#arma3_feedback_tracker
1 messages · Page 31 of 1
its a config thing
you can hide with mod
in RscDisplayMain
IDC is IDC_MAIN_VERSION_DEV
search for that in one of these
#include "\a3\Ui_f\hpp\defineResincl.inc"
#include "\a3\Ui_f\hpp\defineResinclDesign.inc"
#include "\a3\Ui_f\hpp\defineDIKCodes.inc"
you can probably script too
have fun playing around
"no fix" is fine for me. I have also updated the biki with this information.
@simple shuttle @sterile nova brief heads-up on weaponLockDelay >= 1 use for tank main gun - as result the AI gunner under player command no longer engages by himself (when using autoFire = 1 for the weapon)
in other words while the AI no longer fires early and hits better with the first shoot under player command, as downside its back to required fire order for each shoot instead of "open fire/fire at will"
so 🙏 to the gods to get attention instead for:
AI tank gunner fires (under player command only?) first shot too early and thus always misses first shot
https://feedback.bistudio.com/T152879
would help with tank missions a great deal - some others said its also an issues for other weapon types (unguided AT rockets, infantry weapons)
Yeah just be wary, it makes autocannons not shoot - so keep it at zero there
Glitchy, the sound fits perfectly 😄
I expected this to take longer to fix :/
can you turn the camera in 3den with keyboard? without using mouse?
When I try to use my mouse I get
pretty annoying. Also I need to turn sound recording off
Now you cannot use the move widget to move objects up, when looking at it from top-down.
But i think that's... correct?
Old behaviour is, the object just glitches away unpredictably.. so I guess this is fine
Yeah regression, before you could move while looking in same direction as the axis
But I think thats fine
It's fine, usually one doesn't work in bird view anyway
Yeah Karel confirmed too
Thanks for fixing it Dedmen
Now only need to also fix it in ModelSpace transformation with a rotated object 
possible to add superspeed and ultrasuperspeed to Eden too? with Ctrl / Alt :3
I'd personally like an option to go slower 
For things like getting the camera into a house/room
it is slower when near an item/wall though?
but yeah a Shift = 50% and Alt = 200% speed would be neat
(or the other way around, IDC)
I'd have to check how well that works but I think giving the user the option to go slower on command would be better
I think shift = faster is better since thats the way it is as an actual character
otherwise you're just gonna confuse peoples muscle memory
I like that
Does this also fixes moving an rotated objects without the translation widget resets rotation ? 😄
See #arma3_editor
Thanks 🙂
btw, Dwarden mentioned having clouds casting shadows at one point… would it still be possible at that stage? 👀
everything is "possible" but no
I mean possible within the margin of reality so YES duu eeet
Guys is the broken VON slider on the radar to be fixed? Its been bugged since last update, cant adjust VON independent of Main slider, so if your playing on an official server that does not allow mods and you use jets/helis or volume is high it is very hard/impossible to hear your teammates over VON
Also we suffered an issue today on EU Offical Warlords 1 where someone was spamming in at least 30 Darters over our home base preventing us from fast travelling, is there anyway to fix this exploit as it can really ruin a round
@pulsar isle VON slider bug acknowledge and fixed, to be released in next patch (already in devbranch)
Okey Dokey Cheers
Also already in performance branch
I believe at night not even the moon casts shadows right?
Only one light direction.
There's a script command that returns that
#arma3_gui message (calling function in "onLoad" EH) Can any dev give more info about that? Seems kinda random.
Alternative syntax for find command adds an option to start searching from an offset
is this really implemented? and how does the syntax look like?
for example if I did:
[1,2,3,2] find [2, 2]; //look for 2 starting from index 2
it makes no sense because I'm searching for [2,2] and not 2
from when is that entry?
as "reverse" also refers to string, find probably also only for string
ah dammit. I thought it also worked with arrays.
thnx for the reply
Is there any way an array version can be implemented too?
I can't think of a good syntax tho
I think it'll need a new command name
can't think of a way to differentiate from find array and find value at offset
yeah
what about a new syntax for count? does it make sense? like:
_array count _data
for a faster way of doing:
{_x isEqualTo _data} count _array
neat idea I guess
and also maybe something for select too:
_array select _data
because I use this stuff a lot
neat idea, but I don't like it.
You can come up with a dozen more things that you would also like to do like this with same syntax
what about some new commands? is that possible?
possible sure, but the performance impact is so minimal, and so few people need it. Probably not worth the time?
performance impact is so minimal
but since it's an "engine" loop it would be faster right?
yeah
might aswell make a JIT compiler for these easy things to dynamically build a most effective engine function dynamically and use it in the loop 🤣
(which I can actually do, and it would be a awesome learning experience, but I doubt I have one or two weeks with literally nothing else better to do...)
is there any chance that this might be implemented?
I need the ASLW depth for my path generation script
but right now I have to use a test object to get the depth
something like:
#arma3_scripting message
and it is not optimal at all
Bug: RscEdit controls with ST_MULTI that are created with ctrlCreate loose their "scrolling" ability (hold click+move mouse doesn't change the view)
It might be related to the resizing (ctrlSetPosition)
Is it known/fixed or do you want a ticket?
Placement Radius Attribute doesn't work if set on multiple groups. Ticket got repro steps and mission.
https://feedback.bistudio.com/T125955
Ticket please Leopard (with repro script), is that new with profiling branch? Aka is it my fault?
I'm not sure!
Well if you can also reproduce on 2.00 stable, or dev-branch then its not my fault :3
please, fix this, after more than 7 years:
https://feedback.bistudio.com/T61125 - helicopter/jet roll left/right (A/D) using a controller/joystick is much much weaker than with keyboard
it's not a wish for useless stuff and not low priority, since it's not working correctly and makes using joysticks/controllers a pain in the ass (vs. keyboard), partially defeating the support of joysticks/controllers
https://feedback.bistudio.com/file/data/hjlsfwd6w6ra6cc5ca7y/PHID-FILE-k2rgabzszqvovw7qvi4r/helicopter-cyclic-limits.jpg
https://www.youtube.com/watch?v=YMsCevelCcg
First of all, this was a bug and it`s been fixed a long time ago.
This bug was very annoying as it made flying with a joystick impossible compared to other input methods.
anybody willing to work on this?
https://feedback.bistudio.com/T152276 - Fix/prevent helicopters from force-exploding when they fall/lay on the side (just break the rotor or make heli explode only if it was damaged enough)
https://feedback.bistudio.com/file/data/hmgkk3tbukwkwjwvl5w3/PHID-FILE-tqboprgj7a23jfksxx2z/hdLtO2x.jpg
https://feedback.bistudio.com/T152274 - [Feature Request] Helis able to take off and land like jets, using their wheels and hand brake (X) (no AFM used!)
https://feedback.bistudio.com/T152273 - [Feature Request] Add illuminating under barrel grenades
https://feedback.bistudio.com/T152279 - Change PiP (picture in picture) setting from quality presets to a distance slider and move it to/under overall/objetcs/shadows sliders
https://feedback.bistudio.com/file/data/5hv3cacdj3yudtc3wnzr/PHID-FILE-bhcwub3qfndbrjcexrbt/Arma3_x64_2019-08-31_00-56-30-805.jpg
Fix/prevent helicopters from force-exploding when they fall/lay on the side
also very unlikely as its a deep engine behavior
also very unlikely as its a deep engine behavior it's couple of if's in engine which are force destroying helicopter. It would be doable but then god knows what edge cases will emerge
Yeah I wanted to look into the helicopter one. And reyhard had some ideas. But it opens a can of worms and don't think it's really thaaat important
Oh I guess I forgot to assign the pip one
👀 I'd happily spend a few hours crashing helicopters in dev branch to see how viable that change is 
" [Feature Request] Helis able to take off and land like jets, using their wheels and hand brake (X) (no AFM used!)"
if I understand right the only issue with that is that without AFM, helicopter breaks are always enabled. and not only enabled when you press button.
Backwards compat wise that's problematic... We'd need to make it optional and have the old behaviour by default
launches an old mission and watches all the helis on an aircraft carrier just slowly roll of the side
Also if the conversation about feature requests already got started, I'd personally like to see this small change https://feedback.bistudio.com/T128495
the police boat "C_Boat_Civil_01_police_F" hasn't got a siren.
the police cars and vans use an entry in their config like this:
weapons[]=
{
"policeHorn"
};
the boat does not.
which you already do for free :p
tru, not for that specific change tho
and I actually havent booted up dev branch in a while, I spend most of my time on main/perf branch
dedmen set Ref Ticket to AIII-52876.
whats that?
internal ticket number for reference
Maybe I can hide that for normal users
Ah oki, nifty
Hey Dedmen, I'd asked this question before but no one gave me an answer.
So are there any specific limitations that might make this request impossible?
https://feedback.bistudio.com/T150070
Or can I stay hopeful that one day it might be implemented?!
animation issues
we can probably do "try to aim in that direction" as a command to AI
guess that would work
but can't do a "set current weapon direction now"
the vanilla AI do have some aiming thing
can't you make that accessible as a scripting command?
no I mean what the game uses in WEAPONAIM AI feature
dunno :U
ah ok. I imagine you'd be very busy right now but if you find some free time can you take a look to see if it's possible? I'd really love that command (and many people had asked for such thing before)
It doesn't have to implemented any time soon but just knowing that it's possible and it might be implemented would be nice
and I only need it for the AI. so if it doesn't work with players that'd be perfectly fine
make the brakes enabled by default and allow to disable them. (toggle, i think it's a toggle in afm too)
disable through keybind or?
