#arma3_feedback_tracker
1 messages Β· Page 35 of 1
how about general "player weapon memory point to worldworld"
you mean like the weapon "object"?
then use with modelToWorld?
you really like those long names don't you?! π
what long name? :U
weaponMemoryPointToWorld
its descriptive :U

is "usti hlavne" the muzzle position ?
either way, as long it's somehow possible I'm happy! π
is it a bug that when you switch to high command you can still see the enemy group markers, even if Enemy Marker is turned off in difficulty settings?
it's been like this forever tho 
"U_I_OfficerUniform" and perhaps other vanilla base game uniforms seems to be lacking Hidden Selections so it is impossible to apply mission folder textures to units wearing that uniform via setObjectTexture. Please fix it!
Make a ticket π
Weapon_srifle_DMR_06_hunter_F <--- wrong subcat [editorSubcategory="EdSubcat_AssaultRifles";]
correct ---> editorSubcategory="EdSubcat_SniperRifles";
need ticket for this?
Wooden Mk14 right? How about other Mk14s?
EdSubcat_SniperRifles
Mk14 7.62 mm (Classic) wrong editor subcat
https://feedback.bistudio.com/T157826
forcedDifficulty seems buggy since 2.02 (or before?) it seems
https://feedback.bistudio.com/T157572
i think to recall something was changed by difficulty engine read (via name instead or index/order) - not sure if thats out already as cant find it changelogs
"was changed by difficulty engine read (via name instead or index/order)" for 2.04 yes. Thats not that, and also not related to server configs
spam message https://feedback.bistudio.com/T152790#2178046
removed
Is it possible to have the Memory lod for this command?
https://community.bistudio.com/wiki/intersect
https://feedback.bistudio.com/T157859 Not sure if feasible but I guess worth a try (Backup functionality in Eden Editor)
Pretty strange behavior, known?
- Kill a man inside a vehicle who is a member of your group
- Your player unit recognizes he's dead now (2, SITREP)
- The dead's NVG and backpack suddenly appear
also i wanted to have a proper way to show nvg and backpack on an unit in a vehicle, not a glitch behavior, still wishing it
I think they're removed for performance reasons
I mean nvg and backpack in vehicles
I believe it would be for "3D collisions" reasons
like, not having the backpack going through the side of the car ^^
I want it for my really personal perspective, it's easy (I think) to make some properties to βshow nvg/backpack on this vehicleβ in CfgVehicles entry
I believe it would be for "3D collisions" reasons
that too but afaik getting the proxies for units in vehicles is kinda expensive, and kinda waste of performance - 99% of the time you don't see (or care about) those stuff when a unit is in a vehicle
It would be funny to see two people with Bergens riding a quad, though π
Although one of them would probably become a Bergen π
it'd be nice to be able to toggle them for sure, like backpacks being visible on static weapon gunners etc
does setVariable use unordered_map? 
allVariables order is not guaranteed if you had issues with it
no..... but yes but no.
Its a hashtable same as script hashmap
Wow, the editor backup ticket actually got assigned. π

sounds fun
btw @gray wharf I think you can actually close that https://feedback.bistudio.com/T157807
My tickets are even more fun! π
Btw Ded, remember this?
#veterans message
Is it possible to have those "building geometry" map or whatever in a command?
I'll currently not consider tickets.
I'll spend the next weeks implementing the major things I want done for 2.06 and then I'll look at other requests.
Otherwise I just end up with a flood of tickets that need to be shifted to 2.08 again
I was joking! π
how would you want that in a command?
I mean the object "bounding box" things (except they're not just plain "boxes")
its the AI map thats used for findFreePosition/createVehicle or AI pathing
For example, how do the AI see the corners of objects in the vanilla? (when they take cover)
I have to use line intersections to detect them.
if they are readily available in the game it'd be faster to have them in a command
so is that backup ticket for 2.08 or?
(or later)
exactly what I want it for 
(if possible)
the AI map is generated by doing lineIntersects, basically
206
so are you sure multithreaded lineInterscts is not possible?
for my earlier request

Well I'll try.
Can't tell if it'll make it until its actually done
Oki
Quick Question:
Why does findDisplay 46 createDisplay ... in Eden Editor simply fails silently, while findDisplay 313 createDisplay... in mission preview crashes the game?
I'd prefer it would both times fail silently
what is 313, Eden ?
yes
I suppose 46 = displayNull, whereas 313 = not allowed = boom
But does that makes sense
findDisplay 313 should also return displayNull then and createDisplay should fail
display 313 exists
it tries
fails
crashes
what happens if you try to create a display on top of display 12 (map) or 0 (main menu)? @daring wagon
Creating one on the map works fine. Didn't test the main menu.
I think eden display exists behind mission preview
class Land_powerline_02_pole_small_junction_f: PowerLines_Small_base_F
{
scope = 1;
scopeCurator = 0;
model = "\A3\Structures_F_Enoch\Infrastructure\Powerlines\powerline_02_pole_small_junction_f.p3d";
DLC = "Enoch";
icon = "iconObject_4x1";
editorCategory = "EdCat_Structures_Enoch";
destrType = "DestructTree";
};```
the model here seems not to exist - is that considered worth reporting despite scope=1?
Forced crash (Set): array access out of range: 36775 index: -31849
πΌ
https://feedback.bistudio.com/T157910 missionFiles command request π
Does a βtry to load anywaysβ system in Editor when in a missing MODs situation make sense?
I would say sure, like "delete if class is missing"
Kinda so. Just a showerthoughts (not really) so not entirely sure how it should work
please take a shower sometimes
That's a hot take
Do you mean the normal thing when a dependency is missing? Imo a load anyways option would be good there
but then arma should definetly create a backup of the mission
related to R3vo's ticket π
Yup
But yeah I guess the game would need to move the actual dependency entry, and also any item linked to that mod I guess
Not sure how the second part would work, maybe check the list of items against the list of all availabel items or something? dunno I'll leave that for smarter minds to figure out
I think an object that has a missing class should be shown like a red ! and if mouseover it will show the classname, or IDK
but I assume it will be done in the "purge sqm from any unknown classes" way
yee
βwould you like to make a mission.sqm backup and try to purge unknowns?β button?
that sounds more like the tooltip
or one super huge button π
Well that was just a summary π
no u!
giiib
im bed nau
u bed!
POL "Bed" POX
yes please. We already have that merge feature anyway.
I wanted to do disable autosave, could maybe do that in that case, until user manually presses save once.
But how do I show that in UI? can the red warning banners in 3DEN on top be made to stay there for a while?
just red warning banner "WARNING! Autosaves disabled until next manual save"
https://community.bistudio.com/wiki/BIS_fnc_3DENNotification duration can be adjusted
Hey Ded,
would you be interested in taking a look at why the zooming is just so buggy?
sometimes I zoom in on a tree and it gets lower quality, while those out of my view get better 
also someone reported this:
I'm at 5700ATL / 5705ATL (VR map) and have one of these "
20*10*8VR OBSTACLES-boxes" 1100 meters (at same altitude) from my pos, it "disappears" when I zoom in either holding rmb or with a scope. View distance is 12000 (I don't see how CH view distance could conflict here).
it actually might be related to position stuff. might be worth giving it a quick look. maybe it uses the wrong position format
or it has incorrect LOD's, which in combination with zoom (aka FoV change) jumps into a different level based on view and has nothing to do with the distance π€·ββοΈ
maybe
but I'm talking about vanilla trees
Should be easy to test though; find "sweet spot" to see bug with zooming, and change FoV to see same effect
There is something weird with tree lodding but it was like this for ages.
sometimes trees in middle of the screen turn into lowest 2d looking ones
all the more reason to investigate 
and the ones on the edge look fine.
simple example, it can be a lot more extreme at times.
But it's nothing new. I recall it happening at least for 2-3 years.
Will not work. A new notification will overwrite the previous one
I'd recommend and icon in the statusbar. That's why it's called statusbar
There are quite a few issues "that have been happening for years" that Dedmen has managed to fix lately π
@untold sky https://feedback.bistudio.com/T157981
Here ya go, force load one
I probably won't touch LOD'ing issues
13:50:07 Warning Message: Preprocessor failed with error - Invalid file name(empty filename)
Could this message be more detailed?
I think in my case it's caused by
ifndef E
(missing #)
Yep, that was it. Kinda a weird message for that error.
it would normally log filename and position and actual error
but if it has no filename, it falls back to that
even though it has all the other info
hmm ok
Is this even possible/worth of modifying Engine nowadays?
