#arma3_feedback_tracker

1 messages · Page 40 of 1

solid marten
#

Why?

dreamy bane
#

wiki says scripts get 3ms time to run before paused

untold sky
#

startLoadingScreen

dreamy bane
gray wharf
#

technically…

solid marten
dreamy bane
#

which of course might effect the FPS

#

but you get more scripts done

gray wharf
#

prioritising scripts may (or may not) be a good idea
increasing the duration spent on a script, not so much meowhuh

#

ah well on one script maybe, on all scripts no

hallow sun
#

More problems with vehicle randomisation i guess.

"O_LSV_02_unarmed_black_F" - Shows the turret even tho it has no turret (not usable)
https://gyazo.com/bfec7b73d3be7c6608f3a63432038835
https://gyazo.com/977c8919647c6abd822b9f5b423e8781

This made the turret disappear

cursorObject animate ["unarmed_main_turret_hide", 1];

https://gyazo.com/bc7fec622076e4dce8e3c00bf354b6a2

Same thing for the "B_CTRG_LSV_01_light_F"

See my previous message about the "same" thing
#arma3_feedback_tracker message

Can we get the old behaviour back ? Never had any problems with missing textures in years and now we have to deal with this nootlikethis

https://feedback.bistudio.com/T161565

desert trench
#

is it worth reporting freezes/crashes from changing audio input device during A3 runtime?

sterile nova
solid marten
#

Texture overwriting has been also addressed. Try next dev or profiling with @untold sky ‘s mod

untold sky
untold sky
desert trench
desert trench
#

is this the same issue with skin randomization?

solid marten
#

User error

dreamy bane
#

is it worth to mention that when you empty a group with joinSilent the empty group gets deleted?

gray wharf
#

that's… normal behaviour?

dreamy bane
gray wharf
dreamy bane
#

ok, so which one is the buggy behaviour 😄

#

to leave the group or delete it?

gray wharf
#

the group should be deleted when empty, unless "deleteWhenEmpty" parameter is set to false

dreamy bane
#

right

#

and should never be deleted when deleteWhenEmpty is false?

#

This code instantly deletes the group: ```
_testGroup = createGroup [west,false];
_unit = _testGroup createUnit ["B_medic_F", markerpos "spa", [], 0, "NONE"];

[_unit] joinSilent (group player);

systemchat format["Group: %1 - %2", _testGroup, units _testGroup];

#

even when auto deletion is false

gray wharf
#

yep, there are some (many?) instances where this happens

dreamy bane
#

oh ok

#

should it be fixed then?

gray wharf
#

"should", but IMO not a priority

dreamy bane
#

yea I had to use workaround by adding logic to the group before joinSilent then deleting the logic

wraith sapphire
#

there is a note about this

dreamy bane
#

yes I know, ty

hallow sun
#

"Explosion" EH is not recognising the fact that there was an explosion, when the player who placed the explosive has disconnected.
Fixable or some smart way ? 🤔

solid marten
#

can you construct a simple repro?

tribal rivet
#

Would it be possible to extend parseSimpleArray to also parse hashmaps?
As, according to the Biki, it's "primarily intended for use with callExtension to parse the String output into Array" , this could be handy for extensions that would like to return hashmaps to SQF-land.

Like, something that could look like {key: value, key2: value2} or {[key, value], [key2, value2]} for example (or any other way to easily denote hashmaps)

wraith sapphire
#

toArray already does that?

tribal rivet
#

But it doesn't do the other things that parseSimpleArray does 😛 (otherwise you wouldn't need parseSimpleArray at all)

#

On another note, it's too bad that when using str (the fastest way to serialize objects that I've found) a hashmap is serialized to just arrays of keys and values because you can't figure out if what has been passed - whether it was a hashmap or just a lot of arrays 😦
It would have been better to serialize to {...} or even hashmap(...), but I'm afraid that it's too late to change that

finite anvil
tribal rivet
#

Because the arguments to parseSimpleArray can contain nested structures, one of which would be a hash array (and the others could be strings, numbers, booleans, etc...)

#

and my extension, for example, by definition, cannot limit the extension user in the types of arguments passed in and out (since it's a wrapper for python code and I'm letting the downstream mod user write their python code).
So unless a function like parseSimpleArray handles hashmaps, I have to tell my users "well, just handle this case yourselves"

#

And letting them just return python dicts that would then transparently be converted to hashmaps would be a nice QoL improvement 🙂

untold sky
#

Not sure if making parseSimpleArray less simple is a good idea

next frost
#

Would be helpful though

tribal rivet
#

tbh from my understanding it actually is, because the spirit of parseSimpleArray is really "call compile for extensions but without code execution as a side-effect" and if it truly is the case, then it's literally my use-case where I want to parse stuff effectively, for my extension, and if someone wants to create a hashmap then by all means let them do so - especially if it turns out other functions, like toArray, are already hashMap-aware, anyway.

Unless doing so will incur a huge speed penalty for the function, obviously

desert trench
#

Cannot create objectwith type[AISubgroup], param[subgroup], NMT code[111]:
Cannot create objectwith type[AIUnit], param[unit], NMT code[116]:

is to have many of these "concerning"/sign of a bug or "normal"?

rough flare
#

EmptyPositions has "freePositions" in the in-game example instead of EmptyPositions

#

Simple typo error 😛

sinful kettle
#

@untold sky I had a question about setPosXXX stuff.
You said that it has to update the quadtree or something right? But does it matter which lods the object has?

#

or if the object is simple or not?

untold sky
#

But does it matter which lods the object has?
No, at most it will take the bounding sphere from geometry lod

sinful kettle
#

what if it's 0?

#

(no GEOM LOD)

#

does it ignore it? or update it in one tree node only?

untold sky
#

then it might use that bounding sphere.
I don't know if it uses bounding sphere at all.

sinful kettle
#

ok notlikemeow
I was trying to see if I can optimize one of my codes which does a few thousand setPosWorlds on a helper object... meowsweats

untold sky
#

with attachTo the quadtree updating is the bottleneck.
With scripted stuff, the script itself might be so slow that it doesn't matter much

desert trench
#

808x Client: Object(type Type_112) not found.
314x Client: Object(type Type_117) not found.
93x Client: Object(type Type_118) not found.

334x Client: Object(type Type_112) not found.
200x Client: Object(type Type_117) not found.
129x Client: Object(type Type_118) not found.

#

are these problematic or no need to review the mission/feature code?

untold sky
#

there are engine bugs related to this kinda stuff, hard to say if its caused by you or by us

desert trench
#

we are working on a retreat-flee-surrender system. so it involves a fair amount of AI checks and behavior changes.

#

the code itself is probably not as strict as it should be with local checks

#

beyond that the test mission has nothing special - so ~20 small AI patrols, basic WPs/taskPatrol used

desert trench
#

would it be possible to get sqf commands to list and remove guard points please

#

if you could get their reference, you can update the position or remove them when not longer necessary - both would add a lot of flexibility and make guard WP even more powerful 🙏

desert trench
dreamy bane
solid marten
dreamy bane
solid marten
dreamy bane
solid marten
#

the first time round

dreamy bane
#

great, it just confused me how the commands dealt with empty groups (as they both can be used to empty a group)

solid marten
long bane
#

Any idea why a ticket I made would display this screen?

#

hoping that someone didnt come in and yeet it for some reason

sinful kettle
long bane
#

I don’t think so, I was able to access it yesterday. I also can no longer see it on my account

solid marten
#

I temporary set it to private because the link didn’t work

#

should be back now

long bane
#

Ah I see, I will fix the links

#

thanks!

finite anvil
# devout wave Spam: <https://feedback.bistudio.com/T161596> <https://feedback.bistudio.com/T16...

about the last one, some spam bots leave unsuspecting messages and then edit them later on (this is not one of them though, too obvious). I am also waiting for this message to be edited: https://forums.bohemia.net/forums/topic/236193-play-sounds-for-specific-players/?tab=comments#comment-3448165. marsk61 created the account and immediately made that single comment. but if he is not a bot then sorry and that comment brightened my day a little :)

sleek scaffold
#

Since most doors in arma 3 cause the player's models to get stuck in them for a few seconds when opening... could it be possible to have their collisions disabled during those "opening seconds"? You know to reduce player frustration... If so I can make a ticket for it

sinful kettle
#

speaking of doors, does it make sense to have an event hander that triggers for object animations?

stiff blade
#

Is getLighting supposed to return the moon direction too? My return seems wrong if it is, when a night time

#

Or, maybe I'm using it wrong?

#
180+((getLighting#2#0) atan2 (getLighting#2#1))```Compare the return with the compass. In daytime seems fine. Nighttime, nope
sinful kettle
#

I gave it a test, and at night, the vector points outwards from the terrain

#

which is where the sun would be... thonk

#

the lines you see are:

[eyePos player, eyePos player vectorAdd getLighting#2]
#

at night, the line is pointing towards the sky

#

(because the sun is on the other side of the earth...)

desert trench
#

is multiline for drawIcon3D feasible?

solid marten
#

the \n or br not working?

sinful kettle
#

nope

desert trench
#

are these new frozen files not cleaned up or do they have their own count?

solid marten
#

did you rename them?

sinful kettle
#

but when that freeze happens in a code it just keeps spamming I think meowsweats

desert trench
#

i mean the rpt got cleaned up but the frozen mdmp not

#

they may have their own count (vs rpt), but might be better to just delete them alongside rpt (once over the limit)

untold sky
#

I don't know if Arma deletes mdmp's at all, does it?

dreamy bane
#

Could we get event to allow executing code on server when the mission has not yet started (lobby)? Or is that a bad idea? 🙂

solid marten
#

we already have, check OnUserxxxxx

dreamy bane
solid marten
#

Did you read the documentation? Let me know if it is unclear

dreamy bane
#

hmm where should I run the OnUserConnected EH?

solid marten
#

seriously?

dreamy bane
#

init.sqf?

solid marten
#

they are missioneventhandlers

dreamy bane
#

so they only work after lobby?

solid marten
#

no they work when events are triggered

#

ie some one connects to server BOOMSHAJALAK onuserconnected fires!!!!

dreamy bane
#

oh yes I get what you mean now, I know they work like that

#

my confusion is where do you run the "addMissionEventHandler" command

solid marten
#

on server

dreamy bane
#

yes but at which file?

solid marten
#

they are mission event handlers so they need mission running. you can let your dedicated server start mission before anyone joined the server and set all handlers then let people in

dreamy bane
#

aah thats what I thought

#

which is why I hoped for event handlers that work even the mission isn't running

solid marten
#

everything is mission in arma

#

even the main menu

dreamy bane
#

yes..

uncut briar
#

What he meant was having some way of server-client communication from lobby, without starting the mission.

