#arma3_feedback_tracker

1 messages ยท Page 38 of 1

sinful kettle
#

right

sinful kettle
dreamy bane
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thx ๐Ÿ™‚

untold sky
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Could a GC8 please stop rebumping the same ticket constantly

dreamy bane
#

sorry but I thought no one noticed it

gray wharf
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set to "Acknowledged".

dreamy bane
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thx ๐Ÿ™‚ well atleast I know it has been read

untold sky
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I read all new tickets

dreamy bane
#

oh ok thats nice

restive bone
gray wharf
restive bone
gray wharf
#

indeed - account was already disabled but the moderator didn't cleanup

dreamy bane
#

how about making the pathfinder run on its own thread and unit waits for the path? just an idea...

dreamy bane
restive bone
#

Ah, looks like its buzzword day bongocat

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blockchain!

dreamy bane
#

wat

restive bone
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blobdoggoshruggoogly you threw out a buzzword so I threw out one too

gray wharf
dreamy bane
gray wharf
#

I'm afraid they would be at best already explored, at worst unfeasible
(and be assured they did spend time thinking about it)

dreamy bane
#

yea, but isnt arma old engine from OFP times? when probably not much MT was done

gray wharf
#

yep, but then another and another and another team worked on it

things that weren't multithreaded got multithreaded
but some key aspects for stability/time constraints/resources issues

dreamy bane
#

alright

gray wharf
#

it's not laziness or "didn't think of that" ๐Ÿ˜„
though what happens these days is "oh yeah this command works, but OH WTF WHO WROTE THAT" and it gets rewritten and gains 800% perfs, and since it is something used very often it saves lives performance

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benchmark & structure-wise, I trust Dedmen\ยฎ

dreamy bane
#

ok

gray wharf
#

๐Ÿ˜„ (not to be taken personally ofc)

dreamy bane
#

small team...

gray wharf
#

after 8 years, it's good to still see it updated and the community listened to

#

it's maybe less good not to have a new instance by now in industry's standards, sure
but hey, Enfusion's cookin' ๐Ÿ™‚

dreamy bane
#

yeah good to see it updated

daring wagon
sinful kettle
dreamy bane
gray wharf
daring wagon
#

Yeah it's old ๐Ÿ˜ข

dreamy bane
untold sky
#

I reply faster than I read

sleek scaffold
untold sky
#

be right

#

yout hmiegrhet

sleek scaffold
#

๐Ÿคฃ

untold sky
#

sorry race condition

gray wharf
#

that's racist

turbid terrace
#

I got a request: is it possible to add the Head Bob from 1st person POV to 3rd person POV? Thanks.

restive bone
#

Oh god please no

ornate marlin
#

That's gonna be first class motion sickness ๐Ÿคฃ

daring wagon
daring wagon
gray wharf
dreamy bane
#

I think displayctrl should show error if null display is passed

untold sky
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I dont know of any command that shoes error when you pass a correctly typed null.

dreamy bane
#

hmm doesnt isnil do something like that?

sinful kettle
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no command shows errors when a Null is passed

dreamy bane
#

ok I must remember wrong then

daring wagon
dreamy bane
#

trying to load config stored in profilenamespace seems to crash arma

dreamy bane
#

is this known bug? I think it has actually been pretty long

gray wharf
#

it's been 16 minutes come on, give them a break

dreamy bane
#

didnt mean to rush, just wanted to say I may have past problems with this thing

gray wharf
dreamy bane
#

aah lol, got it ๐Ÿ˜„

dreamy bane
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can i post zipped mission in to the FT tracker?

gray wharf
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yes

dreamy bane
dreamy bane
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i havent been able to make it crash but there's definitely something wrong when loading class created in description.ext

untold sky
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trying to load config stored in profilenamespace seems to crash arma

i havent been able to make it crash
wha meowhuh

dreamy bane
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I had to stop saving configs in my mission because it would crash

daring wagon
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save configs?

dreamy bane
#

i can still make a repro, just not crash

dreamy bane
untold sky
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I don't see why anyone would need to store mission specific config references in profileNamespace which is not at all mission specific :u

dreamy bane
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its just that the class print is wrong after load. which is probably a big problem if it starts crashing as well

daring wagon
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hm, why save the config instead of the classname and values?

dreamy bane
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well I wanted to be able to access the class later if needed

gray wharf
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if I may askโ€ฆ why profileNamespace?

dreamy bane
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saving mission there

gray wharf
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gniiiiii

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I might be wrong of course, but I sense something wrong about the design ๐Ÿ˜„

(not saying that a fix should not happen though)

untold sky
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its just that the class print is wrong after load.
maybe it just reads as configNull?

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If it reads configNull its probably not a bug

gray wharf
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it would be worth it to say "profileNamespace cannot save classes" or whatever it is on the wiki

dreamy bane
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thats to dedmen ^^^^

dreamy bane
untold sky
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it reads nothing, not even quotation marks.
try this

systemChat str [profilenamespace getVariable "cfgTestSave"]

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maybe its nil then

untold sky
#

waaaaat

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uff

gray wharf
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nil, no?

dreamy bane
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maybe its null?

untold sky
#

then it should print something like <null>

dreamy bane
#

[confignull] prints []

untold sky
#

:u

dreamy bane
#

[objnull] prints [<NULL-object>]

dreamy bane
#

is it making any sense?

untold sky
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should be <NULL-config> then

dreamy bane
#

yep

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but I mean the whole problem?

untold sky
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ยฏ_(ใƒ„)_/ยฏ

dreamy bane
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lol ok

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well I already changed my code so that it doesnt try to save those custom classes

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just saving the class name

untold sky
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But.. buuut... Game updater is a 3rd party :U

gray wharf
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hue hue intensifies

untold sky
#

All good! We are saved!

lean mica
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MovesType CfgMovesMaleSdr load time 17623.0 ms
Is it possible to make it fffffffffffffffast?

untold sky
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no

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its usually loaded from cache, because its so slow otherwise

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that means in most Arma starts it has basically no impact

solemn wagon
vocal abyss
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Is it correct behaviour of intersect that this code ...

