#arma3_feedback_tracker
1 messages Β· Page 32 of 1
Without the actually effects for Ai pathfinding that is, just for the decorative effects
Roads unlikely.
More likely to get a mod for it
Roads will clutter more than help for most users
And some roads are live generated and don't even have a model
Afaik most modern maps are like that
And what about bushes/trees etc?
I don't think that such config changes will happen.
It doesn't only mean to create config classes that don't exist yet, you also need to add names and translations into all the languages, and preview images.
That would be quite a chunk of work
Oh ok
That I certainly wouldn't invest.
But mods could just do it.
I'm sure there is a mod for that somewhere?
preview images were not done for every assets either (e.g Contact or others)
but translations remain.
I'm sure there is a mod for that somewhere?
Yeah there's propably a mod for it, but having it in the base game is always nicer since it makes it easier to use
I can see the thing with translations though,ye
but ye, then I wont bother making the ticket 
b-but I wanted to close it as "won't fix"!
I found a spammer for you @gray wharf https://feedback.bistudio.com/p/Klais/
there you go, still got something to do 
and cleared two others in the process

@gray wharf https://feedback.bistudio.com/T123348 spam
Hm, I might have encountered a new bug related to 3den missions, I've had it happen to myself and someone else that a 3den mission just gets wiped even though it was saved correctly
I wont put up a FT ticket just yet since I neither have a way to repro it not know if its caused by one of the mods
I think its propably one of the mods doing it, I've never heard of it happening before and havent experienced before we started using this modpack
I've got the mission.sqm of one of the missions that was wiped but its binarized 
Mikeros DeRap, A3 tools CfgConvert.
Armake
thanku 
When you put a control that has a "mouse holding" effect in a controlsGroup (like highlighting when you hover the mouse over a button), and you move the mouse quickly to exist the controlsGroup, the hovering effect still remains.
Can this be fixed?
Fixed next update
Quick poll.
CODE = compileScript "path"
CODE = compileScript ["path", (prefix header)]
CODE = compileScriptFinal "path"
CODE = compileScriptFinal ["path", (prefix header)]
or just
CODE = compileScript ["path", (final default false), (prefix header)]
I guess i already decided for the second, anyone have a counter argument?
prefix header?
CODE = compile (prefixHeader + preprocessFileLineNumbers "path")
cfgFunctions adds that scriptName/script parent header to every script
oh, okido
but yeah I suppose 2nd one - less maintenance backend-wise, and we don't need compile/compileFinal/compileWithHeader/compileFinalWithHeader
less wiki pages too π
easy to extend too if I forgot something that people need.
Target is that everyone uses this command to compile scripts.
Which makes it go directly file->code without any diversions or changes on the preprocessed code
@untold sky does this do what I think it does?! 
Oh I think not
Sorry about the ping.

a local reference to the object
I thought what it does is: ```sqf
compileScript ["#include 'defines.hpp'", "path\to\folder"]
sorry typing on the phone it took forever
Basically allowing you to compile a string that contains preprocessor commands
no
Can this be implemented tho? I'd love to see that
the prefix header thing is not preprocessed
no preprocessing a string won't happen I guess.
Btw I'm back now. I just finished the feedback tracker backlog.
If there was anything else in this channel that i should've remembered, I didn't remember it.
Btw I'm back now.
I lost nitro over christmas
that turned the avatar into a static image.
when i got nitro back, it didn't go back to animated. and I only had it for the funny animation.
And I was too lazy to find that animated one again
Are you trying to say you don't like my avatar 
nu both gud
@wraith sapphire https://feedback.bistudio.com/T155860 is this new on dev-branch? no repro on 2.00 stable branch?
Support Waypoint in the Arma3 are not functional (if without subordinates)
<#arma3_feedback_tracker message>
AI tank gunner fires (under player command only?) first shot too early and thus always misses first shot
https://feedback.bistudio.com/T152879
My uploaded RPT say it is repro on stable. I didn't test in dev branch
i can repro on post-dev
we recently did a change there, but that was on dev and is not on 2.00
would have been nice if that was it
I hope, I can test on dev
no need. I can repro so if you can on 2.00 then its older than that
I think createUnit init event runs before networking ID is assigned.
But you need networking ID for animal randomization setObjectMaterialGlobal, but it has no ID so it fails to send material, ending up with material-less invisible animals
I see
but I don't understand how that event running too soon happened. Either that was always the case or I dunno.
remember this https://github.com/CBATeam/CBA_A3/pull/940
When a unit is created inside a group, the group locality isn't immediately the same as the unit.
Thats something else I think
ok π
my issue is inside createVehicle.
basically at init event where animal randomization runs, netId doesn't spit out a netId, but right after init event when createUnit returns, its there
Delay init by frame 
We have PostInit :U
but PostInit runs IMMEDIATELY after init, also before netId is initialized :u
I don't quite understand that, but I wasn't involved in that so dunno why it does that
why this behavior is specific to animals ?https://feedback.bistudio.com/T155860
horrible goatβ¦
Animals are invisible.
they get their texture by animal randomization script running in their init
isn't the same for units?
but due to them not having networking ready, the texture they get isn't transferred over network
units aren't invisible no
and they also have no texture randomization
ah ok
there is a bug in official WARLORDS mission preventing it to continue/finish for CSAT when pushing towards NATO respawn
have encountered this bug like already 5 times in 5 days
when CSAT captures certain sectors, then it says to vote for next sector, but there is 0 sectors to vote for and game can't continue, because there is no sector for CSAT to attack next and nobody can buy or do anything else, since the vote is kinda "in progress", despite there being no sectors to vote for, despite several NATO controlled sectors are still there to capture to finish the mission
so the only thing to do to continue playing, without the possibility to finish the mission, is to intentionally let NATO capture back/recapture some sectors and then the system will say that CSAT has voted for those recaptured by NATO sectors as current ones to attack, despite the fact no CSAT players voted for it, since vote in progress, but voting not possible
so you let NATO recapture 1-2 sectors, then system says that one of these sectors is the one CSAT voted for to attack next
then CSAT recaptures this sector and then it says voting and again you can't vote for any new sector
then you let NATO recapture 1 CSAT sector, system again will designate it as current sector voted for by CSAT (not!) and CSAT recaptures it and again voting in progress and no sectors to vote for available on the map, despite several NATO sectors to capture to finish the game
as you can see on the screen, it says voting for the next sector in progress, but there are 0 sectors on the map CSAT can vote for, actually
this basically explain all issue with animals then
what other issues are there?
here you can see that there are 0 sectors CSAT can select to vote for, despite kinda voting is in progress
and since the vote is "in progress", you can't access the mission menu by pressing I to do anything
so you're stuck as CSAT
and it's the same like every few days on almost all WARLORDS official servers
don't think so. The init event one maybe. I need to look into that seperately
@fickle root make a ticket (or update an existing one)
I agree may be be looking at each one separately, you will get an idea
good luck :p
invisible goat issue is fixed, but not sure if I can keep that fix
exactly like I said. init event fires juuust before network id is initialized. I just moved it a couple lines down and now it doesn't error anymore
it's simple. add even more lines between them. that'll fix it! π
I just made this ticket https://feedback.bistudio.com/T155997 it's similar to my last one, just an unreadable log I need to read XD
a description would help
(What kind of error: CTD? Freeze? disconnected from MP?)
Sorry! it is a mod that is crashing that i personally made, it gives me a status access error when it crashes i do believe
write that on the ticket ^^
done!
Give feedback to the text. The first long sentence
Bit shorter, hopefully gets to the point faster: "Because the mod folder name is equal to the mod name after downloading the mod, some characters can not be used."
but people will ask "why"
But
"Because the mod folder name is equal to the mod name after downloading the mod, some characters can not be used as they can cause issues when publishing or using the mod"
?
Feels easier to understand than current
and still tells users the why, atleast somewhat
If they've tried naming a folder using the listed symbols, they know π
I assume the issues that can be caused are the OS replacing the illegal symbols, leading to files possibly not being found?
Steam replaces some by -
* makes the publish error/fail
; will break arma and not let you load the mod
oof
"some characters are illegal since"
to
"some characters cannot be used because"
So "Because the mod folder name is equal to the mod name after downloading the mod, some characters can not be used because they can cause issues when publishing or using the mod."?
also need to check if online translator conveys the meaning.
