#arma3_feedback_tracker

1 messages Β· Page 35 of 1

sinful kettle
untold sky
#

how about general "player weapon memory point to worldworld"

sinful kettle
#

then use with modelToWorld?

untold sky
#

no

#

player weaponMemoryPointToWorld [primaryWeapon player, "usti hlavne"]

sinful kettle
#

you really like those long names don't you?! πŸ˜„

untold sky
#

what long name? :U

sinful kettle
#

weaponMemoryPointToWorld

untold sky
#

its descriptive :U

sinful kettle
sinful kettle
untold sky
#

Dunno, maybe

#

just a name i remember

sinful kettle
#

either way, as long it's somehow possible I'm happy! πŸ˜„

untold sky
#

plox put my thing in ticket

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or both

sinful kettle
#

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?

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it's been like this forever tho meowsweats

daring wagon
sleek scaffold
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"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!

unborn acorn
#

Weapon_srifle_DMR_06_hunter_F <--- wrong subcat [editorSubcategory="EdSubcat_AssaultRifles";]
correct ---> editorSubcategory="EdSubcat_SniperRifles";

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need ticket for this?

alpine tulip
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Wooden Mk14 right? How about other Mk14s?

unborn acorn
#

EdSubcat_SniperRifles

alpine tulip
#

Go for the ticket

#

It's a seconds job for them :)

unborn acorn
desert trench
#

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

untold sky
#

"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

sinful kettle
sinful kettle
daring wagon
alpine tulip
#

Pretty strange behavior, known?

  1. Kill a man inside a vehicle who is a member of your group
  2. Your player unit recognizes he's dead now (2, SITREP)
  3. 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

sinful kettle
#

I mean nvg and backpack in vehicles

gray wharf
#

I believe it would be for "3D collisions" reasons

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like, not having the backpack going through the side of the car ^^

alpine tulip
#

I want it for my really personal perspective, it's easy (I think) to make some properties to β€œshow nvg/backpack on this vehicle” in CfgVehicles entry

sinful kettle
#

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

tribal rivet
#

Although one of them would probably become a Bergen πŸ™„

limpid rune
#

it'd be nice to be able to toggle them for sure, like backpacks being visible on static weapon gunners etc

sinful kettle
#

does setVariable use unordered_map? notlikemeow

uncut briar
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allVariables order is not guaranteed if you had issues with it

sinful kettle
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nope just wondering! πŸ˜„

#

but that kinda explains it

untold sky
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Its a hashtable same as script hashmap

daring wagon
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Wow, the editor backup ticket actually got assigned. πŸ˜„

restive bone
untold sky
#

sounds fun

restive bone
sinful kettle
#

Btw Ded, remember this?
#veterans message
Is it possible to have those "building geometry" map or whatever in a command?

untold sky
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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

sinful kettle
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I was joking! πŸ˜›

untold sky
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how would you want that in a command?

sinful kettle
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I mean the object "bounding box" things (except they're not just plain "boxes")

untold sky
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its the AI map thats used for findFreePosition/createVehicle or AI pathing

sinful kettle
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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

restive bone
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(or later)

sinful kettle
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(if possible)

untold sky
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the AI map is generated by doing lineIntersects, basically

untold sky
sinful kettle
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for my earlier request

untold sky
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its not actually using line intersects, just basically

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no I didn't check

gray wharf
restive bone
untold sky
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Well I'll try.
Can't tell if it'll make it until its actually done

restive bone
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Oki

daring wagon
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Quick Question:
Why does findDisplay 46 createDisplay ... in Eden Editor simply fails silently, while findDisplay 313 createDisplay... in mission preview crashes the game?

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I'd prefer it would both times fail silently

gray wharf
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what is 313, Eden ?

daring wagon
#

yes

gray wharf
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I suppose 46 = displayNull, whereas 313 = not allowed = boom

daring wagon
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But does that makes sense

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findDisplay 313 should also return displayNull then and createDisplay should fail

gray wharf
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display 313 exists
it tries
fails
crashes

finite anvil
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what happens if you try to create a display on top of display 12 (map) or 0 (main menu)? @daring wagon

daring wagon
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No clue, need to test

daring wagon
untold sky
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I think eden display exists behind mission preview

desert trench
#
    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?

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Forced crash (Set): array access out of range: 36775 index: -31849

#

πŸ‘Ό

daring wagon
alpine tulip
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Does a β€œtry to load anyways” system in Editor when in a missing MODs situation make sense?

gray wharf
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I would say sure, like "delete if class is missing"

alpine tulip
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Kinda so. Just a showerthoughts (not really) so not entirely sure how it should work

gray wharf
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please take a shower sometimes

alpine tulip
#

That's a hot take

restive bone
#

but then arma should definetly create a backup of the mission

gray wharf
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related to R3vo's ticket πŸ˜‰

restive bone
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Yup

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But yeah I guess the game would need to move the actual dependency entry, and also any item linked to that mod I guess

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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

alpine tulip
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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

gray wharf
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but I assume it will be done in the "purge sqm from any unknown classes" way

restive bone
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yee

alpine tulip
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β€œwould you like to make a mission.sqm backup and try to purge unknowns?” button?

restive bone
#

that sounds more like the tooltip

gray wharf
#

or one super huge button πŸ˜„

restive bone
#

maybe "Try to load anyways"?

