#arma3_feedback_tracker
1 messages Β· Page 37 of 1
As I said the icons adhere to the normal nato standard, no?
with the different shapes etc
oh yeah the shape varies
yes but what about some indication of group's type?
group type?
Yes?
Zeus doesn't read those icons (for whatever reason). There's no way to change them.
ok well if that's true how about adding command for changing them?
doesn't sound hard to implement...
Sorry I had to take a bit to recover 
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.
lol wb
But again, whats the use case for that command?
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
each group could store the icon value which gets passed to the renderer
Groups change. You dynamically group and ungroup units in zeus
I thought I already answered that π to see the group's type
yes, so?
So it's pointless.
Plus the extra clutter is annoying
hmmmmm
Anyway, this is not a discussion board. Let's wait for the devs to comment on that.
am I the only one who loves to see if group is armor group or infantry? π
will do
I just got this:
No, it's a different problem I have
it's just the initial path, or parts of it, and the display of the error is too similar
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?
This message box has the same buttons on it as that other message box. Must be the same error!
Did you change PIP resolution?
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.
similar... similar π
https://feedback.bistudio.com/T159074#2202028 Eden Editor marker shape issue. I added a repro to it with some more information.
any comment on this from the devs?
It's on low
or is that quality? 
Is there a PIP resolution?
I mean did you change it when you got that
No
You confused me. player selectDiarySubject "Diary:Test2"; is incorrect try player selectDiarySubject "Diary:Record1";
feel free to explain this on BIKI. I was gonna make allDiaryRecords subject to complement allDiarySubjects but got carried away with other stuff
Ah okay. I thought it would be "subject:Title" from what was written on the biki. Gonna make that clearer
If any dev has a minute to spare. Could you check if configFile >> "ctrlMenuStrip" >> "pictureRadioEnabled" has any use or is just a leftover?
doesnt seem to do anything
okay. Thanks π
https://feedback.bistudio.com/T159104 CT_MENU_STRIP bug with repro
Trigger interval attribute is missing tooltip and displayName, is that intended?
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?
Is there a command to disable a single entry in a combobox?
Don't think so
Would that be possible to add?
Trigger interval attribute is missing tooltip and displayName, is that intended?
how do you mean missing? missing localization? yes it is intended until it is added
Not only localisation but text in general
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]]";
};
The "Missing string" is a internal thing.
Public build might just get empty string
Okay
Im not taking this ticket, because I dont know what that property is supposed to do and how it should look when applied. Maybe Dedmen would be interested
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.
well it is not what is says in code and also doesnt look like it should touch height at all

the image is centered vertically the text is not is what it looks like
oh right. Totally missed that 
thats why I dont want to look into it, it is confusing to me
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
"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 "
1 & 3 are wrong
ofc not π
seems to be a off by one. I shall look later
I wasn't sure because that trim command has been out for a while π
Didn't I add that just last version?
Was something changed in regards to CT_EDIT controls in latest dev?
I've never seen that before. (Text expanding outside of the control)
I don't think so, you sure it's not a thing on current stable too?
Okay, downloaded stable. It happens there too. Wondering why I've never noticed that before.
Worth a ticket?
yes
https://feedback.bistudio.com/T159160 Here you go. Nice little video and I checked the other attribute controls as well. Would be nice if someone looks at it to fix these as well.
btw is there any chance of the FT categories being cleaned up at some point?
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
for example, the 5 or so categories for different UI elements
and the whole list just isnt very user friendly anymore imo
The old Editor category could be removed
Question is, what will happen to tickets of then removed categories. Will be still be able to query them correctly?
Hm yeah not sure how the Ft would handle that
Mess with the best, die like the rest

i see you're a man of culture as well
Hi, you might wrongly commit csla content to stable branch of Arma 3 Server.
I updated my server on stable branch, but csla as well as gm and vn was downloaded.
Is there a way to change the names a bit? They are all cut off. Also where is CSLA?
I'd omit the "New" and change Creator DLC to CDLC
Also, not sure if that's possible but add some dividers between A3 and Dayz and Others
and try to find out what the moderator form is 
huh, that peep removed the 2 log packages he had attached
https://feedback.bistudio.com/T159151 @daring wagon
Β―_(γ)_/Β―
Not possible in phab afaik
If permission is given tho, users can create their own dashboard and selected tickets fast access
afaik users can do that already
but I doubt the majority of people make enough tickets to warrant doing that
Cool
Btw any chance this can be renamed to "How to report a game crash"? https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
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?
If you go to the project first, the projects have a "create ticket" on top left.
I find that route preferable to that huge menu on top.
The naming is dictated by marketing, thats the correct full name for the Product, so thats what we use.
