#arma3_feedback_tracker

1 messages Β· Page 37 of 1

dreamy bane
#

but that doesn't matter

#

how to change the group icon is still mystery πŸ˜‰

restive bone
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As I said the icons adhere to the normal nato standard, no?

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with the different shapes etc

dreamy bane
restive bone
#

Yeah, thats kinda how the icons work?

#

combination of color and shape

dreamy bane
restive bone
#

group type?

dreamy bane
#

first row shows different types

restive bone
#

Yes?

dreamy bane
#

change to that?

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the group icon I mean

sinful kettle
#

Zeus doesn't read those icons (for whatever reason). There's no way to change them.

dreamy bane
#

doesn't sound hard to implement...

restive bone
#

Sorry I had to take a bit to recover heh

sinful kettle
#

It's not really a matter of how hard it is, but if it's worth implementing.
I guess one reason it's not implemented is because you have to go through all groups to update their icons.

restive bone
#

I guess it'd be nifty to be able to change that, but imo there's more important commands the devs could be working on

dreamy bane
sinful kettle
dreamy bane
sinful kettle
#

So it's pointless.
Plus the extra clutter is annoying

dreamy bane
#

hmmmmm

sinful kettle
#

Anyway, this is not a discussion board. Let's wait for the devs to comment on that.

dreamy bane
#

am I the only one who loves to see if group is armor group or infantry? πŸ™‚

sinful kettle
#

I just got this:

ornate marlin
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@glad ocean is batteling a similar issue atm

#

at least it looks similar

glad ocean
#

No, it's a different problem I have

ornate marlin
#

it's just the initial path, or parts of it, and the display of the error is too similar

daring wagon
#
player createDiaryRecord ["Diary", ["Test", "Just Testing<img image='loadScreen.paa' width='300' height='150'/>Hello <marker name='marker_163'>World</marker>Test<br/><br/><img image='' width='300' height='150'/>  </br>  <font color='#8A2BE2' size='10' face='PuristaBold' >Test</font> <marker na me='marker/>Test</marker><br/>Still testing"], taskNull, "", true];
openMap true;  
player selectDiarySubject "Diary:Test";

Can anyone else confirm that this will not select the correct page as stated on the biki? Am I using it incorrectly?

untold sky
untold sky
daring wagon
# solid marten

With one it works fine since it's auto selected.

player createDiaryRecord ["Diary", ["Test1", "Test One"], taskNull, "", true];
player createDiaryRecord ["Diary", ["Test2", "Test Two"], taskNull, "", true];
player createDiaryRecord ["Diary", ["Test3", "Test Three"], taskNull, "", true];

openMap true;  
player selectDiarySubject "Diary:Test2";
#

For me it selects the last one which is Test3.

ornate marlin
daring wagon
dreamy bane
#

any comment on this from the devs?

sinful kettle
#

or is that quality? notlikemeow

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Is there a PIP resolution?

untold sky
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I mean did you change it when you got that

sinful kettle
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No

solid marten
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feel free to explain this on BIKI. I was gonna make allDiaryRecords subject to complement allDiarySubjects but got carried away with other stuff

daring wagon
daring wagon
#

If any dev has a minute to spare. Could you check if configFile >> "ctrlMenuStrip" >> "pictureRadioEnabled" has any use or is just a leftover?

solid marten
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doesnt seem to do anything

daring wagon
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okay. Thanks πŸ™‚

daring wagon
daring wagon
#

Trigger interval attribute is missing tooltip and displayName, is that intended?

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configFile >> "Cfg3DEN" >> "Trigger" >> "AttributeCategories" >> "Expression" >> "Attributes" >> "TriggerInterval" >> "displayName"
configFile >> "Cfg3DEN" >> "Trigger" >> "AttributeCategories" >> "Expression" >> "Attributes" >> "TriggerInterval" >> "tooltip"

#

β€’ Tweaked: ComboBox controls now respect the disabled property of items and prevents them from being selected
Is there a command to disable a single entry in a combobox?

untold sky
#

Is there a command to disable a single entry in a combobox?
Don't think so

daring wagon
#

Would that be possible to add?

solid marten
daring wagon
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Not only localisation but text in general

solid marten
#

class TriggerInterval
{
data = "triggerInterval";
control = "Edit";
validate = "number";
displayName = "Missing string 'STR_3DEN_Trigger_Attribute_TriggerInterval_displayName'";
tooltip = "Missing string 'STR_3DEN_Trigger_Attribute_TriggerInterval_tooltip'";
wikiType = "[[Number]]";
};

daring wagon
#

huh

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Anyway, I'll check again when localisation is set πŸ™‚

untold sky
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The "Missing string" is a internal thing.
Public build might just get empty string

daring wagon
#

Okay

solid marten
daring wagon
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It sets the height of each entry similar to ~~lineHeight ~~ row height in a listbox. I'd recon the icon to the left should have the same horizontal position as the text when the height is adjusted.

solid marten
#

well it is not what is says in code and also doesnt look like it should touch height at all

daring wagon
solid marten
#

the image is centered vertically the text is not is what it looks like

daring wagon
#

oh right. Totally missed that meowfacepalm

solid marten
#

thats why I dont want to look into it, it is confusing to me

daring wagon
#

Okay. I've just discovered it while updating the biki and though it might be fixable.

#

Gonna leave a note on the biki page for now

daring wagon
#
"d" trim ["""", 0]; //Returns ""
"""d""" trim ["""", 0]; //Returns "d" as expected
"d" trim [" ", 0]; //Returns ""
" d " trim [" ", 0]; //Returns "d"

Is that intended?

#

It works as expected if the string count is >= 2 e.g "dd", """dd""", " dd "

gray wharf
#

1 & 3 are wrong

untold sky
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seems to be a off by one. I shall look later

daring wagon
#

I wasn't sure because that trim command has been out for a while πŸ˜„

untold sky
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Didn't I add that just last version?

daring wagon
#

2.02

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yeh right.

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I thought we are on 2.06 already for some reason meowfacepalm

daring wagon
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Was something changed in regards to CT_EDIT controls in latest dev?

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I've never seen that before. (Text expanding outside of the control)

untold sky
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I don't think so, you sure it's not a thing on current stable too?

daring wagon
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Okay, downloaded stable. It happens there too. Wondering why I've never noticed that before.

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Worth a ticket?

untold sky
#

yes

daring wagon
restive bone
#

btw is there any chance of the FT categories being cleaned up at some point?

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it feels a lot like they started out with a well thought out set of categories, and then people kept slapping new categories on throughout development

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for example, the 5 or so categories for different UI elements

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and the whole list just isnt very user friendly anymore imo

daring wagon
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The old Editor category could be removed

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Question is, what will happen to tickets of then removed categories. Will be still be able to query them correctly?

restive bone
#

Hm yeah not sure how the Ft would handle that

untold sky
#

Mess with the best, die like the rest

restive bone
tribal rivet
karmic rapids
#

Hi, you might wrongly commit csla content to stable branch of Arma 3 Server.

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I updated my server on stable branch, but csla as well as gm and vn was downloaded.

daring wagon
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Is there a way to change the names a bit? They are all cut off. Also where is CSLA?

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I'd omit the "New" and change Creator DLC to CDLC

restive bone
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and while you're at it you can also remove the project argo link

daring wagon
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Also, not sure if that's possible but add some dividers between A3 and Dayz and Others

restive bone
#

and try to find out what the moderator form is ConfusedDog

daring wagon
#

Β―_(ツ)_/Β―

ornate marlin
#

If permission is given tho, users can create their own dashboard and selected tickets fast access

restive bone
#

but I doubt the majority of people make enough tickets to warrant doing that

ornate marlin
#

Cool

restive bone
restive bone
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Oh btw should we close tickets in CDLC projects too if the authors ask for them to be closed (etc.), or should we leave that all up to the CDLC devs?

untold sky
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I think moderator form is just a blank form with all fields available.
I reordered the menu now and added the dividers

restive bone
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thanku

pseudo garnet
solid marten
restive bone
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Because it had been sitting in feedback since november 22. 2020

solid marten
#

and?

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this is not even too old

restive bone
# solid marten and?