...
_projectile enableSimulation false;
addMissionEventHandler ["Draw3D", {
    private _pos = _thisArgs # 0;
    drawLine3D [_pos, _pos vectorAdd (_thisArgs # 1 vectorMultiply _thisArgs # 2), [0, 0, 0, 1]];
}, [ASLtoAGL getPosASL _projectile, vectorDir _projectile, _maxRange]];
private _is = [_target, "FIRE"] intersect [ASLToAGL getPosASL _projectile, ASLToAGL getPosASL _projectile vectorAdd (vectorDir _projectile vectorMultiply _maxRange)];
systemChat format ["Intersections: %1", count _is];
...
```... produces the result shown in the screenshot?
`_projectile` is the rocket (top right corner in the screenshot), `_target` is the Slammer.
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(the problem is that count _is is 0 in the situation depicted in the screenshot)

sinful kettle
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(it always draws the same line)

vocal abyss
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That's... what it should do.

sinful kettle
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I thought you wanted to draw a line to the intersection point...

vocal abyss
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I specifically freeze _projectile (and the line) to see how my vectors look at the point in time when intersect determines that there is in fact no intersection with _target.

sinful kettle
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intersect only works if there's an intersection with a selection

vocal abyss
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Ah, now this makes more sense to me salute

sinful kettle
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@vocal abyss it works fine for me

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the green icon is the one from intersect command (the selection is shown as hint)
code:

onEachFrame {
    _p1 = player modelToWorldVisualWorld (player selectionPosition "proxy:\a3\characters_f\proxies\weapon.001");
    _p2 = _p1 vectorAdd ((player weaponDirection "") vectorMultiply 20);
    pp11 = [[_p1, _p2]];
    {
        if (getModelInfo(_x#3)#2) then {
            _inters = [_x#3, "FIRE"] intersect [ASLToAGL _p1, ASLToAGL _p2];
            if (count _inters > 0) then {
                hintSilent str (_inters#0#0);
                pp1 = [_p1 vectorAdd (_p1 vectorFromTo _p2 vectorMultiply _inters#0#1)];
            }
        }
    
    } forEach lineIntersectsSurfaces [_p1, _p2, player, player, true, 1, "FIRE", "NONE"]; 
}
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but as you can see, there's no green icon here because there's no selection there

vocal abyss
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Yea, makes sense.

sinful kettle
#

but there is intersection using lineIntersectsSurfaces:

sinful kettle
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btw could you tell me how? I haven't been able to figure it out.
I mean there is a proxy selection: "proxy:\a3\characters_f\proxies\weapon.001", but it's not where it should be...

untold sky
#

it is exactly where it should be according to your screenshot?

sinful kettle
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I wanted the muzzle end notlikemeow

untold sky
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the weapon is in players right hand, looks correct on the screenshot

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well then you need to get the weapon model, and find the relative position of the muzzle end

sinful kettle
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there is no command for that

untold sky
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selectionPosition

sinful kettle
#

I mean

get the weapon model

untold sky
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"model" entry in CfgWeapons

sinful kettle
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oh you mean create the model using simple objects?

untold sky
#

yes

gray wharf
#

I guess unit GetWeaponMuzzle "weaponClass" is in someone's head ๐Ÿ˜ฌ

unborn acorn
#

And I noticed when firing from artillery beyond a certain distance, there is no sound of the projectile falling
It's about 1 km

sinful kettle
# untold sky yes

yeah why didn't I think of that one?! notlikemeow
I thought you meant there's a direct way using selectionPosition meowsweats

sinful kettle
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@untold sky I think selectionVectorDirAndUp may be broken

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I'm holding a pistol and pointing it straight forward

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but why does the command return that?

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it worked fine for the rifle

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launcher was "rotated" by -90 degrees ccw around the X axis

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and the pistol one is just...meowsweats

or is it because those selections are actually rotated?

unborn acorn
sterile nova
sinful kettle
#

thanks!

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yeah the launcher is just rotated 90 degrees

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that one is easy

sterile nova
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so is it returning vectorDirAndUp from t pose?

sinful kettle
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so I'll have to find the transformation matrix for the pistol...notlikemeow

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no. but it's not pointing correctly. I was expecting Dir to be the same as weaponDirection, but it's not

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the dir and up are just pointing to nowhere...

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(the one pointing up is dir, and the one to the side is up meowsweats )

sterile nova
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how does it work with right hand?

sinful kettle
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exactly the same...huh

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yeah, you're right

sinful kettle
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sadly this doesn't work properly.
when your aim is not level (aiming up or down), the selectionPosition command has a strange shift, which causes the muzzle point to be calculated incorrectly.
there's no way to measure this shift either notlikemeow
so I guess a command is necessary

untold sky
#

Are you on the correct lod?

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vis lod?

sinful kettle
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I tried memory only

untold sky
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It should give you exact position of the weapon proxy in your hand

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and the weapon is rendered inside the proxy

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what do you use for rotation?

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selectionVectorDirAndUp or however i called it?

sinful kettle
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yes

untold sky
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I guess it might be off in memory

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but in visual it should be exact

sinful kettle
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you mean "ViewGeometry"

untold sky
#

nono

sinful kettle
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or one of those "numbered" lods?

untold sky
#

reslod

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yes

sinful kettle
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oh

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ok
because I tried "ViewGeometry" and it didn't work either
I'm gonna try the rest

untold sky
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or viewPilot if thats a thing if you can access that

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resolution 0 is best

sinful kettle
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oh yeah! it worked! thanks! ๐Ÿ‘ (I used res 0)

sinful kettle
#

btw I encountered something strange:
player selectionNames 0 returns []
also, player selectionVectorDirAndUp ["proxy:\a3\characters_f\proxies\launcher.001", 0] returns [[0,0,0], [0,0,0]]

but how come this works?
selectionPosition [player, "proxy:\a3\characters_f\proxies\launcher.001", 0]

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the other two commands seem to suggest there's no such selection in LOD 0 thonk

sinful kettle
#

huh

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turns out LOD 1 is the best lod

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it already has the transformations applied

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the pistol works fine too (no need for my rotation matrix anymore)

gray wharf
#

w00t w00t

sinful kettle
sterile nova
#

could be the fact that this script command is taking literal LOD number

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most of the characters have something like that

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you can start from 0 too - engine doesn't matter

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and some older characters/models could have some custom LOD numbering. In past LOD number was also used to determine how fast LOD change is happening so people were doing LOD like 0,0.5,4,12,24

dreamy bane
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how about elseif command? I bet this has been asked before ๐Ÿ™‚

sinful kettle
dreamy bane
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lol ok ๐Ÿ˜„

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too much work I guess

gray wharf
sinful kettle
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btw Ded, remember when I told you that attachTo's followBone was not working correctly when you aimed up or down? so I guess that too uses the memory LOD right? I remember you asked if we wanted more params for attachTo, and you went with followBone. What about a LOD parameter too?

untold sky
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ye

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What about a LOD parameter too?
I think no

dreamy bane
#

weapon jam command would be cool ๐Ÿ™‚

sinful kettle
dreamy bane
dreamy bane
#

aah but thats for player. I meant for all AI units

untold sky
dreamy bane
#

thought arma was a simulation ๐Ÿ˜‰

lean mica
#

just use ace

untold sky
#

Its just annoying getting these constant requests from you that are either
nonsense
were already denied
are not viable

Arma is in end of life support stage, how did you get the idea we were gonna add a whole weapon jamming system now

dreamy bane
turbid terrace
#

Speaking of annoying requests I have been holding back on this one, but would a behaviour EH make sense?

restive bone
sinful kettle
fickle root
#

Arma is end of life (EOL). So only fixes and nothing new

daring wagon
#

Behaviour and roe ehs would be nice indeed.

gray wharf
#

EH behaviour will happen
โ€” @daring wagon

daring wagon
turbid terrace
#

Thanks.

gray wharf
#

hm, would it be worth a ticket to ask for a way to replace e.g onPlayerKilled.sqf event scripts by (scripted) event handlers?

turbid terrace
#

When the game is changing it's weather randomly if the values are e.g. from 0.21 to 0.58, when it reaches 0.58 it immediately calculates overcastForecast, but if the overcastForecast is 0 or 1, when it reaches this values it takes longer to come up with a overcastForecast and stays at 0 or 1 for much longer than any other values.
Also all weather changes take the same amount of time, e.g. 0.18 to 0.1 takes as long as 0.9 to 0.1.
If you could review the code would be awesome.
I ran this for observation:

[] spawn{while {sleep 0.1; true} do{hint str [overcast, overcastForecast]}};
setTimeMultiplier 120;
sinful kettle
#

e.g.:
onPlayerRespawn.sqf -> "PlayerRespawn"

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very useful for mods

dreamy bane
#

maybe weapon jamming for arma 4 then ๐Ÿ˜‰

gray wharf
#

Arma 4 is going to be about medieval wars and fruit picking, so only sword and strawberry jam I'm afraid

untold sky
#

Oh thanks for mentioning jam, just noticed I forgot my breakfast

gray wharf
#

feed
for we need alive dedmen wait a minute

shadow beacon
gray wharf
#

oh dang, I should have known that particular NDA was for me to not spread bs around

gray wharf
shadow beacon
#

So the fruit picking will be part of a foraging system, not a farming system?

#

Time for me to make a 2 hour youtube video with this news

gray wharf