As there are no translations for this
is it "can not" or "cannot" ?
yeah
"after downloading the mod" not sure, it may also cause issues while downloading?
Looks like they are both possible, cannot seems to be more common.
"publishing, downloading or using the mod" it is then
then we'd have it twice
in the middle and end
"Due to the mod folder name being equal to the mod name, some characters cannot be used because they can cause issues when publishing or using the mod."
This sounds fine too
Lets do the russian test, translate to russian and back to english
"Since the mod's folder name is the same as the mod's, some characters cannot be used because they can cause problems when publishing or using the mod."
yep, that should translate fine
Now you've yeeted the downloading entirely tho
Yep π₯³
Final
@untold sky can we get a scripting command that can return the current scope name? (for debugging purposes)
For example:
{
scopeName "scope";
diag_log diag_scopeName
}
?
I noticed that we have diag_scope already so I think that'll be useful too?
we could, ticket
I'm not sure if it's a good idea, but what if it returned the scope in a "path" format:
"scopeName1\scopeName2"
π€
and for recursive scopes:
"scopeName1\scopeName1"
π
Connor 12/20/2020
once the handleChatMessage evh is fixed...Dedmen 12/20/2020
Is it fixed on dev branch? I don't rememberConnor 12/20/2020
i dont believe so. there has been no update to the ticket in a while.Dedmen 12/20/2020
Need to push the issue a bit then. Oof.
If no fix on dev, please remind me someday
someday has arrived
https://feedback.bistudio.com/T150854#2116207
So in 2.00
system message doesn't trigger event (on client)
death message event only fires on player who died, not on others (I guess thats also a system message)
"player connecting" message doesn't trigger event anywhere
is that all @tulip shard ?
yea i believe so. I'm not sure if I missed any message types, but those logs in the comment are all the ones i could think to test.
i found the "player connecting" serverside issue not triggering the EH.
I guess clientside non-trigger is also system message thing
i think the only chatMessageType i wasnt able to test was SimpleMove (1) because i dont know/remember what it is. i imagine it might work similar to kill messages though, which actually send in global channel rather than system.
radio messages are also a thing
Hurr durr lets test if my fix worked
addMissionEventHandler ["HandleChatMessage", {
diag_log _this;
systemChat str _this;
}];

16:32:38:694755 "added"
16:32:47:578209 [16,2,"","Alex Mason uses modified data file",<NULL-object>,"","-1",true,false,1,0]
16:32:47:578400 Alex Mason uses modified data file
16:32:47:580047 Player Alex Mason connecting.
16:32:47:981821 [16,2,"","Player Alex Mason connected",<NULL-object>,"","-1",true,false,1,0]
16:32:47:981974 Player Alex Mason connected (id=76561198042391503).
server and client
ah no derp
ignore the above thats unfixed server.
this is client log
16:33:09 [16,8,"","Player Alex Mason connecting",<NULL-object>,"",-1,true,false,1,1.60986e+009]
16:33:09 [16,8,"","Player Alex Mason connected",<NULL-object>,"",-1,true,false,1,0]
dunno what's up with that chatmessagetype but thats the one thats received
uses modified data file is missing on client
strID is now a number?
my bug, already fixed that. hardcoded to "-1"
ah
This stuff is so messy, I hate it :U
fix it!
grabs iFixit toolkit, GN Modmat and LTT headband
Oh Ratty, seems like we need to use the double barrel
patch 2.02 final (2048-01-01): performance fix ~800% - can run on a Pentium III.
Hey there! is there a way for me to read those crash logs by myself? I would hate to bother the higher ups because of my own personal issues, I'm sure it's nothing that they need to know, it's just, i need to read these logs because I'm too smol brain to figure it out XD
no
That's fine
Line 848: 16:53:41 [16,12,"","Player Alex Mason disconnected",<NULL-object>,"","-1",true,false,1,0]
Line 1294: 16:53:44 [16,12,"","Alex Mason uses modified data file",<NULL-object>,"","-1",true,false,1,0]
Line 1295: 16:53:44 [16,12,"","Player Alex Mason connecting",<NULL-object>,"","-1",true,false,1,1.60986e+009]
Line 1347: 16:53:44 [16,12,"","Player Alex Mason connected",<NULL-object>,"","-1",true,false,1,0]
client log, does that look correct?
1.60986e+009
whats that?
A number
a very big number that should probably be 0 but isn't
Yush I know what the e means, I was more meaning what that number means
I guess its just uninitialized memory, aka random garbage
17:00:37 [16,18,"arma3","Player Alex Mason kicked off: ",<NULL-object>,"arma3","-1",true,false,1,0]
[16,18,"arma3","Player Alex Mason kicked off: Due to how the server is set up you are not allowed to connect for 100 more seconds",<NULL-object>,"arma3","-1",true,false,1,0]
Connor I'll try to merge it into next perf/prof, would be good if you can test it out when its there
I wonder if commands like this https://feedback.bistudio.com/T150070 are in "possible" changes. Would be great for custom agent based AIs etc.
not on my list
Would first need to check if thats possible, or rather how thats possible
I know AI stuff might be messy to work with :d
One guy in my unit has created almost working agent based AI but it's impossible to finish without stuff like this.
probably
Dedmen can you change the way in-game server browser acts?
I can do many things
I explain
In which ever tab of the in-game browser you are/were, when you connect to a server from for exemple "internet" or "recent" tab, when you leave the server, it doesn't go back to the tab "internet" or "recent", but always to "lan" tab, which is super irritating
Would be great if once you leave a server to which you connected from "internet" or "recent", it returns to this specific tab and if possible highlighting/selecting the server from which you disconnected
it doesn't remember the tba yes
the server browser display is afaik closed completely
Since there are several Warlords servers and not only it forces always to "lan" tab, but I often don't remember to which of them I was connected
@tulip shard player connected/disconnected messages are localized messages. They get translated into the players language on the receiver side.
Meaning if you want to detect connect/disconnect messages specifically, you have to adjust that to every language.
Shouldn't be hard though as you can just call "localize" on the original localize key name to get the string that's expected for these, but they will have the %1 placeholder for the playername.
Could probably also somehow forward the pre-localization text but then I need to change the EH syntax for these few system messages
So I start to connect to different Warlords servers, to see players nicknames, if this is the server I was playing on, before kick by BattlEye and if it's the wrong server, it brings me "back" to "lan" tab and I have to go back to "internet/recent" and connect to other Warlords servers to find out which it was before kick
yeah I understand, unlikely to be done
(((
is it worth a ticket:
- opening Campaigns freezes the game for 5s+, I suppose for config reading
- leaving the Multiplayer browser reloads main menu (while no terrain change has been done, entering-leaving triggers that)
yes, no
roger roger
is it worth a ticket:
- Agent units cannot be assigned sides so in order for Ai to target/engage/fire at agents you need to attach an invisible regular unit to them if you want that to happen. Both the attach command and the regular Ai both defeat the purpose using agents for better performance in the first place.
Btw since seeing that reminded me of it, is there a way to turn that off?
Any chance of the default tab being changed to something like History though? I think I've never used the lan tab, but I do use history quite a bit
Yes, good idea, making "recent" as defaut tab, instead of "lan"
Yep
Should be doable
that or "last used" yes
its a server.cfg config entry thing
thank you 
yeah sounds good. Ticket :U
Will do
Btw hasnt this been fixed already? or am I misremembering? https://feedback.bistudio.com/T127095
Support for more than 30 different mods signatures in server browser (and the server itself)
yes
well people cna fix it by themselves
atleast from reading the title didn#t click
As I started creating an ArmA 3 server for my clan, I noticed that the ArmA 3 server does not support more than ~30 mods (shown in the server browser).
Even if every mod is signed and a equal .bikey is installed, it wont be shown as valid in the server browser.This issue should be fixed, because the amount of mods on the Steam Workshop is increasing.
