#arma3_feedback_tracker

1 messages Β· Page 32 of 1

restive bone
#

Btw Dedmen, what is the chance of stuff like roads being added to 3den if I make a feedback tracker ticket for it (if one doesnt already exists) blep ?

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Without the actually effects for Ai pathfinding that is, just for the decorative effects

untold sky
#

Roads unlikely.
More likely to get a mod for it

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Roads will clutter more than help for most users

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And some roads are live generated and don't even have a model

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Afaik most modern maps are like that

gleaming dawn
#

And what about bushes/trees etc?

untold sky
#

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

gleaming dawn
#

Oh ok

untold sky
#

That I certainly wouldn't invest.
But mods could just do it.
I'm sure there is a mod for that somewhere?

gray wharf
#

preview images were not done for every assets either (e.g Contact or others)

#

but translations remain.

restive bone
#

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

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but ye, then I wont bother making the ticket blobdoggoshruggoogly

gray wharf
#

b-but I wanted to close it as "won't fix"!

restive bone
#

there you go, still got something to do heh

gray wharf
#

yayyy

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and thanks btw

restive bone
#

Always happy to help ablobderpyhappy

gray wharf
#

and cleared two others in the process

restive bone
sinful kettle
restive bone
#

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 blobdoggoshruggoogly

untold sky
#

Dev branch?

#

You can just unbinarize if you need

restive bone
#

Nop stable

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And how do I unbinarize it?

untold sky
#

Mikeros DeRap, A3 tools CfgConvert.
Armake

restive bone
#

thanku bongocat

sinful kettle
#

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?

untold sky
#

Fixed next update

untold sky
#

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?

gray wharf
#

prefix header?

untold sky
#

CODE = compile (prefixHeader + preprocessFileLineNumbers "path")

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cfgFunctions adds that scriptName/script parent header to every script

gray wharf
#

oh, okido
but yeah I suppose 2nd one - less maintenance backend-wise, and we don't need compile/compileFinal/compileWithHeader/compileFinalWithHeader

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less wiki pages too πŸ˜„

untold sky
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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

sinful kettle
#

@untold sky does this do what I think it does?! blobcloseenjoy

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Oh I think not

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Sorry about the ping. meowfacepalm meowsweats

untold sky
#

what is "this" ?

gray wharf
#

a local reference to the object

sinful kettle
#

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

untold sky
#

no

sinful kettle
#

Can this be implemented tho? I'd love to see that

untold sky
#

the prefix header thing is not preprocessed

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no preprocessing a string won't happen I guess.

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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.

restive bone
#

Btw I'm back now.
bingyay

sinful kettle
#

Your profile picture is back too! 🀣

#

Did you lose the other one on the train?!

untold sky
#

I lost nitro over christmas

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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

untold sky
#

Are you trying to say you don't like my avatar eyesshakin

restive bone
#

awe nu both gud

untold sky
desert trench
wraith sapphire
untold sky
#

i can repro on post-dev

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we recently did a change there, but that was on dev and is not on 2.00

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would have been nice if that was it

wraith sapphire
#

I hope, I can test on dev

untold sky
#

no need. I can repro so if you can on 2.00 then its older than that

wraith sapphire
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Oh sorry x)

#

yes my RPT say I did it in stable so...

untold sky
#

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

wraith sapphire
#

I see

untold sky
#

but I don't understand how that event running too soon happened. Either that was always the case or I dunno.

wraith sapphire
#

When a unit is created inside a group, the group locality isn't immediately the same as the unit.

wraith sapphire
#

ok πŸ™‚

untold sky
#

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

uncut briar
#

Delay init by frame meowtrash

untold sky
#

We have PostInit :U

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but PostInit runs IMMEDIATELY after init, also before netId is initialized :u

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I don't quite understand that, but I wasn't involved in that so dunno why it does that

wraith sapphire
gray wharf
#

horrible goat…

untold sky
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Animals are invisible.

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they get their texture by animal randomization script running in their init

wraith sapphire
#

isn't the same for units?

untold sky
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but due to them not having networking ready, the texture they get isn't transferred over network

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units aren't invisible no

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and they also have no texture randomization

wraith sapphire
#

ah ok

fickle root
#

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

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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

wraith sapphire
#

this basically explain all issue with animals then

untold sky
#

what other issues are there?

fickle root
#

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

untold sky
gray wharf
#

@fickle root make a ticket (or update an existing one)

wraith sapphire
#

I agree may be be looking at each one separately, you will get an idea

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good luck :p

untold sky
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invisible goat issue is fixed, but not sure if I can keep that fix

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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

sinful kettle
deep tusk
gray wharf
deep tusk
#

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

deep tusk
#

done!

untold sky
vocal abyss
#

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."

untold sky
#

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

vocal abyss
#

If they've tried naming a folder using the listed symbols, they know πŸ˜…
I assume the issues that can be caused are the OS replacing the illegal symbols, leading to files possibly not being found?

untold sky
#

Steam replaces some by -
* makes the publish error/fail
; will break arma and not let you load the mod

vocal abyss
#

oof

untold sky
#

"some characters are illegal since"
to
"some characters cannot be used because"

vocal abyss
#

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."?

untold sky
#

also need to check if online translator conveys the meaning.
As there are no translations for this

#

is it "can not" or "cannot" ?