#

a taming system, as they are wild

buh *ahem* enough #offtopic_arma, back on topic ๐Ÿ˜‚
you guys keep offtracking, it's unbelievable!

shadow beacon
#

Clearly we don't have any bugs to report. Good job team!

sinful kettle
#

@untold sky when you have time, could you check why deleting super simple objects causes the game to freeze for several seconds?
To test, just use the "code performance" button to run the code many times.
Simple object: No freeze; returns ~0.3 ms

deleteVehicle(createSimpleObject ["Land_Axe_F", [0,0,10]]);

Super simple object: returns 0.017 ms, but the game freezes for several seconds during the execution.

deleteVehicle(createSimpleObject ["A3\Structures_F\Items\Tools\Axe_F.p3d", [0,0,10]]);
#

if I don't use deleteVehicle, there is no freeze at all, and the code performance shows nearly the same number. so the problem is definitely deleteVehicle
there is nothing in the log either

tranquil harbor
uncut briar
#

TacOps too (everything but missions)

sinful kettle
uncut briar
#

there's a lot of PBOs

#

not only missions

#

there's textures

untold sky
#

De-EBO will happen whenever it happens. And I don't think requesting it to be done has any influence

sinful kettle
#

btw, I also noticed other bugs (e.g. deleting a super simple object that had class = pond never deletes the "water" it creates)

#

it seems like deleteVehicle can't handle super-simple objects properly

untold sky
#

pond objects I might just label as "unsupported" ๐Ÿ˜„

sinful kettle
#

ok, but what about the performance thing?!

untold sky
#

I didn't say anything about that

sinful kettle
#

ok meowsweats

sinful kettle
#

I found an interesting bug

#

when you scale an object, vectorDir, and vectorUp return a vector multiplied by the scale

#

however, as per wiki, they should return a normalized vector

gray wharf
#

oh noice!
while benign, it should be normalised indeed

sinful kettle
#

vectorModelToWorld is affected too

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but I guess that one is not a bug (or is it?)

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I reported this bug a long time ago, but I never knew why it happened

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it just hit me now! ๐Ÿ˜„

#

I'll update it

untold sky
#

scale is stored in orientation

sinful kettle
#

ยฏ_(ใƒ„)_/ยฏ

#

many people are using it incorrectly then

untold sky
#

so you should observe the same when calling vectorDir/vectorUp on scaled terrain objects

sinful kettle
#

yes, as I reported like a year ago

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I didn't know why it happened back then

sinful kettle
untold sky
#

no

sinful kettle
gray wharf
fickle root
gray wharf
#

it was active since 2020-02-28 in DayZ tracker, ofc nobody thought about reporting it so it had a dozen of posts

#

fought back by sending the invite mail multiple times. probably does nothing, but it soothes me and potentially pisses them off.

vocal thistle
#

quick question - I've got one thing that I wanted to suggest which is not a bug, but more of a "feature/update request", as it would be a nice-to-have thing from a modder's perspective. Is it still a matter for the feedback tracker? The Maniphest really only allows bug reports and it's not quite that

gray wharf
vocal thistle
#

Lovely, thank you

vocal thistle
gray wharf
#

closes it

fickle root
stone tree
gray wharf
gray wharf
devout wave
restive bone
restive bone
#

but my free robux

gray wharf
#

no

#

๐Ÿ‘€

untold sky
#

wat

sinful kettle
gray wharf
#

done

untold sky
#

But it is a bug

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Just not something you observe in normal gameplay. But its still broken and bad

sinful kettle
#

or ambient animals spawning and despawning?

untold sky
#

Thats why I asked you about that in the ticket

#

When does that legitimately happen in normal gameplay outside of performance testing?
But didn't get an answer beyond the ticket just being closed

sinful kettle
#

At least not what I thought (I said it can't handle super-simple objects efficiently, which is incorrect)

untold sky
#

Its a performance inefficiency -> bug

sinful kettle
#

ok meowsweats
I just figured that's the way it is

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well you can reopen it can't you?!

#

If not I'll open a new one

untold sky
#

the internal ticket stays open

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but I wanted to set the FT ticket to low priority unless someone comes up with a reason why this is important

#

Resolve is fine I guess, but "Not a bug" is wrong

sinful kettle
untold sky
#

I don't think so. Even heavy firefight doesn't have more than like 5 bullets per frame being deleted

sinful kettle
untold sky
#

80-90

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for your case with 5000 objects

sinful kettle
#

btw why is it slow anyway? does it update the "available ids" or something?! meowsweats

gray wharf
untold sky
#

Simple O(Nยฒ) if you delete 5000 out of 5005 objects in the chunk

sinful kettle
untold sky
#

no

sinful kettle
#

path finding I think

untold sky
#

no

sinful kettle
#

emptyPosition?! ๐Ÿ˜„

untold sky
#

no, I have no idea

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It has to do that after a delete. But really only once after all the deletes are done. Not after every single delete when you delete 5000 in bulk

gray wharf
#

hell yeah

sinful kettle
sinful kettle
gray wharf
#

collision maybe?

sinful kettle
#

yeah that too

gray wharf
#

I really don't know ๐Ÿ˜ƒ

untold sky
#

ah you mean the bounding box

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No that would mean during one frame everything will be broken

gray wharf
#

try to disable it, just to see if something actually breaks? ๐Ÿ˜„

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(j/k even though I'm curious, if one doesn't know, one doesn't touch ๐Ÿ˜…)

untold sky
#

Anyone know if there is a ticket about.
When you are in eden
Have different vehicles in cargo of some other vehicle (for example multiple small vehicles in a big plane)
You save and reload the mission, suddenly the order of the vehicles in cargo changed randomly

alpine tulip
gray wharf
#

closes it

alpine tulip
#

gnii

sterile nova
#

๐Ÿ˜„

#

what about global warming & Altis ticket ๐Ÿ˜„

alpine tulip
#

The thing I can imagine with this value: heat haze and winter visible breath, and rain/snow but engine driven? It's okay if it is โ€œnot worth to torture RV engine anymoreโ€

limpid rune
#

heat haze would be great

gray wharf
#

I scripted that
but it would be way better engine/render-side yes
yet people would complain about AI ๐Ÿ˜„

shadow beacon
#

Isn't Tanoa in the tropical region with barely any annual temperature range or daylight variance anyway?

alpine tulip
#

Indeed... but still, Tanoan summer (Nov-Feb ish) temp in the current config doesn't make any sense

devout wave
gray wharf
gray wharf
sinful kettle
#

How about this idea?
Make the command SP only. For MP, do this:
add a variable to description.ext like allowAimCommand = 1 or something (disabled by default)
this variable sets an internal (engine) global variable on the server, which will be sent to the clients when changed.
also add a similar command that is server-exec only and cannot be remoteExeced at all (and cannot be executed by remoteExecing codes either, by checking the remoteExecutedOwner), which can modify this variable during the mission.
you can also add other restrictions, like don't let the command run if the unit is being controlled by a player in MP (even if allowed by server)
you can also keep a hashmap of recent player-controlled units in format: <net_id, float>, where float is last control time (or maybe system time if mission time is not good enough)
if the unit is player-controlled, or was controlled in the past 3 seconds, disallow the command

sinful kettle
#

also even if that's considered an "aimbot recipe", the command for setting the eye (look) direction is not ๐Ÿคท

#

use cases:

  1. controlling AI
  2. making cutscenes
  3. I've always wanted to fix my eye direction in helicopters when I use freelook (because I don't have TrackIR), which can be done using such command
#

oh wait. that was item 2 on my list meowsweats

mellow plume
#
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)```

player setDir (([player, _target] call BIS_fnc_dirTo));

#

sorry can't get it to format

#

but thats fairly close to what you want probably, except it doesn't control camera

#

I use that snippet for when players buy vehicles, it stops them from guessing what direction their car spawned in, and stops them from guessing which one is theirs, not sure who made that snippet not mine fyi.

sinful kettle
#

wat?

mellow plume
#

Try

player setDir (([player, _target] call BIS_fnc_dirTo));

it should do what you wanted in line 1

#

not so much line 2 but line 1 maybe

#

it sets the players dir to whatever it is you want to face

gray wharf
#

yyyes, but if the target is above or below, fat chance
PS: isn't BIS_fnc_dirTo obsolete?

gusty shell
#

@untold sky

openMap [true, true]

this code now wont open the map just prevent "M" to be used. revealed In dev build, dont know how about in stable.

gray wharf
#

tried the following```sqf
[] spawn {
sleep 0.5;
openMap [true, true];
sleep 5;
openMap [false, false];
};

gray wharf
#

w00t w00t!

sinful kettle
#

regarding the deleteVehicle thing, seems like the actual deletion doesn't happen till the next frame, correct?

#

because lineIntersectsSurfaces still works after deleting the object meowsweats
so I have to use something like _obj setPosWorld [-1e4, -1e4, -1e3] or something before deleting it

gray wharf
#

just the current/next frame mayhaps?

sinful kettle
#

current yes

#

btw why does the game still want to "update the grid chunks" when I delete an object at [-1e4, -1e4, -1e3]?!

#

shouldn't it not freeze anymore, since the object is in nowhere?

untold sky
sinful kettle
#

or are there still "grid chunks" there?

gray wharf
#

isn't [[-1e4, -1e4, -1e3] just [-10000, -10000, -1000]?

sinful kettle
#

yes meowsweats

gray wharf
#

soooโ€ฆ it's still within the calculated area, no?

sinful kettle
#

ยฏ_(ใƒ„)_/ยฏ

#

it's off the map

#

not sure how big this grid thing is

gray wharf
sinful kettle
#

ยฏ_(ใƒ„)_/ยฏ

untold sky
untold sky
sinful kettle
untold sky
#

yes-ish

solid marten
#

whats with spam lately, removed about 8 just today

solid marten
sinful kettle
#

yeah, sorry I didn't read that meowsweats

sinful kettle
#

btw the setpos 0,0,0 error in diag exe is related to this white helper object that is spawned under the player's feet:

#

when you're touching the terrain, the object is teleported to [0,0,0] I guess, and causes this error spam

sinful kettle
#

I'm using diag_drawmode "roadway" btw. that's why the helper appears

untold sky
#

u sure that not mod?

#

looks pretty much like Walking Movable Objects mod

sinful kettle
#

no

untold sky
#

or Enhanced Movement

sinful kettle
#

I do use Enhanced Movement yes. but why would it appear?
it only spawns its helper object when you use the climb function, which I didn't in this case

the object appeared when I walked onto the rock, then disappeared when I stepped onto the terrain

#

the error occurs in vanilla too

#

exactly when you do that (walk on roadway LOD -> error disappears; walk on terrain -> appears)

#

I'm guessing the game spawns the helper object to orient the player's feet like it does with terrains (a workaround to simulate it)

#

btw is it a bug that you can run over units with attached objects? meowsweats

#

I've attached this vehicle to myself and I'm just running
the vehicle doesn't collide with anything else (not even other vehicles). just the units

untold sky
#

no

sinful kettle
#

So I encountered something weird.
Why is the land contact of a simple object not the same as the original object?

#

is it stored in the object's config?

gray wharf
#

(super?) simple object is "just" the 3D object, like, no ground contact data iirc

sinful kettle
#

so how come its getPosASL and getPosWorld are not the same? ๐Ÿค”

#

getPosASL uses land contact afaik

gray wharf
#

dunno ยฏ_(ใƒ„)_/ยฏ

untold sky
sinful kettle
#

so what does getPosASL use then?

#
_test = createSimpleObject [typeOf heli, [0,0,0], true];
_offset1 = _test worldToModel ASLtoAGL getPosASL _test;
_offset2 = _test worldToModel ASLtoAGL getPosWorld _test;
deleteVehicle _test;  
[_offset1, _offset2, heli worldToModel ASLtoAGL getPosASL heli]

returns:

[[0,0,-1.17551],[0,0,-1.19209e-007],[0,-0.00278322,-1.77914]]
```for pawnee
untold sky
#