I think moderator form is just a blank form with all fields available.
I reordered the menu now and added the dividers
@restive bone Why did you close this ticket as resolved? https://feedback.bistudio.com/T118235
Because it had been sitting in feedback since november 22. 2020
There were multiple updates between nov 22 and now, so I assumed that it was included in one of those
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
close crashes opened before 2020, nothing else? :3
i know it is not possible to retest every ticket but assuming it is fixed and closing is worse than leaving it be
Not a crash tho
oki
yep, therefore leave open ^^
Hello~?
enableEnvironment false mutes rain and wind sounds but not thunder. Worth a ticket?
and https://community.bistudio.com/wiki/fadeEnvironment? does it fade it?
Nope
a) wrong channel
b) intended behaviour
make a ticket, the least I can do is skip the sound when enableenvironment is off
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
Okay thanks. Gonna drop a note on the biki once it's on stable
Is there a list of environment sounds these commands handle? Wind, waves, rain, thunder...?
you have to check this manually im afraid
Okay
Revision: 147780
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?
Here's another issue with menuSetURL. It doesn't seem to work for some URLs.
https://feedback.bistudio.com/T155161
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
The following link doesn't work https://github.com/R3voA3/3den-Enhanced/wiki/Custom-GUIs#vehicle-inventory-manager-vim. have you added it to allowed urls?
can this be improved?
#arma3_troubleshooting message
No. I didn't think this was necessary since the link works in config. But I guess for scripting it's needed? Just saw you edits on the biki.
Fresnel k must be >0, given n=1.4,k=0
β₯ 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
Did someone clean up the "Feedback" status tickets on the tracker? Somehow my query doesn't return any π€
No there are definitely tasks in Feedback, the query is just being stoop
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
I got the same issue with some of my queuries.
I tried to update the ones that don't work, but that didn't work. Creating a new query solved the issue.
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 π
We now have a new Arma 3 Dashboard:
https://feedback.bistudio.com/home/menu/view/429/
I won't do that a second time.....
https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3438862
"Added: Scripted directional light support (#lightreflector) with new commands setLightConePars and setLightVolumeShape" Ohhh you beat me to it! Thank you!
https://feedback.bistudio.com/T159270 Missing command to complement menuEnabled and menuEnable
I donβt evenβ¦
Quick question, can we use setLightConePars to increase the distance of the flashlights/headlights by reducing their fadeCoef?
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? π
@inner void Perhaps you can add some more info.
I think fadeCoef is more the fading between inner/outer cone.
Not the distance away from lightsource
the distance the lightsource itself shines is some other parameter
Yeah I HATE that too.
I'll ask Karel what he thinks. Might need to make it an option
Thanks!
So even thou we can create searchlights with light cones now, there is still no way to change the cone of in game lights, so a work around would be to create a new cone everytime the flashlight is turned on for example? (The objective being making the flashlight light illuminating further)
Not sure what you're talking about
the script commands only work with scripted lights.
Yeah exactly that, I was asking if the new commands would also work on items and vehicles to modify their light cone attributes, but you basically answered my whole question with "the script commands only work with scripted lights"
The thread you linked on the ticket can work, but i may also record a video too of what the issue is, explaining it as i demonstrate the problem.
the ticket already has a video of the issue
As Lou would say: No, you
huh?
it's "no u" 

Would this be a simple fix?
Any chance we could get a faded in/out moon/sun light so this doesn't happen?
https://www.youtube.com/watch?v=AlxfezfGi20
What does happen? I don't think I get your idea
look at the reflection of the moon and sun on the sea.
ye, thought so, it's a probably a fixed value.
it's ok, thanks.
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.
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?)
can someone take a look at the algorithm plz?
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?)
make a ticket, make a repro then maybe someone gonna look at it, maybe
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?)
probably the same as this?
#arma3_feedback_tracker message
I'm assuming it can't be fixed, right?
I'll make a ticket for the other issue
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
almost the same as that one, around 4000 m from the origin
but I'll make a repro
Hardcoded max distance: 5000m. does this answer your question?
isn't that for line length?
make a repro
the line that I checked was ~10 m
for an object whose coordinates are [<1e4, <1e4, < 10]
ok
@daring wagon I need copy paste test case for this https://feedback.bistudio.com/T159270 and same kind testcase for additem as if it was a separator
Okay, gonna make one
enableMenu is going to have optional enable bool
yeah, makes sense since menuSetCheck has bool as well
enableMenu [idc, path, (enable = true)]
ctrl enableMenu [path, (enable = true)]
ctrl enableMenu path - will be special case and left for backward compatibility
@daring wagon plz tag me when ready
@solid marten Repro is up. There is also an issue with the ctrlMenuStrip class. It can't be created via ctrlCreate without throwing an error because the Defaultclass is not defined. See https://community.bistudio.com/wiki/CT_MENU_STRIP#Items
Is there a reason format still has that 8kb limit in Arma 3 whereas other methods of joining strings don't?
format preallocates the buffer and then writes into it
the other commands don't.