#

yeah

vocal abyss
vocal abyss
untold sky
#

then we'd have it twice

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in the middle and end

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"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

vocal abyss
untold sky
#

πŸ™ƒ

#

they can cause issues when publishing, downloading or using the mod. that? yeah

vocal abyss
#

Yep πŸ₯³

untold sky
sinful kettle
#

@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?

untold sky
#

we could, ticket

sinful kettle
#

I'm not sure if it's a good idea, but what if it returned the scope in a "path" format:

"scopeName1\scopeName2"

πŸ€”

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and for recursive scopes:

"scopeName1\scopeName1"
untold sky
#

no

sinful kettle
#

πŸ˜…

tulip shard
#

Connor 12/20/2020
once the handleChatMessage evh is fixed...

Dedmen 12/20/2020
Is it fixed on dev branch? I don't remember

Connor 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

untold sky
#

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 ?

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.

untold sky
#

i found the "player connecting" serverside issue not triggering the EH.
I guess clientside non-trigger is also system message thing

tulip shard
#

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.

untold sky
#

radio messages are also a thing

untold sky
#

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

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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

tulip shard
#

strID is now a number?

untold sky
#

my bug, already fixed that. hardcoded to "-1"

tulip shard
#

ah

untold sky
#

This stuff is so messy, I hate it :U

gray wharf
#

fix it!

untold sky
#

grabs iFixit toolkit, GN Modmat and LTT headband

#

Oh Ratty, seems like we need to use the double barrel

gray wharf
#

patch 2.02 final (2048-01-01): performance fix ~800% - can run on a Pentium III.

deep tusk
#

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

untold sky
#

no

deep tusk
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That's fine

untold sky
#
    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?

restive bone
#

1.60986e+009
ConfusedDog whats that?

uncut briar
#

A number

untold sky
#

a very big number that should probably be 0 but isn't

restive bone
#

Yush I know what the e means, I was more meaning what that number means

untold sky
#

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]

untold sky
#

Connor I'll try to merge it into next perf/prof, would be good if you can test it out when its there

uncut briar
untold sky
#

not on my list

#

Would first need to check if thats possible, or rather how thats possible

uncut briar
#

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.

untold sky
#

probably

fickle root
#

Dedmen can you change the way in-game server browser acts?

untold sky
#

I can do many things

fickle root
#

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

untold sky
#

it doesn't remember the tba yes

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the server browser display is afaik closed completely

fickle root
#

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

untold sky
#

@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

fickle root
#

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

untold sky
#

yeah I understand, unlikely to be done

fickle root
#

(((

gray wharf
#

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)
untold sky
#

yes, no

gray wharf
#

roger roger

sleek scaffold
#

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.
restive bone
restive bone
fickle root
restive bone
#

Yep

fickle root
#

Should be doable

gray wharf
#

that or "last used" yes

untold sky
restive bone
#

thank you bongocat

restive bone
#

Will do

gray wharf
#

(Campaigns temp freeze thingy ↑)

restive bone
#

Support for more than 30 different mods signatures in server browser (and the server itself)

untold sky
#

yes

#

well people cna fix it by themselves

#

atleast from reading the title didn#t click

restive bone
#

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

untold sky
#

no idea if its same fault

#

probably is

restive bone
restive bone
#

bingyay thank you

gray wharf
#

no u

restive bone
#

oddly the same name but different people

sinful kettle
#

@untold sky can you add border shadows to controls?

#

using a new property like: borderShadow = 1?

untold sky
#

:U

#

nΓΆ

restive bone
#

now KK can do it himself heh_r

#

dedmen moved this task from Restricted Project Column to Restricted Project Column on the Restricted Project board.
ah yes

restive bone
sinful kettle
# untold sky nΓΆ

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 notlikemeowcry

untold sky
gray wharf
restive bone
#

thank you

gray wharf
#

no u

#

bring'em!

sinful kettle
#

@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 notlikemeowcry

#

I put a button and a text (with borders) in a controls group and define the whole thing as a button

untold sky
#

noi idea

sinful kettle
#
_AI forgetTarget _agent;
_AI reveal [_agent, 4];
_AI doFire _agent
fickle root
#