magic

sinful kettle
#

PositionWorld
Similar to PositionASL, however Z is measured from the sea level to the the model centre [0, 0, 0] of the object, rather than transformed boundingCenter or land contact vertices.

#

I'm gonna guess it's "transformed boundingCenter"? ๐Ÿ˜“

sinful kettle
#

btw this equation that Anim Viewer uses is wrong:

_duration = if (_speed != 0) then {abs (1 / _speed)} else {0};
#

it should be:

_duration = -_speed;
if (_duration < 0) then {_duration = -1/_duration};
#

because:
speed <= 0 : -duration
speed > 0 : speed

sinful kettle
#

I wonder if it has something to do with the deleteVehicle and grid update thing?

#

it causes a really noticeable freeze, and you only fire one bullet

sleek scaffold
lean mica
#

There is SetFace error: class ... not found. RPT message. Is it possible to add player name to it?

vocal abyss
#

Would it make sense to modify append so that it returns the modified array?
Right now I have to do ...

_a = ["A"];
_b = ["B"];
_c = ["C"];
_all = [];
{ _all append _x; } forEach [_a, _b, _c];
```... but it could be much more convenient:
```sqf
_a = ["A"];
_b = ["B"];
_c = ["C"];
_all = _a append _b append _c;
```(I have no use for the original `_a`, `_b`, `_c` arrays)
sinful kettle
#

I think by SQF standards, when a command returns something to you it's always a copy.
wouldn't this cause a confusion?

#

altho I do agree that it is convenient

finite anvil
#

why not use +?

sinful kettle
#

true ๐Ÿค”

#

I don't think the fact that it makes a copy matters in this case (it copies the array itself, not the elements, so same difference)

untold sky
#

I think by SQF standards, when a command returns something to you it's always a copy.
eeeehhhhh... often, maybe?

vocal abyss
# finite anvil why not use +?

Because + is slower as it creates a new third array, and I have no use for the intermediate arrays created this way either.

sinful kettle
#

I think they'll be the same

vocal abyss
sinful kettle
#

it can be slower. but not sure if it is for what you do... ๐Ÿค”

solid marten
vocal abyss
#

I don't want append to return a copy, I want _a append _b to return (the reference to) _a.

#

merge has the same drawback as append, it also doesn't return anything and therefore can not be chained.

sinful kettle
gray wharf
untold sky
#

no

gray wharf
#

โ€ฆah, I forgot that safety/stability matter thing ๐Ÿ˜„

sinful kettle
#

activated and deactivated are too long meowsweats

#

and prone to mistype

#

even "on"/"off" works notlikemeow

gray wharf
solid marten
#

onOff

sinful kettle
untold sky
#

you are binding events to the action, not to a key, a action doesn't go down or up

sinful kettle
#

yeah but the point is that they're long...

#

hard to type

#

also you always wonder

#

is that Activated or just Activate? notlikemeow

untold sky
#

If you had told me two months ago maybe. But not now

untold sky
untold sky
solid marten
#

Beware of shy spambots. They post innocent comment like Thanks, this was really helpful, this was useful etc. Then come back much later end edit in ads with links

gray wharf
#

argh new techniqueโ€ฆ it's not half-stupid actually

sinful kettle
#

So Ded, I feel like my game has become ~20% slower (at least scripting performance, based on one of my codes)
iirc, even a single scripting command, like player, had an exec time of 0.00055 ms. now it's 0.00077 ms
either that or my system has gotten slower.

#

is there a way to go back to a legacy Dev build to confirm?

uncut briar
#

Arma3Legacy202

#

player, 0.0004 ms

gray wharf
#

Legacy dev
Which I believe doesn't exist

sinful kettle
uncut briar
sinful kettle
#

I hope the devs can send me one themselves meowsweats

untold sky
#

If you can give me a build number of a old dev build ๐Ÿ˜„

#

Just the last one?

sinful kettle
untold sky
#

versions are listed in dev branch changelog

#

we ran a dozen builds last week, no idea which was released ๐Ÿ˜„

sinful kettle
#

Yeah I was just gonna look there meowsweats

#

I think 147890 should be good enough. I didn't see any major changes

#

Wait I think DnA forgot to update the version number for the latest one!

untold sky
#

147890 is 13th july think_turtle

sinful kettle
#

Yeah notlikemeow

sinful kettle
#

meowfacepalm
I was using the diag exe. That's why it had gotten slower since my last test meowsweats

I tested the new build that Dedmen sent me and it was faster, and I was about to report it...
Then I realized that I was using the diag exe when I tested the code yesterday. So I tested the latest normal exe again and sure enough, it was working perfectly.

sorry meowsweats

gray wharf
#

๐Ÿ†๐Ÿ’ฅ ๐Ÿ”จ

sinful kettle
#

but anyway, the takeaway from this story is that the diag exe has like 20-25% lower scripting performance (I didn't know that...)

#

again, I'm really sorry notlikemeowcry

daring wagon
#

noob..

#

Shame on you ๐Ÿ˜„

sinful kettle
#

@sterile nova
directionStabilizationEnabled says it returns nothing. it should say bool
corrected by KK

dreamy bane
#

Took me a while to figure out ๐Ÿ˜…

sinful kettle
#

umm, was serverNamespace added intentionally?!

#

it returns nothing! ๐Ÿ˜„

#

nvm, works in MP meowsweats

#

but doesn't return anything in SP (isNil {serverNamespace} is true), and the signature is:
nular__servernamespace__ret__nothing

gray wharf
#

should return namespaceNull :p

untold sky
#

I think @solid marten wanted to remove it? Together with the changed server eventhandler stuff

gray wharf
#

I don't get the usage though, as in "specific namespace for network communication that has nothing to do with missionNamespace and runs in parallel?"

solid marten
#

Leave it, you can set variable in it from server event handlers and read later in mission

solid marten
sinful kettle
#

it seems to only exist on the server

gray wharf
#

@solid marten nil wanted & confirmed, I can engrave it on the wiki?

solid marten
#

just add server execution only sign

gray wharf
#

I did both, but I want to know and document such behaviour

desert trench
#

was there a plan to have some reliable input detection for key combos [and ability to block that input] (as replacement for inputAction / keyDown)

#

ie disableUserInput ["reload",true];//["userAction",on/off bool]

untold sky
#

was there a plan to have some reliable input detection for key combos
already done
and ability to block that input
no

solid marten
#

could be useful if done via handle EH

desert trench
#

already done
that is?

limpid rune
dreamy bane
#

Why does ```sqf
systemchat format["%1", nil >> "test"];

gray wharf
dreamy bane
#

but that could be a sign of bigger problems

gray wharf
#

true, ticket pwease

dreamy bane
#

ok

untold sky
dreamy bane
#

i thought it was weird printing pointer addresses

dreamy bane
#

also the congfigNull still doesn't print anything at all when it could print <NULL-config>

untold sky
#

I think I wanted to fix that right? Apparently I forgot notlikemeow

solid marten
#

you could do the same for namespace while at it, i mean make it print which namespace it is when you stringify namespace

#

@untold sky

untold sky
#

I don't know if the namespaces know their own name.
But might be worth the 8 bytes of memory space ๐Ÿ˜„

sinful kettle
#

is a command that allows setting the anim progress possible?

#

as in

_unit setAnimProgress 0.5; //% of total anim duration

jumps halfway through the current animation

#

and maybe with _unit setAnimSpeedCoef 0, it will allow manual playing of the anim

alpine tulip
#

Anim, that can be set by switchMove or such commands?

sinful kettle
#

yeah

#

or maybe an alternative syntax for switchMove? think_turtle

alpine tulip
#

...Oh you already subbed to this

sinful kettle
#

Does anyone know why some damages "get passed" the handleDamage EH?
Mostly damage from falling, terrain, water, etc.?

#

I'd noticed it before too. it's kinda annoying.

#

can this be fixed so that _veh addEventHandler ["HandleDamage", {0}]; acts like _veh allowDamage false?

solid marten
restive bone
#

Then tell him to create private tickets sippy

small ravine
dreamy bane
#

not sure if I can close my own tickets =/

restive bone
#

want me to close it for you?

dreamy bane
restive bone
dreamy bane
#

thx ๐Ÿ™‚

heavy wasp
#

I even got this fancy PBO Manager batch script but it ain't working

naive ledge
heavy wasp
naive ledge
#

then when you need to see a case for DS+client, all right, DS is like regular self-hosting for your sqf code (well, most of it?) except it has no UI, so it makes no difference for your code. So you can run the server through editor and run a second arma instance (with different profile! set it in launcher) and use it as client.

It is VERY useful to actually not just stare at DS's console log and figure out what's going on, but to be able to access the debug console and whole SQF environment of the server, that's why hosting from editor is more useful for testing than hosting from a dedicated server

heavy wasp
#

Wow, that's very useful

#

So I can have two clients on the same machine without enabling loopback?

naive ledge
#

I'm not saying that you are doing it wrong, you should test how it runs on dedicated server, but not constantly IMO (but rhather when you need to see some specific things?), for quick fixed and prototyping it's better just to do as much as possible from editor

naive ledge
#

without enabling loopback?
