#arma3_feedback_tracker

1 messages · Page 33 of 1

daring wagon
#

_cursor = tolower gettext (_cfgItem >> "cursor");This is the important part

#

cursor = "arifle";

#

🤷‍♀️

sinful kettle
#

seems like a config issue

untold sky
#

there is something string in devbranch, I forgot what it was

desert trench
#

was it this array manipulation for strings?

untold sky
#

something with many strings being combined or smth

#

ah I think it was string insert

sinful kettle
#

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;
untold sky
#

enableSimulation disables collision? since when?

#

simple objects have no/very simple simulation, thats the whole point of them

sinful kettle
#

don't remember

#

@untold sky btw have you made any changes to object collisions?

#

I'm encountering some seriously weird bugs

untold sky
#

bi

#

no

sinful kettle
#

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

gray wharf
#

8.22976 in perf

sinful kettle
#

well that's weird right?

#

because you're standing on the object, and it has a roadway lod there

gray wharf
#

yep, but move 1m left and it's 0.000xx

sinful kettle
#

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
gray wharf
#

it's the geo that's weird

sinful kettle
#

the above one should now give the correct result

gray wharf
#

yep

#

0.00143909 if you want to know

sinful kettle
#

@untold sky what's going on here?!

#

I believe that the command is broken
if so, can you fix it please?

gray wharf
#

without creating, try to just move the building around (ofc _bb)

#

because then, it works

#

yep, even just adding a sleep works

#

wait, no xD

untold sky
#

getPos takes the next ground below you

#

you are probably placing the player INTO the ground

sinful kettle
#

nope

untold sky
#

so the next one below, is the ground below that object

sinful kettle
#

read the code again

#

all I'm changing is the object's position

untold sky
#

float precision?

#

0.00143909
that is 1.4 millimeters of distance.

sinful kettle
#

dunno, but here's the weird thing
the entire "outer" stair case section doesn't have a roadway LOD now

untold sky
#

you are IN the roadway.

sinful kettle
#

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!

untold sky
#

thats probably a issue with the object then

sinful kettle
#

the object is big, so maybe yeah

untold sky
#

atleast its nothing new, and I wouldn't consider that a bug either

sinful kettle
#

but it's weird that its position affects the result

untold sky
#

if you want to look at the roadway, you can check it out witht he diag drawmode for it

gray wharf
untold sky
#

bigger numbers == less precision

sinful kettle
#

okay, but it removes like 1-2 meters from the right side of the building
that's too much

untold sky
#

roadway and collision have size limits

gray wharf
#

70m right?

untold sky
#

think they both different

sinful kettle
#

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

solid marten
#

I wonder why it says WIP in the name?

raven hollow
#

Because the building is Work In Progress? carlos

sinful kettle
# untold sky bigger numbers == less precision

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)

sinful kettle
#

it's really easy to fix

#

also maybe you should support multi line comments /* */ too? (both in debug console and eden)

gray wharf
#

do we want it though 😄

sinful kettle
#

using comments in code is pretty common, so yeah

gray wharf
#

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

sinful kettle
gray wharf
#

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 😁

uncut briar
#

They would be ok if they would be server only by default 😄

gray wharf
#

oooh yes.

unborn flame
# gray wharf 70m right?

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

gray wharf
#

oh, I thought it was engine-related

daring wagon
untold sky
sleek scaffold
#

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

uncut briar
#

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.

alpine tulip
#

Could assign action

uncut briar
#

Ah.

#

I hoped that it could be used as invisible object that can be shot.

alpine tulip
#

Actually hard to assume the meaning by the name 🙃

daring wagon
#

Is it intended that _ctrlToolbox ctrlEnable false; has no effect on CT_TOOLBAR controls because there is no colorDisabled attribute for them?

sinful kettle
# untold sky no because thats done in preprocessor, and init fields don't have preprocessor

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 ""];
untold sky
#

"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

sinful kettle
gray wharf
#

I suppose KK, as Dedmen wants to stay the heck away from SQF ^^

sinful kettle
#

too lazy to make one! 🙃

#

it literally needs just a single line to be added

gray wharf
#

two, actually

uncut briar
gray wharf
#

oooh yes.

solid marten
#

ticket plz

alpine tulip
#

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?