That makes format faster, but also the bigger the buffer the more memory use
How big would the memory usage be for an 8kb string?
8 kb?! 

@daring wagon thanks. 8kb is a lot you can use joinString when you approach those limits
Yeah I am doing that. Was just curious!
https://feedback.bistudio.com/T128698 (Vehicle crew clips through Marid) How likely is it that this gets fixed? The problem that the crew can be shot =/
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?
Depends Β―_(γ)_/Β―
I often prefer oldest, as the other tickets with repros are still linked to it then
Okay π
Kinda bummed the support guy just kinda unsubbed from my ticket even though he didn't offer any help of any kind
Huh?
I would post a screenshot but this channel has no-image perms
link your ticket
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"
So after reading the details you left, you are saying that I couldn't delete my profile because the launcher selected that as the default so it wouldn't delete? I'll test that later, didn't think of that
It was me and I did unsubscribe after I realised you were wasting my time, sorry
https://feedback.bistudio.com/T126353#2207234 (Placement radius isn't saved to mission.sqm for logics and modules) Very annoying issue. Repro and some more info in the ticket.
Is it just me or does the FT automatically assigns tickets know when I change the status to resolved? 
its always done that for me
Really?
Yup
Not more me, otherwise I'd have tons of tickets I am assigned to already
btw it doesnt change the asignee when someone else is already assigned, maybe thats what you're thinking of?
Could be. Β―_(γ)_/Β―
is it a bug that I can't override the Space key in text boxes using a keyDown event handler?
every other key works
except this one
wat on earth?!
so is this a bug or not? should I make a ticket?
π
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
Oh no, menuEnable didn't make it π¦
no and script commands utility needs another tweak
May I make a two small suggestions?
Some command descriptions have format tags like <f> </f> <ar> </ar>
regexReplace would make quick work of that and remove it from the tooltips
And another thing.
Some commands have a really long description and the tooltip even exceeds the monitor width
So I guess tooltipMaxWidth or what it's called needs to be lowered
what will happen then? the text will be cut or wrapped?
ok
It gets wrapped
and I think you are using RscTree as base class and tooltipmaxwidth is not defined for that one
Width RscTree, no width defined. It still gets wrapped where the screen ends.
So I wonder why the tooltips in the utility are all one line and get cut off
Nevermind @solid marten Works fine in the utilities.
I think I just read a weird description which looked like it was cut off =/
Still however, using tooltipMaxWidth = 0.5; seems to be a nicer value since the text stays more to the center and gets wrapped
iβll have a look
Pretty rude honestly Why would you think that?
it's wrong because it won't work

irrelevant, just using a unit as test.
Doesn't matter what it can or can't
I mean it definetly looks odd 
oh 
I thought you added the ability to rotate units
no
yeah I saw it now
Shift click rotation was resetting the other rotaty thing
yeah 
Hm
I'll ask around a bit and see what peeps think about it, not sure if I personally like it like that

Actualyl I'm not sure what'd be the expected behaviour
(for the average user that is)
of course it makes mechanical sense that the unit still spins around as if it was standing straight up
hi, is it possible to change username in feedback tracker?
I would expect it to just rotate on the Y axis (normal of the terrain ground)
Don't think so
but I think the average user would expect it to rotate the same as if it was standing up

is that y axis? my brain isnt working right now
is it possible to delete my account then? i used a username from years ago lol
The blue circle sector, at the start of the video
No, can only deactivate accounts not delet

Yeah I think thats what I mean
ok i will stick with my old persona
Well the serveradmin can delete directly from the database.. but that'll be hard to get at π
proceeds to delete all user accounts
"Whoops
"
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
and not having the rotation direction change with the movement of the unit
but I dont know if thats feasible
It sure looked like you couldnβt be bothered after video failed. Sorry if you got offended.
wait
Y axis is the axis normal to terrain?