There were multiple updates between nov 22 and now, so I assumed that it was included in one of those

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And if there hasnt been any feedback about the change since the last update (assuming that its included in one), I doubt there'd be much feedback in the future

gray wharf
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close crashes opened before 2020, nothing else? :3

solid marten
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i know it is not possible to retest every ticket but assuming it is fixed and closing is worse than leaving it be

restive bone
gray wharf
#

yep, therefore leave open ^^

daring wagon
#

enableEnvironment false mutes rain and wind sounds but not thunder. Worth a ticket?

solid marten
daring wagon
#

Nope

ornate marlin
solid marten
# daring wagon Nope

make a ticket, the least I can do is skip the sound when enableenvironment is off

solid marten
#

thanks. ok so that you know. enableenvironment will not mute the thunder that is started already it will only stop one from starting (probably good to have it on wiki), fadeenvironment will control its volume at any time together with the rest of the other env sounds

daring wagon
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Okay thanks. Gonna drop a note on the biki once it's on stable

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Is there a list of environment sounds these commands handle? Wind, waves, rain, thunder...?

solid marten
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you have to check this manually im afraid

daring wagon
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Okay

solid marten
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Revision: 147780

daring wagon
#

Question: In Eden Editor the Menu Strips has items which serve as separator. There seems to be no way of adding these via scripting. Would it be possible to get a command for that?

daring wagon
sleek scaffold
#

Now that the light flares have been upgraded and improved, it would be great if the subject of directional lights could be looked into as both are heavily related: https://feedback.bistudio.com/T119160

solid marten
sinful kettle
daring wagon
desert trench
#

Fresnel k must be >0, given n=1.4,k=0
βž₯ Context: #(ai,64,64,1)fresnel(1.4,0.0)

#

can this get more context please as its atm not possible to reference which model/rvmat this is coming from

untold sky
#

Did someone clean up the "Feedback" status tickets on the tracker? Somehow my query doesn't return any πŸ€”

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No there are definitely tasks in Feedback, the query is just being stoop

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I created a new "Arma sort by new" query, with the exact same parameters as my old one.
Old one several 100size pages of results.
new one... 21 results.
Exact same settings.. wuht

daring wagon
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I got the same issue with some of my queuries.

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I tried to update the ones that don't work, but that didn't work. Creating a new query solved the issue.

untold sky
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I found my stoop.
I wanted to create a new query, and entered the name I wanted to save it as, in the "Query" field, but thats the text filter field πŸ˜„

sleek scaffold
daring wagon
solid marten
#

I don’t even…

sleek scaffold
daring wagon
#

I'd like to forward this issue. It's related to Eden editor and how it handles rotation https://feedback.bistudio.com/T159275. It's super annoying and even frustrating to always remember to work around this bug. Maybe dedmen wanna look at it since he also fixed the translation widget? πŸ™‚

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@inner void Perhaps you can add some more info.

untold sky
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the distance the lightsource itself shines is some other parameter

untold sky
daring wagon
#

Thanks!

sleek scaffold
untold sky
#

Not sure what you're talking about

#

the script commands only work with scripted lights.

sleek scaffold
inner void
untold sky
#

the ticket already has a video of the issue

daring wagon
untold sky
#

As Lou would say: No, you

daring wagon
#

huh?

sinful kettle
untold sky
inner void
untold sky
#

Not sure how simple

#

I'll look at it

turbid terrace
alpine tulip
#

What does happen? I don't think I get your idea

turbid terrace
#

look at the reflection of the moon and sun on the sea.

untold sky
#

I'd say no

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lighting changes are a no

turbid terrace
#

ye, thought so, it's a probably a fixed value.

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it's ok, thanks.

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that's custom light btw, doesn't happen in Arma because that change happens at night and it ain't as noticeable it's properly config'd. Disregard my request, please.

sinful kettle
#

so I had a question about the lineIntersectsSurfaces command.
I'm not entirely sure how the command works, but I'm assuming it shouldn't slow down when you give it a longer "line", if the intersection is to happen at the same distance?
for example:

lineIntersectsSurfaces [[0,0,0], [0,2,0]];

vs

lineIntersectsSurfaces [[0,0,0], [0,100,0]];

now let's say there was a collision at [0,1,0]. shouldn't it perform the same? (which it doesn't)
(I'm assuming it uses a grid traversal algorithm to detect which objects it should check?)

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can someone take a look at the algorithm plz?

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also, I noticed another bug with the command. When the object is too far from the origin of the terrain [0,0,0], some intersections are not returned (I'm assuming it's related to floating point accuracy?)

solid marten
#

make a ticket, make a repro then maybe someone gonna look at it, maybe

sinful kettle
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I'll make a ticket for the other issue

solid marten
#

I cant give you an answer all you've given me is vague data..too far, waht does it mean? 1 km, 100km, 100000000000000000000km? make a repro

sinful kettle
#

but I'll make a repro

solid marten
#

Hardcoded max distance: 5000m. does this answer your question?

sinful kettle
#

isn't that for line length?

solid marten
#

make a repro

sinful kettle
#

the line that I checked was ~10 m
for an object whose coordinates are [<1e4, <1e4, < 10]

ok

solid marten
daring wagon
#

Okay, gonna make one

solid marten
#

enableMenu is going to have optional enable bool

daring wagon
#

yeah, makes sense since menuSetCheck has bool as well

solid marten
#

enableMenu [idc, path, (enable = true)]
ctrl enableMenu [path, (enable = true)]
ctrl enableMenu path - will be special case and left for backward compatibility

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@daring wagon plz tag me when ready

daring wagon
daring wagon
#

Is there a reason format still has that 8kb limit in Arma 3 whereas other methods of joining strings don't?

untold sky
#

format preallocates the buffer and then writes into it

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the other commands don't.
That makes format faster, but also the bigger the buffer the more memory use

daring wagon
#

How big would the memory usage be for an 8kb string?

sinful kettle
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8 kb?! meowsweats

untold sky
daring wagon
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That doesn't sound a lot

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That's why I asked that apparently stupid question πŸ˜„

solid marten
#

@daring wagon thanks. 8kb is a lot you can use joinString when you approach those limits

daring wagon
#

Yeah I am doing that. Was just curious!

daring wagon
#

Question about merging duplicates: Should we always merge duplicates into the oldest ticket or the ticket which seems to have the best information such as repros?

untold sky
#

Depends Β―_(ツ)_/Β―

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I often prefer oldest, as the other tickets with repros are still linked to it then

daring wagon
#

Okay πŸ‘

upper forge
#

Kinda bummed the support guy just kinda unsubbed from my ticket even though he didn't offer any help of any kind

upper forge
#

I would post a screenshot but this channel has no-image perms

gray wharf
upper forge
#

Doesnt really matter anymore since i found the launcher options but still

gray wharf
#

you clearly stated you were

beyond done

after being asked a video, so it makes sense I guess if it was understood as "not gonna upload a video I just want it fixed"

upper forge
#

I uploaded but it didnt post

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idk, these websites are just so counterintuitive

upper forge
solid marten
daring wagon
#

Is it just me or does the FT automatically assigns tickets know when I change the status to resolved? notlikemeow

restive bone
daring wagon
#

Really?

restive bone
#

Yup

daring wagon
#

Not more me, otherwise I'd have tons of tickets I am assigned to already

restive bone
#

thats why I have a bunch of old crash tickets assigned to me heh

#

lotsa tickets

restive bone
daring wagon
#

Could be. Β―_(ツ)_/Β―

sinful kettle
#

is it a bug that I can't override the Space key in text boxes using a keyDown event handler?

#

every other key works

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except this one

untold sky
sinful kettle
sinful kettle
daring wagon
#

β€’ Tweaked: Utilities config viewer now has an option to toggle localized text of the entries
β€’ Tweaked: Utilities commands viewer returns more command information, has wildcard search, and the HELP button links directly to Community Wiki command pages
Thanks KK. That biki button is very nice

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Oh no, menuEnable didn't make it 😦

solid marten
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no and script commands utility needs another tweak

daring wagon
#

May I make a two small suggestions?

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Some command descriptions have format tags like <f> </f> <ar> </ar>

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regexReplace would make quick work of that and remove it from the tooltips

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And another thing.

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Some commands have a really long description and the tooltip even exceeds the monitor width

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So I guess tooltipMaxWidth or what it's called needs to be lowered

solid marten
#

what will happen then? the text will be cut or wrapped?

daring wagon
#

It should be wrapped IIRC

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I can test in a second

solid marten
#

ok

daring wagon
#

It gets wrapped

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and I think you are using RscTree as base class and tooltipmaxwidth is not defined for that one

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Width RscTree, no width defined. It still gets wrapped where the screen ends.