dreamy bane
#

yes ty veteran29

solid marten
#

you can run code in lobby or server browser but you need mods

uncut briar
#

Server does not respond to client remoteExec at that stage

dreamy bane
#

yeah I got the Client lobby modded but cant do anything about server

solid marten
#

you can also run code on user connected to the server when no mission is running, but it will run in server namespace only, the commands you can execute are limited. the event handlers for those are in server.cfg file also named onuserxxxxx i believe

dreamy bane
#

I tried that one already, wasn't able to call any functions or anything at all

solid marten
#

diag_log should work in there and you can later access variables you store in server namespace from mission

dreamy bane
#

that's the only thing I got working

#

server namespace == missionnamespace ?

solid marten
#

but as I said command set is extremely limited and that is not going to change because a lot of game functionality is not available there

#

no servernamespace is server namespace

dreamy bane
#

ooh I dont think wiki says that

#

but I guess that still dont help me to get the data from server to client in lobby

solid marten
dreamy bane
#

link plz?

solid marten
#

Can I ask you, do you actually look up wiki sometimes?

dreamy bane
#

lol of course I do

dreamy bane
#

I would like to take your advice and try starting the server early. which switch allowed that again?

solid marten
#

added it to see also

dreamy bane
#

great ty

solid marten
#

persistent and init something, check server params

#

maybe not persistent unless you want it

dreamy bane
#

too bad there's a problem with that one. wiki says: Warning: This will break the Arma_3_Mission_Parameters function, so do not use it when you work with mission parameters, only default values are returned!

solid marten
#

-autoinit

dreamy bane
#

thats it

#

cant use it

solid marten
#

then don’t use it

#

when the world is not loaded the game has extremely limited functionality designed mostly to get people from the lobby into the mission, then when you have mission running you have more tools. You want custom lobby, make it on briefing screen like Apex did.

dreamy bane
#

yea thx for the advice , will think about it

#

if I could even get a chat message back from the server I could use that 😄

daring wagon
gray wharf
dreamy bane
#

hey I don't know if this is a bug or not but I noticed that the client can't receive any remoteExec calls from the server while in briefing screen. The RE calls seem to be in queue and come through only when the mission is started. is this the intent?

untold sky
#

Lots of networking code is limited by clientState being >= briefing, which is after role selection.
This very likely is one of them

dreamy bane
#

ok, thx

sinful kettle
#

so I had a weird request.
is it possible to have a command that allows us to draw 3d shapes in the game? meowsweats
e.g.: drawTriangle3D? meowsweats

gray wharf
#

go play a puzzle on the highway oh, interesting idea! 😁

sinful kettle
#

I personally wanted it for debugging purposes... 😅

gray wharf
#

draw image something or draw polyline something no? because otherwise a triangle could be many things

sinful kettle
#

I figured I should ask the simplest thing you can draw first! 😄

gray wharf
#

equilateral triangle? what orientation? etc 😛

#

I am a man of many questions, some do dub me as the PITA man

sinful kettle
#

given 3 coordinates, your triangle will only have 1 orientation

#

because 3 points always make a single unique surface (assuming they're not collinear of course)

gray wharf
#

oh, 3D in this way

alpine tulip
#

IIRC Ded is planning it?

untold sky
#

IYRC Ded is planning everything

gray wharf
#
void draw3DTriangle_method(vector a, vector b, vector c, Color color)
{
  drawLine3D(a, b, color);
  drawLine3D(b, c, color);
  drawLine3D(a, c, color);
}
```😄
sinful kettle
#

I wish I knew it sooner... meowsweats
I'm already half way done with my "3D Debugger" thingy...

untold sky
#

I don't remember planning draw triangle, maybe i forgot

gray wharf
#

you also planned to giveMoreFPS and provide walking in moving vehicles, next patch plz kthxbai

uncut briar
sinful kettle
#

in-game info says attachedTo returns array

#

but it returns OBJECT according to the wiki

#

@solid marten should I make a ticket or...?

sinful kettle
#

btw while you're at it, could you also plz change the description for addForce to [forceVec, relPos] or something instead of [[x,y,z], [x,y,z]] ? meowsweats
(also it's x,z,y in the game...)

solid marten
#

keep going

#

(also it's x,z,y in the game...)
you mean the example is correct?

sinful kettle
#

No.. 😅

solid marten
#

oh jesus you almost gave me heart attack

desert trench
#

A null object passed as a target to RemoteExec(Call) 'bis_fnc_objectvar'

#
        //register everyone localy to player
        [MODE_ADD] call bis_fnc_sharedObjectives;

        //handle disconnect
        if (isServer) then
        {
            addMissionEventHandler ["HandleDisconnect",
            {
                private["_player"];

                _player = _this select 0;
                _player setVariable["@","",true];

                //run localy on server (as trigger won't fire on server)
                [MODE_UPDATE,"",_player] call bis_fnc_sharedObjectives;

                [[MODE_REMOVE,_player call bis_fnc_objectVar],"bis_fnc_sharedObjectives"] call bis_fnc_mp;
            }];
        };```
#

p:\a3\functions_f\tasks\fn_sharedobjectives.sqf

gray wharf
#

BIS_fnc_MP 👀

desert trench
#

this is the only code context i can find using RE with bis_fnc_objectVar

#

maybe this needs some isNull check?

#

Attempt to override final function - bis_fnc_storeparamsvalues_data

#

p:\a3\functions_f\params\fn_storeparamsvalues.sqf

#
    missionNamespace setVariable [
        "BIS_fnc_storeParamsValues_data",
        compileFinal ([_values, " param [", _names, " find toLower _this]"] joinString ""),
        true
    ];```
#

this probably should have a check if already defined, no?

sinful kettle
#

Didn't we have an isFinal command? think_turtle

solid marten
desert trench
#

should forgetTarget lead to getAttackTarget returning objNull? (aka worth making a ticket?)

solid marten
#

no idea what you just said

sinful kettle
#

it affects the entire group afaik

#

while getAttackTarget is per unit

sinful kettle
desert trench
#

improved wording 👼

#

alternative: setAttackTarget 🙂

uncut briar
desert trench
#

BIKI on say3d

For some unknown reason if at the moment of command execution the player is in first person view and is inside a vehicle, the sound created is greatly attenuated.

#

is this still true?

untold sky
#

you can pass 2 as the parameter for attenuation thing

#

you can already set that to true to get radio attenuation thing

devout wave
sinful kettle
lean mica
untold sky
#

chance, ill put it on todo

solid marten
#

The repro is just tip of the iceberg

sinful kettle
solid marten
#

btw there is a ticket somewhere on feedback tracker describing more bugs

#

I know it is somewhere there because I made it years ago

unborn acorn
formal ridge
#

Just created this ticket regarding the AI command priority on the LSVs.

hallow sun
#

I created a private ticket, can the devs see it ?

#

Or do i have to make it public ?

sinful kettle
hallow sun
#

🤷‍♂️ you never know 😄

solid marten
#

which section did you make it in and when?

hallow sun
solid marten
#

no such category for me

#

have you got direct link?

hallow sun
solid marten
#

does it happen if you dont use kickClientsOnSlowNetwork?

hallow sun
solid marten
#

no remove it completely

#

just comment it out

hallow sun
solid marten
#

ok

alpine tulip
#

Lou steps on a Mine

gray wharf
dreamy bane
#

would it be a good idea to store all the script errors in an array or something and display them in a new window? (which user can open via button)

#

I made this arma .rpt parser once but that's really slow

deep plaza
#

can we maybe get a command like:
enable3rdperson false;
switch to "INTERNAL" view and disable "EXTERNAL" view
writing a loop for it everytime is really annoying.

hallow sun
devout wave
hallow sun
deep plaza
untold sky
untold sky
dreamy bane
untold sky
#

Got better things to do

solid marten
dreamy bane
#

I'm sure you guys are busy but would it be possible to have OnScriptError event handler so that we could make that error log window?

dreamy bane
#

nice 🙂

dreamy bane
#

should I make a ticket for that?

untold sky
#

you could

dreamy bane
alpine tulip
#

Ticket time?

untold sky
#

eh, change seat on ViV cargo object? 😄

alpine tulip
#

Yes 😛

untold sky
#

Well 🤣
yes

sinful kettle
#

cargo shotgunning wen? thonk

untold sky
#

I'll do some other ViV fixes this week so thats perfect timing

alpine tulip
#

Also, am I crazy or is it not possible to spawn Taru Bench Cargo without create3DENEntity?

alpine tulip
limpid rune
#

it makes addUserActionEventHandler ["optics", "Activate", {}]; rather useless because it doesn't trigger using the default mouse controls, only when a keyboard bind is used

daring wagon
alpine tulip
#

Aren't they available in Empty tab?

#

...Except the bench

daring wagon
#

Perhaps they are. Some were missing though at some point.

deep plaza
#

is the ghost hotel also missing? i cant find it in the editor 😩

alpine tulip
#

Intended

deep plaza
#

why

#

i really want to know why it is hidden

untold sky
alpine tulip
#

Because it's not a common asset

#

You just can use create3DENEntity

deep plaza
#

can i then also add furniture to it or is it just a simple object

daring wagon
#

once placed you can add anything to it.

desert trench
untold sky
#

probably not

alpine tulip
#

Also a suggestion about the skies, which can affect to the gameplay:

  • the visible daytime moon
  • colorized star map (the red-white-blue colors)
#

Both can be related to the navigation IMO

tribal rivet
#

...now that the mdumps are created correctly 😏

solid marten
untold sky
#

Doesn't seem corrupted, very weird very interesting

tribal rivet
deep plaza
#

hi, can we please get a new option for "BIS_fnc_dynamicText" which will set position/size of image and text at the same position/size for every interface size and resolution.

(a boolean : true will take user interface and resulotion in account)
something like:
[text, x, y, duration, fadeInTime, deltaY, rscLayer, userInterfaceResulotion] spawn BIS_fnc_dynamicText

i love BIS_fnc_dynamicText because it is so easy to use but only difficult part is to get the same results for everyone especially if you create sp/mp mission, i had to delete a few mission just because of this and creating dialogs and such is not easy for everyone but "BIS_fnc_dynamicText" is really easy to use and understand.

sorry for the long text.

gray wharf
#

but I think it is unlikely to happen at this stage I am afraid

deep plaza
deep plaza
sinful kettle
# deep plaza dont say that xD

Actually I think Lou's right. You're better off just copying the function and modifying its code to achieve what you want

deep plaza
dreamy bane
hallow sun
# solid marten ok

I disabled all these and it still happens.

//maxping                            = 400;
//maxpacketloss                        = 30;
//maxdesync                         = 40;
//kickClientsOnSlowNetwork[]         = { 0, 0, 0, 1 };
kickTimeout[]                         = { {0, 60},{1, 60},{2, 60},{3, 60} };

27 players out of 60 got kicked after around two hours mission runtime.
3.8k pending messages slightly before the kick

https://feedback.bistudio.com/T161807

solid marten
#

could you log jip queue next time it happens?

solid marten
#

yeah

#

there is server command

desert trench
#

would it be possible to get an EH (per unit/group) for danger causes?
ref: https://community.bistudio.com/wiki/Arma_2:_FSM_Danger_Causes
like the engine already forwards the events to the danger FSM, so should be fairly easy to put an event trigger to this

one can do it via modifying the danger FSM, but this breaks compatibility with AI mods and you may not need it for all AI

karmic rapids
untold sky
#

not on plan

devout wave
#

Lou Montana — Today at 20:09
it might be worth a feedback_tracker bump!
This old FT ticket contains a couple of suggestions for commands related to vehicle optics control that would be useful to add: https://feedback.bistudio.com/T85659

real bronze
#

hmm https://community.bistudio.com/wiki/weaponState seems to report wrong firemode for vehicles 🤔
Get in a BTR Kamysh, run the code:

vehicle player addEventHandler ["Fired", { 
  params ["_vehicle", "", "_muzzle", "_mode"]; 
  weaponState [_vehicle, _vehicle unitTurret gunner _vehicle, _muzzle] params ["", "", "_firemode"]; 
  systemChat str [_mode, _firemode]; 
}];

switch to titan AT > topdown mode, fire, you get a message with ["TopDown", "Player"], fired EH correctly reports TopDown used, while weaponState does not, it seems like it always returns the first firemode of weapon's config

devout wave
lean mica
#

Dynamic stabilizations with EHs would be nice to have. Optics thing sounds bad. If you change fov for optics with reticles you need to redraw them. Turn on/off zoom levels sounds not worth to implement. Maybe currentVisionMode and EH could return all modes and you can just use black screen on desire.

gusty shell
#

Is that by intention or bug that the music volume played via "PlayMusic" is affected by other sounds? (for example firing, rain, etc)

solid marten
#

???

desert trench
#

@livid obsidian can explain 🙏

#

(should be intentional)

gusty shell
solid marten
# real bronze hmm https://community.bistudio.com/wiki/weaponState seems to report wrong firemo...

What do you expect to happen? weaponstate returns state of either current weapon, in which case it will return firemode correctly or the given weapon, but it needs to know weapon muzzle and firemode in order to find the correct weapon. if firemode is not given it will find the first muzzle on the list. I am adding 2 extra params, though it wouldnt make any difference as the muzzle information is identical for both firemodes on the same muzzle. Maybe it will be useful for modding or the future changes

untold sky
livid obsidian
untold sky
#

I like it 👀

dreamy bane
#

there is a bug in some house doors in tanoa where the selection is invalid for the addaction command

#

the selection seems to cover only the door handle while all other doors cover the whole door

gusty shell
untold sky
dreamy bane
#

ok

untold sky
#

screenshots optimally with arrows pointing at the problem

dreamy bane
#

maybe I just zip mission with test script

untold sky
#

Please still list the buildings, that makes it easier, no need to start game and find that info before being able to start fixing

devout wave
dreamy bane
#

is it a bug that in HitPart EH the projectile is sometimes null?

untold sky
#

yes. Can detect and throw error @vocal abyss

vocal abyss
#

Cyclic include-macros crash the game. Worth a ticket or is a note on the wiki enough?
script1.sqf:

#include "script2.sqf"
````script2.sqf`:
```sqf
#include "script1.sqf"
```Somewhere else:
```sqf
execVM "script1.sqf";
#

(you may consider these messages proof that Ded can see into the future)

gray wharf
#
allowFunctionsRecompile = 1;
```has to be added to previewed missions in the editor; otherwise one cannot recompile, is it wanted? the wiki says otherwise
https://community.bistudio.com/wiki/Description.ext#allowFunctionsRecompile
uncut briar
#