That looks better.
yo bros do i have to upload repro mission to external service or FT provides option for upload?
you can just drag&drop files into the FT textbox
ight cool
needs to be zipped though, no folders
ight bet
Just some minor issues to be solved still π
π
i finally fought my procrastination and posted a FT ticket π
btw Ded, I just realized what this error refers to:
would you be interested in fixing it?
well I noticed that in this script that I wrote
#arma3_editor message
when the player sits, the error disappears.
so that "setpos" error refers to the collision geometry of the player's animation (sitting animation has no collision geometry)
I guess it's because the collision model only has a geom LOD?
anyway, now that you know why, you might be able to fix it more easily (either you or KK)
I can make a ticket if you want. If anyone's up for it ping me
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]];
would certainly be neat
I had an idea how to solve that, don't remember why I never did it, probably forgot
problem with that is the nesting.
box can contain backpack which can contain backpack,...
there is no unlimited nesting you can go up to certain level in inventory after which you start losing content
you can put backpack in backpack but second backpack wont save content even though it will keep track of the content
ah okay
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
Just in case (Vehicle Inventory commands ticket) https://feedback.bistudio.com/T159370
Since ctrlSetAngle has two parameters to define the center, is similar possible for control ctrlSetScale scale
with ALOT of work yes.. and it might cause issues with text scaling..
So the answer to "will it be done" looks like a no
Yeah, not problem.
Would it be easier if it was an option to just scale it from the center?
Default left up, optional, center?
no
Okay
the scale is one variable so this would require rewrite which⦠you guessed it
you can scale and move control, it can be done with script, unless you want different scale by x,y
Yeah, I am doing that now. Thanks π
Done
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
https://feedback.bistudio.com/T122802 This is a good suggestion. (Increase range of years in the Editor)
@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?
per mission duration, per PC running duration or per profile?
ill have a look
Cool, thanks π
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.
yes plz!
@daring wagon ticket plz
Changing the position of it is probably out of scope right? It's like always in the way of what I am doing π
this too!
if you use the debug console it's always a pain to type when you get an error 
dunno, isn't it shown in 0,0?
I think so yeah.
but it's in the way. especially in the diag exe which is always spamming this error 
this is not THE debug console
it's "almost" in the same position! π
what If I move it and it gets on the way of someone elses tool?
Since it's drawn from top left of the window I'd prefer safezoneX safezoneY instead of 0, 0
Yeah, would need to have a setting of some sort I guess
can there be like a config value, or scripting command?
but anyway, isn't it possible to fix that error?
what error
the setpos 0,0,0 thing
in diag exe
I provided some info about it here:
#arma3_feedback_tracker message
huh? how did change topic?
Sneaky leo π
I just wanted to know if someone is interested in fixing it! π
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
Three things that would improve that error message window for me:
- Being able to change the position, via config, script command or what ever
- Being able to change the opacity of the window
- The timestamp mentioned earlier
I'd personally put it into safezoneX, safezoneY and make its alpha value 0
If you go sneaky lile that I swear you will have your error message box @ 0,0,0 !! π
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.
if just A3 had some custom UI positioning system π
can you make repro?
Perhaps. I'll let you know.
It is quite custom. Every modder uses his own system π
you can also change the HUD layout 
not many games have that
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
@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
Oh I see, but I think the script error window is handled by the engine. Would be nice though to be able to set it's location.
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)
Dunno if it's that easy. It's probably entangled in 15 years old code π
It would definitely be welcomed. For a game focused that much around scripting this window is kinda barebone
Just to show what Leo and I mean when we say it's super in the way.
Just stop causing errors 
But that's part of the process π
you say that like you never wrote scripts before! 
you were one of us one day. remember?! π
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
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?
Because CBA added it
I like how his avatar fits the answer π
Oh seems like CBA doesn't create a dependency any longer. That's good to know.
It might depending on what you place. If you will find any vanilla class causing cba dependency let me know. (dm me)
@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
~10 times
Yes
that's a whole lot 
quite a lot
Btw this might be interesting to you Dedmen since you were doing Track-IR stuff https://feedback.bistudio.com/T79630
I don't understand what this ticket is trying to say, and its 7 years old.. questionable if still reproable
better just close
I think it saying that the head defaults to looking opposite from the track-ir position
and
dont have a track-ir so I cant try to repro
also cant close since ΓΆld
Btw can I close this with an explanation summarizing what Dwarden said in #arma3_official_servers ? https://feedback.bistudio.com/T154474
basically that yes its intentionally for reasons xyz
Official servers yes
Yeah repro steps mentions official servers
Also you made this dedmen, no? https://feedback.bistudio.com/T157981
ye
Don't remember if i had a FT ticket linked to it?
https://feedback.bistudio.com/T157981 This is the ticket linked on perfprof
I forgot to assign it apparently
yush thats why I mention it
not assigned/set to feedback 
btw did you guys know that the new trigger interval property in eden doesn't have a string? 
Meant localize string?
how does one handle this atm - some manual caching o records or is there some way to determine if it exists?
Yeah I reported that I think.
yeah
@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
@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
or make it use forceUnicode? Ah, maybe not for retrocompat'
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
I know it's not a bug, that's why I said:
Okay, forget it. It seems to become slow if one tries to sort a column by value which actually has no value set.
