#

So I just proposed, if key codes were strings and not floats in sqf this would solve the conversion problems.

untold sky
#

yeah I know that ^^

#

new keybinding system will solve all that if it happens

naive ledge
#

Why are you surprised then? 😆

untold sky
#

who was surprised where?

naive ledge
#

integer?
wat?

untold sky
#

yeah dunno why integer

#

everything SQF is float

#

not integer

sinful kettle
#

aren't booleans integer?! (I mean technically)

naive ledge
#

I meant that in the engine it's int, or bit field maybe

untold sky
#

wat

naive ledge
#

aren't booleans integer?! (I mean technically)
Yes, compilers implement bools as some form of integer type as I know. Don't know if they use one byte or a full word.

#

wat
wat wat

daring wagon
solid marten
#

gracias

unborn acorn
gray wharf
#

no u

gray wharf
slow shoal
#

What's the protocol if a 5 year-old submitted issue has been assigned to someone with no activity in the last 4 years but the issue is marked as high priority? Seems like things get lost and I'm just curious if there's anything us lowly users can do to help this kind of thing

finite anvil
#

is it intentional that

supportInfo "i:*"
``` returns `[["b","*","*","a multiplied by b","iCounter*3","","SCALAR,NaN","SCALAR,NaN","SCALAR,NaN"]]` aka the info about the multiplication operator and not as a wildcard as with
```sqf
supportInfo "t:*"
```?
solid marten
#

it’s intentional there are no wild cards with i filter

fickle root
#

also ED-1 are called UAV instead of UGV, for some reason. but they can't fly, so A - aerial is not correct, but G - ground is

solid marten
#

How else are you supposed to switch to gunner turret?

#

can you actually enter the drone? I can’t see this on video

fickle root
#

can you actually enter the drone? I can’t see this on video
@solid marten Yes, you can. That's what I show in my video, if you look closely.
Since you have the "To gunner's seat", after you first select "Take UAV controls", which isn't present on any other armed UAV/UGV.
After you select "To gunner's seat", you can't do anything then, like shoot, control the gunner turret, switch back to driver or disconnect from UGV. You have to respawn or reconnect to the server.
How else are you supposed to switch to gunner turret?
@solid marten well, like any other armed UAV/UGV, by selecting "Take UAV turret controls" (gunner), instead of "Take UAV controls" (pilot/driver)

solid marten
#

ok thanks

sterile nova
#

ED-1 is called tank (which is wrong ofc), not UAV. AI inside is called UAV - probably you have ejected AI by that action

#

in any case, you shouldn't spawn non full crew on UGV

solid marten
#

@fickle root ⬆️

daring wagon
gray wharf
#

…I quit

untold sky
#

but whai you subtask :u

gray wharf
#

he no like mi, das y

desert trench
#

another VON report with good detail and repro steps

daring wagon
#

but whai you subtask :u
@untold sky Is there another way to group items? I asked in Feedback Tracker channel but got no answer.

untold sky
#

not really.

#

But can just make a link list 😄

daring wagon
#

For me subtasks were easier since no copy and paste was needed 😛

fickle root
#

AI inside is called UAV - probably you have ejected AI by that action
by which action? "To gunner's seat"?
this action shouldn't be there in the first place, like it isn't there in any other armed UAVs/UGVs.
I haven't ejected AI, since when I respawn and reconnect to it, I still can "Take UAV turret controls" and shoot with it or rotate it, so the AI is still there.
in any case, you shouldn't spawn non full crew on UGV
@sterile nova the crew is full and no AI gets ejected by "To gunner's seat", since I still can "Take UAV turret controls" and shoot with it or rotate it, after I respawn.
The only thing which is wrong is that there shouldn't be the action "To gunner's seat", like there isn't one one any other armed UAVs/UGVs, that's it.

Also, please see this post. Thx
https://discordapp.com/channels/105462288051380224/108187245529268224/766465505912815617

sterile nova
#

I'm pretty sure you have only driver on that mini ugv

fickle root
#

well, if the crew is not full, how am I able to control the turret then, by selecting "Take UAV turret controls"?