You can recompile in the editor but the button to do that is greyed out until this is added to mission config.

gray wharf
uncut briar
#

That could use a FT ticket, could be fixed now with is3DENPreview command.

gray wharf
deep plaza
#

just wanted to say, thank you all for all your effort and time you spent to improve arma ❤️

dreamy bane
#

If I shoot missiles from pawnee to house the projectile is always null in HitPart EH

untold sky
#

Don't know, needs investigation, thus ticket

sinful kettle
dreamy bane
devout wave
#

HitPart EH can tell the difference between direct and indirect damage. Using the test mission in the ticket, it appears to occur on some indirect hits, but not all. In all cases it can correctly identify the ammo type used (i.e. it's not going "well that's a generic explosion I guess").

dreamy bane
devout wave
#

I'm just providing more details about the problem.

dreamy bane
#

glad to hear others think its a problem as well 😄

#

maybe it's a question if _projectile is invalid or is the _position bugged

hallow sun
devout wave
wraith sapphire
#

Is it normal?

sinful kettle
wraith sapphire
#

I don't create them

#

I just run CBA ACE and ACRE

sinful kettle
#

maybe they do ... meowsweats

#

or maybe I'm wrong...

uncut briar
#

WeaponHolderSimulated sounds about right as dropped weapons have physx and stuff

wraith sapphire
#

this feature is from ACE?

devout wave
uncut briar
wraith sapphire
#

if it is CBA_fnc_dropWeapon, there is no WeaponHolderSimulated

sinful kettle
#

I just tried and I don't see the error

uncut briar
#

ground holders are doing weird things sometimes, maybe engine is not updating their mass properly for whatever reason.

#

Ever since BI added that functionality that "unstucks" underground items I've seen them jumping every then and now.

sinful kettle
wraith sapphire
#

May be it is due to the linux dedicated server I was using

hallow sun
#

I was looking at the output of the "#logEntities" server commands and i noticed this.
For me it looks like are are loads of possibly empty/inactive entities of these SupplyXX chillin at [0,0,0]
My guess it could be empty "GroundWeaponHolder" / "WeaponHolderSimulated" / "LootWeaponHolder" trashing the server instead of getting deleted ? (We spawn loot in buildings etc).

8k Supply40 entities after 2h 50m server runtime.
17k entities at pos [0.000000][0.000000][0.000000] *if you can trust the position output of the function.

> Loc:0, ForDel:0, Dstr:0, DmgDstr:0, DmgDead:0, Sim:1, Inv: 0, AnyPl:0, Out: 0, NetID:68:1305, Pos: [0.000000][0.000000][0.000000], N:Supply30
> Loc:0, ForDel:0, Dstr:0, DmgDstr:0, DmgDead:0, Sim:1, Inv: 0, AnyPl:0, Out: 0, NetID:68:1306, Pos: [0.000000][0.000000][0.000000], N:Supply30
> Loc:0, ForDel:0, Dstr:0, DmgDstr:0, DmgDead:0, Sim:1, Inv: 0, AnyPl:0, Out: 0, NetID:68:1307, Pos: [0.000000][0.000000][0.000000], N:Supply40
> Loc:0, ForDel:0, Dstr:0, DmgDstr:0, DmgDead:0, Sim:1, Inv: 0, AnyPl:0, Out: 0, NetID:68:1308, Pos: [0.000000][0.000000][0.000000], N:Supply40
> Loc:0, ForDel:0, Dstr:0, DmgDstr:0, DmgDead:0, Sim:1, Inv: 0, AnyPl:0, Out: 0, NetID:68:1309, Pos: [0.000000][0.000000][0.000000], N:Supply40
> Loc:0, ForDel:0, Dstr:0, DmgDstr:0, DmgDead:0, Sim:1, Inv: 0, AnyPl:0, Out: 0, NetID:68:1310, Pos: [0.000000][0.000000][0.000000], N:Supply40
> Loc:0, ForDel:0, Dstr:0, DmgDstr:0, DmgDead:0, Sim:1, Inv: 0, AnyPl:0, Out: 0, NetID:68:1311, Pos: [0.000000][0.000000][0.000000], N:Supply40

I also noticed this increase with longer runtime.
https://gyazo.com/7707b7a5c97fb18d4e4c129474faa27e (~2h 55m server runtime left / ~70 minutes on the right)
https://gyazo.com/90ff46c49579ca74e3cd4b1bac403ffd ("Vehicles" after 2h 50m server runtime)
https://gyazo.com/3685326e16cde915bbbe6b613feaf2c6 ("OUT VEHICLES" after 2h 50m server runtime ) *whatever that means

Any thoughts?

untold sky
#

These are most likely backpack containers, backpack containers being left behind and calling "object not found" kinda spam in logs is a long time issue

I don't know if uniform/vest does something similar. Supply30/40 is a bit small for a backpack

#

not ground holders, ground holders have gound holder class

solid marten
#

id numbers are sequential it means some script must have been running spawning those at high rate

#

68 is some client spawned them and when left they got transferred to the server and left as junk

#

wait you run loot spawner on client?

#

another possibility is that position wanted is null because object is null like building that hasn’t been streamed yet so position will be [o,o,o]. long story short, can you choke server with badly written script? ABSOLUTELY

hallow sun
# solid marten wait you run loot spawner on client?

loot is spawned by the server via containers and groundholders.
i can get some more logs and ask other admins if they have something similar, if that's useful 🤷‍♂️

Edit: I think i tracked it down to players creating it, so maybe vest/uniform/backpack like you said
Some players create between 1k-3k of these in the 3hr "mission runtime", if I'm not mistaken these are clients with bad internet (have to verify).

oblique lion
#

A LOT of modification to the Eden editor is possible using SQF currently, but it seems to be missing an editor side "pre-previewMission" that would fire before do3DENAction "MissionPreview" actually exits the editor.
Would such an event be possible and with the given lower popularity of editor customization, be likely to be added?
also sorry if this is better suited on the actual feedback tracker, first time for me.

untold sky
untold sky
#

Give usecase!
(And make ticket blobcat_bongo_a)

#

And name.
prePreView? OnBeforePreview/BeforePreview?

alpine tulip
#

I hate prePreview 😮

oblique lion
oblique lion
# untold sky Should be doable, can you give me a usecase?

I currently have scripted customConnections in the editor. With a saving functionality that runs onMissionSave. But if a player goes into preview there isn`t anyway to store the connections before the editor closes. In general, with OnMissionSaved and OnEditorPreview you could script water tight saving functionallity for any custom editor features/data.

#

The event that fires when the previewMission is loaded is OnMissionPreview. OnEditorPreview would seems like the logical name for an editor side event.

untold sky
#

that sounds cool happy

oblique lion
#

the customConnections or the eventname? blobcloseenjoy I`ll create the tracker asap btw

untold sky
#

your usecase 😄

#

I wanted to do some engine support for custom connections buut...

oblique lion
#

Buuut?