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So I wonder why the tooltips in the utility are all one line and get cut off

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Nevermind @solid marten Works fine in the utilities.

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I think I just read a weird description which looked like it was cut off =/

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Still however, using tooltipMaxWidth = 0.5; seems to be a nicer value since the text stays more to the center and gets wrapped

solid marten
#

i’ll have a look

upper forge
untold sky
#

I'm thinking this is wrong. But what do you think

sinful kettle
untold sky
sinful kettle
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units can't have any other vectorUp besides [0,0,1]

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am I wrong?

untold sky
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irrelevant, just using a unit as test.
Doesn't matter what it can or can't

restive bone
#

I mean it definetly looks odd heh

sinful kettle
untold sky
#

no

sinful kettle
#

yeah I saw it now

untold sky
#

Shift click rotation was resetting the other rotaty thing

sinful kettle
#

yeah meowsweats

restive bone
#

Hm

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I'll ask around a bit and see what peeps think about it, not sure if I personally like it like that

untold sky
restive bone
#

Actualyl I'm not sure what'd be the expected behaviour

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(for the average user that is)

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of course it makes mechanical sense that the unit still spins around as if it was standing straight up

tawdry lintel
#

hi, is it possible to change username in feedback tracker?

untold sky
#

I would expect it to just rotate on the Y axis (normal of the terrain ground)

untold sky
restive bone
#

but I think the average user would expect it to rotate the same as if it was standing up

tawdry lintel
restive bone
#

is that y axis? my brain isnt working right now

tawdry lintel
#

is it possible to delete my account then? i used a username from years ago lol

untold sky
untold sky
tawdry lintel
restive bone
tawdry lintel
#

ok i will stick with my old persona

untold sky
#

Well the serveradmin can delete directly from the database.. but that'll be hard to get at πŸ˜„

restive bone
#

"Whoops blobnervous"

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But yeah I think expected behaviour for me would be to have it spin the same as if I was rotating a newly spawned object, so still left/right etc

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and not having the rotation direction change with the movement of the unit

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but I dont know if thats feasible

solid marten
daring wagon
#

Y axis is the axis normal to terrain?

untold sky
#

without the weird wobble

daring wagon
#

That looks better.

restive bone
#

Yee

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Thats what I mean

daring wagon
#

@inner void

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Watch video.

tawdry lintel
#

yo bros do i have to upload repro mission to external service or FT provides option for upload?

untold sky
#

you can just drag&drop files into the FT textbox

tawdry lintel
#

ight cool

daring wagon
#

needs to be zipped though, no folders

tawdry lintel
#

ight bet

untold sky
daring wagon
#

πŸ˜„

tawdry lintel
#

i finally fought my procrastination and posted a FT ticket πŸ˜„

sinful kettle
#

btw Ded, I just realized what this error refers to:

#

would you be interested in fixing it?

desert trench
sinful kettle
#

I guess it's because the collision model only has a geom LOD?

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anyway, now that you know why, you might be able to fix it more easily (either you or KK)

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I can make a ticket if you want. If anyone's up for it ping me

daring wagon
#

I wonder, would it make sense to have commands similar to get/SetUnitLoadout, just for vehicles/containers?

#

So no more of this?

if !(local this) exitWith {};

clearWeaponCargoGlobal this;
clearMagazineCargoGlobal this;
clearItemCargoGlobal this;
clearBackpackCargoGlobal this;

{
  this addWeaponCargoGlobal _x;
} forEach [["arifle_MX_GL_F", 1], ["arifle_MX_SW_F", 1], ["srifle_EBR_F", 1], ["srifle_LRR_F", 1], ["srifle_DMR_02_F", 1], ["launch_NLAW_F", 1], ["arifle_MX_F", 2]];
......
......
{
  this addBackpackCargoGlobal _x;
} forEach [["B_Kitbag_rgr", 2]];
untold sky
#

would certainly be neat

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I had an idea how to solve that, don't remember why I never did it, probably forgot

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problem with that is the nesting.
box can contain backpack which can contain backpack,...

daring wagon
#

hmm

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Do we really need to support "unlimited" nesting?

solid marten
#

there is no unlimited nesting you can go up to certain level in inventory after which you start losing content

daring wagon
#

That's what I put it in quotes

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Dunno how many layers one can go down

solid marten
#

you can put backpack in backpack but second backpack wont save content even though it will keep track of the content

daring wagon
#

ah okay

solid marten
#

or something like that, i dont remember exactly i know that while you have it on you it keeps content but once you try to save it its gone up to a level

daring wagon
daring wagon
#

Since ctrlSetAngle has two parameters to define the center, is similar possible for control ctrlSetScale scale

untold sky
untold sky
daring wagon
#

Yeah, not problem.

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Would it be easier if it was an option to just scale it from the center?

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Default left up, optional, center?

daring wagon
#

Okay

solid marten
#

you can scale and move control, it can be done with script, unless you want different scale by x,y

daring wagon
#

Yeah, I am doing that now. Thanks πŸ™‚

sinful kettle
#

Can someone close this plz?

daring wagon
#

Done

sinful kettle
#

is there a good reason that the radioChannelCreate limit is so small?
can it be extended (possibly with a scripting command)? if so I can make a ticket

daring wagon
daring wagon
#

@solid marten If you work on the utilities. Would it be possible that the Print Config util. would save the last entered path and apply it when reopened?

solid marten
#

per mission duration, per PC running duration or per profile?

daring wagon
#

I guess uiNamespace lifetime would be enough.

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At least for my use cases

solid marten
#

ill have a look

daring wagon
#

Cool, thanks πŸ™‚

daring wagon
#

I got a feature request, not sure if doable or how much work it would be: Could the script error window get a timestamp which updates every time the window is updated? Sometimes it's hard to tell if an error is still happening or if it's an old one which is just still shown.

sinful kettle
#

yes plz!

solid marten
#

@daring wagon ticket plz

daring wagon
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Changing the position of it is probably out of scope right? It's like always in the way of what I am doing πŸ˜„

sinful kettle
#

meowthis this too!

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if you use the debug console it's always a pain to type when you get an error meowsweats

solid marten
#

dunno, isn't it shown in 0,0?

sinful kettle
#

I think so yeah.
but it's in the way. especially in the diag exe which is always spamming this error meowsweats

sinful kettle
#

it's "almost" in the same position! πŸ˜„

solid marten
#

what If I move it and it gets on the way of someone elses tool?

daring wagon
#

Since it's drawn from top left of the window I'd prefer safezoneX safezoneY instead of 0, 0

daring wagon
sinful kettle
#

but anyway, isn't it possible to fix that error?

solid marten
#

what error

sinful kettle
#

the setpos 0,0,0 thing

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in diag exe

solid marten
#

huh? how did change topic?

daring wagon
#

Sneaky leo πŸ˜„

sinful kettle
#

I just wanted to know if someone is interested in fixing it! πŸ˜„
since I use the diag exe a lot, and that error is a bit annoying

if nothing else, it blocks a portion of the screen at all times

daring wagon
#

Three things that would improve that error message window for me:

  1. Being able to change the position, via config, script command or what ever
  2. Being able to change the opacity of the window
  3. The timestamp mentioned earlier

I'd personally put it into safezoneX, safezoneY and make its alpha value 0

gray wharf
daring wagon
#

Uff. Sorting a listNbox with 1200 entries with lnbSortBy ["VALUE.... takes 45 - 85 seconds, is this normal?

#

No matter if spawned or called, both times game is freezed for ~80 secs

#

I might have found the issue. Let me check.