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or attempt to sound fancier

alpine tulip
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Well that was just a summary πŸ™‚

restive bone
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πŸ‘

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But ye sounds like a good idea, gimme a FT ticket to subscribe to BongoBoink

alpine tulip
#

no u!

gray wharf
alpine tulip
gray wharf
#

u bed!

restive bone
gray wharf
untold sky
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just red warning banner "WARNING! Autosaves disabled until next manual save"

sinful kettle
#

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 meowsweats
also someone reported this:

I'm at 5700ATL / 5705ATL (VR map) and have one of these "20*10*8 VR 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 notlikemeow

spare vine
#

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 πŸ€·β€β™‚οΈ

sinful kettle
#

maybe
but I'm talking about vanilla trees

spare vine
#

Should be easy to test though; find "sweet spot" to see bug with zooming, and change FoV to see same effect

uncut briar
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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

sinful kettle
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all the more reason to investigate meowsweats

uncut briar
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and the ones on the edge look fine.

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simple example, it can be a lot more extreme at times.

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But it's nothing new. I recall it happening at least for 2-3 years.

daring wagon
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I'd recommend and icon in the statusbar. That's why it's called statusbar

tribal rivet
alpine tulip
untold sky
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I probably won't touch LOD'ing issues

daring wagon
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13:50:07 Warning Message: Preprocessor failed with error - Invalid file name(empty filename)
Could this message be more detailed?

untold sky
#

I think I already did that yes

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if I did it, it should be on dev branch

daring wagon
#

I think in my case it's caused by

ifndef E
(missing #)

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Yep, that was it. Kinda a weird message for that error.

untold sky
#

it would normally log filename and position and actual error

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but if it has no filename, it falls back to that

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even though it has all the other info

daring wagon
#

hmm ok

alpine tulip
#

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.

daring wagon
#

tbh I like it

lean mica
#

When you have cba it seems useless.

alpine tulip
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When I don't have CBA, it seems useful

untold sky
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Custom keybinding is on my wishlist

obsidian night
#

Yessss

daring wagon
untold sky
#

Yeah atleast since 2.00 I think

daring wagon
#

Yep

restive bone
#

Whats the policy on closing older tickets again? Iirc it was lou asking if its still active and if not/no answers close, right?

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( ^ something for dedmen)

untold sky
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In general, tickets about game crashes before 2020, all go direct close because out of date

restive bone
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Oki

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Lucky for you a friend of mine just created a new ticket about a game crash heh

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So you wont be running out of crashes

alpine tulip
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Metrothoughts: spotlight related command, make directional light on the fly, feasible? I think I've ever posted a ticket tho

daring wagon
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diag_setTerrainHeight has no ingame description.

untold sky
#

does it need to? πŸ˜„

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It does actually.
left param is "coordiantes" right is "new height"
description is empty but stating "sets terrain height" is a bit redundant

daring wagon
#

What I don't get. It wants a position but how big is the area around that position where the terrain hight gets changed?

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I presume it needs an area and not just a point?

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Or does it changes the height of the cell the position is in?

untold sky
#

Its one cell corner

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the command takes a point

daring wagon
#

Too bad it's only diag exe

gray wharf
#

trench war intensifies

daring wagon
#

Terrorists hiding in caves πŸ™‚

uncut briar
untold sky
#

hope is there, but I don't really like it

uncut briar
#

bbut... terrain deformation.

azure wharf
restive bone
untold sky
#

😠

gray wharf
#

chop chop!

restive bone
#

More fixed crashes!
More new commands!

sinful kettle
#

(which terrain grid I'm at, in heightmap)