#

anyways, "To gunner's seat" shouldn't be there, like it isn't on any other armed UAV/UGV

sterile nova
#

AI switch seat

#

it's not there if you spawn full crew

fickle root
#

when I buy/spawn any other UAV/UGV, there is no "To gunner's seat", which is how it should be

sterile nova
#

I guess spawning script issue?

gray wharf
#

buy? ^

fickle root
#

no

#

ok, I will place one and connect to it in the editor and result should be same then, if I'm correct

fickle root
#

have now checked in the editor and everything works just fine, but in the editor it's called ED-1D Pelter and the one we have in the mission is called simply ED-1D, without Pelter

sterile nova
#

CSAT version has different name

fickle root
#

oh, ok. have spawned it as well in the editor and also no such problem

#

don't know why this action is then visible in our mission

sterile nova
#

because there is no gunner

#

try this when controlling mini ugv
deleteVehicle ((crew cameraon) # 1)

fickle root
#

while on driver seat or after selecting "To gunner's seat"?

sterile nova
#

while on driver seat - it will show you "to gunner's seat" option after that

fickle root
#

well, now we're playing NATO and not CSAT anymore, but I see it's the same problem with ED-1D Pelter, so I guess I can try what you suggested on it as well

#

while on driver seat - it will show you "to gunner's seat" option after that
the thing is is that it shoes me "To gunner's seat" directly when I "Take UAV controls" (get in as driver), so I don't even have to execute what you gave me

#

this is what's executed in the mission, when you press "BUY"
private _onVehicleCreated =
{
params["_vehicle"];
if (unitIsUAV _vehicle) then
{
createVehicleCrew _vehicle;
(group _vehicle) deleteGroupWhenEmpty true;
((crew _vehicle) select 0) triggerDynamicSimulation true;
[EVENT_NAME_UAV_CREW_CREATED, crew _vehicle] call FFAEventBusTrigger;

_vehicle call FFAUavUpdateOwnerInfo;
_vehicle setVariable [UAV_OWNER_UID, FFAPlayerUid, true];

0 remoteExecCall ["FFAUavSyncList", -2, false];
};
};

sterile nova
#

I mean, you can use code that I posted to reproduce it outside of exile

#

maybe createVehicleCrew is broken then for UAV? 🤔

fickle root
#

you know better, I suppose

#

can't tell you.
but everything works fine for other UAVs/UGVs, so...

#

Oh... wait, "bought" MQ-12 Falcon now and same issue

#

"bought" UGV Stomper RCWS and no such issue. same script used always

sterile nova
#

tried createVehicleCrew on empty mini ugv and I don't have that "to gunner's seat" option

fickle root
#

so I just uncheck spawn with crew inside?

sterile nova
#

yea, or hold left alt when placing vehicle

fickle root
#

so when I place empty ED-1D, then "Take UAV Controls (connect to driver seat), then execute deleteVehicle ((crew cameraon) # 1), I then see "To gunner's seat" and no possibility to do "Take UAV turret controls"

sterile nova
#

it wasn't empty if there was "Take UAV Controls " option

fickle root
#

without executing deleteVehicle ((crew cameraon) # 1), there is no "To gunner's seat" and it's possible to "Take UAV turret controls"

sterile nova
#

if it was empty then you would have "Hack" option

fickle root
#

well, I unchecked so it doesn't spawn with crew inside it

#

I've hacked it first, yes

#

forgot to mention it

sterile nova
#

yeah, hack is replacing crew of UAV/UGV 😄 if it's missing, then it's creating new one

fickle root
#

so what does this all mean?

#

problem with createVehicleCrew?

sterile nova
#

that placing empty UGV was pointless to repro it

#

createVehicleCrew works correctly in SP - I haven't tried MP though

fickle root
#

well, mission is MP, obviously

#

but why then it works for Saïf UGV for exemple

#

there is driver and gunner and there isn't "To gunner's seat"

#

in our MP mission

sterile nova
#

no idea but there seems to be some issue with spawning crew of mini ugv

#

could you try it outside of exile?

fickle root
#

well, it's not exile, but Evolution PvE mission.
I could try it, but the problem is that I don't know what to type as scripts, since I'm not the person who does the scripts in our mission and have no knowledge of scripts.
