#arma3_feedback_tracker
1 messages · Page 29 of 1
Yeah but with all types of variables (not just code)
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)
not in missionnamespace
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.
@haughty barn I've had problems with drones just flying in circles after a while before
usually you can fix it by giving it a waypoint or turning the ai off and on again but not always
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?
“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?
Aw damn, that note should slipped out from my eyes. My bad
@sinful kettle not possible, was once tried but then quickly reverted as it caused too much issues.
But we might try again
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
no, no
What's the purpose anyway? Safety features?
I was recently interested so a server-side public (and global) variable would not be overridden but just updated by a method
So, you had a global public variable in missionNamespace, and you wanted that it would not be overridden but just updated by a method
I am not sure what you mean.
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
What's the purpose anyway? Safety features?
Yes
For example, as you may know CBA has a variable calledCBA_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.
If someone has access to scripts then we are doomed regardless, I think we can't solve the problem much in that domain.
But I agree it would be useful to set a read-only variable like with compile final
But if it's "restricted" they wouldn't be able to
Yes
would be neat
In proper programming this is solved by private variable of a class or similar 🤷
Yeah
like - the server can update it and
publicVariableit, but a client could not override ite.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.
but a hacker client could find a way to publicVariable (use console, etc), that's what I would want to prevent
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 😄
yep, that too :p
remoteexec thing is really nice in fact, with the way everyone can white list functions to be remote executed
but a final var would still be nice to have ^^
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?
I don't believe it is listed anywhere, it's an object that spawns and setVariable other parts
yeah, that's why I ask for such a feature
I've seen many large objects that use that
vanilla?
Most of them were ships
No
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
another example: https://steamcommunity.com/sharedfiles/filedetails/?id=1685039592
sooo… I don't believe we will see that any time
Which function is it? maybe I can extract the variables!
I mean, such function does not exist
BIS_fnc_Carrier01Init takes care of the carrier, but that's it
apparently each object has its own function, so it is quite untrackable in its state
hmm, let me check
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")
yep, it's not engine-based unfortunately
otherwise a listing would have been easy
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
Can we disable publicVariable? How?
use localNamespace and if you need server to update variable in it make a function that trusts only remoteExecutedOwner == 2
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.
no, because the module removes objects, and not grass/clutter
Is there no code to remove clutter?
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)
and even that isn't 100% foolproof
@solid marten Do you need further input on this https://feedback.bistudio.com/T84869 ?
I see
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.
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?
tracker is working for me 🤷♂️
And you can use the onChar EH and run your code on that
It works, but my feedback doesn't register
Also, I know about onChar but that's not what I want.
Publisher allows illegal character names, confusing people doing first-time dedicated server setup
https://feedback.bistudio.com/T154202
copyToClipboard doesn't work with non English characters:
https://discordapp.com/channels/105462288051380224/105462984087728128/762234291572572230
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
what am I looking at? @long rain
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
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
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
cause they turn around the axis with the 5th roadwheel
@sinful kettle @desert trench Could you make a copyToClipboard ticket please?
@solid marten with sample repro or just the issue itself is enough here?
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"
repro is good for our QA so yes please @desert trench
ty
btw i read multiple reports of A3 FT not registering new reports in recent days
Recent Activity seems broken at least
^ please, create a FT
Going to add unicode variant copyToClipboardW and copyFromClipboardW as just changing current command to Unicode might cause backward incompatibility
ouch!
(what does the W stand for?)
wide char
thankie 👍
@long rain yes, 5th LOD has only selection for kolP5 & P4 and no for P3
There are also various wrong assignment in tracks named selections but that is less visible
Anyway, added it to my 2.02 fixes list
yay thanks 😄
I updated the ticket
https://feedback.bistudio.com/T153971 [Fri, Oct 2]
Not sure the change was published so I am writing here
And this https://feedback.bistudio.com/T154021 can be quickly fixed, so please
@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.
Hey. You can use the Bug Reports tickets as feature requests as well.