#

Okay, forget it. It seems to become slow if one tries to sort a column by value which actually has no value set.

desert trench
#

if just A3 had some custom UI positioning system πŸ™„

daring wagon
#

Perhaps. I'll let you know.

daring wagon
sinful kettle
#

you can also change the HUD layout meowsweats
not many games have that

daring wagon
#
disableSerialization;

_display = findDisplay 313 createDisplay "RscDisplayEmpty";

_ctrlBackground = _display ctrlCreate ["ctrlStatic", 59859];
_ctrlBackground ctrlSetPosition [0,0,1,1];
_ctrlBackground ctrlSetBackgroundColor [0.45, 0.45, 0.45, 0.8];
_ctrlBackground ctrlCommit 0;

_ctrlListNBox = _display ctrlCreate ["RscListNBox", 599];
_ctrlListNBox ctrlSetPosition [0,0,1,1];
_ctrlListNBox ctrlCommit 0;


_ctrlListNBox lnbSetColumnsPos [0];

_classes = "true" configClasses (configFile >> "CfgVehicles");

for "_i" from 0 to 1500 do
{
  private _row = _ctrlListNBox lnbAddRow [configName selectRandom _classes];
  _ctrlListNBox lnbSetValue [[_row, 0], round random 10000];
};

//Get time
private _time = diag_tickTime;

[_ctrlListNBox, 0] lnbSortBy ["VALUE", false, false];

systemChat str (diag_tickTime - _time);

@solid marten Here is the repro. First execute it as is and see the time, should take around 0.05. Then, remove the line where it adds the value and execute again, time for me was around 0.8 to 1 second

#

Now I just need to find out why it took 85 seconds in my first test. Perhaps because the listbox was quite a bit more complex

#

Let me know if I should further investigate

#
[_ctrlListNBox, 0] lnbSortBy ["TEXT", false, false]; // 0.78s
_ctrlListNBox lnbSort [0, false]; // 0.09s
[_ctrlListNBox, 0] lnbSortBy ["VALUE", false, false]; // 0.05s
[_ctrlListNBox, 0] lnbSortBy ["VALUE", false, false]; // Without value , 0.8 - 1s

Additionally, lnbSortBy doesn't throw a wrong enum value

desert trench
#

@daring wagon my point was when debug output position would be defined in config space, it could use the profileNamespace system, so everyone can move it to his personal preference

daring wagon
desert trench
#

well Leopard was asking to be able to modify it

#

KK/Dedmen would only need to make the engine read it from some config class like much else (could keep even keep the default set by the engine itself when not defined via configs)

daring wagon
#

Dunno if it's that easy. It's probably entangled in 15 years old code πŸ˜„

#

It would definitely be welcomed. For a game focused that much around scripting this window is kinda barebone

daring wagon
#

Just to show what Leo and I mean when we say it's super in the way.

untold sky
#

Just stop causing errors blobdoggoshruggoogly

daring wagon
#

But that's part of the process πŸ˜›

sinful kettle
untold sky
#

Actually I mostly test my scripts in MP (on screen errors disabled) and read errors from RPT.
And I use CBA which makes the debug console much bigger, so the top of the script is above that error popup

daring wagon
#

Yeah, I use the rpt as well

#

But someone thought it's a good idea to force script errors window in the editor...

#

tbh, I would be fine with a small icon pop up in the editor which says there is a script error, check rpt

#

btw dedmen. Why is the enlarged debug console a cba thing only?

untold sky
#

Because CBA added it

daring wagon
#

I like how his avatar fits the answer πŸ˜„

#

Oh seems like CBA doesn't create a dependency any longer. That's good to know.

uncut briar
#

It might depending on what you place. If you will find any vanilla class causing cba dependency let me know. (dm me)

solid marten
#

@daring wagon Be aware that this command is a lot slower than lnbSort!

#

are you reffering to the empty entries sorting?

#

are you comparing lnbSort with lnbSortBy ["TEXT"]?

#

how much is ALOT

daring wagon
#

~10 times

sinful kettle
gray wharf
#

quite a lot

daring wagon
#

It were a lot of items as well

#

I can do more testing tomorrow.

restive bone
untold sky
#

I don't understand what this ticket is trying to say, and its 7 years old.. questionable if still reproable

#

better just close

restive bone
#

I think it saying that the head defaults to looking opposite from the track-ir position

#

and blobdoggoshruggoogly dont have a track-ir so I cant try to repro

#

also cant close since ΓΆld

#

basically that yes its intentionally for reasons xyz

untold sky
#

Official servers yes

restive bone
#

Yeah repro steps mentions official servers

untold sky
#

ye

#

Don't remember if i had a FT ticket linked to it?

#

I forgot to assign it apparently

restive bone
#

not assigned/set to feedback sippy

sinful kettle
#

btw did you guys know that the new trigger interval property in eden doesn't have a string? meowsweats

alpine tulip
#

Meant localize string?

desert trench
#

how does one handle this atm - some manual caching o records or is there some way to determine if it exists?

sinful kettle
solid marten
#

@daring wagon When sorting by "VALUE", the rows with the same lnbValue will additionally be sorted by lnbText in the order specified by the reversedOrder flag, text specified by `useTextRight` flag and case-sensitivity specified by `caseSensitive` flag. if you dont set value or set it to the same value you get additional sorting by text ON EVERY ROW, totally expected and not a bug

#

Solution - dont sort by value when there is nothing to sort or use lnbSortByValue if you like pain

solid marten
#

@daring wagon As for the speed, also expected because it is UNICODE so it converts every entry, I will add option to do ANSI sorting

gray wharf
solid marten
#

dont need to force it it is already unicode, we reserve that for ANSI commands. extra bool in params is fine

#

Of course UNICODE sorting could be speeded up by making listnbox text item UNICODE from the start, but, it is very specific improvement which only makes sense if there like alot of unicode sorting needed on long lists

daring wagon
daring wagon
sleek scaffold
#

@untold sky I see you Added "Volumetric light cones (similar as on vehicles) to flashlights" Thank you! Also, did you manage to make them daylights? (Work and cast flares during the day too)

untold sky
#

I didn't, that was reyhard.
Don't think daylight makes much sense for them

sleek scaffold
#

Please remember that lights are tools that map makers and mission makers use to get their player's attention to one particular place (Yes, even during the day). So even thou the nature of Arma is sandbox you can "lead them" in the right direction with lights and other assets... Contact does this "trick" to perfection but in order for it to work the devs had to turn Contact's Nights basically into Day due to the moons incredible brightness that made everything a lot more visible than regular Arma 3 nights

#

@untold sky Are you worried that adding that would require many extra hours of dev work or just because you really still don't see a use case scenario for such feature?

#

☝️ Notice how dark the interior of the cave (Just big rocks placed to make it look like a cave) compared to the top of the cave where some sun light enters. If I close the roof the interior of the cave is barely visible during the day. If I skip a few hours for night time then the lights make that cave a lot more illuminated and more navigable than during the day.

devout wave
sleek scaffold
# devout wave As a missionmaker you _can_ make your placed lights work in daytime using <https...

You are wrong. The current Daytime lights (https://community.bistudio.com/wiki/setLightDayLight) do not emit real light (flares), they are just bright spots that do not illuminate their surroundings (like a real flashlight should) so because of that there are no scripts or mods right now that can replicate a flashlight during the day in Arma 3... and because of that there is currently no way to do the things I described. What we do have is the recent addition made by Dedmen that enables Day Lights to emit flares (illuminate their surroundings) (Even during the day) but that recent addition is not even on the Stable Branch yet (I believe)

#

Now the big question is: Why go though all the length of enabling day flares but not add that new functionality to the flashlights? Is it because it would require an extra 8 hours of work by the dev or will it take 20 minutes? I just don't see what is the problem now that the tech is implemented into the game? Perhaps a dev could be more specific about the challenges of doing so for the flashlights?

#

Yes, scripted and modded solutions will arise as soon as the new daylight flares arrives on the stable branch but why rely on those when doing it with C++ will always be faster than scripting/modding? On a game that desperately needs more FPS the less we rely on SQF and the more we rely on C++ the better.

sleek scaffold
#

Now, justifying the request again (Even thou Dedmen already said yes before but now changed his mind for some reason). Images speak better than words sometimes:

#

Noticed how during daytime there are places that are less illuminated than even at night?