You asked for a repro anyway π
Yeah I guessed already that it's caused by that. Just didn't expect it to be that much slower.
@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)
I didn't, that was reyhard.
Don't think daylight makes much sense for them
They do make sense, remember that I showed you some pictures of very dark buildings interiors during the day depending on the time of day and the position of the sun. The result is that there are places darker during the day that there is currently no way to light up those locations for players.
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?
Because I can give you so many use case scenarios for this: https://cdn.discordapp.com/attachments/329978448938532868/858752314020724736/20210625140925_1.jpg
βοΈ 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.
As a missionmaker you can make your placed lights work in daytime using https://community.bistudio.com/wiki/setLightDayLight. So you can already do the things you described. Dedmen is specifically talking about weapon-mounted flashlights - and if you'd like daylight flashlights, you can script custom flashlights using created lightpoints and attachTo.
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.
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:
This is my mission during the night time: #screenshots_arma message
And this is during daytime: #screenshots_arma message
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?
https://feedback.bistudio.com/T127758 This might be worth looking into. Marker shape is not correctly applied in mission when changed in Eden Editor.
The current Daytime lights (https://community.bistudio.com/wiki/setLightDayLight) do not emit real light (flares)
They do after my change to enable them
Why go though all the length of enabling day flares but not add that new functionality to the flashlights?
Because one is a engine change, and the other is a config change done by different people
https://feedback.bistudio.com/T118270 (Eden Editor search is case sensitive in some language) Is that intended?
that seems odd, pretty sure it isnt in english?
well in russian in editor Π΄Π΅ΡΠ΅Π²ΡΠ½Π½ΡΠΉ != ΠΠ΅ΡΠ΅Π²ΡΠ½Π½ΡΠΉ
Yeah it's only ignoring the casing in English.
idk, that's why I am asking.
Yee
I'd consider that a bug.
Its probably only been tested in english and the wrongness wasn't noticed
It was in 2016 π
Since you worked on those edit boxes recently, this might be a similar issue https://feedback.bistudio.com/T154820
In regards to the control's configuration
have you tested this in 2.05?
@solid marten Yes, I attached a video to the ticket.
its because I was checking markerSHAPE
why are you checking marker type?
what the marker type has to do with the shape?
Yeah true, why am I checked the type? 
However, shouldn't markerType not return "" as it does when a marker is created via commands?
I guess that threw me off a bit
yes, this is the actual bug not that it doesnt change shape name
Can you make the ticket I will fix it
Yes, one sec
actually keep the ticket just adjust the repro @daring wagon
too late
@untold sky Where you able to find anything in regards to the missing entries in the "Select Image GUI"? https://feedback.bistudio.com/T159000
It has been working for me ever since I have created that ticket.
If not should I close it?
no repro
https://feedback.bistudio.com/T155320 Same with this (Investigate if tvAdd can be made quicker)?
Imo it's fast enough. Only thing that's slow is lbAddPictureXX but we talked about that.
was about to post bug report but then saw my mistake π
Yes, I actually clarified that you enabled them recently on that same text π But thank you for the re affirmation of that π
I see, but isn't the config change the easier part now that the engine change is in place? And can I ask the responsible dev member if it could be done? If he needs a ticket etc?
https://feedback.bistudio.com/T117142 (Make Eden editor use setGroupIdGlobal) I guess it not do-able because of backwards comp.?
@untold sky Did you add the Editor option "Automatic Composition Layering" ?
ye
https://feedback.bistudio.com/T156806 This is caused by it
Also
German localisation is waaay too long
Ooh I can turn that off 
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")
I mean as in AGL vs ATL
I know, I am only emphasising π
hello
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
@daring wagon https://feedback.bistudio.com/T157895 need thoughts and feedback for the idea
oof.. worst part about that.. I remember the avatar from prior spambots
how about allow us to change the zeus group icons (the blue rect) to a .paa? I havent yet got devs opinion about this? π (I mean script command to change the paa)
https://feedback.bistudio.com/T156445 Would this be something worth fixing? (Wrong GUI defines in GUI Editor). @finite anvil Has already provided the correct values.
props best to just create an ft ticket
ok
do I create bug report or is the feature link somewhere?
!ft
Please use the official Feedback Tracker to report bugs and suggestions.
See this website for a guide on how to use it correctly: https://feedback.bistudio.com/w/ft_a3_howto/
ok ty π

Are there any chances BIS_fnc_displayMission could support display3DEN?
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
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)
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.
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?
https://community.bistudio.com/wiki/buttonSetAction _this is redundant
wait which action is this?
how many are there?!