if you could tell me what exactly to exec in the console, I can check it then

fickle root
#

Oh and I see that ED-1D has no manual fire option, despite having a gun. other armed UAVs/UGVs have manual fire option, like Saïf or Stomper

sterile nova
#

by design - that parameter was clashing with science equipment of other ed1e

fickle root
#

reyhard, tried in the editor on all other UAVs/UGVs present in the game your "useless to repro" deleteVehicle ((crew cameraon) # 1) after "Hack" and "Take UAV Controls" and none of them had the option "To gunner's seat" appear after executing this, except ED1-D and ED-1E

sterile nova
#

what about MQ-12 Falcon ?

fickle root
#

Falcon also no "To gunner's seat" after executing your stuff, in the editor. But "To gunner's seat" is present on Falcon in our MP mission, using the script to "buy" it I showed you before, but not present on Saïf or Stomper, in our MP mission

#

so I guess I have to try all the UAVs/UGVs present in our MP mission

#

maybe in the editor other UAVs/UGVs didn't have "To gunner's seat", because some of them have only 1 seat in total you can take and others have both, but they have "Manual fire" option that ED-1D/E don't have?

sinful kettle
#

R3vo added a comment to T141036: CTD: Opening display RscTestGrids.

Seems to be fixed.
I see R3vo has already become "feedback moderator assistant"! 🤣

fickle root
#

Reyhard, sorry, have checked once again, in our MP mission and Falcon is also working fine, like in the editor.

#

So it's only ED-1D/E that have "To gunner's seat" problem, in our MP mission
or in the editor, after deleteVehicle ((crew cameraon) # 1)

#

other UAVs/UGVs after "Hack" in editor or after buying them using the script createVehicleCrew in our MP mission, are not affected at all, after executing deleteVehicle ((crew cameraon) # 1)

#

so the problem with "To gunner's seat" action present on ED-1D/E once you select "Take UAV controls" is then real and reproduceable in editor and in MP

#

the only difference is that in the editor, after you "Hack" and "Take UAV controls", you have to exec deleteVehicle ((crew cameraon) # 1) for "To gunner's seat" action to appear
vs.
in our MP mission "To gunner's seat" action is directly available after "buying ED-1D/E using our script with createVehicleCrew

sterile nova
#

Have you tried debugging your script perhaps? Like trying removing createvehiclecrew

#

I tried it in mp and its working fine

#

So no idea what is happening in your mission

#

Gunner seat

fickle root
#

haven't since I don't know how to do it. will ask the person who writes scripts to do this

#

have you used createVehicleCrew or not?

untold sky
#

I hope you're copy pasting all that info into a ticket meowtrash

fickle root
#

even better described in the ticket )))
https://feedback.bistudio.com/T154433 - Tank AI commander with 0 ammo, makes player as gunner reloading 7.62 mm coaxial machinegun after each shot, if/after enemy AI get spotted

sterile nova
#

I've seen some ticket about it somewhere on official bug tracker too but it had some really weird name

fickle root
#

and this also needs to be fixed, because it's deadly, when you switch seats and the turret is not where it should be (like on most other armor).
so you have to rotate it to where it should be first, before shooting and it can often enough be already too late, since you can easily get hit by enemy while spending time rotating the turret to where it should have been initially, if it was done/working correctly.
https://feedback.bistudio.com/T148411 - List of vehicles with commander turret not returned back by AI to vehicle's direction, when player switches to another seat

fickle root
#

reyhard is there a reason why when you order AI gunner to fire from commander seat, it only fires missiles and from 120/125 mm cannon, but not from 7.62/12.7/30/40 mm as long as you keep pressing LMB/Ctrl+LMB?
It's because if they could, they would have fired only 1 bullet each time you press LMB/Ctrl+LMB and then you would have to press again to fire each next bullet?, so not possible to keep firing as long as you keep LMB/Ctrl+LMB pressed?

sterile nova
#

Coax mg routine is more autonomous - ai fires at enemy targets automatically unless you order hold fire