CTRL + B Toggle Brakes
I thought it was push to break in AFM? I don't use AFM since SOMEONE lost my joystick... 
brakes are actually permanently disabled if you use PhysX setup - it would be nice to toggle them actually
I hate trying to do a sliding landing, only to break the helicopter instead of it rolling on the ground.. So I'm definitely interested in it
and taxiing is nice too
Any comments? Possible to fix?
https://feedback.bistudio.com/T153970 - in building sfx
https://feedback.bistudio.com/T153969 -hidden vegetation
iirc it's not
there's even brake icon on HUD
near lights etc.
if its toggle, it would be very easy to fix (relatively speaking)
Haven't gotten around to making a ticket for this yet, but has anyone reported the "patch bug" yet? It's been a thing for a few versions. Happens when BIS_fnc_setUnitInsignia is called on a unit wearing a uniform that supports insignias and they switch to a uniform that doesn't support them. Clients that JIP after this will see the insignia forcefully applied all over the uniform. Not something that's fixable scriptside, since BIS_fnc_setUnitInsignia on a unit with unsupported uniform will always fail, even if it's trying to set the insignia to blank.
never seen or heard of that
same
I know how it could happen I guess. But never seen it happen
Cool. Will open a ticket and get screenshots. Happens very often on my unit since we apply rank patches when players connected via that function.
without a repro that works, we probably can't fix it
I think its a race condition as the script is spawned maybe?
I've noticed that calling BIS_fnc_getUnitInsignia after changing uniforms to an unsupported one still returns the old insignia.
My guess is that no checks are made if the uniform supports the thing, and it's just forcibly applied to the first selection it gets.
hmm... We also noticed that, but had no idea where it came from 🤔
In our case we had people seeing the insignia being placed as textures on the pants. Even when the new uniform supported insignias
see: https://cdn.discordapp.com/attachments/658046969721126963/778701259833999400/20201118192002_1.jpg
That's exactly it.
Wow
PS. we use modded uniforms (RHS) and does only happen to specific ones.
A temp fix is to simply take of the uniform and put it on again (without calling BIS_fnc_setInsignia again)
Yeah I wanted to look into the helicopter one. And reyhard had some ideas. But it opens a can of worms and don't think it's really thaaat important
well I don't know what to think if you think that...
couple of if's in engine do force-destroy helicopters
by making them force-fall on their side when they shouldn't, despite them having 0 damage to any of their parts other than the main rotor and already landed perfectly flat on their both sides on a flat surface... is not really that important
it happens hundreds of times, for a lot of pilots, on a lot of servers, daily, for years, while they're doing everything correctly when emergency landing helis
last time I've seen it happen was like 3 months ago
one thing is to know that you, your heli and/or the crew died because of mistakes and you just accept there are things you still have to learn to get better at it
a completely other thing is when you know what and when to do, but you know you still will die 100%, because Arma decides it wants to make your heli force-fall on the side and force-expolde it, just because why not
I see very very often on our 3 servers
daily
ok. Doesn't change what I and reyhard have said.
200 KotH players transporting all day long people to AO and a PvE server people doing same
it could have been ok if it was a sufficiently inclined surface and you not landing properly, but when it's perfectly flat and you emergency-land perfectly horizontally touching the ground with both sides of the heli at the same time and keep pressing the button to make the stick to the ground and you see/whiteness Live that the game forces it to fall on the side, defying all the physics laws, there are no words to describe it
That's a seperate bug of what we were talking about
?
we were talking about fallen over helicopters just exploding
I'm not talking about wheels and brakes working
not about helicopters falling over without reason
well, if at least you could prevent them from exploding if not enough damage done to specific parts or damage in total to different parts, it would have been a huge improvement already
since it's not a problem to implement an action in the menu to flip a vehicle in the SP/MP mission
we already have such option in KotH and Evolution missions
" [Feature Request] Helis able to take off and land like jets, using their wheels and hand brake (X) (no AFM used!)"
if I understand right the only issue with that is that without AFM, helicopter breaks are always enabled. and not only enabled when you press button.
Backwards compat wise that's problematic... We'd need to make it optional and have the old behaviour by default
make the brakes enabled by default and allow to disable them. (toggle, i think it's a toggle in afm too)
CTRL + B Toggle Brakes
brakes are actually permanently disabled if you use PhysX setup - it would be nice to toggle them actually
I hate trying to do a sliding landing, only to break the helicopter instead of it rolling on the ground.. So I'm definitely interested in it
if its toggle, it would be very easy to fix (relatively speaking)
toggle would be the nicest thing ever, but otherwise I would be happy even if we had the possibility to unlock the brakes at least while keeping X pressed (would be the opposite of manual brakes)
so you hold X to allow the heli to roll and release X in short sessions several times to significantly slow down or completely stop the heli when the speed is already super low, like 20 km/h, that is prior to this achieved by the friction with the ground, when landing like a jet and pressing the heli down to the ground with Shift
or make it like for jets (don't know how exactly they work now + they don't have AFM)
they lose speed only while pressing/maintaining X (air brakes) and once the speed on the ground is 0, you don't even need to still press X, since it has come to a complete stop with 0 km/h
yeah, jets are the best example - no AFM, wheels work, X (air/manual brakes) works
as you can see here, despite the jet having working/turning wheels, it being on a really steep hill and me not pressing X or applying any thrust, it still doesn't roll of, so helis wouldn't as well of of an aircraft carrier
even when I turn off the engine and get out, it still doesn't roll of the steep hill even 1 mm
so I assume same/similar could be done to helis - working wheels and X (manual brakes)
it would have revolutionized Arma (no jokes!)
it would have been a really nice present for all the community. there are really a lot of people flying helis in Arma on daily basis for years
https://www.youtube.com/watch?v=-8exxiLfxM0
I'm willing to test it in dev or perf
perf would have been best, since possible to connect to any server and it's updated much more frequently than dev + since I suppose it's only client thing/change?
Bug: render to texture will not update if you try to use the same r2t name with a different camera after the last one is destroyed.
cam1 = "camera" camCreate [0,0,1e3];
cam1 cameraEffect ["Internal", "Back", "tag_r2t"];
cam1 camSetPos ASLtoAGL getPosASL player;
cam1 camSetTarget player;
cam1 camCommit 0;
now use it as a texture:
"#(argb,512,512,1)r2t(tag_r2t,1.0)"
camDestroy cam1;
cam2 = "camera" camCreate [0,0,1e3];
cam2 cameraEffect ["Internal", "Back", "tag_r2t"];
cam2 camSetPos ASLtoAGL getPosASL player;
cam2 camSetTarget player;
cam2 camCommit 0;
the texture won't update anymore.
in other words, it appears that destroying a camera doesn't terminate the r2t
you have to terminate the r2t manually:
cam2 cameraEffect ["terminate", "Back", "tag_r2t"];
cam2 cameraEffect ["Internal", "Back", "tag_r2t"];
Also, setVariable doesn't work on cameras
Would it be an option to replace BIS_fnc_exportGUIBaseClasses with https://github.com/R3voA3/fn_exportGUIDefines to fix https://feedback.bistudio.com/T127744 ? Parameters of the function could be adjusted to be backwards compatible.
what do you need that function for when you have import?
- It's still an easy way to get all the necessary defines / imports
- The current function is broken
I don’t see repro in that ticket @daring wagon
Repro was added @solid marten
https://feedback.bistudio.com/T155459 Opened ticket for the insignia bug that was mentioned the other day
soldier[B_soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform?
➥ Context: [] L173 (...\initServer.sqf)
[] L124 (A3\functions_f\spawning\fn_spawnGroup.sqf [BIS_fnc_spawnGroup])
[] L150 (A3\functions_f\spawning\fn_spawnGroup.sqf [BIS_fnc_spawnGroup])
[] L168 (A3\functions_f\spawning\fn_spawnGroup.sqf [BIS_fnc_spawnGroup])
[] L170 (A3\functions_f\spawning\fn_spawnGroup.sqf [BIS_fnc_spawnGroup])```
is the stack trace triggering quite generic or why is it active for "Some of magazines weren't stored in soldier Vest or Uniform"
like with the class name one has the relevant info
i guess one can overloaded the equipment via Eden/scripting too, but AFAIK this would not trigger the above warning
it is generic yeah
it triggers on every warning/error.
I guess that magazine message is a warning, and thus it prints all context that it has available
kk
would it be possible to add mouse support for horizontal scrollbars as well? (for mice that have that feature)
or maybe a simple "Alt+Mouse Wheel" to scroll horizontally?