#

Engine support would still be cool, even if it invalidates the work I did :)

oblique lion
hallow sun
#

2 Hour runtime and i got almost 5k of Empty Supply20,Supply30,Supply40,Supply60,Supply80 etc, just from one client (The particular client was only online for 1 hour tho).
https://gyazo.com/986d6b0c0ab82a587256e89eb33bf0a7

How bad is this for the server performance ?
And if it's bad for performance, is there any way to mass detect & delete them ?
I tried _supply40 = entities "Supply40"; on the server but it doesn't return any

vocal abyss
#

Have you tried allMissionObjects too?

hallow sun
# vocal abyss Have you tried `allMissionObjects` too?

Yes

I asked one player what he was doing while he caused that many (2-3k) of these and he said he was just looting, transferring loot to vehicles etc.
So taking vests,uniforms,backpacks from dead AI/vehicles/containers and "transferring" them around with the intention to sell them at the trader and to keep some of them.
Some game mode specific information might help to track it down 🤷‍♂️ .

solid marten
#

of course it is bad, they are global objects, they need to be synced among all clients + jip. The network is just get clogged so server cannot serve all customers so it kicks them out

daring wagon
oblique lion
untold sky
hallow sun
# untold sky If we can get reproduction steps to cause this (and script to test that it's goi...

Sounds good.

I think it should be reproducible in a heavier mission with many players (~30-40+) and some more activity than usual involving gear changes.
(vests/uniforms/backpacks from other players, containers, vehicles or dead ai/players etc)

Maybe someone with less mods but similar activities ingame could verify if they can observe the same behaviour.
Ill ask some other Exile server admins if they have the same behaviour (i guess so because of the object not found spam you mentioned that might be related to that).

untold sky
#

"Heavy mission with 30-40 players"
Is not something we can do.
And even if we could, there would be so much other stuff going on that we would have a really hard time tracing out the problem

hallow sun
#
[2021-12-04 03:31:23] [info] AEOG-ServerMetrics: Build:148581 | Runtime:30min | Players:16 | AI:98 | allMissionObjects:6978 | AllVehicles:456 | ObjSimulated:1299 | AllAliveEnt:1261 | activeSQFScripts:32 | FPS:101 | Last10mAvgFPS: 92.2)
[2021-12-04 04:20:26] [info] AEOG-ServerMetrics: Build:148581 | Runtime:79min | Players:17 | AI:117 | allMissionObjects:8043 | AllVehicles:497 | ObjSimulated:2240 | AllAliveEnt:1314 | activeSQFScripts:70 | FPS:86 | Last10mAvgFPS: 74)
[2021-12-04 05:20:00] [info] AEOG-ServerMetrics: Build:148581 | Runtime:139min | Players:18 | AI:104 | allMissionObjects:7064 | AllVehicles:463 | ObjSimulated:1158 | AllAliveEnt:1290 | activeSQFScripts:38 | FPS:52 | Last10mAvgFPS: 58.6)
[2021-12-04 05:52:09] [info] AEOG-ServerMetrics: Build:148581 | Runtime:171min | Players:16 | AI:91 | allMissionObjects:7147 | AllVehicles:466 | ObjSimulated:1305 | AllAliveEnt:1302 | activeSQFScripts:46 | FPS:73 | Last10mAvgFPS: 65)

#logEntities after 2h 52m runtime and i found 6.400 "empty supplyXX" just from two clients nootlikethis
Maybe less players needed...
Yea i thought so and the mods. I get some more info and maybe even try to replicate in a "vanilla as possible" environment.
And now i stop clogging up this channel, so thanks for the response so far 👍

untold sky
#

I would love to fix it. I just can't if I don't know why it happens.
And I cannot find out why it happens, if I don't know how to make it happen

vocal abyss
solid marten
#

woah, they are working overtime now before xmas, even on days off

oblique lion
fresh hawk
#

https://community.bistudio.com/wiki/weaponState seems to return the correct fire mode if the first syntax is used on a unit, but not for syntax 3?
Test code when any weapon is set to full auto:

weaponState player select 2 // "FullAuto"
(player weaponState primaryWeapon player) select 2 // "Single"
(player weaponState currentMuzzle player) select 2 // "Single"
gray wharf
solid marten
#

if you could make a ticket so I wont forget as this is kinda low prio

oblique lion
gray wharf
gray wharf
#

no, no more spam!

oblique lion
#

what

gray wharf
#

argh

oblique lion
#

I was just looking

#

XD

gray wharf
#

j/k, let's nuke it 😉

oblique lion
#

its like 3 posts

gray wharf
#

dealt with, killeded, nukeded

#

just look at these sneaky mother🦆ers

oblique lion
#

i wonder if anyone ever just a link posted like that to buy or use a service XD

gray wharf
#

it improves their Google visibility the more websites aim at theirs
they don't (really) expect it to be a working advertisement, more like another ladder step towards Google's first page

oblique lion
#

ah SEO trickery.

#

pfff

untold sky
#

Hm random idea.
Both AI and players sticking their gun through a wall/objects in order to shoot at objects behind the wall, wall glitching.

We could just when you fire detect if there is a wall inside the gun, and if yes, have the bullet directly impact the wall instead of just spawning behind it bird_woah
Thoughts?

#

And do you think that's worth the effort?

uncut briar
#

Sounds good but wouldn't it be performance intensive?

gray wharf
sleek scaffold
# untold sky And do you think that's worth the effort?

Totally worth it for Ai... but for players the wall is already blocking their view... I see more complains in COOP missions about the Ai being able to shoot through walls contributing to the Arma famous "where was I shot from?" Now again wouldn't a check on the way the Ai gets its targets do the same thing without having to do a check on each weapon fire? You can add a visibility line intersect to the system in which the Ai gets its targets and if there is a wall blocking the Ai from its potential target then it is not considered a "viable target" and so the Ai would not even fire... whatever solution is less expensive...

#

If I got a dollar for each time I got players complaining about Ai shooting through those HQ Cargo Houses' walls I would be rich already...

uncut briar
#

Yeah, the cargo houses and similar buildings with thin walls are the worst ;D

sterile nova
#

We could just when you fire detect if there is a wall inside the gun, and if yes, have the bullet directly impact the wall instead of just spawning behind it :bird_woah: it would need special routine for bushes, since player can traverse through their fire geometry freely

#

in any case, I guess something like that would also fix issue when players are crawling under the vehicle to kill their crew

gray wharf
#

the bullet would cross anyway so it should be ok?
though it might change the ballistics a very teeny tiny little bit, with the additional distance to travel
we can say it's the branches to hit, that's why 😀

sterile nova
#

it might be bit more tricky with HE ammo though 😄

gray wharf
#

naaah, it's o— boom

terse bolt
#

Was the pilotcamera class brought in with jets dlc

gray wharf
terse bolt
#

Is there a counter part to pilotcamera that can be used in turrets

gray wharf
#

I don't know, but why, would you make a ticket for such feature?
I don't think it can make it that late in dev

untold sky
untold sky
untold sky
terse bolt
#

I’m not looking for it to be rushed in , especially if it’s to late for this dev version

gray wharf
terse bolt
#

Well I hope it can get added Evan without the scripted commands, having the turret lock and stab would be huge for turrets

sterile nova
#

you can do scripted turret lock and stab with directionStabilized

terse bolt
#

You can but it’s not the same, the stab dosent stabilise aircraft movement, and turret point lock is messy to do good

sterile nova
#

point lock is messy to do good huh? I did something like that in RHS at it is working quite well

terse bolt
#

What command did you use?

sterile nova
#

in any case, I was thinking to add ability to toggle on/off directionStabilized since UAVs already have that option

terse bolt
#

I think iv tried a basic version with that before. Getting the improved camera stabiliser from pilotcamera is the bigger thing of my thread

hallow sun
#

So i collect some more info and i think the "Out vehicles" entitie issue might cause the mass kick problem we currently have.

"Vehicle Entities" (Left low pop server period, right high pop primetime with 50+ players)
https://gyazo.com/c76a0fc29ec602d7b205941041de8312

#logEntities "Out vehicles" after the mass kick and 2h 52m runtime

IsLocal: 22200
IsMarkedToDelete: 1
IsDestroyed: 1
IsDamageDestroyed: 1
IsDamageDead: 1
IsSimulated: 23362
IsInvisible: 0
IsAnyPlayer: 9
IsOutsideMap: 0

12k "Supply40" elements alone.
I connected ~15k "OUT VEHICLE" SupplyXXX entities via netID & ClientOwner just to four users nootlikethis

Server Performance Metrics log (Mass kick was at 20:47:33)
https://gyazo.com/bd360734ce23b6b6b8e15acd253d43cb

untold sky
#

Assumptions don't help me much.
We need to know how to repro these stray entities

hallow sun
# untold sky Assumptions don't help me much. We need to know how to repro these stray entitie...

I know. Iam thinking isn't there any way to delete them? They are detected as "empty', so one could detect them somehow and delete them without causing any more severe problems than we already have (degrading perf and the mass kick due server overload) ?!

I tried to delete one via and it seemed to work.

_obj = objectfromNetID "X:XXX";
deleteVehicle _obj;

I try to pinpoint the cause over the next week

desert trench
#

try to add some logging when these are created (by players and/or server, their position, etc) and try to trace to specific events. finally try to reproduce it in a reliable way

hallow sun
# untold sky Assumptions don't help me much. We need to know how to repro these stray entitie...