Nov 10 2017, 2:08 PM
This can be closed https://feedback.bistudio.com/T82030
thank you
no u
Also not sure if this is still accurate, doubt it https://feedback.bistudio.com/T77161 also has a duplicate https://feedback.bistudio.com/T77186
oddly the same name but different people
@untold sky can you add border shadows to controls?
using a new property like: borderShadow = 1?
a ticket with a comment from KK from 2013 https://feedback.bistudio.com/T61306
now KK can do it himself 
dedmen moved this task from Restricted Project Column to Restricted Project Column on the Restricted Project board.
ah yes
This can props be closed too @gray wharf https://feedback.bistudio.com/T78826
Oh this would be nifty https://feedback.bistudio.com/T126015
closed

but controls look so sexy with it! :D
can you at least add ST_WITH_RECT to controls that don't support it right now? (like buttons?)
I guess I have to use my ugly controls groups solution then 

and done for the other two.
@untold sky what about this?
When you put a control that has a "mouse holding" effect in a controlsGroup (like highlighting when you hover the mouse over a button), and you move the mouse quickly to exist the controlsGroup, the hovering effect still remains.
Can this be fixed?
my "controls groups solution" has this bug 
I put a button and a text (with borders) in a controls group and define the whole thing as a button
noi idea
π₯²
they have sides themselves tho.
I guess it's because they're treated as animals! π€£
anyway, you can get the AI to fire at them, they just need to be "revealed"
_AI forgetTarget _agent;
_AI reveal [_agent, 4];
_AI doFire _agent
Dedmen could you make vanilla compass on the map bigger, like it was made bigger in A2 vanilla after some time of people complaining that it's impossible to read the bearing?
because now and since 2013 one can't read the bearing on the compass on the map, even when you double click on it to make it bigger
using the compass 3rd/1st person is not an option, since you often want to say bearing from certain location on the map and not from your specific position
no
well unless it not being bigger (double click on it) is a bug
then yes
well, I mean you can't read the bearing even when double clicked
If it wasn't intended to not be possible to be made bigger, then its bug then it can be fixed
if it was intended to be removed then making it bigger is new feature request where i say no
maybe reyhard knows what's intended
I mean in A2 it was also tiny on the map (even with double click) and later was made bigger, so one can read the bearing (on the map)
Ded, can you make the reveal command do the "forgetTarget" part automatically?!
#arma3_feedback_tracker message
it's done to reset the AI's knowledge
Β―_(γ)_/Β―
apparently you can even get the AI to fire at goats! :D
_AI forgetTarget _goat;
_AI reveal [_goat, 4];
_AI doFire _goat
I thought they had a "no animal cruelty" policy!
So if is spawn Agent dogs and I want East Ai units to fire at the dogs while West units remain friendly to the dogs I would have to give every East Ai the doFire _dog command?
I want the East Ai present in the mission to remain functional (like focusing onother units if they consider them to be a greater/closer threat...
If the forgetTarget/reveal was enough it would be perfect... but the doFire defeats the purpose unless it is a super scripted COD like mission
what I'm saying is, the reason agents are "fast" is because they're "invisible" to the AI units (and vice versa). so the AI never run a visibility raycast to see them. thus what you ask defeats the whole purpose of the agents.
I see... so perhaps what we need are invisible targets (one per side) that can be attached to Agents instead of textureless regular units. Still these targets would use less resources than attaching regular units because themselves do not need Ai features/visibility on other units
actually, I think they seem to just ignore the animals:
simulation = "animal";
even if you create them as the enemy
so I was wrong about them not targeting the agents
it seems like they do
You mean that if I spawn a BLUFOR unit as an Agent, OPFOR units will engage them just by revealing them and so there is no need for the doFire command?
they don't even need doFire
at least according to a quick test I just made
Ok so I've just tested and the animals like dogs are not targeted by the Ai, so I have to attach another agent to them that acts as a target. Would be great that we could give animal Agents sides too. Right now I have to do all this:
It's not an issue of sides
because you can use _dog addRating -1e4
but still no one will target the dog
because they ignore it
because it's an animal
so giving it sides won't work
So this is the only solution:
vVirtualTarget = {
params ["_unit","_owner"];
//_vUsableUniforms = ["U_B_Protagonist_VR","U_B_Soldier_VR","U_C_Soldier_VR","U_I_Protagonist_VR","U_I_Soldier_VR","U_O_Protagonist_VR","U_O_Soldier_VR"];
_agentClass = "O_Survivor_F";
_agentClass = switch (side group _owner) do {
case west: { "B_Survivor_F" };
case east: { "O_Survivor_F" };
case independent: { "I_Survivor_F" };
case civilian: { "C_scientist_F" };
case sideEnemy: { "C_scientist_F" };
default { "O_Survivor_F" };
};
private _virtualTarget = createAgent [_agentClass, [0,0,0], [], 0, "CAN_COLLIDE"];
_virtualTarget setVariable ["BIS_fnc_animalBehaviour_disable", true];
_virtualTarget setVariable ["_vIsVirtual",0,true];
removeAllWeapons _virtualTarget;
removeAllItems _virtualTarget;
removeAllAssignedItems _virtualTarget;
removeVest _virtualTarget;
removeBackpack _virtualTarget;
removeHeadgear _virtualTarget;
removeGoggles _virtualTarget;
_virtualTarget disableAI "ALL";
_virtualTarget forceAddUniform "";
_virtualTarget setObjectMaterialGlobal [0, ""];
_virtualTarget setObjectTextureGlobal [0,""];
_virtualTarget setFace "";
[_virtualTarget, "Acts_JetsMarshallingStop_loop"] remoteExec ["switchMove", 0];
_virtualTarget enableStamina false;
_virtualTarget disablecollisionwith _unit;
_unit disablecollisionwith _virtualTarget;
_virtualTarget attachTo [_unit, [0,0,0+1.5]];
_virtualTarget setVectorUp [0,0,-1];
_unit setVariable ["_attVirtualTarget", _virtualTarget, true];
_unit addEventHandler ["Killed", {deleteVehicle ((_this # 0) getVariable "_attVirtualTarget")}];
if (side group _owner isEqualTo sideEnemy) then { _virtualTarget addRating -100000; };
_virtualTarget allowdamage false;
_virtualTarget addEventHandler ["HandleDamage", {0}];
_virtualTarget setSpeaker "NoVoice";
_virtualTarget setSkill 0;
_virtualTarget setUnitTrait ["camouflageCoef",0.5];
_virtualTarget setUnitTrait ["audibleCoef", 0.8];
_virtualTarget forcespeed -1; // target must be stationary (not moving) ```
So we have to attach this new agent to the dog agent, turn it around and hide the new agent's head under the ground and remove their texture and material to try and make them invisible so the do looks like a dog and not "the thing" monster
I know, that is exactly why I asked if it would be doable to be able to give animal Agents sides... to avoid having to add another agent and all the messy work around just so that animals can be fired upon.
The problem is not even the extra agent as a virtual target but the attach command that is very demanding in Multiplayer...
Any work around would be amazing really...
I hope you get my point
yeah, but they IGNORE animals, no matter the side.
because you can use
_dog addRating -1e4
but still no one will target the dog
a dog is a dog (animal), no matter what side it's on
you can try creating a new dog with "soldier" simulation
maybe that'll work
I know the current state of the animal agents... I am asking about a command update so it is different in future versions... and you keep telling me how it currently is and I keep suggesting how it could be in order to avoid MP unfriendly "workarounds".... π€£ 
How? I need the animal to be an agent so: createAgent ["Alsatian_Random_F", [0,0,0], [], 0, "CAN_COLLIDE"];
Or you mean not using the createAgent command?
Because even the agents+attachTo command is a lot better than creating the dogs with the createVehicle command
Believe me I've tested adding 100 dogs as agents with attachTo virtualTarget agents and the FPS impact was -5 FPS but the network utilisation spikes. The 100 dogs as regular units (soldiers) and the FPS impact was -15 FPS and also a very high network usage...
requires modding. create a new unit using the dog as base class. then use simulation = "soldier". and when you create it in the game, use createUnit
but if you say it has a big impact then meh
of course, since it's just a dog, you can try disabling all of its AI except for ANIM, MOVE, and PATH (maybe WEAPONAIM too). this can help the performance a bit
i basically do this already to recreate the broken messages for my mod, but ive been re-localizing all of them on the receiver side, not just connect/disconnect.
would be kind of weird if the text in the event doesnt match the text in the chat feed imo, but i'll take what i can get. it should be the text as is, not the localize key because then you wouldnt get the %s formatted text that is included, and some messages wouldnt have a localize key at all i dont think (battleye kick).
i'll keep an eye out for the next perf build π
it's dependent on UI scale in settings. Here you have normal settings
on "Very small" preset it's indeed hard to read numbers but so it is with many other texts here and there
"Very Large"
Yeah, but that double click zoom functionality stopped working at some point. I am wondering why
it's working for me?