I find it inconvenient that you have to click and drag the scroll.
posiible yeah, easy yeah
for the hotkey+scroll
I tried to mod it myself, but the problem is the vertical one moves too!
and you can't override it.
doesn't have override
can we have something between a "simple object" and a "full object"?
like a simple object that also has velocity simulation
createNotThatSimpleObject?
no
btw this can be closed I think @gray wharf https://feedback.bistudio.com/T126347
huh this would be nifty, that way a profile dying wouldnt cause your loadouts to disappear aswell, props too late in development to implement it though https://feedback.bistudio.com/T78883
It would be very convenient if every loadout would be stored as a seperate file i.e. in "\Arma 3\loadouts" that the arsenal could read at startup.
done, thanks
I think this one can be closed aswell? https://feedback.bistudio.com/T135069
Not enough info/ props just not understanding the game correctly
Oh right 
didnt have my query set up correctly and just noticed it while looking at another ticket
This can be closed aswell since we have the cruise missle thingy now https://feedback.bistudio.com/T77834
This can props be closed aswell, no? doubt enough people are importing missions from 2d to 3d at this point to make it worth the effort to fix it https://feedback.bistudio.com/T86187
Intro not imported from 2D Editor to EDEN
to be reviewed by BI then @restive bone
Oki 
Do you want me to post stuff like that aswell so you can pass it on or just skip it?
I don't "pass on" anything really, I just change status (usually to closed) for stuff done, or delete/edit user messages to prevent spam 🙂
Ye I knew you just closed stuff but wasnt sure about the reviewing by Bi thing
Would it be possible to have something like that for sliders as well? Mousewheel = scroll at normal speed, CTRL + mouswheel = 50% of normal speed, something like that ? 😄
Just shoot me a msg if you want a ticket.
just check for isGamePaused
lnbSetTooltip in RscListNBox only show the value of the first column defined
https://feedback.bistudio.com/T154380
would it possible please to look into this one
Hey folks, have I entered this feedback ticket correctly? https://feedback.bistudio.com/T155081
yep!
Is there a way to create sections in a code file? In VS Code I could use #pragma region and #pragma endregion but Arma has issue with that 😦
isn't that just a VSCode thing?
Dunno if other IDEs support it
I just hoped arma would ignore preprocessor command it doesn't know 😄
*Oh, just noticed I posted it in the wrong channel 
bans R3vo and forces him to work on the wiki 24/7
pragma support in coming, I forgot if I finished it already
❤️❤️❤️❤️
no I didn't push that one yet.
I don't know if I implemented pragma. But idea was to let Arma for now just ignore all #pragma lines
Not sure if this has already been requested.
Could we get an EH which triggers on changes of https://community.bistudio.com/wiki/behaviour ?
I also wish for a unit behaviour change, instead of the whole group
Not even sure where to put this request since it's not even public, but getObjectScale or objectScale make sense? I think it does, since not every terrain objects are 1x scaled. Somehow it helps with terrain creation?
That would probably mean I need to make it work with scaled terrain objects?? oof
show me a example terrain object that's scaled, preferably on a vanilla terrain so that I can test
Most of rocks aren't 1x sized. For example... secs please
These rocks in Agia Marina, Stratis are surely not 1x sized. There's some workaround to fetch object scale, but if it's possible to get it directly, always welcomed for... something ¯_(ツ)_/¯
I'll look into it after lunch, no need for ticket
Also, a question that isn't even related to the convo above: do Bohemians prefer a ticket per a request/report or I can include multiple requests/reports into a ticket?
Makes sense 🙂
you can link them among themselves if they are close (e.g see also T123456) and the FT will automatically create the link to the other ticket
Or group them
Welp @alpine tulip it was actually pretty easy. the leftmost stone is 0.3647 scale
its actually only one line of code 
works for trees too
I'm seeing an issue with linux servers having a broken magazinesAmmoFull function. https://feedback.bistudio.com/T155504
are they actually the same rocks (do they have the same model)? maybe it's just one giant rock object.
also you can set up the object so that it's partially revealed (e.g. half of it buried) so it may look smaller.
I've never done any terrain making but I doubt you can "scale" objects.
scaling objects is regular feature of terrain creation - this way you can have dozen of trees which are looking somewhat natural
are they actually the same rocks (do they have the same model)? maybe it's just one giant rock object.
See #arma3_feedback_tracker message 👀
it has its own issue though, I remember for instance how pissed off was one of the audio designer when terrain makers tried to make young forest out of 20 meters trees
suddenly, you had sounds for those birds sitting at the tree top right at your face
in the end we managed to fix it via sound config - sounds were also taking ASL height of memory point into account too
young forest out of 20 meters trees
sounds for those birds sitting at the tree top right at your face
20m-high soldiers confirmed 👀
If scaling is a thing in Arma, why can't we just scale everything?! (Dedmen said scaled soldiers won't be happening)
Is there any issue to scale RTMs?
(I think there is, somehow scaling soldier via RTMs always do behave weirdly)
you can already scale particle effects for instance
But it won't have Shadow and Geometry LODs
no. See the jet get-in animation I posted on twitter. works fine.
Shadow lod seems to cause issues, and in general engine wasn't built to support scaling, so many places just reset it, or outright go bonkers when something is scaled
These tickets can be ~~closed ~~ set to "Feedback" (Fixed, thanks everyone ❤️ )
https://feedback.bistudio.com/T154710
https://feedback.bistudio.com/T154837
https://feedback.bistudio.com/T154442
https://feedback.bistudio.com/T155161
Can't confirm this fix, it's not working for me still. @untold sky
https://feedback.bistudio.com/T155366
Feedback
The first 4 cannot be closed, they'll be feedback until release
was the lnbSetPicture fix in changelog? but still no workey?
Then I need repro.
all set to feedback
Thanks 😄
sowwyyy :3
For what?
not being "able" to close it, in a way 😉
Don't care, as long as it's not "open" it's gone from my list anyway
ah cool! best of both worlds then
Then I need repro.
Coffee first 😄
I'm busy till next week anyway
RscControlsGroup has performance issues with almost all control types
https://feedback.bistudio.com/T155527
RscEdit was just fixed in dev branch?!
And I think RscListBox too?
So you're saying hte fixes don't work?
Also please add repro scripts that create such a control to your ticket
No need for structured text, can't really be fixed
Inside a controls group with scrollbars was fixed. And confirmed fixed by R3vo.
then this can be closed: https://feedback.bistudio.com/T155527
closed, feedback, won't fix? I didn't follow
it's still not fully duplicate
I don't see a ticket mentioning RscStructuredText
But you say it won't be fixed, so no point in keeping it open
Well won't change much since StructuredText is no fix
which is why I said it can be closed
get your poop together cannonfodders! 😄
https://feedback.bistudio.com/T155366 (Repro added)
https://feedback.bistudio.com/T155528 (Found while creating repro :D)
@untold sky
lnbSetTooltip in RscListNBox only show the value of the first column defined
https://feedback.bistudio.com/T154380
this would great to see fixed to make lists more user friendly
any chance for pushFront ?! 🙃
should be on my list already
do we have insert yet?
insert element, or array of elements at index?
I don't think so, but that'd be awesome!
make me a FT ticket for next week :u
so is this correct?
_array = [1,2,3];
_index = 0;
_value = 0;
_array insert [_index, _value]; //[0,1,2,3];
_index = 3;
_value = 2.5;
_array insert [_index, _value]; //[0,1,2,2.5,3]
yeah. I'd consider that correct
mh, this can replace both pushFront and pushBack in one command 👀
_index = 3;
_value = 2.5;
_array insert [_index, _value]; //[0,1,2,3,2.5]
should it be placed before or after the index?
AT index
so
_array insert [3, _value]
_array select 3 == _value
Aww bummer. how do you insert a range of....
ah
_array insert [3, _value1, _value2, _value3]
?
how about it always accepted an array?
_array insert [3, [_value1, _value2, _value3]]
_array insert [3, [_value1]]
performance overhead :U
but shouldn't be that important here so should be fine
Hmm tvSortAll is not that much faster in my cases.
But I was able replace like 8 lines for sorting with just one. That's nice 😄
It should be faster tho 😢
is it possible ? https://feedback.bistudio.com/T155449
Possible yes
It would be very cool if this was implemented, it will help a lot in the future
Dialog and airplane throttle weird behavior
https://feedback.bistudio.com/T126140
and you can open the other tickets recursively. x)
Autopilot system.
Did you try createDisplay instead?
But anyway, this thing is pretty annoying in MP when you open the pause menu, so it should either be removed or become optional
yep.(
Why is texture loading/processing in Arma so expensive. Adding 10k entries to a list takes like 0.05 s, with tvSetPicture/Right it takes 37-40 seconds
Yeah I wanted to look at that someday.
Opening ACE Arsenal, most of the time is just spent loading the small images
I think mainly the setPicture commands are not async, they wait till the texture is loaded. Which includes disk seek times and stuff
If you need a ticket let me know.
Does the Moon got an “optimization” so it's not shown in daytime? I think Moon is important to navigate one even in daytime, so I kinda miss it
ctrlSetURL does not accept file paths:
_ctrl ctrlSetURL "file:///P:/buldozer.cfg";
``` but with the config attribute it does work:
```cpp
class Ctrl: RscText
{
idc = -1;
text = "Open";
url = "file:///P:/buldozer.cfg";
x = 0;
y = 0;
w = 1;
h = 1;
};
That seems... unsafe or am I crazy?
personally i'd worry about someone opening up a exe to cause some damage but idk any examples so may be unwarranted concern.
A browser would never be able to execute any file, only open it (aka read contents).
And the URI's used in Arma are all browser based (it has a build in browser with worse feature support as IE6), so it's 99% safe.
The only thing which COULD be a security risk is trying to read configuration files outside of Arma containing passwords (and some of them ARE at guessable locations).
you can open cmd with it for example. cant use any arguments but perhaps another exe is designed to be destructive by default 🤷
no, you can't...
i did
did you OPEN the cmd, or EXECUTE it?
open, as i said
which can't harm anything
i more or less acknowledge that here?
