#arma3_feedback_tracker

1 messages Β· Page 39 of 1

alpine tulip
#

Never

turbid terrace
#

lol, really? Because of the nature of that command or...?

alpine tulip
turbid terrace
#

uhm great

#

my bad then.

#

never noticed the return value nothing on something I was expecting an output πŸ˜›

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alright sorry and thanks.

alpine tulip
#

Well, in doubt always check the doc carefully!

turbid terrace
#

sure, thanks.

fickle root
gray wharf
#

@restive bone gone, thx

restive bone
fickle root
nimble veldt
desert trench
sinful kettle
#

btw is it a bug that AI still generate a path despite disableAI "PATH"?

#

it's a waste of performance

untold sky
#

probably

sinful kettle
#

btw is there a ticket for this? or more importantly, is there anyone interested in fixing it?
I think the AI uses the muzzle end for aiming, and when the target "goes past it" they keep aiming back and forth (becomes negative-> tries to turn; becomes positive again -> recenters)

sinful kettle
#

@untold sky Can you please silence the regexFind error m elements provided, n expected when the index is out of bounds?

#

example:

"abc" regexFind ["d", 3];
```-> `Error 3 elements provided, 3 expected`
and return an empty array silently? no string command throws an error like that so it's confusing.
sleek scaffold
# sinful kettle it's a waste of performance

Perhaps there are also other instances where Ai units are generating Paths when they just shouldn't. For example while they are in the INCAPACITATED state etc... Hope this gets fixes as the performance plumbers when there are some Ai units around and specially when firefights start....

sinful kettle
#

currently when you use capture groups, only the ones that were found are shown in the result, and others are omitted. So it's hard to tell which capture group something belongs to without doing a regexMatch again, which could probably be slower

sinful kettle
#

if it could return [] for other capture groups it would be better

untold sky
sinful kettle
#

it's not released yet meowsweats

untold sky
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So what

sinful kettle
#

so still not too late

untold sky
#

If I tell you its too late then its too late

sinful kettle
#

Β―_(ツ)_/Β―

#

watever

#

keep it broken and inconsistent then

alpine tulip
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Not too late for 2.08

untold sky
sinful kettle
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string commands never throw out of bound errors

#

select, insert

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even the alt find syntax

#
_string find [_bla, _index];
untold sky
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Inconsistent yes, not broken.
I'll fix it for 2.08

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Aaand done.
Next weeks (if we do one) dev branch

sinful kettle
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is it also too late?

untold sky
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what crash

sinful kettle
#
"string" find ["bla", -1e9];
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crash with negative offset

untold sky
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Maybe

sinful kettle
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looks like only with -1e9 and smaller

untold sky
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all negatives are broken

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Okey fixed

#

I'm not sure if that return non-matching groups would cause backwards compat issues. But can just add another flag parameter to the command to optionally enable that

sinful kettle
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yeah that's better

untold sky
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ticket for that please, won't do that soon

sinful kettle
gray wharf
tribal rivet
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Aren't QA processes passΓ©, in the times of Early Access games? πŸ˜‰

sinful kettle
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Β―_(ツ)_/Β―

gray wharf
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I'll tell them you gave your green light πŸ˜„

untold sky
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https://feedback.bistudio.com/T125415 just saw this, please when you close a duplicate, use the "Edit related tasks" -> "Close as Duplicate" feature, so that it links to the actual ticket

gray wharf
#

oh, a new option
will do, thanks

untold sky
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I have a potential fix for the "USB Headset sounds crashing game" crash, but I don't have testers with USB headsets that can reproduce the crash πŸ™ƒ
Anyone know anyone? I already asked in #general_chat_arma a couple days ago but got no reply

daring wagon
#

Never had it crash for me =/

tribal rivet
untold sky
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Have a USB Headset, and your game often crashes when sounds play, especially often when flying around with helicopters

tribal rivet
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Oh, without any interaction? Then I can 't help as everything was always working fine for me

untold sky
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I have no repro besides "My game crashes when I fly helicopters" "Do you use a USB Headset?" "Yes" "Try removing it" "Oh yeah that fixed it, thanks"

tribal rivet
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It may have crashed some times but only when I was (un)plugging them, but even that was long ago

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And I'm flying helicopters, for the record

finite anvil
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i do have a g533 which is a bluetooth headset connected via usb but never had any crash

sterile nova
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Would it also work for BT headset? I have such issue with BT headset when using in... headset mode. They are working fine when I'm using those just as headphones - both in wired & BT mode

untold sky
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If you get audio related crashes only with a specific headset then yes

vocal abyss
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KK do you still need more info for the createDialog ticket or did you just forget to change the task status?

untold sky
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Fix is WIP so I guess thats sufficient info

solid marten
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Waiting for Dedmen to look at it

daring wagon
solid marten
#

no

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unless this is not what you mean

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Well, sliderSetSpeed was always accepting 3rd optional param step which was 0 by default

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the getter didnt return it but thats easily amendable

daring wagon
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Ah I see. very interesting

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Need to test if that does what I mean

solid marten
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Gonna add step to the getter in a minute

daring wagon
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Alright, that does what the sliderStep attribute does in config. Very nice.

solid marten
#

rev. 148151

restive bone
solid marten
#

OCD?

solid marten
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@restive bone have you got test mission where this message shows?

restive bone
solid marten
#

Yes please just need to test
rev 148152

restive bone
solid marten
#

Nah. cannot get that message, Get a bunch of different messages though

solid marten
alpine tulip
#

Can we have some β€œrich” sound commands? Like possible to edit curves, pitches, speeds... Also a command to edit/apply what CfgSoundEffects to some sounds, or entire game sounds

restive bone
sinful kettle
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I love that 99% of them don't make any sense either! 🀣

gray wharf
#

boom headshot

restive bone
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bongocat thanks lou

finite anvil
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I also created a repro mission and attached it

sinful kettle
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Is it possible to have the Alt key in Eden work the same as in Spectator camera?

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Shift -> 2x speed
Alt -> 4x speed
Shift+Alt -> 8x speed

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hmm. looks like Shift in Eden is 3x speed?

gray wharf
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multiplication of camera systems was apparently a thing in A3 yes 😬

daring wagon
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Please not like in the Spectator. It's super annoying there πŸ˜„

sinful kettle
daring wagon
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huh?

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You can make it super fast in the settings

sinful kettle
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yes but you only have two speed modes. one fast and one medium. there's nothing in between

daring wagon
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More than fast enough

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And it slows down the closer you get to the terrain

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What I wonder, does Arma 3 supports a 3D Space mouse ? πŸ˜„

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That would be sweet for working on details

near cloak
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alrighty ladies and gents i do be havin some issues that maybe one of you cuties can help solve

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Simply put, game crashes shortly after joining my community's server

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Comes up as a standard Status Access Violation (0xC0000005) with no logs reporting what happened anywhere to be found

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Happened on 2 different servers, so I know it isnt a server side thing

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The servers are modded, however, they use completely seperate modlists and I have the same issue on both of them

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I've Tried:

  • Verifying Integrity of game files
    -Reinstalling BattleEye
    -Clean Arma Reinstall as well as reinstallations of ALL the mods
    -Updating Graphics Drivers
    -closing all unnecessary programs other than Arma
#

Literally ANY input on this would be appreciated as this has me unable to attend events on the server and I am sadge

solid marten
alpine tulip
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Workthought: Is this feasible nowadays to torture the Engine so turn a GUI display into a texture command/settings, like r2t?

Also, is using a fullscreen camera with r2t without buggy behavior really "will not happen, is engine limitation"?

untold sky
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r2t just depends on the texture

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if you can put a procedural texture on a GUI element (afaik you can) then you can put r2t onto a GUI element

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if you make that element fullscreen, you have fullscreen r2t

alpine tulip
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I mean no, the opposite - turn a display into a texture like... whatever I do in a display will become a procedural texture so I can display an actual some info on my laptop object. The answer is a no, I suppose, though. One from my wishlist

untold sky
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no

alpine tulip
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Good thanks, now I can forget my stupid idea

vocal abyss
solid marten
#

gone

daring wagon
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Since we have drawEllipse/triangle/polygon for UI controls, would it be possible to get those for 3D scenes as well?

lean mica
solid marten
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gone

sinful kettle
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seems like these commands are broken:

magazinesDetailBackpack
magazinesDetailUniform
magazinesDetailVest

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they all return the same thing as magazinesDetail nootlikethis

