#arma3_feedback_tracker
1 messages · Page 33 of 1
seems like a config issue
there is something string in devbranch, I forgot what it was
was it this array manipulation for strings?
Is it a bug that enableSimulation doesn't work on simple objects?
I want to disable the collision geometry of simple objects as well, but it doesn't seem to work:
o = createSimpleObject [typeOf player, eyePos player, true];
o enableSimulation false;
enableSimulation disables collision? since when?
simple objects have no/very simple simulation, thats the whole point of them
I recall I could turn objects into "ghosts" a few versions ago.
maybe it was physx objects only?
don't remember
@untold sky btw have you made any changes to object collisions?
I'm encountering some seriously weird bugs
ok so has anyone made any changes to the getPos command?
or maybe ROADWAY lods? or bounding boxes?
or anything related to those?
is anyone using the stable/profiling branch to test something real quick?
Can someone test this command and tell me what it returns for you?
_b = createVehicle ["Land_WIP_F", [0,0,0]];
_b setPosASL [3709.84,841.528,5];
player setPosASL (_b modelToWorldWorld [28.2246,-5.78796,8.22976]);
getPos player select 2
normally it should be a very small number (~0.001)
but I get 8.22976
oh and test it in VR
not some other map
8.22976 in perf
well that's weird right?
because you're standing on the object, and it has a roadway lod there
yep, but move 1m left and it's 0.000xx
now try this:
_b = createVehicle ["Land_WIP_F", [0,0,0]];
//_b setPosASL [3709.84,841.528,5];
player setPosASL (_b modelToWorldWorld [28.2246,-5.78796,8.22976]);
getPos player select 2
it's the geo that's weird
the above one should now give the correct result
@untold sky what's going on here?!
I believe that the command is broken
if so, can you fix it please?
without creating, try to just move the building around (ofc _b → b)
because then, it works
yep, even just adding a sleep works
wait, no xD
getPos takes the next ground below you
you are probably placing the player INTO the ground
nope
so the next one below, is the ground below that object
dunno, but here's the weird thing
the entire "outer" stair case section doesn't have a roadway LOD now
you are IN the roadway.
it always returns that number
when you're standing on the roadway LOD
you can try this code:
onEachFrame {hintSilent str (getPos player select 2)}
and walk around on that side of the building.
the game doesn't "detect" the roadway LOD
and at some point the player was even falling down thru the floor!
thats probably a issue with the object then
the object is big, so maybe yeah
atleast its nothing new, and I wouldn't consider that a bug either
but it's weird that its position affects the result
if you want to look at the roadway, you can check it out witht he diag drawmode for it
^
no not really.
bigger numbers == less precision
okay, but it removes like 1-2 meters from the right side of the building
that's too much
roadway and collision have size limits
70m right?
think they both different
it's like this whole side of the building is now gone
getPos always returns a "large" number (larger than ~0.001)
and the player sometimes falls thru the floor
it's a really annoying issue
also the object doesn't seem to be that big
wasn't it ~70m?
boundingBoxReal obj ->
[[-19.5265,-22.367,-2.65282],[32.5348,20.2824,16.3679],32.9332]
the object is around 51 m x 44 m
I wonder why it says WIP in the name?
Because the building is Work In Progress? 
btw, one thing I forgot to mention is that the position is less that 4000 meters away from the center
and yet we have maps that are way bigger. I imagine things would be way messier on those maps (possibly even happening with smaller objs)
is this worth a ticket?
#arma3_scripting message
it's really easy to fix
also maybe you should support multi line comments /* */ too? (both in debug console and eden)
do we want it though 😄
using comments in code is pretty common, so yeah
drop the init fields alreadyyy
I would be for them to be hidden when empty - backward compatibility, but as soon as you empty them, they're gone
they are somewhat useful in SP
debug console
meh-be the debug console, I can give you that.
but to compensate, Save As MP Mission is greyed out if any init field is filled 😁
They would be ok if they would be server only by default 😄
oooh yes.
35m from origin in x or y axis <- but this is just rough value, because it depends on the map. So it could well be that the 32.5 is already too far away for VR map
oh, I thought it was engine-related
https://feedback.bistudio.com/T156391 (Wrong weapon types defined in config)
no because thats done in preprocessor, and init fields don't have preprocessor
Is there a ticket for the setObjectTextureGlobal bug?
This command used to remove all textures on a unit but won't work anymore after 2.0 and I read there is a fix on the way:
private _textureIndexUnit = 0;
{_unit setObjectTextureGlobal [_textureIndexUnit,""];_textureIndexUnit=_textureIndexUnit+1} foreach getObjectTextures _unit;
Ok I will answer myself, because the fix appears on the Dev Branch Changelog for October 27, 2020. I guess it just hasn't reach main just yet?
Fixed: Passing an empty texture to setObjectTextureGlobal would not remove the texture
yes, will be in 2.02
Anyone knows what Geometry means in the sign>helper>spheres names?
Sign_Sphere200cm_Geometry_F
I assumed they should have fire/collision geo
but it seems they have none.
Not sure if a bug or what.
Could assign action
Actually hard to assume the meaning by the name 🙃
Is it intended that _ctrlToolbox ctrlEnable false; has no effect on CT_TOOLBAR controls because there is no colorDisabled attribute for them?
at least the debug console one can be implemented
I believe that's how the debug console works right now.
It just removes // using SQF code (strings with // can't be compiled either, so it removes them somehow). Or is that what CBA does?! 🤔
Anyway, the same can be done for /* */
I can write the code for you if you're too lazy! 😄
Also is there any chance we could get a new preprocessFile syntax like this?
preprocessFileLineNumbers ["code", "path\for\preprocessor\"]
//example:
preprocessFileLineNumbers [
"#include 'defines.hpp'
#define something
/* */
//
", getMissionPath ""];
"at least the debug console one can be implemented"
in script yeah
"Also is there any chance we could get a new preprocessFile syntax like this?" not really
Fix this plz:
#arma3_scripting message
I suppose KK, as Dedmen wants to stay the heck away from SQF ^^
Fix this plz:
FT Ticket
two, actually
And they need to register it into a changelog, do the commit, write the commit description...
Personally for my own software/mods I outright refuse to do anything without a ticket/issue 😉
oooh yes.
ticket plz
When I want to host a game from Multiplayer server browser in-game, will try to port forward automatically but not in Eden Editor. Intended or an issue?
issue about UPnP, and iirc I made a ticket, but I am not sure now
upnp never worked for me
Btw is there a chance of the other animals, like goats, being added to 3den if I make a ticket, or is that unlikely?
iirc only rabbits are avaible under the animals tab
it does work, but from the MP panel only - it also depends on your router's abilities of course.
https://feedback.bistudio.com/T155202 yes I did
I never used the non-MP panel
Can you switch to MP from within 3DEN? I always opened MP editor by hosting local server first and then opening 3den on there
@solid marten
https://feedback.bistudio.com/T156413
Any update on the issue with the headgear and facewear transfering from profile to mission? Should we create a ticket for that?
ticket, definitely
(non-)feature request
no update, i forgot to check
https://feedback.bistudio.com/T72093 This can be set to feedback since KK added the command
done
is there a FT task already about tweaking the autocombat timeout? the engine default is 5 min or so from what i recall
disableAI is very helpful already, but would be useful to also have the option to rely on the engine mechanic but given squads individual behavior time timeout adjustments
otherwise one needs to script a system to determine if a squad is in combat and how long since the last engagement
So I just realized that Addon Builder never completely removes the temp folders it makes during the build (or maybe it's the Publisher?)