#arma3_feedback_tracker message
A browser would never be able to execute any file, only open it (aka read contents).
So still no security risk from that
(aka read contents) ... the command prompt window opened though. so whats to stop someone from setting it to open an uninstaller for example. sure most have confirmation checks but thats not the point im making.
However, there are quite some files at guessable locations which contain data you wouldn't want to be in the open. So if a server has no verifySignatures, you can go through a huge list of known files and get a lot use stuff.
No idea how BE handles it though, no intention to try that out 😉
That is strange, since that should never happen (unless the browser part in the engine is really, really, really bad)
could try to do some tests tomorrow (both client and server side) and report it
any chance of this being looked at one day?
https://feedback.bistudio.com/T150688
seems that Dedmen is going to, or already had a look at it
https://feedback.bistudio.com/T155574 (Steam missions not marked as played, with repro)
I noticed that issue a few weeks ago and I think it started after 2.00 update (maybe earlier) A few other ppl were able to confirm this issue.
A couple of questions about the new insert command:
- Can we have a param for "insert if unique"?
- What happens if I try to insert a duplicate key into a hashtable with that command? (If it's gonna support hashtables)
I was hoping the data could merge if it was array, otherwise replaced, but that seems too complicated!
Asking about the insert command...
HashMap always overwrites when you insert duplicate key.
the set command returns bool telling you if you overwrote, the insert command just overwrites and doesn't tell you
insertIfNotAlreadyExists is doable, but I would need to either make the syntax more complex, or find a name for a seperate command. And don't think its needed :U
insertUnique ^^
Ah, easy 😄
\o/
But don't wanna :U
Don't think its worth the 10 minutes of work to copy-paste the insert implementation and test it
also to add to the fire, I would have preferred insertAt
When you can present me a actual usecase, that will greatly benefit from this compared to a select {!((_x select 0) in _hashMap)} then maybe
in c++ the method name is container.insert(iterator, value)
SQF will be
container insert [offset, value]
(for non-hashmap that is)
deleteAt, insertAt was my point
I guess I can live with insert too
(if one can insert in a string, kthxbai 😁)
https://feedback.bistudio.com/T78990 I think this can be closed.
https://feedback.bistudio.com/T79899 this was implemented with tanks I believe
https://feedback.bistudio.com/T84292#1114739 I think this can be closes as well since we have lou now 😉
https://feedback.bistudio.com/T85987 This was fixed
https://feedback.bistudio.com/T116697 fixed, same as last ticket
https://feedback.bistudio.com/T81676 from my testing this was fixed as well. Maybe someone else can confirm?
https://feedback.bistudio.com/T74147 This was pretty much fixed with tank dlc
There are still some edge cases it seems
Possible.
https://feedback.bistudio.com/T74147
I cannot believe someone made a feedback ticket because they beached their tank on a wall. lol
@sinful kettle does
_array insert [index, [value]]
return anything? what would be usful to return?
index makes no sense, number of values inserted doesn't either?
closed them all but T81676
Heh, I have the chance to repeat history
no
it's like append
Performance wise, returning a value that I already have costs the same as returning a nil.
So its best to always return something if you have something useful
only thing I can think of is result total length of the array/string but.. thats not really useful
I can't think of anything useful to return either
you already have the index
number of values is also supposed to be known by the person that uses the command
how about returning the reference to the array?!
either that or nothing at all
I actually like returning the length of the array
I feel like that's the most useful return value of array insert
but... sqf _key = _array insert [_key, [_value]]; both _key variables are the same if you would do that, so doesn't make sense...
I would expect nothing (like set)
also, I like inserAt slightly better than just insert
as Lou said:
#arma3_feedback_tracker message
why not just: array insertAt [index, values, onlyIfUnique]
where onlyIfunique is an optional bool
you mean for onlyIfUnique?
unique on index (should already be the case, since it will overwrite the current one)
or unique on values, which doesn't do anything; setting the same value is probably faster than checking if it is unique or not
it will overwrite the current one
it inserts the values there, so that the first value is now at index
setting the same value is probably faster than checking if it is unique or not
no it's slower. the command is also intended to work with arrays
also, this would be processed by an internal engine loop, which is several times faster than SQF loops
no check is always faster as a check... no matter when/where/how it's done 😉
but sometimes you need unique elements
and I'm not sure whether that or arrayIntersect would be faster
-1 index for "at end"
you could just use append for that, but I can either just support it, or add checking and error for negative index.
I kind of like both! 😄
Uh... thats interesting.
But people will probably be confused and think it copies array then :/
Problem with insert/insertAt is, I can reuse insert for hashmap, insertAt for hashmap no sense
I was talking about hashMap for that one
array.... yeahhhhhh.... maybe...
unique is also kind of a chore to do performance wise :u
And not really compatible with the way I currently do the insert 😦
arrayIntersect will be worse if the array is large.
Yeah for array the unique makes sense, I just thought we were talking about hashMap
I can do the unique bool for array then, but you'll pay the normal unique pushBack performance price then...
Which I don't particularly like
you mean it'll be like pushBackUnique?
I think it'll be fine.
because right now, in one of my mods, I need unique elements for one of my arrays.
so I do:
_a = [];
{
...
_a pushBack _blabla;
} forEach _something;
_targetArray append _a;
_targetArray = _targetArray arrayIntersect _targetArray;
since both the _something and _targetArray are large, I expected that pushBackUnique would be slower:
{
...
_targetArray pushBackUnique _blabla;
} forEach _something;
and I'm not sure if this is faster:
_a = [];
{
...
_a pushBack _blabla;
} forEach _something;
_targetArray insertAt [-1, _a, true];
but if the performance difference is reasonable enough, then I'd say the command is worth it.
I don't actually know how pushBackUnique is implemented, I could imagine that its not done well
I think it's in + pushBack
yeah I hope not
but it might be
I can actually multithread the unique check with insert as you'll probably do multiple at once 
are any of the current commands multithreaded?
Wonder if people will then optimize their scripts by using pushBack on temp array, and then inserting in bulk
probably not
I'm not sure if it offers any performance improvement (since the process is the same, at least afaik)
arrayIntersects is probably also well multithreadable?
it is
Can you maybe make a ticket of script commands that may benefit from getting multithreading?
But the "world" commands probably won't be possible, stuff like nearEntities n such
sure. I'll see which ones have a potential for that
are loops such as apply and select multithreadable?
I think not. because you can exit them right?
btw, Dedmen, do you happen to know why getting the position of a unit that is inside a vehicle is significantly slower than getting the position of an on-foot solider?
example:
_pos = getPosASL player;
_result = [];
isNil {
_veh = createVehicle ["B_Heli_Light_01_dynamicLoadout_F", _pos];
_result pushBack diag_codePerformance [{getPosASL _this}, player];
player moveInDriver _veh;
_result pushBack diag_codePerformance [{getPosASL _this}, player];
moveOut player;
deleteVehicle _veh;
player setPosASL _pos;
};
_result;
the result is:
[[0.00069,100000],[0.0110744,90298]] ~15 times slower
I think because the engine looks up the proxy position or something?
no. Cannot execute SQF code in multiple threads
15 times slower seems excessive
but it needs to consider the vehicle position and animation, maybe player animation too, and ASL is extra expensive because on top of all the animations stuffs it also needs to check terrain height
expensive, but not THAT expensive I'd say
it is true about all position formats
AGL, ATL, etc.
ASL is extra expensive
I thought it's the lightest command
which is also ASL! 😄
if anyone has any other commands in mind, let me know!
Does anyone know since when the onLoad EH params also includes the control/display config?
https://community.bistudio.com/wiki/User_Interface_Event_Handlers#onLoad
params are now:
params ["_dispOrCtrl", "_cfg"];
if it's not dev build specific, I want to use it in my mod.
yeah, I noticed that my mod's performance drops when my AI have to target a vehicle crew. (so 10 AI targeting a single vehicle crew is like 150 AI targeting an on-foot soldier!)
maybe also true about the vanilla AI?
1.56
Perfect! Thanks!
Is it know that https://community.bistudio.com/wiki/BIS_fnc_animalBehaviour doesn't work for agents created dedicated server side? (looks like the moveTo don't do anything)
t = createAgent ["Goat_random_F", getpos (allplayers # 0), [], 0, "CAN_COLLIDE"];
The agent just move to the north
Goats have their own head, they won't do what you tell them to do.
(rel your prob: no clue 🤔 )
If I execute the above code player side, the goat follow the anaimalBehaviour but when it is executed server side, the goat just walk straight to the North 😫
Yes and BIS_fnc_animalBehaviour use moveTo etc to control an agent
so any moveTo usage dedi-side is bugged right?
Yes
ticket tiiime! (if it doesn't exist already ^^)
god dam
Make dedmen and KK a nice present.
Hold back all tickets and bundle send them on 24th 😉
Reports indicate a mass quit of Bohemia developers after Christmas, more at 9
Lol
you forgot to pre-heat the engine with a while { true } !
😄
I shall try not trying to insert a 390k big array into a 390k big array
Seems like a totally realistic use-case for arma 😄
seems like you should take care of your cpu cooling, this should not happen even on prolonged 100% cpu usage 
BigArray = ("true" configClasses (configFile/"CfgVehicles"));
8081 elements.