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repro code:

_magsAll = magazinesDetail player;
_magsAll isEqualTo (magazinesDetailVest player arrayIntersect magazinesDetailUniform player arrayIntersect magazinesDetailBackpack player)
#

return true

solid marten
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What exactly is broken?

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What am I looking at @sinful kettle

sinful kettle
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E.g. you don't even have a backpack and you still get all mag details when you use magazinesDetailBackpack

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In other words, all those commands seem to be copy pastes of magazinesDetail

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Not sure if it's new or it's always been like this

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But reproducible in 2.04 up to 2.07

solid marten
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they were debug commands hence weird output format but left by the programmer because they did provide valuable info at the time not available with other commands

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i will have a loook

sinful kettle
limpid rune
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Yeah I use the mag id from it too, honestly would prefer a command that did that in a cleaner way though as having to do string manipulation is annoying

untold sky
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What are you using the mag id for?

limpid rune
#

use it in the reload system iron front has for bolt actions etc

sinful kettle
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speaking of actions, is there a good reason why some of them have some (seemingly) useless and weird arguments?
like in the above example:

unit action ["loadMagazine", target, magazineCreator, number1, number2, weaponName, muzzleName]
magazineCreator: Object - unknown. Can be objNull.
nootlikethis

untold sky
#

Many actions were not built to be accessible via script

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they are internally used things that just so happen to also be accessible via script because they are actions

solid marten
young oasis
#

Can we get a uniqueUnitItems equivalent for containers/vehicles?

limpid rune
hallow sun
solid marten
#

so you can just log out change gamma and log back in?

hallow sun
#

Not sure how you would do it engine side. But something like putting
ForceClientGamma = 1;

Into description.ext or initplayerlocal that will get loaded on mission init.
So restarting and changing the value would have no effect. πŸ€·β€β™‚οΈ

#

Or just two commands, one to set gamma via command and one to block changing gamma via command.
So every mission maker can include it how he wants

untold sky
daring wagon
#

What about uniqueItemsArray command. Would be more versatile and right now I think we have to use arrayIntersect for that right?

young oasis
young oasis
solid marten
young oasis
#

How? _containerA has items X and Y with masses 15 and 0, load _containerA returns 15. _containerB only has item Y, load _containerB returns 0, no?

solid marten
hallow sun
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If they logout i don't really care what they do. Many players want that on our and other servers. Since not everyone is abusing gamma at night.

solid marten
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What i’m trying to say if they log out and change setting and log back with adjusted setting it is not going to help if you prevent them from further editing gamma in game as they can log out and adjust it as many times a they want until satisfied. the solution to force fixed value on everyone is not a solution because all setups are different and the same value may have different effects on different players. Do you know of a clean solution that cannot be circumvented?

solid marten
untold sky
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Quite a few items in ACE have 0 mass, intentionally

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If you make a FT ticket for the command I can do it for 2.08, but keep in mind 2.08 is quite a long way away

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It would be easy to just make a alt syntax for uniqueUnitItems, but I guess people will want it to be named uniqueContainerItems :/

solid marten
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can always rename it, not too late

untold sky
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Yes too late, it goes out for 2.06 which is already closed, and mods already prepared code to use it

gray wharf
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mods can Ctrl+H

untold sky
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We can just say "well a vehicle is also a 'unit'" πŸ˜„

sinful kettle
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a unit is a vehicle meowsweats

gray wharf
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uniqueObjectItems

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hop

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solved

dreamy bane
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is it not possible to see error messages of code in eachFrame EH?

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I think it is, nvm

daring wagon
gray wharf
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cuz reason

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fix your game BI!

lean mica
#

the solution to force fixed value on everyone is not a solution because all setups are different and the same value may have different effects on different players.
I think it is not game engine concern. This is about mission maker vs players.
getters (and setters) for gamma(all video options that affect view. Shadow, brightness, posteffects etc.) will allow mission/addon makers to make kick or force settings scripts. For example if you have 3 hour mission that starts at sunset, you can store gamma settings per player and check if someone crank it up during game or on reconnect.

If your will or your hardware do not allow to play this mission with defined rules, you just skip this mission. And blame mission maker.

Currently it is quite insulting to play night missions when "cyber athletes" instantly turn off shadows and crank up gamma while you trying to play with atmosphere. You try to use flares, torches, NVGs but opponents don't care.

sinful kettle
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yeah setters that change those video options for a specific mission (but don't change the profile options) can get the job done imo

untold sky
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A simple "force gamma to value while playing this mission" would be rather simple to implement.
But is it worth the effort, I haven't abused gamma in A3 for atleast 5 years πŸ˜„

tribal rivet
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I know people who do, regularly

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Hasn't DayZ implemented this screen grain thing that was supposed to make the game unplayable if you bump up your gamma more than you're supposed to? (while it's not noticeable if you keep the gamma at reasonable values)

limpid rune
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dont know how well that works but that sounds like a promising idea as it stops people from just cranking the gamma outside of the game like in their video cards control panel or monitor

daring wagon
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I think it's a very neat feature for pvp especially.

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Also for night/horror missions.

tribal rivet
devout wave
#

There are some genuine accessibility concerns with gamma settings, not to mention differences in hardware and viewing environment. A hard force to specific value, while simple, wouldn't be very accommodating. It might be better to allow a range to be specified, with the final setting mapped within that range proportionally to the original settings. So someone who really needs higher gamma wouldn't be [as] completely screwed if the missionmaker has a very bright screen and sets the limit low.

lean mica
tribal rivet
tribal rivet
devout wave
lean mica
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Then he will get feedback on that issue

untold sky
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I guess its fine if we just provide a getter for all video options (like we already have for audio, can use hashmap for this πŸ™‚) and then you can implement grainy effect by yourself

sinful kettle
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You can just return an array...meowsweats

desert trench
#

Cannot create object with type[AIGroup], param[group], NMT code[107]:
Cannot create object with type[AISubgroup], param[subgroup], NMT code[111]:
Client: Object (type Type_112) not found.
Client: Object (type Type_108) not found.

Cannot create object with type[AIUnit], param[unit], NMT code[116]:
Client: Object (type Type_117) not found.
Client: Object (type Type_118) not found.

#

any info available what these are about?

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(client rpt from briefing state)

desert trench
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Dedmen#7: Group without leader, GE CU Unit

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is this some internal debug/logging?

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cant find "Dedmen" in A3 configs, nor ours or in the mission (identity definition)

untold sky
# sinful kettle You can just return an array...<:meowsweats:707626030613135390>

Then you always need to look up at which index the setting that you want is, and if we add new settings (like we just did for PIP) then you have PIP Quality at index 2 and PIP Resolution at index 32

settings select 32
Instead of just
"I want PIP Quality!"
settings get "PipQuality"
More readable, no magic numbers, simpler to extend

untold sky
desert trench
untold sky
#

no its not

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Wait

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no

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Units cannot be without groups

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creating a unit in grpNull, automatically creates a new group and puts the unit there

desert trench
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ok. let me check with isNull

untold sky
#

wat? check what?

desert trench
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so dunno what that means/implies or doesnt

untold sky
#

wat

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Thats unrelated to that log message you posted

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and player units aren't createUnit'ed (usually the engine spawns them)

desert trench
#

i didnt imply its related. just having this issue, and noticed these two unusual rpt messages - thats all

#

createUnit is done by CP

#
    // --- spawn a copy of the playable group to calculate insertion positions (uneven terrain etc.)

    _slots = playableSlotsNumber BIS_CP_playerSide;

    BIS_copyGrp = createGroup civilian;

    for [{_i = 1}, {_i <= _slots}, {_i = _i + 1}] do {
        _newUnit = BIS_copyGrp createUnit ["B_Soldier_F", [-1000,-1000,0], [], 0, "FORM"];
        _newUnit stop true;
        _newUnit allowDamage false;
    };```
#
    // --- register blacklisted azimuths

    if (isServer) then {
        BIS_CP_dummyGrps = [];
        ["Final locations list:"] call BIS_fnc_CPLog;
        {
            _dummy = (createGroup CIVILIAN) createUnit ["Logic", _x select 0, [], 0, "CAN_COLLIDE"];
            _azimuthBlacklistModulesArr = _dummy nearObjects ["ModuleCombatPatrol_LocationAzimuthBlacklist_F", 1000];
            if (count _azimuthBlacklistModulesArr > 0) then {
                _module = _azimuthBlacklistModulesArr select 0;
                _blacklistArr = call compile (_module getVariable "BIS_CP_param_locationAzimuthBlacklist");
                if (typeName _blacklistArr == typeName []) then {
                    _dummy setVariable ["BIS_azimuthBlacklistArr", _blacklistArr];
                };
            };
            BIS_CP_dummyGrps pushBack group _dummy;
            ["        %1 at %2", _x select 1, _x select 0] call BIS_fnc_CPLog;
        } forEach BIS_CP_locationArrFinal;
    };```
#
                _tempGroup = createGroup [BIS_CP_enemySide,true];
                _newUnit = _tempGroup createUnit [selectRandom BIS_CP_enemyTroops, _buildingPos, [], 0, "NONE"];