Custom Controls and configurable in Controls menu:cpp class CfgCustomControls { class PLP_MyGreatControlGroup { displayName = "Hola!"; // Control Group name class Controls { class PLP_ControlAlpha { displayName = "A Control"; tooltip = "bla bla..."; default = 1; // DIK Keycodes }; class PLP_ControlBravo { /* bra bra... */ }; }; }; };And usable via inputAction.
And custom Game Options:cpp class CfgCustomOptions { class PLP_MyGreatOptionsGroup { displayName = "My MOD Options"; // Control Group name class Controls { class PLP_OptionAlpha { displayName = "Option Alpha"; tooltip = "bla bla..."; type = "Slider"; // Slider, Combo(box), Checkbox. Maybe more? default = 1; }; class PLP_OptionBravo: PLP_OptionAlpha { displayName = "Option Bravo"; type = "Combo"; class Items { class DefaultVariable { displayName = "A"; tooltip = "A"; data = "A"; }; class SecondVariable: DefaultVariable { displayName = "B"; tooltip = "B"; data = "B"; }; /* And so on... */ }; }; }; }; };And usable via a command like: getCustomOptionVar.
Basically a similar thing with CBA, but Engine.
Does this idea even makes sense/feasible/good?
Yet another showerthoughts after all. It's okay if the answer is a no.
tbh I like it
When you have cba it seems useless.
When I don't have CBA, it seems useful
Custom keybinding is on my wishlist
Yessss
https://feedback.bistudio.com/T155574 Mission are not marked as played in the scenario menu. Another user confirmed this. See #arma3_scenario message
Yeah atleast since 2.00 I think
Yep
Btw as (old)dedmen himself has said I think this can be closed https://feedback.bistudio.com/T65635
Whats the policy on closing older tickets again? Iirc it was lou asking if its still active and if not/no answers close, right?
If so this might be good to check on https://feedback.bistudio.com/T59282
Also this can be marked as fixed when the update is out https://feedback.bistudio.com/T75079
( ^ something for dedmen)
In general, tickets about game crashes before 2020, all go direct close because out of date
Oki
Lucky for you a friend of mine just created a new ticket about a game crash 
So you wont be running out of crashes
Metrothoughts: spotlight related command, make directional light on the fly, feasible? I think I've ever posted a ticket tho
diag_setTerrainHeight has no ingame description.
does it need to? π
It does actually.
left param is "coordiantes" right is "new height"
description is empty but stating "sets terrain height" is a bit redundant
What I don't get. It wants a position but how big is the area around that position where the terrain hight gets changed?
I presume it needs an area and not just a point?
Or does it changes the height of the cell the position is in?
https://community.bistudio.com/wiki/File:A3_diag_setTerrainHeight.png Interesting command π
Too bad it's only diag exe
trench war intensifies
Terrorists hiding in caves π
I think there was some hope of having it in normal exes, no clue if it was scraped.
hope is there, but I don't really like it
Leave it to the mission maker π
Giving this command to mission makers/mod makers etc would be massive
However it would be good to fix stuff like those terrainheights not reverting correctly iirc
π
chop chop!
me neither, but I want the getter versions π₯Ί
(which terrain grid I'm at, in heightmap)
go way dedmen wurk

while { [] call BIS_fnc_DedmenHasWork } do
{
[_workTask deleteAt 0] call BIS_fnc_DedmenAddWork;
sleep 24 * 60 * 60;
};
```\:D
Was my first thought that it would be nice to have a way to get the grid/cell to accompany setTerrainHeight
https://community.bistudio.com/wiki/apertureParams
the game says:
nular__apertureparams__ret__bool (returns bool, not array)
I think the current implementation is incorrect
yep, the game is wrong
it doesn't return bool
but also not really important, that value doesn't matter much
unary__diag_getterrainsegmentoffset__array__ret__nothing
should be array
unary__diag_getterrainheight__array__ret__nothing
should be scalar
https://feedback.bistudio.com/T154222 Can be closed. Works
https://feedback.bistudio.com/T154260 This one too
make one ticket with all of them. I don't have the time to pick up all your posts here and then one-by-one jump in to fix something so minor thats not worth the time and that doesn't really matter at all
There was a ticket were we suggsted some changes to the description and stuff
Maybe reopen that one
@sinful kettle and tag me with link when itβs done please
Would it be feasible to give us an ingame option to remove these entries from mission.sqm and load the mission afterward?
Alternatively it would be neat if addons[]= {
array in mission.sqm would be sorted alphabetically
there's a ticket for a load anyways button iirc
So instead of cpp addons[]= { "A3_Props_F_Orange_Humanitarian_Camps", "A3_Props_F_Enoch_Military_Equipment", "A3_Props_F_Enoch_Military_Camps", "A3_Structures_F_EPA_Civ_Constructions", "A3_Structures_F_EPA_Mil_Scrapyard", "ace_cargo", "A3_Structures_F_Items_Vessels", "ace_smallarms", "ace_optics", "A3_Weapons_F_Items", "ace_medical_engine", "ace_medical_treatment", "ace_attach", "ace_chemlights", "ace_goggles", "ace_explosives", "A3_Weapons_F_Rifles_MX", "A3_Sounds_F", "A3_Sounds_F_Enoch", "ace_scopes", "ace_ai", "A3_Characters_F_Enoch_Headgear", "A3_Ui_F" }; we would have addons[]= { "A3_Characters_F_Enoch_Headgear", "A3_Props_F_Enoch_Military_Camps", "A3_Props_F_Enoch_Military_Equipment", "A3_Props_F_Orange_Humanitarian_Camps", "A3_Sounds_F", "A3_Sounds_F_Enoch", "A3_Structures_F_EPA_Civ_Constructions", "A3_Structures_F_EPA_Mil_Scrapyard", "A3_Structures_F_Items_Vessels", "A3_Ui_F" "A3_Weapons_F_Items", "A3_Weapons_F_Rifles_MX", "ace_ai", "ace_attach", "ace_cargo", "ace_chemlights", "ace_explosives", "ace_goggles", "ace_medical_engine", "ace_medical_treatment", "ace_optics", "ace_scopes", "ace_smallarms", };
made by polpox
Found it https://feedback.bistudio.com/T157981. (Wondering why I am not subscribed to it)
would it be possible to make event handlers work on ammo objects?
at least killed or deleted would be nice (e.g to know when a mine explodes)
or maybe some new projectile exclusive EHs (like "destroyed", "impact", "ricocheted", etc.)
So Ded,
did you do any optimization in regex for the case where you use them in loops?
for example:
_array findIf {"blabla" regexMatch "blabla"}
```?
I was hoping it wouldn't create the regex every time for speed
I guess we could use some commands for adding/removing backpack/uniform/vest containers to/from ammo boxes (if possible)
ammoBox addContainerCargo container
ammoBox removeContainerCargo container
https://feedback.bistudio.com/T158164
nop, I think its fast enough to not matter.
Would be ALOT of work to create a regex datatype to let you cache them. Though I guess I could make my own cache that you cannot see
When you create a ticket how long does it usually take for the devs to start working on it?
my ticket: https://feedback.bistudio.com/T157231
The devs will pick it up when they've got time for it, which can take a while because of limited manpower
ofcourse i was thinking of somekind of time estimation?
there is none
^
I scroll through tickets once per week/two weeks and pick out what I think is important
or our QA picks it up bcause its a bug and tells me to fix it
how high are new game crash tickets on that priority list?
I saw that one you subscribed to. Maybe tomorrow

ok thx dedmen, that's actually what I worried that my ticket can go without notice/work
my ticket?