gray wharf
untold sky
#

upnp never worked for me

restive bone
#

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

gray wharf
untold sky
#

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

restive bone
#

Yeah Play -> Play in MP

#

(Play as in Play in the top bar)

sinful kettle
daring wagon
#

Any update on the issue with the headgear and facewear transfering from profile to mission? Should we create a ticket for that?

gray wharf
daring wagon
untold sky
#

no update, i forgot to check

daring wagon
desert trench
#

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

sinful kettle
#

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?

daring wagon
sinful kettle
#

yeah I hate workshop missions

#

I always try to download them

unborn acorn
alpine tulip
desert trench
unborn acorn
#

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?

untold sky
desert trench
sinful kettle
tribal rivet
#

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? 🙂

untold sky
#

not high priority but I'll look at it maybe in a month or two 😄

sinful kettle
#

@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];

meowsweats

untold sky
#

huh

#

but

#

wat

sinful kettle
#

¯_(ツ)_/¯

#

you can try it yourself

restive bone
#

Btw any chance anyone has a good FT query open at the moment?

sinful kettle
#

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

restive bone
untold sky
#

good that I only tested string

#

AHHHHH

gray wharf
#

*epiphany brightness*

untold sky
#
  /// 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

sinful kettle
#

yeah actually I was gonna ask why not bool! 😄

gray wharf
#

maybe because other values compare (-1, 0, +1)

#

but yeah, here is clearly a boolean

untold sky
#

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

gray wharf
#

"back then" yeah

DO YOU NEED HELP DOWN THERE? with all the dust and dead rats 😄

untold sky
#

it returns the first key, in the correct bucket (according to hash) that has a different type of what you requested PogFish

#

can't repro with small hashmaps, chances are you'll just hit a empty bucket and get correct result 😄

#

Thanks sweating
Now back to playing mad games tycoon till 2AM

sinful kettle
#

Playing Work, pls no annoy.

untold sky
#

it takes a while to close

finite anvil
untold sky
#

Might need to remind me if it isn't set to assigned till tomorrow evening

daring wagon
#

Just give us commands to set/get all control properties, then we create a new GUI editor 🙂

desert trench
#

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

untold sky
#

I tried to do TB but failed

#

I won't try again during covid restrictions

gray wharf
#

TB?

restive bone
#

terrain builder props

gray wharf
#

oooh (thanks)

restive bone
alpine tulip
chilly coyote
#

np guys i velped!!!

untold sky
#

why pin if its in channel description

alpine tulip
#

...Nevermind meowfacepalm

#

I completely forgot about the description but the pin

sinful kettle
alpine tulip
restive bone
restive bone
gray wharf
#

and anyway, what is this report meowfacepalm

restive bone
#

He just wants to let us appreciate some working logging

alpine tulip
untold sky
# tribal rivet Hey, I'm wondering what is the priority for duping bugs, nowadays? They're not r...

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

restive bone
untold sky
#

Time is relative

tribal rivet
#

Thanks for the fix 🙂

untold sky
#

Is it possible in Arma to have a Vest with integrated backpack so to say, where it makes the backpack slot unusable?

tribal rivet
#

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 😐

untold sky
#

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 sweating

restive bone
#

Huh

untold sky
#

wow I need to try that

restive bone
restive bone
#

Or can I have double backpacks heh

untold sky
#

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!

uncut briar
#

So can you make an uniform that provides both vest and backpack?

untold sky
#

dunno

#

I only see examples for helmet and vest.
Its in CfgWeapons config

restive bone
untold sky
#

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

restive bone
#

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

untold sky
#

My arma is launching

restive bone
tribal rivet
#

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?

untold sky
#

2.03

tribal rivet
#

So months ahead 😦

azure wharf
untold sky
#

oof notlikemeow

azure wharf
tribal rivet
#

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🤦‍♂️ ||

untold sky
#

not to mention that backpack integrated into vest probably isn't supported by Arsenal

sleek scaffold
untold sky
#

no

tribal rivet
restive bone
#

You just gotta read it quickly enough heh

sleek scaffold
sinful kettle
untold sky
#

lol

#

Why not make another horrid update that needs one or two hotfixes shortly after release

sinful kettle
#

You got free testers, use them! 😄

untold sky
#

lol as if.

tribal rivet
#

These same testers who did not notice that that sound bug wasn't fixed? 😄

sleek scaffold
sinful kettle
#

I'm always trying to give feedback! 😄

untold sky
#

I asked for feedback, and people gave feedback on the changelog entry text. Not on the actual implementation (which never worked) notlikemeow

sinful kettle
#

So do many other people here

sinful kettle
#

I didn't notice hashmaps were broken till yesterday!