                [_newUnit] joinSilent _newGrp;```
#

would be likely one of these

untold sky
#

I guess it can happen when you hit max group limit?

alpine tulip
#

Is this something should be happened?

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I guess no... this is strange

uncut briar
#

everone owns the turret? sweating

alpine tulip
#

The vehicle is Kajman, the local player is sitting in the pilot seat

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Or, this shouldn't be executed on -1?

solid marten
#

server command

alpine tulip
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Yes I'm server

solid marten
#

hosted?

alpine tulip
#

[0] returns 3 properly

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Yup localhost

solid marten
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make a ticket

alpine tulip
#

Roger

young oasis
gray wharf
#

(nuked, thanks!)

hybrid fossil
#

@untold sky ,

I mean - if u need to get multiple values from hash map - must to do something like:

private _var1 = hashmap getOrDefault ["key1",value1];
private _var2 = hashmap getOrDefault ["key2",value2];

I just remember how works set command for hash maps, or params. Would be nice to have something like this:

hashmap getOrDefault [["_variable1","_key1", default Value1],["_variable2","_key2", defaultValue2]];

Thank you!

untold sky
#

I guess hashmap set could also support multiples the same way

#

nooooo notlikemeow
keys can be arrays

hybrid fossil
untold sky
#

And I thought of it like this
(hashmap getOrDefault [["_key1", default Value1],["_key2", defaultValue2]]) params ["_variable1", "_variable2"];

untold sky
#

Yeah no it doesn't...

#

hashmap getOrDefault [["_key1", defaultValue1], ["_key2", defaultValue2]]; is ambiguous.
It could mean
hashmap getOrDefault [key, defaultValue]
or it could mean
hashmap getOrDefault [[key, defaultValue], [key, defaultValue]]

so if I were to do that, it would need a new command name, and its not worth that

sinful kettle
#

you're saving the whole array as the key

hybrid fossil
sinful kettle
unborn acorn
#

Is it possible to add stream image from Steam compositions to the editor?
To be like editorPreview? something like that:: https://ibb.co/Jt4wmb1

desert trench
#

looks like a "typo" and easy fix

#

this is quite annoying - right now you have to reorder the whole group manually AFAIK

daring wagon
desert trench
#

ty

untold sky
dreamy bane
#

can you throw errors so that you get the stack trace logged?

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or command to print the stack trace to .rpt

solid marten
#

try assert

desert trench
#

@solid marten finally came around to provide the repro. would be great to see this fixed finally πŸ™

solid marten
#

@desert trench the steam tickets you linked suggest that if you are a host you can drive and shoot which contradicts with your repros

desert trench
#

@solid marten On a DS nothing works as far as i can tell. With hosted session its a bit weird. From editor launched it works for me, for a regular hosted session it doesnt.

#

Overall it seems to be about "locality" / effectiveCommander state. Seems its not synced properly with "hasDriver"

dreamy bane
solid marten
dreamy bane
desert trench
#

@solid marten yep works (used (typeOf cursorObject) createVehicle (position player))

#

noticed cursorTarget returns <null-object> - only cursorObject works. is that normal for empty vehicles?

gray wharf
desert trench
#

seems not relevant @gray wharf

gray wharf
#

hm it should be, try waiting a bit?

solid marten
desert trench
#

ok. can i change the locality of an existing (empty) vehicle?

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setOwner doesnt seem to work

solid marten
gray wharf
#

stop breaking things!

dreamy bane
#

oh the line number means scope change in diag_stacktrace. thought it meant variable assignment

untold sky
dreamy bane
#

right thx dedmen

#

that's very useful command πŸ™‚

unborn acorn
gray wharf
lean mica
gray wharf
young oasis
#

Would an event handler to go along with cameraView command be too much work?

devout wave
daring wagon
gray wharf
#

both gone, thx

sinful kettle
#

also should it be closed? it's a crash from 4 years ago

gray wharf
unborn acorn
young oasis
#

Can't get headless clients to stay connected to their slots on Tanoa and Livonia, 2.04 prof and stable branches, even with blank mission file except for said slots and a player slot. Mod maps as well as Altis, Stratis and Malden work fine. Haven't tested Creator DLC maps. Ticket necessary?

EDIT to clarify: isPlayer on the HC entities after mission init returns false and allPlayers doesn't include HC entities, alive on HC entities returns true and owner returns 2 (executed on server) or 0 (executed on client)

sinful kettle
#

is it possible to fix linespacing attribute for CT_EDIT and CT_STRUCTURED_TEXT controls? it does nothing meowsweats

#

or is it too much work now?

solid marten
#

did it work before 2.04?

young oasis
young oasis
solid marten
young oasis
#

Altis and Stratis (and Malden) work fine. HC doesn't disconnect from its entity.

young oasis
untold sky
#

They don't actually need a steam connection πŸ€”

young oasis
#

I really don't know what to tell you other than I can reproduce it 100% of the time.

#

Account with the DLCs works with no issues, account without them doesn't.

#

I don't like guessing, since I have no idea what the source looks like, but the issue is probably in the code that kicks clients out of a map when they don't have the required licenses.

untold sky
#

yeah I know the code but it should specifically ignore HCs

young oasis
#

I'm happy to do more testing if you can point me to something else, /shrug

untold sky
#

Β―_(ツ)_/Β―

#

Also this would completely kick the player off of the server.
If I understood right your HC's just leave their slot?

young oasis
#

Yes, as if they aborted mission and went to lobby.

untold sky
#

yeah that can't be this system then

young oasis
#

Why would it only happen on DLC maps, then? I was also able to reproduce it on GM and PF's maps, same setup mission wise.

gray wharf
#

I'd ask: does it happen on vanilla? (sorry if it has already been answered)

young oasis
#

Nope.

gray wharf
#

I mean, vanilla + DLC + CDLC, all official content, but without community mod

young oasis
#

When this first happened, thought it was a script or mod issue. Went full vanilla, blank fresh mission file, just player slot and HC. Made mission attached in ticket. Didn't work, switched branches, same deal.

#

Switched maps to Altis, worked.

#

Tried Livonia, didn't work.

#

Restarted Steam and my box just to be safe because I've had issues with HCs getting kicked because of a Steam Auth error before, didn't work

#

Switched to my personal account, worked.

#

Switched back, didn't work.

#

I can still reproduce it as of now, so going to buy Apex on my server's account and see if that stops it.

gray wharf
#

now that's some dedicated testing!

young oasis
#

something something conspiracies, something something BI bad

gray wharf
#

that's how we get people to buy DLCs, the extra mile 😎

young oasis
#

So, would dedmen explode if I said that buying Apex made it work on Tanoa?

gray wharf
#

I'd pay to see that 😁

#

Dedmeeeeeeeeen?

untold sky
#

Don't distract me I'm playing with lasers

young oasis
#

Now I exploded

untold sky
#

I've had issues with HCs getting kicked because of a Steam Auth error before
That also shouldn't happen, HC's should ignore steam auth sweating

young oasis
#

Welp

#

Server's running Windows, by the way. Have fun with the lasers!

daring wagon
#

Just a thought: What about alt syntax for getText/Array ... with default value? So if property does not exist it will instead use the default value provided.

#

Use case:

private _soundName = getText (_config >> "name");
if (_soundName == "") then {_soundName = _class};
#

Perhaps there is already a better way of doing that. Let me know if that's the case

unborn acorn
#

Opening attributes on vehicle with storage takes long (especially with a lot of mods)

I wonder if it is possible to make the storage loading after clicking on the "Equipment Storage" attribute?

#

to set var name or type code in init, it was not required to wait for initialization of the equipment of this vehicle

daring wagon
#

@unborn acorn The Eden Editor attribute?

unborn acorn
#

yep

daring wagon
#

It should only be slow the first time you open it

#

In my mod I did it so that it would preload the attribute when the editor is started.

alpine tulip
#

What if... we can improve a3\3den\UI\Attributes\AmmoBox.sqf?

daring wagon
#

Not really sure we can.

#

I've already looked into it

#

There are so many exceptions and things one needs to work around. Would be nice if it was simply looping through cfgWeapons and adding them to a hashmap πŸ˜„

alpine tulip
#

Neither, I don't have an idea what it does πŸ™‚

daring wagon
#

Here is the important part of the script

alpine tulip
#

But yeah this seems complex enough to make a nice freeze

daring wagon
#

I've just noticed. Sound and Voice are exactly the same. I guess that's not intended? Worth a ticket?

#

Also, previewing the voice thingy does nothing because the code aims for cfgVoice instead of cfgSounds

alpine tulip
#

Isn't a 20 yo thing (aka intended)?

daring wagon
#

Idk

gray wharf
#

sounds worked in OFP, so no πŸ˜„

desert trench
dreamy bane
#

could it be made possible to allow different color text in the server parameters?

gray wharf
dreamy bane
gray wharf
#

oh like to have a red title for your server you mean?
most likely not

dreamy bane
#

I mean allow different colors for the parameters

#

you could highlight important parameters that way

gray wharf
#

do you mean mission parameters then?

dreamy bane
#

yes

gray wharf
#

ok, because to me this is server parameter ^^

gray wharf
dreamy bane
#

yep

gray wharf
#

given your screen, I would give a higher priority to categorisation rather than colour

dreamy bane
#

but I already have categories =/

gray wharf
#

that are made of empty settings right?

dreamy bane
gray wharf
#

yep, so I'd rather have an official way to have that πŸ˜„

dreamy bane
#

oh right

gray wharf
#

if your setting is so important, either set it at the top or start it with [IMPORTANT]
colour would only bring rainbow situations IMO

dreamy bane
#

lol i want that "important" with red color πŸ™‚

#

[] is ok but color even better

gray wharf
#

and bold
and italic
and font size Γ— 2

dreamy bane
#

lol

gray wharf
#

honestly, you can make a ticket but I hope it's not something that will happen πŸ˜„

dreamy bane
#

lol, great... πŸ™‚

dreamy bane
gray wharf
#

runs away

dreamy bane
#

I noticed you can improperly use macros with class variable and not get error msg

#
#define MECH_PRICE(a) (1000 + 1 * a)

class Test
{
 value = MECH_PRICE;
};

#

No argument passed to the macro but no error message

dreamy bane
#

if you do something similar in sqf then you get the error message though

tribal rivet
#

While testing a linux port of my extension, on WSL2, I noticed that if I did
./arma3server (...) "-servermod=@Pythia" and @Pythia was a symlink to /mnt/e/somethingsomething/@Pythia, then the 32bit server hang right after SteamAPI initialization failed. Steam features won't be accessible!
Replacing the symlink with a copy of the real directory makes it work. Symlinks to WSL directories work correctly as well.

Oddly enough, ./arma3server_x64 with the same parameters boots correctly and works fine so it's just a case of the 32bit binary and a symlink to the windows drive πŸ€”

Is this ticket-worthy or too niche?

Last interesting strace messages are:

openat(AT_FDCWD, "/proc/self/statm", O_RDONLY) = 14
fstat64(14, {st_mode=S_IFREG|0444, st_size=0, ...}) = 0
read(14, "18816 9443 5546 10022 0 7283 0\n", 1024) = 31
close(14)                               = 0
access("@Pythia", R_OK|W_OK)            = 0
fstat64(14, {st_mode=S_IFREG|0777, st_size=440, ...}) = 0

and a lot of futex(0xf70d8400, FUTEX_WAKE_PRIVATE, 1) = 0

#

btw using the /mnt/drive path to compile the project is the default behavior with Visual Studio when selecting the WSL cmake setting

untold sky
#

I'd say thats pretty too nieche

sinful kettle
#

is it possible to have a bool parameter for hashmap set to set the data only if it doesn't exist?
right now I do:

_hm merge [createHashmapFromArray [[_key, _value]], false]
```![meowsweats](https://cdn.discordapp.com/emojis/707626030613135390.webp?size=128 "meowsweats")
#
#define SET_UNIQUE(x,y) merge [createHashmapFromArray [[x, y]], false]
_hm SET_UNIQUE(_key, _value);