untold sky
#

go way dedmen wurk

uncut briar
gray wharf
#
while { [] call BIS_fnc_DedmenHasWork } do
{
  [_workTask deleteAt 0] call BIS_fnc_DedmenAddWork;
  sleep 24 * 60 * 60;
};
```\:D
daring wagon
sinful kettle
#

I think the current implementation is incorrect

untold sky
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it doesn't return bool

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but also not really important, that value doesn't matter much

sinful kettle
#

unary__ctrltextcolor__control__ret__scalar

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should be array

sinful kettle
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unary__diag_getterrainsegmentoffset__array__ret__nothing

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should be array

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unary__diag_getterrainheight__array__ret__nothing
should be scalar

daring wagon
untold sky
daring wagon
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There was a ticket were we suggsted some changes to the description and stuff

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Maybe reopen that one

solid marten
daring wagon
#

Would it be feasible to give us an ingame option to remove these entries from mission.sqm and load the mission afterward?

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Alternatively it would be neat if addons[]= {
array in mission.sqm would be sorted alphabetically

restive bone
#

there's a ticket for a load anyways button iirc

daring wagon
#

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", };

restive bone
#

made by polpox

daring wagon
sinful kettle
#

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.)

sinful kettle
#

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)

untold sky
dreamy bane
#

When you create a ticket how long does it usually take for the devs to start working on it?

restive bone
#

The devs will pick it up when they've got time for it, which can take a while because of limited manpower

dreamy bane
#

ofcourse i was thinking of somekind of time estimation?

untold sky
#

there is none

restive bone
#

^

untold sky
#

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

restive bone
#

sippy how high are new game crash tickets on that priority list?

untold sky
#

I saw that one you subscribed to. Maybe tomorrow

restive bone
dreamy bane
#

ok thx dedmen, that's actually what I worried that my ticket can go without notice/work

dreamy bane
restive bone
dreamy bane
#

oh ok

restive bone
#

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

dreamy bane
#

understood

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was just thinking if I have to wait for a year lol

restive bone
#

You joke but there's still tickets from 2013 I think heh

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But ye give BI their time sippy

dreamy bane
#

noo πŸ˜†

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yeah my ticket is probably seen not as priority so I will have to think of workaround

untold sky
#

I didn't see your ticket before, so I probably scrolled past and found the title not interesting

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And invisible vehicles not moving, not sure if thats a prio

dreamy bane
#

@untold sky k, well thanks for looking into it

fickle root
untold sky
#

ye

fickle root
untold sky
#

if it works now yes

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no that can't be closed, its not fixed

fickle root
untold sky
#

But its not fixed if you look at the ticket

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Changelog saying fixed doesn't mean that something is fixed

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if the ticket author configs that something is fixed, then it can be closed

fickle root
#

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

sinful kettle
fickle root
#

then it shouldn't have been mentioned in the 2.04 patch changelog, for me

untold sky
#

A issue that is related to that ticket has been fixed. Thats what the changelog says

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a second part of the same ticket is still not fixed

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The changelog doesn't say that the whole ticket is fixed. It just says something related to that ticket was fixed

fickle root
alpine tulip
#

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?

sinful kettle
#

!code πŸ˜›

alpine tulip
#

Doesn't matter when everything you need to is just copy and paste! Β―_(ツ)_/Β― Can you confirm BTW?

sinful kettle
#

I'll test in a minute

alpine tulip
#

Also let us overwrite "CfgWorlds" >> "OutsideTerrain" >> "colorOutside" parameter via a map control parameter!

sinful kettle
#

it looks good

alpine tulip
#

Make sure you have enabled blurs in video settings

sinful kettle
#

it is

#

can you show a screenshot?

alpine tulip
#

Secs

#

With blur

#

Without

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Also this is affected by other post processes like bloom or DOF

sinful kettle
alpine tulip
#

In video?

sinful kettle
#

I mean ppEffect commands

#

this is all I see (in Eden)

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in mission

alpine tulip
#

The markers are drawn in [0,0] so put your player bottom left

sinful kettle
alpine tulip
#

Yeps

sinful kettle
#

is that one of those markers?

alpine tulip
#

As you can see in the code, the red cross is drawn by the command and the issue