Maybe i found the reason, i just had a player creating a low amount (30 stray entities) in the time-span of 11 minutes.
I asked him / and checked what he was doing, he was just driving around in a vehicle and he switched uniform/vests.
Looks like it's happening for players in vehicles 🤔 I get some more data and reply back if iam 99 % sure

player numbers are super lower (2-8) and server perf shouldn't be a factor since it's running between 80 - 90 (FPS Limit = 90)
https://gyazo.com/fd8def081d96ed713e188d95f5ff3204

hallow sun
desert trench
oblique lion
gray wharf
untold sky
#

Sorry spam, Lou

oblique lion
solid marten
#

gone

shrewd meadow
#

KH-3A Fenghuang (Pacific CSAT drone) does not have configurable pylons
https://feedback.bistudio.com/T162334
I only discovered this recently when trying to implement this asset for a mission. I'm guessing it was accidently overlooked when the devs were creating new "dynamic loadout" versions of the existing aircraft at the time of Jets DLC development.

sterile nova
#

@shrewd meadow - it was actually decided it's not worth upgrading it to dynamic loadout since it's not supposed to be able to mount any other missiles. It could be potentially still useful for community but adding new variant is bit of hassle, since it has to be a new class for compatibility reasons.

void seal
#

Hi everyone.
How does one add screenshots and an error report to a feedback report? Can't believe I'm asking for support for making a support ticket 🙄

void seal
gray wharf
#

I believe a drag & drop is enough though 🙂

void seal
#

Yes I did that

void seal
distant lotus
#

Can someone explain to me what Wulf means by "exception" in this ticket? Is he saying it's a deliberate design choice? Because otherwise I'd assume he's saying it's unfixable, which makes absolutely no sense to me.
https://feedback.bistudio.com/T139722

It's almost as if BI are deadset on denying milsim players the ability to script in survivable aircraft crashes, but I don't see why that would be the case.

untold sky
#

Well he says

Closing as this most likely won't be changed.

distant lotus
#

I don't understand why, though? Is it a deliberate design choice?

untold sky
#

Sounds like, just due to how that stuff was implemented it's not viable to fix it.
Not impossible but also simply won't be done

distant lotus
#

Hmm, now I wish I'd replied to the ticket sooner so Wulf would be able to answer me. I'm guessing he probably doesn't remember anymore.

untold sky
#

Handlehit maybe gets better results?

distant lotus
#

Oh? I wasn't aware that was even a scripting command. I'll look into it.

#

Thanks.

untold sky
#

I mean eventhandler, there is a hit handler

#

That also grabs specific hitpoints

distant lotus
#

Yeah, eventHandler, my mistake. I haven't touched the script in over a year now. I'll have to look into everything again, I sort of feel like the handleHit EH might actually provide more information that I need for the script as well.

untold sky
#

Yes

distant lotus
#

Alright, thanks.

sinful kettle
#

why does setVelocityTransformation use ASL? meowsweats
it should use world...

#

I'm simply rotating the object using setVelocityTransformation

#

now imagine moving an object in a straight line meowsweats

start = getPosASL player vectorAdd [0,0,10];
end = start vectorAdd [0,1000,0];
spd = 5;
duration = 1000 / spd;
heli allowDamage false;
timer = 0;
onEachFrame {
    if (isGamePaused) exitWith {};
    if (timer > duration) exitWith {onEachFrame ""};
    timer = timer + diag_deltaTime * accTime;
    _dir = [0,1,0];
    _up = [sin (500 * timer), 0, cos ( 500  * timer)];
    heli setVelocityTransformation [start, end, [0,spd,0], [0,spd,0], _dir, _dir, _up, _up, timer / duration];
}
#

I don't know about you guys, but that's not a straight line meowsweats (I mean the movement of the object center)
this is because getPosASL uses the land contact of the object, which changes according to orientation, so technically it's still a relative position, not absolute, which nullifies the point of using ASL format

#

would it be possible to add an additional optional bool parameter to make it use world instead?

sinful kettle
brave badge
#

I've never noticed. That makes modelling aircraft trajectories even worse notlikemeow

devout wave
tribal rivet
#

The fix is obviously needed, but that was also my way of dealing with these AIs, who otherwise would remain in the rock forever

#

Although I also have no idea what to do to prevent that, that would not possibly break the game in another way

untold sky
#

notlikemeow disembark oof. What do they do instead, randomly teleport to nearest available position, or just not get out? notlikemeow

#

both are kinda crap and have the chance to end badly

tribal rivet
#

Maybe a semi-decent solution would be to cycle over all the exits a vehicle has and try all of them (following the human logic of "driver's door is blocked, let's try to exit using the passenger door") and if all fail to disembark correctly, then just use the original exit.
How about that?

#

This would also prevent some cheats in the form of driving over to a base, parking just next to the base's wall and then exiting "into" the base, through the wall.

untold sky
#

Sounds nice.
But i don't wanna do that effort aaaaaaaaaaaaaaaaah

tribal rivet
#

How about some plushies sent to your company address, eh❔

untold sky
#

That's bribery!
I think I'm not allowed to accept that blobcatgooglythink

gray wharf
#

Lies!

tribal rivet
#

What Lou said!
Also, I have completed an anti-bribery training at my company, lately, so I would know if it was bribery!

young oasis
#

Ah, wayback machine has it.

devout wave
gray wharf
sinful kettle
deep widget
solid marten
#

What they do now they just copy sentences from description or other comments so it looks legit and cover a link in punctuation so you wont see it clearly.

untold sky
#

Thats what they've been doing on the forums for years

devout wave
fluid pilot
#

any one know how to make a ticket on here cause im in need of help and no one will

gray wharf
fluid pilot
fluid pilot
# sinful kettle what's the problem?

Heya sorry just seen the ping im sadly on my phone so I dont have the photos but if you go to troubleshooting and scroll up a little bit you'll see the problem im running in to

hallow sun
#

Found another weird thing with the help of #logentities
Looks like the "Can't change owner from 0 to 2" error happens if a client accesses the inventory of a container spawned by the server and then something is trying to change the ownership of the supplyXXX entities inside (backpack,vest,uniform).
"AeoG_B_CargoNet_01_ammo_F" is a crate we only use for a "heli loot drop & crash script".

 3:34:51 Server: Object info 11:11 not found.
 3:34:51 Can't change owner from 0 to 2
 3:34:51 Server: Object info 11:12 not found.
 3:34:51 Can't change owner from 0 to 2
 3:34:51 Server: Object info 11:13 not found.
> Loc: 1, ForDel: 1, Dstr: 0, DmgDstr: 0, DmgDead: 0, Sim: 1, Inv: 0, AnyPl: 0, Out: 0, NetID: 11:11, Pos: [0.000000][0.000000][0.000000], N: Supply120, SupplyInfo: (W: 0, M: 0, I: 0, B: 0), OwnerN: AeoG_B_CargoNet_01_ammo_F, OwnerSupplyInfo: (W: 0, M: 0, I: 4, B: 2)
> Loc: 1, ForDel: 1, Dstr: 0, DmgDstr: 0, DmgDead: 0, Sim: 1, Inv: 0, AnyPl: 0, Out: 0, NetID: 11:12, Pos: [0.000000][0.000000][0.000000], N: Supply140, SupplyInfo: (W: 0, M: 0, I: 0, B: 0), OwnerN: AeoG_B_CargoNet_01_ammo_F, OwnerSupplyInfo: (W: 0, M: 0, I: 4, B: 2)
> Loc: 1, ForDel: 1, Dstr: 0, DmgDstr: 0, DmgDead: 0, Sim: 1, Inv: 0, AnyPl: 0, Out: 0, NetID: 11:13, Pos: [0.000000][0.000000][0.000000], N: Supply40, SupplyInfo: (W: 0, M: 0, I: 0, B: 0), OwnerN: AeoG_B_CargoNet_01_ammo_F, OwnerSupplyInfo: (W: 0, M: 0, I: 4, B: 2)

Could be that the missing uniform/vest bug (naked bug) is also related to this somehow ?! 🤔

untold sky
#

Can you get me a repro?
The naked bug i don't think so, but Arma works in mysterious ways

hallow sun
# untold sky Can you get me a repro? The naked bug i don't think so, but Arma works in myste...

Ill try, first i have to fix this damn mass kick issue. Iam at a point where i simply wanna quit this game because of all its bugs and problems.
I thought it's the stray entities, but i run scripts to delete them and instead of 4-5mb logentities logs its not bigger than 2,8mb (worst case) and only a 1-3k stray entities instead of up to 20k.

Server is running fine and out of the blue you see this and mass kick, and there is no indicator of whats going wrong notlikemeowcry
https://pastebin.com/UsuCrV9A

Traffic drops to zero and after everyone is getting kicked the server runs fine again
Arma Build: 148592

22:33:44 Server load: FPS 28, memory used: 3792 MB, out: 0 Kbps, in: 49 Kbps, NG:0, G:5832, BE-NG:0, BE-G:0, Players: 54 (L:0, R:0, B:0, G:54, D:0)
untold sky
#

fps also drops to zero? or does it keep ticking?

#

vTune trace of that happening would definitely be useful

#

but I imagine thats pretty hard to capture

hallow sun
#

I have one vtune profiler run where it happened

solid marten
#

i thought we established jip queue is too large so server purges everyone and clears it???

hallow sun
#

gotta compare the size before and after kick
that was my next plan to get some logs about that and captureframe
if that's the case i can remove loads of containers (persistent game mode, so people accumulate loot),
to get the size of the jip queue down ?! Or is that not something in the jip queue ?

Edit: Indeed the case, deleted container table in our DB and compared the Jip log size (11mb vs 3mb) nootlikethis
-> https://gyazo.com/a65249f84e5f8bf368ddf9b8fca70ae1

solid marten
#

there is a way to have unlimited amount of stash on the server with 0 impact on performance

#

also hacker free

#

no one would be able to get to your stash unless you told them about it, so theoretically you could come back in a year and get your stuff

hallow sun
#

Iam gonna reduce the amount and add a container limit for each base and see if it changes anything.
It makes sense for me at the moment, because last time it stopped happening randomly and didn't happen for 7 month's.
probably because less hoarders / less bases / less containers were active 🤷‍♂️

untold sky
#

This thing happens mid game, not at JIP

limpid rune
#

is ctrlSetAngle warping the RscPicture a known issue when the client is using a custom FOV?

#

been looking into an annoying glitch for the better part of a year and found it to warp the texture when using a FOV other than the default

hallow sun
#

Not sure if it's due my "Entities Garbage cleaner scripts" or other bad code.
Just had 5k #SoundOnVehicle entities accumulating on the server
55+ players & server FPS around 10
Deleted them via

{ deleteVehicle _x; } forEach (allMissionObjects "#soundonvehicle");```
and boom server runs with 25 FPS after 160m mission runtime and same amount of players 😆 
Gonna debug that a bit more (with stable, without the frequent use of say3D, without  "Entities Garbage cleaner scripts") and will report back.

Server Build:148592
Perf Metrics: https://gyazo.com/ae14469b4e6b3af5aa587345cb42c252
VTune Profiler: https://gyazo.com/dcea0f352308d84d341e2ef87f49ab4d
untold sky
#

I need the vtune capture files, not a screenshot of it.
It will be hard to find out where these sound entities come from.
I could add debug logging for you to dump script calltrace when they are created by script

I'll have time to look at all your stuff in two weeks

sleek scaffold
hallow sun
hallow sun
# sleek scaffold Have you created a ticket on this?

No, iam not too sure if it's that common and FBT worthy ^^
Just wanted to raise awareness so maybe other admins/server can confirm/verify it.

Would be a thing to check for other big game modes when they have a sudden server FPS drop.

Log this on the server side

diag_log format ["#SoundOnVehicle Counter: %1", count allMissionObjects "#soundonvehicle"];
uncut briar
#

Is there any technical reason the AI can't walk with lowered pistols?