I had like 5 GBs of temp build folders in my Recycle Bin. (and my mods are only 3-20 MBs in size)
Can anyone fix this please if I make a ticket?
https://youtu.be/dnPpqqWRgIo Any chance this could be improved? Somtimes a mission cannot be started from the scenario menu, but no explanation is given.
https://feedback.bistudio.com/T156431 <--- present on dev branch
Intended:
Changed: Zafir was re-chambered (old class name for magazines 150Rnd_762x54_Box became 150Rnd_762x51_Box)
Changed: Rahim was re-chambered (old class name for magazines 10Rnd_762x54_Mag became 10Rnd_762x51_Mag)
https://dev.arma3.com/post/spotrep-00040
[Feature Request] New scripting command: setAutoCombatTimout
https://feedback.bistudio.com/T156436
I got error in Apex Protocol campaign: if select locked any mission and hover cursor on overview imagine
https://ibb.co/2W9qsPx
On dev branch
Has anyone else encountered this?
Anyway here is ticket
https://feedback.bistudio.com/T156440
if you have a repro case. I worked on that stuff recently and didn't experience that
[Feature Request] Add ability to adjust the number of tank tracks and foot steps shown
https://feedback.bistudio.com/T156441
Would anyone be interested in creating a "unit" version of behaviour / setBehaviour ? similar to this (setUnitCombatMode):
https://feedback.bistudio.com/T152965
I can make the ticket
oh wait I already did!
https://feedback.bistudio.com/T153432
Hey, I'm wondering what is the priority for duping bugs, nowadays?
They're not really game breaking but can be annoying if you don't do them on purpose 🙃 (and they also cause visual glitches because the backpack is both on you and on the ground).
Plus it's tempting to make use of them, if you know what to do 😕
A guy I know has just received a permaban from a server I play on, yesterday, and judging from his description is looks like he's been doing something that I've reported some time ago: https://feedback.bistudio.com/T150014
Any chance someone could take a look at this? 🙂
not high priority but I'll look at it maybe in a month or two 😄
@untold sky it seems like hashmaps are semi-broken
_hm = createHashMapFromArray (("true" configClasses configFile) apply {[configName _x, _x]});
_hm get ["blabla", -1]
returns something for me! 😄
(returns this: bin\config.bin/RscAttributeLock)
the funny thing is, it seems like no matter what I search, as long as it's an array I get something
_hm get [];
_hm get [1];
_hm get [player];

Btw any chance anyone has a good FT query open at the moment?
well I was wrong!
they're completely broken! 🤣
_hm = createHashMapFromArray (("true" configClasses configFile) apply {[_x, configName _x]});
_hm get 2
if the key is anything apart from string (or simply get key and hashmap keys don't match), it always returns wrong results

*epiphany brightness*
/// compare keys, return 0 when equal.
static int CmpKey(KeyType k1, KeyType k2)
{
...
if (k1.GetType() != k2.GetType()) return false;
return k1.GetData()->IsEqualTo(k2.GetData()) ? 0 : 1;
}
I blame the programmer that decided 15+ years ago to make a "is equal to" function, that returns a int instead of a bool, and a 0 for equals and 1 for doesn't equal
yeah actually I was gonna ask why not bool! 😄
its traits for hashmap, all its ever used for is to check ==0 on the result
There is no sorting or bigger/smaller compare ever being done.
Maybe it was planned someday :U
"back then" yeah
DO YOU NEED HELP DOWN THERE? with all the dust and dead rats 😄
it returns the first key, in the correct bucket (according to hash) that has a different type of what you requested 
can't repro with small hashmaps, chances are you'll just hit a empty bucket and get correct result 😄
And a nice number too 
Thanks 
Now back to playing mad games tycoon till 2AM
Playing Work, pls no annoy.
it takes a while to close
I created a ticket in the hope to get one of the most dominant problems with the GUI Editor (wrong grid) fixed: https://feedback.bistudio.com/T156445
Might need to remind me if it isn't set to assigned till tomorrow evening
Just give us commands to set/get all control properties, then we create a new GUI editor 🙂
is it meaningful to make a FT about TB issues?
like on object import, it just stops on the first object not found in templates - instead it should continue and log the missing
aka currently the process is a chore - you have to check the number of imported, compare the line vs object import file to determine which is missing - and repeat this again and again for each undefined object
TB?
terrain builder props
oooh (thanks)

Realized there's no link to https://feedback.bistudio.com/ in the pinned. Make one is good I think?
np guys i velped!!!
why pin if its in channel description
Isn't this spam? #arma3_feedback_tracker message
I guided him here from #arma3_troubleshooting
spam @gray wharf https://feedback.bistudio.com/T156459
** Corporate Office Transport
Some rules should be observed when transporting corporate offices.
...
*boom*
and anyway, what is this report 
He just wants to let us appreciate some working logging
https://feedback.bistudio.com/T156481
A suggestion that don't even know about the possibility but love to see in-game
Thank you that was fun. Fixed.
if you want the technical, the fallback to ground weapon holder overwrote a "from" variable that had the original container you were taking item from.
It then tried to remove the item (after you took it) from the source container, which is now the ground weapon holder, which doesn't have the item you tried to remove.
So TLDR; programmer reused variable name and didn't notice he was overwriting var that was used later
I see months move quickly for you 
Time is relative
Ssshhhhhh! 🤫
Stop it, you! Don't tell him because he'll then notice! 🤦♂️
Thanks for the fix 🙂
Is it possible in Arma to have a Vest with integrated backpack so to say, where it makes the backpack slot unusable?
It was annoying to be duping things by mistake. Especially on servers where there is some kind of item economy. I'm then left with two backpacks and a "uuuuhh... now what?" face 😐
oh bonkers. I didn't even know this was a thing.
You can make a helmet with integrated NVG like so:
class HelmetBase;
class H_IntegratedHelmet: HelmetBase
{
subItems[] = {"Integrated_NVG_TI_1_F"};
};
We know that.
What i just learned is, you can do the same with vests
class Vest_Camo_Base;
class V_IntegratedVest: Vest_Camo_Base
{
subItems[] = {"B_Bergen_mcamo_F"};
};
A vest, with integrated backpack 
Huh
wow I need to try that
Yeah gotta be careful so he doesnt notice and waits a month or two before actually implementing the fix in an update 
Now does it block the backpack slot tho?
Or can I have double backpacks 
yes
The implementation of that was what introduced the error here.
I was writing in ticket "I don't know why this code does that, because we don't have such functionality in Arma" but no, we do!
So can you make an uniform that provides both vest and backpack?
Btw is the Backpackdisplayed visually as usual then or?
I think not rendered, same as with the helmet with integrated NVG
it just inherits the properties of the sub item.
For example radio/compass/gps integrated into helmet lets you use the keys to open up the compass/gps
So do you have a backpack in the backpack slot and thus the space, or?
as in putting the vest on also automatically puts on the backpack
My arma is launching

Now that you fixed the bug, I can ask the guy if that was exactly the thing that he did or not. If not then maybe I'll have more fun stuff for you 😏
What's the current state of development? Are fixes still going to 2.01 or to 2.03 already?
2.03
So months ahead 😦
Think you said to remind you when you get to them, here’s another https://feedback.bistudio.com/T155729
oof 

The downsides of (correctly) marking such sensitive tickets as private is that other curious people can't read them 😄
On the other hand ||Just search the feedback tracker for "duping" if you want to have a tutorial on how to do so🤦♂️ ||
not to mention that backpack integrated into vest probably isn't supported by Arsenal
I am not able to comment this! Can you make it public?
no
Yeah, seems like a bug itself, to me, please fix 🙃
You just gotta read it quickly enough 
I actually had the same issue on my server but duped items could not be picked up again and just stayed on the ground, and everytime a player would try to pick one of those duped items it would create another one... ended up with like 50 rifles on the floor
Why not just merge all current changes into 2.02?!
lol
Why not make another horrid update that needs one or two hotfixes shortly after release
You got free testers, use them! 😄
These same testers who did not notice that that sound bug wasn't fixed? 😄
Actually these testers failed miserably at giving reliable feedback...