Nop one I subscribed to
oh ok
But yeah your ticket has (most likely) been noticed, and there's a chance it'll be worked on at some point
but because of manpower and other tasks dedmen/the other bi peeps cant promise anything of course
noo π
yeah my ticket is probably seen not as priority so I will have to think of workaround
I didn't see your ticket before, so I probably scrolled past and found the title not interesting
And invisible vehicles not moving, not sure if thats a prio
@untold sky k, well thanks for looking into it
can be closed?
https://feedback.bistudio.com/T75079
ye
can be closed
https://feedback.bistudio.com/T72093 https://feedback.bistudio.com/T156295
https://feedback.bistudio.com/T75342 https://feedback.bistudio.com/T153606
https://feedback.bistudio.com/T155812 https://feedback.bistudio.com/T156008
https://feedback.bistudio.com/T156517 https://feedback.bistudio.com/T156271
https://feedback.bistudio.com/T156062 https://feedback.bistudio.com/T156218
https://feedback.bistudio.com/T119242
Ded, it can be closed? https://feedback.bistudio.com/T155531
if it works now yes
can be closed
https://feedback.bistudio.com/T156218
wat? why can the ticket where the author says "Not fully fixed." be closed?
no that can't be closed, its not fixed
it says it's fixed in the changelog of 2.04
But its not fixed if you look at the ticket
Changelog saying fixed doesn't mean that something is fixed
if the ticket author configs that something is fixed, then it can be closed
well, @sinful kettle message is from February and 2.04 was released just few days ago, so I thought it might have been fixed since February. Otherwise I don't understand how can one mention it's fixed in 2.04 patch changelog if it isn't then
Not fully fixed for the case where the ctrl is in a ctrlsGroup
then it shouldn't have been mentioned in the 2.04 patch changelog, for me
A issue that is related to that ticket has been fixed. Thats what the changelog says
a second part of the same ticket is still not fixed
The changelog doesn't say that the whole ticket is fixed. It just says something related to that ticket was fixed
can also be closed https://feedback.bistudio.com/T157418
Not even sure it is a bug or intended, but weird behavior, Draw3D MEH'd drawRectangle and other map drawing commands are affected by camera effects, such as dynamic blur and NVG effects. Draw CEH or onEachFrame have no issue with it
Quick repo: description.ext
class PLP_testDisplay
{
access = 0;
movingEnable = 0;
idd = 15000;
class controlsBackground
{
class RscMapControlEmpty: RscMapControlEmpty
{
idc = 1;
x = safeZoneXAbs;
y = safeZoneY;
w = safeZoneWAbs;
h = safeZoneH;
colorBackground[] = {0,0,0,0};
colorOutside[] = {0,0,0,0};
scaleDefault = 0.03;
};
};
};```and the script:
```findDisplay 313 createDisplay "PLP_testDisplay" ;
cam = "Camera" camCreate [0,0,2] ;
cam cameraEffect ["Internal","Back"] ;
removeAllMissionEventHandlers "Draw3D" ;
addMissionEventHandler ["Draw3D",{
cam setDir random 360 ;
private _map = (findDisplay 15000 displayCtrl 1) ;
systemchat str _map ;
//_map ctrlShow false ;
for "_i" from 1 to 3 do {
_map drawEllipse [
[0,0,0],5,15*_i,0,
[1,0,0,0.5],
"#(argb,1,1,1)color(1,1,1,1)"
] ;
_map drawEllipse [
[0,0,0],5,15*_i,90,
[1,0,0,0.5],
"#(argb,1,1,1)color(1,1,1,1)"
] ;
} ;
}] ;```
productVersion
["Arma 3","Arma3",205,147535,"Development",true,"Windows","x64"]
Worth of a ticket?
!code π
Doesn't matter when everything you need to is just copy and paste! Β―_(γ)_/Β― Can you confirm BTW?
I'll test in a minute
Also let us overwrite "CfgWorlds" >> "OutsideTerrain" >> "colorOutside" parameter via a map control parameter!
I don't know what I'm looking at 
it looks good
Make sure you have enabled blurs in video settings
Secs
With blur
Without
Also this is affected by other post processes like bloom or DOF
am I supposed to add pp effects?
In video?
The markers are drawn in [0,0] so put your player bottom left
Yeps
is that one of those markers?
As you can see in the code, the red cross is drawn by the command and the issue
Think thats just related to the timing when these EH's fire. And thats not going to be changed
write that on the ticket. that stuff will be revisited
close IF they work as intended, thats what feedback state means. Wait for ticket author to confirm that it works as intended
Oh I did not noticed status. Thatβs my ticket. Will test it this weekend.
https://feedback.bistudio.com/T158193
Quick ticket
but thats a seperate ticket
Recently added "outsideTerrain" >> "colorOutside" That wasn't recently added, that parameter existed for years
"parameter is not be able to overwrite" wat? π
Ah true
question is, how would I let it choose which parameter wins?
Terrain makers asked for parameter that overwrites map control, because they want to hide the outside area
but map control always defines colorOutside afaik
That's the point. I think add a parameter overwriteColorOutside = 1; for the map control will do?
Yeah not really sure about it. But I just feel this is wrong and blocking the way to the thing I wanted to do!
#arma3_feedback_tracker message These can be closed. Tested the changes and they work.
https://feedback.bistudio.com/T82560 spam in that ticket
This can be closed with 2.04 I think, since we have audio device selector now https://feedback.bistudio.com/T75079
rel.: ^
Since I didnt know what to do I collected some old crash tickets so you have something to do next week Lou 
https://feedback.bistudio.com/T119581
https://feedback.bistudio.com/T143317
https://feedback.bistudio.com/T122709
https://feedback.bistudio.com/T125576
https://feedback.bistudio.com/T78184
https://feedback.bistudio.com/T122581
https://feedback.bistudio.com/T147725
https://feedback.bistudio.com/T145536
https://feedback.bistudio.com/T138640
https://feedback.bistudio.com/T124608
https://feedback.bistudio.com/T147620
https://feedback.bistudio.com/T64694
https://feedback.bistudio.com/T146816
https://feedback.bistudio.com/T146685
https://feedback.bistudio.com/T146460
https://feedback.bistudio.com/T83970
https://feedback.bistudio.com/T146393
https://feedback.bistudio.com/T76951
https://feedback.bistudio.com/T137732
https://feedback.bistudio.com/T83177
https://feedback.bistudio.com/T127747
https://feedback.bistudio.com/T125282
https://feedback.bistudio.com/T67941
https://feedback.bistudio.com/T119477
https://feedback.bistudio.com/T128190
Bug report: If you make a Bomb Trolley item via the createSimpleObject command and scale it up by using setObjectScale then some of the missiles disappear when aiming at certain parts of the item.
- Happens when aiming at the tip or the bottom of the missiles (bombs)
I'll classify that as the setObjectScale bad side effects and a won't fix
i noticed that if you use the setdir command on scaled object it's size will return to default
π
For or from?
π
IIrc there's another page or two of crash search results, might go through that later or something if I dont have anything to do 
I won't close unsolved crashes though
^ ?
dang

not closing
https://feedback.bistudio.com/T138640 β happens in 2021
Oh missed the comments 
https://feedback.bistudio.com/T147725 same: 2020
https://feedback.bistudio.com/T122581 same: 2020
https://feedback.bistudio.com/T125576 not a crash report
https://feedback.bistudio.com/T122709 β happens in 2021
no its not.
Person 1 reports "game crashed in singleplayer" now everyone who ever gets a crash in singleplayer assumes they have the exact same issue, even though in 99% of cases they have some different issue.
And "me too" without crashdump doesn't help me at all because without the crashdump I cannot see if its the same, and it most likely is not the same
https://feedback.bistudio.com/T83177 2020
https://feedback.bistudio.com/T137732 closed
https://feedback.bistudio.com/T76951 closed
https://feedback.bistudio.com/T146393 closed
https://feedback.bistudio.com/T146460 closed
https://feedback.bistudio.com/T146685 closed
https://feedback.bistudio.com/T64694 closed
https://feedback.bistudio.com/T147620 closed
https://feedback.bistudio.com/T124608 closed
@solid marten Someone reported this as well (wrong arguments in syntax)
I'll add it to that ticket
(the "-> ANY"s are not part of the syntax)
Description and example are weird
Nah
description is missing and instead the example is shown and for the example the return value is used?
Idk how it is setup internally
Same issue with regexFind
Ah. oops
regexMatch is alright
yes off by one.
its left param, right param, description, example, example result.
I missed the description and moved the others over π
ok π
but the description/example is still wrong
should be "\"wookie boOkie cookie\" regexReplace [\".oo\", \"[$&]\"]"
Yeah, it's cut off
yours ends with $? π€
yes
now that doesn't make sense tho π
Probably error in that UI then oof
return value of regexReplace is incorrect as well isn't it?