I think it's the same as action = in config, no?
wait, SQS? 
i dunno need to test my way
Sorry for the confusion. That's the action from a menu strip item
same item you try to disable?
yes
iβll have a look need to add that separator
ok!
negative not known
ok will get a FT report set up
Revision: 147833
Okay, gonna try that. Thanks π
https://feedback.bistudio.com/T126030 possibly?
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
don't you have access now? 
access
?
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
done btw
Khajiit has wares, if you have coin
π
is this known?
How did this happened?
I just opened Arsenal 
[] 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;
};
};
it's new
Lemme check if I had too. Dev?
nvm. doesn't happen in vanilla
why does Addon Builder always move the temp file into Recycle Bin instead of just deleting it? 
I learned that the internal name for recycle bin is Bitbucket.
Here have this useful information.
Running it via command liine? Because it does not do that for me
nope. but when I open the Recycle Bin I see hundreds of folders (which are the same as my mod)
where does it happen?
I had a mod that spawned a helper unit of type "man" 
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
How many of you guys would find this useful?: SQF this disableAI "PRONE";
The syntax error? π€£
Yeah that too! π 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)
It doesn't affect FPS at all 
Even if you had a thousand AI
(If scheduled)
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)
You told me to use as little spawns as possible and now you tell me that it is perfectly fine to have 50 of them checking if the stance of the unit is prone so it commands it to return to crouching or standing?
You just need 1 spawn for that. Why 50?
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....
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)
I never said it's a bad thing. I just commented on the "ouch my FPS" part 
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
Just create a ticket and leave it here.
At this point people are just used to the bugs, so gib new features! π π€£
Well, once you check out the huge script suite I am working on you will see why I need to save as many resources as I can
Perhaps, but that inventory bug that KK just claimed... I would never get used to that π
In fact it might rival some of your own offerings π
hard to say how complex it is to extend this
the engine is likely doing a matching comparison usually than a negative comparison
Kinda my wishlist is a more attribute for setUnitPos to set βset stance freely but proneβ or such
Ingame description of lnbSetTextRight is completely wrong. Need a ticket?
Perhaps an "allowedUnitPos" command? For example _soldier allowedUnitPos ["UP","MIDDLE",""]; <---- Basically disabled their ability to get DOWN. That would indeed be very useful.
Might just be _soldier allowedUnitPos [true,true,false];
That is worth a ticket for sure π
yes
Would a "stanceChanged EH" work too? ----> https://www.youtube.com/watch?v=RSzM6IKWrew
What is "completely wrong" about it?
- The example
- The description (Invisible text e.g. data, instead of right aligned (visible text)
Let me check what lbSetTextRight says
Ticket updated.
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):
- 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)
- a command for settings a unit's eye/head direction (similar to above)
- a command that returns what bone/selection is animated with an animation (which links
selectionNamesandanimationNames), and maybe even provides more info about vehicle animations for scripting (as they are only accessible in cfgModels) - a command that returns a weapon's muzzle position (and maybe other weapon selections)
- getters for gestures, similar to anims (e.g. gestureTime, gestureState)
- Maybe gesture event handlers as well?
- Making a few event handlers possible for cfgAmmo class (e.g.
deletedorkilled, to know when a projectile explodes/hits the target) diag_getTerrainGridfor 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.
You can cross 1 off, not happening, it is an aim bot recipe, been discussed and declined
Sad. Was also my big wish
Is it possible to implement with some limitations like only for AI? Assume was also discussed though
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
What about multiple animations once (not gestures) just like weapon switching? IIRC there isn't any end-user way to do/get it
- 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
There are better ways to cheat π€·
Like scripting a bullet
And no one will notice
- 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.
https://www.youtube.com/watch?v=Ujcq700bmKA
Yeah... please!
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...
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:
- My AI mod
- Scripting AI firing in single player scenarios, e.g. an AAA tracking and firing at air targets
Make it sp only
I'm making an AI mod 
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)
yeah true. Limiting it to sp would make it useless for most ppl#
doesnβt mean we should add another way
Isnt't there a way to make it only work in mp if it's whitelisted? Wasn't there such a config?
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
yeah, but also more visible in e.g streams
I would vote for e.g some "canUseAutoAimBot = 1" in Description.ext
Yeah fair point
I'm not familiar with the Arma source code, but I still think this is the best way, if that's how stuff are written in the engine
(maybe what I said is accessible in the AI source code, because AI aiming is disabled when you switch)
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
Can someone explain why there is limitation that blocks rifles being carried on back? Would be nice to have unreleased ace feature βweapon on backβ implemented at engine level. Is this just because of visuals?