blobcloseenjoy

untold sky
#

just check hasKey first?

#

in general yes thats possible and pretty easy but I won't do that this week

sinful kettle
sinful kettle
untold sky
#

yu

sinful kettle
young oasis
#

Using loadAbs on a container that has not yet been opened in the mission returns 0. Ticket needed? 2.07 Dev Branch.

daring wagon
desert trench
#

Is it known that you cant use the scrollbar in Eden triggers if you have too many items in cfgSounds/cfgSFX?

daring wagon
#

In the combo boxes?

#

They are buggy as hell.

devout wave
desert trench
#

@daring wagon general issue for combo boxes or "just" as part of Eden?

daring wagon
#

For me I only had issue in Eden Editor. For example selecting the scroll bar sometimes makes them collapse again, or the list get drawn behind other controls.

dreamy bane
gray wharf
dreamy bane
gray wharf
#

try getString (or open config browser), it might return "MECH_PRICE"

dreamy bane
gray wharf
#

well, check the config browser (and yeah getText)

dreamy bane
#

config browser? I forgot to say this is in mission description.ext

untold sky
#

config browser has description.ext config too

untold sky
dreamy bane
#

ok thx I will try to find the config entry..

#

hmm cant find "Test" in config viewer

#

ah found it

#

the value is just empty string

gray wharf
#

so, yep, all good

dreamy bane
#

but no error =/

untold sky
#

Are you sure you get error for invalid macros in SQF?

#

Because.. I remember ACE having dozens of invalid macros and never noticing until I compiled with SQFVM which correctly detects and reports them

dreamy bane
#

yeah I get error in init.sqf

#

sqf```
#define TESTM(a) (1000 + 1 * a)

sleep 0.1;

systemchat format["TESTM: (%1)",TESTM ];

#

error:

#

systemchat format["TESTM: (%1)", ];>
13:13:20 Error position: <["TESTM: (%1)", ];>
13:13:20 Error Generic error in expression

gray wharf
#

that's SQF error, not compiling error

#

it ends up with this code```sqf
systemchat format["TESTM: (%1)", ];

dreamy bane
#

yes makes sense

gray wharf
#

I try sometimes

dreamy bane
sinful kettle
#

yes

dreamy bane
#

cool πŸ™‚

sinful kettle
#

I think the release build was a bit outdated and had errors

#

you'll have to get the latest build (either compile yourself, or find one in repository's Actions)

dreamy bane
#

ok, can it read configs like description.ext?

sinful kettle
#

no I don't think so... thonk

dreamy bane
#

ok

sinful kettle
#

they just fail silently (replaced with empty string afaik)

dreamy bane
#

just wanted to get errors when trying to use those macros without arguments in description.ext so i don't have to go through all the configs looking for errors πŸ™‚

dreamy bane
#

nice πŸ™‚

young oasis
gray wharf
vocal abyss
#

Is there any hope for the introduction of an autowalk (essentially toggle W) keybind at this point?

sinful kettle
#

are you that lazy?! 🀣

vocal abyss
#

My wrist hurts after holding W for the better part of the past two hours morphine

#

(following a day of more gaming)

untold sky
#

Just get a flashlight or some small glass bottle of magic health oil that you can just stand on W key

sinful kettle
#

or just use AutoHotKey?

untold sky
#

AutoIt

sinful kettle
#

I'd never heard of that one πŸ˜„

untold sky
#

AutoHotKey is basically what AutoIt v2 was over 10 years ago

#

17 years ago πŸ˜„

#

thats the "programming language" I started with some 10-12 years ago

sinful kettle
#

10 years ago
yeah probably. the reason I learned about AutoHotKey was because I was trying to play Project Reality but it had no toggle crouch. So I googled how to enable toggle crouch for it and I found autothotkey! πŸ˜„
given how old PR is I think I shouldn't be surprised 🀣

vocal abyss
#

I'd prefer a built-in solution over installing third-party software, but I don't know how much trouble introducing that would be.