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

untold sky
#

well unless it not being bigger (double click on it) is a bug

#

then yes

fickle root
#

well, I mean you can't read the bearing even when double clicked

untold sky
#

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

fickle root
#

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)

sinful kettle
#

it's done to reset the AI's knowledge

untold sky
#

Β―_(ツ)_/Β―

sinful kettle
#

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!

sleek scaffold
#

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

sinful kettle
sleek scaffold
#

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

sinful kettle
#

even if you create them as the enemy

#

so I was wrong about them not targeting the agents

#

it seems like they do

sleek scaffold
sinful kettle
#

at least according to a quick test I just made

sleek scaffold
#

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:

sinful kettle
#

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

sleek scaffold
#

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

sleek scaffold
# sinful kettle so giving it sides won't work

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

sinful kettle
#

you can try creating a new dog with "soldier" simulation

#

maybe that'll work

sleek scaffold
#

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".... 🀣 meowsweats

sleek scaffold
#

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...

sinful kettle
#

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

tulip shard
# untold sky <@!200196165088706560> player connected/disconnected messages are localized me...

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 πŸ‘

sterile nova
#

on "Very small" preset it's indeed hard to read numbers but so it is with many other texts here and there

daring wagon
#

Yeah, but that double click zoom functionality stopped working at some point. I am wondering why

sterile nova
#

it's working for me?

daring wagon
#

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

sterile nova
#

what UI preset do you use?

#

on very small it changes from taking 4 grids to 2 grids

daring wagon
#

I am on Normal. 1920 by 1080

#

I'd say that's buggy, no matter what UI settings πŸ˜„

#

I am going to test with "small"

sterile nova
daring wagon
#

Yeah, that never worked for me πŸ˜„

sterile nova
#

hm, I will check it with non internal exe in a moment without CBA loaded - perhaps one or another is fixing that

daring wagon
#

I have just tried with CBA but the behaviour stays the same.

sterile nova
#

runs fine for me without any mods on devbranch exe

daring wagon
#

Let me try with a new profile

#

aha

#

Seems the new profile fixed it

#

Is this zoom depending on some IGUI variables?

sterile nova
#

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

daring wagon
#

Hmm yeah, nothing compass related, at least what I can tell from the names

sterile nova
#
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 πŸ˜„

daring wagon
#

That's actually not a bad idea πŸ™‚

sterile nova
daring wagon
#

Nice. Too bad we can't have that as UI setting

sterile nova
daring wagon
#

Nice

desert trench
#

should UI size really affect GPS/Compass size?

daring wagon
#

sure, why not?

desert trench
#

if its unreadable even zoomed out

daring wagon
#

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

desert trench
#

isnt what reyhard posted last the default zoomed out in very small ui size?

sterile nova
#

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)

gray wharf
#

is there something to be done on (Eden) UI becoming extremely tiny on 4K? e.g cursor, units icons

daring wagon
#

Yeah, scrap your 4k monitor πŸ˜„

untold sky
daring wagon
#

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

untold sky
#

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

daring wagon
#

How do I read that file?

untold sky
#

notepad

daring wagon
#

really ? Oo

untold sky
#

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?

daring wagon
#

Only thing I can promise you that I have never edited that file

untold sky
#

I never edited that part of it

#

Hm... moving it with mouse changes position (it remembers compass position between game restarts)

sterile nova
#

feature since OFP πŸ˜‰ 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 πŸ˜„

daring wagon
#

yes

#

I remember that πŸ˜„

untold sky
#

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 πŸ˜„
If anyone finds one I'll fix it

daring wagon
#

"Just" add an UI setting for zoom in/out size πŸ˜›

untold sky
#

oof that'd be a chore due to how its build

daring wagon
#

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 πŸ˜„

untold sky
#

no, it may be valid

#

Its ControlObjectWithZoom class. I think that's a normal UI class that you could use anywhere

#

type=81

daring wagon
#

Yes

untold sky
#

I won't add special compass magic checking into such a generic thing

daring wagon
#

I wonder for how many folks this zoom thing is broken

#

We need a twitter poll πŸ˜„

restive bone
#

right click on discord web is broken as always ablobderpyhappy

gray wharf
restive bone
#

thank you yayautism

#

also

#

ArmA_3

gray wharf
#

he gunna be banned 4 that

daring wagon
#

Well, it's the recording software πŸ™‚

restive bone
#

I wonder if just the zoom value of that data could be changed by a mod#

untold sky
#

don't think so

vocal abyss
gray wharf
daring wagon
#

For me the compass it not readable at 1080p medium.