lean mica
untold sky
untold sky
untold sky
lean mica
#

Oh I did not noticed status. That’s my ticket. Will test it this weekend.

untold sky
#

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? πŸ™ƒ

alpine tulip
#

Ah true

untold sky
#

question is, how would I let it choose which parameter wins?

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Terrain makers asked for parameter that overwrites map control, because they want to hide the outside area

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but map control always defines colorOutside afaik

alpine tulip
#

That's the point. I think add a parameter overwriteColorOutside = 1; for the map control will do?

untold sky
#

forceColorOutside=1 then

alpine tulip
#

Yeah not really sure about it. But I just feel this is wrong and blocking the way to the thing I wanted to do!

daring wagon
daring wagon
restive bone
sleek scaffold
#

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)
untold sky
#

I'll classify that as the setObjectScale bad side effects and a won't fix

dreamy bane
#

i noticed that if you use the setdir command on scaled object it's size will return to default

untold sky
#

yep, normal, expected

#

The size is stored in the rotation

restive bone
#

Enjoy heh

gray wharf
#

but seriously, also thanks for the devs πŸ˜‰

restive bone
gray wharf
#

for

#

it helps uncluttering the list

restive bone
#

πŸ‘

#

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 blobdoggoshruggoogly

gray wharf
#

I won't close unsolved crashes though

gray wharf
#

dang

restive bone
gray wharf
restive bone
#

Oh missed the comments sip

gray wharf
untold sky
# gray wharf not closing https://feedback.bistudio.com/T138640 ← 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

sinful kettle
#

@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)

daring wagon
#

Description and example are weird

untold sky
#

why?

#

oh, end cut off eh

daring wagon
#

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

untold sky
#

Ah. oops

daring wagon
#

regexMatch is alright

untold sky
#

yes off by one.

#

its left param, right param, description, example, example result.
I missed the description and moved the others over πŸ˜„

daring wagon
#

ok πŸ˜„

untold sky
#

but the description/example is still wrong

#

should be "\"wookie boOkie cookie\" regexReplace [\".oo\", \"[$&]\"]"

daring wagon
#

Yeah, it's cut off

untold sky
#

yours ends with $? πŸ€”

daring wagon
#

yes

untold sky
#

now that doesn't make sense tho πŸ˜„

sinful kettle
untold sky
#

Probably error in that UI then oof

daring wagon
#

return value of regexReplace is incorrect as well isn't it?

#

Should be STRING instead of ARRAY

sinful kettle
#

yeah

untold sky
#

fixed fixed

daring wagon
keen echo
#

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/

untold sky
#

I don't think I can access your mail

#

but I can send you a new welcome mail so you can check your inbox

keen echo
#

that would work too

untold sky
#

Sent, twice I think

keen echo
#

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?

untold sky
#

might also be our mail sending be broken

#

I don't have access to set passwords or set emails

#

Just sent another welcome mail

keen echo
#

worked!

#

Thanks for the quick help

sinful kettle
#

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 })

sinful kettle
#

Also, please fix the error "0 elements provided, 0 expected" when you use empty string: "" regexFind ["bla", 0]

sinful kettle
#

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?

gray wharf
#

Capture groups exists for this yes πŸ™‚

#

e.g My name is (.+) if you want to grab someone's name

untold sky
#

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

gray wharf
#

it should not return empty matches afaik

untold sky
#

Dedmen pls fix

restive bone
daring wagon
#

What kind of abomination is that? πŸ˜„

#

Oh, it's a billboard upscaled with setObjectScale? πŸ˜„

untold sky
#

The pip image is smol and doesn't fill the screen like it should 😠

daring wagon
#

You opened pandora's box with that object scaling πŸ˜„

gray wharf
#

Dedmen plz f… oh

untold sky
sinful kettle
#

yeah

untold sky
#

I will ignore regexFind matches that are 0 length

#

like
"blabla" regexFind [".*?"] can/will match 0 characters...

gray wharf
#

/g would?

untold sky
#

default settings does

sinful kettle
#

btw was the game version updated with the CDLC?

#

I'm on dev so idk

#

(in other words, is it 2.04 now)

restive bone
sinful kettle
#

I missed the update! πŸ˜„

#

Gotta update my mod now

sinful kettle
#

@untold sky have you made any changes to addon builder or something?
my textures are corrupted now meowsweats

untold sky
#

"blabla" regexFind [".*?"]
->
[["",0],["",1],["",2],["",3],["",4],["",5]]
I guess that's right

untold sky
#

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]]

gray wharf
#

I would think so yep :+1:

untold sky
#

[[["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

untold sky
#

[[["test is a cat",0],["test",0,0],["cat",10,1]],[[" test is a cat",13],[" test",13,0],["cat",24,1]]]
ahah! finally meowsweats

sinful kettle
#

btw didn't you improve the AI pathfinding problem with waters?

untold sky
#

performance fix on water atleast

#

what was the other water thing?

sinful kettle
#

idk
but I was just wondering about that performance thing
it wasn't on changelog

untold sky
#

its called "costmap"

#

its on