untold sky
#

Won't do

sinful kettle
#

like only a few MBs

azure wharf
#

I got a scripted version but I think it isn’t local to the client, so you’d have to be fine with the network traffic of the animations

vocal abyss
#

I can just loop the walking animation praise_the_sun

player playMove "AmovPercMrunSlowWrflDf";
player addEventHandler ["AnimDone", { player playMove "AmovPercMrunSlowWrflDf"; }];
azure wharf
#

Yep, and account for if you can sprint, the terrain slope, swimming, damage etc

vocal abyss
#

Oh, fancy! Do you have a link?

azure wharf
daring wagon
#

They say reinstalling and/or verifying the game does not help.

sinful kettle
#

Maybe they selected some language other than English there thonk

daring wagon
#

Don't think that makes a difference

#

I got all languages no matter if I set it to German or English in Steam

unborn acorn
#

I just added some intel in FT comments about this

dreamy bane
#

so when do we get the ++ operator? πŸ˜€

daring wagon
#

We won't. This has been requested before.

solid marten
#

"I always thought it was because I bought game outside of Steam store. Thought I had a game copy only for my region or smth" how elese can you buy Arma3 if not on Steam?

dreamy bane
#

same goes for += operator?

daring wagon
solid marten
#

dunno, I think it was always steam, maybe you are talking about Arma 2?

daring wagon
#

Seems like there was, at least in europe

unborn acorn
#

2 мая. 2014 Arma 3 Retail - Russian for me said Steam

daring wagon
#

So perhaps that's the connection

sinful kettle
#

but what about the other guy? thonk

daring wagon
#

Going to ask him.

pseudo garnet
#

the BIS store used to sell the game

gray wharf
#

yes, but it sold Steam keys

sleek scaffold
#

Hey devs, you see how when a player tries to walk on a fallen wall or a destroyed building they would sometimes walk backwards even if you are trying to go forward... it is super annoying so why not make it that if you press W you just go forward!?

restive bone
#

I'm sure thats something the devs never thought of

#

Dedmen and the other devs are propably going Woah why didnt we just implement it like that?? right now

sleek scaffold
#

Miracles do happen you know

restive bone
#

I have a feeling there's a difference between something like that and 'just making the player go forward if you press w'

sleek scaffold
#

Then a solution could be that if the player is on a GEOM lod, it just considers the ROADWAY lod under it when calculating its movement

gray wharf
untold sky
untold sky
sinful kettle
#

and I have an idea for that too

sleek scaffold
untold sky
sleek scaffold
untold sky
#

Well it didn't break anything

#

so it was not something anyone was looking for

#

And you don't find such issues by looking at code

sleek scaffold
gray wharf
#

it's not just that (although less sarcasm from Pi… πŸ‘€)
it's also that issues must be prioritised - we can't throw devs at every bugs we know/discover πŸ˜‰

#

and the cloning protocol has failed to this day

untold sky
#

Spend potentially days trying to fix "when you walk on a fallen wall or destroyed building (which rarely happens) you would SOMETIMES walk backwards for a bit"
Or use that time to work on things that actually matter

sleek scaffold
restive bone
untold sky
#

like the issue I pointed is very prevalent and happens on so many mission
I don't remember ever experiencing it. Atleast I never saw it as a problem, nor have I seen any tickets.
Your message is the first time I hear about it. Doesn't smell like a very important problem..

gray wharf
untold sky
#

After more fps I'll work on lag spikes and features that make modders happy

restive bone
untold sky
#

Not on things that a few players rarely experience and that mildly annoys them

gray wharf
restive bone
#

ablobshrug meh

gray wharf
dreamy bane
untold sky
#

countless times

sinful kettle
#

while it is not a bad idea for stuff like falling, etc., it causes problem when the unit is moving willingly (although letting the unit move in whatever direction he wants is not the solution either)

#

or should I say it "moves" the unit in the opposite direction of the velocity

#

because it doesn't change the velocity

#

only reverses direction of motion

#

so you want a ticket?

sleek scaffold
untold sky
#

Won't fix. Simple.

sleek scaffold
#

My point being that I am not as bad as that comment by me could made me look like...

sleek scaffold
# untold sky Won't fix. Simple.

Even so, perhaps a ticket to preserve @sinful kettle's findings would be good, perhaps other dev would fix it one day πŸ™Œ

alpine tulip
#

Is it worth to torture the engine nowadays to have an expanded ability for ctrlSetAngle to do it with more control types? Or maybe just for controls groups? I would like to see a angled texts... for some reason

daring wagon
#

Can anyone confirm that the Eden Editor attribute "EnableDebugConsole" actually does nothing? I set it to "Available for everyone" but it's not availabe in SP and MP hosted (DS not tested)

dreamy bane
daring wagon
#

Returns always 0 (Only available in Editor)

dreamy bane
#

doesnt work for me either

sinful kettle
dreamy bane
#

but I don't know where those editor settings are stored

daring wagon
#

Ah wait. Sorry. I was talking about getMissionConfigValue

#

That will return the correct value set in Eden Editor. Still no debug console in SP or MP

sinful kettle
#

Vanilla debug console right?

daring wagon
#

yes

dreamy bane
#

maybe only missionconfigfile is read for dedi clients

daring wagon
#

I am talking sp

dreamy bane
#

oh sorry

solid marten
daring wagon
#

It has been like this for me since ages.

daring wagon
#

I got a repro though πŸ˜›

young oasis
#

Should weaponState syntax 3 muzzle return weapon's current muzzle, or first?

#

Syntax 1 returns same as currentMuzzle, syntax 3 returns weapon's first muzzle.

daring wagon
#

23:00:25 Error: Mismatched Begin/EndContexts
Any hint on what that could mean?

solid marten
daring wagon
#

Why does the video not play?

Can you check if debug console is available in the mission I added?

untold sky
daring wagon
#

I think it started when I used endl as pattern in regexMatch

#

I can recheck later if needed

untold sky
#

It should have to be something bigger than script commands, one level higher.
A script command itself shouldn't be able to do that thonk

daring wagon
#

Then idk. I did tons of UI stuff yesterday.

vocal abyss
solid marten
gray wharf
solid marten
#

why not use youtube?

vocal abyss
daring wagon
daring wagon
#

I've just noticed. Every time I place an "empty" object (prop) in Eden Editor it writes "<TIME> Trying to create an invalid center EMPTY" into the rpt."

#

It also happens if I create a bunch of props with create3DENEntity. Any chance to get rid of that spam?

gray wharf
#

it writes 17:01:05 every time? yeah that's weird

daring wagon
#

fixed it for you

gray wharf
#

muh trolling!

untold sky
#

Huh.. I'd assume someone would've noticed that if that has always been the case think

dusty star
#

Hello Arma commuinity,

10 months ago i created this ticket on the feedback tracker
https://feedback.bistudio.com/T155018
The FV-720 Mora behaves weird and immersion breaking on destruction.
That bug basically renders the vehicle useless for use in any arma mission.
Did this ticket maybe get overlooked?

untold sky
#

No don't create duplicate tickets pout_kitty

#

I always skip tickets like that, because I know I cannot do anything about it.
And if noone who knows that stuff looks at them, they get ignored/forgotten

sinful kettle
#

It's probably a bug in the model

#

so I guess reyhard is the one that might be able to fix it

prime moss
solid marten
#

Revive functionality is scripted, it can’t be engine event handler only scripted

mild path
#

https://feedback.bistudio.com/T82480 who would something like this fall under?
It's honestly the most annoying part of making attachments to duplicate a model rather than just reskin it. Or would this be considered out of scope for A3 in end of life?