#

But my monitor is also a bit too small πŸ˜„

vocal abyss
#

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.

daring wagon
#

I am not yet sure what monitor to buy, either 1440p ultra wide or 4k 16:9

#

time will tell

vocal abyss
untold sky
#

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.

gray wharf
#

same for the accTimeEH btw :3

untold sky
#

oh

#

Yeah any counter? I think no

#

I'll change it to be universal then

gray wharf
#

maybe name the scope and find it out in the accTime command? I don't know if it can be a thing

untold sky
#

huh

gray wharf
#

I wanted to try it with {setAccTime 1}
and it self-looped of course

untold sky
#

I'm just skipping EH if it sees that its already inside EH handling right now

#

can do the same for accTime

fickle root
#

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

gray wharf
fickle root
#

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

restive bone
#

Hmm

untold sky
restive bone
#

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

untold sky
#

yes you can

#

edit the file

restive bone
#

@fickle root ^

sterile nova
#

positionBack[]={-0.023505183,-0.0062028165,0.055}; gives you fairly large compass

fickle root
restive bone
#

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

gray wharf
fickle root
untold sky
restive bone
#

blobdoggoshruggoogly 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

untold sky
#

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

fickle root
gray wharf
untold sky
#

actually it doesn't matter what i return

untold sky
#

the on-display is only for the cheat hotkey, not for script command so whatever

gray wharf
#

kewl! πŸ™‚

fickle root
#

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

untold sky
#

and hows the difference now when you click on it?

restive bone
#

position[]={-0.079406969,-0.0014531799,0.1};
positionBack[]={-0.023505183,-0.0062028165,0.055};
why change position to 0.1?

fickle root
#

well, the screen you see is with double click

fickle root
#

and took what Reyhard suggested

restive bone
#

try 0.2 and 0.055

fickle root
#

oh...

restive bone
#

blobdoggoshruggoogly dont worry about it, should have linked you to the right post

fickle root
#

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};

restive bone
#

Behind the screen?

fickle root
#

well, I can't see it anymore

#

to double klick on it

restive bone
#

thats not intended

#

hmm

fickle root
#

it's gone

restive bone
#

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

fickle root
untold sky
#

I proposed something?

fickle root
fickle root
#

well, he has 2160p screen and I have 1440p screen

#

I don't understand these numbers

gray wharf
#

you can ask @frank sand πŸ˜„

fickle root
#

who's that?

gray wharf
#

a Discord member, he knows what the numbers mean

#

but I would say { x, y, zoom }

sterile nova
#
    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
untold sky
#

Afaik the numbers are 2D screen coordinates. and Z height from camera (its a 3D object rendered infront of camera)

finite anvil
#

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.

untold sky
#

if higher number == smaller then I'm probably correct, if not then uh

sterile nova
#

yes, higher number == smaller

finite anvil
frank sand
frank sand
fickle root
#

stupid Arma overwrites stuff when I launch it. have to do read only

sterile nova
#

interesting, I haven't spotted something like that - did you also have broken compass zoom?

fickle root
#

broken compass zoom?

#

what do you mean?

restive bone
fickle root
#

never had that

restive bone
#

does arma only reset the positions, or also the zoom levels?

fickle root
#

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

restive bone
#

now the question is why arma resets it

#

groove can you try disabling read only now and then restarting arma?

fickle root
#

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

restive bone
#

Ah

#

So I guess arma stores the numbers somewhere else aswell?

fickle root
#

don't ask me such things )

restive bone
#

heh fair

#

but yeah it'd only make sense if arma stored the numbers somewhere else aswell

fickle root
#

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)

restive bone
#

not read only:

player changes numbers
player boots up arma
arma checks numbers, and overwrites them
arma uses old numbers
player shuts down arma

arma 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 arma

arma saves new numbers to profile and somewhere else

untold sky
#

I can investigate that with ticket, next month or so

restive bone
#

I'll make one

restive bone
untold sky
#

maybe its related to whatever is causing it to reset to 0.1, 0.1 to both values

#

yeah

restive bone
#

Oki

#

What category, Game profiles or ingame UI maybe?

untold sky
#

UI I'd say

restive bone
#

Ingame or Menu? I presume the map also counts as ingame?

gray wharf
#

yes

restive bone
restive bone
#

and I havent even made those other 2 tickets yet

gray wharf
#

he's already in πŸ‘€

restive bone
#

dedmen claimed this task.
bingyay

gray wharf
sinful kettle
#

so my launcher keeps crashing now when I press play!
it keeps getting worse 🀣

daring wagon
unborn acorn
#

↑ spam

unborn acorn
#

Multiple contacts (spam) in FT
οΌΌ(ΒΊ β–‘ ΒΊ l|l)/

desert trench
#
#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

unborn acorn
gray wharf
#

subscribed, as it is a little bother I wonder can be fixed πŸ™‚

untold sky
#

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

uncut briar
#

some BI global array that can be extended would work.