Just set the category to "Feature Request"
🤔 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. 🤔
I don't believe there's an "event" defined for that though
Hey. You can use the Bug Reports tickets as feature requests as well.
@sinful kettle THANK YOU!
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.
🤔 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
My point was that it's in the engine already if it can trigger danger.fsm
Thus would be cool to have event handler for this
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"
it is an event the moment it gets intercepted by the engine
Well, how would you intercept it?
Doesn't matter since we already know that it gets intercepted by the engine
Engine calls it
danger.fsm is like a script but an fsm
it gets data from engine
anyway you know that AIs react to bullets flying by, right? Another proof that it gets intercepted by the engine.
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
meh I'm already 100% sure it won't get implemented. So you can say whatever you want
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 😇
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.
It will have a massive performance impact. Not "slight"
exactly why I say it won't be implemented
Any idea how games like Squad circumvent that performance impact while still tracking each buller?
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
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 🤷
I was gonna type it but didnt
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 🤷
→ 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?
the AI already reacts to flying bullets
???
are you telling me it doesn't 🤔
I dunno, does it?
well from my testings (maybe some games ago) it does yes
even a suppressed shot, if it goes by, is detected
don't make me start Arma again…!
…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 🤷
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 ""};
};
}]
here's proof that it doesn't exist
Go in VR
Place a player and an AI called "ttt"
Go somewhere away from it
Fire
The AI doesn't do anything
Hence my point
The engine uses a "trick" for that
I could tell you what it is but I'll let you figure it out on your own
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)
I could tell you what it is but you should know
@sinful kettle please tell us
So I guess it checks if someone fired in a sort of a several-degrees cone around the AI?
If I understood you correctly
what a suspense 🍿
In short this is how the engine does that:
- gets all units that are in range of the projectile within it's "cone"
- It approximates the flight time up to the AI.
- It tells the AI to react if projectile lived up to that time
That's how I do it for my AI at least
The above test proves that the process is almost identical for the vanilla AI
That's how I do it for my AI at least
Do you mean that you have programmed this algorithm below in SQF?
- gets all units that are in range of the projectile within it's "cone"
- It approximates the flight time up to the AI.
- It tells the AI to react if projectile lived up to that time
And you are trying to persuade us that we don't need such an event handler?
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 🤔
That's the thing
player addEventHandler ["FiredMan", {
deleteVehicle (_this select 6);
}];
```😏
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! 👍
The applications for such EH are huge!
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.
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
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… 🤷♂️
(suppressed) sniper rifles at long distance… 🤷♂️
I'd assume elevation to be much lower than 45 degrees 😄
It is
due to drag
45 degrees is for flight in void
plus, the projectile will most likely be dead before then (they have a limited lifetime, typically 6s)
@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
- It tells the AI to react if projectile lived up to that time
so it is a looping check during the bullet's lifetime
no
it's a one time process
_reachTime = time + _flightTime
when projectile is dead:
_endTime = time;
for AI:
if (_endTime >= _reachTime) then {//flyby
}
_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;
};
}];
> ```
What I do...
Only works for Ai vs Player but does the job
This is turning into the #arma3_scripting channel! 😂
(no lineintersect thing though) but ok
(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
On the full script I added many exit conditions previous to the calculations so it does not saturates the scheduler
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!";};}; };```
I also discovered something interesting. If the projectile dies right next to the unit, the unit does react.
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!
@sinful kettle Since you clearly understand the need and the technical aspects of it could you post it on the Feedback Tracker?
My english is quite limited and I don't want the feature request to be dismissed because of some stupid grammatical error or something...
Your English is totally fine @sleek scaffold
Yes, let's get this channel back to #arma3_feedback_tracker 😄
_reachTime = time + _flightTimewhen 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.
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.
Yeah
But the base approximation is still good anyway
Just tested Suppressed EH, it fires for player and AI, quite promising
Sweet
So how does it measure suppression? Does it track the bullet in real time or is it similar to the method I suggested?
There is an event bullet close
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
and distance
Does this event handler also detect fly-bys?