Should be STRING instead of ARRAY
yeah
fixed fixed
Implement leos ui. It's better anyway π
Can anyone of the BI Team check what e-mail address is assigned to my account? I don't seem to have the password in my password manager and all mails that I have tried are not correct according to the FT tracker. User is: https://feedback.bistudio.com/p/Aebian/
I don't think I can access your mail
but I can send you a new welcome mail so you can check your inbox
that would work too
Sent, twice I think
Can you sent it once again? I have changed a setting on the mail-server. Thanks
@untold sky no mail has received my inbox so far, which is weird. If you could sent another welcome mail that would be appreciated. Other then that if that fails as well, is there any other way to prove my ownership to get the account back?
might also be our mail sending be broken
I don't have access to set passwords or set emails
maybe you can try via bohemia support via bohemia.net
Just sent another welcome mail
I may have found another issue with regex.
I'm trying to use regexFind in this string:
"if (true) then {
1
}; " regexFind ["\n(\t|\s)*", 0]
and I get 4 results
",16],["",22],["
",18],["",22]]```
(the 22 ones are end of string)
there should only be 2 results (the \n after { and before })
Also, please fix the error "0 elements provided, 0 expected" when you use empty string: "" regexFind ["bla", 0]
Oh.
I just realized why this happens!
it also lists the capture groups:
"AAAA{}" regexFind ["(A{4})/io", 0]
[["AAAA",0],["AAAA",0]]
is this intended behavior?
Capture groups exists for this yes π
e.g My name is (.+) if you want to grab someone's name
yes. You can use a non-capturing group if you don't want them to list
If you have named capture groups, I should add the name of the matched group to the thing probably
But it probably shouldn't list the exact same match twice. Depends. I'll check if I can make it better in a sensible way
it should not return empty matches afaik
Dedmen pls fix

What kind of abomination is that? π
Oh, it's a billboard upscaled with setObjectScale? π
The pip image is smol and doesn't fill the screen like it should π
You opened pandora's box with that object scaling π
Dedmen plz f⦠oh
Ah, I think find should ignore capture groups.
And just return the longest match or smth..
yeah
I will ignore regexFind matches that are 0 length
like
"blabla" regexFind [".*?"] can/will match 0 characters...
/g would?
default settings does
this too?
#arma3_feedback_tracker message
btw was the game version updated with the CDLC?
I'm on dev so idk
(in other words, is it 2.04 now)
it has been 2.04 for a week or two
@untold sky have you made any changes to addon builder or something?
my textures are corrupted now 
"blabla" regexFind [".*?"]
->
[["",0],["",1],["",2],["",3],["",4],["",5]]
I guess that's right
no
That find stuff with capture groups is annoying :U
Maybe I should change the return format.
Instead of array of all matched groups.
Array of matches like so
"test is a cat test is a cat" regexFind ["(.*?) is a ([\S]*)"]
->
[["test is a cat", 0, ["test", 0], ["cat", 10]], [" test is a cat", 14, [" test", 14], ["cat", 24]]]
first match, with its capture groups.
Second match with its capture groups
I think thats the proper way to do it
instead of current result
[["test is a cat",0],["cat",10,0],[" test is a cat",13],["cat",24,0]]
I would think so yep :+1:
[[["test is a cat",0],["cat",10,0],["",13,1],["",13,2]],[[" test is a cat",13],["cat",24,0],["",27,1],["",27,2]]]
uh.. not quite
[[["test is a cat",0],["test",0,0],["cat",10,1]],[[" test is a cat",13],[" test",13,0],["cat",24,1]]]
ahah! finally 
btw didn't you improve the AI pathfinding problem with waters?
idk
but I was just wondering about that performance thing
it wasn't on changelog
Well maybe you could change it to AI costmap! π
nobody knows what a costmap is!
btw Ded, can you improve two things about CT_EDIT controls?
- double click: it selects text very badly
- click: when you click on an empty area, it's supposed to take you to the end of the line at the position of the cursor. It takes you to the next line instead.
if you can I'll make the ticket
- double click: it selects text very badly
Wanted, but thats design change and.. probably not
- click: when you click on an empty area, it's supposed to take you to the end of the line at the position of the cursor. It takes you to the next line instead.
That ticket
"test is a cat test is a cat" regexFind ["(.*?) is a ([\S]*)"]
->
[[["test is a cat",0],["test",0],["cat",10]],[[" test is a cat",13],[" test",13],["cat",24]]]
"AAAA{}" regexFind ["(A{4})/io", 0]
->
[[["AAAA",0],["AAAA",0]]]
The overall match, and the capture group.
"AAAA{}" regexFind ["(?:A{4})/io", 0]
->
[[["AAAA",0]]]
non capturing group.
"if (true) then {
1
}; " regexFind ["\n(\t|\s)*", 0]
->
[[["
",17],["",24]],[["
",20],["",24]]]
two matches, with each's capture group. The * here gets resolved to 0, so you have empty group
Should be all good now
Mh no. The capture groups after the \n should be one char after the \n, not at the end end of the string π
oki I excluded non-matching capture groups.
[[["
",17]],[["
",20]]]
When placing the Live Feed - Set Target and setting it to "Module Position" the function throws an error. Is that not how it is supposed to be used?
13:50:59 Error in expression <"_target","_duration"];
_target = _this param [0, objNull, [objNull, []]];
_dura>
13:50:59 Error position: <param [0, objNull, [objNull, []]];
_dura>
13:50:59 Error Type Number, expected Array,Object
13:50:59 File /a3/functions_f/gui/fn_livefeedsettarget.sqf..., line 24
13:50:59 β₯ Context: [] L33 (a3\modules_f\livefeed\functions\fn_liveFeedModuleSetTarget.sqf)
[] L33 (/a3/functions_f/gui/fn_livefeedsettarget.sqf
Showerthought: Can we have a performance update for draw** commands for map GUI elements?
It really easy to break the framerate. I know I'm using it in an unintended way, but still only like a hundred execution of em is enough to kill 10+ FPS
(you can answer with βneverβ)
make FT ticket with repro
Roger
the wiki says exitWith works with count etc but I have problem with that
{ if(_x == 3) exitWith { false }; true } count [1,2,3,4];
cant get the highlight to work...
{ if(_x == 3) then{ break; }; true } count [1,2,3,4];
your ticks are the wrong way around
right thanks for the workaround, just wanted to tell exitWith doesnt work
and thx for that also π
not a workaround. Thats the way you're supposed to do it really
using exitWith makes the code return false instead of number
but I guess you knew that already?
Dunno, but sounds reasonable
hmmm, sounds buggy to me π
it just bothers me because there is no info where the exitWith works and where not
don't use it in loops, because thats what we have break/breakWith for. Which works in all loops
ok I think the wiki needs updating though, just trying to help
yep probably
this also doesnt work (returns 2):
{ if(_x == 3) then{ break; }; true } count [1,2,3,4];
should return 3
you return false
1 -> true
2 -> true
3 -> false
total count of true's, 2
exact same as with your exitWith
If you want 3 you can return true
{ if(_x == 3) then{ breakWith true; }; true } count [1,2,3,4];
exitWith should return a number
{ if(_x == 3) exitWith { false }; true } count [1,2,3,4];
returns false for me in debug console.
{ if(_x == 3) exitWith { 1 }; true } count [1,2,3,4];
returns 1, but defeats the purpose of the count
oh yeah break exits the count loop while exitWith skips one... like continue
yeah this is what I meant
so what I really need is continue, if I understood correctly (for the counting)
if you want to skip just 3, yes
so final code would be:
{ if(_x == 2) then { continueWith false; }; true } count [1,2,3,4]
default is nil, so just continue; should be fine too
yeah that works too
well thx for that, now I can properly work with counts
Did all base game and official DLC characters models got the Characters Firegeometry Update?
the what?
no
yes
no

The samples were updated to what basegame got long ago afaik
so yes, they got it, but quite a while ago
I see a really annoying issue regarding the M40 Bolt action rifle in the new SOG DLC.
Unlike the shotgun, which loads the correct ammount of shells according to how much is left, the rifle does the opposite.
Weather you shot all 5, or just 1, you load 5 rounds either way.
https://feedback.bistudio.com/T125992 Issue with say3D
What an essay π
The poor guy who keeps getting added as a subscriber π
can be closed I think https://feedback.bistudio.com/T158443
Where upside down guns always not possible in Arma? Played around with some attachTo and they only work when they don't get pointed upside down. FT for it https://feedback.bistudio.com/T158456
I wonder what the reason for this is?