I'm always trying to give feedback! 😄
I asked for feedback, and people gave feedback on the changelog entry text. Not on the actual implementation (which never worked) 
So do many other people here
Um, yeah, true.
I didn't notice hashmaps were broken till yesterday!
lucky you didn't only notice next week or so 
to be fair, I hadn't really used them yet!
neither did I 😄
I don't have time for my projects anymore :u
Actually these testers don't get money or anything. So stop complaining
I don't want to start a big discussion here but failed expectations are worse than no expectations at all, in this case
Hm my vest with integrated backpack didn't work, but that might very well be because I don't know how to properly create a vest in config 😄
modify a vanilla one?
Vest with integrated backpack. Guess that's not gonna break anything 😄
what if vest with integrated helmet with integrated NVG with integrated vest
:u
does my Arma turn into a black hole or what 😄
you can't pick up the combo vest/backpack.
It can't figure out which slot that mess should go into.
But you can equipt it via script
even by drag & drop? funny
After I took it off after adding it via script, I could drag and drop and wear it again
Seems like it just blocks the slot, nothing else
backpack player returns ""
Add, I added it to vehicle with addWeaponCargo, and that item also has no preview image, so that's probably why I couldn't drag, adding vests with addWeapon == bad
So it achieves this aim
Yep. I saw it in the PoC of that feature, but didn't know if it was removed since then.
it wasn't
for some suits (e.g ghillie?) preventing backpack usage could make sense
I was aware of the stuff for helmets. Few times we have discussed using it on some headgear in RHS to block the NVG slot for things that don't have a shroud, but it would impact when people use the NVG slot for non-nvg uniform items to add more customisation options
same as people use the backpack slot for things like a hip belt.
Still wish we could have NVG slot items that didn't have NV/TI modes, but could still switch between the up/down state models
Be fun for visors, goggles and shemaghs and things
imagine if they could be animated and you can use scripted anim source on the player object :U
So TLDR; programmer reused variable name and didn't notice he was overwriting var that was used later
sounds like case for static analyzer.
wow, the user account was created on 2019-12-16, and only posted now Oo
Sleeper-Spammer
https://feedback.bistudio.com/T155574 Can anyone confirm that this is valid? For me, scenarios are no longer marked as finished in the Scenario Menu.
heard of it too
Fix please? ❤️
[Change request] Select "Chat" by default instead of "Mission Summary" in "Create Game" MP dialog
https://feedback.bistudio.com/T156519
hmm, this issue is weird. it was also reported recently:
https://feedback.bistudio.com/T84042
I guess it's intentional yes?
very very old issue.
Think I found the reason for https://feedback.bistudio.com/T155459, excerpt from BIS_fnc_setUnitInsignia:
// --- find insignia index in hidden textures
{
if (_x == "insignia") exitWith
{
isNil // --- make it safe in scheduled
{
// --- set insignia if not set
if (_unit call BIS_fnc_getUnitInsignia != _class) then
{
_unit setVariable ["BIS_fnc_setUnitInsignia_class", [_class, nil] select (_class isEqualTo ""), true];
_unit setObjectMaterialGlobal [_forEachIndex, getText (_cfgInsignia >> "material") call {[_this, DEFAULT_MATERIAL] select (_this isEqualTo "")}];
_unit setObjectTextureGlobal [_forEachIndex, getText (_cfgInsignia >> "texture") call {[_this, DEFAULT_TEXTURE] select (_this isEqualTo "")}];
_set = true;
};
};
};
}
forEach getArray (configFile >> "CfgVehicles" >> getText (configFile >> "CfgWeapons" >> uniform _unit >> "ItemInfo" >> "uniformClass") >> "hiddenSelections");
``` It doesn't seem to account for a change in the index of the insignia selection after a uniform change, so JIP just assigns the texture to that selection.
Can anyone confirm that configFile >> "CfgUIColors" contains classes from configFile >> "CfgUIGrids" ?
it is intentional
Hey @gray wharf I've got a monday present for you
https://pastebin.com/NQ316wy9
remove Discord access to this man!!1! :U

tbh if the FT just blocked anyone that entered something in their profile description, it'd propably hit 95% bots, if not a higher rate
sure
and I can't edit away the links… poop
gone.
but from now on, please only report the ones posting comments - it is useless to disable them otherwise 🤷♂️
Oki
Btw I assume feature requests for more modules dont really have a good chance of being worked on any time soon?
There is a big accumulated ticket for zeus module requests
I'm talking more about 3den modules though
also
For foodsteps (humans and animals) the time is
nommy foodsteps

yey, soon no more freeze on campaign opening, and radio messages in muh language!
Speaking of eden modules
when you place a camera module and have PiP enabled, it shows a preview of that camera. Placing a new camera changes the PiP view to the new camera, but I don't see a way to view an older camera's preview
worth a ticket or just dump it as a comment on one of the bigger tickets?
It's broken regardless with the eden camera locking to the placed camera view, started happening after 3 placed cameras
https://ibb.co/NWmN618
The server leader has English language, I have Russian. For some reason, everything is in my native language, but the tasks and their descriptions are in his language
Maybe problem in ↓this↓ ticket is related to ↑this↑?
https://feedback.bistudio.com/T156062 "Issue with radio protocol languages in MP"
or new ticket?
assigned tickets doesn't mean they will be worked on or resolved.
oof. New ticket I'd say, the other is specifically about chat
Actually, there might be nothing we can do about that
yes please, new ticket
That's "normal" because the server sends the tasks to the client. But ideally, yes, please translate (that would be Task framework related)
duu eeet 👀 😄
should send key not value
That ^ would be wonderful
@unborn acorn which mission is that?
Apex Protocol on official server
Well, I just logged official server of the 1st mission of the Apex Protocol campaign and I have all the tasks in English
Although I am alone on the server and the mission was loaded from very beginning
Now I am not sure about getting tasks in the server language
the server will be english
Тhere may be a problem with the campaign or missions?
I'm on the official Combat Patrol server now and all tasks are in my language
they might be created locally
Can confirm Apex Protocol, when I hosted it running GER loc A3, my friends using EN loc A3 were gifted with the German task texts.
attachTo 's followBoneRotation, if I save&load the mission it lost its ability to do that
Not tested yet, but it just lost the rotation I guess? I just found out in Showcase AoW's dioramas, it's easy to reproduce
This can be closed: https://feedback.bistudio.com/T156567
@gray wharf
hey I imagine its not worth it to make a ticket for weird sounding stuff / small mistakes in bi stringtables?
for stuff thats already out that is, not dev branch stuff
You can. Thats not something I'd take care of. I would say its not unlikely to be fixed
Oki, I'll do it if I have nothing better to do at some point
the majority of what I mean is just weird stuff like #general_chat_arma message
https://feedback.bistudio.com/T155249 I can't repro on dev 147201, can be closed
https://feedback.bistudio.com/T155806 change to feedback please
https://feedback.bistudio.com/T155249 Why closed? I can still reproduce that
I don't see what you are talking about
see above @unborn acorn's message though (issue reopened)
Uh, that was a dream?
Yep, not fixed, sorry 
big confuse
@gray wharf
spam: https://feedback.bistudio.com/T156604
By the way, did you fix the issue with event handlers always recompiling their code?
Also, why no love for this ticket?
https://feedback.bistudio.com/T154844
It shows wrong line numbers when an error occurs. It makes debugging very hard.
You can fix the issue by replacing whatever you use for functions with preprocessFileLineNumbers (it doesn't have this bug)
because reasons
I'll try to update the ticket so that it makes more sense (seriously tho, it's very easy to fix, even my mod doesn't have this bug)
Would love to see that fixed
You can fix the issue by replacing whatever you use for functions with preprocessFileLineNumbers (it doesn't have this bug)
That's not fixing though but creating a stupid workaround, rendering CfgFunctions useless
The point is, they can look at what they're doing right in there
I think the eventhandlers thing was fixed
but its not closed becase I didn't have time to really re-check it
"You can fix the issue by replacing whatever you use for functions with preprocessFileLineNumbers (it doesn't have this bug)"
that statement makes no sense.