untold sky
#

lucky you didn't only notice next week or so sweating

sinful kettle
#

to be fair, I hadn't really used them yet!

untold sky
#

neither did I 😄
I don't have time for my projects anymore :u

daring wagon
tribal rivet
#

I don't want to start a big discussion here but failed expectations are worse than no expectations at all, in this case

untold sky
#

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 😄

sinful kettle
#

modify a vanilla one?

daring wagon
#

Vest with integrated backpack. Guess that's not gonna break anything 😄

gray wharf
#

what if vest with integrated helmet with integrated NVG with integrated vest

untold sky
#

:u

gray wharf
#

does my Arma turn into a black hole or what 😄

untold sky
#

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

gray wharf
#

even by drag & drop? funny

untold sky
#

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

untold sky
#

Yep. I saw it in the PoC of that feature, but didn't know if it was removed since then.
it wasn't

gray wharf
#

for some suits (e.g ghillie?) preventing backpack usage could make sense

shadow beacon
#

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

untold sky
#

same as people use the backpack slot for things like a hip belt.

shadow beacon
#

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

untold sky
#

imagine if they could be animated and you can use scripted anim source on the player object :U

lean mica
#

So TLDR; programmer reused variable name and didn't notice he was overwriting var that was used later
sounds like case for static analyzer.

untold sky
#

wouldn't help

#

This was intentional I guess

#

atleast half of it

daring wagon
gray wharf
#

wow, the user account was created on 2019-12-16, and only posted now Oo

restive bone
#

heh Sleeper-Spammer

daring wagon
untold sky
#

heard of it too

daring wagon
#

Fix please? ❤️

desert trench
sinful kettle
#

I guess it's intentional yes?

raven hollow
#

very very old issue.

young oasis
#

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.
daring wagon
#

Can anyone confirm that configFile >> "CfgUIColors" contains classes from configFile >> "CfgUIGrids" ?

solid marten
restive bone
gray wharf
restive bone
#

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

gray wharf
#

sure
and I can't edit away the links… poop

gray wharf
restive bone
#

Oki

restive bone
#

Btw I assume feature requests for more modules dont really have a good chance of being worked on any time soon?

untold sky
#

There is a big accumulated ticket for zeus module requests

restive bone
#

I'm talking more about 3den modules though

#

also

For foodsteps (humans and animals) the time is
ablobnomcookie nommy foodsteps

untold sky
gray wharf
#

yey, soon no more freeze on campaign opening, and radio messages in muh language!

azure wharf
#

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

unborn acorn
#

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?

untold sky
untold sky
#

Actually, there might be nothing we can do about that

gray wharf
solid marten
#

should send key not value

gray wharf
#

That ^ would be wonderful

untold sky
#

@unborn acorn which mission is that?

unborn acorn
unborn acorn
#

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

untold sky
#

the server will be english

unborn acorn
#

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

gray wharf
#

they might be created locally

vocal abyss
#

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.

alpine tulip
#

attachTo 's followBoneRotation, if I save&load the mission it lost its ability to do that

untold sky
#

what does it do? normal attach to object center instead of bone?

alpine tulip
#

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

untold sky
#

Yes sounds reasonable, easy fix

#

yep found and fixed

sinful kettle
restive bone
#

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

untold sky
#

You can. Thats not something I'd take care of. I would say its not unlikely to be fixed

restive bone
#

Oki, I'll do it if I have nothing better to do at some point

daring wagon
unborn acorn
daring wagon
daring wagon
gray wharf
#

I don't see what you are talking about

gray wharf
unborn acorn
#

Uh, that was a dream?
Yep, not fixed, sorry notlikemeow

untold sky
#

big confuse

sinful kettle
sinful kettle
#

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)

gray wharf
#

because reasons

sinful kettle
#

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)

daring wagon
#

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

sinful kettle
#

The point is, they can look at what they're doing right in there

untold sky
#

but its not closed becase I didn't have time to really re-check it

untold sky
sinful kettle
untold sky
#

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.

sinful kettle
#

Well it does show line numbers and it shows them wrong

untold sky
#

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

sinful kettle
#

But I want to use cfgFunctions

#

¯_(ツ)_/¯

untold sky
#

SQF bytecode will fix that anyway by transitioning CfgFunctions to use compileScript

sinful kettle
#

ok cool

sinful kettle
untold sky
#
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

sinful kettle
#

what exactly do you optimize?

sinful kettle
untold sky
#

This specific module does that yes, hence the name.