real bronze
#

there is some weird race condition(?) going on with textures in 2.06, see #arma3_scripting message πŸ€” i can post the driver code for generating that array in pastebin(2.06) if needed, i downgraded to 2.04 and it was empty

solid marten
#

you should use BIS_fnc_initVehicle to customise textures. Vehicles that have random textures applied by the game will apply them in post init so yes you will have race condition

real bronze
#

ok yeah that seems to be the case πŸ€” but why wasn't it like that in 2.04? πŸ€”

sinful kettle
#

it was thonk

#

iirc someone asked me a similar question about texturing. I wrote a script for them but they said it didn't work, but it worked when they used debug console. so I just told them to add sleep and it worked meowsweats

real bronze
#
private _veh = createVehicle ["C_Heli_Light_01_civil_F", getPosATL player, [], 0, "NONE"];
_veh setObjectTexture [0, "a3\air_f_heli\heli_transport_04\data\heli_transport_04_base_01_black_co.paa"];
[{ systemChat str getObjectTextures _this; }, _veh] call CBA_fnc_execNextFrame;

this code produces different output on 2.04 vs 2.06 on the same exact mission

#

this is what im wondering

untold sky
mild path
untold sky
#

I put it in my notes but not sure if its that likely to happen

gray wharf
#

ah, the joys of feedback tracker.

prime moss
alpine tulip
#

Things I just wonder:

  1. Can we have a feed in Launcher that shows changelogs of recent Mod updates?
  2. Can we have a proper gun fire smoke/light effects when the unit is attached to something?
solid marten
solid marten
solid marten
untold sky
#

PostInit is one frame after init right?
Might be that cba execNextFrame fires before we fire the object postinit EH, so it might be off by like a quarter of a frame

real bronze
#

no, execnextframe doesn't do anything here, its just for illustration, if you call setObjectTexture in the same frame as createVehicle, the texture will be changed back the next frame(the init vehicle stuff im guessing, what KK said), disabling the randomisation fixes it and it works as expected i.e.

disableRandomization[] =
{
    "AllVehicles"
};
untold sky
#

Ah nvm

#

Didn't look and thought the code was this

private _veh = createVehicle ["C_Heli_Light_01_civil_F", getPosATL player, [], 0, "NONE"];
[{ _this setObjectTexture [0, "a3\air_f_heli\heli_transport_04\data\heli_transport_04_base_01_black_co.paa"];; }, _veh] call CBA_fnc_execNextFrame;
real bronze
#

yea

#

though there are still inconsistencies, or i guess the randomisation is not implicitly enabled on all vehicles? for example, spawning T-100 has no effect

private _veh = createVehicle ["O_MBT_02_cannon_F", getPosATL player, [], 0, "NONE"];
_veh setObjectTexture [0, "a3\air_f_heli\heli_transport_04\data\heli_transport_04_base_01_black_co.paa"];

meanwhile on T-140K it works ok, the texture is set

private _veh = createVehicle ["O_MBT_04_command_F", getPosATL player, [], 0, "NONE"];
_veh setObjectTexture [0, "a3\air_f_heli\heli_transport_04\data\heli_transport_04_base_01_black_co.paa"];
#

yeah, if a vehicle doesn't have textureList[] in config defined, then it doesn't retexture it, that explains it πŸ‘Œ

sinful kettle
#

So ded, are you interested in fixing the "halo jumping" bug?
When your feet stop touching the ground and your altitude is high (I guess it uses AGL?) you go into halo jumping anim

#

make it use getPos select 2 for altitude (AGLS) and the bug will be fixed

#

simple meowsweats

#

or if not you maybe KK is interested? πŸ™

solid marten
sinful kettle
#

if you place yourself on top of a structure that is too high from the ground (e.g. in this video AGL height was ~175m), the unit goes into halo jump animation as soon as he stops touching the ground

#

but if you check the AGLS height instead, it won't happen anymore

#

you can get the AGLS height using getPos _unit select 2

#

when you reach the top of a staircase your feet stop touching the ground for a split second (due to the sudden change in slope). that's more than enough for the bug to trigger

sinful kettle
#

here are 3 more bugs that @sleek scaffold sent me

#

Enhanced Movement mod fixes all three of these simply by spawning a helper roadway object under the player's feet and moving it every frame (but it doesn't fix the halo one)

#

(btw you guys were right; that's why I was seeing the setpos 0,0,0 error in diag exe meowsweats )

#

with enhanced movement πŸ‘†

solid marten
#

is there a ticket?

sinful kettle
#

dunno. I'll check and if there isn't I'll make one

solid marten
#

ok ping me

desert trench
#

File description.ext, line 97: Config: ';' used as a separator in the array
File description.ext, line 98: Config: ';' used as a separator in the array
File description.ext, line 99: Config: ';' used as a separator in the array

#

possible to get mission context for these please (on a DS/when going hosted - so when it parses all the missions desc.ext)

sinful kettle
daring wagon
sleek scaffold
solid marten
solid marten
sinful kettle
#

okay meowsweats

sleek scaffold
solid marten
#

Fix or workaround?

untold sky
#

workaround in a way that wouldn't be acceptable for us

sleek scaffold
sleek scaffold
#

Have you guys watched the Splendid Squad mission? Right at the start one of the players had to kill himself because he was stuck on the halo animation: https://youtu.be/Zoi671enFwE?t=11

sinful kettle
sinful kettle
#

he's right. it should be fixed properly

#

but I guess it won't happen meowsweats

sleek scaffold
#

But as you pointed, too bad it won't be fixed via an engine solution. TBH by now most of us the players have already learned to "laugh" at these bugs... how else would be get Arma'ed!? πŸ˜… It is just bad publicity when potential buyers see a yt video promoting the game like the Splendid Squad and sees those unresolved bugs. Someone should've told Liru the Lance Corporal (the mission maker) to just require Enhanced Movement on all the players

dusky wigeon
#

Related to the HALO bug, ~7 years ago I made a feature request (https://feedback.bistudio.com/T79436) to have a command that disables this behavior per unit on demand, since I assumed it was a desirable feature.

This annoyed me while I was dealing with a jumping out of a C130 in MP. The model had a micro roadway gaps where the ramp and the cargo hold connected, which caused the switch to freefall anim.
Also happened when they got pos'd into the cargo hold, sometimes the positioning wasn't precise enough in MP as the C130 was "micro-stuttering" over the network on the client, which resulted in everyone in the hold balancing on their bellies. πŸ˜„

My thinking at the time was that this might be fixable if this behavior had a grace period for triggering, and reverting from it when coming into contact with another surface/roadway.

wraith sapphire
#

This is breaking H&M notlikemeow

untold sky
#

Can you send a freeze repo.... oh crap these are only fixed in profiling v2 notlikemeow

wraith sapphire
#

Can you send a freeze repo....
?

untold sky
#

Arma should generate freeze reports, that tell me where it froze

#

but that been broken for years

#

and the fix for it isn't release yet notlikemeow

wraith sapphire
#

Isn't the file I added in the ArmaReport_log zip file ?

untold sky
#

no

#

I'll try to remember on monday

wraith sapphire
#

Are you going to fix when you have the time or should I create a hotfix for the H&M?

untold sky
#

I'll look at it on monday

wraith sapphire
#

πŸ€—

sinful kettle
#

you want to me to add it to the ticket?

#

or DM you?

untold sky
#

ticket

untold sky
wraith sapphire
#

:/

untold sky
#

But I am able to use ropes, and I know others that are able to use ropes. so, its something specific to you

sinful kettle
#

apparently

#

the freeze dump I sent was from attaching an mrap to itself

#

also interestingly, I think it froze after I unpaused the game

untold sky
#

why would you attach a rope to yourself :u

sinful kettle
#

Β―_(ツ)_/Β―

wraith sapphire
sinful kettle
#

wdym?

wraith sapphire
#

So to fake a towing, you attach the dead vehicle to the alive vehicle
And create a rope attach from the alive vehicle to the same vehicle but to a position where it looks like you attach the rope to the dead vehicle

#

This picture show an alive vehicle but it also works when the vehicle is dead

untold sky
#

really? I thought you spawn a dummy object, attach it to the towed vehicle, and attach the rope tothat

wraith sapphire
#

Not necessary before 2.06...

sinful kettle
#

is there any reason that setVariable's public flag doesn't support OBJECTs?