The only alternative to preprocessFileLineNumbers would be preprocessFile, which has no line number checking at all and thus will be wrong too.
The point is, they can look at what they're doing right in there
No
its not a preprocessor bug, the preprocessor is not broken.
CfgFunctions is preprocessed using preprocessFile, that one is supposed not to remember line numbers.
Well it does show line numbers and it shows them wrong
yes because it just takes the lines that the preprocessor spits out
without special line markers
if you want the #line markers, you gotta use preprocessFileLineNumbers
SQF bytecode will fix that anyway by transitioning CfgFunctions to use compileScript
ok cool
Sounds fancy 😎
So how much faster is sqf bytecode compared to regular sqf (and C++/native code)?
Result:
0.429553 ms
Code:
CBA_fnc_viewDir = compileScript ["x\cba\addons\common\fnc_viewDir.sqf"]`
Result:
4.04858 ms
Code:
CBA_fnc_viewDir2 = compile preprocessFileLineNumbers "x\cba\addons\common\fnc_viewDir.sqf"
And faster runtime:
Result:
0.0473 ms
Code:
player call CBA_fnc_viewDir
Result:
0.0573 ms
Code:
player call CBA_fnc_viewDir2
how much faster the scripts are depends on how much can be optimized
what exactly do you optimize?
so essentially you optimize "literals"? (constant stuff)
This specific module does that yes, hence the name.
not written any others yet
I'm sure people will come up with more ideas
Is there any rough estimate as to when Arma may support externally provided bytecode (so that you could write mods in sqc, for example)?
I'm guessing it's that sqfc thing, right?
Is it a month, a quarter or "when I feel like finishing it in my free time, which means that maybe in a year"?
next week maybe
Woah! 😮
I pushed it to dev-branch its just not released yet
but I still want to make some changes, there might be some breaking changes in the file format during dev-branch
Doesn't even fit in my proposed time range! 🤔
next week as part of a public dev branch update or a stable branch update 👀 ?
oki
I think there is not so many c++ devs in active community. Your intercept, sqf_value and other projects did not get popularity much. But I think we should hope.
Not essentially true. For example, to use intercept, one would have to know sqf first.
And by the time you learn that, you probably realize that it'll suffice for what you want. So you'll just stick with sqf. Plus no dependency.
Altho recently I've been considering giving intercept a try to see how much performance improvement I can get in a couple of my mods
one would have to know sqf first.
simple scripting language much much easier than C++
You can check people can do sqf in scripting channel here, steam workshop, armaholic and github. And almost none can do extensions
It doesn't matter how many people are out there but who exactly is.
One passionate developer can do more that ten other people
https://feedback.bistudio.com/T156613 created - try-catch request 😋
can do yes
@gray wharf you broke dedmen.
…quit the booze? 😬
so! need repro?
oki
I imagine this wont happen so it can propable be closed as wont fix or put on the wishlist https://feedback.bistudio.com/T117270
spam comment @gray wharf https://feedback.bistudio.com/T77996
gone
Does anyone know the reason for the UAVs (tested with the Darter) starting ignoring waypoints and going in circles, until a new order is issued?
Happens in multiplayer and basically means that I have to man my drone manually, all the time, and can't rely on autonomous mode.
I've noticed that there is a very old ticket about that and it's assigned to "Adam" (who probably doesn't even work at BI anymore 😛 )
https://feedback.bistudio.com/T82570
I've somehow never reported this, even though I've had this issue for months, but now that I've decided to do so, I noticed that it's a long standing issue.
Does anyone have a workaround for this, atleast? 🙄
Try a low level move command instead of waypoint?
Is shift+click a low level move command?
Also, you can see in that ticket above, that literally nothing works 
I mean scripting commands like moveTo
And it's been like that since 2016
I can't issue moveTo in Multiplayer on a server that I don't own 😉
simulCloudDensity (getPos player);Returns false?!?
According to description it should return a number
Same for
_posPlayer = getPos player;
_posAbovePlayer = +_posPlayer; _posAbovePlayer set [2,200];
_posAbovePlayer = _posPlayer; _posAbovePlayer set [2,200];
simulCloudOcclusion [_posPlayer, _posAbovePlayer]
returns nil when arguments are wrong.
returns false when no terrain loaded, or simulWeather disabled on the terrain
otherwise returns number
ah ok,
hmm
okay
I thought it was because I tested it in Eden Editor, but in preview it returns false as well
maybe simulWeather is disabled in editor and preview
1 sec
Interesting, the Enable Debug console attribute in Eden Editor doesn't seem to work
Alright, seems that in Editor and Preview, simulWeather is disabled
May I ask what's the min and max number of layers for setSimulWeatherLayers?
SimulWeather internal. no idea
hmm ok
I think setting layers to 0 might disable it
atleast setting layers to !=0 will enable

weee magazine

What was happening earlier? 😬
no magazines, only attachments
If you're looking at this class of things you could try picking a harness from the ground and dragging it into your backpack, while already having a harness (or the like) on you.
For some reason, it will first replace your harness and if you do it again, it will then actually put it into your backpack :thinking:
having backpack selected and dragging into it, or dragging onto backpack icon on top?
The former
Both even, AFAIR
Now I feel bad for not having created a ticket for this issue 🤦
When making FT requests, could you please check if we have functionality already? Will help me and Dedmen to waste less time on irrelevant issues, thank you https://feedback.bistudio.com/T155868
Or also provide a valid repro case.
https://feedback.bistudio.com/T156008
Connect to server via internet and disconnect, you land in Internet tab (ticket says you get LAN tab, cannot reproduce)
Connect to server via direct connect to internet address and disconnect, you land in remote direct connect tab, correct
Connect to server via direct connect to LAN address and disconnect, you land in LAN tab, correct
Connect to server via recent and disconnect, you land in LAN tab (thats unexpected and probably the bug)
Hm I'll test it again
This is what I have now, but couldn't test official and friends. But I think I know the code thats causing this and it should be doing the same for all
Recent -> LAN (bug)
Friends -> LAN (bug)
Official -> LAN (bug)
LAN -> LAN
Internet -> Internet
Direct local -> LAN
Direct remote -> Remote (hidden tab)
btw @fickle root ^ since the repro is from your comment
Strange, I can't reproduce this in VR but I had that happen to me numerous times, in-game 🤔
I'll keep an eye on this "bug" and create a ticket if I find out what causes it for me
https://feedback.bistudio.com/T156710 Script error when using the Strategic Map module. It fails at converting the string with marker names into an array. Repro mission attached😎
@daring wagon does it not say anywhere that names should be in quotes?
Sadly, no tooltips
Also, Eden Editor doesn't need quotes, so this is a bit inconsistent
i guess both formats should be supported in case someone used quotes
marker1, marker2
"marker1", "marker2"
"marker1" "marker2"
marker1 marker2
These are the formats Eden Editor attributes support IIRC
ok will have a look thanks
ty
@solid marten will you add setCombatBehavior to v2.02? I promise I'll test it properly! 🙏
@untold sky Feedback: Your fix for text selection doesn't work properly for RscEdit controls in RscControlsGroups
(it should get the relative mouse position, not absolute)
btw, any chance we could get enums in sqf?