#

Therefor, orders work for mgs more as a toggle

fickle root
#

reyhard is there any reason why in Panther and Bobcat you as commander can manually fire the guns, even when turned out, but not for any other armor?

gray wharf
#

wait, don't use up your reyhard time on only possible issues, keep him focused on potentially fixable bugs 😄 devtime is a limited resource after all!

fickle root
#

Other armor is missing "Manual fire" when turned out as commander or it's there, but doesn't let you give orders to the gunner or it lets you give orders, but they don't get executed, even if it's missiles or 120/125 mm cannons

#

The bug is either Panther/Bobcat commander being able to use gunner's gun to remotely fire when turned out as commander, other armor not being able to do same or other armor having Manual fire when commander turned out, despite it not being supposed to work

#

wait, don't use up your reyhard time on only possible issues, keep him focused on potentially fixable bugs 😄 devtime is a limited resource after all!
@gray wharf there are 4 very important tickets I still can't finish since a long time, because it's very time consuming, since it has to be manually checked for each object and structure in Arma.
It's all the objects/structures:

  • through which grenades should be able to pass through, but can't
  • through which grenades shouldn't be able to pass through, but can
    -through which AI can see and shoot, but shouldn't
    -through which AI can't see and shoot, but should
sterile nova
#

@desert trench it can be partially solved by adding weaponLockDelay. @simple shuttle was testing it on PSZ mod

#

as for manual fire - isn't it because of FFV?

desert trench
#

hm interesting idea

#

it would need canLock then for the ammo, right? checking BIKI

sterile nova
#

afair no. You can check how it works in PSZ

fickle root
#

Actually not really, since for most armor there is no FFV for commander(s).
So you can select "Manual fire" when turned out, but it doesn't work at all

#

So I wanted to clarify before making a ticket or several of them, depending on your response

sterile nova
#

dunno, it's working for me when there is no FFV 🤷‍♂️

#

t100 - working, FV-720 - not working due to FFV

fickle root
#

For few vehicles where turned out commander can FFV, there is no "Manual fire" available and this is what I wanted to be adressed as well, since it should be possible?
Because when you're as driver with horn or as commander turned in with available commander gun by pressing LMB, you still can order to fire or change ammo type by bypassing LMB with Ctrl+LMB.
So I imagine one could make bypass FFV with LMB also with Ctrl+LMB

sterile nova
#

no idea, sounds like a new feature then

fickle root
#

Also I see there is armor, where there's no FFV when turned out, because of textures hindering the potential movement of the rifle to aim.

#

But there is other armor and seats where you can turn out and there is nothing hindering the potential movement of the rifle to aim/shoot properly, but for some reason(s) FFV is not done there

fickle root
#

t100 - working, FV-720 - not working due to FFV
@sterile nova you most certainly have only checked if "Manual fire" action is present on Varsuk or not - not if it's working or not.
You can select "Manual fire" in Varsuk when turned out as commander, yes, but you can't shoot with LBM or Ctrl+LMB - nothing happens. Same goes for both Rhinos and Kuma. Works fine on Angara and Slammer.
They all have "Manual fire", but once selected - nothing happens when pressing LMB or Ctrl+LMB.
https://www.youtube.com/watch?v=VeULs6mb11M

  • on Varsuk and both Rhinos, when turned out as commander, you can give order to AI gunner to fire 125/120 mm cannon, but nothing happens. Works fine on Angara, Slammer and Kuma.
    https://www.youtube.com/watch?v=7XhtJ5Eau60
  • on Kamysh, when turned out as commander, you can't even give any order at all, to change ammo type, to cycle to 2 Titan AT missiles and to order to fire them - nothing happens. Works fine on Gorgon with same turret.
    https://www.youtube.com/watch?v=sRG12oSrpVE

Slammer is the only tank to have FFV for commander. Varsuk, Angara, Kuma and Rhinos don't have FFV for commanders