#

How can we expect our players to navigate these indoor environments if they can't see s*** during daytime because their flashlights are so sophisticated that only work when they detect it is nightime and won't work at all during daytime? Additionally doesn't Arma aims at simulating real life scenarios? I have used flashlights during day time a million times when looking for things under my bed and in Arma 3 there are conditions where some indoor locations become too dark and desperately require a flashlight too! And the tools (Daytime flares) are now there for us to use (implemented in the game) yet we leave that final step of finishing the product and make it accessible to all players behind the decision and will of modders and scripters just for them to use? But what about the rest of the players who can't script or won't ever find the right mod on the workshop due to it being buried under one million other mods, perhaps half of them deprecated and not compatible with the latest version of arma anyway? Then you have the other issue when searching for a particular mod lets say a "Day Flashlight" mod, you will find several mods that claim they add that functionality yet how many of those are really bad coded/scripted and will just cause more harm than good to the mission. That is what you are suggesting really @devout wave when perhaps 99% of the work for this feature is already in the game?

daring wagon
daring wagon
#

see comment

untold sky
untold sky
daring wagon
unborn acorn
#

same in russian

#

but in some cases it even convenient

restive bone
unborn acorn
#

well in russian in editor дСрСвянный != ДСрСвянный

daring wagon
#

Yeah it's only ignoring the casing in English.

restive bone
#

Huh

#

that'd seem like the expected behaviour too

daring wagon
#

idk, that's why I am asking.

restive bone
#

Yee

untold sky
#

I'd consider that a bug.
Its probably only been tested in english and the wrongness wasn't noticed

daring wagon
#

It was in 2016 πŸ˜„

#

In regards to the control's configuration

solid marten
daring wagon
#

@solid marten Yes, I attached a video to the ticket.

solid marten
#

its because I was checking markerSHAPE

#

why are you checking marker type?

#

what the marker type has to do with the shape?

daring wagon
#

Yeah true, why am I checked the type? meowfacepalm

#

However, shouldn't markerType not return "" as it does when a marker is created via commands?

#

I guess that threw me off a bit

solid marten
#

yes, this is the actual bug not that it doesnt change shape name

#

Can you make the ticket I will fix it

daring wagon
#

Yes, one sec

solid marten
#

actually keep the ticket just adjust the repro @daring wagon

daring wagon
#

too late

#

It has been working for me ever since I have created that ticket.

#

If not should I close it?

untold sky
#

no repro

daring wagon
#

Imo it's fast enough. Only thing that's slow is lbAddPictureXX but we talked about that.

dreamy bane
#

was about to post bug report but then saw my mistake πŸ˜„

sleek scaffold
sleek scaffold
daring wagon
daring wagon
#

@untold sky Did you add the Editor option "Automatic Composition Layering" ?

untold sky
#

ye

daring wagon
#

German localisation is waaay too long

restive bone
#

Ooh I can turn that off EYES

sinful kettle
#

would it be possible to add a third (optional) parameter to terrainIntersectXXX commands to ignore water?

#

it's really annoying that it returns the intersection with water (which technically is not terrain; it's "ground")

gray wharf
#

"""ground""" yeah

#

ground for discussion at least πŸ˜„

sinful kettle
gray wharf
#

I know, I am only emphasising πŸ˜‰

trim acorn
#

hello

sinful kettle
#

if you guys want to know a very useful application of the "improved" version of the command, it's this:
since water is flat in Arma, if you run a "flat" line from the surface of the water to some other pos in a certain direction, you can instantly tell how far you have to go to in that direction to get to the shore

#

unfortunately, right now I have to step "manually" thru the terrain to find the shore, which is much slower

untold sky
daring wagon
#

Looks good.

untold sky
#

oof.. worst part about that.. I remember the avatar from prior spambots

dreamy bane
#

how about allow us to change the zeus group icons (the blue rect) to a .paa? I havent yet got devs opinion about this? πŸ™‚ (I mean script command to change the paa)

daring wagon
restive bone
dreamy bane
#

do I create bug report or is the feature link somewhere?

restive bone
#

!ft

woeful novaBOT
restive bone
#

you can just do a normal ticket

#

or yeah thats called a bug report ameowderpy

dreamy bane
#

ok ty πŸ™‚

restive bone
#

Oh a new FT admin ablobdoggowavereverse

dreamy bane
#

πŸ™‚

restive bone
daring wagon
#

Are there any chances BIS_fnc_displayMission could support display3DEN?

desert trench
#

the A3 scripted respawn system from BI moves you into driver position by default
p:\a3\functions_f\respawn\fn_movetorespawnposition.sqf

if (_unit moveInAny _this) exitWith {true}; //--- success

#

this line should be responsible - can this be changed to cargo or made configurable please

desert trench
#

is it a known problem that dynamicSimulation seems to tigger on dead units even when players are close by and stops interaction with the inventory? (actions like rearm, pick grenades via action menu, etc still work)

sleek scaffold
# desert trench is it a known problem that dynamicSimulation seems to tigger on dead units even ...

That could explain why my players sometimes cannot take inventory items from dead bodies. I had a funny bug last night, I was the host of the mission and I tried to pick items from a dead body (Recently killed by me). I opened the inventory screen via the action on the body and took only his main weapon, it worked fine but then I couldn't take the rest of its items like the GPS, grenades etc. Then I closed the inventory and tried to open it again but it bugged out, the inventory UI would appear for a second and then close itself again like a glitch. Funny and sad that these inventory issues are so prevalent up to this point.

daring wagon
#
action = "params ['_ctrl', '_path']; _ctrl menuEnable [_path, false]; diag_log [_ctrl, _path, (_ctrl menuEnabled (_path))];";
//16:49:01 [Control #5000,[3,0],true]

No luck with menuEnable so far =/

#

Seems to do nothing.

#

@solid marten Am I doing something wrong?

solid marten
#

wait which action is this?

sinful kettle
#

I think it's the same as action = in config, no?

#

wait, SQS? meowsweats

solid marten
#

i dunno need to test my way

daring wagon
#

Sorry for the confusion. That's the action from a menu strip item

solid marten
#

same item you try to disable?

daring wagon
#

yes

solid marten
#

i’ll have a look need to add that separator

daring wagon
#

ok!

desert trench
#

ok will get a FT report set up

solid marten
#

@daring wagon try idc syntax with enableMenu

#

ctrl syntax had a bug

daring wagon
#

Okay, gonna try that. Thanks πŸ™‚

desert trench
#

sounds like the same outcome at least

#

need ask our mission makers if they adjust AI equipment that way - i doubt it. so could be multiple reasons for this outcome

restive bone
sinful kettle
sinful kettle
#

to feedback tracker

#

to close and delete stuff

restive bone
#

Ye but I'm not an admin

#

so I cant disable accounts

#

I could delete the comment (iirc), but then the ft admins wouldnt be able to use it (easily) to disable the account

gray wharf
#

done btw

restive bone
#

thanku bongocat

#

where am I gonna buy my cheap medicine now though think

gray wharf
#

Khajiit has wares, if you have coin

restive bone
#

πŸ‘€

sinful kettle
#

is this known?

alpine tulip
#

How did this happened?

sinful kettle
#

I just opened Arsenal meowsweats

alpine tulip
#

Huh... I've never experienced

#

Make sure nothing happens in vanilla as always

sinful kettle
#
[] spawn {
    _targets = [];
    {
        _targets pushback vehiclevarname _x;
        _var = vehiclevarname _x;
        _marker = createmarker [_var,position _x];
        _marker setmarkertype "mil_dot";
        _marker setmarkercolor "colororange";
    } foreach (allmissionobjects "man") - [player];
    while {true} do {    
        {
            _t = missionnamespace getvariable _x;
            (vehiclevarname _t) setmarkerpos position _t;
        } foreach _targets;
        sleep 0.1;
    };
};
sinful kettle
alpine tulip
#

Lemme check if I had too. Dev?

sinful kettle
#

nvm. doesn't happen in vanilla

#

why does Addon Builder always move the temp file into Recycle Bin instead of just deleting it? meowsweats

untold sky
#

I learned that the internal name for recycle bin is Bitbucket.
Here have this useful information.

daring wagon
sinful kettle
daring wagon
#

hmm

#

Write bat file then and see if that works.

solid marten
sinful kettle
#

I had a mod that spawned a helper unit of type "man" meowsweats

#

since it didn't have a vehicleVarname, and there was no variable in missionNamespace by that name, it was throwing that error

#

_t = missionnamespace getvariable _x;
(vehiclevarname _t) setmarkerpos position _t;
I guess it's self-explanatory

sleek scaffold
#

How many of you guys would find this useful?: SQF this disableAI "PRONE";

daring wagon
#

The syntax error? 🀣

sleek scaffold
# daring wagon The syntax error? 🀣

Yeah that too! πŸ˜… Actually no! I meant being able to prevent Ai units from going prone. Currently there is no clean way to prevent this other than running a loop on each Ai Unit (Ouch my fpss)

sinful kettle
sleek scaffold
#

A command like that would do wonders for jungle maps like the one in SOG... were you don't want Ai units going prone all the time (for gameplay reasons)

sleek scaffold
sinful kettle
#

You just need 1 spawn for that. Why 50?