well there is no such thing as 'enabling loopback' for regular arma3.exe client I think, it's only for dedicated server

heavy wasp
#

So I can indeed have multiple instances of the game running if I use different profiles. The more you know! aviator

#

Thanks for this very valuable piece of info ๐Ÿ˜„

naive ledge
#

yeah np blobdoggoshruggoogly no idea why people don't know this so often. Actually I figured it out pretty late too, when I was wondering how TF do I iterate my changes faster without restarting the game every time, rebuilding, etc

heavy wasp
#

Yeah, that is/was my issue too ๐Ÿ˜„

#

I make a lot of small mistakes when I code (I'd strongly prefer a full blown IDE with a nagging syntax and type checker due to it ๐Ÿ˜„ )

#

So when the iteration time is so huge, it becomes a neverending fight against bugs and that's what kills my motivation to create stuff in Arma

#

Gib static typing plz

#

Hm? It closes the first Arma instance when I launch the game with second profile @naive ledge

naive ledge
#

what ๐Ÿค” It definitely worked for me across a few PCs at least

heavy wasp
#

Do I need to have a second PC around and use it to launch the second instance?

naive ledge
#

no, it was meant to work on same PC

heavy wasp
#

Yeah

#

It closes the first instance

#

Maybe it was used as exploit and was disabled?

#

Servers check for double UIDs by default though... I think

naive ledge
#

I just tried again and it works ๐Ÿคท are you sure that you selected different profiles in launcher?

heavy wasp
#

Yes, double checked

#

Wait, do I need to disable BE at first?

naive ledge
#

I don't know

#

look, two armas, you can even see their command line parameters

heavy wasp
#

Ha! You have debug mode on

pseudo garnet
heavy wasp
naive ledge
#

and I was always running it without BE to make my DLLs work ๐Ÿ˜„

#

yes that's right, with BE it closes the other instance

heavy wasp
#

I'm stunned by the fact that I have two instances of Arma running simultaneously while they're even on the same server lol

sinful kettle
#

Feature request: unit disableAI "FIRE" -> making AI unable to fire the current weapon (by themselves, not affecting scripting commands such as forceWeaponFire)

Possible? Not possible? Won't do? Might do? Should I make a ticket? etc...

sinful kettle
daring wagon
#

only the current weapon or no weapon at all?

sinful kettle
#

any weapon it tries to fire obviously. they can only fire their "current weapon" tho notlikemeow

gray wharf
untold sky
#

I wanted to verify that its really fixed

#

ah no thats the memory leak, mixed that up

gray wharf
#

https://feedback.bistudio.com/T160265 created a ticket to add CfgFunctions an additional attribute serverOnly so server-side functions are not compiled on client - for mission's CfgFunctions

solid marten
#

if you donโ€™t compile them you have variable that is free to be compiled for you with malicious code. i say no

gray wharf
#

oh you mean, TAG_fnc_TheFunc is an "available name slot" on the client?

solid marten
#

oui

gray wharf
#

hahaha ๐Ÿ˜„
well I see the concern, but a mission designer that only wants to run code on server's side should be able to

then: can the client compileFinal {} ?

uncut briar
#

what's the point?

#

If you only want to run the code on the server run the code on the server.

gray wharf
#

saving client's compiling time

uncut briar
#

That's miliseconds.

gray wharf
#

if so, then it's unworthy opti

#

if it's a full framework though, can't functions take seconds to load?

uncut briar
#

It can, if it has hundreds of functions.

#

That's really rare.

gray wharf
#

here's to hoping config entry reading is not eating that won time ๐Ÿ˜„

untold sky
#

or simply, use preprocessor in description.ext and simply hide the whole CfgFunctions section of stuff you don't want

#

then the client will outright not see it

gray wharf
#

โ€ฆcan we preprocess isServer?

untold sky
#

no

#

but you can preprocessor command line parameters

uncut briar
#

-server

#

But can you detect dedicated? thomp

untold sky
#

oops actually you can

#

__IS_DEDICATED__

gray wharf
#

I am not sure to follow - this is about mission design

#

is server

untold sky
untold sky
#

They can just design it to remove the functions on client if they want to then

uncut briar
#

tl;dr if you need such optimizations there are tools to do them.

#

99.9% of mission designers do not need them.

gray wharf
gray wharf
untold sky
#

No

gray wharf
#

that it's quite rare, I get it
that I can do it mission-side, I don't see how? unless there is a way to #IF some SQF

#

(only works with a dedi then, which is also a bit portion of servers I guess)

untold sky
#

just put #ifdef someMacro around your CfgFunctions or your sqf files

#

and only define that macro via server start parameter

gray wharf
untold sky
#

Ah I see, serveradmins would need to adjust for the mission

gray wharf
#

I mean by that "no need to tinker with server settings" yes ๐Ÿ™‚

#

out of curiousity, would this work?

#if __EVAL(isServer)
// stuff
#endif
#

well, apparentlyyy not.

#

always go in the else, I assume isServer is called too early ๐Ÿ˜ฌ

untold sky
#

As I repeatedly say.. __EVAL is NOT preprocessor

gray wharf
untold sky
#

I explain that by me repeatedly telling you and other people that its NOT preprocessor and should NOT be listed on the preprocessor page.
But noone wanting to do anything about it

gray wharf
#

where does it apply then ๐Ÿ˜ƒ

untold sky
#

config parser

#

where for example import directive is too

gray wharf
#

so something like this? ```cpp
name = __EVAL(if isServer then { "server" } else { "client" });

untold sky
#

don't know if eval supports if then

#

its somewhat limited.
but yeah something like that

gray wharf
#

but ok, just "not connected to #STUFF preproc thingy"

#

__EXEC as well I assume?

untold sky
#

yes

gray wharf
#

okido, will try to figure a split ๐Ÿ‘

#

but on the other hand, it pisses you sooo ๐Ÿ˜„

vocal abyss
#

Can somebody else confirm that allowProfileGlasses = 0; fails when the profile glasses are set to None?

#

I have mine set to None and the Editor loadout's goggles get removed despite allowProfileGlasses = 0;. When I changed my profile goggles from None to something else it worked as intended, retaining the Editor loadout facewear.

sinful kettle
#

The caret jumps to the next line when it reaches the end of a line, which causes this behavior:

daring wagon
#

Yeah. Super annoying ๐Ÿ˜ซ

untold sky
#

I already looked at that but my thought was "meh"

#

so yeah make me a ticket, I already know where to fix it

sinful kettle
gray wharf
#

oooh, the reason why tickets should be split
(I am guilty of that as well)

sinful kettle
#

If you want I can make a separate one

daring wagon
#

He just fixes all issues ๐Ÿ˜

unborn acorn
#

There is a possible to add "isRestricted" param for

getAssetDLCInfo

or can we already return it with some command?

untold sky
#

what is "isRestricted" ?

untold sky
#

hm. I'd think only actually restricted items even have AssetDLCInfo?

gray wharf
#

but, yeah, there is this in-game issue where you don't know if such item is DLC-restricted or just DLC-added

alpine tulip
#

#workthoughts:
Is it possible to add these to attachTo:

  1. An arugment to make the attached object movement in render time scope
  2. An arugment to make the attached object's rendering the frontmost (if it is attached to the cameraOn and the camera is in internal)

hope dis makez sens

untold sky
#

yes but eh, don't think so

solid marten
#

but but use render time scope positioning

gray wharf
#

maybe if we all say "pwetty pweaaase" at the same timeโ€ฆ?

#

on 3

#

1

#

2

#

3

alpine tulip
#

pwetty pweaaase

gray wharf
#

pwetty pweaaase

lean mica
#

pwetty pweaaase

alpine tulip
#

FYI, I actually thinking about this because to like, โ€œattach an epipen in one's hand, and see it in the FPPโ€

lean mica
#

Is it possible to get ellipse and rect marker border coordinates?

alpine tulip
#

Border coordinates?

lean mica
alpine tulip
#

I meant want you to describe what is it not +

gray wharf
lean mica
#

I want to spawn objects at perimeter of zone marker

alpine tulip
#

Isn't it possible right now?

gray wharf
#

ah yep, it would be nice
but you can still find that with maths

gray wharf
devout wave
lean mica
#

At ACE GitHub dedmen said that there is an option to create and use custom ropes. But I canโ€™t find info at wiki where to define classname on rope creation. Is it wiki outdated or Iโ€™m blind?

untold sky
sinful kettle
#

is it possible to have a command that sets the angular velocity? (in rad/s)

#
_obj setAngularVelocity [_wx, _wy, _wz];

and a getter command?

#

currently there's no universal way to rotate objects. you have to do a loop every frame

#

there is that torque command, but it only works on Physx objects
(also PhysX is unreliable meowsweats )

gray wharf
sinful kettle
#

also another question: does the engine have a way to set the acceleration? ๐Ÿ‘€ (except for PhysX objects of course)
if so maybe a command for that too?

#

using a combination of velocity and acceleration commands one can "fix" the flying tanks bug I believe... think_turtle

daring wagon
gray wharf
#

Even without running any mods, I'm experiencing the same issue. As I was able to revert without losing much and things looked fine for the time being, I didn't think much of the corrupt savefile.

that was the comment notification I received.