items target findIf {_x in BIS_revive_firstAidKits} != -1

(forAny pls bloblgrimace )

untold sky
#

findIf, still bad

#

you don't want to iterate an array with 100+ elements

uncut briar
#

you can inverse it

untold sky
#

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

uncut briar
#
_items = items target;
BIS_revive_firstAidKits forAny {_x in _items}
untold sky
#

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

uncut briar
#

If you use ACE medical
you will be not using BI revive with ACE medical tho

desert trench
#

when does items have 100+ elements?

uncut briar
#

when you have 100 ace bandages, or bananas 🍌

gray wharf
#

plenty of minigrenades in a backpack maybe?

uncut briar
#

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) 😬 it's not extensible by modders.

sinful kettle
#

@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)

uncut briar
#

_items != (_items - BIS_revive_firstAidKits) thomp

sinful kettle
#
  1. isEqualTo/isNotEqualTo
  2. slower than what I said (because it still needs looping to make sure all elements are equal)
uncut briar
#

πŸ‘ I'm pretty sure findIf variant is fast enough for action condition anyway.

sinful kettle
uncut briar
#

Β―_(ツ)_/Β―

#

used forAny as we talked about these already and they might be in backlog.

sinful kettle
#

works similar to find

#

returns the index

#

-1 == does not exist (not found any)

daring wagon
#

If you need help testing, shoot me a msg

#

Ticket updated with example code

untold sky
#

maybe makes sense to use allControls CONTROL vs allControls DISPLAY, instead of new command?

daring wagon
#

Please no new command πŸ˜„

untold sky
#

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?

daring wagon
#

if allControls _controlsGroup isn't possible

untold sky
#

it is

daring wagon
#

then I would prefer it returns all controls

untold sky
#

thats the same thing?

daring wagon
#

ah yeah

#

should return all children imho

untold sky
#

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

daring wagon
#

yeah that is rare but eden editor has ctrlgroup within ctrlgroup within ctrlgroup πŸ˜„

finite anvil
#

allControls on display is recursive already so maybe for consistency keep it that way with controls groups