I noticed I have to do a lot of this in my mods (for performance reasons, instead of adding hundreds of setVariables, I group them in arrays):
#define SOMETHING 0
#define OTHER_THING 1
_arr#SOMETHING
if we could have enums with bytecode optimization it would be great
@untold sky Is it a bug that applying setObjectScale multiple times to an object modifies the last set size (instead of using the original scale like the previous builds)?
e.g:
_obj setObjectScale 2;
_obj setObjectScale 2;
_obj setObjectScale 2;
makes the object 8 times larger
to get the size I want I have to do this:
_obj setObjectScale (2/getObjectScale _obj)
@sinful kettle only critical merges are made this close to release
Only simple objects right? seems like attached objects handles it correctly
no
He said "close to release" 👀
Finally I can use import
Yeah, all the goodies are close 😄
Not even as preprocessor commands?
Well if it did the numering for me automatically it would be a huge help! Cuz I'm lazy! 😛
I have an array with 20+ elements and I use #define to index the elements but it's a pain
https://feedback.bistudio.com/T80695 - was this issue fixed?
afaik yes
Was something change with the latest dev branch update?
#if __has_include("\userconfig\ENH_Config.hpp")
#include "\userconfig\ENH_Config.hpp"
#endif
``` I am sure that worked before
oh cool , indeed it is thanks 🙂
┬─┬ ノ( ゜-゜ノ)
yes but
#if __has_include ("test2.sqf")
#include "test2.sqf"
#endif
---
#if __has_include ("test4.sqf")
test4 shouldn't exist. NO
#endif
this is my testcase. test4 doesn't appear in output string so should be working fine
yes works fine here
what build number is dev branch @daring wagon
my fix was 147249
btw you can also check #ifdef __has_include now
Launcher version: 1.5.147254
Game version: 2.03.147253
Branch: development
preprocessFile "t.sqf"; Returns 0 / 1 depending if the file exists. So that works as expected
t.sqf → __has_include("\userconfig\ENH_Config.hpp")
Works
seems to be an issue with include. If I try to include test.txt it shows the content properly when the file exists. As soon as I rename the file and try again, the game crashes
Hey, I don't know where the right spot to post this is, but you guys should probably take a look at your SSL certificate, since it expired today. @midnight mantle confirmed that for me too
rename? Can you give repro steps?
OHHHHH
I know why
Can you try this? should crash game
#ifdef BLA_UNDEFINED_MACRO
#include "fileThatDoesntExist"
#endif
@daring wagon
yes known
@untold sky That works. No crash

But my testcase
#if __has_include ("test2.sqf")
#include "test2.sqf"
#endif
---
#if __has_include ("test4.sqf")
#include "test4.sqf"
test4 shouldn't exist. NO
#endif
---
result:
call compile preprocessFileLineNumbers ""userconfig\test3.sqf"";
---
---
don't quite understand.
okay, thanks for the feedback 🙂
Want that repro now ? 😉
yeah I guess
but it crashed with include file not found right?
yes, but now it doesn't
Just to be sure. This should work in .sqf files as it does in .hpp right?
#if __has_include("\userconfig\ENH_Config.hpp")
#include "\userconfig\ENH_Config.hpp"
#endif```
any preproc yes
not sure what .hpp is
.hpp doesn't hold any meaning to what it actually is
Well, just config
it can be sqf or config or sqs or a jpg
you can also name it .inc if you want
Maybe i need to test this in config. You should get error popup with description.ext
.inc is just as not-saying-anything-about-the-contents-at-all as .hpp is
I know.
It just happens to be the ending I use
so what I mean, it should work in sqf files as in config
Okay.
config vs script preprocessor shouldn't make any difference, as its the exact same preprocessor
We only have one
Using the code above only in config.cpp works fine, even if the files I want to include does not exist
As soon as I use it in a function which is compiled on start (cfgFunctions) it crashes
"Files not found blabla"
15:09:29 ErrorMessage: Include file userconfig\ENH_Config.hpp not found.
15:09:29 ➥ Context: Preprocessing file: 3denEnhanced\functions\eventHandlers\fn_EH_onSelectionChange.sqf at 4
15:09:29 Application terminated intentionally
15:09:29 ➥ Context: Preprocessing file: 3denEnhanced\functions\eventHandlers\fn_EH_onSelectionChange.sqf at 4
ErrorMessage: Include file userconfig\ENH_Config.hpp not found.
/*
Author: R3vo
Date: 2019-06-05
Description:
Is called by Eden event handler onSelectionChange. Content of this function may be altered by ENH_Config.hpp.
Parameter(s):
-
Returns:
-
*/
#if __has_include("\userconfig\ENH_Config.hpp")
#include "\userconfig\ENH_Config.hpp"
#endif
#ifndef ENH_HIDE_INTERFACE
call ENH_fnc_statusbar_entityCounter;
#endif
That's the file
test.sqf
#if __has_include("\userconfig\ENH_Config.hpp")
#include "\userconfig\ENH_Config.hpp"
#endif
bla __has_include("\userconfig\ENH_Config.hpp") bla
Debug console:
preprocessFile "\userconfig\test.sqf"
Result:
bla 0 bla

uff
can you send me the mdmp of that crash via DM?
yes
Okey. The preprocessor processed the include, because it thought the file exists.....
The value returned by __has_include is.... 1000 

I forgot some cleanup.
If the buffer is "0000" before processing the macro, it will be "1000" after, and it reads that as 1000.
In this case shouldn't make difference because 1000 is just as != 0 as 1.
But I guess it can happen that the buffer is "0900" before, which is stil != 0 
no forget everything I said i was blabbering nonsense and looking at the wrong line

Yeah, that doggy is how I am reading that
R3vo you still have time to test in 5-15 minutes?
Yes
any non-attached object
@untold sky what about this?
#arma3_feedback_tracker message
you want a repro/ticket or something?
just reply on the old ticket
but probably can't do much about it
works for your repro case, but I also tried in debug console, and the eventhandler isn't even called, so probably nothing I can do there
@solid marten I guess Structured Text or support for \n in drawIcon3D's text property is not possible?
structured text no, \n needs parsing, every frame for every icon
dunno if good idea
Yeah, too bad =/
control multiline rendering is probably different from how DrawIcon3D renders its text
yes its different, but the icon drawing code already has built-in support for multiline text.
Just need to parse the icon text and split the lines on endl.
But not very efficient due to how the text is stored, you need to copy each line of text which is big meh.
parsing/finding the \n in the text is easy. But copying/allocating new string for every line on every icon, I don't like that.
Probably won't actually be bad or even noticable, but still.
forward selection works properly, only backwards is broken 🤷
So it probably is fixable
anyway, repro code added, in case you want to take another look:
https://feedback.bistudio.com/T156218#2158059
Many spam in FT
@untold sky Hey. Quick question. Are the positions of vertices in a LOD readily available? (as in an array or something)
no
I mean the vertices of polygons that make up a LOD
So it's not possible to implement a command that returns the positions of all vertices in a LOD?
As in ```sqf
_object getAllVertices "GEOM"
it is possible
So if I make a ticket, can you implement it please?
No

It's really sensitive and easy to exploit it
Or do you want lifers to be able to rip models just by executing a line of script?
right. didn't think of that
I want it for something else tho.
this
https://feedback.bistudio.com/T153115
boundingBoxReal then 😜
Lou not paying attention
I want the bounding box up to a certain height
Well you really only need 2 lineIntersects.
X axis and Y axis. Surfaces returns both sides of the intersect afaik
For example, have you seen the crane object? @gray wharf
for trees that should work
😢
You'd be surprised how well it works compared to vanilla path gen!
in most cases at least
that was the joke!
@untold sky what if it just returns the GEOM and FIRE lods?