I think it only triggers when the bullet hits somewhere right?
it detects bullet close at the moment. I just tried concept, in theory there is an event however this needs to be looked closer
yes please
the hit is not considered bullet close though quite interesting only bullets that pass by
I guess it's more reliable to check bullet fly-by since impact has a preceding fly-by anyway 🤔
a bullet whistling effect would be dope
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 👆 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! 😉
a bullet whistling effect would be dope there is already fly by parameter in ammo config?
there is bullet crack afaik
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
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.
Feature request:
Can we get a separate color for RscEdit caret?
Russian localization issues
"ChestrigF" - https://feedback.bistudio.com/T153153
Bargates - https://feedback.bistudio.com/T152797
"Land_File_F" - https://feedback.bistudio.com/T152754
Issue with parseText: It can't parse text containing "&":
parseText "&&"
gives: ?
Actually, nevermind
Yeah, &
is anyone working on to fix the FT activity? or how/who to report it?
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
can impact Performance negatively
offtopic, but performance impacts are often negative 😢
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.
it is not normal but this is how it is implemented
hmm ok, guess that's nothing you wish to tackle in the future ?
not touching this too risky
Ah ok, thanks for the answer.
we simply don’t have resources to properly test every change between releases so only safe changes are go
Yeah, I get that. I am already happy the game still gets so much love after 7 years 🙂
https://feedback.bistudio.com/T154222 A feature request for Eden Editor. If you have questions let me know.
maybe better solution is to preserve custom attributes if present?
Maybe, but what if someone wants to get rid of them intentionally?
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
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?
i need to know more so concrete examples would help to investigate possible solution
What exactly you need to know?
I updated the ticket with an example
I added a full mission.sqm so you can see all custom attribute.
getPosVisual takes twice as much time as ASLToAGL getPosASLVisual for the exact same result…
same for getPos/ASLToAGL getPosASL
I spy with my little eye three new Steam achievements for 2.00
I got two of them today! I was shocked!
👀 Gonna have to take a look at those later
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
is this in RC? @daring wagon
Yes
What do you do to trigger the errors? @daring wagon
I wrote a script which scans through CfgSentences and reads the text, textPlain and sound path of the sentences
getPosVisual takes twice as much time as ASLToAGL getPosASLVisual for the exact same result…
cant confirm
Yeah ```Result:
0.0235 ms
Cycles:
10000/10000
Code:
getPosVisual player
Result:
0.0204 ms
Cycles:
10000/10000
Code:
ASLToAGL getPosASLVisual player```
getTextRaw is on RC now?
dunno but if not then for the future
Yeah, will do. Thanks
I have similar times, getpos is not exactly the same as ASLtoAGL getPosASL
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 !
@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
I always forget about it (and I am the one who did report, not R3vo ^^)
Oh
lol
Yeah
I saw killzone replying to something right below R3vo's comment
@daring wagon Sorry! 😅
and he kept pinging him :U 🤣
Saying sorry for the ping with another ping
The damage was already done! 
ah, well…
@daring wagon
No problem @daring wagon
Anywhooo
Feature Request: Is it possible to add a command that changes the RscControlsGroup current view position? (i.e. moves the slider positions)
It works! Thank you!
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
sounds like ANSI/UTF8 issue yes
This also breaks select
The only solution is count toArray "我"
and: toString (toArray "我" select [0,1])
Who?!
Such a lust for revenge!!
😅
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.
I think there was some prototype of Squad Radar & nametags available in devbranch for some time - no idea why it was dropped though
I have my own scripted solution using oneachframe and drawIcon3D
but is very expensive in terms of frames
here is my dilemma...
the squad radar existed but was retired once custom panels arrived @sterile nova - the BIS_fnc is still out there iirc
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...
why is that limitation?
Considering working nametags are already in and perform much better than any modded/scripted solution
aren't those specator nametags also scripted?
@sleek scaffold the trick is to not calculate data in the eachFrame EH
@sleek scaffold the trick is to not calculate data in the
eachFrameEH
@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?
you're simply asking to have the nametag Splendid\™ Camera function accessible
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...