#

In PistolLowStandActions it looks like it was intentionaly disabled for AI or somebody forgot to change non-player actions.

#

the AI variants are not overwritten and are using parent class raised weapon variants:

#

also PistolStandActions >> stopRelaxed animation is not a one with transition to PistolLowStandActions like it is a case for rifles. So AI will not even try to use the lowered weapon state due to that.

ebon wedge
hallow sun
#

Happened again with the #SounOnVehicle entities
Looks like there might be also a problem.
Got 8k of these and server FPS went down to 8 😵

Build:148592
#logEntities: https://gyazo.com/7999a32ece0df37aa99268ad8f8fa53c
Perf Metrics: https://gyazo.com/1b93d118f89690b2b35c5971038624d1
*last line in the perf metrics you see that after everyone got kicked before server restart all the #sounOnVehicles entities are gone and server runs normal again.


[2022-01-05 17:59:18] [info] AEOG-ServerMetrics: Build:148592 | Runtime:178min | Players:0 | AI:0 | allMissionObjects:7669 | AllVehicles:298 | ObjSimulated:1502 | AllAliveEnt:1123 | soundonvehicle:0 | activeSQFScripts:16 | FPS:87 | Last10mAvgFPS: 22.4)

Same day with much more players, it looks like it's working like intended. blobdoggoshruggoogly
https://gyazo.com/94e93d73a668573ebfd620a7aa16e1ac

Gonna switch to stable build next restart and check there.

hallow sun
#
=================== Out vehicles ====================
.....
.....
Total objects: 60828
Statistics objects: 60828

IsLocal: 3215
IsMarkedToDelete: 0
IsDestroyed: 0
IsDamageDestroyed: 0
IsDamageDead: 0
IsSimulated: 60828
IsInvisible: 0
IsAnyPlayer: 8
IsOutsideMap: 0

30.740 supplyXXX entities from one user caused in 70 minutes playtime
https://gyazo.com/4cb3fda661b6d689da71db518fd34bec
25.079 supplyXXX entities from a second client caused in 70 minutes
https://gyazo.com/1d2fa198d492c4a3def3ea7ca4c1ecca

Perf Metrics - https://gyazo.com/3616e7db45758327cade6d85dabe1152

  • starting where this two clients joined the server.

Arma Server Build - Stable:148470

Both connected/disconnected at the same time, both are from the same country and use the same internet provider (Whois IP data) 🤔
Add +10k for each client like the netID indicates, since i delete stray entities every 10 minutes but only up to netID "OwnerID:10000".
Surprisingly server didn't crash nor was there a mass kick.

After a server restart they caused it again, first one caused 20.000 in 120 minutes and the other guy 10.000+.

What is this ??? meowsweats

lean mica
#

People use cheats to spawn items?

restive bone
lean mica
#

As much as I understand message entities are from specific users.

untold sky
#

No, no they don't

unborn acorn
untold sky
#

Also nice ticket you have there

desert trench
#

tons in here

gray wharf
sinful kettle
#

looks like the new "optimized" expression for configClasses and configProperties doesn't work if you simply invert the condition meowsweats

#

e.g.:

configProperties [configFile >> "CfgVehicles", "isClass _x", false]  -> ~2 ms
configProperties [configFile >> "CfgVehicles", "!isClass _x", false] -> ~8 ms
gray wharf
#

yep, because it's text-based I think
as in "true", "isClass _x", etc

sinful kettle
#

yeah it is. I was hoping the inverse variants could be added as well (or at least just "!isClass")

gray wharf
#

so Y U NO HAPPY 😄

sinful kettle
#

also another question. does the game store the count of classes and properties separately?

#

if so I would really like a command for that (e.g. instead of count _config we could do _config count "classes"/"properties"/"all meowsweats )

sinful kettle
#

@solid marten btw I get an error in the map related to getElevationOffset the first time I open the map. it was something like this:

Error missing ]
#

is it a known issue?

#

oh nvm it was a typo. but anyway needs to be fixed. this was the error:

_mapPos + getElevationOffset);
];

Error missing ]
neon swan
#

It is known, the relevant code has been reverted since last weeks Dev Branch update. The reverted version should hit the Dev Branch in this weeks update.

sinful kettle
gray wharf
devout wave
untold sky
gray wharf
sinful kettle
gray wharf
sinful kettle
#

and the game already has that info at hand anyway, so shouldn't be hard to implement (in fact, I'm sure it's 99% the same as the current nearestObjects; only the criterion has to change)

uncut briar
#

Sounds useful.

deep widget
sinful kettle
#

@solid marten btw remember when I asked for the roadway lod support for lineIntersectsSurfaces? and you said engine doesn't support it?
https://feedback.bistudio.com/T150513
doesn't 3den already use the roadway LOD for placing objects on top of one another?

#

and so does the getPos command

#

so I was hoping if you could check again. roadway lod is extremely useful. and constantly doing getPos (which needs a setPosXXX command + helper object) is so wasteful

gray wharf
#

all removed (but plz no ping)

sinful kettle
gray wharf
#

just post the links, I frequently track this channel and deal with spam 🙂

solid marten
untold sky
#

To me the changes required for it look rather simple.
But I don't know if I'm missing something.
Our intersection method in engine doesn't support roadway LOD as KK said, but we can add that

#

I'll look at it later, but might still be that there's more to it and its not viable. But maybe its as simple as it looks

sinful kettle
untold sky
#

the name nearest implies that they are sorted by nearest. So adding a "don't sort" parameter doesn't make much sense for me.
Also sorting is pretty cheap I think so doesn't matter much if you want it for performance

"large radius can be slow" since.. eh.. since some time ago that command is multithreaded, so it scales much better with large areas now. So is that really still required?

_obj distance _pos < _radius + _obj.BoundingRadius;
not possible.
It works by finding the fields in the QuadTree that are inside radius, and iterating through all objects in these fields.
if you set radius to 0, you won't find objects that are not in the field in the center

sinful kettle
#

in other words, what I need that parameter for is:

  1. all objects in a single terrain cell
  2. all objects that can potentially collide with one another (due to their bounding spheres colliding)
untold sky
#
  1. all objects in a single terrain cell
    I don't see how that would work for your usecase.
    If you are 68m from the center of an object with bounding sphere size 70m. And cell size is 5m, all objects in current cell won't return you that object
sinful kettle
#

I thought that's how the game stores objects meowsweats
basically I thought an object can occupy multiple cells

untold sky
#

no

sinful kettle
#

so how does the game do the collisions?

#

e.g. when a unit is moving around an object that's 50m wide, the game instantly knows they can collide right?

#

or as another example, how does lineIntersectsSurfaces work? it should still know what object it can collide with think_turtle

untold sky
#

the game searches for nearby objects around it.
Thats why we have the max size limit

sinful kettle
#

so it's kind of similar to nearestObjects still?

#

btw what is the max size limit? 100m?

untold sky
#

lineIntersectsSurfaces has a hardcoded max radius, that it adds onto the search area

#

lineIntersectsSurfaces adds 25m radius.
People in modelling say the max collision size is around 70m diameter

#

I guess that makes sense, 25m*2 and then round up to cell size*2

solid marten
sinful kettle
# untold sky > 1. all objects in a single terrain cell I don't see how that would work for yo...

so I gave this a bit of thought and I don't think using the current nearestObjects is gonna be fast enough for what I want to do.

because even if I choose a radius as large as the max limit, I could still miss the object by as little as 1 mm.
so that means I have to choose a radius at least as large as 2x the max limit, and once I reach 1x max limit, do the search again meowsweats

I tested this on a terrain where the biggest object in the terrain was ~50m, and nearestObjects with a ~100m radius was almost 0.8ms near dense areas (lots of trees, buildings, etc.). it's relatively fast but not fast enough for what I have in mind.

is there any engine solution for this?

untold sky
#

can you just do it with line intersects? to check if you're inside the object?

sinful kettle
#

well the thing is I want to use intercept to do line intersections in another thread

#

so I want to cache all objects LODs (rn only GEOM), and grab objects that I might intersect with as I move along a line, and check intersections with those in another thread

#

the reason is that I want to do "body-surface" intersection, not line-surface

sinful kettle
untold sky
#

Do you need to detect roadways when the intersect ray comes from the bottom? as Roadway's are one-sided faces

sinful kettle
#

no

#

I don't think the game supports that either does it?

untold sky
#

no

sinful kettle
#

I mean walking on upside down roadway lods

untold sky
#

Roadway is only top-down

sinful kettle
#

yeah then it's good

untold sky
#
arrow = "Sign_Arrow_F" createVehicle [0,0,0]; 
onEachFrame { 
 _ins = lineIntersectsSurfaces [ 
  AGLToASL positionCameraToWorld [0,0,0],  
  AGLToASL positionCameraToWorld [0,0,1000],  
  player, objNull, true, 1, 
  "ROADWAY", 
  "ROADWAY" 
 ]; 
 if (count _ins == 0) exitWith { arrow setPosASL [0,0,0] }; 
 arrow setPosASL (_ins select 0 select 0); 
 arrow setVectorUp (_ins select 0 select 1); 
 hintSilent str _ins; 
};

meowsweats

gray wharf
#

go home Ded, you're drunk

sinful kettle
#

btw I know I'm probably pushing my luck here 😅
but do you suppose you could do a debugging check later to see why lineIntersectsSurfaces fails in some cases? meowsweats

#

example:

untold sky
#

I don't want to, no

untold sky
#

The green thingy works.
Only when you look upside->down through the roadway. So not bottom-up. But I guess thats fine. I can do bottom-up but effort and also hurts perf a bit

sinful kettle
untold sky
sinful kettle
#

Also roadway intersection is supposed to be a lot faster than GEOM right?

untold sky
#

It doesn't use convex components, it checks all faces

#

If roadway has less faces than the convex components on intersect path, then yes

sinful kettle
#

Is it faster than getPos?! 😅

untold sky
#

bla bla one-sided face bla bla only intersect from one direction bla bla.
I can write code for both sides, but we don't have that now and I don't care to add it if one side is enough

#

Now be happy 😠

devout wave
gray wharf
#

nukeded

limpid rune
#

I updated this ticket as while investigating I noticed it was also effecting vanilla planes wheels in multiplayer
https://feedback.bistudio.com/T150837

it seems like these config sources just don't sync in multiplayer

#

I'm gonna test the damper source too as it may also be bugged, which would suck as any sort of complex suspension animations usually require it

#

ah nope damper is fine

sinful kettle
# untold sky There you go

Btw can you plz push it to today's update? (If there's one) 😅 I've been waiting for this for so long and I can't wait to test it... notlikemeow
Also multiple intersections and sorting (reverse vs normal) work as usual right?