sleek scaffold
#

Well you are right, but that single spawn would have to do a check on all non player units of the mission, every x seconds....

daring wagon
#

Not sure if disableAI is the right command for that, but having a way to prevent AI from entering a certain stance would indeed be nice. (Given that there is no way as of now)

sinful kettle
#

I never said it's a bad thing. I just commented on the "ouch my FPS" part meowsweats

sleek scaffold
#

Perhaps it wouldn't be such a difficult thing to do... but if it is then I am sure there are other priorities. I am aware that bug fixing is far more important than new features at this point

daring wagon
#

Just create a ticket and leave it here.

sinful kettle
#

At this point people are just used to the bugs, so gib new features! πŸ˜› 🀣

sleek scaffold
sleek scaffold
sleek scaffold
desert trench
#

hard to say how complex it is to extend this

#

the engine is likely doing a matching comparison usually than a negative comparison

alpine tulip
#

Kinda my wishlist is a more attribute for setUnitPos to set β€œset stance freely but prone” or such

daring wagon
#

Ingame description of lnbSetTextRight is completely wrong. Need a ticket?

sleek scaffold
alpine tulip
#

Might just be _soldier allowedUnitPos [true,true,false];

sleek scaffold
solid marten
#

What is "completely wrong" about it?

daring wagon
#
  1. The example
  2. The description (Invisible text e.g. data, instead of right aligned (visible text)
#

Let me check what lbSetTextRight says

daring wagon
sinful kettle
#

if you guys are free right now, maybe I could interest you in some scripting commands that are at the top of my wishlist (and many others, I'm sure):

  1. a command for setting weapon/aim direction (units and vehicles). maybe with an additional "commit" command if it's not possible in one frame. (similar to controls/cameras)
  2. a command for settings a unit's eye/head direction (similar to above)
  3. a command that returns what bone/selection is animated with an animation (which links selectionNames and animationNames), and maybe even provides more info about vehicle animations for scripting (as they are only accessible in cfgModels)
  4. a command that returns a weapon's muzzle position (and maybe other weapon selections)
  5. getters for gestures, similar to anims (e.g. gestureTime, gestureState)
  6. Maybe gesture event handlers as well?
  7. Making a few event handlers possible for cfgAmmo class (e.g. deleted or killed, to know when a projectile explodes/hits the target)
  8. diag_getTerrainGrid for stable build (which is completely safe as it's a getter, so I don't see why it's diag-specific)

there are tickets for all of them on the FT btw.

sadly there are no alternatives/work-around for any of them, so adding them would be very appreciated.

solid marten
#

You can cross 1 off, not happening, it is an aim bot recipe, been discussed and declined

alpine tulip
#

Sad. Was also my big wish

#

Is it possible to implement with some limitations like only for AI? Assume was also discussed though

desert trench
#

well you can already script bullets/ammo to hit anyone - or if you overcome BE/sig check, all hands are off anyway

#

anyhow gestures could need some love with getters and EH indeed

alpine tulip
#

What about multiple animations once (not gestures) just like weapon switching? IIRC there isn't any end-user way to do/get it

untold sky
#
  1. a command that returns a weapon's muzzle position (and maybe other weapon selections)
    You can do that now after the selectionPosition fixes. You can get the weapon proxy position from player
#

selectionPosition now supports proxies

sinful kettle
#

Like scripting a bullet

#

And no one will notice

uncut briar
#
  1. Would be awesome for AI, we've managed to write custom agent based AI replacement in my unit but there's no way to make them aim properly.
sinful kettle
#

Please consider it πŸ™

alpine tulip
#

VBS3 v3.7 now comes with unit path recording. This feature enables users to record and replay individual unit paths in-game. This allows for development of very complex scenes for training or video creation. The feature also allows replay to be interrupted by the unit when it sees an enemy or begins taking damage. Read more about the latest feat...

β–Ά Play video
sinful kettle
#

If you don't want it to become an aimbot, maybe you could implement a limited version
like for AI only, if it hasn't been a player for 1 second (so that switching is not a workaround either)

I personally want it for two things:

  1. My AI mod
  2. Scripting AI firing in single player scenarios, e.g. an AAA tracking and firing at air targets
daring wagon
#

Make it sp only

sinful kettle
#

I'm making an AI mod notlikemeow
I want it to work in MP too

A timer system can work pretty well imo, as in adding a new variable to units class, float last_player_time{ -1.f };

if (unit.is_player || glob_time - unit.last_player_time < 1.f) return;
#

last_player_time can track the last time it was controlled by a player (selectPlayer and remoteControl)

daring wagon
#

yeah true. Limiting it to sp would make it useless for most ppl#

solid marten
daring wagon
#

Isnt't there a way to make it only work in mp if it's whitelisted? Wasn't there such a config?

sinful kettle
# solid marten doesn’t mean we should add another way

Yes, I perfectly understand, which is why I said limiting it is also an option.

but even if you don't it won't be that bad if you think about it.
You can create bullets/objects and give them velocity, you can use FiredMan event handler to the same thing
You can use setVelocity and slam the target into the ground or send it into space
Or you can just do the simplest and most effective way of all: setDamage
All of them are far more effective to kill a target than an aimbot

gray wharf
#

yeah, but also more visible in e.g streams
I would vote for e.g some "canUseAutoAimBot = 1" in Description.ext

sinful kettle
scarlet flint
#

Hey, pretty sure this is the right channel, if not, advise redirection

Not sure if this suggestion has already been made, but it would be a great idea to be able to remove all HUD layout from a single option (tick/untick) in game, without having to drag said HUD items off screen, especially when trying to play for full immersion, and/or taking screenshots/photos/video

lean mica
#

Can someone explain why there is limitation that blocks rifles being carried on back? Would be nice to have unreleased ace feature β€œweapon on back” implemented at engine level. Is this just because of visuals?

shadow beacon
#

Completely different simulation type for primary and secondary weapons

#

Different animation sets and everything

solid marten
scarlet flint
daring wagon
restive bone
daring wagon
#

K

daring wagon
#

Also I noticed that the trigger interval attribute throws an error message when a none numerical values was inserted. Any chance make this available for other attribute / custom attributes?

daring wagon
solid marten
daring wagon
#

I checked with the timeout attribute and it simply sets any none numerical number to 0

#

I've never seen that window before popping up, that's why I was wondering if it' snew

solid marten
#

what is the validation type on it?

alpine tulip
#

Just a thought, can we have a support for /**/ comments in Debug Console? Since we have regex now, I assume it's relatively easy

daring wagon
#

Yes please

#

Such a pain for beginners if they copy code and do not understand that ml comments are not supported

daring wagon
solid marten
#

what was the result in hint?

daring wagon
daring wagon
#

Also it seems that validate = "number"; does nothing for custom attributes. I'd love it if it would also show a popup in case of wrong data type

naive ledge
#

description.ext entry which disables uniform restrictions and is disabled by default πŸ€” What do you think? I think it would be a cool option for gamemodes which have undercover systems, currently it is a big problem.

vocal abyss
#

What uniform restrictions? meowtrash

naive ledge
#

You can't take enemy or civilian uniforms

gray wharf
#

Old Man circumvented this by having the player as a civilian unit, changing his allegiance over time/actions

naive ledge
#

right but what if I have a MP game mode and a player can't be both in a civilian and military group at the same time

gray wharf
hallow sun
#

Can we get a removeItemFromCargo command for containers ? πŸ€”

_container removeItemFromCargo ["ItemClassname", 1]; // For a specific amount
_container removeItemFromCargo  ["ItemClassname", -1]; // For all items with the same classname

Not sure why there isn't one. Getting cargo, remove the stuff you want and then adding everything back to container feels a bit stupid. Even tho lots of my code is probably stupid πŸ˜„

daring wagon
#

Guess four new command would be needed, for weapons, mags, items and backpacks

dreamy bane
solid marten
naive ledge
#

well if it's too big to program this then it's fine, i can only assume how hard it is to do that in arma 3 code

solid marten
#

it’s not too big but it was done for a reason, strong enough reason obviously that it is still the way it is

naive ledge
#

that's why I said that the default value of the suggested option should be the same as it has been forever

#

so:

allowTakeAllUniforms = true; // make a better name for this

disables the restrictions, and if this entry is not found in the .ext file, then the game behaves like it did. I think it should be compatible with everything πŸ€”

daring wagon
#

Any chance for an alt syntax for collect3DENHistory which defines what text is shown in the history list?

untold sky
#

text, tooltip, icon is possible yes.