untold sky
#

yeah

#

is also easier to do, and makes more sense if I reuse the command name

finite anvil
#
true allControls _displayOrControl;
// true - recursive
// false - non recursive
``` ?
untold sky
#

😒

#

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

finite anvil
#

yeah that will already be an improvement

sinful kettle
#
_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)

sinful kettle
untold sky
#

yes

finite anvil
#

is there any command that uses bool as left input?

untold sky
#
_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 bingCry

sinful kettle
#

maybe because it's a child ctrls group
(I mean ctrls group inside another ctrls group)

untold sky
#

it calls the Display command implementation Confused_Dog

#

ah no it doesn't I'm just stupid

sinful kettle
untold sky
#

code above reaturns two controls
control -1 and control -1

sinful kettle
#

there's only 1

#

it returns itself too

#

hold on

untold sky
#
_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

sinful kettle
#

yes

#

as I said it returns itself

untold sky
#

should it return itself or no? Is that correct?

sinful kettle
#

no

untold sky
#

so I need to skip controlsgrp

sinful kettle
#

it is not part of itself! πŸ˜„

untold sky
#

Well controlsgroup clearly thinks differently in that regard πŸ˜„

#

easy,

return result

to

result deleteAt 0;
return result

sinful kettle
#

why don't you write a new code for it?! πŸ˜„

untold sky
#

but there is this perfectly fine thing written for allControls DISPLAY that already does 99% of what I need :U

sinful kettle
#

ok so at least modify it a little! don't use deleteAt! πŸ˜„

gray wharf
#

dupe the array, remove 1st element, return, ???, profit :p

sinful kettle
#

@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

untold sky
#

I already know that the first element is always the control itself

sinful kettle
#

yeah, which is why I said it's faster

untold sky
#

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

desert trench
#

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?

untold sky
#

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

sinful kettle
#

seriously, that command is VERY useful.

untold sky
#

was there a FT ticket for it

sinful kettle
untold sky
#

@fickle root do I remember right that you reported the issue with clipped and too big text in warlords?
was that on dev-branch?

fickle root
#

no

#

I said that 32" 2560x1440 GUI size normal was too big, that's it

untold sky
#

was a month or two ago

fickle root
#

don't remember

#

but there are other more important problems in warlords

#

that are repeatable

untold sky
#

None I can do stuff about.

fickle root
#

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

sinful kettle
#

Ded, can findAny be extended to work with strings too?!
Like:

"B_soldier_medic_f" findAny ["soldier", "medic"];

?

untold sky
#

oof

#

I guess in code that would simply run multiple find's

#

don't like that

sinful kettle
#

yeah, maybe not a good idea! πŸ˜„

sinful kettle
gray wharf
#

a.k.a "Hurry!"

sinful kettle
daring wagon
#

Leo is just thinking "Diamonds a made under pressure" so he's keeping the pressure up πŸ˜„

gray wharf
#

Dedmen = carbon-base lifeform confirmed

untold sky
#

thus its not on todo list :U

#

ill put a note for moonday

sinful kettle
sinful kettle
#

☝️
you forgot to close it Lou! πŸ˜„

gray wharf
sinful kettle
#

I linked the wikipedia page!

#

fa.wikipedia -> farsi wikipedia

#

Ω…ΫŒΩ† (Ψ¨Ω‡ Ψ§Ω†Ϊ―Ω„ΫŒΨ³ΫŒ: Land mine)

#

literally translates to:

mine (in English: Land mine)

gray wharf
#

ah well, let's close it then

sinful kettle
#

plus, do we even need proof?! the game doesn't have any Arabic stuff (CSAT -> Iran & China)

gray wharf
#

if I see "cobmat" instead of "combat", I will complain in French and in English πŸ˜„

restive bone
gray wharf
#

Oo

finite anvil
#

jesus next time someone asks why user registration on the biki is disabled we can link to the feedback tracker

restive bone
#

Yeah

restive bone
#

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

gray wharf
restive bone
#

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 heh

#

Looking for the best Korean copper face mask covid? TFK international supplying the best quality copper masks at the best prices.
heh ah yes

#
#

https://feedback.bistudio.com/p/ashley76_/
https://feedback.bistudio.com/p/myfacesockses/
https://feedback.bistudio.com/p/josephMartin/
https://feedback.bistudio.com/p/searchkarlo/
https://feedback.bistudio.com/p/Albertfron/
https://feedback.bistudio.com/p/dharamkumar/
https://feedback.bistudio.com/p/uranniversarygift/
https://feedback.bistudio.com/p/Royal3DFlooring/
https://feedback.bistudio.com/p/lucaspingu/
https://feedback.bistudio.com/p/pentayazilim/
https://feedback.bistudio.com/p/phxgaragedoorguru/
https://feedback.bistudio.com/p/impactautoglass/
https://feedback.bistudio.com/p/ZAFAR/
https://feedback.bistudio.com/p/3DSonographyinAhmedabad/
https://feedback.bistudio.com/p/progressivetour/
https://feedback.bistudio.com/p/alanjoe/
https://feedback.bistudio.com/p/martinjoseph/
https://feedback.bistudio.com/p/carolyndelm/
https://feedback.bistudio.com/p/ameliafernandez/
https://feedback.bistudio.com/p/Cars1960/
https://feedback.bistudio.com/p/rankexcellence/
https://feedback.bistudio.com/p/rishikeshyogkendra/
https://feedback.bistudio.com/p/techavidus/
https://feedback.bistudio.com/p/segways2/
https://feedback.bistudio.com/p/adamfoster009/
https://feedback.bistudio.com/p/jeanchartman0587/
https://feedback.bistudio.com/p/Andersonjohn/
https://feedback.bistudio.com/p/megex16159/
https://feedback.bistudio.com/p/Cassianfranklin/
https://feedback.bistudio.com/p/qq101sq/
https://feedback.bistudio.com/p/w88ai/
https://feedback.bistudio.com/p/ptrithuc/
https://feedback.bistudio.com/p/judi88/
https://feedback.bistudio.com/p/michaelbedwell/
https://feedback.bistudio.com/p/ratota/
https://feedback.bistudio.com/p/fobof/

gray wharf
#

fuuuβ€”

#

you actually triggered our antispam πŸ˜„ please don't πŸ˜„

restive bone
#

pls no ban me bot