#

like remoteExec does

#

if not I guess I'll make a feature request...

gray wharf
#

plz do, I remember making the mistake this year πŸ˜„

sinful kettle
#

dunno why I ask?! 🀣

daring wagon
#

14:45:34 Error: Object(2 : 3700) not found
14:44:42 Creation of object C Alpha 4-1 failed, state LOGGED IN
14:44:42 Creation of object C Alpha 4-1:<Empty main subgroup> failed, state LOGGED IN
14:44:42 Client: Nonnetwork object a2c24e0.
What could be causing that? Are there any commands that print that or so?

desert trench
solid marten
dreamy bane
#

arma could use higher group limit

solid marten
#

what is current limit?

sinful kettle
#

288 iirc

#

per side

solid marten
#

not enough?

sinful kettle
#

looks like total meowsweats

solid marten
#

talk to @gray wharf pretty sure this is per side

sinful kettle
#

yeah that's how I remember it thonk

#

yeah it's per side

#

just tested

dreamy bane
#

in my CTI mission some people have turned the number of groups spawned so high from the parameters that they reached the limit, have to tell them to lower those params πŸ™‚

#

it's hard to estimate how many groups the mission needs so the limit could be higher...

#

or I just tell them to lower those params πŸ˜„

daring wagon
hallow sun
#

Looks like there is something wrong with BIS_enableRandomization & disableRandomization[] = {"AllVehicles"}; in the description.ext config.

_vehicle = "I_C_Offroad_02_unarmed_F" createVehicle position player;  
_vehicle setVariable ["BIS_enableRandomization", false];

Vanilla (No mods /stable): https://gyazo.com/babe0cafe0bdd1f6002e50c94485527a

Modded (Persistent game-mode / server perf build):
Server Restart-1: https://gyazo.com/107be08aca0f3a53f667c13a04cd6100
Server Restart-2: https://gyazo.com/1d44b663a0d63e7ad0a94cad02e3de82

πŸ€”

wicked brook
hallow sun
#

yea and the stuff like overhead protection, doors, headrests etc also change

desert trench
#

wasnt this already implemented? cant see it in the Launcher

#

getSensorTargets on an empty vehicle seems to crash the game

#

Exception code: C0000005 ACCESS_VIOLATION at 0796BCA8
Version 2.06.148221
Fault time: 2021/10/09 19:26:49
Fault address: 0796BCA8 00:0796BCA8 Unknown module

#

also weird that it reports the player as its own sensorTarget, lists the friendly tank nearby in the player group (expected) but doesnt pick up the other tank not in the same group

#

player knowsAbout cursorTarget turns 4 too

sleek scaffold
#

Is there a "performance" reason of why is the "FiredNear" EH limited to 50 meters? Or could it be increased now?

solid marten
solid marten
solid marten
#

mission param works but not for animations

hallow sun
sinful kettle
#

what does this mean?

 748.426: No alive in 2000 ms
 748.426:   check another threads -- add ProgressRefresh()
#

oh I think I got it. it happens when the game freezes for over 1 second

#

and it keeps dumping .mdmp's in my A3 logs nootlikethis

#

1.5 GBs of mdmp's... wat?? meowsweats

#

can I just disable this?

solid marten
#

stop breaking the game

hallow sun
sinful kettle
# solid marten stop breaking the game

I wasn't breaking the game. this is what I tried to run, which is a perfectly correct code:

_types = createHashMap;

_objs = nearestTerrainObjects [[worldSize/2, worldSize/2], [], worldSize/sqrt 2, false, true];

{
    _m = getModelInfo _x select 1;
    _o = _types get _m;
    if (isNil "_o") then {
        _o = []; _types set [_m, _o];
    };
    _o pushBack _x;
} forEach _objs;

_delta = {
    params ["_x", "_y"];
    _a = abs(_x - _y);
    _a min (360 - _a);
};

{
    _ns = [];
    {
        _vy = vectorNormalized vectorDir _x;
        _vz = vectorNormalized vectorUp _x;
        _vx = _vy vectorCrossProduct _vz;
        _yy = asin(_vx#2);
        _xx = _vy#2 atan2 _vz#2;
        if (_ns findIf {
            [_x#0, _xx] call _delta < 1 && {
                [_x#1, _yy] call _delta < 1
            }
        } < 0) then {
            _ns pushBack [_xx, _yy]
        };   
    } forEach _y;
    diag_log [_x, count _y, count _ns];
} forEach _types;
#

btw the game force closes itself for no reason when I run that (only because it takes too long to run, but I'm ok with that)

#

I had to run it scheduled, but to prevent it from taking too long I isNiled the code inside forEach:

{
    isNil {
        _ns = [];
        {
            _vy = vectorNormalized vectorDir _x;
            _vz = vectorNormalized vectorUp _x;
            _vx = _vy vectorCrossProduct _vz;
            _yy = asin(_vx#2);
            _xx = _vy#2 atan2 _vz#2;
            if (_ns findIf {
                [_x#0, _xx] call _delta < 1 && {
                    [_x#1, _yy] call _delta < 1
                }
            } < 0) then {
                _ns pushBack [_xx, _yy]
            };   
        } forEach _y;
        diag_log [_x, count _y, count _ns];
    }
} forEach _types;
```which then caused the game to dump many mdmps for me
#

(the code inside isNil was taking too long sometimes, that's why it dumped many)

#

so long story short, I'm not breaking the game. it's gotten broken now. the game shouldn't close itself just because a code takes too long

sinful kettle
#

looks like this only happens in diag exe meowsweats

#

normal exe doesn't force close

dreamy bane
#

@sinful kettle is _y defined in your code?

sinful kettle
#

my code is correct

#

no need to analyze that

#

and yes, _y is defined

#

it's a magic var

dreamy bane
#

ok ic

daring wagon
#

forEach on hashMaps got _x and _y @dreamy bane

dreamy bane
#

if I ever get arma crashing its because of infinite loops or recursion

sleek scaffold
#

setObjectTexture has become "Erratic" since the last update on Main Branch. It will sometimes set the texture and other times it wont. On units the command always works, it is just vehicles that don't work 100% of the time. Don't know if there is a limit, I am loading almost 100MB of vehicle textures from the mission directory

sleek scaffold
solid marten
sinful kettle
#

I'm pretty sure this didn't use to happen

dreamy bane
#

is it a bug that group members whose leader is dead ignore domove commands? I can make a repro if needed

untold sky
untold sky
untold sky
untold sky
# sinful kettle so I guess this "fix" has broken the game

As far as I can see this fix worked exactly as intended, it fixed the freeze logging.
The normal timeout is 10 seconds..
I didn't expect that normal players game will freeze for 10+ seconds multiple times per game run.. And i still don't

untold sky
#

You can completely disable freeze check with -nofreezecheck start parameter

#

I limited the number of dumps per game run to 4 in total. 2 per distinct freeze

desert trench
untold sky
#

Might be yes

desert trench
#

copy

untold sky
#

Button would be here

sinful kettle
#

so the game froze multiple times during the isNils

untold sky
#

there is also -forcefreezecheck and -hidedebugger. But normal people don't need these

daring wagon
#

I don't remember them being on the biki. Thanks for calling me "normal" πŸ˜„

desert trench
#

Any idea whats causing that or how to change it back to normal as author?

untold sky
#

You created a private ticket

#

Also priority on immediate oof :U Don't do that

#

Oh I guess private bug report automatically set prio immediate too

#

yes it does

#

Afaik you cannot fix it yourself, you need a moderator for that

desert trench
#

thanks

daring wagon
untold sky
#

:sad:

#

I should fix that then

#

mayb i no forget till morrow

daring wagon
#

I remind you if I don't forget it myself

untold sky
#

So we both agree to remember to not forget, good

daring wagon
#

Sounds good πŸ˜„

dreamy bane
#

the moveTo command wont work if player is dead group leader, should i make a ticket?

gray wharf
dreamy bane
gray wharf
#

try move

also be sure to not have any mods loaded at the time of testing

dreamy bane
#

ok disabling mods

dreamy bane
gray wharf
#

true

#

it takes an object too but it might move the whole group as well

dreamy bane
#

ok tried without mods but same thing

#

move does nothing, running it for each individual

#

tried move with player's group as arg but nothing happens , probably because player is the leader...

gray wharf
#

that, yeah πŸ˜„

dreamy bane
#

want me to create ticket?

desert trench
#

why is this spam set to reviewed?

gray wharf
#

there was not even a link, it's just a genuine recipe without advertisement/SRO hack! πŸ˜„

untold sky
#

There is a link

#

last line

gray wharf
#

oh, I missed that. sneaky sneaky

sinful kettle
#

I believe that's only a ZEN feature

#

you don't use ZEN then?

#

do you use any Zeus mods?

#

no. like I said, afaik this feature doesn't exist in the vanilla game. it only existed in ZEN (and maybe Achilles) and got broken by the update

gray wharf
untold sky
#

@livid sparrow are you aware of that ^ ?

sinful kettle
#

I had a general question: do you guys still fix models too, or is it just game bug fixes due to EOL status?

untold sky
#

Models can still be fixed, but depends on which model and how much

#

like recently reyhard (I think?) fixed up some models with broken geometry

sinful kettle
#

yeah actually this is what I wanted to ask. I noticed that there are several tickets on FT mentioning stutter problems near rock objects. can this be improved if their model complexity is reduced a bit?

#

or is it more related to unoptimized collision math and stuff?

untold sky
#

I don't think changing their geometry to be less complex would improve much.

If you have a repro how to reliably get alot (preferably like.. below 10 fps) of stutter due to rocks, maybe I can find some optimizations there

sinful kettle
#

hmm...ok, I'll try! πŸ˜„

sinful kettle
untold sky
#

The lower it gets the easier it is to find the bottleneck

sinful kettle
#

well the first one (driving bug) kinda freezes for a bit for me

#

when I reach near the rocks

#

but after a bit it stabilizes (due to caching maybe) and my FPS goes down to 40-50 (from stable 60)

#

the second one again gives me a bit of freeze for like ~0.1-0.2 s when I shoot and the bullet hits the target

#

I recorded at 60FPS so you can see the freezes better

daring wagon
desert trench
#

i think SOG had challenges with fps from big rocks

#

may want to ask @steady panther about it

uncut briar
#

Yeah we did and Dedmen has done some optimization for collision checks due to that.

untold sky
#

I really need constant low fps if possible.
But maybe I can find the cache and turn it off

#

I heard with helicopters you get constant low fps? but that might be a seperate issue

sinful kettle
untold sky
#

good

#

I don't know if I looked into the heli issue yet

sinful kettle
steady panther
#

too complex collision models at least seemed to be a factor

sleek scaffold
# sinful kettle

Yiss that looks pretty bad! (I mean the stutters, the video is great) πŸ˜‰

sleek scaffold
sinful kettle
#

yes that's what I meant... meowsweats

sleek scaffold
sinful kettle
#

Β―_(ツ)_/Β―

lean mica
sleek scaffold
sinful kettle
steady panther
#

something looking simpler does not necessary mean it actually is simpler

#

or bug free

sleek scaffold
steady panther
#

that can happen

#

in essence they are all just "vehicles"

#

with slightly different simulation types

sleek scaffold
# steady panther that can happen

Well, the fact that it happens doesn't mean that it should happen. Rocks are merely decorative and serve almost no other purpose while other "vehicles" have the right to be more complex and intensive but not the rocks... 😭

steady panther
#

rocks and builidings both share same purpose

#

they are essentially same

#

Im just trying to break this illusion of building looks more complex so it has to be

brave badge
#

Large size of an object has always been a bane of Arma, hasn't it? πŸ˜…

steady panther
#

quite

sleek scaffold
#

This was posted on the Necroplague server and it was very funny: "Let's face it, these rocks where probably done by an intern or FNG."

sleek scaffold
brave badge
#

Maybe, if it's related to size.

#

Those giant rocks with VC tunnels from SOG always come to my mind when talking about large objects in Arma πŸ˜…

sleek scaffold
#

So it is not the size (said no girl) 🀣

steady panther
#

likely some sort of buggy geometry part

desert trench
#

meaningful to make a FT request for that?

restive bone
#

Hm since arma already simulates the changing water levels, would it be feasible to create a script command that can change the water level across the map think ?

sinful kettle
#

plz no meowsweats

gray wharf
solid marten
restive bone
solid marten
#

haven’t seen proper tides

restive bone
#

You can already make the water level go very high, but I never checked to see what asl does then

solid marten
#

you mean you can mod?

restive bone
#

You can edit a maps config to change the max height of the tide, so to say

sinful kettle
solid marten
#

yeah so ASL will be that asl

#

and since it never going to change all good

sinful kettle
#

(according to Dedmen)

solid marten
#

all good as in if you change world asl it never going to change from the moment you load world

#

script command implies dynamic change

#

and yes I think it is going to mess up the lot

#

Also, since the ancient times a lot of arma cool ideas were rejected if they were not going to work with AI as well as human player, this is still the case even today

sinful kettle
#

well you guys also reject ideas simply because you think it can be misused.
like the setAimDirection and setHeadDirection commands I requested which according to you guys it can be used "to cheat" (which btw, scripting = cheating, as you see people cheat every day in public servers)

or the other thing I requested was being able to get all object model surfaces in a certain LOD (only GEOM, VIEW, FIRE, and ROADWAY) instead of having to do millions of lineIntersectsSurfaces
and you guys say it can be used to "rip" models...
first of all, there are better ways to rip models, otherwise how do all these rippers get their models already?
second of all, who would rip a model from those LODs? They are extremely bad looking and are used for very specific purposes meowsweats

desert trench
#

Dedmen or Killzone Kid would you please look into a few getter and setter related to AUTOCOMBAT please.

For SP play/player under AI command/AI groups the long timeout for groups to return to normal is affecting the experience way too much in negative ways (very slow movement and the combat shout spam even with no more enemy nearby - 5 minutes timeout!).
There is disableAI yes, but removing it altogether is not desired either. Just shorter timeout/flexibility to adjust dynamically would help to improve AI behavior a great deal.

Thank you for the consideration πŸ™‡β€β™‚οΈ

ref:
https://feedback.bistudio.com/T156436
https://feedback.bistudio.com/T161510
https://feedback.bistudio.com/T155105

untold sky
restive bone
#

awe rip

#

would be very cool tho

untold sky
#

tru makes command for only himself

restive bone
#

Maybe as a diag command at least? similar to the setting of terrain height

gray wharf
#

it was made with the unofficial 2.00 OFP patch iirc ^^

untold sky
gray wharf
#

thing is, should it impact ASL commands

untold sky
restive bone
gray wharf
#

ASL is ASL, posWorld is posWorld 😬

#

but I know many things are done in ASL

restive bone
#

now I remember why I stopped looking at position stuff heh_r

gray wharf
restive bone
restive bone
# gray wharf

Ah ye, would be interesting to test what happens when you mod the sea level think

untold sky
#

Making ASL heights change by that might not be feasible.
It depends on how commands are implemented

#

LOOOOOTS of commands expect that ASL == World and never check actual sea level

#

updating these is not an option

restive bone
#

Yee

#

If I get around to it later, I'll test what the current behaviour is with strongly changing sea levels

gray wharf
#

waiting on choppers to be spawned into the water

restive bone
#

Its fun when you load into a map in 3den and there's just 2000m high water above the map

untold sky
#

Just as fun as my livonia island I imagine

hallow sun
# restive bone Hm, how does it work with the existing tide system?

I tried to enable tides on "our" map and it broke lots of things. I think there is a reason why tides & bigger waves are disabled.
(Invisible waves damaging vehicles parked close to the shore / missions spawned under water even tho i used a surfaceIsWater exit condition).
With bigger waves you just pushed through the waves and your boat sank ^^

restive bone
#

But ye, the tide system falls apart pretty quickly once you start playing around with the values

#

or well starts causing weird things (like the ones you mentioned), it doesnt fall apart that quickly

hallow sun
#

I tried with much more reasonable values, still didn't work ^^

        class Sea
        {
            seaTexture = "a3\data_f\seatexture_co.paa";
            seaMaterial = "#water";
            shoreMaterial = "#shore";
            shoreFoamMaterial = "#shorefoam";
            shoreWetMaterial = "#shorewet";
            WaterMapScale = 20;
            WaterGrid = 50;
            MaxWave = 0.25;
            SeaWaveXScale = "2.0/50";
            SeaWaveZScale = "1.0/50";
            SeaWaveHScale = 1.25;
            SeaWaveXDuration = 5000;
            SeaWaveZDuration = 10000;
        };

That's the max i found still working for the waves.

restive bone
#

seaTexture = "a3\data_f\seatexture_co.paa";
hmm now I kinda want to start playing around with different textures heh

dreamy bane
#

would be nice to have a command that changes the max scheduled script running time

sinful kettle
#

plus you can already it do it yourself using isNil to execute more commands at once

dreamy bane
#

I use EachFrame for faster execution but would be nice to give more time to scheduled scripts too