I don't think they can be "exploited"
no
Well since you're familiar with the engine, can you think of anything else?
line intesects is one solution of course
but I don't like it
not reliable
How about the bounding box thing you requested
yeah that'll be great
So any plans to fix the game not enforcing the minimum required version for a mod?
namely this:
https://community.bistudio.com/wiki/CfgPatches#Root
// Minimum compatible version. When the game's version is lower, pop-up warning will appear when launching the game. (Seems to have no effect in Arma 3 v2.03)
requiredVersion = 1.60;
even a simple warning will do
ideally, there should be a requiredVersion thing in mod.cpp as well, so the launcher could warn players already before starting the game. But I guess that's too much work
yup, that's even better
Fix? minimum is 1.60 hence you cannot go lower than 1.60. 2.03 >1.60, where is the problem?
no I tried v2.2 and it has no effect (no warning or anything)
I just copied it from that page
I dont understand what was the problem
it's supposed to show a warning that my version is lower than the required version
why 2.2 should produce warning? it is clearly > 1.60
my game is on v2.03
2.03 (game version) < 2.2 (required version) thus it should show a warning
could you try on stable?
@daring wagon I see you added note already, have you tried it on stable?
You are not R3vo

I tried it on dev recently. Was anything changed?
I guess I should have added a version to the note.
The dev is not exactly stable, there could be differences in how things are handled. Could you try on stable please.
requiredVersion tech has been disabled as it was useless basically
if you need a version check, its to be done via sqf means
Noone runs very outdated Arma and expects new mods to work on it anyway, except the linux user who don't know that proton is a thing, and the mac users.
And new mods use the Loadorder requiredAddons anyway, which will pop you errors as it doesn't exist on that old versions
If it is disabled it should be removed from biki
so we dont spend time investigating pointless matters
added a note on the page
I've encountered a couple of people who'd use mods on older versions of the game (mostly Linux users) and report their issues to me.
requiredAddons
Actually, I care more about the newer commands, not required addons
but so far, new commands usually come with new DLC which adds new requiredAddons loadorder
and you can preprocessor #if on game version now
oh was that added in v2.02?
ye
ok cool. I just won't load any CfgFunctions if version is lower than 2.02 😅
This works right?
#define GAME_VER __GAME_VER_MAJ__##.##__GAME_VER_MIN__##__GAME_BUILD__
#if GAME_VER >= 2.00146790
#include "cfgFunctions.hpp"
#endif
you're missing the dot
also I think numbers only work as integers
not floats
maybe I should change that for 2.04
just check for __GAME_VER_MIN__
which dot?
you are comparing
200146790 >= 2.00146790
oh 
wait
since it only supports integers I could actually do that!
#define GAME_VER __GAME_VER_MAJ__##__GAME_VER_MIN__##__GAME_BUILD__
#if GAME_VER >= 200146790
#include "cfgFunctions.hpp"
#endif
If it actually supports up to 2^31 - 1 (2,147,483,647), it should be fine right?
nvm this is offtopic 
A bit overkill, but ok! 😄
atleast future proof for timestamps
2038 still arma 3. 😅
https://feedback.bistudio.com/T155675 (Some commands have incorrect ingame descriptions)
I checked all the commands and it looks good except a few ones.
Any chance we can get support for code in parseSimpleArray?
you can just call compile a string 🤷♂️
parseSimpleArray is intended to be used for configs (mostly)
compile a string no difference
Or working with extensions (like database connections), so I do see the use of putting code in there.
That said; databases can't store code either, so it would be a string anyway
parseSimpleArray is supposed to be simple and fast
of course we can make it less-simple and more slower and handle more rare specific usecases, but why
parseNotSoSimpleArray
safe as well, no mandatory execution
Jesus christ, now this is truly a wall of text https://feedback.bistudio.com/T150465
people do that quite often
for some reason "upload" for some people means open and copy-paste the contents
allowProfileGlasses thanks ❤️
can you add another property to your CfgPatches and re-upload the mod?
is3DENmod = true; @daring wagon
Will do
class cfgpatches...class 3denenhanced...is3DENmod = true; .....
What does it do ?
will save mod name if used with mission and check if mod is present on load if not warning will be given
neat. Thanks 🙂
reuploads incoming 😄

Does anyone else get this weird error in the diag exe build?
Bad setpos 0,0,0 on unit blabla helper.p3d
it never goes away 
@sinful kettle I always have this error in DEV build as son as the game is launched and until I close it
Any idea what causes it?
nothing you can fix so far I'm afraid 😬
Well maybe the devs could just hide it 
naaah, I think they want to release it
I just realized that this doesn't work in binarized config.cpp's 
#arma3_feedback_tracker message
Btw what are the chances that we'll get auto-recognition of settings defined in description.ext, in the 3den attributes tab at some point?
unlikely
never, otherwise the game would have to edit it 😄
(unless you grey the options out if defined in d.ext)

Dedmen.ext
rip oki, would have been quite nice
Btw any chance anyone remembers if there's already ticket for the weird zoom in/out bug?
As in the bug where it keeps zooming in/out automatically
never encountered that? but after zooming in a scope and leaving its view sometimes
I've had it happen a few times
Here's a video of it from the interwebs https://www.youtube.com/watch?v=hD0cX7tliac
it can usually be fixed by getting out of the vehicle, then in as a passenger, then out again and back in as pilot (or the slot you were in)
i know what you mean
given the analogic feeling, I would say it's a pad that is plugged in and toys with your keys 😂
but its pretty rare and no repro so far
game thinks zoom in/out key is still pressed right?
Nop happens without anything else plugged in
Ah, I know which one you're talking about thi
but I dont know a repro for that either
(check your controls, maybe something attributed to TrackIR zoom?)
I mean the one where you exit your scope, and your view stays zoomed in/out even though you're not pressing a button
Yee I know that one
I can confirm that zoom-in, zoom-out bug. Also had it a few times
I can check but that'd be odd since it happens like once or twice every 2-3 months at most, maybe?
It happens in 1st person too
If I encounter it again I'll try to figure out what causes it
But ye the fix I mentioned usually works
oh did not notice that message
But ye the fix I mentioned usually works
I'll try it next time it happens. Until now, my only solution was to disconnect and reconnect 😦
very weird indeed (and never encountered as well)
Btw do you usually only get it as pilot or driver or also in other slots?
I feel like I can remember getting it as both driver and passenger
I'm usually the pilot/driver (and have lazy teammates 🤷♂️ ) so i can't confirm whether it happens with other slots.
Could be pilot/driver related, though
I think it happens more with driver, but can happen everywhere
might just be chance tho
People from my team have said that they had this happen to them in other slots, on quads, etc...
I wonder if this may be related to slots where you can use the roll [edit: roll axis], with TrackIR (meaning some additional camera functionality is enabled)
roll?
check your controls, maybe something attributed to TrackIR zoom?
Oh, and they don't have TrackIR, for the record, for all I know (one has OpenTrack installed but it's not running)
I also have OpenTrack, for the record. Not running it either
Huh
Never seen this too. May be something related to weird custom fov?
Nope. I'm using standard fov with 2k resolution screen.
Also, another guy of mine said that he had that issue only while piloting 🤷♂️
Someone I know has a possible repro https://prnt.sc/10140nb
@tribal rivet ^
What does "crash or blow up a vehicle" mean? Die while manning it?
I'll see if I can reproduce it, when I'm in-game
Yeah think so
Hm why does only the internet tab in the server browser have the filter/refresh buttons?
especially the refresh one, filter isnt as important
How are the other server retrieved?
I thought that it all was just specific requests to steam, but i've never worked with it so
LAN/Direct is direct/magic
official are from IP list
what else is there?
recent is also IP list
Friends/Recent
i wonder if friends autorefreshes?
I dont think so? Never tried though
ah that'd explain why it still shows servers I was on once years ago
But ye imo it'd be nice if the other tabs also had the refresh button (if possible), so you dont always have to click on the tab
friends and favs do not get updated
Okay I just got the zoom in/out bug while playing koth and after dying in a helicopter that got shot to 💩 (Not using the repro procedure posted earlier)
For the record, I couldn't reproduce it either 😦
really, I complained before, and nothing helped, this stamina business is very bad, it doesn't even seem like the character is really a soldier, it looks like a 12 year old asthmatic girl who can't run 100m, horrible, it’s still bad, as I remember he was supposed to be able to run with 30Kg on his back for about 20Km. please, please give a mega buff on this stamina.
