#arma3_feedback_tracker

1 messages Β· Page 41 of 1

sinful kettle
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iirc there was a duplication bug that was fixed already

#

not sure if it was that one

untold sky
#

dunno, try it?

sinful kettle
#

well it's not πŸ˜…

#

tried it on dev branch

untold sky
#

Well what is written on the FT ticket for it?

sinful kettle
#

wasn't the ticket private? (like all other "exploit" tickets)

untold sky
#

If it was created by you you can see it πŸ˜„

#

if not, make a new one

sinful kettle
untold sky
#

Please make a new ticket :sadcat:

sinful kettle
#

you deleted it?! now I have to type all that text! notlikemeowcry

untold sky
#

I copied it before, in case you needed it

sterile nova
#

B_GMG_01_A_F is autonomus variant and you shouldn't be able to get inside it

sinful kettle
#

it is? meowsweats

#

oh, you're right... meowfacepalm

#

I always spawn all vehicles using Alt+Click. didn't even notice it doesn't have any gunner...

sinful kettle
solid marten
sinful kettle
#

I don't think so thonk
let me try again

#

no it's correct thonk
let me try without mods...

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I can also repro in vanilla. let me upload a video there

solid marten
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what am I looking at? When you add that backpack it is filled with config values

    INCLUDE INHERITED ENTRIES: false
    SHOW CLASSES ONLY: false
    UNLOCALIZED TEXT: true
    CONFIG PATH: bin\config.bin/CfgVehicles/B_AssaultPack_mcamo_Ammo
    SOURCE ADD-ON(S): A3_Weapons_F_Ammoboxes
*/

class B_AssaultPack_mcamo_Ammo: B_Carryall_mcamo
{
    author = $STR_A3_BOHEMIA_INTERACTIVE;
    _generalMacro = "B_AssaultPack_mcamo_Ammo";
    scope = 1;
    class TransportMagazines
    {
        class _xx_30Rnd_65x39_caseless_mag
        {
            magazine = "30Rnd_65x39_caseless_mag";
            count = 6;
        };
        class _xx_100Rnd_65x39_caseless_mag
        {
            magazine = "100Rnd_65x39_caseless_mag";
            count = 1;
        };
        class _xx_NLAW_F
        {
            magazine = "NLAW_F";
            count = 1;
        };
        class _xx_HandGrenade
        {
            magazine = "HandGrenade";
            count = 2;
        };
        class _xx_MiniGrenade
        {
            magazine = "MiniGrenade";
            count = 2;
        };
        class _xx_1Rnd_HE_Grenade_shell
        {
            magazine = "1Rnd_HE_Grenade_shell";
            count = 3;
        };
        class _xx_3Rnd_HE_Grenade_shell
        {
            magazine = "3Rnd_HE_Grenade_shell";
            count = 1;
        };
        class _xx_10Rnd_338_Mag
        {
            magazine = "10Rnd_338_Mag";
            count = 2;
        };
        class _xx_20Rnd_762x51_Mag
        {
            magazine = "20Rnd_762x51_Mag";
            count = 2;
        };
    };
    class TransportItems
    {
        class _xx_FirstAidKit
        {
            name = "FirstAidKit";
            count = 4;
        };
    };
};
sinful kettle
#

oh meowsweats
I thought when you add a new backpack using that command it is supposed to be empty

daring wagon
uncut briar
#

It's not supposed to be empty.

#

Get base variant if you want empty one. These are for AI/created units.

daring wagon
#

I added a note on the biki

solid marten
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Dunno, it was long time ago when I could just confirm immediately if you needed to empty added backpack if you needed empty backpack. I expect there are empty variants

sinful kettle
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yeah thanks. I see now meowsweats
double facepalm in a row meowfacepalm

sinful kettle
untold sky
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Leopard having a good day

sinful kettle
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the first 3 tickets on FT rn are spams

gray wharf
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not anymore

sinful kettle
gray wharf
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I would really like to see a filter for: any message with an embedded URL from a user < 1 day old bans the person (direct URLs might be OK)
it would cover 75% of the cases

devout wave
#

There would have to be a clear warning about that so people don't get banned for trying to link videos of bugs or Steam screenshots or whatever

gray wharf
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yes of course
I mean embedded URL as "link shown as normal text" not an https://… thing

since the support is dropped, maybe I can fiddle something at one point who knows
or it will be replaced by something else perhaps

devout wave
gray wharf
sinful kettle
#

first 2 tickets on FT are spam

sinful kettle
#

no takers?

gray wharf
sinful kettle
gray wharf
turbid terrace
#

Hey, just found out a bug/feature that CfgAISkill >> aimingSpeed[] changes the speed of turrets movement on a player.
For example:
class CfgAISkill { aimingSpeed[] = {0,0,1,0.1}; };
Turrets turn very slowly and aimingSpeed[] = {0,0,1,0}; completely halts the turrets and locks the camera too after moving once or twice. Static weapons and turrets on vehicles.
Don't know if it's intended but I think it's unknown.

limpid rune
#

how are you testing it? if you're using remote control from zeus the AI subskills will apply to the unit still

turbid terrace
#

Sitting fresh on a static weapon, just my addon for changing skill.

limpid rune
#

does it do it if you use keyboard controls for the turret turning, believe its arrow keys by default

#

reason i ask is that the keyboard controls have always been faster to me so wonder if it might just be mouse thats affected

turbid terrace
#

Tested, both get slower.

devout wave
#

Does only the config value have this effect, or can it be caused (or un-caused) by setSkill?

sinful kettle
gray wharf
desert trench
#

it seems displayAddEventHandler remains persistent if you use the restart button (at least while in Eden)

#

this seems not correct, or is it?