I can make a ticket about all of this or split it in several separate tickets.

sterile nova
#

I can fire with LMB on t100 commander seat with manual fire

fickle root
#

like you can see in the vid attached - I can't. no mods and current stable. and never could, even <2.00

#

and I haven't unassigned/changed any buttons, like LMB, otherwise it wouldn't have worked to fire with no problems from other tanks

sterile nova
#

not sure then but I was able to do it

fickle root
#

@daring wagon @uncut briar can you please spawn T-100 Varsuk in the editor with full crew and as commander turn out, select "Manual fire", switch to 125 mm cannon and see if you can fire it simply by clicking on left mouse button or if it's not working (nothing happens)?

uncut briar
#

No, please don't ping me for such stuff.

fickle root
#

reyhard I'm running 2.00.146773 (current stable) + Arma 3 Apex keyboard preset.
do you run same build and also A3 Apex keyboard preset or do you use different build and Arma 2, Arma 3 or Industry Standard keyboard preset?

#

in my video, me as commander in Varsuk, you can even see the order to fire 125 mm cannon several times in the chat and you can also hear the order each time I press LMB, but AI gunner doesn't fire it

gray wharf
#

@fickle root indeed please don't tag other members for your own issues, thanks. /mod

fickle root
#

reyhard, I found the culprit!!! The problems I have are when I play with Arma 3 Apex keyboard preset. when I switch to Arma 3 keyboard preset, Varsuk works fine!

#

so the problem is then still there. Selecting Arma 3 Apex keyboard preset shouldn't break anything (while it does break it)
since in Arma 3 Apex keyboard preset, buttons to fire and change ammo type, LMB/Ctrl+LMB and F/Ctrl+F are same as for Arma 3 keyboard preset

gray wharf
#

but it is hopefully not an engine issue - just a keybind issue, phew

fickle root
#

so then I will make a ticket, since my videos above are valid, provided I use Arma 3 Apex keyboard preset, instead of Arma 3 keyboard preset

finite anvil
#

Is it a known problem that arma3diag wipes an eden mission when trying to preview in MP?

alpine tulip
#

Diag doesn't have MP IIRC?

finite anvil
#

might not but still wipes the mission in eden

fickle root
#

https://feedback.bistudio.com/T154445 - BTR-K Kamysh has no possibility for player as commander to cycle through different armament types (Ctrl+F), when turned out, unlike AFV-4 Gorgon with same turret/armament

gray wharf
#

thank you very much for this report, you spent some time on this issue

#

btw, was this "open/closed window LOD" thing mostly solved in 2.00, and remaining only a couple?

fickle root
#

https://feedback.bistudio.com/T154446 - Left Mouse Button and Ctrl+LMB don't work to manually fire or order the AI gunner to fire from 120/125 mm cannon, when player is turned out as commander (using Arma 3 Apex keyboard preset) in T-100 Varsuk and Rhino MGS (UP)

desert trench
#

@finite anvil wipe in what sense?

finite anvil
#

on diag in eden try to preview a mission, all mission objects are deleted and the mission is saved instantly

untold sky
#

Ticket please

#

sounds plausible

#

though not sure if worth fixing

finite anvil
#

hmmm actually its not "really" wiped. it just empties all mission objects but you can reload the mission again.

gray wharf
#

cleared, but not saved?

finite anvil
#

it's weird

#

I'll make a FT ticket with a video

finite anvil
simple shuttle
#

@desert trench just beware AI will not fire automatic weapons from vehicles if they have weaponLockDelay, so use it either for main guns or infantry weapons.

desert trench
#

thanks 🙇 the main gun is the main culprit. so should be fine 🙂

hollow kelp
#

Hello, I would like to report a bug that i noticed after an update in early 2020 and its still presant to this day (atleast for me and for 3 people that i play arma with, that also noticed it after same update): When using magified optic (except the RCO fammily of scopes) there apeares blur on the sides of the screen and stays there after u switch to cqb sight and the only way to get rid of it on cqb sight is to stop aiming and aim again while set on cqb sight.