Completely different simulation type for primary and secondary weapons
Different animation sets and everything
@scarlet flint check out https://community.bistudio.com/wiki/showHUD
Thanyou, much appreciated
https://feedback.bistudio.com/T68216 Spam comment
btw if you click on the posting date/time you get a link directly to a comment
K
Just as a reminder https://feedback.bistudio.com/T158881 (Trigger interval attribute is still missing displayName and tooltip) Not sure if that was mentioned here before.
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?
https://feedback.bistudio.com/T78273 This ticket can be marked as resolved.
it is standard numerical validation in 3den any field validating number will throw this error
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
what is the validation type on it?
@daring wagon https://feedback.bistudio.com/T153510 what doesnt work?
Just a thought, can we have a support for /**/ comments in Debug Console? Since we have regex now, I assume it's relatively easy
Yes please
Such a pain for beginners if they copy code and do not understand that ml comments are not supported
I used the repro that leo provided and it did exactly what he described. Maybe I misunderstood the ticket. Gonna check after work
what was the result in hint?
https://feedback.bistudio.com/T159588 Ticket. Timer Values attribute is missing the validation property
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
https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes#Validation Reading the docs it seems that something like this was intended
description.ext entry which disables uniform restrictions and is disabled by default π€ What do you think? I think it would be a cool option for gamemodes which have undercover systems, currently it is a big problem.
What uniform restrictions? 
You can't take enemy or civilian uniforms
Old Man circumvented this by having the player as a civilian unit, changing his allegiance over time/actions
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
the fact of picking up the uniform is not dependent of your actual side iirc, only the "base" one
Can we get a removeItemFromCargo command for containers ? π€
_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 π
Guess four new command would be needed, for weapons, mags, items and backpacks
has anyone checked this yet? https://feedback.bistudio.com/T159474
BIIIIIIG! but you can force add uniform since forever?
I mean the standard inventory UI
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
itβs not too big but it was done for a reason, strong enough reason obviously that it is still the way it is
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 π€
Any chance for an alt syntax for collect3DENHistory which defines what text is shown in the history list?
text, tooltip, icon is possible yes.
ticket, with screenshot of where it shows up
currently text and tooltip are just "" correct?
@daring wagon do you per chance have a random icon path for testing
"\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"
Not at home. Sorry
ree
["kek" ,"uff", "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa"] collect3DENHistory {
_logic = create3DENEntity ["Logic", "Logic", position player];
add3DENConnection ["Sync", [_logic], player ];
};
fancy!
@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 
Should be fine π
Awesome. That's gonna be nice.
dealt with
(aka thanks for the report)

stack trace for errors would be nice π
already exists
but its very short
how would you make it longer?
save every call etc
explain?
it does already doesn't it?
call mycode would save the name mycode to trace list
and when errors happens that list would be printed
yes, it does that
havent seen that in my errors...
did you enable -debug parameter?
umm no I had no idea such parameter exists

well ty for that. I look forward to see how it works π
Hmm I still see no trace with -debug on. only the crash line is shown

ooh k
Don't know how old that is, its definitely on profiling branch (which everyone should be using π)
im on the default release, whatever that is
Default release?
the one you get when you buy the game lol
stable
It's called STABLE.
No wonder it doesn't work for you
is prof branch not the same as dev build?
can you have both or is it going to overwrite my current release?
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
I was just asking because the link you gave talks about steamCMD
well its installed now π
ah the trace is only in .rpt file?
I dont get function names there but trace of file and line which is nice
If you compile functions with CfgFunctions, the names should be there (CfgFunctions adds a header to each function which sets the name)
that explains why there's no fn names in my rpt. I have defined functions simply like: myFn = { code here };
is there no way to save "call someFn" in the trace somehow?
not viable.
Use proper CfgFunctions like you're supposed to
I have lots of fns...
is it technically impossible to save the variable name passed to call?
no
you can maybe write it down manually with scope name or directly (awful) diag_log
sounds like opportunity for a good feature, to me
add that to hundreds of functions hoping it will pay of someday.. no thx
hence the proper use of CfgFunctions was, is and ever will be recommended π
I just dont understand why its the "proper" way. no other programming language demands you to list your functions...
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 π
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
Why do you need CfgFunctions for proper traces? Can't you add the required header to your functions manually?
hundreds of functions
seems to be the issue
yep
true, scriptName I think is the script command to do it
write a simple function to compile your functions and regex replace call compileFinal/compileScript 
5min job
or
write code properly
π
cfgfunctions is not 'properly', it's 'recommended'.
CfgFunctions is just a scripted system, you can build the same system yourself and be fine, if you do it properly
im kind of confused here, how does cfgFuctions help if hackers use other means to run their code?