#

not written any others yet

#

I'm sure people will come up with more ideas

tribal rivet
untold sky
#

next week maybe

tribal rivet
#

Woah! 😮

untold sky
#

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

tribal rivet
#

Doesn't even fit in my proposed time range! 🤔

restive bone
untold sky
#

lol u cray cray

#

dev branch :U

restive bone
#

blobdoggoshruggoogly oki

lean mica
sinful kettle
lean mica
#

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

tribal rivet
#

It doesn't matter how many people are out there but who exactly is.
One passionate developer can do more that ten other people

gray wharf
untold sky
#

uff

#

u hav repro files

#

?

gray wharf
#

can do yes

untold sky
#

please, id unno thow wteet ewor

#

i dunno ghoww tet sowr

#

AH

#

next wweek

uncut briar
gray wharf
#

…quit the booze? 😬

gray wharf
untold sky
#

ye

#

mdmp of crash might also be enough

gray wharf
#

oki

restive bone
tribal rivet
#

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? 🙄

sinful kettle
tribal rivet
#

Is shift+click a low level move command?

#

Also, you can see in that ticket above, that literally nothing works blobdoggoshruggoogly

sinful kettle
#

I mean scripting commands like moveTo

tribal rivet
#

And it's been like that since 2016

#

I can't issue moveTo in Multiplayer on a server that I don't own 😉

daring wagon
#

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]
untold sky
#

returns nil when arguments are wrong.
returns false when no terrain loaded, or simulWeather disabled on the terrain
otherwise returns number

daring wagon
#

ah ok,

#

hmm

#

okay

#

I thought it was because I tested it in Eden Editor, but in preview it returns false as well

untold sky
#

maybe simulWeather is disabled in editor and preview

daring wagon
#

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?

untold sky
#

SimulWeather internal. no idea

daring wagon
#

hmm ok

desert trench
#

simulWeather disabled on the terrain

#

is that possible even via sqf or cpp?

untold sky
#

I think setting layers to 0 might disable it

#

atleast setting layers to !=0 will enable

gray wharf
#

weee magazine

untold sky
tribal rivet
#

What was happening earlier? 😬

untold sky
#

no magazines, only attachments

tribal rivet
#

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:

untold sky
#

having backpack selected and dragging into it, or dragging onto backpack icon on top?

tribal rivet
#

The former

#

Both even, AFAIR

#

Now I feel bad for not having created a ticket for this issue 🤦

solid marten
#

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

untold sky
#

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)

restive bone
#

Hm I'll test it again

untold sky
#

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)

restive bone
#

btw @fickle root ^ since the repro is from your comment

tribal rivet
daring wagon
solid marten
#

@daring wagon does it not say anywhere that names should be in quotes?

daring wagon
#

Sadly, no tooltips

#

Also, Eden Editor doesn't need quotes, so this is a bit inconsistent

solid marten
#

i guess both formats should be supported in case someone used quotes

daring wagon
#

marker1, marker2
"marker1", "marker2"
"marker1" "marker2"
marker1 marker2

These are the formats Eden Editor attributes support IIRC

solid marten
#

ok will have a look thanks

daring wagon
#

ty

sinful kettle
#

@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

sinful kettle
#

@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)
solid marten
#

@sinful kettle only critical merges are made this close to release

untold sky
vocal abyss
#

Finally I can use import

daring wagon
#

Yeah, all the goodies are close 😄

sinful kettle
untold sky
#

you already have #define

#

do you want a alias that does the same thing?

sinful kettle
#

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

rapid wing
untold sky
#

afaik yes

daring wagon
#
#if __has_include("\userconfig\ENH_Config.hpp")