#

I also made screenshots but i dont have the option to post them in this server.

gray wharf
#

@hollow kelp you can link to an image hoster

hollow kelp
#

i made screenshots via steam

fickle root
#

just post link(s) to your screens

#

and post link(s) here

hollow kelp
#

ok i will try to do something to post them

gray wharf
#

seems not Vanilla? reproducible without any mods?

hollow kelp
#

i didnt have mods enabled while doing this

#

with mods its even worse theres blur even on handful non magnified optic (RHS mod)

#

i mostly play on vanilla 1st p only koth srevers where i first noticed that

gray wharf
#

which optics?
also, some keep the + zoom when leaving the optic

hollow kelp
#

in vanilla its all optic that u can zoom 3x or more, there is a thing with dms optic when i start zooming, if the setting is on cqb sight, the magnifed sight wont get blured

#

for me: RCO scopes are fine, DMS half bugged, AMS, kahila, MOS, LRPS are completely bugged

#

also sights on rangefinders, binoculars and launcher scopes also get blurred

fickle root
#

make a screenshot of AA & PP section of your in-game video options

hollow kelp
#

ok

vale wasp
hollow kelp
#

i have blur, bloom and d.o.f. on 0 i also tried it with all of them =/ 0, but it didnt help, only suppressed a bit

#

yes, seems to be the same issue that uzhjok posted the link

rapid wing
#

wasnt this thing supposed to be fixed quite a while ago?

#

but in latest update is still not fixed

shadow beacon
#

It was fixed in one of the 1.9# patches IIRC. Seems like it's regressed again 😐

sterile nova
#

blur for optics was broken completely since 1.64. I fixed it in 1.96 but since issue with optic switching blur was never resolved, the issue reappeared

rapid wing
#

that sucks :/

narrow beacon
#

I hope to write in the right channel, "playing" with the editor I discovered that the AI detects a "civilian" lying down, as an obstacle, not shooting at the target, but merely pointing it. has it already been reported or am I the first to notice?

https://www.youtube.com/watch?v=oIJNMd1Ufno&feature=youtu.be

hollow kelp
#

I got that bug after an 1.9-ish update where it said somthing about fixing an optic and blur related bug

#

but before that all my optics were fine

hollow vapor
#

Was it in long grass?

fickle root
#

reyhard, is it technically possible to simply disable FFV as turned out commander, if/as long as "Manual fire" was implemented/selectable in vehicles where turned out commander can only FFV right now?
so one can LMB and/or F to manually fire and/or cycle through different armament types

#

or if FFV is forced because of you being turned out as commander and not possible to disable it
then still make "Manual fire" available/selectable, but using Ctrl+LMB and/or Ctrl+F, same as when controlling AI gunner, to avoid interfering with forced and not possible to disable FFV when turned out as commander?

#

hope for your reaction on this subject

fickle root
#

and when you disable "Manual fire" again, then you have FFV

sterile nova
#

I don't think it's possible to do via config

fickle root
#

deeper changes are excluded?

#

only config level ones?

sterile nova
#

I mean, it could be doable in engine but I've never dwelled into FFV code. Maybe Dedmen would be interested but no idea how much work it would be

fickle root
#

well, there are things to do that are more important than this then

#

performance optimization and other improvements/fixes

#

is there a way to visualize the area for doors of fences, seats of vehicles and ladders, in which open/close, get in, climb up/down is working?

#

I imagine it's a cone with degrees and distance at which such actions work/appear or not?
or another shape and not 2D, but even 3D?

#

or is it just that you need to point at a certain place and then if you're close enough, it will make the action appear?

untold sky
#

Maybe Dedmen would be interested
meowsweats

gray wharf
#

you sleep at work, right?

untold sky
gray wharf
#

(under the desk, I mean. not "on the job" 😄)

untold sky
#

concrete floor, no couch

hardy matrix
#

you sleep at work, right?
My dad too on nightshifts he always sleep on floor or on chair