This is done on purpose so you cannot fire from turret which is flipped. Its like that since ofp
hmmm, the only reason that would make sense for me is if your land vehicle or boat got flipped.
b-but planes!
and ofc if the gun as "static" object on the ground gets flipped. For planes and helicopters this is weird
Don't forget that static weapons are using tank simulation
For helicopters it might make sense π
depends, my use case is pretty legit :( :D
https://youtu.be/-ZPCnC1xYQc Is it just me or are the Jet sounds kinda weird. It sounds like this thing is already in the air.
(You need to skip forward to 50s)
Well, it sounds like he is going very very fast XD
It was always like this
A3 sound engine...
Also if you listen, the sound is all around you and not really from the direction of the jet itself
No such problems in A2
That's what I mean. It's like it's already flying above me
Also when you turn off the engine, the sound decreases in steps one can hear/distinguish, not flawlessly
It's almost impossible to know if a jet is on the ground or in the air and most importantly the direction
The sound is simply all around you
https://feedback.bistudio.com/T158485 Dynamic Simulation related request.
top feedback tracker ticket of the day: https://feedback.bistudio.com/T158425
its an... interesting read
And there was a poor guy who kept being re-added as a subscriber π
my favorite line is
Personally speaking, I'd fire you for being an internal saboteur.
tempted to disable him, reallyβ¦
nooo every feedback tracker needs the comedic relief
yeah, but we don't need spam :3
But Lou, we tolerate you here as well =/
Was there a ticket which lists incorrect command descriptions?
diag dynamicSimulationStart and diag dynamicSimulationEnd have an incorrect description
mah heart
wow, even more bs from the guy. impressively incoherent rambling I must say
The guy is adding so much to Arma 4 so that your computer can explode

Has he written something else?
This is... sad? i guess
can we get mouse cursor change function? π
already requested: https://feedback.bistudio.com/T154293
nice π
May I ask why sqf setAperture 0
Results in an aperature of 22.365
Shouldn't it rather apply the smallest possible value instead?
setAperture 0.01```
Seems to apply 0
is this a default aperture? or the current scene's aperture?
At first I thought aperture 0 would simply not possible
I dunno what that number is
(e.g same as -1?)
Ah yes, auto aperture
so I guess a bug in the code?
if (_value <= 0) instead of < 0?
you most likely cannot set it to 0, so expected behaviour?
if 0.01 sets it to 0, that's the bug maybe π
-1 β auto
0 β should be 0
0.001 β should be 0.001
It's just weird
At least without knowing the thought behind it
Alright. I had a bug in my code.
The only thing that is wrong is, that the biki description was incorrect. In fact, a value <= 0 will force auto aperture, not only -1 as stated
I have updated the biki accordingly. All good now
Btw I think it'd be good to add a 'create new ticket' button to the arma 3 FT, like the sog of one has
As in https://prnt.sc/12ueqo2
yep
Can anyone confirm that ```sqf
"Group" setDynamicSimulationDistance 100000
Will not automatically enable simulation for groups/units which are in this distance?
it seems like after changing the distance, I have to come within the previous set distance first to enable the simulation. After that the new distance is used for calculation.
The other way around, going from 10000m to 10m triggers a change of simulation immediately
Looks like your compileScript command for cfgFunctions has fixed the preprocessor bug anyway https://feedback.bistudio.com/T154844
nop it uses same preproc as the other
but it works nau 
probably just luck
any eta on the fix for that e.g. cfgFunctions using preprocessFileLineNumbers (still hate that cmd name) π
isn't it already in the game?
watΓ
Not a preprocessor bug.
CfgFunction uses preprocessFile, that is supposed to not have line numbers.
Everything is working correctly here.CfgFunctions should be changed to use preprocessFileLineNumbers yes, and it will be. But nothing is wrong with the preprocessor.
it should be fixed already tho. isn't compileScript already available in v2.04?
is it okay if i post my feedback here?
depends what kind of feedback it is
but for "official" feedback you might want to use the feedback tracker (see the channel description)
where is the channel description?
so its okay to post the link to the page of the feedback
Accident my bad.
Not sure if this already have been reported (couldn't find it via ft search) I try to bind a key which is Shift + L_ALT but Arma only sets Shift in the settings dialog. and removes L_ALT
not sure if the issue is CBA or Arma alone. https://dl-cdn.knight-industries.org/BI/2021-05-13_18-21-47.mp4
I'm able to do R/L shift + Left alt as a bind on vanilla A3
yeah, seems to be a CBA issue then, works in base A3 as well
only on configure addons it does not
shame
I got a feature request for Eden Editor. Would it be feasible to change how makers are displayed when marker alpha is set to 0? Currently, they completely disappear which makes working with them clunky. Also it's very easy to forget about them and selecting is only possible through the entity list.
Impossible to select with a selection rectangle (if you know where it is)?
That works. But if you have a mission with 60 markers which are displayed depending on certain tasks etc. This is getting a bit annoying
If I want to hide them in the editor I put them in a layer and hide the layer.
Yep, I only started working with layers with LM CAAS - kinda useful indeed
They are a life saver sometimes.
And as I found out today, not many know about their potential
anyway, offtopic
can be closed
https://feedback.bistudio.com/T84383
or a little icon like when Dynamic Simulation is enabled on units
can also be closed
https://feedback.bistudio.com/T84504
Uhh, I actually got a great idea π
shakes in his boots
*shakes his booty
more than can be closed:
https://feedback.bistudio.com/T119632
https://feedback.bistudio.com/T123309
Tiredthoughts: In Eden Editor's select mission screen (either saving and loading), right click there to open context, and open folder maybe. Worth it?
Like in "open folder in explorer" context menu?
Yeh
That's a nice idea actually
Is it intended that Eden editor object eventhandlers cannot be added to triggers?
example?
ENH_Garrison_AreaHelper = create3DENEntity ["Trigger", "EmptyDetector", screenToWorld [0.5, 0.5]];
ENH_Garrison_AreaHelper addEventHandler ["Dragged3DEN", {systemChat "Will never show"}];
I guess addEventHandler only works for CfgVehicles and not for CfgNonAiVehicles?
something that came to mind: Why does ctrl/displayAddEventHandler does not throw a "Wrong ENUM" value error if an incorrect EH name is used?
https://feedback.bistudio.com/T158617
Just made this one, related to scripting commands. It's pretty important to me
might be because we forgot to add the check
it might solve the issue with onToolboxSelChanged and ToolboxSelChanged

Please add repro with copy paste example including what is expected and what is actual
wilco
Worth a ticket?
Yes
@solid marten ran some further tests and updated the ticket accordingly, it seems that it's just the default syntax of selectionPosition that's broken, the alternative works fine it seems
It's an interesting issue tbf
there is nothing wrong with 1st syntax it just doesnβt give you control over LOD. I see using alt syntax solved your problem, the ticket can be closed? your other concerns are model related unless you can show that it is simple object related and with normal object it works fine
selectionNames returns a bunch of selections, but selectionPosition returns [0,0,0] for them as if they didn't exist, is that really how it's supposed to be? Not sure which LOD the 1st syntax is using, but the alternative syntax only has access to Memory, Geometry, FireGeometry, LandContact and HitPoints LODs and none of them seem to contain the selections that I'm trying to get positions of.
And in short, what I'm trying to do is to get the position of the proxy:\a3\data_f\proxies\weapon_slots\side.001 from a simple object created with a weapon model, like the description explains. And again, all selections are returning [0,0,0] when I try to get their position, and because the alternative syntax of selectionPosition only allows to check these few LODs, I can't access these selections with that alt syntax, because they are not present in these LODs.
I'll have to confirm if it happens with normal objects too (and from my previous experiments Im nearly sure it doesnt), but if it does, it would mean that the default syntax of selectionPosition is broken overall
It's a really odd issue to explain. Default syntax doesn't seem to work with simple objects, alt syntax works but it's limited to few LODs and doesn't have access to the same LOD as the default syntax, whichever LOD it is. Both options don't allow me to access the piece of data I need, which is the relative position of the side weapon proxy.
would love to see the Tunnels Module being allowed to use faction names as well unit classnames
post it on SOG's feedback tracker, not here.
@untold sky https://feedback.bistudio.com/T158625 Ticket for foreign error
Do you need to list of possible values as well?
is that really how it's supposed to be? this is how it has been
@daring wagon why mission EH is on the list?
no wait, let me rephrase, why EHs that throw foreign enum error already are on the list
I don't see why it should not
Do some of them throw it already?
Didn't know that. I thought EH were not touched at all
you mean you dont test before posting bug tickets?
addMissionEventHandler ["R3vo", {}]
Same as some devs don't test if all commands were fixed when they publish a change π
I thought we are working together here
We are and I am going to update the list.