BIS_fnc_groupIndicator
https://community.bistudio.com/wiki/BIS_fnc_groupIndicator
Reyhard
(https://community.bistudio.com/wiki/Description.ext#showSquadRadar disabled since custom panels)
https://community.bistudio.com/wiki/Category:Command_Group:_High_Command There are also the group icon commands.
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
yep, it just vanished
Kinda sad, was a great feature.
it would need only a little to get it back 🙂
only proper positiioning and that's it, enough for a vanilla setup
And some editor settings to customize it 😄
Thank you for volunteering, we are expecting your project (and total) submission by midnight :p
Why should I submit myself ? 😄
*whipcrack* don't ask.
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.
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
Just out of curiosity, what's wrong with the vanilla name tags?
Just the lack of customizability?
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
@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
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)
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 😅
@sleek scaffold I was talking about the nametags available through the difficulty menu. They work nicely already, "just" need some customisation capabilities.
@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?
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 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.
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.
https://feedback.bistudio.com/T141001 Also this ticket. I provided an easy fix for the issue (Although it's not fixing the core of it)
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
Oh look! The feedback tracker has been fixed! 😄
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!
It appears that the command is buggy and has memory management issues 
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.
@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... 😅
i dont think the devs have a role in this right now - its up to "us" to analyze and provide a meaningful request
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
but those are already set in the Difficulty settings, so why define them again?
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.
https://community.bistudio.com/wiki/Arma_3_Difficulty_Menu (friendlyTags and enemyTags, mapContentFriendly and mapContentEnemy)
so yes, it DOES exist to show nametags for friendly units
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
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
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.
but tested right now; it shows the unit name (if exists, otherwise role) when pointing at them
why not -just- a function, of course - the issue is that the game is more or less data-locked right now, maybe later
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
0 - Always
1 - only when hovering / aiming at the unit
2 - On keypress show all
problem solved
and how about "within distance"? to prevent seeing names at 2km?
I am against introducing yet another system.
@daring wagon They would not be intruding another system, it is already in the game!
@daring wagon They would not be intruding another system, it is already in the game!
@sleek scaffold Talking about the spectator icons?
@sleek scaffold Talking about the spectator icons?
@daring wagon Yes sir
That system is fully scripted, no advantage over ace or similar script
Besides the fact that not 100% of the player base use ACE or similar scripts?
I am confused. I thought you were looking for an engine implemented system
I don't use ACE nor my players... and the scripted solutions are slow and cause scheduler issues in the long run
Yes, but why are you looking at the spectator script then.
but Spectator is also scripted 🤔
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
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.
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
?
but that is something you can do yourself as well and have a simple script in your mission, or make a mod for it...
A3\functions_f_exp_a\EGSpectator\fn_EGSpectatorDraw3D.sqf
A3\functions_f_exp_a\EGSpectator\fn_EGSpectatorDraw3D.sqf
@daring wagon Thank you...
So what's wrong with the vanilla nametags from the difficulty menu?
lack of customizability?
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 🙂
😋
you are in #arma3_feedback_tracker why not open a ticket? Maybe it's something that can still be looked into.
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!
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
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
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...
The Name Tags FEEDBACK TRACKER request body is not even cold yet and you are already dodging the bullet, well played Mr.
😅
Discussion about A3FT
not discussion about "maybe feature requests" 😛
Someone make a ticket quickly, so we don't get a warning 😄
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)
ctrlTextSelection is broken and can cause crashes:
https://feedback.bistudio.com/T154240
@sinful kettle Is this in RC?
No. Dev branch. Also updated the info on FT.
Aren't they nearly identical tho?
i had a similar thing on rc ^ using ctrlTextSelection in a mouseholding event. didnt realise it was ctrlTextSelection though.
fixed it already. will update biki
Noice! If we could get an update this week it would be AWESOME! 🙏
It appears that the command is buggy and has memory management issues
@sinful kettle could you elaborate on memory management issues?