_myArray = +BigArray;
{_myArray pushBack _x} forEach BigArray;
17.5965ms
_myArray = +BigArray;
{_myArray pushBackUnique _x} forEach BigArray;
798.5ms
_myArray = +BigArray;
_myArray append BigArray;
3.777ms
_myArray = +BigArray;
_myArray insert [-1, BigArray];
3.2ms (lol why is insert faster than appe... oh wow.. Append isn't using the new array insert stuff I wrote a couple months ago.. Welp.
_myArray = +BigArray;
_myArray insert [-1, BigArray, true]; // Unique, non-multithreaded
720ms (comparable with the pushBackUnique loop above)
_myArray = +BigArray;
_myArray insert [-1, BigArray, 2]; // Unique, multithreaded
150ms (comparable with the pushBackUnique loop above)
😮
I need a better benchmark example that's not as ridiculous as 8000 cfgVehicle entries. something more real world
1441 elements a bit more realistic.
pushBackUnique 27ms
insert 22.4ms
insert multithread 5.6ms
488 elements (cfgAmmo)
pushBackUnique 34.86ms
insert 2.8ms
insert multithread 0.86ms
100 elements
pushBackUnique 0.304ms
insert 0.136ms
insert multithread 0.196ms
There's the threshold. probably around 150 elements where MT is not worth it.
150 config entries
no-MT 0.293
MT 0.276
150 strings
no-MT 0.345
MT: 0.269
pushBackUnique 0.673
So with 100 elements or less mt is slower ?
Roughly yeah. it depends on the datatypes.
And the size of the array you are appending to
Not so nice
if (count > 100) then { mt } else { normal } 😛
would still make it slower than it is right now in most cases I guess
adding 100 elements to a 100 element size array is 10k comparisons
I will probably make the condition
count oldArray * count addArray > 10000 && count oldArray > 50
something like that probably? Need more test cases and more testing
50 element array
non-MT: 0.0452
MT: 0.155
pushBackUnique: 0.136
hmpf
Is multi threading making it slower?
yeah, with low number of elements the overhead for it is too high
Ah okay
I can try to make my multithreading method better tho
multithreader.setOverHead(0); // in ms
Hire lou. He got splendid ideas😋
duh, easy!
if (multiThread.hasOverhead()) {
multiThread.removeOverhead(-1); // just purge all
}
``` better solution to all problems 🤣
So did some changes
50 elements again
non-MT: 0.0426ms
MT: 0.150
pushBackUnique: 0.137
0.005 faster than last one, wauw... meh don't think it will get much better.
what about arrayIntersect for the append insert case to return the unique elements? would it be faster?
_myArray = +BigArray;
_myArray insert [-1, BigArray];
_myArray = _myArray arrayIntersect _myArray;
intersect is about as fast as the non-multithreaded insert, which makes sense as it works the same
Pushing ticket up https://feedback.bistudio.com/T155265 "Mod sorting in the launcher"
In the hope for the implementation
https://feedback.bistudio.com/T155249 "Editor compositions for the independent side ignores the search"
Still present in profiling and dev
3DEN bug:
https://feedback.bistudio.com/T155644
can anyone else repro this?
Ok, so apparently the list never loads unless you manually update it
entity list on left?
fixed in last prof and next dev
eden code collapsed the invisible root item of the tree. As its invisible, you can't expand it yourself, and you don't see it
alright, then please close the issue
was that ever in release branch? if not, I can indeed close it and not "feedback" it
only dev and prof
closiiing
nooooo
closeded
https://feedback.bistudio.com/T154810 please close - not a bug
wat? didn't we define it was one? 🤨
#arma3_feedback_tracker message
I can`t reproduce if execute a command on the leader of the group
Therefore, I thought that "not a bug"
ah maybe it was a "light source" issue, I can't remember
I will have to re test to make sure
I doubt about "light source"
although ... I can't be sure
so the overhead for multithreading in script commands is about 0.120ms for every MT instance.
So for the unique insert of array2 into array1, you first need to filter duplicates inside array2, and then filter duplicates when inserting into array1.
That's about 0.240ms overhead for multithreading.
but when inserting 50 elements into a 50 element array without multithreading only takes 0.045ms that's not really worth it there :u
And how often do you insert like 150 elements where you only want uniques 🤔
And how often do you insert like 150 elements where you only want uniques 🤔
me?! a lot
but an average scripter, not so much
you don't wanna ask me! I do a lot of crazy stuff! 😄
done
I may let the user enable/choose whether he wants multithreading.
by passing 2 as the onlyIfUnique
The description for this command is a bit ...wrong
array push_back "Hello" 
@desert trench I dunno what's going on here. The 2 column listnbox actually has 3 columns. And the left one actually ends right where the text of the left column starts 
safeZone issue?
Is that normal that it shows so early on the left, and already ends while I'm still ON the second text? is that the same with the old tooltip in current dev?
Î think CT_LISTNBOX doesn't support colorbackground
aw; any border maybe?
disableSerialization;
TEST_Display = findDisplay 313 createDisplay "RscDisplayEmpty";
TEST_ListNBox = TEST_Display ctrlCreate ["RscListNBox", -1];
TEST_ListNBox lnbAddRow ["COL1", "COL2"];
TEST_ListNBox lnbSetTooltip [[0,0],"1"];
TEST_ListNBox lnbSetTooltip [[0,1],"2"];
TEST_ListNBox lnbSetPicture [[0,0],"\a3\3DEN\Data\Displays\Display3DEN\EntityMenu\findConfig_ca.paa"];
TEST_ListNBox lnbSetPicture [[0,1],"\a3\3DEN\Data\Displays\Display3DEN\EntityMenu\findConfig_ca.paa"];
TEST_ListNBox lnbSetColumnsPos [0,0.5];
@untold sky
Try this 😉
Ah I know why it ends early
because it has 3 columns, and the last column has empty text and empty tooltip
so it shows the empty tooltip for the last column
But he only added 2 columns
Yes exactly
or does lnbAddRow adds 2 columns to the default one
thats the weird thing
there is a script command to get the column widths, that will also return 3 it seems
disableSerialization;
TEST_Display = findDisplay 313 createDisplay "RscDisplayEmpty";
TEST_ListNBox = TEST_Display ctrlCreate ["RscListNBox", -1];
TEST_ListNBox lnbAddRow ["COL2"];
TEST_ListNBox lnbSetTooltip [[0,0],"1"];
TEST_ListNBox lnbSetTooltip [[0,1],"2"];
TEST_ListNBox lnbSetPicture [[0,0],"\a3\3DEN\Data\Displays\Display3DEN\EntityMenu\findConfig_ca.paa"];
TEST_ListNBox lnbSetPicture [[0,1],"\a3\3DEN\Data\Displays\Display3DEN\EntityMenu\findConfig_ca.paa"];
TEST_ListNBox lnbSetColumnsPos [0,0.5];
systemChat str lnbSize TEST_ListNBox;
returns 2 columns
yea so one extra
I have always found listnboxes weird
now I know why 😄
deleteColumn also doesn't seem to work
OH WAIT
RscListNBox → has three columns defined in config
Maybe this is messing stuff up
But yeah, even if all columns are deleted, one stays
lnbSetTooltip is still bugged or is there any way to make it work for multiple columns?
I was just talking about that above
there is a bug, if it is executed from the console and not with a little delay (unscheduled issue? loading?)
if (isNil "BOOLEAN") then { BOOLEAN = true };
[] spawn { sleep 0.1; joe enableGunLights (["forceOff", "forceOn"] select BOOLEAN); // works with a timer, 100%
joe enableGunLights (["forceOff", "forceOn"] select BOOLEAN); // doesn't work well
BOOLEAN = !BOOLEAN;
added repro in https://feedback.bistudio.com/T154810
Could you make a ticket and a thread on forums with all typos and mistakes in ingame syntax so we could bulk fix it
Yes… but it doesn't say anything about partly activating group lights?
Of all commands?
You may ask for an extract 😬
I can send you all commands and their info if you want
but I'm not in the mood to check them all
I think ListNBox is just blergh.
Relative to column width, the column doesn't actually contain the column text, it renders AT the end of the column, so the text only starts at the end, it doesn't end at the end 
so the tooltips also end right when the actual text starts
The tooltip per column will have to be a new config option to turn it on. I can hack around that weirdness by adding the text width to the column width in the tooltip code. that should give a somewhat correct looking tooltip edge.
but backwards compat thats not possible as there are tons of multicolumn ListNBox'es everywhere that only have tooltip on first column
They listnboxes are bugged everywhere.
arrowLeft and arrowRight properties also cause some weirdness
For the commands:
_cachedCommands = [];
{
_args = _x splitString ": ";
if (_args#0 != "t") then {
_type = (["n", "u", "b"] find _args#0) max 1;
{
_cachedCommands pushBack [_x#1, _x];
} forEach supportInfo ("i:" + _args#_type);
};
} forEach supportInfo "";
_cachedCommands sort true;
_wikiPrefix = "https://community.bistudio.com/wiki/";
_template = "
Syntax:
%1
Description:
%2
Example:
%3
Example Result:
%4
Link to Wiki:
%5
______________________________________________________________________________________
";
_allCommands = [];
{
_x#1 params ["_commandType", "_lowerCaseName", "_camelCaseName", "_description", "_example", "_exampleResult", "_returnType", "_leftArgType", "_rightArgType", "_commandSyntax"];
_allCommands pushBack format [_template, _commandSyntax, _description, _example, _exampleResult, _wikiPrefix + _camelCaseName];
} forEach _cachedCommands;
copyToClipboard (_allCommands joinString "")
Thanks, will try that
Maybe I do an excel sheet which multiple people can edit and scan through for errors
A forum post might also work but will be quite lengthy
The lines are rendered at the END of the columns, its "two columns"
And here are the start of first and end of last column. And the column numbers, of this "two column" listnbox
And now you see why tooltip per column is..... problematic
becaue the column 1 tooltip, should basically be show until over half way through column 2... 