sinful kettle
#

Well maybe you could change it to AI costmap! πŸ˜„

#

nobody knows what a costmap is!

sinful kettle
#

btw Ded, can you improve two things about CT_EDIT controls?

  1. double click: it selects text very badly
  2. 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

untold sky
#
  1. double click: it selects text very badly
    Wanted, but thats design change and.. probably not
#
  1. 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 πŸ™ƒ

untold sky
#

oki I excluded non-matching capture groups.

[[["
",17]],[["
",20]]]
daring wagon
#

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  βž₯ Context:     [] L33 (a3\modules_f\livefeed\functions\fn_liveFeedModuleSetTarget.sqf)
    [] L33 (/a3/functions_f/gui/fn_livefeedsettarget.sqf
alpine tulip
#

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 β€œnever”)

untold sky
#

make FT ticket with repro

alpine tulip
#

Roger

dreamy bane
#

the wiki says exitWith works with count etc but I have problem with that

untold sky
#

just use break

#

That was in 2.04 right? I think it was

dreamy bane
#
{ if(_x == 3) exitWith { false }; true } count [1,2,3,4];
#

cant get the highlight to work...

untold sky
#

{ if(_x == 3) then{ break; }; true } count [1,2,3,4];

#

your ticks are the wrong way around

dreamy bane
#

right thanks for the workaround, just wanted to tell exitWith doesnt work

#

and thx for that also πŸ™‚

untold sky
#

not a workaround. Thats the way you're supposed to do it really

dreamy bane
#

using exitWith makes the code return false instead of number

#

but I guess you knew that already?

untold sky
#

Dunno, but sounds reasonable

dreamy bane
#

hmmm, sounds buggy to me πŸ˜„

#

it just bothers me because there is no info where the exitWith works and where not

untold sky
#

don't use it in loops, because thats what we have break/breakWith for. Which works in all loops

dreamy bane
#

ok I think the wiki needs updating though, just trying to help

untold sky
#

yep probably

dreamy bane
#

this also doesnt work (returns 2):

#
{ if(_x == 3) then{ break; }; true } count [1,2,3,4];
#

should return 3

untold sky
#

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];

sinful kettle
untold sky
#

{ 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

dreamy bane
#

oh yeah break exits the count loop while exitWith skips one... like continue

dreamy bane
#

so what I really need is continue, if I understood correctly (for the counting)

untold sky
#

if you want to skip just 3, yes

dreamy bane
#

so final code would be:

#
{ if(_x == 2) then { continueWith false; }; true } count [1,2,3,4]
untold sky
#

default is nil, so just continue; should be fine too

dreamy bane
#

well thx for that, now I can properly work with counts

sleek scaffold
#

Did all base game and official DLC characters models got the Characters Firegeometry Update?

sinful kettle
untold sky
#

The samples were updated to what basegame got long ago afaik

#

so yes, they got it, but quite a while ago

next trail
#

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.

daring wagon
desert trench
#

(wrong category and pointless)

daring wagon
#

What an essay πŸ˜„

calm smelt
#

The poor guy who keeps getting added as a subscriber πŸ˜†

restive bone
keen echo
#

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?

sterile nova
keen echo
#

hmmm, the only reason that would make sense for me is if your land vehicle or boat got flipped.

gray wharf
#

b-but planes!

keen echo
#

and ofc if the gun as "static" object on the ground gets flipped. For planes and helicopters this is weird

sterile nova
#

Don't forget that static weapons are using tank simulation

gray wharf
keen echo
#

depends, my use case is pretty legit :( :D

daring wagon
sonic vault
#

Well, it sounds like he is going very very fast XD

fickle root
#

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

daring wagon
#

That's what I mean. It's like it's already flying above me

fickle root
#

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

daring wagon
restive bone
open sandal
#

And there was a poor guy who kept being re-added as a subscriber πŸ˜„

restive bone
#

my favorite line is

Personally speaking, I'd fire you for being an internal saboteur.

gray wharf
#

tempted to disable him, really…

restive bone
#

nooo every feedback tracker needs the comedic relief

gray wharf
#

yeah, but we don't need spam :3

daring wagon
#

But Lou, we tolerate you here as well =/

daring wagon
#

Was there a ticket which lists incorrect command descriptions?

#

diag dynamicSimulationStart and diag dynamicSimulationEnd have an incorrect description

gray wharf
gray wharf
knotty garnet
restive bone
restive bone
sonic vault
#

This is... sad? i guess

dreamy bane
#

can we get mouse cursor change function? πŸ˜€

dreamy bane
daring wagon
#

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
gray wharf
daring wagon
#

At first I thought aperture 0 would simply not possible

#

I dunno what that number is

gray wharf
#

(e.g same as -1?)

daring wagon
#

Ah yes, auto aperture

#

so I guess a bug in the code?

#

if (_value <= 0) instead of < 0?

gray wharf
#

you most likely cannot set it to 0, so expected behaviour?

daring wagon
#

I can

#

Read above

gray wharf
#

if 0.01 sets it to 0, that's the bug maybe πŸ˜„

daring wagon
#

-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

restive bone
#

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

untold sky
#

yep

daring wagon