Let me check. Maybe it was fixed at some point
Yeah
Doesn't work for me @sterile nova
It moves from left to right, but the size stays the same
I am on Normal. 1920 by 1080
I'd say that's buggy, no matter what UI settings π
I am going to test with "small"
hm, I will check it with non internal exe in a moment without CBA loaded - perhaps one or another is fixing that
I have just tried with CBA but the behaviour stays the same.
runs fine for me without any mods on devbranch exe
Let me try with a new profile
aha
Seems the new profile fixed it
Is this zoom depending on some IGUI variables?
back in ofp times, there was that trick to fix compass & other map elements by deleting profile so I guess it could be even some older tech
class MainMap
{
class Compass
{
inBack=1;
position[]={-0.037400007,-0.035062499,0.2};
positionBack[]={-0.035165422,-0.011102598,0.1};
};
};```
in reyhard.Arma3Profile
so it's ofp tech
seems you could customize size of zoomed in compass too π
That's actually not a bad idea π
woop, it's working although I wanted it the other way around π
Nice. Too bad we can't have that as UI setting
"Very Small" UI and almost large compass. Now my game is perfect π
Nice
should UI size really affect GPS/Compass size?
sure, why not?
if its unreadable even zoomed out
that's because it's not properly configured to begin with
tbh
They should have replaced that thing with digital compass
It's 2035 anyway
isnt what reyhard posted last the default zoomed out in very small ui size?
no
anyway, it could be probably tweaked a little bit but on the other hand, compass could be bit too big on 4k resolution (which is probably intended for very small preset)
is there something to be done on (Eden) UI becoming extremely tiny on 4K? e.g cursor, units icons
Yeah, scrap your 4k monitor π
that's also my experience
If the only fix for that is to create a new profile than I have to live with it. I don't feel like re-configuring my controls
oof
I refuse to live with that, but if I can just adjust my .Arma3Profile config then thats acceptable I guess
class MainMap
{
class Compass
{
inBack=0;
position[]={-0.079406969,-0.0014531799,0.1};
positionBack[]={-0.044083212,0.0056084441,0.1};
};
};
this is mine
I guess the 0.1 is the zoom
How do I read that file?
notepad
really ? Oo
its unbinarized config
But how does it happen for multiple people, that the zoom for both positions gets reset to 0.1 for both?
that shouldn't happen?
Only thing I can promise you that I have never edited that file
I never edited that part of it
Hm... moving it with mouse changes position (it remembers compass position between game restarts)
feature since OFP π The worst thing was that you could move compass outside of your screen - I remember people on public servers were trolling folks to do it π
guess it messes up.
When you move it around it updates either back or normal position, depending on inBack.
I guess there is something that makes it update the back position while its not inBack, thus setting both zoom levels to the same value
Now that you guys know how it works, good luck finding a repro π
If anyone finds one I'll fix it
"Just" add an UI setting for zoom in/out size π
oof that'd be a chore due to how its build
Would it be possible to add check if both values are equal, revert to default?
Because I doubt anyone will every track down that issue π
no, it may be valid
Its ControlObjectWithZoom class. I think that's a normal UI class that you could use anywhere
type=81
Yes
I won't add special compass magic checking into such a generic thing
psst any chance you can give me the direct link to that video real quick?
right click on discord web is broken as always 
https://cdn.discordapp.com/attachments/108187245529268224/796293825294368768/ArmA_3_2021.01.06_-_09.27.05.02.mp4
he gunna be banned 4 that
Well, it's the recording software π
I wonder if just the zoom value of that data could be changed by a mod#
don't think so
What UI size are you using?
Double-clicked compass on map is readable at 4K (could be better, but I never use it on the map anyways luuuul).
the compass is somewhat OK afair, my main issue is Eden interface
I will check in some time
For me the compass it not readable at 1080p medium.
But my monitor is also a bit too small π
The performance aside, native 4K is very useful in A3, it makes spotting enemies at distance much easier.
Though the performance might also be linked to me running 3000 m object view distance in MP, you never know.
I am not yet sure what monitor to buy, either 1440p ultra wide or 4k 16:9
time will tell
https://imgur.com/a/O0OZFwY
Eden interface and double-clicked compass at 4K with Normal Interface Size
HandleChatMessage eventhandler, if you send chat from inside it, you can recurse infinitely and crash/freeze the game.
Fix: chat messages sent from inside the HandleChatMessage handler, don't trigger the HandleChatMessage handler again and pass right through.
same for the accTimeEH btw :3
maybe name the scope and find it out in the accTime command? I don't know if it can be a thing
huh
I wanted to try it with {setAccTime 1}
and it self-looped of course
I'm just skipping EH if it sees that its already inside EH handling right now
can do the same for accTime
Reyhard I have a 2560x1440 32" monitor and have now changed from small to normal GUI size and compass bearing on the map is now barely visible, but chat, server browser and the rest is super big and not much stuff can fit inside
noice π saves me from a ticket π
2560x1440 32" is same pixel density as 1920x1080 24"
GUI size small for 2560x1440 is what I use, since it gives perfect GUI and letters size
Hmm
"If the code returns true the on-screen message confirming the change is not displayed."
what do if recursion EH?
hide on-screen?
is it possible to set the zoom for the compass higher to something like 0.3? maybe that could help peeps with bigger screens
set as in edit by hand
@fickle root ^
see ^
positionBack[]={-0.023505183,-0.0062028165,0.055}; gives you fairly large compass
this is GUI size "normal" at 2560x1440 32"
for me it's not normal at all, but rather large or very large
can't even fit few servers I have as recent in the list
try setting your gui to small again, and then editing that line in the arma 3 profile file
you can edit it using a text editor
"just" make it that the setAccTime in it does not trigger the EH at all, and keep the behaviour for the first call?
this is GUI size small 2560x1440 32" and looks very good, I would name it normal and not small
and servers list and letters size is also good
we don't yet know what the first call will return, as it didn't finish yet.
I can skip the EH, but I NEED to return whether it should display the change on-screen or not
imo its a bit late in the games life to change the names of the gui sizes
and gui size preference also depends a lot on screen size, so you'll never be able to make everyone happy
but I guess just telling it to not display is best.
If you want display, you return false and it will display the accTime of your last setAccTime call.
if you don't want display you return true, and it will display nothing
well, 32" 2560x1140 is same as 24" 1920x1080
addMissionEventHandler ["HandleAccTime", {
params ["_currentTimeAcc", "_prevTimeAcc", "_messageSuppressed"];
setAccTime 1; // do nothing with that
hint "nope";
false; // or true β keep that behaviour?
}];
```isn't it that possible?
actually it doesn't matter what i return
the on-display is only for the cheat hotkey, not for script command so whatever
kewl! π
changed from this:
position[]={0.070689522,-0.017831823,0.2};
positionBack[]={0.045753758,-0.021185918,0.1};
to this:
position[]={-0.079406969,-0.0014531799,0.1};
positionBack[]={-0.023505183,-0.0062028165,0.055};
and size remains same and as you can see, one can't read the bearing like at all
and hows the difference now when you click on it?
position[]={-0.079406969,-0.0014531799,0.1};
positionBack[]={-0.023505183,-0.0062028165,0.055};
why change position to 0.1?
I copy pasted what Dedmen has
and took what Reyhard suggested
try 0.2 and 0.055
oh...
dont worry about it, should have linked you to the right post
I see that when I changed numbers and applied them then restarted Arma, I see that it's again like it was by default and not what I put myself
ok, I've made it read only
no! I double clicked on the compass and now it moved behind the screen!
with
position[]={-0.079406969,-0.0014531799,0.1};
positionBack[]={-0.023505183,-0.0062028165,0.055};
Behind the screen?
it's gone
you can props fix that by editing the positions manually
Can you try
position[]={-0.037400007,-0.035062499,0.3};
positionBack[]={-0.035165422,-0.011102598,0.1};
please?
as in just copy/pasting that in
it's too small
this is what Dedmen proposed, but with the problem of compass hiding behind the screen if I double click on it
other than that it's perfect size
I proposed something?