#include "\userconfig\ENH_Config.hpp"
#endif
``` I am sure that worked before
rapid wing
#

oh cool , indeed it is thanks 🙂

untold sky
#

┬─┬ ノ( ゜-゜ノ)

untold sky
#

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

daring wagon
#

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")

untold sky
#

try

#
#if __has_include ("\userconfig\ENH_Config.hpp")
It exists beep boop
#endif 
daring wagon
#

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

brisk current
#

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

untold sky
#

OHHHHH

#

I know why

#

Can you try this? should crash game

#ifdef BLA_UNDEFINED_MACRO
#include "fileThatDoesntExist"
#endif
@daring wagon

daring wagon
#

@untold sky That works. No crash

untold sky
#

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"";


---

---

think don't quite understand.

brisk current
daring wagon
untold sky
#

yeah I guess

daring wagon
#

Ok

#

okay...

#

Now renaming doesn't crash the game anymore notlikemeow

untold sky
#

but it crashed with include file not found right?

daring wagon
#

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```
untold sky
#

any preproc yes

#

not sure what .hpp is

#

.hpp doesn't hold any meaning to what it actually is

daring wagon
#

Well, just config

untold sky
#

it can be sqf or config or sqs or a jpg

daring wagon
#

you can also name it .inc if you want

untold sky
#

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

daring wagon
#

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.

untold sky
#

config vs script preprocessor shouldn't make any difference, as its the exact same preprocessor

#

We only have one

daring wagon
#

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"

untold sky
#

I tested my testcase via preprocessFile in debug console

#

same as CfgFunctions uses

daring wagon
#
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

untold sky
#

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






daring wagon
#

uff

untold sky
#

can you send me the mdmp of that crash via DM?

daring wagon
#

yes

untold sky
#

Okey. The preprocessor processed the include, because it thought the file exists.....
The value returned by __has_include is.... 1000 KEKW

daring wagon
untold sky
#

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 SharkPresent

#

no forget everything I said i was blabbering nonsense and looking at the wrong line

restive bone
daring wagon
#

Yeah, that doggy is how I am reading that

untold sky
#

R3vo you still have time to test in 5-15 minutes?

daring wagon
#

Yes

sinful kettle
untold sky
#

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

daring wagon
#

@solid marten I guess Structured Text or support for \n in drawIcon3D's text property is not possible?

solid marten
#

structured text no, \n needs parsing, every frame for every icon

#

dunno if good idea

daring wagon
#

Yeah, too bad =/

gray wharf
#

endl mayhaps?

#

as it works for ctrlSetText?

untold sky
#

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.

sinful kettle
unborn acorn
#

Many spam in FT

sinful kettle
#

@untold sky Hey. Quick question. Are the positions of vertices in a LOD readily available? (as in an array or something)

untold sky
#

no

sinful kettle
#

I mean the vertices of polygons that make up a LOD

sinful kettle
# untold sky no

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"

untold sky
#

it is possible

sinful kettle
#

So if I make a ticket, can you implement it please?

untold sky
#

No

sinful kettle
alpine tulip
#

It's really sensitive and easy to exploit it

untold sky
#

Or do you want lifers to be able to rip models just by executing a line of script?

sinful kettle
untold sky
#

can do

#

but pretty annoying to do

sinful kettle
#

yeah

#

that's why I wanted to do it myself

untold sky
#

lineIntersects

#

just do radially around it, maybe 16 or so

#

good enough for trees

sinful kettle
#

That's what I use right now

#

but I don't like it

#

it's slow

gray wharf
#

boundingBoxReal then 😜

untold sky
#

Lou not paying attention

sinful kettle
#

I want the bounding box up to a certain height

untold sky
#

Well you really only need 2 lineIntersects.

X axis and Y axis. Surfaces returns both sides of the intersect afaik

sinful kettle
#

For example, have you seen the crane object? @gray wharf

untold sky
#

for trees that should work

sinful kettle
#

I don't want just trees tho

#

It's for my path gen script

untold sky
#

😢

sinful kettle
#

You'd be surprised how well it works compared to vanilla path gen!

#

in most cases at least

sinful kettle
#

@untold sky what if it just returns the GEOM and FIRE lods?
I don't think they can be "exploited"

untold sky
#

no

sinful kettle
#

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

untold sky
#

How about the bounding box thing you requested

sinful kettle
#

yeah that'll be great

sinful kettle
#

So any plans to fix the game not enforcing the minimum required version for a mod?

#

// 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

daring wagon
#

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

sinful kettle
#

yup, that's even better

solid marten
sinful kettle
#

I just copied it from that page

solid marten
#

I dont understand what was the problem

sinful kettle
solid marten
#

why 2.2 should produce warning? it is clearly > 1.60

sinful kettle
#

my game is on v2.03

#

2.03 (game version) < 2.2 (required version) thus it should show a warning

solid marten
#

could you try on stable?

sinful kettle
#

I'm in game rn. I'll try later

#

or maybe someone else can?

solid marten
#

@daring wagon I see you added note already, have you tried it on stable?

sinful kettle
#

no on dev

#

v2.03

solid marten
#

You are not R3vo

sinful kettle
daring wagon
#

I tried it on dev recently. Was anything changed?

#

I guess I should have added a version to the note.

sinful kettle
#

you did!

#

that's why I replied on your behalf! 😄

solid marten
#

The dev is not exactly stable, there could be differences in how things are handled. Could you try on stable please.