when I came to see, the message contained an "apk" website link between "any" and "mods"

sneaky

untold sky
#

Thats basically the same behaviour as on BIF

#

on BIF we even have some bots that post normal stuff and wait several days before they edit it to spam

#

but its pretty easy to detect.
They often post on the same threads, so when you look at it as moderator you see half a dozen banned spambots above. And at the bottom a brand new account from India posting "Thanks that was very helpful"
Instant bonk

#

If only we could see IP Addresses on FT.
The BIF ones are 80+% India
Then Vietnam and China

devout wave
lunar orchid
#

I saw this on the old feedback system a few years back but it appears nothing ever came of it, is anyone aware of whats going on with the VTOL max thrust glitch? (If you are in a group that you are not the leader of and the vtol engine is on the thrust will remain stuck at 100 and you're unable to do anything about it besides leave the group)

gray wharf
#

repro would be:
be #2 in a group
pilot
thrust is locked?

lunar orchid
gray wharf
#

let's try in profiling

#

doesn't happen (V-44 Blackfish)

lunar orchid
#

I've had it happened in profiling

gray wharf
#

my setup:
placed player
placed unit
grouped player to unit
placed a V44
start
get in
turn the engine on
everything is normal.

so the above is not the issue case or is not a proper repro

lunar orchid
#

pretty sure it needs to be a group where the player is the squad lead

gray wharf
#

ah, leader but not #1 indeed

#

nope, same

#

(same setup + group player selectLeader player)

lunar orchid
#

let me rephrase that

#

What I was trying to say was that the squad lead had to be a player (on a server), and you're in that squad as another person

#

having a AI as the squad lead doesn't cause it

gray wharf
#

ah, ok

lunar orchid
#

I was able to quickly pop onto a random server with people on and recreate it in a few seconds

#

its been a issue for years and is commonly joked about amongst the pilot community

devout wave
gray wharf
desert trench
#

Bad texture format in GetPixel
Unsupported format palette
Unsupported format palette 8

#

any chance to get more context on these please

untold sky
gray wharf
desert trench
#

the above was generated during that fpsHeatMap script - no game crash for this (had some mem leaks in Eden but not here)

#

could it be from the rendering issues of infinite terrain?

untold sky
#

eh, the init.sqf was generated?

#

Ah the script generated that

#

The messages you mentioned are all hard fail messages that should trigger gamecrash

desert trench
#

this doesnt trigger a game crash either tho as far as i can tell

#

the Eden crashs i had was zooming out max, have the infinite terrain in focus, select a marker, and select "go here"

#

this seems to lead to a mem leak and eventually the game crashes with out of memory

untold sky
#

Eh atleast I think it should think_turtle

untold sky
desert trench
#

not sure as i couldnt see the marker anywhere

#

so it may very well be outside the visible area at least

untold sky
#

you can try to disable clouds

#

if it fixed the crash, then thats the thing I already fixed

desert trench
#

via video options?

untold sky
#

yea

desert trench
#

ok will test and report back tomorrow

untold sky
#

Ah yeah seems like it doesn't crash indeed, it just prints the error message notlikemeow
The place where the error happens doesn't have context about where it came from.
And I cannot add context there its too expensive (literally getting a pixel from a texture)

Check if you have any other Bad texture format. in your RPT, that one I could add the filename to.
If I see right that should always be logged if you actually have bad textures in a paa file

desert trench
#

copy

desert trench
#

c:\bis\source\dev\futura\lib\d3d11\txtd3d11.cpp(3239)(func: DX11::TextBankD3D11::ReserveMemory) [AssertNoDlg] MainThread=14424 item.texture->_levelLoaded<item.texture->_nMipmaps
c:\bis\source\dev\futura\lib\d3d11\txtd3d11.cpp(3239)(func: DX11::TextBankD3D11::ReserveMemory) [AssertNoDlg] ThreadID=2196 item.texture->_levelLoaded<item.texture->_nMipmaps

#

could this be related?

#

not getting a crash so far

#

quite some performance impact though

untold sky
#

Could be related of course, something wrong with a texture, same as your previous error

desert trench
#

we use this:

        class OutsideTerrain
        {
            satellite = "...\s_satout_co.paa";
            angleAltitudes[] = {{9,1}...,{9,1}};
            colorOutside[] = {1,1,1,1};
            analysisLength = 10;
            enableTerrainSynth = 1;
            class Layers
            {
                class Layer0
                {
                    nopx = "..._nopx.paa";
                    texture = "..._co.paa";
                };
            };
            forceMapOutsideColor = 1;
        };
untold sky
#

It could be any texture really ยฏ_(ใƒ„)_/ยฏ

desert trench
#

getting for all our terrains using infinite terrain with new angleAltitudes

#

could it be from the rendering issues of infinite terrain?

untold sky
#

wuht just a edge where it stops?

#

mabe invalid outside textures or invalid altitudes

#

I don't really understand what these screenshots are supposed to tell me

desert trench
#

the outside area has rendering issues when you use the new angleAltitudes options for specific view angles

untold sky
#

SOGPF had no issues with that think_turtle They use it on CamLaoNam

desert trench
#

fairly sure it also happens there - our terrain artists talks to theirs. will get it confirmed

hexed nest
#

Will update with photos but can 100% confirm it is on camlaonam as well

daring wagon
gray wharf
desert trench
#

we have encountered vehicle engine sound to stick if you remove a vehicle - not quite sure what exactly causes it. could be related to HC use. anyone familiar with this issues to help narrow it down?

tribal rivet
#

Isn't this the same bug where if you pack a UAV before its engine stops completely, the sound will linger indefinitely?

untold sky
#

Thats probably a very good repro, ticket plox

gray wharf
#

for the UAV?

  • place a UAV operator in Eden & press play
  • place the UAV from the backpack
  • start its engine
  • disassemble it, the backpack will be on your back but the sound will remain where the UAV was
untold sky
#

I know.

ticket plox

gray wharf
#

no ๐Ÿคฃ

fickle root
#

I found another "bug"?, with AI and directions, which they're told to observe

#

the AI being physically in a village on the east of Altis (Kalochori), doesn't look at the top (north on compass), how the compass shows north direction (blue line), but looks up and to the left (red line)

solid marten
#

how do you determine where it looks?

fickle root
#

it's shown on the map, where he's looking at

gray wharf
#

"from which data"

#

and how do you tell the AI to look at what

fickle root
#

you select AI, press 3 and 8 and select to observe north

solid marten
#
  • chemist, can I have a pill?
  • which one you want?
  • a white one
fickle root
#

I'm near it and I see he looks where I think he's looking at

#

and the map confirms it

gray wharf
#

don't AI generally take at least a 45ยฐ angle? as in "watch North not being 0ยฐ only"?

solid marten
#

so these lines are engine generated?

fickle root
gray wharf
#

daheck ๐Ÿ˜„

fickle root
#

no, these lines I drew myself, from where the AI is look at

sinful kettle
solid marten
fickle root
#

I don't know what it is. it's basically where he's whole body and head ar pointing atbody

solid marten
#

so not where it actually is looking?

gray wharf
#

please at least use eyeDirection + drawLine

solid marten
#

no there are other commands all documented

fickle root
sinful kettle
# fickle root

the way I see it the eye is looking a bit to the right, no? so it falls on the blue line

solid marten
#

it might be looking not where you think he is looking the only way to find out is to query it with relevant getter

fickle root
#

no

fickle root
#

so the AI doesn't simply look up, to the north, but looks up and to the left, because he's in a village that is to the right from the center of the map, so not only north, but also the top center of the map

#

AI looks up, only when I place him in the center of the map

sinful kettle
# fickle root it's beyond what I can do, sorry

try this:

_map = findDisplay 12 displayCtrl 51; 
_map ctrlAddEventHandler ["Draw", {
  params ["_map"];
  _map drawLine [getPosASL AI, getPosASL AI vectorAdd (getCameraViewDirection AI vectorMultiply 1000), [1,0,0,1]];
}];
#

(if you have access to debug console that is)

fickle root
#

but if I place him in a village right or left from center of the map, he will look up, but also to the right or to the left, facing the upper center of the map, not just up, where the north is

gray wharf
#
bob = group player createUnit [typeOf player, [0,0,0], [], 0, "NONE"];
bob setVehiclePosition [player modelToWorld [0,3,0], [], 0, "NONE"];
onEachFrame
{
    _beg = ASLToAGL eyePos bob;
    _endE = (_beg vectorAdd (eyeDirection bob vectorMultiply 100));
    drawLine3D [ _beg, _endE, [0,1,0,1]];
    _endW = (_beg vectorAdd (bob weaponDirection currentWeapon bob vectorMultiply 100));
    drawLine3D [_beg, _endW, [1,0,0,1]];
    _endV = (_beg vectorAdd (getCameraViewDirection bob vectorMultiply 100));
    drawLine3D [_beg, _endV, [0,0,1,1]];
};
```๐Ÿ˜„
sinful kettle
gray wharf
fickle root
#