Oh god π₯΄
you can ask @frank sand π
who's that?
class Compass
{
inBack=1;
position[]={-0.037400007,-0.035062499,0.2};
positionBack[]={-0.023505183,-0.0062028165,0.055};
};``` Those are my numbers, I'm running A3 on 27 inch 2k screen usually but sometimes I also run it on 32'' 4k screen
and that's how it looks on my end
Afaik the numbers are 2D screen coordinates. and Z height from camera (its a 3D object rendered infront of camera)
yeah the compass is an object on the map gui, so position[] are the coordinates for the object when zoomed and positionBack[] is the position for the object when not zoomed.
if higher number == smaller then I'm probably correct, if not then uh
yes, higher number == smaller
http://killzonekid.com/arma-scripting-tutorials-gui-part-6/ thats a good explanation
π’

stupid Arma overwrites stuff when I launch it. have to do read only
interesting, I haven't spotted something like that - did you also have broken compass zoom?
that the compass wouldnt get bigger if you double clicked it
never had that
does arma only reset the positions, or also the zoom levels?
well, I always have the compass as big as possible, so can't say anything
I applied reyhard's compass numbers and it's perfect now

now the question is why arma resets it
groove can you try disabling read only now and then restarting arma?
after having launched Arma with reyhard's numbers + profile read only, then I closed Arma, removed read only and launched it again and reyhard's numbers still there - not changed
I guess it's success
don't ask me such things )
fair
but yeah it'd only make sense if arma stored the numbers somewhere else aswell
lol, in Warlords I have seen several script errors
and also had several times when I buy a vehicle, when it lands, I can't unlock it (no script error)
not read only:
player changes numbers
player boots up arma
arma checks numbers, and overwrites them
arma uses old numbers
player shuts down armaarma saves old numbers to profile and somewhere else
read only:
player changes numbers
player boots up arma
arma checks numbers, but cant overwrite them(Read only)
arma uses new numbers
player shuts down armaarma saves new numbers to profile and somewhere else
I'll make one
Severity Minor since I doubt a lot of people are editing stuff in there manually, or?
UI I'd say
Ingame or Menu? I presume the map also counts as ingame?
yes
he's already in π
dedmen claimed this task.
now leave before the police arrives!!
so my launcher keeps crashing now when I press play!
it keeps getting worse π€£
Happened to me too a few times today
- Target at that soldier
https://feedback.bistudio.com/T156038
- Target at that men
https://feedback.bistudio.com/T156037
β spam
Multiple contacts (spam) in FT
οΌΌ(ΒΊ β‘ ΒΊ l|l)/
Revive system doesn't recognize Global Mobilization / other modded medical items
https://feedback.bistudio.com/T152608
#define CAN_USE_MEDIKIT(unit) (unit getUnitTrait "Medic" && {'Medikit' in items unit})
#define CAN_USE_MEDIKIT2(unit,target) (unit getUnitTrait "Medic" && {('Medikit' in items unit || {(!isNull target && {'Medikit' in items target})})})
#define CAN_USE_FAK(unit) ('FirstAidKit' in items unit)
#define CAN_USE_FAK2(unit,target) ('FirstAidKit' in items unit || {(!isNull target && {'FirstAidKit' in items target})})```
can this be changed to _x isKindOf 'FirstAidKit' check please
Issue with radio protocol languages in MP
https://feedback.bistudio.com/T156062
subscribed, as it is a little bother I wonder can be fixed π
iterating through "items" can be VERY bad, especially with mods.
https://feedback.bistudio.com/T155341 engine search for CT_LISTBOX, I go so far where I can test, but I don't know UI configs and frankly don't have the time to spend to figure it out..
I already spent too much time on this minor feature, not sure if its even worth the effort
some BI global array that can be extended would work.
items target findIf {_x in BIS_revive_firstAidKits} != -1
(forAny pls
)
you can inverse it
especially for revive which does lots of checking of that while you are aiming at a revive unit
CBA/ACE/TFAR solves it by having unique items per unit, and caching that
_items = items target;
BIS_revive_firstAidKits forAny {_x in _items}
iterating through items. If you use ACE medical and have like 100/150 bandages on you, you re-check these 150 bandages even though they are all same type and you really only need to check one
If you use ACE medical
you will be not using BI revive with ACE medical tho
when does items have 100+ elements?
when you have 100 ace bandages, or bananas π
plenty of minigrenades in a backpack maybe?
yeah, situations like this. But my example should be performant enough if I'm not missing something.
The current implementation of these revive checks is not in a way BI says their stuff is designed (according to GDS presentations :p) π¬ it's not extensible by modders.
@desert trench @uncut briar @untold sky
this is faster than findIf most of the time (it's only slower if you have thousands of items in your inventory and what you want is within the first few item in the array):
count _items - count (_items - BIS_revive_firstAidKits) > 0
It only works if BIS_revive_firstAidKits doesn't do any case conversions (it must match the configName of the items, similar to the items command)
_items != (_items - BIS_revive_firstAidKits) 
isEqualTo/isNotEqualTo- slower than what I said (because it still needs looping to make sure all elements are equal)
π I'm pretty sure findIf variant is fast enough for action condition anyway.
I would prefer a findAny command:
items target findAny BIS_revive_firstAidKits != -1
Β―_(γ)_/Β―
used forAny as we talked about these already and they might be in backlog.
btw what does the -1 mean?
It's worth it π
If you need help testing, shoot me a msg
Ticket updated with example code
@sinful kettle https://feedback.bistudio.com/T154801 you got script to test?
maybe makes sense to use allControls CONTROL vs allControls DISPLAY, instead of new command?
Please no new command π
also "for all controls in" can have different meanings. for display it means recurse down and find all controls nested inside the display.
your select statement only returns direct children of the controlsGroup?
should the command only return first-level children, or recurse down?
if allControls _controlsGroup isn't possible
it is
then I would prefer it returns all controls
thats the same thing?
so recurse down and return all controls inside controls group, not just direct children
but also childrens children and their children and their childrens childrens childrens children
yeah that is rare but eden editor has ctrlgroup within ctrlgroup within ctrlgroup π
allControls on display is recursive already so maybe for consistency keep it that way with controls groups
true allControls _displayOrControl;
// true - recursive
// false - non recursive
``` ?
π’
you can still do the select and filter by parent that Leopard posted
but now you'll atleast have way less controls to filter out if you cna already only grab the controlsGroup that you want
yeah that will already be an improvement
yes
you still need that?
_disp = findDisplay 46 createDisplay "RscDisplayEmpty";
_ctrlGrp1 = _disp ctrlCreate ["RscControlsGroup", -1];
_ctrl1 = _disp ctrlCreate ["RscText", -1, _ctrlGrp1];
_ctrlGrp2 = _disp ctrlCreate ["RscControlsGroup", -1, _ctrlGrp1];
_ctrl2 = _disp ctrlCreate ["RscText", -1, _ctrlGrp2];
(didn't test it)
or maybe ```sqf
allControls [_displayOrControl, _recursive]
yes
yeah didnt know what the standard was, first make binary or just array
is there any command that uses bool as left input?