#

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

sinful kettle
untold sky
#

nop it uses same preproc as the other

sinful kettle
untold sky
#

probably just luck

daring wagon
#

any eta on the fix for that e.g. cfgFunctions using preprocessFileLineNumbers (still hate that cmd name) πŸ˜„

sinful kettle
#

isn't it already in the game?

daring wagon
#

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.

sinful kettle
left rapids
#

is it okay if i post my feedback here?

sinful kettle
#

depends what kind of feedback it is
but for "official" feedback you might want to use the feedback tracker (see the channel description)

left rapids
#

where is the channel description?

sinful kettle
#

at the top of this page

left rapids
#

so its okay to post the link to the page of the feedback

daring wagon
gloomy sky
#

Accident my bad.

keen echo
#

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

azure wharf
keen echo
#

yeah, seems to be a CBA issue then, works in base A3 as well

#

only on configure addons it does not

#

shame

daring wagon
#

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.

gray wharf
daring wagon
#

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.

gray wharf
#

Yep, I only started working with layers with LM CAAS - kinda useful indeed

daring wagon
#

They are a life saver sometimes.

#

And as I found out today, not many know about their potential

#

anyway, offtopic

gray wharf
#

no! the world must know!

#

but, true, a min opacity of e.g 20% could do

ornate marlin
daring wagon
#

or a little icon like when Dynamic Simulation is enabled on units

ornate marlin
daring wagon
gray wharf
#

shakes in his boots

daring wagon
#

*shakes his booty

ornate marlin
alpine tulip
#

Tiredthoughts: In Eden Editor's select mission screen (either saving and loading), right click there to open context, and open folder maybe. Worth it?

ornate marlin
#

Like in "open folder in explorer" context menu?

alpine tulip
#

Yeh

ornate marlin
#

That's a nice idea actually

daring wagon
#

Is it intended that Eden editor object eventhandlers cannot be added to triggers?

solid marten
#

example?

daring wagon
#
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?

daring wagon
#

something that came to mind: Why does ctrl/displayAddEventHandler does not throw a "Wrong ENUM" value error if an incorrect EH name is used?

vocal thistle
untold sky
daring wagon
#

it might solve the issue with onToolboxSelChanged and ToolboxSelChanged

gray wharf
solid marten
daring wagon
untold sky
#

Yes

vocal thistle
#

@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

solid marten
#

there is nothing wrong with 1st syntax it just doesn’t 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

vocal thistle
# solid marten there is nothing wrong with 1st syntax it just doesn’t give you control over LOD...

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.

grand compass
#

would love to see the Tunnels Module being allowed to use faction names as well unit classnames

sinful kettle
daring wagon
#

Do you need to list of possible values as well?

solid marten
#

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

daring wagon
#

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

solid marten
#

you mean you dont test before posting bug tickets?

#

addMissionEventHandler ["R3vo", {}]

daring wagon
solid marten
#

I thought we are working together here

daring wagon
#

We are and I am going to update the list.

iron sparrow
#

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?

ornate marlin
vocal thistle
solid marten
#

I don’t know, is every selection returned by selectionNames supposed to have position in every LOD? What would you say @sterile nova

untold sky
#

negative

#

different lods have different selections

solid marten
#

so it boils down to not being able to query all available LODs? dunno if we can fix that

vocal thistle
#

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

vocal thistle
#

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.

daring wagon
#

Idea: Add alt syntax to random command which takes array and which shuffles array like BIS_fnc_arrayShuffle?

gray wharf
#

unsort πŸ˜„

daring wagon
#

Well, unsort is kinda sorted as well.

alpine tulip
#

Don't take his senior dadjoker role, Revo

daring wagon
#

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 πŸ˜„

gray wharf
#

oooh

#

didn't know that one

daring wagon
#

Thanks for the feedback on my idea πŸ™‚

gray wharf
#

joke aside, I would go for a shuffle command

daring wagon
#

Works as well

gray wharf
#

or an alternative syntax on sort πŸ˜… false sort array

#

(j/k, that would obviously be awful and error-prone)

daring wagon
#

array sort "Lou`s Way";

gray wharf
#

oh my, the results

solid marten
# vocal thistle I'm reading through the documentation and I'm under the impression that I misund...

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 I’ve read your ticket and replies several times and am getting more confused. Looks like you want to query LODs the script command doesn’t support, yet you say this is not the case but cannot formulate what is

solid marten
#

I’m going to try your example from FT ticket

sinful kettle
#

@untold sky the new apply command for hashmaps has incorrect command info meowsweats

#

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", ""];
```![meowsweats](https://cdn.discordapp.com/emojis/707626030613135390.webp?size=128 "meowsweats")
#