Seems like they knew that this problem was there, and instead of adjusting the text to the left they just added a third column as spacer
🤦
Requesting CT_LISTNBOX_NEW 😛
https://1drv.ms/x/s!AvgETyKiA6bQlflAnR1hXWLs3SQmRA?e=VTKFZ2 @sinful kettle feel free to help 😄
We'll need a diff though, not just new texts. need to know where it goes and what actually changed or not
My idea was to remove all those which are okay
and mark the changes with colour
I doubt there are many command with faulty documentation
Sooo close 
😄
so anything new about the UI being broken? 🤣

map moving with the ears! \o/
fake news!
This is both good and bad news at the same time 
how so? no more silence while reading the map in a vehicle? 😄
annyone wanna waste a couple days finding all the duplicate tickets for that on FT? 🤣 #
Lou? Our Ticket master? 😛
What about fixing the sound changing to external? ❤️
tomorrow maybe.
I guess noone noticed before that the in-vehicle attenuation should stay
Really? That's causes it to be incredible loud when opening the map. 😄
yes. probably actually.
dunno if fixed by this (profiling branch next week)
yes. But I guess people knew that the sound listener position stays stuck. and thus its "normal" to be outside of the vehicle
Makes sense
https://feedback.bistudio.com/T125411
https://feedback.bistudio.com/T124263
https://feedback.bistudio.com/T76649
https://feedback.bistudio.com/T72548
https://feedback.bistudio.com/T67308
These are all related to that issue. Might wanna pin it or @gray wharf can bookmark them for later
the amount of bugs "we" see as normal nowadays 😉
find one master ticket, and close duplicate the others
T125411 has most subscribers so good candidate for master ticket.
dedmen had to take the matter into his own hands 😂
I would say master ticket is the one that was the first where it was reported and not which has most subscribers
I can't remember, does say3d obey in-vehicle attenuation. I can imagine it'd be tricky to support properly outside of a boolean switch
but that master ticket doesn't have a comment from me on it 😢
you can comment on it any time!
in fact, go spam in whichever ticket you want!😇
the moment you realise that you have to become a dev at the game company to fix the tickets you created as a player years before
🤣
…let's not take the risk *deleting tickets*
Btw to give some feedback on that, it'd be nice if there was some way to automatically lower the volume of things like helis when you open the map
The ears being static was actually nice a lot of times since that meant you didnt get your ears blasted by the heli the entire flight
A friends reaction to me showing him that video
http://prntscr.com/w02t79
Yeah i had that idea too
I can add it to the FT ticket if you want
I wonder if this bug (camera not moving with the vehicle when map is open) is related to the rendering.
Because apparently when you open the map world rendering stops.
It would be really cool if we also had diag_exportConfig in non-diag builds except it didn't support any file write and instead copied the result to the clipboard.
or always saved it in the temp folder or Arma 3 folder (in local app data)
yeah cumulative ticket
I'd say let's first gather a group of volunteers, then assign a set of commands to each person. That way we can be more efficient (no two people wasting their time on the same command).
If there's like 10 volunteers, each will be reviewing ~500 commands, which can be done in like an hour or two, since most commands are fine as they are.
Also why not import the description and examples from the wiki (maybe even all of them!)? Of course this is for the Dev team to decide.
Feature Request: new command: pathLength
to measure the length of a path (array of positions, either 2D or 3D)
_p = _pathPoints#0;
_dist = 0;
{
_dist = _dist + (_p distance _x);
_p = _x;
} forEach _pathPoints;
_dist;
I can create a ticket if you're fine with it.
https://feedback.bistudio.com/T155660 @gray wharf Spam comment
Also why not import the description and examples from the wiki (maybe even all of them!)? Of course this is for the Dev team to decide.
That would require a lot of manual labor since many of the descriptions contain formatting which is probably not supported in Arma 3
it is
A couple dozen changes is fine.. but we won't update every commands description :U And also they should be relatively compact
I am concentrating on things which have either no description, wrong description or grammar or typos in them.
Btw, is buldozer_reloadOperMap a typo, or is "oper" some special word for buldozer?
Oper is a thing
ok
I hope your solution doesn't re-enable rendering!
https://feedback.bistudio.com/T155675 (Command descriptions)
I wonder, would it be possible to add a button to the GUI which would automatically link to the biki command page?
boom headshot
momomo monster kill
ah, the good ol' days…
😄
@gray wharf Why not close this ticket? https://feedback.bistudio.com/T116934
It's from 2016 and the dude never replied
it's closed already 🤨
youuuuuuuuuu!!!!!111
of course not oof :U
Do you have no trust in me

Since you brought up a crash ticket, imo it'd be a good idea to go through the crash tickets on the FT and ask if its still happening, that way the ones that arent accurate anymore can be closed
sorry didnt mean to ping
I for a while spent days on commenting "can be closed" on old tickets that are probably still open 😄
Yeah I saw a few tickets with comments from you in it 
Also I cannot look at crashdumps older than feb this year. I don't know what Arma version that was.
But anything before 1.98 in crash reports will not be looked at so these tickets could be cleaned up if you have time to waste oof.
Ah okay
Soo
Ask if its still happening
Yes: ask for new crash report ( if below 1.98) and keep open
No: Close
No answer: Close
would be a good way to do it imo
since there are quite a few tickets about crashes on the FT iirc
Also 'No answer' being after a week or something like that
30s, faster
Very good
is it a 0.4 volume?
60%
Sometimes it... changes... 👻
Is that a hardcoded value or something that the player can change in the options
hardcoded for now.
If this will stay (which is not sure), and I do my sound changes in 2.04 (which is not decided) then I can add a slider in sound options (if we decide so then)
Ah oki 
I think one shouldn't lower sound automatically while m'appelle opened
Then you can just set the slider to full noise 👀
Because imagine poeple switching to 1st person in heli or 3rd person on the server is disabled.
It will further lower effects volume?
And if there are earplugs additionally to the first person?
You will hear almost nothing?
I think the volume should be lowered only by placer switching him self to the 1st person or if 1st person is forced on the server
The volume is already basically 0 in current Arma, just because the vehicle drives away
I don't see why first/third person makes any difference here?
Well, because in any heli, the volume/sound from inside/1st person is not so loud anyways to begin with (vs. 3rd person)
You want it not so loud - switch tout 1st person, voila
The propre way, while we're at it
Imho
Sorry, inside any véhicule, not just heli
Sound is not so loud in 1st person vs. 3rd person
Attenuation is already there, maybe to show that windows/interiors of vehicles work/exist as kinda isolation
1st person has exactly the same problem. People still use map screen to get away from the noise. Even when its "not so loud" its still so much that people want to get away from it
An option would of course be nice ❤️
I think the logic behind it is:
In 1st person your view is limited (if any at all), and the majority of players don't like that.
In 3rd person you get to see everything that's going on outside of the vehicle, you get to experience some of the action from the perspective most players are used to from games and movies.
Passengers in a vehicle have no active role, so they want to at least see what's going on. But if they switch to 1st person to get away from some of the noise, they can't do that and the trip becomes even more boring for them, and they still have some background noise. The map offered a way to get away from that entirely - they don't see / have any action, but there's also no (engine) noise disrupting their "downtime".
also not having the noise actually lets you understand other people well
My personal view of the topic is that Dedmen has fixed a bug (since A3 is a milsim sandbox); people who are annoyed by the noise level should be provided with some sort of earplug function by the mission designers.
However I do see a point in providing a game audio setting for engine or rotor noise. I have not experienced the noise levels in an open aircraft in real life, so I can't judge if the ones in A3 are accurate, but they are definitely quite loud. I use a high effects volume and that's all fine and great until aircraft come into play. I enjoy the realism, but during some sessions more than during others (e.g. after a long day), it's not very enjoyable to be blasted by loud (background) noise by a video game. If there was a way to have separate settings for these things, that would probably be appreciated by many, including me (I hate messing up my audio settings).
As I said yesterday, it's both good and bad news at the same time
not possible afaik since volume levels for e.g. rotors are not unified but defined by custom configs of the vehicles (if modded)

I don't like the sound lowering too. What about hiding it behind difficulty setting?
because UI, and Dedmen and UI are veeery distant-related parents 😛
Well we have the probably bigger half of the players who liked that bug to get themselves some silence.
And we have the other half that says "nu thats unrealistic just fix it"
Yep, screams for difficulty setting or some other way to toggle.
Yes, because most of quality vanilla missions have earplugs as standard function, not as a feature, so no real need to force-lower the volume while map open
Not even talking about ACE
Add an earplug/headphone feature, problem solved 😄
Spam ticket: https://feedback.bistudio.com/T155692
cleared up
nonsense: https://feedback.bistudio.com/T155702
While you guys are working on fixing the command descriptions, you might wanna fix these too:
https://feedback.bistudio.com/T155705
https://feedback.bistudio.com/T155704
The first one is probably a lot of work and the 2nd one is fine isn't it?