so Idon't understand, why the AI does look straight up, only when placed in the center of the map, but doesn't when placed left/right on the map and instead looks up, but also to the left/right

#

no need for scripts to tell the difference

sinful kettle
#

like on a mountain?

fickle root
#

doesn't change

#

anything

gray wharf
#

maybe it's environment related, they won't look straight at a house wall I guess

sinful kettle
#

well based on what you say (looking up) it sounds like the commanding menu is mistakenly using the ASL position instead of AGL

#

so altitude can matter

fickle root
#

maybe he will look down as well, to the sea level, since he's above it, instead of looking horizontally

#

haven't tried

sinful kettle
#

they're looking at the center of the map

#

directly north (i.e [worldSize/2, worldSize, 0])

#

that's a bug indeed ๐Ÿ‘€

gray wharf
fickle root
#

but it also concerns all the directions you tell them tool at, not only north

sinful kettle
#

yeah I figured as much

#

will do

fickle root
#

like I tell him too look at N-E, but he looks at east

#

when on the left of the map, at AAC Airfield

sinful kettle
#

yeah

fickle root
sinful kettle
#

ok so I did a test myself.
looks like the AI does look north, but they only turn their body enough so that north is within their "head range", after that they just stop turning their body and turn their head instead

#

so they only occasionally look north (or whatever direction you give them)

#

@fickle root

fickle root
#

hope it will be fixed

sinful kettle
# fickle root hope it will be fixed

I'm not sure if it's a bug. the AI just place the direction within their field of view, so you probably don't have much to worry about. They still do see that direction

fickle root
#

but still

#

I understand that their field of view is not that narrow

fickle root
#

is it an engine limitation, that when you get in a heli as co-pilot, you can take control, but you have no access to flares and if an AA missile is fired at your heli, there will be no sound warning and probably nothing on the passive radar

#

or it's still a passenger seat, like in A2, just renamed to co-pilot and only taking control of the chopper was made possible, but without access to flares and warnings of missiles incoming?