I'm having trouble packing an .hpp ... trying to have a single quote in a macro and it's tossing an error...anyone have any tips?
what's the error? post in #arma3_troubleshooting
Yeah, got it. Any chance to get that fixed?
I donβt know, is every selection returned by selectionNames supposed to have position in every LOD? What would you say @sterile nova
so it boils down to not being able to query all available LODs? dunno if we can fix that
not exactly tbf
not sure which LOD selectionPosition and selectionNames refer to with the default syntax, but selectionPosition always returns [0,0,0] for simple objects with the default syntax (when we don't specify the LOD)
so the optimal solution would be to make selectionPosition actually return the position of the selection in a simple object with default syntax,or - less optimally, but still - allow to target the resolution LODs with the alternative syntax
because, again - I am not able to get the position of the selections with the default syntax because it thinks it's always [0,0,0], while the alternative syntax doesn't allow me to target the LODs that I need, because the selections that I want to get the position of do not exist in the current set of LODs
Hope it makes sense, but it all just boils down to selectionPosition default syntax getting confused when running it on simple objects, that's pretty much all
the fact that it correctly gets the position with the alternative syntax for other selections (when we target a specific LOD) but always returns [0,0,0] with default syntax... it makes me believe that the default syntax of selectionPosition for simple objects queries an LOD that does not exist, for some reason. But that's just a wild guess, not sure what the code does under the hood
I'm reading through the documentation and I'm under the impression that I misunderstand how these two commands work, but I'd have to run much more testing tonight to find out.
Idea: Add alt syntax to random command which takes array and which shuffles array like BIS_fnc_arrayShuffle?
unsort π
Well, unsort is kinda sorted as well.
Don't take his senior dadjoker role, Revo
Well, unsorting means the elements next to each other in the array have as less similarities as possible. Which would then result in a sorting as well π
Thanks for the feedback on my idea π
joke aside, I would go for a shuffle command
Works as well
or an alternative syntax on sort π
false sort array
(j/k, that would obviously be awful and error-prone)
array sort "Lou`s Way";
oh my, the results
it is simple, default syntax switches LODs looking for selection Searches first in memory level, then in geometry LODs. the alt syntax allows to choose LOD. if selection name is on LOD not supported you get 0,0,0. Now Iβve read your ticket and replies several times and am getting more confused. Looks like you want to query LODs the script command doesnβt support, yet you say this is not the case but cannot formulate what is
Iβm going to try your example from FT ticket
@untold sky the new apply command for hashmaps has incorrect command info 
it says code apply hashmap
it should be hashmap apply code
also the return type is incorrect (I think). it says any. it should be array
btw, if the latest build was supposed to fix regex, it hasn't and it still can cause crashes.
simple repro:
"a" regexFind ["a", ""];
```
also this still throws an error 0 elements provided, 0 expected (I think you said it was fixed?):
"" regexFind ["bla", 0];
@vocal thistle It seems that selectionNames returns all names from all LODs but selectionPosition has limited number of LODs to search in. I will investigate if this could be improved
Thanks man, much appreciated
Why does sqf all3DENEntities;
return [[],[],[],[],[],[],[],[-999]] during mission preview? Shouldn't it be entirely empty or am I missing something?
(No Comments are present in the scenario)
Workthoughts: A command that returns an identifier like:
{
(getIdentifier format ["PLP_object_%1",_x]) = "B_MRAP_01_f" createVehicle getPos player;
} forEach ["A","B","C","D"]```This makes four Hunters: `PLP_object_A` to `PLP_object_D`
Makes sense? Even possible? Worth of ticket?
I don't think it would work interpreter-wise but I might be mistaken (Dedmen could tell)
alternatively you can```sqf
call compile format ["PLP_object_%1 = ""B_MRAP_01_F"" createVehicle getPos player", _x]
Yeah I can, but I think this is not a great way to do. Well this is just my opinion though...
don't worry I get it ^^
missionNamespace setVariable [format["PLP_object_%1",_x],"B_MRAP_01_F" createVehicle getPos player];```?
Also, shouldn't it be setIdentifier instead of get?
it could be used to get it too I suppose
also, private variables? I fear it might lead to a mess ^^
(although already doable)
fixed
@sinful kettle https://feedback.bistudio.com/T151256
you know if this works now?
yes fixed
There was no dev-branch update since the fix
Yeah, I wrongly assumed that only because selectionNames sees it, selectionPosition should too with the default syntax, which wasn't the right assumption. But, as you said, if this could be improved so we're able to target more LODs or something, it'd be really great and would help me out drastically
*Suggestion for S.O.G. to implement a compatible system for removing or adding national emblems, license plate types and numbers, and so on to increase compatibility with Global Mobilization and improve generic options and re-playability.
@craggy night #sog_prairie_fire
Someone there told me to post here, mb
Btw looks like a few people have reported having the steam cloud problem when trying to upload missions from the editor https://feedback.bistudio.com/T158403
@craggy night maybe they meant this feedback tracker https://feedback.bistudio.com/home/menu/view/1/
Yeah sorry. I thought there was
(the update was only for SOG)
Check again
The changelog doesn't mention anything about regex fixes 
https://feedback.bistudio.com/T158403
any update on the issue?
it affects majority of UGC producers, basically significant chunk of mission creators can't update or upload their missions to workshop
if only Publisher could be used for missions too π«
I know nothing about steam API changes.
Usually everything they do they keep backwards compat for a loooong time so that sounds wrong to me.
My last comment that I posted on the ticket is the update
Is the problem reproducable on your side (i.e. uploading any mission to workshop)?
if not, i could use profiler build (it has extensive logging, right?) to provide some additional information on the issue
(it has extensive logging, right?)
no
Update: Steam is blocking it, we didn't touch anything. Waiting for info from Valve.
I hope it will be fixed soon, got some major updates to publish on scenarios :/
When you right click Arma 3 in steam and go to properties.
In general above the command line options there should be a checkbox for "cloud saves"
I think thats it, currently in A3 it doesn't show up as it seems to be disabled on steams side
Would it be worth a ticket to request a command like setRemoteDetonatorRange <Number>. It would be awesome to have an option to change the predefined range in which satchels and other explosives can be triggered.
Couldn't find a ticket for this, and not sure it's worth one as I don't know if it's intended or not. The small airstrip in NW Altis (near Ammofoli) doesn't support landing, take-off, or taxi by AI fixed-wing aircraft. Landing autopilot also doesn't work, as expected, and attempting to use it there just puts the aircraft on an autopilot to land at the airport. Putting down an AI aircraft on the ground results in it taxiing to the start of the runway and then going off the runway into a house next to the runway. Should I make a ticket, or is it intended?
ctrlMapAnimAdd ticket. With nice repro. https://feedback.bistudio.com/T158730
Made a ticket about optional DLC status not being loaded into launcher after importing the preset file that contains them:
https://feedback.bistudio.com/T158740
Oh yes. That's super annoying 
Can't just fix it, even though I can, but it will create issues with backward compatibility, will have to think something usable.
New command?
ctrlMapSetPosition oh you gonna love it
;D
[] spawn
{
disableSerialization;
while {true} do
{
for "_i" from 0 to 8 do {deletemarker ("testMarker_" + str _i)};
private _display = (call BIS_fnc_displayMission) createDisplay "DisplaySimulated";
private _ctrlGroup = _display ctrlCreate ["RscControlsGroup", -1];
_ctrlGroup ctrlsetPosition [0,0,1,1];
_ctrlGroup ctrlCommit 0;
private _ctrlMap = _display ctrlCreate ["RscMapControl", -1, _ctrlGroup];
_ctrlMap ctrlMapSetPosition [0, 0, 0.5, 0.5];
for "_i" from 0 to 8 do
{
private _rndPos = [] call BIS_fnc_randomPos;
private _marker = createMarker ["testMarker_" + str _i, _rndPos]; // Not visible yet.
_marker setMarkerType "hd_dot"; // Visible.