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
ok we wait then. since ctrltextselection is in rc the fix should make it to stable
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.
Sounds like extremely niche usage, which you can already achieve if needed
_arr = "abcdefg" select [0, 4] splitString "";
reverse _arr;
_arr joinString "";
- performance only matters if you want to do this each frame
- is this something people often need to do?
Sounds like extremely niche usage,
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;
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
yes 30 %
maybe my CPU is too slow!
bu te longer the strings the more strings splitstring has to create so it will be slower with length
and usually, a negative select would be used to get the end of a text, not reverse text ^^
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
};
When you select text in edit box from right to left it doesnt reverse it
I think this discussion was already settled...
well, yeah
It depends on how you look at it.
from the front end, not the back end 😄
¯_(ツ)_/¯
perhaps reverse can be tweaked to take string
This is a good idea and probably the best solution.
who just deleted that? It was feedback
I did, it was not?
errors don't count as feedback?
as I said it is more of a Windows error, not an Arma one
ok
https://community.bistudio.com/wiki/selectDiarySubject Is this command still broken and if yes, any chance for a fix? All the other commands to handle the diary work fine.
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
@daring wagon it was you who added the note https://community.bistudio.com/wiki?title=selectDiarySubject&diff=107872&oldid=107871
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.
without verifying? tsk tsk tsk
isn't auto vectoring the "vertical stabiliser" for helicopter?
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.
["diary", "mypage"]? no?
@gray wharf Nope, Auto Vectoring is a feature for VTOL, does change the nacelle direction automatically depends on the VTOL's (speed) status
The function wants a string not an array @gray wharf
nevermind me both then 😭
You're doing in preview?
preview?
In Eden Editor's editing screen or preview (in-game)?
in game
That's why, display 313 is Eden main display and is not working in-game, and causes an CTD somehow
Thanks for the info.
Perhaps this should be added to the wiki as well?
@daring wagon Could you make ticket with copy paste repro I want to have a look
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
btw, I always wanted to know how it was made
some kind of "bullet" that drops from the sky?
can we script rain?
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
iirc in CUP the rain model/texture is replaced with snowflakes by script
when you move towards they turn toward you
oooh, I always thought they were a fake, damageless bullet with blue tracer of some sort
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
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
still would produce decent effect if you mod out rain sounds
You can slow down the rain?
yes search RainParticles in cfgworlds
I dont have a clue what that cfgworlds is but good to know that its possible to slow down the rain, thank you 
(as in I can guess what it is but I've never worked with cfgworlds)
the one major major advantage of using rain for the snow is that it won’t snow in building or vehicles
could make SnowParticles :3
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... 😄
(on a totally unrelated note, I updated https://feedback.bistudio.com/T134630 - bug related to Open Mission selection dialog in Eden)
lmao
@deft marsh made snow using the rain particles
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.
oh, right then 😄
its replaced in config, no script involved, system uses engines rain function.
@deft marsh which maps it is in? can I see video?
any cup winter map, just set the same overcast as you would to make it rain
https://youtu.be/6iqAs-Mykbk which one is winter?
Trailer for All in Arma Terrain Pack in Arma 3. All BI improved terrains from A1, A2, OA and its DLCs, allows the use of most community made terrains from A1/A2/OA in A3, new A3 tech lighting and street lamps and so much more!
CUP TP Download - http://withsix.com/p/Arma-3/mod...
Trailer for CUP Terrains - Winter Chernarus Update
CUP Terrains Download - http://cup-arma3.org/download
More info here - https://forums.bistudio.com/topic/186835-community-upgrade-project-cup-terrains/
Music: Arma 2 - Rise of The Fallen
nice, do the particles annoyingly change size when you start running?
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 🙂
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
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).
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
yeah also need overcast greater than 0.5
i can pm you my commented config if you need it for that.
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
@deft marsh Found min max density but it is in rain config. don’t need to touch that
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
Not low effort
how comes?
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.
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
not saying it should not be done, but calling it simple and effortless is wrong
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)
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?