also this still throws an error 0 elements provided, 0 expected (I think you said it was fixed?):

"" regexFind ["bla", 0];
solid marten
#

@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

vocal thistle
daring wagon
#

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)

alpine tulip
#

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?
gray wharf
alpine tulip
#

Yeah I can, but I think this is not a great way to do. Well this is just my opinion though...

gray wharf
#

don't worry I get it ^^

tulip shard
#
missionNamespace setVariable [format["PLP_object_%1",_x],"B_MRAP_01_F" createVehicle getPos player];```?
daring wagon
#

Also, shouldn't it be setIdentifier instead of get?

gray wharf
#

it could be used to get it too I suppose

#

also, private variables? I fear it might lead to a mess ^^

#

(although already doable)

untold sky
#

There was no dev-branch update since the fix

vocal thistle
craggy night
#

*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.

solid marten
craggy night
#

Someone there told me to post here, mb

restive bone
solid marten
sinful kettle
sinful kettle
untold sky
#

correct

#

but doesn't have to

stable robin
#

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

stable robin
#

if only Publisher could be used for missions too 😫

untold sky
#

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

stable robin
#

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

untold sky
#

(it has extensive logging, right?)
no

untold sky
#

Update: Steam is blocking it, we didn't touch anything. Waiting for info from Valve.

restive bone
#

πŸ‘

#

Thanks for investigating bongocat

grand crest
#

I hope it will be fixed soon, got some major updates to publish on scenarios :/

untold sky
#

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

daring wagon
#

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.

wild sphinx
#

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?

daring wagon
uncut briar
daring wagon
#

Oh yes. That's super annoying notlikemeow

solid marten
daring wagon
#

New command?

solid marten
#

ctrlMapSetPosition oh you gonna love it

uncut briar
#

;D

solid marten
#
[] 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;
    };
};```
daring wagon
#

Oh sweet. Does this even fixes the issues with map controls placed in controlsGroups?

solid marten
#

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

daring wagon
#

Ah okay.

#

Thanks for looking into that ticket!

solid marten
#

yeah no worries was long due

daring wagon
gray wharf
#

removed

solid marten
#

double removed

daring wagon
untold sky
#

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

desert trench
#

can this be looked into please - while it may only affect advanced modders, the consequences are very bad

solid marten
#

isn’t diag supposed to be non-mp?

uncut briar
#

yeah

#

But it's bit annoying, you can't even test local hosted missions via eden

untold sky
#

we need more eden save backups :u

daring wagon
#

Yeah when? πŸ˜›

#

Otherwise I write something with python

#

Almost lost a mission yesterday, luckily it was already up in the cloud so I could restore it

untold sky
#

Its my next task, but I'm procrastinating doing more fun things instead

uncut briar
#

I always store stuff in git even when working only locally ;D saved me a few times.

daring wagon
untold sky
#

😠

uncut briar
#

maybe it sounded fun but turned out not be when he started working on it πŸ˜„

daring wagon
#

I probably noticed he has to do some UI stuff and backed away from it πŸ˜›

sleek scaffold
#

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

untold sky
#

config actionmenu potentially, addActions/holdAction no?

sleek scaffold
untold sky
#

"// etc"
Really? we should do that for ALL basegame actions?

#

Don't think thats feasible

sleek scaffold
untold sky
#

How does ACE hide the heal option?

sleek scaffold
untold sky
sleek scaffold
#

It can be done via mods, just not via another vanilla missions friendly way

gray wharf
sleek scaffold
gloomy shale
#

Surely just changing the parameters behind who can heal people and with what items should be enough to "hide" the heal option?

untold sky
#

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

sleek scaffold
#

The only really bothersome are the healing and the reload magazine ones...

#

The other default actions don't get in the way really

uncut briar
#

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.

sleek scaffold
gray wharf
#

It gets completely in the way of my custom melee "take down" addction
you can set addAction's priority…

uncut briar
#

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.

sleek scaffold
#

I just thought a description.ext solution would be the easiest/most secure but I am not against a scripted solution at all

sleek scaffold
gray wharf
#

try 10e10 idk πŸ˜„

sinful kettle
#

Also 10e10 is 1e11 meowsweats

gray wharf
#

yeah but it doesn't spell as cute

desert trench
#

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

sleek scaffold
desert trench
#

what would be good though would be expose AI command orders πŸ˜‰

naive ledge
#

I agree that a description.exe-only solution is like a mod-only solution (with relation to missions) but a reverse πŸ˜„

#

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 πŸ˜„ )

sleek scaffold
sleek scaffold
naive ledge
#

but I don't know either

sleek scaffold
naive ledge
#

those engine actions are not add actions either... so I don't know

sleek scaffold
#

This is the key I believe: "cfgActions can be modified via configs but not via sqf"

sleek scaffold
#

Also, doesn't Prairie Fire also disable the default Heal "Engine Action"?

naive ledge
#

like, share, subscribe, repost... πŸ˜„
yes sure, but I think that a scripted solution is better

sleek scaffold
#

Also update the main post

finite anvil
#

Where does someone report a potential security issue?

daring wagon
#

New Private Bug report on the Tracker perhaps.

#

Otherwise just pm a dev

finite anvil
#

there is a private bug report?

gray wharf
#

yes, you can set it to "private"

gray wharf
finite anvil
#

oh didnt see that

untold sky
#

I still forgot to make that "create ticket" link in top right... Where again was I supposed to do that?

untold sky
#

but where? just on the main A3 one?

gray wharf
#

A3 + DayZ + Ylands would be grrreat?
can't IT be involved in this? πŸ™‚

untold sky
#

IT can do it if they have the time 🀣

restive bone
#

IT doing stuff
sip suuuure

uncut briar
#

water the a3units potato, it's dying

restive bone
gray wharf
#

maybe that's what happened

restive bone
#

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

gray wharf
#

sprout?