#

ticket, with screenshot of where it shows up

#

currently text and tooltip are just "" correct?

daring wagon
#

Text and tooltip are used.

untold sky
#

@daring wagon do you per chance have a random icon path for testing

restive bone
#

"\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa"
?

#

"\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\artillery_ca.paa"
"\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\attack_ca.paa"
"\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\call_ca.paa"
realwobcat

daring wagon
#

Not at home. Sorry

untold sky
#
["kek" ,"uff", "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa"] collect3DENHistory {
    _logic = create3DENEntity ["Logic", "Logic", position player];
    add3DENConnection ["Sync", [_logic], player ];
};
restive bone
#

bongocat fancy!

untold sky
#

@daring wagon there is a special check, if the history contains only a single operation, it ignores the custom text and stuff and ignores the multi-operation thing and only shows the single operation.
So by code above, only shows "CreateLogic".

So if you want that to work, you'd need to do more than a single operation... Or I need to add special code for that

#

Well I added extra code for that think_turtle
Should be fine πŸ™ƒ

daring wagon
#

Awesome. That's gonna be nice.

restive bone
gray wharf
#

(aka thanks for the report)

restive bone
dreamy bane
#

stack trace for errors would be nice πŸ™‚

untold sky
#

already exists

dreamy bane
untold sky
#

how would you make it longer?

dreamy bane
untold sky
#

explain?

sinful kettle
#

it does already doesn't it?

dreamy bane
#

call mycode would save the name mycode to trace list

#

and when errors happens that list would be printed

untold sky
#

yes, it does that

dreamy bane
#

havent seen that in my errors...

untold sky
#

did you enable -debug parameter?

dreamy bane
untold sky
dreamy bane
#

well ty for that. I look forward to see how it works πŸ™‚

#

Hmm I still see no trace with -debug on. only the crash line is shown

sinful kettle
#

isn't this feature new?

#

ie you need dev build I think

dreamy bane
#

ooh k

untold sky
#

Don't know how old that is, its definitely on profiling branch (which everyone should be using πŸ‘€)

dreamy bane
#

im on the default release, whatever that is

fickle root
#

Default release?

dreamy bane
sinful kettle
#

stable

fickle root
#

It's called STABLE.
No wonder it doesn't work for you

sinful kettle
#

use the profiling branch

#

it's more up to date, and is compatible with the stable

dreamy bane
#

is prof branch not the same as dev build?

sinful kettle
#

no

dreamy bane
#

ok well maybe I give it a go. ty

#

its steam activated?

sinful kettle
#

you get it from steam

dreamy bane
#

can you have both or is it going to overwrite my current release?

sinful kettle
#

overwrites it but it's safe

#

it only downloads < 100 MB

#

and as I said it's fully compatible with stable

#

just rclick on arma in steam

#

betas

#

enter access code

dreamy bane
#

ok, thx for the info

#

no SteamCMD needed?

sinful kettle
#

can you "rclick on Arma" in SteamCMD?! meowsweats

#

no

#

you just need steam

dreamy bane
#

I was just asking because the link you gave talks about steamCMD

#

well its installed now πŸ™‚

#

ah the trace is only in .rpt file?

#

I dont get function names there but trace of file and line which is nice

untold sky
#

If you compile functions with CfgFunctions, the names should be there (CfgFunctions adds a header to each function which sets the name)

dreamy bane
dreamy bane
#

is there no way to save "call someFn" in the trace somehow?

untold sky
#

not viable.
Use proper CfgFunctions like you're supposed to

dreamy bane
#

is it technically impossible to save the variable name passed to call?

untold sky
#

no

gray wharf
#

you can maybe write it down manually with scope name or directly (awful) diag_log

dreamy bane
#

sounds like opportunity for a good feature, to me

dreamy bane
gray wharf
#

hence the proper use of CfgFunctions was, is and ever will be recommended πŸ™‚

dreamy bane
#

I just dont understand why its the "proper" way. no other programming language demands you to list your functions...

gray wharf
#

because SQF is not any language, and is not OOP

#

think that you provide "hey, run this code" things to the engine
the engine is fine with that, no problem

now consider that by not declaring them as CfgFunctions, this code can be maliciously edited by someone (as SQF is not compiled)
do you start seeing the issue πŸ˜‰

dreamy bane
#

yes in MP that can be problem

#

so this is security issue foremost

#

but from what I understand people who know how to hack can run any code irregardless of the protection

uncut briar
#

Why do you need CfgFunctions for proper traces? Can't you add the required header to your functions manually?

gray wharf
#

hundreds of functions
seems to be the issue

dreamy bane
#

yep

untold sky
uncut briar
#

5min job

gray wharf
#

or
write code properly
πŸ˜„

uncut briar
#

cfgfunctions is not 'properly', it's 'recommended'.

gray wharf
#

for a reason! πŸ˜„ multiple, actually

#

(logging but also network safety, perfs, etc)

untold sky
#

CfgFunctions is just a scripted system, you can build the same system yourself and be fine, if you do it properly

dreamy bane
#

im kind of confused here, how does cfgFuctions help if hackers use other means to run their code?

gray wharf
#

it compileFinal the code and makes it unable to be overridden (useful for network-called functions)

#

so yeah as Dedmen says you can reinvent the wheel, but…

dreamy bane
gray wharf
#

it prevents that kind of hacking

dreamy bane
#

yeah :/

gray wharf
daring wagon
gray wharf
#

would this function itself be declared in CfgFunctions though? πŸ˜‚

daring wagon
#

Who said it has to be sqf πŸ˜„

daring wagon
#

That's what she said.

desert trench
#

Cannot create object 2:1860 with type[AISubgroup], param[subgroup], NMT code[111]:

#

Getting this a lot - is this some additional logging?

#

In the past it was only Cannot create object 2:1860 from what i recall

desert trench
#

"Land_powerline_02_pole_small_junction_f"
Warning Message: Cannot open object a3\structures_f_enoch\infrastructure\powerlines\powerline_02_pole_small_junction_f.p3d

#

"Land_MapBoard_01_Map_Syndikat_Tanoa_F"
Warning Message: Cannot load texture a3\structures_f_oldman\signs\boards\data\map_tanoa_syndikat_co.paa.
"Land_SignInfo_01_Shelter_F"
Warning Message: Cannot load texture a3\structures_f_oldman\signs\traffic\data\signhotel_co.paa.

desert trench
gray wharf
#

regarding attachTo's followBoneRotation parameter; it seems to not be precise on e.g AIs (for example attaching object to head); is it due to using pos and not something like visiblePosition? or simulation cycles that do not refresh as much as the player unit?

daring wagon
gray wharf
#

3D model fixes are out of question, right?
here an HEMTT far and close, notice how close LOD hides the exhaust

daring wagon
#

Don't forget the Marid where the crew is visible through the hull

ornate marlin
#

Ez...
Gib arma 3 public licensed data pack πŸ˜‰

gray wharf
gray wharf
wraith sapphire
#

It's remind me the tree lod issue

gray wharf
#

oh
I thought that one was fixed long ago, guess I was wrong
but I also noticed it recently, so brain plz connect dots kthxbai

sinful kettle
#

yeah the FOV system is just broken and there's no one left to fix it anymore blobdoggoshruggoogly

dreamy bane
#

is return keyword possible?

alpine tulip
#

Return keyword?

dreamy bane
alpine tulip
#

Don't get it

sinful kettle
#

Dedmen said maybe

dreamy bane
#

in some languages "return" is a keyword

dreamy bane
sinful kettle
#

but he said that a long time ago, so maybe not...