#

also if the pilot of the heli doesn't unlock controls of the heli, when he dies, the co-pilot can't take control of the chopper

gray wharf
fickle root
#

so if main heli pilot unlocks control of the chopper, without the co-pilot interfering when main pilot flying the heli, if the main pilot dies, the co-pilot can continue to fly by taking control

sterile nova
#

copilot is a turret

fickle root
#

if the controls weren't unlocked by the main pilot and he was killed, bye bye heli, even if there is a co-pilot, since he cant take control of the heli

sterile nova
#

copilot can have its own weapons. What you would want to have is reserved manual fire option, where gunner controls pilot weapons

fickle root
#

but co-pilot has no access to flares and missiles warning, when he takes control of the chopper

#

only control is transferred, not flares/warnings

gray wharf
#

I'll set it as Critical

fickle root
#

this also needs to be fixed - https://feedback.bistudio.com/T148411
List of vehicles with commander turret not returned back by AI to vehicle's direction, when player switches to another seat

sterile nova
#

manual fire only take control of first turret

#

there is no inverted way manual control option in game (turret->pilot)

#

beside that, there is bigger issue with CM disappearing from commander seat if another player gets into driver seat. Afair KK investigated it and there is no easy fix to it

fickle root
fickle root
#

and also in A2 with community patch, it was made possible for any passenger to switch to pilot seat from the rear of helis, if there is a door or space that allows a passenger in the rear of the heli to access the cabin of the helicopter

#

this way you can take control of the heli as main pilot and have flares and missiles warnings and there is no problem not being able to take control of heli as co-pilot, when main pilot dies and hasn't unlocked controls before dying

#

https://feedback.bistudio.com/T154445
BTR-K Kamysh has no possibility for player as commander to cycle through different armament types (Ctrl+F), when turned out, unlike AFV-4 Gorgon with same turret/armament

#

https://feedback.bistudio.com/T154446
Left Mouse Button and Ctrl+LMB don't work to manually fire or order the AI gunner to fire from 120/125 mm cannon, when player is turned out as commander (using Arma 3 Apex keyboard preset) in T-100 Varsuk and Rhino MGS (UP)

uncut briar
#

IIRC there was some scripted solution you had in RHS but removed it for some reason?

sterile nova
#

Yes, there was scripted solution in RHS which had to be removed due to author of script leaving our team. Basically it recreated vanilla UI and handled everything by script

#

in any case, @solid marten should know more about this issue

fickle root
#

still not finished checking all the buildings windows and openings in different objects through which one can't throw a grenade

  • buildings/objects through which bots can see/fire, despite visual obstacle, but in bots point of view there is nothing that blocks the view
fickle root
fickle root
#
#

etc...

#

dozens of buildings/objects concerned...

#

inevitably die from your own grenade or if still alive - reveal yourself to the enemy you wanted to offer a nade as present )

#

manually testing to see whether grenades can come through, where they normally should, each object/building there is in official Arma and each opening/windows those objects/building have...

#

that's stressful...

#

there are also objects/buildings, where grenades can go through, although they shouldn't be able to, because there is no openings/windows )

#

and bots that can see/fire through stuff they shouldn't and don't see/fire through stuff they should

#

in some buildings, grenades can pass through glass, without the need top break it first
in other buildings, grenades can pass through window(s), only if glass is already destroyed by rifle fire
but there are also buildings, that even when you destroy glass, grenades still can't go through the window(s)
or buildings, where grenades can't go through glass and glass can't be destroyed by rifle fire
or buildings, where glass is visually destroyed by default, but grenades still can't be thrown through...
so many inconsistencies/surprises...

maybe it's because so many different people have worked on different buildings, at different periods of A3 life cycle...
https://www.youtube.com/watch?v=KyF6GzLZyts

gray wharf
#

I should never have written that script

๐Ÿ˜†

fickle root
#

I've abandoned so many times, but now I'm determined to finish this to make a ticket with all of this crap

#

super time consuming and tiring

#

poor guy, whoever will have to fix all of this, if at all, reyhard? ๐Ÿคฃ

#

my list is super long and contains a video for each object/building ๐Ÿคฃ

#

500 Mb/s internet makes it easier to upload (vs. 20 MB/s 1 month ago)

fickle root
daring wagon
#

Has actually one of these windows ever been fixed since you started reporting them ? ๐Ÿ˜„

fickle root
#

no

#

but haven't made a ticket until now, since I want to check every object/building opening/window there is, in official A3 and make one big ticket with all of it, with videos for each object/building

gray wharf
fickle root
#

is there a limit in number of letters/symbols in feedback tracker?

gray wharf
#

not that I know of, but perhaps, why?

fickle root
#

I fear that all the words/symbols there will be, might not fit into the ticket

#

it's a super big ticket

gray wharf
#

cp it in a notepad/word, and if it doesn't fit in the FT, link a Google doc

fickle root
#

or maybe split the list in three sections, description, steps to repro + additional info. maybe the list will fit this way in one ticket, without having to use external services

gray wharf
#

if it is a list of all assets, attach a txt to the ticket?

fickle root
#

yes, the displayed name of each asset + class name of each + link to the vid for each of them

#

txt/notepad file

fickle root
sleek scaffold
fickle root
#

that's just few examples of many and I haven't checked Malden, Tanoa and Livonia, yet

#

can't imagine maps ported from A1 and A2...

turbid terrace
#

Hey guys, i'm not being able to output reverse [1,2,3]. reverse "abc" works though. Stable 2.04.

alpine tulip
#

Did reverse ever returns array for array?

turbid terrace
#

you mean having a variable instead, right? Didn't work either. I tried reverse arr1, which was defined arr1 = [1,2,3];

alpine tulip
#

I'm in Dev right now (2.07), let me test

turbid terrace
#

Thanks.

alpine tulip
#

Wait, are you expecting [3,2,1] for sqf arr = [1,2,3]; reverse arr?

turbid terrace
#

yes

alpine tulip
#

That isn't a case, never been AFAIK?

turbid terrace
#

thats the biki example

alpine tulip
#

But you said it worked before... interesting

#

Which BIKI example?

turbid terrace
#

No, i said it worked with string only.

#

from reverse

alpine tulip
#

I mean there're 1, 2 and 3. Which?

turbid terrace
#
    _arr = [1,2,3];
    reverse _arr;
    hint str _arr; // [3,2,1]```
alpine tulip
#

Works pretty fine for me

turbid terrace
#

im gonna test again...

#

can you please test in debug console reverse [1,2,3]; ?

alpine tulip
#

Returns nothing, as expected

turbid terrace
#

so I need to write an sqf?

alpine tulip
#

What?

turbid terrace
#

where should I test it?

alpine tulip
#

reverse [1,2,3] NEVER returns something

#

It modifies the array, that existed

turbid terrace
#

Alright, i'm sorry it works with that local variable, but why can't I reverse a global variable like arr1?

alpine tulip
#

I can?

turbid terrace
#

๐Ÿ˜ I can too, but running a test.sqf, not from Debug Console.

#

reverse arr shouldn't work?

alpine tulip
#

test.sqfsqf arr = [1,2,3]; reverse arr; systemChat str arr;And it prints [3,2,1]

turbid terrace
#

i'm using the watch field on debug console.

alpine tulip
#

What?

turbid terrace
#

yes, that works here too.

#

there's 4 Watch (fields): im using one

alpine tulip
#

What are you expecting from this?

turbid terrace
#

it should output below