_ctrlMap ctrlMapAnimAdd [0.8, ctrlMapScale _ctrlMap, _rndPos];
ctrlMapAnimCommit _ctrlMap;
waitUntil {ctrlMapAnimDone _ctrlMap};
systemChat "Next animation in 3 seconds!";
sleep 1;
if (_i == 4) then
{
_ctrlMap ctrlMapSetPosition [0.25, 0.25, 0.75, 0.75];
sleep 1;
};
};
ctrlDelete _ctrlMap;
};
};```
Oh sweet. Does this even fixes the issues with map controls placed in controlsGroups?
not entirely, map is not like any other control so it does not really work with controls groups. this command will position map as if it was inside, which it is, but it is not updated with it automatically
yeah no worries was long due
removed
double removed
No need to remove the text from spam tickets.
Probably better not to, that way we still have proof that it indeed was a spammer.
There's no value in removing text that noone can see anyway
diag.exe wipes mission when trying to preview in MP in Eden
https://feedback.bistudio.com/T154452
can this be looked into please - while it may only affect advanced modders, the consequences are very bad
maybe not but sure feels good
isnβt diag supposed to be non-mp?
we need more eden save backups :u
Yeah when? π
Otherwise I write something with python
Almost lost a mission yesterday, luckily it was already up in the cloud so I could restore it
Its my next task, but I'm procrastinating doing more fun things instead
I always store stuff in git even when working only locally ;D saved me a few times.
You said it sounds fun to create a backup system last time π
π
Yes please 
maybe it sounded fun but turned out not be when he started working on it π
I probably noticed he has to do some UI stuff and backed away from it π
Guys, I've created a ticket on a subject previously discussed here as I think such addition would greatly benefit many mission makers and modders in many particular situations.
It is related to A3's default actions, and how the only way to disable them currently is via mods
config actionmenu potentially, addActions/holdAction no?
Does that means that we would still get the option to heal enemies?
"// etc"
Really? we should do that for ALL basegame actions?
Don't think thats feasible
Not all, whatever you want really... What really bothers me is the inescapable heal option
How does ACE hide the heal option?
Yes

It can be done via mods, just not via another vanilla missions friendly way
How does ACE hide the heal option?
I am sure someone who works on the mod can answer you that π
Surely just changing the parameters behind who can heal people and with what items should be enough to "hide" the heal option?
All scripted actions should have their action ID stored in a variable. So you can just call removeAction and be done with it.
Only problem are the "hardcoded" (config) engine actions
Something like disabledActions[] = {"classname"} sounds more feasible
The only really bothersome are the healing and the reload magazine ones...
The other default actions don't get in the way really
we change item type of FAK to not be a FAK anymore
this is mostly done for AI not players, as you can't prevent AI from using them otherwise.
It's one of the reasons there's no toggle to simply disable ACE medical.
So if there was a description.ext solution for this you could possibly make ACE Medical truly toggle-able?
It gets completely in the way of my custom melee "take down" addction
you can set addAction's priorityβ¦
Probably, but it would also need to work on AI.
Maybe something like unit allowHealing false would be helpful there.
I do not like description.ext solution as you need to adjust your missions for that. If we would be able to disable it via scripts you could just toggle the system without touching the mission files.
I just thought a description.ext solution would be the easiest/most secure but I am not against a scripted solution at all
Still it gets in the way, using priority 1 or 9999 the heal still gets in front
try 10e10 idk π
yeah but it doesn't spell as cute
cfgActions can be modified via configs but not via sqf
the profileNamespace trick may work tho (still would need a mod)
probably better would be a way to disable them for entities altogether and script the still needed actions instead
Thank you for clearing that up! Hopefully that gave Dedmen some insight on the best possible way to address this
what would be good though would be expose AI command orders π
well the game could scan for both mission config file and main config file. Mods could put stuff into the main config file then.
I agree that a description.exe-only solution is like a mod-only solution (with relation to missions) but a reverse π
I remember there was a similar problem which allowed a player to put a satchel (via a hardcoded action in the action menu) while being unconscious (it was problematic in End Game π )
I think that a proper way to do this is some SQF command which allows to enable/disable certain actions. I mean these actions:
https://community.bistudio.com/wiki/action
Sounds good... but I am not sure that the default Heal action that appears on wounded units by default is related to those particular actions...
there are "heal", "heal soldier", "heal self"
but I don't know either
Yeah but those are not AddActions, they work like commands that you use in a script
those engine actions are not add actions either... so I don't know
This is the key I believe: "cfgActions can be modified via configs but not via sqf"
If you disable those "Heal/Heal Soldier etc" the "engine AddActions" would still appear... they just won't do anything once you press space... (I think)
If you guys believe this would be a worthy addition please consider subscribing to the ticket: https://feedback.bistudio.com/T158770
Also, doesn't Prairie Fire also disable the default Heal "Engine Action"?
like, share, subscribe, repost... π
yes sure, but I think that a scripted solution is better
I Agree! You can comment that on the ticket and I will support it π
Also update the main post
Where does someone report a potential security issue?
there is a private bug report?
yes, you can set it to "private"
oh didnt see that
I still forgot to make that "create ticket" link in top right... Where again was I supposed to do that?
on the FT
you're welcome
but where? just on the main A3 one?
A3 + DayZ + Ylands would be grrreat?
can't IT be involved in this? π
IT can do it if they have the time π€£
IT doing stuff
suuuure
I dont think water is gonna do a lot anymore
maybe that's what happened
well I guess maybe it'll bring a new potato into life based on the old one
I cant remember what the word for that is
Oh yep
Guys I updated the ticket with your input and feedback, thank you!
now we π that it will be implemented.
Lets π to the alive and ded gods alike π π
[Feature Request] Add SQF command to disable all native/engine based actions/cfgActions
https://feedback.bistudio.com/T158795
Actions "TakeMagazine" and "TakeDropMagazine" are broken
https://feedback.bistudio.com/T75585
Is it intended that diag_exportConfig returns false? Biki and ingame doc say it should return nothing
doesn't matter ^^
Revision: 147667
[BUG] visionAid also colors destroyed units/vehicles: https://feedback.bistudio.com/T153249
This is confusing imo. As the helper is meant for new/inexperienced players, its even more unfortunate.

wtf is that comment
its like a mix of a spam comment and a normal comment
also this ticket is missing info to do anything about
https://feedback.bistudio.com/T158790
that's clearly an AI generated message
Ironic that its a bot advertising a writing service.
the bot literally just takes the title and fills in some blank with it 
there's nothing weird about it
it just starts like that to get you to read it
huh ok
There is 3 of these. All created by the same user within a few minutes of themselves.

fixed that for him
how are chances for simple getter/setter like:
[Feature Request] New scripting command: setAutoCombatTimout: https://feedback.bistudio.com/T156436
[Feature Request] New scripting command: getAutoCombat/setAutoCombat: https://feedback.bistudio.com/T155105
hey all. Made this some time ago. It's a request for specific objects to be availalbe for terrain makers. Would really appreciate if this could be looked into, these assets are present in the game but not as individual .p3d files for usage in TB.
https://feedback.bistudio.com/T158581
I have seen this being requested several times both here and on the BI Forums... specially on @regal pumice 's LAMBS Danger Thread. Commented and subscribed to it of course π
whatβs the difference between get set auto combat and disable enable ai autocombat
is there config setting for timeout value?
@solid marten no config setting
the difference is the following - with disableAI you can just disable or enable, but you loose the native engine functionality to switch units to AUTOCOMBAT (and off) based the circumstances, as well as the behavior while in AUTOCOMBAT
like you can try to script a similar enemy awareness system, but its difficult and not as good as the native engine one - so keeping using it, is desirable
you only want to manipulate the threshold, or to be able to get units out of autocombat or into - while retaining the original enemy awareness system (aka AI to switch into AUTOCOMBAT again if the situation demands/to get it out but with the potential to switch back into it or activate AUTOCOMBAT behavior)
i donβt get it, what setautocombat does?
When Ai units enter into COMBAT MODE due to their AUTO COMBAT feature being enabled then they stay in said COMBAT MODE for 5 minutes. There is currently no way to change those 5 minutes. I believe the proposed "setAutoCombatTimout" command would allow scripters, moders and mission makers to change those 5 minutes to any amount of time they deem fits their needs better.
An example could be: I am making a Metal Gear inspired mission. Metal Gear guards only go into COMBAT MODE for 2 minutes and then go back to their regular mode. There is no way to do that currently other than disabling and re enabling the Ai's AUTO COMBAT MODE which would probably mean a loop script running for each Ai unit on the mission. Missions with lots of Ai would probably suffer significantly because of that.
Don't take everything I said as spot on since I have proven difficulties understanding and explaining things in english but that is what I picked up from the ticket.