desert trench
#

requiredVersion tech has been disabled as it was useless basically

#

if you need a version check, its to be done via sqf means

untold sky
#

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

solid marten
#

so we dont spend time investigating pointless matters

desert trench
#

added a note on the page

sinful kettle
untold sky
#

but so far, new commands usually come with new DLC which adds new requiredAddons loadorder

#

and you can preprocessor #if on game version now

sinful kettle
#

oh was that added in v2.02?

untold sky
#

ye

sinful kettle
#

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
untold sky
#

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__

sinful kettle
untold sky
#

you are comparing
200146790 >= 2.00146790

sinful kettle
#

oh notlikemeow

#

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 notlikemeow

untold sky
#

ah, yeah

#

its uint64 actually

sinful kettle
untold sky
#

atleast future proof for timestamps

lean mica
daring wagon
young oasis
#

Any chance we can get support for code in parseSimpleArray?

spare vine
#

you can just call compile a string 🤷‍♂️

sinful kettle
#

parseSimpleArray is intended to be used for configs (mostly)

solid marten
#

compile a string no difference

spare vine
#

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

untold sky
#

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

uncut briar
#

parseNotSoSimpleArray

solid marten
restive bone
untold sky
#

people do that quite often

#

for some reason "upload" for some people means open and copy-paste the contents

daring wagon
#

allowProfileGlasses thanks ❤️

solid marten
#

can you add another property to your CfgPatches and re-upload the mod?
is3DENmod = true; @daring wagon

daring wagon
#

Will do

solid marten
#

class cfgpatches...class 3denenhanced...is3DENmod = true; .....

daring wagon
#

What does it do ?

solid marten
#

will save mod name if used with mission and check if mod is present on load if not warning will be given

daring wagon
#

neat. Thanks 🙂

gray wharf
#

reuploads incoming 😄

daring wagon
sinful kettle
#

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 meowsweats

fickle root
#

@sinful kettle I always have this error in DEV build as son as the game is launched and until I close it

sinful kettle
#

Any idea what causes it?

gray wharf
#

nothing you can fix so far I'm afraid 😬

sinful kettle
#

Well maybe the devs could just hide it notlikemeow

gray wharf
#

naaah, I think they want to release it

sinful kettle
restive bone
#

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?

untold sky
#

unlikely

gray wharf
#

never, otherwise the game would have to edit it 😄

#

(unless you grey the options out if defined in d.ext)

untold sky
gray wharf
#

Dedmen.ext

restive bone
restive bone
#

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

gray wharf
#

never encountered that? but after zooming in a scope and leaving its view sometimes

restive bone
#

I've had it happen a few times

#

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)

untold sky
#

i know what you mean

gray wharf
#

given the analogic feeling, I would say it's a pad that is plugged in and toys with your keys 😂

untold sky
#

but its pretty rare and no repro so far

#

game thinks zoom in/out key is still pressed right?

restive bone
untold sky
#

oh that video bug, never seen

#

never had it happen

restive bone
#

Ah, I know which one you're talking about thi

#

but I dont know a repro for that either

gray wharf
untold sky
#

I mean the one where you exit your scope, and your view stays zoomed in/out even though you're not pressing a button

restive bone
#

Yee I know that one

tribal rivet
#

I can confirm that zoom-in, zoom-out bug. Also had it a few times

restive bone
untold sky
#

is it related to 3rd person?

#

would explain why I never had it

restive bone
#

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

restive bone
#

But ye I'll check if there's a ticket for it and make one if there isnt

tribal rivet
#

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 😦

gray wharf
#

very weird indeed (and never encountered as well)

restive bone
#

I feel like I can remember getting it as both driver and passenger

tribal rivet
#

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

restive bone
#

I think it happens more with driver, but can happen everywhere

#

might just be chance tho

tribal rivet
#

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)

restive bone
#

roll?

tribal rivet
#

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

restive bone
#

Huh

lean mica
tribal rivet
#

Nope. I'm using standard fov with 2k resolution screen.
Also, another guy of mine said that he had that issue only while piloting 🤷‍♂️

restive bone
#

@tribal rivet ^

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

restive bone
#

Hm why does only the internet tab in the server browser have the filter/refresh buttons?

#

especially the refresh one, filter isnt as important

untold sky
#

internet servers are polled from steam

#

others aren't?

restive bone
#

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

untold sky
#

LAN/Direct is direct/magic

#

official are from IP list

#

what else is there?

#

recent is also IP list

restive bone
#

Friends/Recent

untold sky
#

i wonder if friends autorefreshes?

restive bone
#

I dont think so? Never tried though

restive bone
#

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

ornate marlin
restive bone
#

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)

tribal rivet
#

For the record, I couldn't reproduce it either 😦

sleek agate
#

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.

daring wagon
#

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.

vocal abyss
#

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.

daring wagon
#

Okay, now I know why folks use player disableStamina true in a loop instead of config

#

Config behaves weird.

untold sky
#

Why loop, shouldn't once be fine?

gray wharf