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?
even that was done with less than a smartphone power :D
Yeah true, which is amazing.
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...
Btw I think this ticket can be closed, afaik the main parts of requests 1a and 1b are possible
https://feedback.bistudio.com/T126347
Anyone has a quick example of driver pylon?
the NATO attack helicopter yes
the pilot has tube rockets that can change depending on the preset
what are the pylon numbers/names for driver control?
don't know, I am at work (well, you are too) 😬
Pawnee has 1 and 2 pylons and both are driver control by default IIRC?
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
doTarget?
Yeah, that works as the first example above
I would guess "doWatch", "glanceAt" etc are "AI-attention connected"
like "hey, a new interest point" and not "STARE AT IT" anymore
hmmm
https://feedback.bistudio.com/T154307
@solid marten Ticket added
High ROF + muzzleImpulseFactor on helicopter weapons desyncs the helicopters for clients if AFM is used:
https://feedback.bistudio.com/T154308
https://imgur.com/vfiDWMq 🙂

it's a boeing aircraft 😄
Would love to hear an opinion about this https://feedback.bistudio.com/T154311 (Eden Attributes with default values remain in mission.sqm)
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.
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.
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.
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.
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?)
Nevermind, my script went wrongly it seems
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.
Yep same here
Dedmen brokeded it :U
Brokeman 
especially this one )))
I've seen stuff like that happen a fwe times, not sure what causes it
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”
text-align: justify;
Btw is it just me or does the feedback tracker throw an error with the query https://feedback.bistudio.com/search/query/E_I6rFJwjIGB/?offset=900 ?
And I doubt thats really the end of the ticket list since thats only December of 2019
any chance for rpt logging be improved please?
https://feedback.bistudio.com/T153041
https://feedback.bistudio.com/T153042should 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
Welcome back 
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 😬
@desert trench check update on ticket.
For most errors I'll need a repro, to then see what info I could add to it
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)
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
stacktrace to be vanilla soon\™
@untold sky Keep me updated on that issue so I can expand https://community.bistudio.com/wiki/User:R3vo/Sandbox#Common_Errors_and_Warnings with explainations and solutions.
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.
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
What does 15:43:16 \/Context: [] L1 () and [] L1 () L for the line I guess
[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
Sounds like we need -showDetailedScriptErrors 😄
-showScriptErrorsButNotTooMuch
My thinking is, player doesn't want these, but developer does.
If you set -showScriptErrors you'll be a dev in some way
Yeah true.
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
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
ok. send in via Dwarden or FT?
FT, can't do crashdumps currently tho, so some delay
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?
Did you guys touch setObjectTextureGlobal? Someone says it doesn't work after the update:
#arma3_scripting message
ugh, I encountered the say3D bug again, even with directSay (I guess the same mechanics are at work)
https://feedback.bistudio.com/T131341
was this bugfix in 2.00?
https://feedback.bistudio.com/T84241
and if so, it can be closed 😉
't was! can be closed ^^
this one can be closed as well
https://feedback.bistudio.com/T150535
haaah, nice!
reyhard, I see in the changelog of 2.00 that Livonia and Tanoa houses were finally fixed.
but 1 still isn't
Structures (Livonia) -> Village - Wooden House (Small, v3) Land_House_1W03_F
https://cdn.discordapp.com/attachments/108187245529268224/710908155986706442/arma3diag_x64_2020-05-15_19-20-49-894.png
https://cdn.discordapp.com/attachments/108187245529268224/710908105294086174/arma3diag_x64_2020-05-15_19-20-58-701.png
Need a FT moderator 😭
@untold sky 🖐️
Me! 🖐️
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 😄
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
I have been NDA'd enough in the past, I am NDA'd by default now :D
NDA collecting Simulator
@gray wharf would you do it if we can do it?
just editing tickets basically, getting rid of garbage, updating status when released.
well, if I offered, obviously not
lou just piling more work on himself
Reminds me of someone else in this discord
just a matter of time till Lou gets a actual job out of that stuff 😄
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)
Lou Montana - Community Wiki and Feedback Tracker manager at Bohemia Interactive 
right now it's benevolent, so don't put stress on me okay? 😄
don't forget "Farmer of Dad Jokes", its most important title.