Even an Mission Event handler would be very useful, for when a Group has entered COMBAT MODE and for when a Group leaves its COMBAT MODE. Something like the addmissioneventhandler groupcreated eh but instead addmissioneventhandler groupenteredcombat
EH for behaviour change would indeed be nice.
We could really use @regal pumice @tranquil harbor @grave crag and @sinful kettle on this topic, them being the Ai gurus of our times
do not forget about @grave crag
Well in my defence I did search joko and no user came up but I did not forgot him π Thanks!
@tranquil harbor now that you are among us, what would be more useful for you? A "setAutoCombatTimout/getAutoCombatTimout" command to modify the default time the Ai remains in COMBAT MODE or an EH for when groups change behaviour?
the latter is useful even outside of ai mods really. the first one would be also useful outside of ai mods.
i am pretty sure we would not need to use the EH as we basically use the dangerFSM and have a good grasp when a unit would switch to combat. The timeout thing is something we would need to discuss if we need it really.
but yeah both things would be nice to have
Alright the current moder but future official dev has spoken, perhaps his future peers and current BI devs will take his comment into account π
future official dev
noooot so sure about that π
Ok so they are smarter than I thought and hired you already π
||i have not received an offer||
There goes my hopes of an improved A4 Ai π
yeah sorry that ticket lacks enough context
setAutoCombat makes the group switch to autocombat - aka moves slowly and tactical
otherwise you need enemies to shoot on them to switch to this behavior. so the sqf command would trigger the behavior change, while enableAI/disableAI only is about if its available at all
does that help?
and yeah an EH would be handy too, but with getAutoCombat one could monitor the state itself via loops too
but can you not set behaviour already to do this? and auto combat is just normal way the group would engage with enemy by default and you can disable it with disable ai? So if you setautocombat on you would change nothing as by default the group is already in auto combat, ie will go to combat behaviour when gets under fire? so if you set it off it will disable autocombat just like disable ai? maybe name is confusing, maybe you meant invoke combat behaviour when there is no enemy, but you can do this already. Iβm not sure I can see clearly what you see
i am not aware how you set a group to AUTOCOMBAT state (without spawning an AI to shoot on them). is there?
setAutoCombatTimout = adjust how quickly all/a specific group gets "normal" again
getAutoCombat = determine if a group/unit is in AUTOCOMBAT state
setAutoCombat = make a group switch to AUTOCOMBAT state even if not engaged + make a group leave AUTOCOMBAT state before the timeout hits (but capable to switch back into when engaged again) [the latter should be doable also via disableAI "AUTOCOMBAT" and enableAI "AUTOCOMBAT" shortly after, but not 100% and is no relying on true engine mechanics]
isnβt the group is by default in autocombat unless you disabled it with disable ai?
at least as far as my understanding is autocombat is or leads to an unique behavior by AI - slower, tactical movement, use of cover points, etc. not the same as behavior combat
It is
Autocombat = turn on/off combat mode automatically
When someone engages the group, the leader sets the group to combat mode
When there's no enemy for ~ 1 min, they go back to aware
@sinful kettle its 5 minutes and not the same as combat behavior, nor combat mode red
https://feedback.bistudio.com/T158870
(Seems) Every SOGPF groups cannot be spawned by BIS_fnc_spawnGroup, which could be avoided by a single line of code. This may caused on other Mods or such
Question is, why is the position in format string?
Could just be defined in config.cpp like position[] = {0,1.5*1,0};
https://feedback.bistudio.com/T158870
Oh yeah, I got a spam
nope, not anymore you don't
@tranquil harbor Are those 5 minutes defined in the Ai's FSM routines?
much of the engine is just c++ code. not much in (sqf) FSM.
the AI mechanic works a somewhat similar to FSM, but just a lot of states and different overlapping systems
don't there is aynthing like 5 minutes defined, we just know when the ai enters in the dangerfsm and we know when it leaves the fsm, but during that it runs through the custom fsm. i doubt there is anyhing like that in the vanilla in engine dangerfsm
it is not a valid position format, use __EVAL(1.5*1)
@untold sky is this correct?
binary__getunittrait__object__string__ret__nothing_bool
the old one was:
binary__getunittrait__object__string__ret__bool_scalar
Boolean or Number - trait's value Nothing - if unit is invalid, e.g an empty vehicle
it can be bool, number, nothing 
ah yeah
[BUG] AI tank gunner fires (under player command only?) first shot too early and thus always misses first shot: https://feedback.bistudio.com/T152879
apparently this is a general bug (not limited to player command) and even affects infantry
Yeah sorry 
I was updating intercept
forget all targets of specific side?
no, forget specific target of given side
Since I can do east knowsAbout player, it would also be nice to reset KnowsAbout value of east side
since
I'd assume it just iterates over all units
units east apply {forgetTarget...} will not reset the knows about value
Yeah, it might be the "side center" that knows about player.
is this also the place to ask the status of tickets? Been meaning to ask but then something else came up and i forgot gain
the status of tickets is usually listed on the ticket itself
then i can assume they are dead and wont be done.
depends how old
sometimes you can get BI's attention and they will consider the effort, feasibility and community benefits
like today's dev branch has a few tickets from 2012/2013
oh there are tickets for the things? maybe need to close them then π
Hm, is there a way to have a search query in the FT that allows 2 tags?
Also I think this ticket can be closed, launcher exception from 2015 that was 'deleted' by the author in 2020 https://feedback.bistudio.com/T85160
Also oof I'm 99% sure this wont happen because of a big backwards compatability mess https://feedback.bistudio.com/T152937
Also I think this can be closed as wont fix, since contact optional isnt meant to be used with other missions
also crash report in wrong tag https://feedback.bistudio.com/T153277
I'd have to check, but wasnt this fixed in a semi-recent update? https://feedback.bistudio.com/T153094
^ heli gunner grabbing miniguns
well as one can see those are fixed not because of the trascker but because dedmen found them by themselves. the 2 i wanted to mention are probably too annoying to fix anyways.
Feel free to mention them 
Also this ticket has some duplicate tickets (linked in it) https://feedback.bistudio.com/T128376
Need more info https://feedback.bistudio.com/T154426
duplicate https://feedback.bistudio.com/T154711
Huh? Bohemia authored ticket? https://feedback.bistudio.com/T86055
mod problem not game https://feedback.bistudio.com/T154487
This was fixed in a recent update, no? https://feedback.bistudio.com/T155172
can be closed too me thinks https://feedback.bistudio.com/T155482
Dedmen is/was working on this https://feedback.bistudio.com/T83355
missing info https://feedback.bistudio.com/T156638
Can be closed, feature doesnt exist anymore https://feedback.bistudio.com/T156276
I can't find that post but I think it may have been on this channel.
Earlier this month (?) there was someone who was complaining that the inputs from the joystick were smaller than the inputs from the keyboard (when flying the helicopter).
He posted screenshots of his control stick position when both using the joystick and the keyboard.
I'd be interested in finding that post because I've had the same issue lately and I think I'm onto something here.
Anyway, I own a T Flight Hotas X and some time ago, around two weeks ago, I "lost" all my controls that I have set up. (may have been related to me switching profiles but I'm not sure).
Instead of all my "T.Flight Hotas X Stick ABC" controls, I now had "Stick ABC", all greyed out: https://imgur.com/a/Mt0kBBd
So what I did was to simply re-add everything back, like this: https://imgur.com/a/24ONPNw
And I only noticed it yesterday that everything was kind of very sluggish. The controls seemed to be "halved".
After tinkering with the controls, I eventually removed the grayed out "Stick ABC" controls and... everything went back to normal! π±
Could it be that the game was averaging the inputs from "both" controllers, but one of them was always outputting "0" (even though it didn't actually even exist), which resulted in the value being halved?
Yeah, this one. @fickle root check your controls or maybe click "unmap" and remap them because that just fixed it for me
Not using a joystick and the ticket is not from me
Oh sorry, I thought you had the issue since you were asking for it to be fixed π
^ fyi @untold sky 
btw got some spam in the recent gm FT activity https://feedback.bistudio.com/project/view/43/
man this poor guy, his ticket keeps getting spammed
https://feedback.bistudio.com/T157538
from old feedback tracker
old feedback tracker? I think thats before my time
which is why its in "Feedback" status. So yeah. I guess feedback phase was long enough
I guess feedback phase was long enough
Yee
Wow that guy literally replying to spambots not noticing over multiple bots that they are all just posting bullshit
removed, thx

β¦
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