#

thank

sinful kettle
#

@ valkyrja ban Pi123263 spam πŸ˜›

restive bone
restive bone
#

foreach ($list as $item) {

work_miracles($item);
}
someone's working some miracles on the FT heh_r

sinful kettle
alpine tulip
#

An editor-placed weapon can still be picked up despite I put lockInventory true there. Intended or a bug?

sinful kettle
alpine tulip
#

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

sinful kettle
#

ok

alpine tulip
#

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)

sinful kettle
alpine tulip
#

Wha-

young oasis
#

You're not accessing the inventory, rather you're picking up the weapon directly.

alpine tulip
#

IKR, but isn't the goal of the command revoke the access to the inventory so any workarounds should be locked also, I think?

sinful kettle
#

the goal is to lock inventory access to the target vehicle. when it has no inventory, how can it be locked?!

untold sky
#

guess a weapon holder is a vehicle, but maybe its special

sinful kettle
raven hollow
#

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

sinful kettle
#

Yeah. There are no weapon holders for weapons that you place in editor.

gray wharf
spare vine
#

Because those are not weapons, but props

gray wharf
spare vine
#

props can be picked up

#

if configured that way

sinful kettle
#

if an object has a tranportXXX property, it can be picked up (e.g. transportWeapons or transportMagazines)

sinful kettle
tulip shard
#

this... isn't right, is it?

_a = createHashMap;
_a insert [["test1",1],[2,"test2"]];
_a // [[2,"test2"]]
gray wharf
#

nah :D

tulip shard
#

ahh, good πŸ™‚

gray wharf
untold sky
#

insert on hahsmap takes array of pairs

#

like Connor wrote

#

just last line is wrung :u

sinful kettle
#

I still haven't experimented enough with hashmaps

untold sky
#

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

sinful kettle
#

append?

untold sky
#

ah nevermind

#

hashMap insert hashMap

#

but you want to provide a bool for overwrite existing or keep existing

sinful kettle
#

so you mean hashMap insert [hashMap, bool]?

untold sky
#

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

thorny wolf
#

How do i make a suggestion on the feedback tracker

thorny wolf
#

thanks

sinful kettle
restive bone
# thorny wolf thanks

I usually put something like [Feature Request] in the title aswell, just for easier visual recognition

untold sky
#

don't understand why our captchas no worky

uncut briar
#

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

#

πŸ™ƒ

tulip shard
#

yep πŸ˜› used to use an extension that did that for me. then cloudflare switched to hcaptcha and my life was forever inconvenienced 😦

sinful kettle
sterile nova
#

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

uncut briar
#

Oh, so it might be our fault notlikemeow

restive bone
#

heh_r Ya broke it

sinful kettle
daring wagon
#

yeah

#

because it results in 176

#

which is ST_LINE

sinful kettle
#

oh notlikemeow

untold sky
sinful kettle
sinful kettle
vocal abyss
tulip shard
sinful kettle
#

next dev build wen? notlikemeowcry

untold sky
#

soonℒ️

tulip shard
#

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.

untold sky
#

no the ticket only said combo I guess

tulip shard
#

should i put in a new ticket for listnbox?

untold sky
#

If you want to have it yes.
Please mention the past similar fix on combobox, makes it faster to fix

tulip shard
untold sky
ornate marlin
#

And what are you going to do for the rest of the day? πŸ˜‰

untold sky
sinful kettle
#

you probably also know that the vanilla path gen is really slow when the area has lots of water

untold sky
#

Need to look into that still. I just know its boats, and that i have a repro

vocal abyss
#

Dedmen: *fixes boat pathfinding*
AI: *stops walking through walls*

sinful kettle
#

they still will

#

because it's not related to path finding! πŸ˜„

#

I mean it is but because they can disable their collision geometry on demand it wont fix that problem πŸ™ƒ

sleek scaffold
gray wharf
#

I believe they do when "normal" pathfinding does not find a way

sleek scaffold
#

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...

sinful kettle
#

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

sleek scaffold
#

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

restive bone
#

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 heh_r ?

untold sky
#

web team doesn't read FT afaik

restive bone
#

Rip, is there a way of contacting them directly or?

gray wharf
restive bone
gloomy vortex
#

Shoot me a DM with the pitch details. πŸ™‚

restive bone
#

Oki bingyay

lean mica
#

Is it difficult to implement new mission event handlers? What chances are that feature request for EHs will be implemented or readed at least?

spare vine
#

Depends on the complexity of the EH I'd guess...
Although not requesting the feature will ensure it will never be considered πŸ˜‰

daring wagon
spare vine
#

the solution is even given in the ticket πŸ€¦β€β™‚οΈ

restive bone
daring wagon
#

What? Liar! blobdoggoshruggoogly

spare vine
restive bone
#

than you can't tell me it's not broken πŸ€·β€β™‚οΈ
Ye ConfusedDog

untold sky
untold sky
#

"Also I would like to have native markers events. Created, Deleted, Modified." we have that already?

untold sky
#

huh? are they new?

#

I don't remember

lean mica
gray wharf
#

we have CuratorMarker* thingy as of now

untold sky
#

I'm doing too many things notlikemeow

gray wharf
#

yeah, stop

spare vine
#

insert more coffee

gray wharf
#

duu eet! take coffee grounds in the mouth and drink boiling water, quick!! πŸ˜„

sinful kettle
untold sky
#

he does

sinful kettle
#

Haven't seen him around lately! πŸ˜„

gray wharf
spare vine
#

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

untold sky
#

You have emissive maps in Arma 3

spare vine
#

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

daring wagon
#

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 πŸ˜‰

spare vine
#

And if not, I'll just keep complaining 🀣🀣🀣

#

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