untold sky
#

Btw can you plz push it to today's update?
Thats not how that works.
Todays update went into staging yesterday morning. I can't push stuff to it anymore

#

Also multiple intersections
No, just fixed that

#

sorting is done in the command itself, so should be fine

#

Result:
0.0062 ms
Code:
lineIntersectsSurfaces [
[4475.14,1470.14,6.46562],
[5440.8,1495,-252.156],
player, objNull, false, 1,
"ROADWAY",
"ROADWAY", false
];

Result:
0.0061 ms
Code:
lineIntersectsSurfaces [
[4475.14,1470.14,6.46562],
[5440.8,1495,-252.156],
player, objNull, false, 1,
"GEOM",
"GEOM", false

Well. Its "slower" for sure 😄

sinful kettle
untold sky
#

I do actually

sinful kettle
daring wagon
#

The dog is like "Yeah, knock her out, she's not feeding me enough anyway"

uncut briar
#

"bump" about the issue with steam compositions being removed which makes user stuck permanently with annoying error popup every time they start editor/zeus.
https://feedback.bistudio.com/T160334

#

Perhaps change the popup error to a RPT log or handle it gracefully without any error/log?

sinful kettle
#

so there's something that kind of bugs me a bit.
when you get the position of a unit inside a vehicle (the unit is a proxy) it takes 10x longer than when they're not in the vehicle.
is there any chance there might be some room for optimizations here?
example:

eyePos player
'on foot': 0.0011 ms 
'in vehicle': 0.0125 ms

I guess there could be a lot of performance cost when there are lots of units in vehicles... think_turtle
I personally expected at most 2-3x the performance cost of a modelToWorld

sinful kettle
#

also another question: why do selectionPosition and selectionVectorDirAndUp take 0.200ms longer when you use number instead of lod names? meowsweats

untold sky
#

🤔 wuht

sinful kettle
#
_this selectionVectorDirAndUp ["proxy:\a3\characters_f\proxies\weapon.001", 1]; //0.250 ms
_this selectionVectorDirAndUp ["proxy:\a3\characters_f\proxies\weapon.001", "memory"]; //0.0025
#

sorry meant 0.200 ms 😅

untold sky
#

Well for one, 1 is usually a vislod. And that might need to be loaded first

sinful kettle
#

so it's ~100x slower meowsweats

sinful kettle
#

sometimes 0.250 ms, sometimes 0.140 ms, sometimes 0.070 ms

sinful kettle
untold sky
#

different lods taking different amounts of time?

sinful kettle
#

they're the same lods tho

#

the unary one's lod index was a bit weird

#

if you recall I asked you in your channel before

#

basically LOD 1 in binary version is the same as LOD 0 in unary version

#

LOD 0 doesn't exist in binary blobdoggoshruggoogly

#

but anyway, the point is that the lods are the same

#

yet one taking significantly longer

#

also the unary version is visual by default

#

so I don't see why the binary one is so slow

#

should I make a ticket?

#

at least I can use the unary one for selectionPosition, but can't do that with selectionVectorDirAndUp. that one's gonna be so slow

untold sky
#

I don't want that ticket

sinful kettle
# untold sky I don't want that ticket

well a simple unary version of selectionVectorDirAndUp similar to selectionPosition that works just as fast will do meowsweats
right now I'm doing that every frame for several AI

#

it's slow notlikemeowcry

untold sky
untold sky
#

I see no difference between lod resolution and string name. Atleast none that would explain +200ms

sinful kettle
#

what about the unary version? why's it much faster?

sinful kettle
sinful kettle
sinful kettle
#

lod res 1 and lod index 0 are the same lods

sinful kettle
#

yeah not talking about that anymore

untold sky
#

the unary one looks up the selection twice

sinful kettle
#

I don't follow. the unary one is faster

untold sky
#

The unary one looks up the selection twice, besides that they are equal

#

so much copy-paste equal even that i should clean this up but eh

sinful kettle
#

ok. well in any case, can you make something similar for vectorDirAndUp?

#

that's my point here

untold sky
#

no

sinful kettle
#

well that's sad. I guess this command is useless for me then blobdoggoshruggoogly
a 10x slowdown every frame (for several AI) could mean the difference between 0.9ms and 9ms. which I can't afford

untold sky
#

yep. useless.

sinful kettle
#

not totally. I still use it for other stuff

#

but won't do for every frame application

#

e.g. finding the muzzle end of a unit's weapon, which needs the vector dir and up of the weapon proxy

sinful kettle
#

well looks like vectorDir and vectorUp don't work on proxy objs.
that was the only other solution
so I guess this is a lost cause

#

(╯°□°)╯︵ ┻━┻

sinful kettle
#

for some reason it can get even worse ¯_(ツ)_/¯

#

for reference:

player weaponDirection "" // 0.0022 ms

300x slower. yet giving the same thing (except weaponDirection won't give vectorUp)

#

looks like weaponDirection is the way to go. the hell with accuracy...

untold sky
#

yup

sinful kettle
#

actually there's one other thing I can do. "memory" still has a good performance. the only problems were a minor inaccuacy and that it wasn't aligned. but the second problem is solvable

sinful kettle
#

yep, it works

#
player selectionVectorDirAndUp ["proxy:\a3\characters_f\proxies\weapon.001", "memory"] params ["_vy", "_vz"];
_vx = _vy vectorCrossProduct _vz;
_mat = matrixTranspose [_vx, _vy, _vz];
_m = [
  [8.16497e-11,0.99992,-7.55699e-09],
  [-0.99996,7.84329e-11,1.59162e-12],
  [6.92773e-09,7.52425e-09,0.99996]
];
_mat = _mat matrixMultiply _m;

for pistol:

[[-0.682674,0.729006,0.0505476],
[0.0821446,0.00782176,0.996602],
[0.726116,0.68449,-0.0652224]]

launcher:

[[4.76837e-07,-1.86265e-08,0.999999],
[-0.999999,0,4.47035e-07],
[5.21541e-07,-1,0]];

binocs:

[[0.152574,-0.0469733,-0.987174],
[0.0464975,-0.997421,0.0546474],
[-0.987197,-0.0542392,-0.149997]];
#

looks like the accuracy diff was not as large as I thought

#

it's not even noticeable

#

Execution Time: 0.0112 ms

#

but will be fine once I write that in C++. but even in SQF it's still 10-60x faster than selectionVectorDirAndUp with lod res 1

young oasis
#

Sometimes I think I can script decently, then I see anything involving math and get that idea out of my head really quickly.

desert trench
#

dynamicSimulationEnabled for an unit always returns false

#

for groups it works fine and as expected

#

something worth to report on the FT?

desert trench
#

i think to recall someone mention there is a ticket on the FT about AI firing early even as infantry - cant find it though. anyone knows?

sinful kettle
#

early
you mean while still turning/adjusting aim?

desert trench
#

yep

#

so they fire into the ground near them or airshots

#

i made this for tanks

#

but i guess its the same or similar for infantry

#

i think usually its not as obvious as knowsAbout needs to be high enough before they engage

sinful kettle
#

I think it's accuracy related

desert trench
#

yet with a info share system (reveal between groups) i think its more prevalent

#

they have full skill (1)

#

the normal logic is the AI only fires when on target - can see this with switchCamera "gunner" quite well

#

but for some reason the first shot seems not to follow that condition

daring wagon
sinful kettle
#

see if they aim better this way

#

or maybe use getAttackTarget instead of assignedTarget

desert trench
#

this sounds a bit heavy handed 😄

#

will report back in a moment

sinful kettle
#

I think the problem is related to how A3 simulates AI spotting. If that's so that code should "fix" it

desert trench
#

still firing early when not yet aimed on target

sinful kettle
desert trench
#
onEachFrame {
    {
        _target = getAttackTarget _x;
        if (!isNull _target) then
        {
            _x forgetTarget _target;
            _x reveal [_target, 4];
        };
    } forEach SPE_CDA_RevivableUnitsToTrack;
};```
#

pretty sure this is not helping and not the root cause

sinful kettle
#

so that code isn't doing anything

desert trench
#

i am testing with infantry and AI GL

#

(that said firing early also happens under player GL)

desert trench
#

enableDynamicSimulation not working when passed Object

sinful kettle
sinful kettle
#

trim command is buggy:
"x" trim [""" '", 0] returns ""

#

basically any string with length 1 becomes empty

#

same result for "x "

#

but " x" works fine

untold sky
#

on dev branch?

sinful kettle
#

was it broken on dev branch?

untold sky
#

I remember a report of that. thought it was already fixed

sinful kettle
#

nope. want a ticket?

daring wagon
#

I think I reported that a while ago, or was it another issue with trim?!?

dreamy bane
desert trench
#
#

is this worth reporting in the FT ?

sinful kettle
gray wharf
dusty star
#

Hello everybody,

9 months ago i asked if there is a chance if a certain bug could get fixed:
https://feedback.bistudio.com/T155018
The answer was that a person called reyhard might be able to fix it.
Nothing happend since then.
Does that mean it cant get fixed or that it got forgotten?
The Ticket didn't change so i got the feeling it got forgotten.

sterile nova
#

it might be fixable but none of the guesses in the ticket were correct so some additional tinkering is necessary

#

since it's bit more tricky issue, it might to wait till I have some more spare time for debugging

uncut briar
dusty star
untold sky
hallow sun
#

Would it be possible to get some more information in MpKilled ?
Like died to collision, died to script damage from script XXX, died to explosion ?
I wanted to log some additional information but it looks likes it only possible with perf heavy detections that are not really reliable

For example this could be used to detect car crashes on the client side but it doesn't trigger for crashes with helicopter or planes.
Killed EH

if(isNull _instigator && isNull _killer) then {systemchat "CAR CRASH!"};

So would be nice to have a easy detection of the death reason in MpKilled.
But i guess that's not something that is easily done ?!

livid sleet
hallow sun
#

Here something that might be interesting 308695689708437513
That is the reason for the stray entities i reported here a couple of times.
#perf_prof_branch message
#arma3_feedback_tracker message
#arma3_feedback_tracker message
etc

Repro *done on an almost empty server (1 player) (100 "frozen" ai) running at 90 Server FPS
Get a entities log via server exec
logEntities
Execute this in MP local on a client that has a backpack.

for "_i" from 1 to 100 do 
{ 
    backpackContainer player canAdd "U_I_CombatUniform_shortsleeve" 
};

Get another entities log via server exec and watch the stray entities pile up with every execution of the loop above.
logEntities
So you end up with thousands of these just because you use canAdd or canAddItemToBackpack which also had the same behaviour (probably more).