The first one probably yes, but the second one is not fine
Why not? Does it prevent auto completion?
I think I got it backwards!
The second one probably yes, but the first one is not fine
The first one is probably a lot of work
it's just getting two UI buttons to work!
nope
click on one of the data types
then you can use them to navigate back and forth
only think is that the back button is missing its text
I don't think that's possible
thb instead of fixing that. They should add a biki button which links to the full documentation
I think that would be more helpful instead of clicking through that tiny dialog
You mean like this?! 😜
#screenshots_arma message
Yeah that's better. But it's dev only right now!
were
https://feedback.bistudio.com/T136574
https://feedback.bistudio.com/T84936
(duping) fixed?
Tweaked: Optimized configClasses command performance if the condition is "true" or "getNumber (_x >> 'scope') > 0"
why notgetNumber (_x >> 'scope') == 2?
that's even more common than> 0
@gray wharf is this spam? I can't tell
https://feedback.bistudio.com/T145967
nope (if you mean the post and the last comment)
the last comment
I'll give benefit of doubt, it would not have raised any suspicion on my side
yeah i found another hit for this in the ticket:
API-MS-WIN-NTUSER-SYSPARAMS
so it's not spam
@gray wharf not able to reproduce https://feedback.bistudio.com/T84936 since 2.00
go see a doctor then
(but more seriously, thanks 😋)
https://feedback.bistudio.com/T155704
they are not duplicates.
The second location one is the array variant, the name of the parameter is just wrong in the documentation.
same for the others
"just"
no. but maybe should be set to not publicly visible
steps to repro on the Pennyworth ticket are fixed, because the vehicle inventory freeze thing was fixed
but the dupe bug itself isn't fixed
because i didn't think of that, and I looked at ACE code, I probably didn't see many instances of that in there
https://github.com/acemod/ACE3/search?q=configClasses one instance of ==2 that the search tells me about
worth making a FT to request setMarkerShadow ?
no, because the shadow is part of the image afaik
so this feature request would simply change the way markers are managed
it's actually a "new" marker with a different image
oh? then TICKET @desert trench 😄
will do. ty
Found a weird bug. For the DrawLine3D command, when you use a color whose luminosity is larger than 0 (or > 120 in Windows color picker) the color is always white!
can anyone else repro this?
sample code plz?
example:
this is always white: #F238BE
this is pink: ~#F01BB5
unit1 = createVehicle [typeOf player, getPosATL player vectorAdd [0,2,0]];
unit2 = createVehicle [typeOf player, getPosATL player vectorAdd [0,-2,0]];
onEachFrame {
_p1 = ASLtoAGL eyePos player;
_p2 = ASLtoAGL eyePos unit1;
//white
drawLine3D [_p1, _p2, [0.950982,0.239827,0.751728,1]];
_p2 = ASLtoAGL eyePos unit2;
//pink
drawLine3D [_p1, _p2, [0.939532,0.0623122,0.693753,1]];
};
actually, nvm
I think it's because of it being so narrow
I just tested another color and it looks better (it was probably due to pixel rounding) 
*false positive!* agrrrrrr
If only we could get an extra parameter to change line thickness 😢
https://feedback.bistudio.com/T122512
someone made it already
it's ridiculous in higher resolutions I agree
Man that would be sweet
btw, how do you remove the Discord text formatting? because two * should make the text Italic.
[Feature Request] New scripting command: get/setMarkerShadow[Local]
https://feedback.bistudio.com/T155728
GroundWeaponHolder Duplication
https://feedback.bistudio.com/T155729
@gray wharf can be closed: https://feedback.bistudio.com/T155527
done
Feature Request: Visual variant for : positionCameraToWorld
@sinful kettle https://feedback.bistudio.com/T154196
you can solve this with getTextWidth if you know which line/character the cursor is at right?
you can get cursor pos using this
https://community.bistudio.com/wiki/ctrlTextSelection
with getTextWidth you could figure out the screencoords if you know lineheight (which is hardcoded I think?) and the start of the current line
Also please always include a usecase with your feature requests. A "this should be possible, so do it!" is not helpful when trying to decide if we should do it or not
yeah. but I was hoping I didn't have to (the command getTextWidth isn't exactly fast). that's what I ended up doing
what I had in mind when I made that ticket was for my "debug console" mod. for example, when I put the cursor (or caret) over a word, I wanted to show a hint for the command similar to the vanilla debug console.
but right now, I'd prefer having extra event handlers for the RscEdit controls like "textChanged" and "selectionChanged".
https://feedback.bistudio.com/T154819
added repro script but didn't really test it (I just typed it there) 
I'd prefer having extra event handlers for the RscEdit controls like "textChanged" and "selectionChanged"
- scrollChanged (because of this : https://feedback.bistudio.com/T154816)
getTextWidth should be very fast. Compared to SQF speed in general
@untold sky so I had a question:
when I attach a weapon object to the player in his weapon proxy selection, and look up/down, the object doesn't fully overlap with the weapon.
player addWeapon "arifle_MX_ACO_F";
wpn = createSimpleObject ["A3\Weapons_F\Rifles\MX\MX_F.p3d", [0,0,0]];
wpn attachTo [player, [0,0,0], "proxy:\a3\characters_f\proxies\weapon.001", true];
wpn setVectorDirAndUp [[1,0,0],[0,0,1]];
is it a bug? or is it because the actual bone where the weapon is attached is different?
what does "doesn't fully" mean?
a bit off 😄
I think that should be the correct weapon attach point
like a couple of centimeters higher/lower
dunno
no it's correct
I just tested with a "manual" bone following code (it's a bit lazy and assumes the weapon is facing straight forward, but only can move up and down, so test it while standing still)
player addWeapon "arifle_MX_ACO_F";
wpn = createSimpleObject ["A3\Weapons_F\Rifles\MX\MX_F.p3d", [0,0,0]];
wpn attachTo [player, [0,0,0], "proxy:\a3\characters_f\proxies\weapon.001", false];
wpn setVectorDirAndUp [[1,0,0],[0,0,1]];
onEachFrame {
_p1 = player modelToWorldVisualWorld (player selectionPosition "proxy:\a3\characters_f\proxies\weapon.001");
_weaponDir = player weaponDirection "";
wpn setPosWorld _p1;
wpn setVectorDirAndUp [[1,0,0], player vectorWorldToModel (_weaponDir vectorCrossProduct [_weaponDir#1*-1,_weaponDir#0,0])];
}
can you compare _p1 to getPosWorld wpn ?
like the bone following wpn to the manual follow position
dunno. this is what I tested
player addWeapon "arifle_MX_ACO_F";
wpn = createSimpleObject ["A3\Weapons_F\Rifles\MX\MX_F.p3d", [0,0,0]];
wpn attachTo [player, [0,0,0], "proxy:\a3\characters_f\proxies\weapon.001", true];
wpn setVectorDirAndUp [[1,0,0],[0,0,1]];
onEachFrame {
_p1 = player modelToWorldVisualWorld (player selectionPosition "proxy:\a3\characters_f\proxies\weapon.001");
_p2 = getPosWorld wpn;
hintSilent str (_p1 vectorDiff _p2);
};
yeah that's what I thought. No idea
I wish setObjectScale was compatible with setVector... commands
they get reset when you use setVector...
¯_(ツ)_/¯
how much does it visually glitch if you apply setObjectScale right after setVector @sinful kettle ?
it doesn't change direction
I tried this in an onEachFrame loop
if
- setVectorDir
- setObjectScale
object doesn't rotate
if
- setObjectScale
- setVectorDir
object keeps resizing from 1 to that scale (very glitchy)
😦
setObjectScale should keep the old rotation afaik
no
it always resets to [0,1,0]
so there's no way to rotate your object it seems 
try this code for example:
[] spawn {
bld = createSimpleObject ["Land_Airport_Tower_F", [0,0,0]]; //createSimpleObject doesn't make any difference either
player setPos [30,30, 0];
player setDir 225;
hintSilent "";
sleep 2;
hint "setDir";
bld setVectorDirAndUp [[1,0,0], [0,0,1]];
sleep 2;
hint "setScale";
bld setObjectScale 1.5;
sleep 2;
hint "setDir";
bld setVectorDirAndUp [[-1,0,0], [0,0,1]];
sleep 2;
hint "setScale";
bld setObjectScale 1.5;
sleep 2;
deleteVehicle bld;
};
@sinful kettle what about (dear veteran 😉) attaching it to an invisible object and rotate that object?
good idea. will try that
this one works (setVectorDir still resets the scale, but at least you can change the scale after that)
[] spawn {
bld = createVehicle ["Land_Airport_Tower_F", [0,0,0]]; //createSimpleObject doesn't make any difference either
hlp = createVehicle ["VirtualMan_F", [0,0,0]];
[bld, hlp] call BIS_fnc_attachToRelative;
player setPos [30,30, 0];
player setDir 225;
hintSilent "";
sleep 2;
hint "setDir";
bld setVectorDirAndUp [[1,0,0], [0,0,1]];
sleep 2;
hint "setScale";
bld setObjectScale 1.5;
sleep 2;
hint "setDir";
bld setVectorDirAndUp [[-1,0,0], [0,0,1]];
sleep 2;
hint "setScale";
bld setObjectScale 1.5;
sleep 2;
deleteVehicle bld;
deleteVehicle hlp;
};
after attaching
but it is not suitable for moving objects
not to mention the added performance cost by the attachTo
What does the performance matter if it only works in the editor? Or does it work in the mission too?
mission too. that's the whole point
Oh. I didn't know that
bld attachTo [hlp, [0,0,boundingBoxReal bld#1#2]];
Huh, whats the advantage of doing the attachTo like that, rather than just using Bis_fnc_attachToRelative since they're both on the same position anyways?