spare vine
#

So a filename_e_co.paa should work?
Will experiment a bit more πŸ€”

untold sky
#

Well you need to specify in rvmat

#

same as the other stages

#

its a stage in SuperExt

spare vine
#

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...

ornate marlin
#

throws computer out of the window
Wohoo, free computer :wink:

shadow beacon
#

Did you search this discord? It’s been discussed a few times

spare vine
#

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

untold sky
desert trench
#

we need a guide ⚠️

spare vine
#

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 🀣

vocal abyss
#

this mans pioneering new technologies and doesnt want to share his knowledge... smh

spare vine
#

it's on the workshop πŸ˜›

#

and Dedmen already ventured out years ago and didn't share anything either... so shame on him

vocal abyss
#

He's working hard to redeem himself!

restive bone
fickle root
#

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

gray wharf
#

aaand are there tickets for that? 😬

fickle root
#

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

sinful kettle
fickle root
fickle root
#

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
fickle root
#

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

alpine tulip
#

Does a return value for a forceWeaponFire, which is the fired projectile make sense?

#

I think it would, I'd make a ticket

sinful kettle
#

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)

untold sky
#

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

gray wharf
untold sky
#

We can add it.
Then it usually returns objNull, and sometimes returns the projectile Β―_(ツ)_/Β―

sinful kettle
#

Maybe a "weaponReady" command too?!

gray wharf
#

currentWeaponRemainingReloadTime πŸ˜„

untold sky
desert trench
#

but its quite unreliable

#

it seems the underlying code logic is too specific

sinful kettle
untold sky
#

yes

#

next dev branch

sinful kettle
#

@gray wharf then close it please (feedback)

daring wagon
vapid shell
#

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. thonk

sinful kettle
#

@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.

untold sky
#

yes

#

but ticket and probably not today :U

sinful kettle
#

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?

untold sky
#

Β―_(ツ)_/Β―

daring wagon
untold sky
#

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

gray wharf
#

(also kind of related, some Eden loadouts overwrite face & voice 😬)

vocal abyss
#

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?

daring wagon
#

You can create subfolders inside missions and mp missions, but that's it.

vocal abyss
daring wagon
#

@untold sky Want a ticket for that?

untold sky
#

there probably already are multiple

daring wagon
#

this setVariable ["BIS_enableRandomization", false]; Is this want you ment ealier?

#

NVM, doesn't work

vocal abyss
#

"More Eden superfolders" worth a feature request ticket Dedmen?

daring wagon
#

Well, missions and mpMissions are the folders in arma 3 root

#

so why would you want to create more folder there?

gray wharf
#

I have my subdirs in there

vocal abyss
daring wagon
#

So you mean a sub folder inside a subfolder?

#

missions β†’ subFolder β†’ subsubfolder?

vocal abyss
#

Missions, MPMissions, mycoolcustomfolder, mycampaign all as top-level folders.

daring wagon
#

ic

#

Yeah, would be nice actually.

#

Though not necessary

gray wharf
untold sky
#

if you can tell me the name in your profile where your custom facewear is stored under

daring wagon
#

profile features are here since OFP, a simple doNotUsePlayerProfileStyleForFaceVoicePitchAndHeadgear = 1 description.ext AND EDEN EDITOR setting would be cool

untold sky
#

so I have something to search for

gray wharf
daring wagon
#

class Identity
{
face="WhiteHead_31";
glasses="G_AirPurifyingRespirator_02_sand_F";
speaker="Male07_F";
squad="";
unitType=0;
unitId=-1;
pitch=0.92150789;
};

#

freaking ninjas

untold sky
#

ah

#

gud

#

may look later

gray wharf
#

yay! danke

untold sky
#
<member id="DEV908" nick="Dedmen">
<name>dedmen</name>
</member>

uh think

gray wharf
#

I just checked that as well πŸ˜„

#

908th developer to join Bohemia

restive bone
untold sky
restive bone
desert trench
#

mycoolcustomfolder

#

use symlinks/junctions

desert trench
#

is there a string replacement sqf command already in the queue? (something very fast)

daring wagon
#

@desert trench Are you reading my mind? I was just checking the biki for something like that πŸ˜„

alpine tulip
#

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)

lean mica
#

You can implement it with setVariable and format

alpine tulip
#

Why I didn't thought about it at all πŸ€”

lean mica
#

Not fast, but possible

alpine tulip
#

I think I've ever seen some commands/functions like that in Lua, kinda miss in RV engine

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(Not to mention about call compile format, this is not the best way to do that so...)

daring wagon
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"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?

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(Guess it's a config issue with the weapons though)

sinful kettle
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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?

daring wagon
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Yes

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Except your Advanced Debug tools mod modifies weapon configs πŸ˜„

sinful kettle
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configFile >> "CfgWeapons" >> "hgun_PDW2000_F" >> "type" = 1

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configFile >> "CfgWeapons" >> "hgun_P07_F" >> "type" = 2

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Β―_(ツ)_/Β―

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seems like a config issue

alpine tulip
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Well, that just defines the slot (primary, secondary (launcher), pistol) so...