#

maybe to cover the case where missions enable/disable it

daring wagon
#

Yep

untold sky
#

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.

daring wagon
#

disableStaminaSystem = 1; In config please 😄

untold sky
#

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

daring wagon
#

Ticket?

untold sky
#

Plox

daring wagon
sleek agate
daring wagon
#

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.

restive bone
#

Ooh interesting, thanks

ornate glen
#

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

restive bone
restive bone
#

I got it again a bit ago after dying in a heli explosion

dire wind
ornate glen
#

where do i send in a ticket

restive bone
restive bone
ornate glen
restive bone
sleek scaffold
# daring wagon disableStaminaSystem = 1; In config please 😄

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

daring wagon
#

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... 😄

uncut briar
#

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."

restive bone
#

Also not having eject at the top of the list ablobderpy

#

I may or may not have jumped out of jets a few times because of that

sleek scaffold
tribal rivet
daring wagon
#

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

desert trench
#

Lower priority for place and explode explosives
can be tweaked easily via config (cfgActions) - to adjust dynamically via sqf would be handy tho

daring wagon
#

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 😄

sinful kettle
calm smelt
#

It's a real pain in the ass

sinful kettle
#

Yeah. Thankfully I don't have to use it anymore! 😅

untold sky
#

any vanilla repro for the config viewer thing?

daring wagon
#

@untold sky The one I mentioned? Just start vanilla Arma 3 on latest dev branch and check the list on the left.

untold sky
#

do you know since when that happens?

#

my list rendering changes were months ago now

daring wagon
#

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 😛

untold sky
#

ah config viewer is tree, not list

#

but tree I didn't notice anything wrong

solid marten
untold sky
#

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 😄

solid marten
#

utils one is millions times faster than old viewer

#

it’s like linux console vs linux gui

untold sky
#

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

solid marten
#

you can see the config as engine sees it with all inherited entries in split second

daring wagon
#

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.

daring wagon
#

I have a prototype with tree view which can, thanks to the optimisations, handle 190k classes easily.

solid marten
#

nevertheless i’m adding option to return raw entries when I can and able

restive bone
#

Btw is it a known bug that vehicles set to being a simple object will revert to being a normal object?

restive bone
#

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?

desert trench
#

will revert to being a normal object
triggered by what?

restive bone
#

I've had it happen after launching the mission from 3den

solid marten
#

nonsense

finite anvil
#

is there a ticket/are there any plans to adjust getTextWidth and ctrlTextWidth so they work with linebreaks?

restive bone
solid marten
#

can you reproduce it?

#

make sure it says isSimpleObject false

restive bone
#

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)

  1. Open 3den
  2. Spawn player and vehicle (modded)
  3. Set vehicle to simple object through attributes > special states
  4. Launch mission through 3den
  5. Abort mission
  6. See that vehicle isnt a simple object anymore
solid marten
#

so maybe it doesn’t suddenly become not simple object maybe it never becomes simple object?

restive bone
#

maybe, it gets shown as a simple object before you play the mission though

untold sky
daring wagon
#

@finite anvil I think I posted a solution on one of the pages in the note section.

finite anvil
#

yep that is what i have used before but it is annoying especially with structured text

daring wagon
#

It's Arma 😄

unborn flame
daring wagon
desert trench
#

is there a way to hide/adjust the task icons on the 2d map?
if not, worth to make an A3 FT?

gray wharf
restive bone
desert trench
#

so you cant have it in 3d only?

uncut briar
#

no

restive bone
desert trench
#

ok will make a ticket

daring wagon
#

The task options in Eden Editor are sadly a joke. None except one of the new settings made it into the Editor =/

azure sleet
#

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?

restive bone
daring wagon
#

@azure sleet I don't get this error. Running any mods? Do you start it from the main menu?

azure sleet
#

yes, from start menu, without mods directly after start

daring wagon
#

hmm

#

Can you try to verify your arma 3 local files?

untold sky
#

thats weird. That doesn't sound like one of our function names?
Unless its CfgFunctions in the mission

daring wagon
#

I guess it's an inline function?

azure sleet
#

I try to reproduce it. I was irritated too because there was no BI Tag but path clearly says BI

alpine tulip
#

IIRC it's just defined within Arsenal.VR

daring wagon
#

found it

restive bone
#

I'm pretty sure I've seen that error somewhere else before too

azure sleet
#

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

daring wagon
#

Dunno where this function is defined, not in the init.sqf

restive bone
daring wagon
#

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.

fickle root
#

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

ashen wagon
#

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

untold sky
#

As i said, feedback tracker ticket

#

link is in channel description here

ashen wagon
#

Sorry - I'm blind. I completely missed the link right at the top. Apologies 🤦

daring wagon
fickle root
gray wharf
#

it's compile(Final) + prefix + file path

fickle root
#

should/will all usages of compile/compileFinal be replaced with compileScript?

untold sky
#

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

daring wagon
#
 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
```🙄
gray wharf
#