Dont you both create them at 0,0,0 anyways?
it's just some default coordinate
but yeah, couldve done that
doesn't matter either way since it's for repro
not actual use
Ye 
edited that just to make you happy! 😄

setObjectScale code says it only changes scale and doesn't reset orientation
so dunno why it does that :u
maybe reset it manually?!
your code is not using simple objects
//createSimpleObject doesn't make any difference either
only simple object/attached object are supported
non-simple objects is only usable in 3DEN for screenshot artists, and is not a supported usecase
I only tested setVectorDirAndUp
also didn't make a difference
attached objects work fine tho (see the second code)
Oh I think I found it..
yes the matrix is reset to
scale, 0, 0
0, scale, 0
0, 0, scale
that's not what I wanted tho :U
I'll fix that then.
its only for simple/general object as attachTo works differently
if you use setVectorDirAndUp on a scaled object, it resets back to 1
not sure if you want to fix that too
your question is not related to this channel. see #server_windows or maybe #server_tools (I'm not sure what an "OCE server" is tho)
also, do not crosspost in multiple channels
no I won't modify setVectorDirAndUp.
I'll fix setObjectScale next year. I think I know how to but couldn't test today
next year...? 
yes its christmas now
so it will be fixed Christmas 2021
so it will be fixed Christmas 2021
thanks. I'll put this down in my calendar! 🤪
@untold sky As promised, a ticket with repro for the 'deleteGroupIfEmpty' issue with Zeus placed units.
https://feedback.bistudio.com/T155768
#arma3_scripting message Seeing this (preprocessor commands)
Is it possible to make create a preprocessor instruction (#includeIfExists) which doesn't error when a file doesn't exist?
That way mods could use userconfig files but not force ppl to use them. I hope that makes sense somehow 😄
just use #if, no
How would I do that?
Like the post you linked
Oh that actually works ? 😄
it will
Oh, I didn't know. That's very handy!
The set and get commands show incorrect example returns:
_hashmap set [1337, player] result is false
_hashmap get 1337 result is player
they are all freestanding examples with no prior context
ok, what about set?
did I write "true" as return val?
you wrote false
if 1337 already exists, it can return true
if it doesn't exist, it will return false
seems correct to me then? what else would you expect?
Alternative Syntax
Syntax:
hashMap set [key, value]
Parameters:
hashMap : HashMap
key: HashMapKey
value: Anything
Return Value:
Nothing
oh thats wrong
it returns true if a key already existed and was overwritten https://community.bistudio.com/wiki/HashMap#Setting_an_element
alright, I'll post this in #community_wiki
Btw should steam workshop related requests also go on the FT? As in the adding of a new category
Nothing to do with Arma, direct them towards Steam?
I mean a category for mods, like 'Singleplayer' or Multiplayer' /...
Ah then… I don't know :grimacing:
okay, let's say "yes" to give it a try
As in the ones that can be searched for
I don't see why not?
Yes it would.
But the process for that is a bit more involved but I don't really see a big no-no for it
Created the ticket for it, time to wait and see what happens
https://feedback.bistudio.com/T155804
i think one would assume a mod is intended for client side use if it is listed on the workshop.
there's a lot of server side mods on the workshop aswell though
yea, which i imagine is why the tag exists so creators can show it is meant for server side use, but the workshop exists so you can easily download and play with mods... on your client. might just be how i see it but i think a client side tag would be redundant.
https://feedback.bistudio.com/T155806 An issue with ctrlSetURL not updating the tooltip of a CT_BUTTON control correctly
While I'm on vacation I won't note down any tickets btw
don't go on vacation then
so it's just you now?! we're down to 1 dev?! 😟
I dont think thats the way that thats supposed to be read
I think KK and reyhard have Christmas too
Give them a break to recharge. 😄
Feature Request: Please update the utils 5 (scripting commands) to use the latest features of supportInfo (e.g. camelCase form of the command)
Yes please 🙂
Let me add to this:
- Engine search
- Button which links to biki doc of the currently selected command
T69478 can be closed as it was fixed long ago
closed
Ah yes, truly a perfect crash report https://feedback.bistudio.com/T155829
replied 😁

Why don't you delete tickets like that?
No description, just a zip file
Probably a life mod causing a crash
I give him a chance to add to it
closed the others as dupe
Yeah just give like 2 weeks on "info needed" state.
And all info needed tickets not updated in the last month can just be closed
We can maybe do a bulk query for that
I think I want to add a fix version field?
Should I? That way we can filter by that and mass close on update release. And have a good overview about what's going on for next update
Or rather
"Target fix version" so that not yet fixed but planned things can use it too
how about getting workboards on the tracker finally?
whats a workboard
?
I suppose the columns "backlog - todo - current - done - delivered"
that's a workboard
aah ok
that's Mantis too correct?
makes it easier to keep an overview IMO
no, that's phabricator. like the arma tracker
I just wish I could actually look further than 10 or so pages on the feedback tracker 
But ye having workboards like that would be nice
rha yes I meant that. Mantis was an old try of mine
mantis got the job done also. just in a "ugly way"
I have workboards for the stuff where it make sense
For general A3 I won't waste my time with that
then let me do it 😛
I have my internal overview that's all I need
desktop post-its
👍
removed
is there a way to unsub from missions that have been removed from Steam?
if not possible, is it worth making a FT request to be able to remove such items ingame (or unsub from there directly)
I think Steam should handle that automatically, but I remember having similar issues a few years ago.
https://feedback.bistudio.com/T155872 created that one. depends on how much work that is but would be cool to have and kk gave the CT some love 
cleared
I tried to do a mission with 4 teams. using the Civilian Side as guerrilla. Was annoying to have wildlife capturing all the sectors.
🏆 best comment ever! 🤣
😄
Support Waypoint in the Arma3 are not functional
https://feedback.bistudio.com/T124094
seems its a problem if you have no AI under your command: https://forums.bohemia.net/forums/topic/232166-bis-please-address-support-wp-not-working/
Iv followed every guide i can find but support units do not support anyone.Repair,ammo or fuel,nothing works. AI leave the vehicle and stand there. Looking at the waypoint in zeus,it doesnt even register as support.It just registers as Waypoint. Please BIS its been 7 years and this has never work...
Support waypoints have the same problem: the vehicles joins (if they can, i;e. fuel !=0) but they stay sometimes too far so the action doesn't work. There is probably a little thing to do... on BI side.
the other quite obscure mechanic with them, while kinda understandable, is that you need to confirm the support done via radio menu to be able to request the truck to drive to another position again
Just as an FYI any globalChat or systemChat call on a headless client that results in the message showing up in the HC's process log window is a pretty damn expensive call, ASP was showing ~24ms avg per call.
Created FT ticket if anyone else wants to verify this behavior.
https://feedback.bistudio.com/T155902
Can ctrlTextWidth be made faster?
If anyone would like to take a look at it I can make a ticket
Afaik as fast as reasonably doable.
Is it slow for you?
yeah
when I use it on a control with structured text
I'm saying that compared to ctrlTextHeight, which is super fast.
I think ctrlTextWidth gets the width of all lines, so maybe that's why it's slow
I guess you could get the longest line (i.e. most chars) and get its width instead? 🤔
no 👀
e.g 50 spaces vs 50 underscores or 50 capital o
https://community.bistudio.com/wiki/ctrlTextWidth read the note
Keep in mind this was before KK fixed the wrapping and dedmen did the optimisations
So maybe it's not 100% accurate anymore
depends on the font
https://feedback.bistudio.com/T155906 - bug with compositions in 3DEN
correct, hence why it would be highly incorrect but for monospace fonts.
ookaaayyy
I see my older issues not being closed and it seems I can't close them myself. Triage anyone?
you can't close them yourself
if you want, ping Lou Montana and add the list of tickets so he can close them for you
what do you mean? they are closed
:)
For Multiline text. Probably.
But can you think of a scenario where a shorter line takes less space? Probably.
20xl is shorter than 18xM
Duplicate, already fixed
dupe of? :3
Dunno. But I had a ticket and fixed it two weeks ago
okido, so feedback
see? that's where boards can get useful!
Maybe it was a internal ticket from QA
Yeah, I realized that immediately after positing that.
anyway, what about making getTextWidth faster?
if that's possible
As I wrote above, afaik it's as fast as reasonably doable
okay
I think I had one optimization, but couldn't find a case where it made sense
Usually texts are not that long
"usually"
but in some cases they could be.
like for code
so having those optimizations would be nice
Thanks.
Uhhh.. no. That talks about a completely different issue than the ticket we were talking about?
ooops.. sorry
There is probably no FT ticket then
have searched your profile with "3den", "editor" and "compositions" until July )
then https://feedback.bistudio.com/T155906 can't be closed as duplicate, since no other public ticket with same problem
only simply closed as solved
lou too fast




||