alpine tulip
#

Ah, now I get it

dreamy bane
untold sky
#

possible yes, but won't do

dreamy bane
untold sky
#

The definition of what counts as a "function" that you would want to return from

#

while {} do {
isNil {
call {
if () then {
return; //return to where?
}
}
}
}

dreamy bane
#

I understand that is a problem. thought you might know a solution πŸ™‚

sinful kettle
dreamy bane
#

lol

sinful kettle
#

if you think about it, call in Arma is (almost) the same as function/lambda call in C++, and you do have returns for those

dreamy bane
#

true

sinful kettle
#

but still it may result in incorrect code

#

so I think it's better that it's not implemented

#

(for example what if someone writes a function expecting it to be called, and someone calls it with isNil my_fnc?)

untold sky
#

My_Func = {if (isServer) then {return false;}}

_myStuff = isNull player || My_Func

sinful kettle
#

yes that

dreamy bane
#

what if return exits the last called scope only?

sinful kettle
#

same as what dedmen and I said

untold sky
#

Same as what i posted, still wrong

dreamy bane
#

ok

untold sky
#

you want to know the name of your func, and whatever last thing that executed your func by your name.
That would work in most cases, but then still

_stuff =My_func
call _stuff

dreamy bane
#

unless you get the function by pointer or some kind of ID

untold sky
#

or

{call _x} forEach myhandlers;

dreamy bane
#

I suppose code blocks arent referred with a pointer?

untold sky
#

they are

#

I guess

dreamy bane
#

well maybe you can work with those, just a thought

untold sky
#

nope

sinful kettle
#

if you want to return just use breakOut

#

Β―_(ツ)_/Β―

untold sky
#

you can just use breakTo

dreamy bane
#

yeah I know πŸ™‚

sinful kettle
dreamy bane
#

well im out of ideas, if last call cant be saved and returned from then im outta ideas πŸ™‚

untold sky
#

Same, which is why we don't have return

dreamy bane
#

if each call would give it's scope a name automatically like scopename cmd and return would know that name it could work?

untold sky
#

probably, but so does breakTo/breakOut

dreamy bane
#

sure

#

I'm still hoping of called function names to appear in the call stack 😁

untold sky
#

use CfgFunctions or scopeName command or whatever the method is to give functions names, and they will

dreamy bane
#

i know πŸ™‚

#

but all that trouble.....

naive ledge
#
#define return

12 call {
return _this*3;
};

#

you can still get syntax highlighting though

sinful kettle
#

not exactly the same thing tho:

call {
  if (true) then {
    return 2;
  };
  return 1;
};
#

returns 1

naive ledge
#

sure, it does nothing

#

you still need to understand how value return works in sqf

gray wharf
#

exitWith in that case πŸ™‚

raven relic
#

Hi, I found a bug in Arma 3 with the VTOLs - the V-44x Blackfish and Y-32 Xi'an. This has existed for a while and I was surprised it wasn't noticed or fixed before.
When a player enters the pilot seat of any of the VTOLs, the throttle will automatically be raised to 100% when the engine is turned on because the wheels of the VTOL are touching the ground. However, when a player group leader enters the pilot seat and turns on the engine, the throttle does not go straight to 100% but will stay at 0 until the player decides to increase it. Players who are in a group that are not the group leader and enter the VTOLs and turn on the engine will see the throttle go right to 100%, while group leaders who enter and turn the engine on don't have that issue.
I cannot find the codes/scripts that are involved in this part of the VTOLs, but I, along with many other friends and people I've played on public zeus servers with, have experienced this to be the case, that the throttling issue of the VTOLs comes down to the player's group position as group leader or subordinate.

If there was already a ticket for this, sorry for repeating it, I couldn't find any related to this issue.

gray wharf
#

my test setup

dreamy bane
#

One way to return a value from function I have sometimes used is this: ```sqf

retFn =
{
scopename "retTest";

for "_i" from 0 to 5 do
{

if(_i == 3) then
{
_i
breakout "retTest";
};

};

-1
};

call retFn;

#

it's ugly but it works (returns 3)

#

I wonder how good solution that is?

#

sorry should have posted this in scripting instead

dreamy bane
#

I was just thinking if anyone else uses same solution like what I posted

sinful kettle
#

that's literally what dedmen and I said

dreamy bane
sinful kettle
#

for the record, breakOut has two variants. unary and binary. unary doesn't return anything. binary returns something

#
breakOut "scope"; //unary
returnValue breakOut "scope"; //binary
dreamy bane
#

aah didnt know that. thx πŸ™‚

sinful kettle
dreamy bane
#

I thought what I did was hacky.. should have looked at the wiki

#

_i breakout "retTest"; <--- not ugly anymore πŸ˜„

sinful kettle
#

whitespace (space, tab, line break) has no meaning in sqf

player
      setPosASL
                [0, 0, 0];

so

_i
breakout "retTest";
```==```sqf
_i breakout "retTest";

Β―_(ツ)_/Β―

dreamy bane
#

yea I know

sinful kettle
#

I currently have a problem and I was wondering if it could be fixed
the direction of the pond objects on the terrain are not actually set at pre-init, so you can't really tell if a surface is water, unless the pond object direction was [0,1,0]
not sure if it's fixable or worth fixing. but thought I'd mention it

#

the pond objects have other problems too. when you delete some of them, the "water" is not deleted and you still end up floating in the air...(probably because of terrain caching?)

gray wharf
sinful kettle
#

no it was a single part object...

gray wharf
#

maybe also some "engine entity"
but it's not my turf so I cannot say, let's wait for an Xpert 😎

rose umbra
gray wharf
#

this implies 3D rework, so my best guess is "not gonna happen"

raven relic
gray wharf
#

no, the second in command, #2

hallow sun
#

How to report exploits ? I don't want to make it public
Feel free to write me a PM i can give you the details then.

desert trench
#

Error in ReloadMagazine - unable to locate target weapon XXX muzzle XXX

#

whats the meaning of this rpt spam?

gray wharf
untold sky
sinful kettle
untold sky
#

Β―_(ツ)_/Β―

alpine tulip
alpine tulip
untold sky
alpine tulip
#

That's what I thought, yeah. Fair enough

shadow beacon
#

Proxy objects are retexturable

daring wagon
daring wagon
#

❀️

daring wagon
sinful kettle
#

is this a known bug?

#

basically, what happens is this:
when you respawn, the variable BIS_fnc_setUnitInsignia_class is transferred from the corpse to the unit

#

and BIS_fnc_setUnitInsignia is preventing insignia change: if (_unit call BIS_fnc_getUnitInsignia != _class) then

#

Β―_(ツ)_/Β―

naive ledge
#

Maybe it's transfered through some event handler?

sinful kettle
#

Β―_(ツ)_/Β―

#

afaik the game does transfer the variables from corpses to new body automatically

naive ledge
#

are other variables transfered to?

sinful kettle
#

idk. Dedmen knows. (maybe?)

sinful kettle
#

btw Ded, if you do decide to implement a new multithreaded lineIntersectsSurfaces, I would like to make some suggestions for that commands:

  1. can you investigate to see if the "ROADWAY" lod is possible for implementation?
  2. it would be great if the syntax was more "advanced" than lineIntersectsSurfaces. for instance:
linesIntersectSurfaces [
  [//array of point pairs for lines
    [p1, p2],
    [p3, p4],
    ...
  ],
  [],      //array of objects
  [],      //array of types (e.g. "MAN", "B_soldier_F", etc.)
  true,    //intersect mode: true: only intersection with above types/objects; false: ignore those types/objects; default is false
  true,    //sort mode; default is true
  1,       //number of intersections per line; default is 1
  ["GEOM"],//array of LODs; if not possible, two lods like lineIntersectsSurfaces; default is ["VIEW", "FIRE"];
  false    //unique only (?) not sure if possible due to being multithreaded (or maybe unique only per line, but not total?); default is true
]
#

returns: intersection from each line pair, where each array is like lineIntersectsSurfaces (so return type is: vector<vector<IntersectSurfaces>>)

untold sky
#

I was thinking between point pairs and defining grids.
intersect between this and that grid, with radius/precision on each point on the provided rect.
Or rect->point similarly.
That would be easier to setup than point->point. But can ofc provide multiple variants

sinful kettle
untold sky
#

ye

sinful kettle
#

yeah that's also great

untold sky
#

Often you want to do intersects along a line or between rectangles, IF you want to do many at once

sinful kettle
#

yeah actually I was gonna ask that but not sure how to return the intersection points πŸ€”

#

oh grid