ouch, a freeze while launching Cultural Property mission.

#

not reproduced.

untold sky
#

Freeze dumped mdmp?

#

Freeze detection is supposed to do that.

#

Have a feeling it's not working at all tho

daring wagon
#

I had that as well

#

It took like 4 minutes to load the mission. Saving and loading was slow as well

restive bone
#

can you try replicating the issue in vanilla?

gray wharf
#

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

daring wagon
#

196 modsnotlikemeow

restive bone
#

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 ameowderpy

daring wagon
#

What

#

I don't even have 50 mods on my pc 😄

#

@gray wharf

restive bone
daring wagon
restive bone
#

My workshop folder is 616GB at the moment ablobderpy

gray wharf
daring wagon
#

yes

gray wharf
#

okido! thanks

#

done

sinful kettle
#

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]
untold sky
#

it doesn't add any more complexity

desert trench
solid marten
untold sky
#

wouldn't really be slower

#

Either enforce both having same length.
or allow left to be longer, missing elements just stay the same then

solid marten
#

still what is the purpose? If you can doesnt mean you should. We have matrix commands that take arbitrary number of elements already

untold sky
#

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

solid marten
#

why do you need to modify all vector commands for this?

untold sky
#

Well its convenient if people can just use vector commands instead of a forEach/apply loop

#

and faster too

solid marten
#

arrayMultiply is more clear and no one cares if it going to take ages

untold sky
#

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

solid marten
#

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

untold sky
#

Yes. And as I said, they wouldn't be any slower if you let them use arbitrary sized arrays

solid marten
#

Benchmark

untold sky
#

Yep we can do that then

sinful kettle
#

@untold sky Is it a bug that preprocessor removes comments inside strings?
'//...........'
becomes
'
meowsweats

untold sky
#

probably

uncut briar
#

oof

untold sky
#

use "" strings :u

sinful kettle
#

ok 😖

#

yeah "" works

untold sky
# solid marten Benchmark

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.

solid marten
#

and after you make them handle different lengths?

untold sky
#

It already does

#

Ah different, missmatching

solid marten
#

yep and some edge cases like one arg empty or both

untold sky
#

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 KEKW)
[] 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.

solid marten
#

looks good

restive bone
#

Hm are there any public statistics on the amount of open/closed tickets?

#

It'd be nifty to get a nice visualisation

untold sky
#

No. But phabricator search should produce them pretty easily.
Or maybe it has API.
If you mean FT and not internal

restive bone
#

ye FT

#

ablobderpy that api looks too smart for me

hushed birch
#

dedmen-senpai noticed me