_disp = findDisplay 46 createDisplay "RscDisplayEmpty";
_ctrlGrp1 = _disp ctrlCreate ["RscControlsGroup", -1];
_ctrl1 = _disp ctrlCreate ["RscText", -1, _ctrlGrp1];
_ctrlGrp2 = _disp ctrlCreate ["RscControlsGroup", -1, _ctrlGrp1];
_ctrl2 = _disp ctrlCreate ["RscText", -1, _ctrlGrp2];
systemChat str allControls _ctrlGrp2
that prints empty array 
maybe because it's a child ctrls group
(I mean ctrls group inside another ctrls group)
["!=","&&","==","and","in","or","setcamuseti","||"]
so setcamuseti is the only one
code above reaturns two controls
control -1 and control -1
_disp = findDisplay 46 createDisplay "RscDisplayEmpty";
_ctrlGrp1 = _disp ctrlCreate ["RscControlsGroup", 4];
_ctrl1 = _disp ctrlCreate ["RscText", 1, _ctrlGrp1];
_ctrlGrp2 = _disp ctrlCreate ["RscControlsGroup", 2, _ctrlGrp1];
_ctrl2 = _disp ctrlCreate ["RscText", 3, _ctrlGrp2];
systemChat str allControls _ctrlGrp2
controls 2 and 3
should it return itself or no? Is that correct?
no
so I need to skip controlsgrp
it is not part of itself! π
Well controlsgroup clearly thinks differently in that regard π
easy,
return result
to
result deleteAt 0;
return result
but there is this perfectly fine thing written for allControls DISPLAY that already does 99% of what I need :U
ok so at least modify it a little! don't use deleteAt! π
dupe the array, remove 1st element, return, ???, profit :p
@untold sky I'm fine with it tho (you're probably gonna have to use if (ctrl != ctrlSgroup) { or something, so deleteAt is faster!)
I was just kidding
I already know that the first element is always the control itself
yeah, which is why I said it's faster
I can copy-paste the function implementation and remove that, but that actually means I need to do more work to get a actual controls group (this will now work on every control type)
_disp = findDisplay 46 createDisplay "RscDisplayEmpty";
_ctrlGrp1 = _disp ctrlCreate ["RscControlsGroup", 4];
_ctrl1 = _disp ctrlCreate ["RscText", 1, _ctrlGrp1];
_ctrlGrp2 = _disp ctrlCreate ["RscControlsGroup", 2, _ctrlGrp1];
_ctrl2 = _disp ctrlCreate ["RscText", 3, _ctrlGrp2];
systemChat str allControls _ctrlGrp1
returns 1,2,3 and _ctrlGrp2 returns 3
what about hasFAK and has MedKit sqf command (checking for the type) in engine to address the perf concerns and avoid the in items check?
uniqueItems command would be more useful
return classnames of all items player has in inventory, without duplicates
or alternatively, could return a HashMap of all items. keys are classname, value is number of items. Thats maybe even more useful
if you want to check if player has item, easy quick.
If you want to iterate through players items, easy and quick-ish.
Guess we need findIf, though not really as we have break now :U
but need to compare how expensive creating hashmap is vs creating array without duplicates
or you could give us findAny ! π
seriously, that command is VERY useful.
was there a FT ticket for it
@untold sky https://feedback.bistudio.com/T154274
@fickle root do I remember right that you reported the issue with clipped and too big text in warlords?
was that on dev-branch?
was a month or two ago
don't remember
but there are other more important problems in warlords
that are repeatable
None I can do stuff about.
often enough, when you buy a vehicle, there is no unlock button and if it happens, any other vehicles you will buy, won't be unlockable as well
even reconnecting to the server doesn't help
and since you can't unlock - you can't use it
and when it happens, there are no script errors
and you never know when it will happen
can happen at any moment to any player or to several players on same server at different time
or that when you capture specific sectors as CSAT, then the voice says voting for next sector, but when players open the map, there are no sectors to click on to vote, so CSAT can't do anything
Ded, can findAny be extended to work with strings too?!
Like:
"B_soldier_medic_f" findAny ["soldier", "medic"];
?
yeah, maybe not a good idea! π
so Ded, is this ever happening?!
https://feedback.bistudio.com/T150103
you claimed it a long time ago, so I'm just wondering what's wrong!
a.k.a "Hurry!"

Leo is just thinking "Diamonds a made under pressure" so he's keeping the pressure up π
Dedmen = carbon-base lifeform confirmed
I never linked a ticket
thus its not on todo list :U
ill put a note for moonday
@gray wharf spam:
https://feedback.bistudio.com/T156083
also, the ticket can be closed. it is invalid
βοΈ
you forgot to close it Lou! π
is it possible to have a Persian speaker to confirm? π¬
I linked the wikipedia page!
fa.wikipedia -> farsi wikipedia
Ω ΫΩ (Ψ¨Ω Ψ§ΩΪ―ΩΫΨ³Ϋ: Land mine)
literally translates to:
mine (in English: Land mine)
ah well, let's close it then
plus, do we even need proof?! the game doesn't have any Arabic stuff (CSAT -> Iran & China)
we need evidence because maybe there was an issue
if I see "cobmat" instead of "combat", I will complain in French and in English π
btw @gray wharf dunno if you can do anything about accounts, but this account description looks pretty spammy to me https://feedback.bistudio.com/p/lannister822/
correct, pre-emptively disabled
Oo
9.5/10 of the newly created accounts are spam bots 
while looking through the ones I posted now, I found 1 account that was definetly genuine
also dunno about this one https://feedback.bistudio.com/p/Hudsonsmith9896/
jesus next time someone asks why user registration on the biki is disabled we can link to the feedback tracker
Yeah
If you want to have a look yourself: https://feedback.bistudio.com/search/query/open/
huh?
I saw one account that had created a real ticket
all the other ones hadnt done anything yet
only had a spam profile description or stuff like that
plz find it back, I checked before removing but maybe was too quick to click
I didnt post it here
as long as you didnt just wipe all new accounts in the last few hours, it should still be there 
Looking for the best Korean copper face mask covid? TFK international supplying the best quality copper masks at the best prices.
ah yes
https://feedback.bistudio.com/p/juliejohn/
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https://feedback.bistudio.com/p/worldnewsera/
https://feedback.bistudio.com/p/Vegus168/
https://feedback.bistudio.com/p/gdfgdfgdgdffggdf/
https://feedback.bistudio.com/p/etheltgarcia82/
https://feedback.bistudio.com/p/smartsight/
https://feedback.bistudio.com/p/animationprograms/
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@ valkyrja ban Pi123263 spam π

foreach ($list as $item) {
work_miracles($item);
}
someone's working some miracles on the FT
An editor-placed weapon can still be picked up despite I put lockInventory true there. Intended or a bug?
Is the placed weapon the same as the weapon holder after initialization?
It should, I think? I couldn't open inventory with an AKM I placed so... I closed the game already so you also can check on your end
ok
Yeah, bit lack of words, I couldn't open the inventory with the gun I placed, but I can pick it up via the action menu (scroll wheel)
that's a bit strange. it turns out the weapon is not placed in a weapon holder (it becomes a "stand alone" object)
so you're not accessing its inventory, you're just taking the actual object! π
Wha-
You're not accessing the inventory, rather you're picking up the weapon directly.
IKR, but isn't the goal of the command revoke the access to the inventory so any workarounds should be locked also, I think?
the goal is to lock inventory access to the target vehicle. when it has no inventory, how can it be locked?!
lockInventory is intended for vehicles, nothing else π
guess a weapon holder is a vehicle, but maybe its special
it doesn't create a weapon holder. that's the problem.
Are you sure? WH will be deleted when empty
I remember something about opening your inventory close to the corresponding inventory it's usually in (like the unit that dropped it) updates it and adds it to the main WH
Yeah. There are no weapon holders for weapons that you place in editor.
how are they held then π€
Because those are not weapons, but props
they can be picked up
if an object has a tranportXXX property, it can be picked up (e.g. transportWeapons or transportMagazines)
@gray wharf spam:
https://feedback.bistudio.com/T146425
this... isn't right, is it?
_a = createHashMap;
_a insert [["test1",1],[2,"test2"]];
_a // [[2,"test2"]]
nah :D
ahh, good π
unless it considers ["test1", 1] as the key for the other π€
insert on hahsmap takes array of pairs
like Connor wrote
just last line is wrung :u
can we append two hashmaps somehow?