Ooooh yeah
Thank you, thank you! I would like to thank my family, my friends…
I would volunteer as well. Have been under NDA as well 🙂
I dont know if the NDA I've been under is NDA-y enough 
For now only one, to see what will go wrong and how well/not well it works :D
Its not 😉
Guess I gotta get invited to more secret stuff to get one of the fancy NDA's
Does that mean I can spam Lou now with my old tickets so he closes them ? 😄
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 😄
Want them tickets as DM lou?
when I get elected :p
I will not forget you, random citizen! you made me where I stand today!
Can we maybe get "feedback moderator assistant" roles and a new channel to report them more officially to Lou?!
Feedback Moderator assistant 😄
It's a thing! 😄
Master of Feedback Moderator Engineering
?!
damn lou hasnt been elected yet and already has people angry at him
Feedback Moderator assistant junior trainee*
well, this channel is for feedback discussion, so 😄
You can drop the "assistant" if it doesn't sit well with you! 😄
Just "feedback moderator"
@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

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.
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?
Not every ticket in FT is public.
@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.
While it is possible to set tooltip on any column, only tooltip from the primary column 0 is displayed for the whole row under cursor, which makes adding tooltips to columns other than 0 impractical.
https://community.bistudio.com/wiki/lnbSetTooltip
is there a chance to see this fixed with a FT report and demo?
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
roger
keyName 4.87654e+008```returns```"""Left Ctrl+"""```, instead of `Left Ctrl+Sec. Mouse Btn.`. This is a bug right?
I think it's due to the floating point error
It's the default Optics Mode keybind, but keyName fails
Pretty sure there is already ticket for that.
@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.
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
Is there a way to add a single ticket into a custom query on the feedback tracker?
@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)
yes i believe it is \r\n
Interesting. Thanks again!
@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
Ohh... the key presets config says so but is that just something illegal for keyName?
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
Ah, that kind of thing. I think I get the issue
ticket created at Dedmen
lnbSetTooltip in RscListNBox only show the value of the first column defined
https://feedback.bistudio.com/T154380
Just thinking, one of solutions for key binding floating point error is to use stringified large integers. 
That's still subject to the same errors when you think about it.
how?
how it doesn't work?
yeah
Stringified hex or decimal int to native int conversion is not subject to precision error or anything of this kind
Are you sure? I was actually gonna test this right now.
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
I don't know, what do they use, 32 bit or 64 bit integer? I forgot that
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.
Why are you surprised then? 😆
who was surprised where?
integer?
wat?
aren't booleans integer?! (I mean technically)
I meant that in the engine it's int, or bit field maybe
wat
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
@solid marten Here is the ticket about menuShortcutText in case you still need it https://feedback.bistudio.com/T154395
gracias
Please close this ticket https://feedback.bistudio.com/T152975
no u
wait, what?
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
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:*"
```?
it’s intentional there are no wild cards with i filter
https://feedback.bistudio.com/T142713 - ED-1D / ED-1E are enterable
not completely fixed, despite the ticket being closed (see repro)
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
How else are you supposed to switch to gunner turret?
can you actually enter the drone? I can’t see this on video
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)
ok thanks
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
@fickle root ⬆️
https://feedback.bistudio.com/T154366 @solid marten I have updated the ticket. I noticed there are two more commands missing to complement the menu command group.
@gray wharf The children of this ticket can be closed https://feedback.bistudio.com/T148721
…I quit
but whai you subtask :u
he no like mi, das y
but whai you subtask :u
@untold sky Is there another way to group items? I asked in Feedback Tracker channel but got no answer.