Is the stamina configured via config or is it hardcoded?
I see some stamina mods which run "player disableStamina true" every second. Would be nice if we could tweak it via config.
20 km is just under the distance of a half-marathon, where the world record times are around the one hour mark - but with 0 kg of gear and with daily training.
Okay, now I know why folks use player disableStamina true in a loop instead of config
Config behaves weird.
Why loop, shouldn't once be fine?
maybe to cover the case where missions enable/disable it
Yep
I run with vanilla stamina disabled too.
We disabled ACEs stamina system because it sometimes bugged out and completely disabled stamina recovery.
But then vanilla one came back, and we suddenly had extreme weapon sway.
Then we disabled vanilla and it was fine for a while, but months later now there are complaints about too much weapon sway every mission again.
disableStaminaSystem = 1; In config please 😄
Yeah man. Description.ext entry too.
That will save quite a bit of performance too. A major part of your local soldier simulation is calculating inventory mass for stamina
Ticket?
Plox
ty
they already made me run 20Km with a 50Kg backpack. the normal was 35 kg that we carried. and unlike the game I kept a steady and steady 35 kg running pace. with 50 kg I almost died of tiredness.
Problem is, the weight ingame is not in kg. It's just a number. I am pretty sure 90% of the loadouts ppl use out there are way over 50kg
and then they claim the stamina system is stupid
Guess the whole problem is that the overall system is not transparent enough for the average player.
Now there is. With repro: https://feedback.bistudio.com/T156882
@untold sky
Ooh interesting, thanks
This happends alot.i woke up started my steam for some reason i have to logg into steam and when i did arma 3 decided to uninstall itself idk why i have tryed evrything
steam issue, tell steam to reinstall arma at the same location
Although I dont think thats the only way to cause that issue
I got it again a bit ago after dying in a heli explosion
possibly there are more ways. But that's the one I could remember and verify by testing. If you find other ways to reproduce it, feel free to add to the ticket. Maybe we get a fix for it
where do i send in a ticket
What do you want to send in a ticket about?
Yep I'll add a note about the crashing heli thing
i whant to send in a ticket of the unexpected uninstallison
As I said its a steam and not arma issue
In tandem to this, there was an old talk with Dedmen about having a similar thing but the for default addActions in the game. For example some mods and scripted solution use the F key for interacting with ladders, doors etc now, even the self heal addAction are made redundant by those mods and scripts yet there is no easy/config way to disable those default addActions
It would be a god sent if such thing is added...
class CfgDefaultAddActions
{
disableAllDefaultAddActions = 1; //Disable every default addAction.
disableSelfHealDefaultAddAction = 1; //Disable just the heal addAction when you are wounded.
}; ```
etc etc
Good idea. I have always wished we would get a settings menu at some point with checkboxes which allows up to customize what shows in the action menu and what not
Well... 😄
Lower priority for place and explode explosives would be neat :D
Them having such high priority feels so trollish at times. "you wanted to open inventory of that object but the action disappeared and you just placed a mine under your ass? Too bad."
Also not having eject at the top of the list 
I may or may not have jumped out of jets a few times because of that
Can you do the ticket? I suck at making tickets 😦
Thanks for a working repro for that! 🙂
Can anyone confirm that the Config Viewer is broken? The list on the left lists all entries, but I cannot scroll down far enough to actually select them. I am using dev branch
Lower priority for place and explode explosives
can be tweaked easily via config (cfgActions) - to adjust dynamically via sqf would be handy tho
can be tweaked easily
That might be true, but I remember ppl complaining about this since Alpha.
It's just changing a number in the config. Most likely will not break anything. Just saves some lifes 😄
Not sure about that one
It also shows duplicate entries sometimes.
Also when you select some classes it takes you somewhere else :notlikemeow:
If you select an entry in a class e.g. Eventhandlers in a cfgvehicles class then it opens the very first entry of that in the list, which means you end up in configfile >> "eventhandlers", you then need to scroll down until you reach the class you were actually in.
It's a real pain in the ass
Yeah. Thankfully I don't have to use it anymore! 😅
any vanilla repro for the config viewer thing?
@untold sky The one I mentioned? Just start vanilla Arma 3 on latest dev branch and check the list on the left.
I haven't been using it for month =/
Just noticed it today.
Other lists work fine though
Perhaps it's time for a new config viewer 😛
there is one, type utils 2 in debug console
I would like to reimplement config viewer in engine and have it be fast and better.
But just have loooots of better things to do than that 😄
utils one is millions times faster than old viewer
it’s like linux console vs linux gui
but its also console
so no clicking
no highlighting of entries and ident to show inheritance and easy view of full parents list and quick fav list of current equipment/vehicle
you can see the config as engine sees it with all inherited entries in split second
While I like Utils 2 for printing config. I don't see it as replacement for the Config Viewer. It's missing the list and favorites. But I guess it comes down to what ppl prefer or are used to.
Doesn't need to be in engine to be fast.
I have a prototype with tree view which can, thanks to the optimisations, handle 190k classes easily.
nevertheless i’m adding option to return raw entries when I can and able
Btw is it a known bug that vehicles set to being a simple object will revert to being a normal object?
Also could someone do me the favour and try reproducing the bug of "Empty" markers being invisible when they're being dragged around in 3den?
will revert to being a normal object
triggered by what?
I've had it happen after launching the mission from 3den
nonsense
is there a ticket/are there any plans to adjust getTextWidth and ctrlTextWidth so they work with linebreaks?
Huh?
Sorry I was busy with stuffs for a while so I only got around to fully testing it now
It seems like its fine with vanilla vehicles, but its broken for the mods I've tested (RHS and another one)
- Open 3den
- Spawn player and vehicle (modded)
- Set vehicle to simple object through attributes > special states
- Launch mission through 3den
- Abort mission
- See that vehicle isnt a simple object anymore
so maybe it doesn’t suddenly become not simple object maybe it never becomes simple object?
maybe, it gets shown as a simple object before you play the mission though
no, just handle that by yourself
@finite anvil I think I posted a solution on one of the pages in the note section.
yep that is what i have used before but it is annoying especially with structured text
It's Arma 😄
diag hitpoints doesnt want to reveal all its secrets sometimes
https://feedback.bistudio.com/T156918
A minor feature request https://feedback.bistudio.com/T156932 (make sound optional for BIS_fnc_3DENNotification)
is there a way to hide/adjust the task icons on the 2d map?
if not, worth to make an A3 FT?
hide by setting their destination to objNull, that's about it afaik
the 3den task modules have a checkbox to disable the tasks position, dunno how it works in the code tho
so you cant have it in 3d only?
no
Ah, no I dont think thats possible
ok will make a ticket
The task options in Eden Editor are sadly a joke. None except one of the new settings made it into the Editor =/
If I start the arsenal with showScriptErrors there is a script error shown. Never got intouch with the feedback tracker. There do I have to report it?
Yep make a feedback tracker ticket please, if there isnt one already
@azure sleet I don't get this error. Running any mods? Do you start it from the main menu?
yes, from start menu, without mods directly after start
thats weird. That doesn't sound like one of our function names?
Unless its CfgFunctions in the mission
I guess it's an inline function?
I try to reproduce it. I was irritated too because there was no BI Tag but path clearly says BI
IIRC it's just defined within Arsenal.VR
found it
I'm pretty sure I've seen that error somewhere else before too
Ok maybe it was my bad, I can't reproduce it. I had mods loaded before unloaded them and started the game. But main mission clearly said no mods are loaded
Dunno where this function is defined, not in the init.sqf
Oh nvm that was a different one
Is it intended that B_UAV_06_F (AL-6 Pelican) has all these hitpoints? Looking at the hitpoints one would expect a Battleship, not a small drone.