I still haven't experimented enough with hashmaps
no, but I wanna do that later
in 2.04 then :u
if I remember that I want to do it, and figure out a command name
append?
ah nevermind
hashMap insert hashMap
but you want to provide a bool for overwrite existing or keep existing
so you mean hashMap insert [hashMap, bool]?
yeah. i guess I can do that but its annoying to implement
Well not really annoying, its pretty easy but... meh
it doesn't cause joy
How do i make a suggestion on the feedback tracker
thanks
@gray wharf https://feedback.bistudio.com/T150353 
I usually put something like [Feature Request] in the title aswell, just for easier visual recognition
f these spams, really
don't understand why our captchas no worky
you're using google. iirc bots can solve it easily these days
they use the voice catpcha for blind people
and use google speech recognition service to solve them
π
yep π used to use an extension that did that for me. then cloudflare switched to hcaptcha and my life was forever inconvenienced π¦
https://community.bistudio.com/wiki/ctrlSetBackgroundColor
Since Arma 3 v2.01.146630 CT_BUTTON, CT_SHORTCUTBUTTON and CT_ACTIVETEXT controls are also supported.
why not other controls that have the colorBackground property? (such as CT_LISTBOX)
https://feedback.bistudio.com/T156137
btw: getting back to compass - I got it broken after playing with ACE recently. I was trying to make compass larger & smaller (ACE has larger compass by default) and after few attempts it was stuck at one zoom level
Oh, so it might be our fault 
Ya broke it
ST_MULTI + ST_WITH_RECT is broken for CT_STATIC:
https://feedback.bistudio.com/T156144
oh 

@gray wharf pls close this:
https://feedback.bistudio.com/T156144
no u

unholy binary masking
can confirm, HandleChatMessage issues seem to be fixed in v10. Thanks π
next dev build wen? 
soonβ’οΈ
On the dev branch in November we got
Fixed: ComboBox scrollbars did not update on resizing
which was mentioned in the gui channel around the same time because the ListNBox suffers from the same issue.
Was the ListNBox going to get fixed too? I'm still experiencing the issue on current dev branch.
no the ticket only said combo I guess
should i put in a new ticket for listnbox?
If you want to have it yes.
Please mention the past similar fix on combobox, makes it faster to fix
It shall flourish on my todo list 
And what are you going to do for the rest of the day? π

can you actually fix the issue with AI boats? it's related to their path gen
I think the whole path gen system must be reworked and updated
you probably also know that the vanilla path gen is really slow when the area has lots of water
Need to look into that still. I just know its boats, and that i have a repro
Dedmen: *fixes boat pathfinding*
AI: *stops walking through walls*
they still will
because it's not related to path finding! π
I mean it is but because they can disable their collision geometry on demand it wont fix that problem π
I imagine they disable their collision geometry under certain conditions like low fps... or is it just random? Can it be made it so that they can only disable it for XX seconds and not like it is currently. Or perhaps if there are players nearby they aren't able to disable their collisions perhaps...
I believe they do when "normal" pathfinding does not find a way
This issue has remained unfixed for so long that I imagine there is a lot more to it...
What is funny is that when I spawn units as agents I've never seen them go trough walls or solid objects yet regular units spawned with spawnVehicle for example do it (go through walls) all the time...
they disable their collision when there's no moving object around them
I think the reason why they can walk thru walls but agents can't is that the AI are supposed to be more "responsive" to a situation
but since the path gen is slow they disable the collision to make the AI move more "freely"
just my guess
instead of a collision geometry the engine uses a weird sort of "teleport" for the AI
you will notice it if you force the AI to move into the bounding box of an object
and sometimes when you enable/disable the "MOVE" or "PATH"
that teleport systems helps the AI stay on path
but can also be very annoying
That teleport thingy you describe y probably a setPos like command that tries to brute force the Ai unit out of a "stuck" situation. That should be acceptable as long as no player has the unit in question on their sights... but when near or when being watched by a player then the collision geometry should be forced ON at all times
Hey if I put in a feedback tracker ticket requesting for a change related to the arma3.com website (see #general_chat_arma message)
How slim are the chances of that ever happening
?
web team doesn't read FT afaik
Rip, is there a way of contacting them directly or?
I place 50$ on Nillers to transfer the message
Any chance you could contact them for me @gloomy vortex ? If its possible I can write up something fancier for you to send over 
Shoot me a DM with the pitch details. π
Oki 
Not an issue 
https://github.com/acemod/ACE3/issues/6200
Is it difficult to implement new mission event handlers? What chances are that feature request for EHs will be implemented or readed at least?
Depends on the complexity of the EH I'd guess...
Although not requesting the feature will ensure it will never be considered π
How can they say it's not an issue, they break the zoom permanently for ppl even when ACE3 is not loaded anymore.
the solution is even given in the ticket π€¦ββοΈ
If I break your car, but give you a guide on how to fix it, I still broke your car 
What? Liar! 
If you broke my car and I tell you what is wrong and how to fix it, than you can't tell me it's not broken π€·ββοΈ
than you can't tell me it's not broken π€·ββοΈ
Ye
We just did HandleChatMessage in 2.00
Yep. That was nice.
https://feedback.bistudio.com/T156211
"Also I would like to have native markers events. Created, Deleted, Modified." we have that already?
not on the wiki

we have CuratorMarker* thingy as of now
Added: MarkerCreated / MarkerDeleted mission Event Handlers
Added: MarkerUpdated mission Event Handler
I'm doing too many things 
yeah, stop
insert more coffee
duu eet! take coffee grounds in the mouth and drink boiling water, quick!! π
Does KK no longer work on Arma 3?
he does
Haven't seen him around lately! π
He's ear-deep in the engine, he should be back in a week or so π
Q: is there any chance we can get Emissive Maps in Arma 3?
it's already in DayZ and allows to have emissions in a single .rvmat for specific parts, instead the whole section/object
You have emissive maps in Arma 3
Only when using seperated .rvmats, DayZ allows it in a single one.
Did test it with a DayZ tutorial, so could be wrong, but it's nowhere described on the wiki that it even exists
Did test it with a DayZ tutorial, so could be wrong, but it's nowhere described on the wiki that it even exists
if it exists, you know what you got to do π
And if not, I'll just keep complaining π€£π€£π€£
Although it's not something that should be high on the backlog, just something I noticed today while playing with emission.
And if it won't make it to Arma 3 I won't be too sad about it
No? single one too
So a filename_e_co.paa should work?
Will experiment a bit more π€
throws computer out of the window
Only reference on the whole internet regarding "SuperExt" is a single line on the wiki saying that it exists, and a gist from Dedmen with the required stages... Nothing else... Nobody even knows it exists...
throws computer out of the window
Wohoo, free computer :wink:
Did you search this discord? Itβs been discussed a few times
It has been mentioned a couple of times on how it's used in TKOH, but other than use Stage8 and use _em.paa there's no info about it
I know it exists :3
That's all the info there is π
Its Super with a _em at Stage8
we need a guide β οΈ
If you look to your left, you won't see what's on your right
I have it somewhat working, but no idea how or why... So probably not a good candidate to write a guide about it π€£
this mans pioneering new technologies and doesnt want to share his knowledge... smh
it's on the workshop π
and Dedmen already ventured out years ago and didn't share anything either... so shame on him
He's working hard to redeem himself!
Oop nevermind that, I found what I was looking for in another page that I hadnt noticed before 
Well I probably posted about it in Discord
WARLORDS mission is simply terrible/scary to play to say the least
- placing tripod 50 cal HMG or 20 mm GMG inside buildings was fixed, but only partially
people now pay 2x1000 points to buy 1x tripod bag itself in the arsenal, then drop the tripod bag on the 2nd floor inside the building, and then they clone/dup it as many times as needed, by dying x times on the respawn and paying only 50 points to take last loadout, instead of each time paying 1000 point to enter arsenal
then they go once again inside arsenal and take the bag with the 50 cal HMG or 20 mm GMG itself and also clone/dup it x times by dying on the respawn and taking the last loadout for only 50 points, instead of paying 1000 points to enter the arsenal again
then they go to the 2nd floor of the building and assemble it into a complete static.
this way players not only still can place statics inside any building, but the limit of having not more than 3 statics per player isn't applied for assembling a static from 2 bags, 1 on the ground + 1 on your shoulders (1 tripod + the gun itself), since you can go as many times as needed in arsenal.