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, butβ¦
i know but it doesn't prevent hacking
it prevents that kind of hacking
yeah :/
It that's the only issue, then write a quick function which autogenerates cfgFunctions
not worth it π
would this function itself be declared in CfgFunctions though? π
Who said it has to be sqf π
That's what she said.
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
"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.
couple of other A3 object data rpt spam
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?
removed, thx
3D model fixes are out of question, right?
here an HEMTT far and close, notice how close LOD hides the exhaust
Don't forget the Marid where the crew is visible through the hull
Ez...
Gib arma 3 public licensed data pack π
sim cycles
no, but quite a bit of work
okido. no glowing-in-the-dark red-eyed enemies for me then ._.
fun thing is, it hasn't been reported on the FT as far as I can see
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
yeah the FOV system is just broken and there's no one left to fix it anymore 
is return keyword possible?
Return keyword?
like command you know?
Don't get it
Dedmen said maybe
in some languages "return" is a keyword
ooh nice π
but he said that a long time ago, so maybe not...
Ah, now I get it
hmm well lets hope so π
possible yes, but won't do
can I ask why not?
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?
}
}
}
}
there is no good solution. don't bother π
lol
although I think what I said about only returning to the nearest call is as good as it gets
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
true
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?)
My_Func = {if (isServer) then {return false;}}
_myStuff = isNull player || My_Func
yes that
what if return exits the last called scope only?
same as what dedmen and I said
Same as what i posted, still wrong
ok
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
unless you get the function by pointer or some kind of ID
or
{call _x} forEach myhandlers;
I suppose code blocks arent referred with a pointer?
well maybe you can work with those, just a thought
nope
you can just use breakTo
yeah I know π

well im out of ideas, if last call cant be saved and returned from then im outta ideas π
Same, which is why we don't have return
if each call would give it's scope a name automatically like scopename cmd and return would know that name it could work?
probably, but so does breakTo/breakOut
use CfgFunctions or scopeName command or whatever the method is to give functions names, and they will
#define return
12 call {
return _this*3;
};
you can still get syntax highlighting though
not exactly the same thing tho:
call {
if (true) then {
return 2;
};
return 1;
};
returns 1
exitWith in that case π
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.
cannot reproduce in vanilla
my test setup
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
not just return but return with a variable/value π
I was just thinking if anyone else uses same solution like what I posted
that's literally what dedmen and I said
oh ok then π
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
aah didnt know that. thx π
I thought what I did was hacky.. should have looked at the wiki
_i breakout "retTest"; <--- not ugly anymore π
whitespace (space, tab, line break) has no meaning in sqf
player
setPosASL
[0, 0, 0];
so
_i
breakout "retTest";
```==```sqf
_i breakout "retTest";
Β―_(γ)_/Β―
yea I know
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?)
I would wild guess it's not terrain caching but most likely some "swim place object" that is not deleted along the pond itself
no it was a single part object...
nothing in nearestObjects or other?
maybe also some "engine entity"
but it's not my turf so I cannot say, let's wait for an Xpert π
Can we get a review on this: https://feedback.bistudio.com/T77668 ?
Would be really useful to replace textures for headgear without having to make another .pbo
this implies 3D rework, so my best guess is "not gonna happen"
Is the Set Player in the red circle the squad leader?
no, the second in command, #2
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.
Error in ReloadMagazine - unable to locate target weapon XXX muzzle XXX
whats the meaning of this rpt spam?
You can make a "private ticket" on creation
I would say: "no"
Could be AI unit loosing weapon between starting reload action, and actually beginning to reload or finishing the reload
speaking of reload, can we get a "forceReload" command? (or a new parameter to the current reload command)
Β―_(γ)_/Β―
Is it not possible to turn proxy objects retexturable with a feasible effort?
If the goal for you is βpreview texture on-the-flyβ, it's possible already. Use Diag exe and put the texture path somewhere local, like in a mission folder
everything is "possible"
not sure if its much effort to give script commands to get access to the model, but network sync, savegames and all that stuff also hangs on that
That's what I thought, yeah. Fair enough
Proxy objects are retexturable
https://feedback.bistudio.com/T78273 This can be marked as resolved
β€οΈ
https://feedback.bistudio.com/T74762 can be closed
done
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―_(γ)_/Β―
Maybe it's transfered through some event handler?
Β―_(γ)_/Β―
afaik the game does transfer the variables from corpses to new body automatically
are other variables transfered to?
idk. Dedmen knows. (maybe?)
btw Ded, if you do decide to implement a new multithreaded lineIntersectsSurfaces, I would like to make some suggestions for that commands:
- can you investigate to see if the "ROADWAY" lod is possible for implementation?
- 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>>)
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
as in surface-surface intersection?
ye
yeah that's also great
Often you want to do intersects along a line or between rectangles, IF you want to do many at once