[["hithull","hithrotor","hitwinch","hitengine","hitengine1","hitengine2","hitavionics","hitmissiles","hitfuel","hitvrotor","hitrglass","hitlglass","hitengine3","hittransmission","hitglass1","hitglass2","hitglass3","hitglass4","hitglass5","hitglass6","hitlight","hithydraulics","hitgear","hithstabilizerl1","hithstabilizerr1","hitvstabilizer1","hittail","hitpitottube","hitstaticport","hitstarter1","hitstarter2","hitstarter3"],["","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","",""],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]]```
The Darter on the other hand has none.
Let me know if that's worth a ticket, maybe (at) reyhard knows.
maybe different persons worked on both UAVs
it's same for all the vehicles in Arma
some have much more hitpoints than others
same hoes for buildings, some have much more detailed geometry than others
most certainly depends on the person which worked on them
I remember A2, where Mi-24 was very vulnerable, compared to Apache/Cobra, only due to the fact Mi-24 simply had much more hitpoints
A3 2.02 Crashes when running YAAB:
-New PC built about 3 weeks ago - been steadily tuning and running benchmarks fairly regularly.
-Been running current settings for about a week.
-Until 2.02 was released, I've not yet had any A3 crashes with this new machine, even with the heavy modpack my unit runs.
-Trying to run benchmarks today after 2.02 has released, about 50% of them crash the game. This is all with the Vanilla game and a variety of 1080p and 1440p runs with standard video settings.
Zipped crashdump is about 15MB. Let me know the best way to get this to the devs
Sorry - I'm blind. I completely missed the link right at the top. Apologies 🤦
I guess so. But I think it's an inheritance issues since none of the hitpoints do anything.
no description available what it does
https://community.bistudio.com/wiki/compileScript
should/will all usages of compile/compileFinal be replaced with compileScript?
CfgFunctions will be replaced
there isn't much else in basegame
CBA will mooooost likely update to it, which means ACE/ACRE/TFAR/ZEN/... will automatically get it too via CBA
File a3\Missions_F_Oldman\Systems\UI\SyndikatTeam\RscDatetimeSlider.inc, line 73: '/RscDatetimeSelector/Controls/ButtonConfirm.action': Missing ';' at the end of line
23:46:25 File a3\Missions_F_Oldman\Systems\UI\SyndikatTeam\RscDatetimeSlider.inc, line 92: '/RscDatetimeSelector/Controls/MySlider.onSliderPosChanged': Missing ';' prior '}'
23:46:25 File a3\Missions_F_Oldman\Systems\UI\Rsc_OM_Slider.inc, line 181: '/RscRestUI/Controls/TitleDescription.text': Missing ';' at the end of line
23:46:25 File a3\Missions_F_Oldman\Systems\UI\Rsc_OM_Slider.inc, line 220: '/RscRestUI/Controls/numberTitle.text': Missing ';' at the end of line
23:46:25 File A3\Missions_F_Oldman\Campaign\Missions\cfgQuests_Syndikat.inc, line 18: '/cfgQuests/SupportQuestTemplate_SyndikatAgent/StateModifiers/Assigned.code': Missing ';' at the end of line
23:46:25 File A3\Missions_F_Oldman\Campaign\Missions\cfgQuests_Syndikat.inc, line 23: '/cfgQuests/SupportQuestTemplate_SyndikatAgent/StateModifiers/Progressing.code': Missing ';' at the end of line
```🙄
Freeze dumped mdmp?
Freeze detection is supposed to do that.
Have a feeling it's not working at all tho
I had that as well
It took like 4 minutes to load the mission. Saving and loading was slow as well
can you try replicating the issue in vanilla?
I have 196 mods loaded
should raise a warning, shouldn't it
As Pi said, try in vanilla - else head towards #troubleshooting, but mod conflicts are a thing
196 mods
I should see with how many of my mods I can boot up arma at some point
I know I'd have to disable some to get it working
But if I get lucky it could still be like 700 
What
I don't even have 50 mods on my pc 😄
https://feedback.bistudio.com/T155161 This works
https://feedback.bistudio.com/T154366 Fixed and works
https://feedback.bistudio.com/T154837 Same
@gray wharf
https://feedback.bistudio.com/T154710 This as well
I currently have 789 mods installed 
https://feedback.bistudio.com/T155366 This works as well now

I got 23
😄
all 4 fixed and in 2.02?
yes
@untold sky https://feedback.bistudio.com/T156984
Do you think what I said about minimum 2 elements is a good idea?
You can have a vector with any size (even 1 or 0), but not sure if it's useful 🤷
[1] vectorAdd [0] //[1]
it doesn't add any more complexity
added the ticket. should be quite simple (if the system wouldnt be such macro mess..)
Add option in A3 task framework to hide tasks in 2d map
https://feedback.bistudio.com/T156986
and what about when someone decides to use different length arrays? what exactly is the purpose of extending these commands other than making them slower?
wouldn't really be slower
Either enforce both having same length.
or allow left to be longer, missing elements just stay the same then
still what is the purpose? If you can doesnt mean you should. We have matrix commands that take arbitrary number of elements already
I needed a couple times to add two arrays of numbers together.
or to multiply them by a value
If we can easily make the commands more useful, why not
why do you need to modify all vector commands for this?
Well its convenient if people can just use vector commands instead of a forEach/apply loop
and faster too
arrayMultiply is more clear and no one cares if it going to take ages
it won't take ages, adding support for arbitrary sized vectors would still be as fast as it currently is
Why add a new command to do the same, if we already have a command that does exactly that
vector commands are for fast operations, when they were added they were vectorAdd [vector, vector] format and were changed to vector vectorAdd vector format, because of performance
Yes. And as I said, they wouldn't be any slower if you let them use arbitrary sized arrays
Benchmark
Yep we can do that then
@untold sky Is it a bug that preprocessor removes comments inside strings?
'//...........'
becomes
'

probably
oof
use "" strings :u
Baseline:
[1,2,3] vectorAdd [3,2,1]
0.0042ms
Simplest quick implementation taking arbitrary number of elements:
[1,2,3] vectorAdd2 [3,2,1]
0.0042 ms
Optimization attempt 1:
[1,2,3] vectorAdd2 [3,2,1]
0.0042 ms
welp. Seems like there's not much to optimize there 😄
[1,2,3,1,2,3] vectorAdd2 [3,2,1,1,2,3]
0.0044ms
([1,2,3] vectorAdd [3,2,1]) + ([1,2,3] vectorAdd [1,2,3])
0.0064ms
[1,2] vectorAdd [3,2]
0.0028ms
[1,2] vectorAdd2 [3,2]
0.0025ms
[1] vectorAdd2 [3]
0.0022ms
Fast enough?
I don't see why it would be any slower than 3 element vectorAdd.
As they all do the same thing. Type check on every element, grab float out of every element, allocate results array with float elements.
and after you make them handle different lengths?
yep and some edge cases like one arg empty or both
It can only get cheaper though.
So shouldn't need to test that
[1,2,3] vectorAdd [0,0,0]
0.0031ms
[1,2,3] vectorAdd2 [0,0,0]
0.0031ms
[1,2,3] vectorAdd2 []
0.0026ms
[] vectorAdd []
1.65239ms (throwing error
)
[] vectorAdd2 []
0.0014ms
The time add for handling different array lengths is a handful nanoseconds.
Where the time savings for not having to verify the types of now missing array elements is in hundreds nanoseconds.
So it couldn't really be slower.
It adds one if to compare two integers and thats it, which is basically not measurable under the overhead of SQF itself.
looks good
Hm are there any public statistics on the amount of open/closed tickets?
It'd be nifty to get a nice visualisation
No. But phabricator search should produce them pretty easily.
Or maybe it has API.
If you mean FT and not internal
❤️ 
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