For me subtasks were easier since no copy and paste was needed 😛
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
I'm pretty sure you have only driver on that mini ugv
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
when I buy/spawn any other UAV/UGV, there is no "To gunner's seat", which is how it should be
I guess spawning script issue?
buy? ^
no
ok, I will place one and connect to it in the editor and result should be same then, if I'm correct
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
CSAT version has different name
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
because there is no gunner
try this when controlling mini ugv
deleteVehicle ((crew cameraon) # 1)
while on driver seat or after selecting "To gunner's seat"?
while on driver seat - it will show you "to gunner's seat" option after that
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];
};
};
I mean, you can use code that I posted to reproduce it outside of exile
maybe createVehicleCrew is broken then for UAV? 🤔
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
tried createVehicleCrew on empty mini ugv and I don't have that "to gunner's seat" option
so I just uncheck spawn with crew inside?
yea, or hold left alt when placing vehicle
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"
it wasn't empty if there was "Take UAV Controls " option
without executing deleteVehicle ((crew cameraon) # 1), there is no "To gunner's seat" and it's possible to "Take UAV turret controls"
if it was empty then you would have "Hack" option
well, I unchecked so it doesn't spawn with crew inside it
I've hacked it first, yes
forgot to mention it
yeah, hack is replacing crew of UAV/UGV 😄 if it's missing, then it's creating new one
that placing empty UGV was pointless to repro it
createVehicleCrew works correctly in SP - I haven't tried MP though
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
no idea but there seems to be some issue with spawning crew of mini ugv
could you try it outside of exile?
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
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
by design - that parameter was clashing with science equipment of other ed1e
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
what about MQ-12 Falcon ?
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?
R3vo added a comment to T141036: CTD: Opening display RscTestGrids.
Seems to be fixed.
I see R3vo has already become "feedback moderator assistant"! 🤣
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
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
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?
I hope you're copy pasting all that info into a ticket 
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
heh, I remember that bug http://feedback.rhsmods.org/view.php?id=2290
I've seen some ticket about it somewhere on official bug tracker too but it had some really weird name
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
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?
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
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?
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!
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
@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?
afair no. You can check how it works in PSZ
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
dunno, it's working for me when there is no FFV 🤷♂️
t100 - working, FV-720 - not working due to FFV
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
no idea, sounds like a new feature then
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
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.
I can fire with LMB on t100 commander seat with manual fire
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
not sure then but I was able to do it
@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)?
No, please don't ping me for such stuff.
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
@fickle root indeed please don't tag other members for your own issues, thanks. /mod
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
but it is hopefully not an engine issue - just a keybind issue, phew
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
Is it a known problem that arma3diag wipes an eden mission when trying to preview in MP?
Diag doesn't have MP IIRC?
might not but still wipes the mission in eden
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
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?
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)
@finite anvil wipe in what sense?
on diag in eden try to preview a mission, all mission objects are deleted and the mission is saved instantly
hmmm actually its not "really" wiped. it just empties all mission objects but you can reload the mission again.
cleared, but not saved?
@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.
thanks 🙇 the main gun is the main culprit. so should be fine 🙂
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.
@hollow kelp you can link to an image hoster
i made screenshots via steam
just post link(s) to your screens
then upload them to something like imgur.com
and post link(s) here
seems not Vanilla? reproducible without any mods?
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
which optics?
also, some keep the + zoom when leaving the optic
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
make a screenshot of AA & PP section of your in-game video options
ok
that sounds like this issue: https://feedback.bistudio.com/T80695
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
https://i.imgur.com/VB2YORn.jpg ( AA&PP section)
yes, seems to be the same issue that uzhjok posted the link
wasnt this thing supposed to be fixed quite a while ago?
but in latest update is still not fixed
It was fixed in one of the 1.9# patches IIRC. Seems like it's regressed again 😐
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
that sucks :/
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
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
Was it in long grass?
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
and when you disable "Manual fire" again, then you have FFV
I don't think it's possible to do via config
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
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?
Maybe Dedmen would be interested
you sleep at work, right?

(under the desk, I mean. not "on the job" 😄)
concrete floor, no couch
you sleep at work, right?
My dad too on nightshifts he always sleep on floor or on chair