#

GLaDOS?

restive bone
sleek scaffold
uncut briar
#

now we πŸ™ that it will be implemented.

sleek scaffold
desert trench
desert trench
daring wagon
#

Is it intended that diag_exportConfig returns false? Biki and ingame doc say it should return nothing

untold sky
#

doesn't matter ^^

desert trench
#

[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.

restive bone
#

wtf is that comment

#

its like a mix of a spam comment and a normal comment

sinful kettle
restive bone
#

true

#

but its just so weird

gloomy shale
#

Ironic that its a bot advertising a writing service.

sinful kettle
# restive bone but its just so weird

the bot literally just takes the title and fills in some blank with it meowsweats
there's nothing weird about it
it just starts like that to get you to read it

restive bone
#

huh ok

gloomy shale
restive bone
gray wharf
#

fixed that for him

desert trench
fading tulip
#

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

sleek scaffold
solid marten
#

is there config setting for timeout value?

desert trench
#

@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)

solid marten
#

i don’t get it, what setautocombat does?

sleek scaffold
# solid marten i don’t 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.

solid marten
sleek scaffold
#

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

daring wagon
#

EH for behaviour change would indeed be nice.

sleek scaffold
tranquil harbor
#

do not forget about @grave crag

sleek scaffold
#

@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?

tranquil harbor
#

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

sleek scaffold
tranquil harbor
#

future official dev
noooot so sure about that πŸ˜‰

sleek scaffold
tranquil harbor
#

||i have not received an offer||

sleek scaffold
desert trench
# solid marten i don’t get it, what setautocombat does?

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

solid marten
#

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. I’m not sure I can see clearly what you see

desert trench
#

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]

solid marten
#

isn’t the group is by default in autocombat unless you disabled it with disable ai?

desert trench
#

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

sinful kettle
#

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

desert trench
#

@sinful kettle its 5 minutes and not the same as combat behavior, nor combat mode red

alpine tulip
#

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

daring wagon
#

Question is, why is the position in format string?

alpine tulip
#

Could just be defined in config.cpp like position[] = {0,1.5*1,0};

alpine tulip
gray wharf
sleek scaffold
desert trench
#

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

tranquil harbor
#

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

solid marten
sinful kettle
#

@untold sky is this correct?
binary__getunittrait__object__string__ret__nothing_bool

#

the old one was:
binary__getunittrait__object__string__ret__bool_scalar

untold sky
#

should be any bool probably

#

no that doesn't make sense

#

should it be scalar?

sinful kettle
#
    Boolean or Number - trait's value
    Nothing - if unit is invalid, e.g an empty vehicle
#

it can be bool, number, nothing meowsweats

untold sky
#

engine says bool,scalar,nothing

#

maybe intercept doesn't support 3 type

sinful kettle
#

ah yeah

desert trench
#

apparently this is a general bug (not limited to player command) and even affects infantry

restive bone
solid marten
#

Eliminated

#

@sinful kettle use supportInfo

sinful kettle
daring wagon
#

Would it be possible to have forgetTarget also support side?

#

Same as knowsAbout?

untold sky
#

forget all targets of specific side?

daring wagon
#

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

untold sky
#

I'd assume it just iterates over all units

daring wagon
#

units east apply {forgetTarget...} will not reset the knows about value

uncut briar
#

Yeah, it might be the "side center" that knows about player.

tranquil harbor
#

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

untold sky
#

the status of tickets is usually listed on the ticket itself

tranquil harbor
#

then i can assume they are dead and wont be done.

desert trench
#

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

untold sky
#

oh there are tickets for the things? maybe need to close them then πŸ˜„

restive bone
#

Hm, is there a way to have a search query in the FT that allows 2 tags?

#

Also I think this can be closed as wont fix, since contact optional isnt meant to be used with other missions

#

^ heli gunner grabbing miniguns

tranquil harbor
restive bone
tribal rivet
#

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! 😱

#

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?

tribal rivet
fickle root
#

Not using a joystick and the ticket is not from me

tribal rivet
#

Oh sorry, I thought you had the issue since you were asking for it to be fixed πŸ™‚

restive bone
untold sky
restive bone
#

old feedback tracker? I think thats before my time

untold sky
restive bone
#

I guess feedback phase was long enough
Yee

untold sky
#

Wow that guy literally replying to spambots not noticing over multiple bots that they are all just posting bullshit

gray wharf
restive bone
#

πŸ‘

#

happy to help bongocat

untold sky
gray wharf
#

…

restive bone
#

you cant stop the wob

gray wharf
#

!promote @daring wagon discord_moderator

restive bone
gray wharf
#

!cookies

restive bone
quaint quailBOT
daring wagon
#

!clear 10