so this way each player can put any amount of statics inside literally each building
and they place several statics per building, looking onto the door, so you can't go inside, since you will be insta killed by the static, once you show yourself in the frame of the door
and they place statics on purpose on the 2nd floor, so you have to go inside the building and up onto the 2nd floor to destroy it
but you can't destroy the static inside the building, since they mine every entrance of the building + several mines on the stairs + several mines between the entrance and the stairs + several mines between the stairs and the room where the static is located
- if you get kicked because of bad connection or BattlEye or game crash or have to disconnect for different reasons, all your points are gone. only statistics are saved
- very often the mission simply can't be finished because it says to vote for the next sector to attack/capture, but there isn't one you can click on to vote for, so the mission is stuck. you simply leave the server, since not possible to do any action, because it says that the vote is in progress
- very often you can't unlock the vehicle you've bought and any other vehicles you buy after this and you have to restart the whole game for it to work again and lose all the points you had, since they're nor saved. simply reconnecting to the server doesn't solve the issue
- very often when you transfer your points to another player, the player you transfer them to, doesn't receive them at all - all the points you wanted to transfer are simply gone who knows where. and no, it isn't an error in choosing the wrong nickname in the list of players
- often enough when there is voting in progress, when you select any sector, there is no bar in the right lower corner of the screen showing the name of the sector for which most people voted and since no bar on the screen, not possible to see how much time left for most voted sector to be definitive/next
- there is no possibility to resell the vehicles that you don't need anymore, so you have to buy another one, paying the whole price and not only the price difference if you could have sold the previous
- if you drive over a bush or rock and your vehicle gets flipped, game over - buy another one, since there is no button to "unflip" the vehicle
- you can only speak in side channel (despite the possibility to switch to group channel), since there is no possibility to join a group - there is no groups menu via U, which is very irritating, since you are forced to use Discord, TeamSpeak or Skype because of this
- after several hours of uninterrupted gameplay, textures start to flicker, FPS goes down and soon after this the game simply crashes/closes without any errors/notifications
I thought there was a problem with my GPU or drivers or temperature, but it's same for all 5 people that play with me and they all have different hardware
and this doesn't happen to any of us on any othe mission or any other server other than Warlords, even after like 8 hours of uninterrupted gameplay
aaand are there tickets for that? π¬
I will soon make one
and there are no scriptErrors for any of the issues described
since I always play with -showScriptErrors
there are several scriptErrors, not related to the issues described and not hindering the gameplay
Isn't that a memory overflow problem?
In Warlords the mission could create and delete hundreds of vehicles, so it's more likely.
I also experienced it a lot on Liberation back when I played it.
don't know. I'm not so savvy in such things
in WARLORDS mission it would also have been very very very helpful when you lock a vehicle or all the vehicles, if inside there is a person not being owner, that this person gets pushed out of the vehicle at the same time
- as long as the vehicle is locked, its inventory stays locked as well, using lockInventory.
This would make it possible to push out players that steal somebody's vehicle(s) and/or steal inventory items, which happens hundreds of times on each WARLORDS server every day
NATO players also hide Rhino inside hangars with ammo truck inside the hangar as well and you will never find it, shooting with the cannon through the window of the hangar destroying everything around 8.5 km range thanks to UAV lazing
also hiding Rhino inside garages and Kaval big red building with heli pad on the roof and firing from there
Does a return value for a forceWeaponFire, which is the fired projectile make sense?
I think it would, I'd make a ticket
no, because forceWeaponFire doesn't necessarily fire the weapon in the current frame
so it'd be very inconsistent
also, even if it did, I'm not 100% sure if the projectile is created in the current frame. (can be verified using an EH)
βοΈ
I think it doesn't. It just tells the unit "fire when you can"
It can also run on remote units over the network. There you definitely can't get the projectile immediately.
Seems like it spawns the projectile on same frame.
When the unit is local
and seems like I can somewhat get the last fired projectile, but thats a bit oofy
well, just think of a reloading tank or a grenade throw
We can add it.
Then it usually returns objNull, and sometimes returns the projectile Β―_(γ)_/Β―
Maybe a "weaponReady" command too?!
currentWeaponRemainingReloadTime π

@untold sky this was fixed right?
https://feedback.bistudio.com/T156274
@gray wharf then close it please (feedback)
@solid marten I think you requested this some weeks ago (Command descriptions) https://feedback.bistudio.com/T155675
and https://feedback.bistudio.com/T155806 (ctrlSetURL seems to be still buggy)
feedback'd
It looks like the IDAP Showcase mission (the one going over the laws of war) needs a fix. When loading a save during one of the virtual missions, your instructor will say "Just where do you think you're going?" and the virtual mission will fail.
Same for the Showcase mission Supports, except it sets off a trigger that completes the mission successfully. 
@untold sky if I send an mdump to you, can you take a look at it please to see what is causing the crash? I have no idea why this is happening and I'm quite frustrated.
If I upload something (like crash dump) on the feedback tracker, but then don't apply the changes, will the file be deleted?
In other words, do you have a "cleanup" system?
Β―_(γ)_/Β―
Would it be possible to get an option to disable this "feature"? https://github.com/R3voA3/3den-Enhanced/issues/152 (Facewear and Headgear from profile overwriting unit loadout set in the editor)?
I'd love to
I think there is an option, its a scripted system
but no idea where it is
my mission makers also constantly asking for that
something disableHeadgearRandomization maybe some _ mixed inbetween
(also kind of related, some Eden loadouts overwrite face & voice π¬)
While you're here as the Eden Enhanced creator @daring wagon, do you know if there is hope for more folders in the Ctrl + O menu? missions and mpmissions are hardcoded and there would be plenty of space (and use) for more... Have you encountered anything on your mod creation journey?
You can create subfolders inside missions and mp missions, but that's it.

@untold sky Want a ticket for that?
there probably already are multiple
this setVariable ["BIS_enableRandomization", false]; Is this want you ment ealier?
NVM, doesn't work
"More Eden superfolders" worth a feature request ticket Dedmen?
Well, missions and mpMissions are the folders in arma 3 root
so why would you want to create more folder there?
I have my subdirs in there
Not those, the ones in the Arma 3 profile folder
So you mean a sub folder inside a subfolder?
missions β subFolder β subsubfolder?
Missions, MPMissions, mycoolcustomfolder, mycampaign all as top-level folders.
no something with headgear
profile features are here since OFP, a simple doNotUsePlayerProfileStyleForFaceVoicePitchAndHeadgear = 1 description.ext setting would be cool
if you can tell me the name in your profile where your custom facewear is stored under
profile features are here since OFP, a simple doNotUsePlayerProfileStyleForFaceVoicePitchAndHeadgear = 1 description.ext AND EDEN EDITOR setting would be cool
so I have something to search for
documents\arma 3\lou%20montana.arma3profile, class Identity
class Identity
{
face="WhiteHead_31";
glasses="G_AirPurifyingRespirator_02_sand_F";
speaker="Male07_F";
squad="";
unitType=0;
unitId=-1;
pitch=0.92150789;
};
freaking ninjas
yay! danke
why is my squad xml from anrop :U
<member id="DEV908" nick="Dedmen">
<name>dedmen</name>
</member>
uh 
Whats anrop
?


is there a string replacement sqf command already in the queue? (something very fast)
@desert trench Are you reading my mind? I was just checking the biki for something like that π
Is it worth it to implement something like, _variable%1 = 0; and replace %1 with any strings, and iterate by something so possible to replace codes like:_var1 = 0; _var2 = 1; _var3 = 2; _var4 = 3;to:{_var%1 = _forEachIndex} forEach ["1","2","3","4"];?(Sorry if it is unclear to describe)
You can implement it with setVariable and format
Why I didn't thought about it at all π€
Not fast, but possible
I think I've ever seen some commands/functions like that in Lua, kinda miss in RV engine
(Not to mention about call compile format, this is not the best way to do that so...)
"hgun_PDW2000_F" call BIS_fnc_itemType; β ["Weapon","AssaultRifle"] ?!?
"SMG_03_TR_black" call BIS_fnc_itemType; β ["Weapon","AssaultRifle"] ?!?
Worth a ticket that BIS_fnc_itemType returns incorrect item types for some items?
(Guess it's a config issue with the weapons though)
Be very careful with this function as certain mods modifiy the categories making this function unreliable!
are you sure it's not because of this?
configFile >> "CfgWeapons" >> "hgun_PDW2000_F" >> "type" = 1
configFile >> "CfgWeapons" >> "hgun_P07_F" >> "type" = 2
Β―_(γ)_/Β―
seems like a config issue
Well, that just defines the slot (primary, secondary (launcher), pistol) so...