> Loc:0, ForDel:0, Dstr:0, DmgDstr:0, DmgDead:0, Sim:1, Inv: 0, AnyPl:0, Out: 0, NetID:6:23402, Pos: [0.000000][0.000000][0.000000], N:Supply40
> Loc:0, ForDel:0, Dstr:0, DmgDstr:0, DmgDead:0, Sim:1, Inv: 0, AnyPl:0, Out: 0, NetID:6:23403, Pos: [0.000000][0.000000][0.000000], N:Supply40

@untold sky sry for the ping but i thought you might wanna know.

untold sky
#

calling canAdd spawns stray entities?!

#

Do I interpret that right?

hallow sun
untold sky
#

Do you have FT ticket, I can get onto it next week

hallow sun
#

Ill make one

untold sky
#

I hope thats the only cause for this bug. If yes then its gonna be huge

untold sky
#

So the client executes canAdd, and that causes the entities to appear on the server right?

hallow sun
#

As seen here in the entitielog (From my personal debugging test/no other players on the server just "frozen" AI)

> Loc:0, ForDel:0, Dstr:0, DmgDstr:0, DmgDead:0, Sim:1, Inv: 0, AnyPl:0, Out: 0, NetID:6:23402, Pos: [0.000000][0.000000][0.000000], N:Supply40
> Loc:0, ForDel:0, Dstr:0, DmgDstr:0, DmgDead:0, Sim:1, Inv: 0, AnyPl:0, Out: 0, NetID:6:23403, Pos: [0.000000][0.000000][0.000000], N:Supply40
uncut briar
#

oof, can't wait to see what dedmen will find in here pepe_laugh

hallow sun
#

It was the same behaviour on the live server with different scripts using canAdd. (Trader, Player storage system or by just executing canAdd often)

gray wharf
hardy ledge
#

We still wanna try something different in order to see if it could actually cause the server to masskick all the players

untold sky
#

next week unless you do it first

#

I asked QA to transfer the ticket tomorrow

sinful kettle
#

is it a bug that loadFile can't load non-text files? meowsweats

#

preprocessFile works tho

gray wharf
#

most likely a safety feature, since it is supposed to return string

solid marten
sinful kettle
gritty moth
#

Can I give feedback here?

sinful kettle
gritty moth
#

It's a bug. Radio subtitles and server messages are often not displayed at all

steady panther
#

tracker is here

sinful kettle
obtuse mason
#

Just found a data bug:
[1945,9,31,18,27] is on my server 🙂

solid marten
untold sky
solid marten
#

you cannot unsee it

untold sky
#

goes to check

#

OMFG

tribal rivet
#

Yes. It's fine. It's all okay. We're totally fine with you OMFG-ing here without telling us what you've found! Carry on 😛

gray wharf
#

I expect a perfect memory leak now 😄

untold sky
#

Well aren't we happy that we have HACK_CREATE_ONLY_LOCAL_CONTAINER_ENTITIES 🤣
maxLoad does the same but it sets it correctly.

tribal rivet
#

Prefixing something with HACK_ is the programmer's equivalent of saying "With all due respect, sir". Anything goes after that 😄

untold sky
#

So to get the size of the object. The engine creates a instance of the object.
But if you create a uniform, it creates a hidden uniform container entity in the background.
And because uniform inventory is global, that container entity is global by default.

So it creates a temporary uniform, creates a container entity which it sends to the server and everyone else, but the uniform itself was never sent because its a local only temporary.

So people get the hidden container entity, but never the uniform it belongs to

gray wharf
#

shouldn't the container be deleted after some time though?

untold sky
#

if you do createVehicle, does it delete itself after some time? no

gray wharf
#

containers do ground weapon holders do

#

(which is why you have "GroundWeaponHolder**_Scripted**" and "WeaponHolderSimulated**_Scripted**" version)

untold sky
#

specifically weapon holders have special code for that yeah

gray wharf
#

ah, I thought every holder

but yeah it's not fixing the root issue indeed

solid marten
untold sky
#

Mh yeah actually I don't know how these container entities are cleaned up 🤔

#

I thought the inventory item itself takes care of deleting it when it goes away, but I can't find that.

#

Now I wonder what happens when you spawn a thousand uniforms, and delete them again

gray wharf
#

I hope for a gentlemen, we got the bug moment

untold sky
#

Ah I found how they are deleted..
And it makes me very unhappy.

#

They only get deleted when you use a RemoveEntityHelper while you are deleting it...
Now what are the chances of the code everywhere reliably having that....

#

Okey script commands that remove uniform/vest have it.
And when supply's are deleted (vehicle inventory, weapon holder inventory, items inside uniform/vest/backpack) has it too.
And a units inventory getting deleted (when unit itself is deleted) also has it.

I can't think of anything else 🤞

But its always bound to the actual item that owns the container, being somewhere.
In the bug that El'Rabito/KK found the container isn't assigned to any item. It isn't "somewhere"

hallow sun
#

Only found it because I wanted to add a dlc indicator to our trader and while browsing long through trader interfaces I had internet problems and got kicked. Thought it's a game bug so I started a logentities and I saw all the trash entities. Couple of hours later I had it nailed down to canAdd.

untold sky
#

This has been a problem for years and noone had a clue where it came from

#

And because we now know whats going on here, I found a way to detect this happening.
So we'll now get a popup alert if something similar happens again.

untold sky
#

Aaand it works

#

KK implemented the fix, I implemented the detection for future (though its diag exe only). Gonna be on profiling branch early next week.

solid marten
#

Nice!

hallow sun
untold sky
#

I'll try to remember later

untold sky
#

But it seems like its actually cleaned up. But later than it should've been

#

yep it is. Not actually a leak

solid marten
lean mica
#

Question. Is it possible to disable Arma3 Units at 3den MP preview? It is frustrating to wait when service is dead

untold sky
#

no

daring wagon
#

Could he reduce the timer that was introduced recently?

lean mica
#

Could he...
By is it possible I mean: is there any chance, that developers will implement condition to skip this check.

untold sky
#

Not planned yet

sinful kettle
#

Found another command with incorrect ret type: ropeSegments

#

says returns OBJECT; should be ARRAY

gritty moth
#

And I couldn't find a place to enter the script...

solid marten
#

thanks

obtuse mason
#

Guys, so what about that date bug above? Should I create a ticket or something?

solid marten
#

yes

sinful kettle
gray wharf
dreamy bane
#

I think the rendering of CT_SHORTCUTBUTTON is broken because it renders half of the image when using small buttons . Screenshot: https://imgur.com/a/5qv7Nbh

#

with bigger buttons it renders them fully

#

ticket time?

lean mica
solid marten
#

Nothing definite

restive bone
lean mica
#

Vehicle countermeasures tightly connected to current effectiveCommander. Can it be separated or this is somehow related to AI?
RHS vehicles have two types of countermeasures but in multiplayer they always screwed.

fresh hawk
#

I'm not sure if this has been asked before (I'm sorry if it has):
Would it be possible to be able to pass arguments to https://community.bistudio.com/wiki/Arma_3:_Scripted_Event_Handlers (to BIS_fnc_addScriptedEventHandler and maybe BIS_fnc_removeScriptedEventHandler)and to get the event's ID (and possibly name) within the executed code (just like https://community.bistudio.com/wiki/addMissionEventHandler )?
Currently I believe the only option to pass both arguments and eventID is to pass it via a namespace variable, which is viable, but it would be nice to be able to pass/get them to/from the code directly.
Can make a ticket if it's going to be considered.

sinful kettle
fresh hawk
sinful kettle
fresh hawk
#

Wasn't sure if that applied to BIS_fnc_addScriptedEventHandler - but it makes sense that it would. Thanks for clarifying!

sinful kettle
fresh hawk
sinful kettle
#

I just noticed we have commands called countSide, countFriendly, countEnemy and countType
would it be possible to add "select" variants? e.g. arrayOfObjs selectSide side and arrayOfObjs selectType arrayOfTypes (the array of objs being on the left, unlike those commands where the array is on the right and look weird and unnatural, like the count command) for faster selection than ARRAY select CODE?

unborn acorn
daring wagon
#

Would it be possible to introduce a new value to the mission.sqm which is always unique to the mission and does not change unless manually changed inside the file? I would like to store some data that is only valid for the specific mission, but briefingName, missionName, missionNamesource can all change.

untold sky
#

Every mission contains randomSeed=8307455;

#

actually they have multiple randomSeed's in them meowfacepalm

daring wagon
#

Yeah I looked at randomSeed but was not sure what it does. Wiki says it's for randomcommand

untold sky
#

but its unique per mission, so if you could pull it out of sqm that might do it?

daring wagon
#

If it's unique then it's all good.

uncut briar
#

As we're talking about the randomness... the RNG generator in arma seems weird.

Like if you put 30 objects with 75% presence quite often you will get either very few or almost all of them present.

#

I've not done any scientific tests but also with selectRandom it sometimes feels like you're getting same results too many times in a row.

#

I guess its code might be quite old and old RNGs were not that good.

#

|| Might be also just some sort of observation bias. ||

uncut briar
#

Yeah.

solid marten
#

random means exactly that, random, unless there is some sort of pattern or order it is random

gray wharf
tribal rivet
#

I raise you: XKCD
Wasn't this comic drawn after the Sony security fiasco? (or another console - I don't remember anymore)

uncut briar
tribal rivet
gray wharf
#

heh!

tribal rivet
#

I think I seem to remember that the group who did the jailbreak used that drawing in their CCC slides about the hack 🙂

devout wave
#

Do you ever wonder about the people who make tickets about items being despawned and set the category to "Advanced Flight Model"
Is it that they think AFM causes bodies to fly away...?

untold sky
#

A is probably at the top? 😄

nimble veldt
sinful kettle
restive bone
#

Hm whats the games 'official' spelling of Chemlight?

#

Because the item/grenade is called Chemlight(<Color>)

#

But the 3den module is called Chem light

#

this is with english language selected

devout wave
gray wharf
sinful kettle
#

Craft a campfire
Craft a sharpened stick
Put meat on stick
Roast meat (without clothes and with clothes)
🤣

gray wharf
#

all fixed, thx 👍

sinful kettle
#

@untold sky did you make some changes to static weapons get in action? I seem to remember there was a change but I'm not sure

#

the game doesn't show the get in action for "B_GMG_01_A_F"

uncut briar
#

try from the front

#

do you have any other scroll actions? There was some fuckery with reversed get in dir mempoints and action not showing due to that if you have no other actions on the list.

sinful kettle
#

the HMG variant does have action

untold sky
sinful kettle
#

I think that caused that specific object to be broken meowsweats

untold sky
#

We should've updated all affected objects

untold sky
sinful kettle
#

yes

#

btw wasn't this fixed already?