#

can someone confirm that?

#

another strange problem

#
Tried to create group while group limit is reached on side Game Logic
βž₯ Context:     [] L31 (A3\functions_f\Modules\fn_initModules.sqf)
    [] L19 (A3\functions_f\Modules\fn_initModules.sqf)
    [] L22 (A3\functions_f\Modules\fn_initModules.sqf)
    [] L23 (A3\functions_f\Modules\fn_initModules.sqf)```
#
p:\a3\functions_f\initfunctions.sqf
588         [] call bis_fnc_initModules;

p:\a3\functions_f\modules\fn_modulehandle.fsm
217                         init = /*%FSM<STATEINIT""">*/"_modulesActivate spawn bis_fnc_initmodules;" \n```
these are the only two instances i can find the function called
#

initFunction.sqf calls it only when

//--- Mission only
if (_recompile in [3,5]) then {```
as the problem happens mid mission, no idea if recompile can happen at that point
#

initModules has this:

//--- Create groups for module categories
_sideLogic = sidelogic call bis_fnc_sideID;
{
    _category = configname _x;
    _side = getnumber (_x >> "side");
    if (_side == _sideLogic) then {
        _groupVar = "bis_fnc_initModules_" + _category;
        _group = grpnull;
        if (isserver) then {
            _group = creategroup sidelogic;
            missionnamespace setvariable [_groupVar,_group];
            publicvariable _groupVar;
        } else {
            _group = missionnamespace getvariable [_groupVar,grpnull]
        };
        _group setgroupid [gettext (configfile >> "cfgfactionclasses" >> _category >> "displayname")];
    };
} foreach ((configfile >> "cfgfactionclasses") call bis_fnc_returnchildren);```
so each call should create new logics for all cfgfactionclasses with sideLogic - no reuse or caching
this looks like a design problem/weakness
solid marten
sinful kettle
#

or do setVariable vars get reset but EHs don't? meowsweats

untold sky
desert trench
#

(findDisplay 46) displayAddEventHandler ["KeyDown",

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executed from mission's init.sqf with waitUntil {!isNull (findDisplay 46)};

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i will confirm tomorrow and post on A3 FT

sinful kettle
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I expect that even if you didn't have the problem after restart, you'd still have the problem after loading a save thonk

desert trench
#

sure. easy to do - just wasnt aware of that behavior

desert trench
#
#

has also a funny quote at the end πŸ˜›

#

On 12/8/2019 at 10:16 AM, killzone_kid said:
I think there is a bug with UI event handlers that do not get removed from display

Dedmen:
Would make me happy if there was a ticket with repro :3

untold sky
sinful kettle
#

I suppose this is an easy (and very useful) feature to add:
https://feedback.bistudio.com/T163473
just add two other surf properties, which I'm pretty sure are already known when you know the surface
maybe even return the whole surface (3 pos) thonk

gray wharf
#

thanks, cleared

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(this joke will never fail to make me laugh)

untold sky
#

selection probably maybe, surface material probably, verticies no 😾

gray wharf
#

otherwise model hacking made easy 101

sinful kettle
# gray wharf otherwise model hacking made easy 101

since when do the GEOM/VIEW/FIRE/etc. lods count as "model hacking"?
nobody rips models from those. they are simulation lods and do not represent the model

they have no texture, and they're modified and low-poly...

vocal abyss
sleek scaffold
#

And also on the ammunition event handling area... I was told a long time ago that the fact that ammunitions (bullets) hitting units on limbs also damage other adjacent parts, for example a chest shot would also damage the head a little bit or the other way arround? was due to a "design decision" so that limb damage can also be eventually deadly?... I was wondering if it would perhaps be a better and more performance friendly method to keep that mechanic only when said "limb" or "first hit" part is 100% damaged and not all the time like it currently is... what do you think about that?

azure crane
sinful kettle
azure crane
gray wharf
azure crane
#

I don't know much about Phabricator besides that the official support is ded since last year, but I bet there must be a community plugin or anything to make the additional step

old crystal
#

Hi, after the 2.08 Update on my mission the BIS_fnc_taskCreate doesn't work anymore.

thorny monolith
#

hi

#

how do i joing arma server

devout wave
#

Very happy to finally have disableBrakes to complete some projects. It does work fine as-is, but there are a couple of peculiarities about it that would be cool to smooth out: https://feedback.bistudio.com/T163652

somber elm
#

https://feedback.bistudio.com/T126282
Is there any chance this could get looked into, seeing as its been years and not much dev attention put into it? At least to know if this is something difficult to solve.

devout wave
untold sky
untold sky
devout wave
devout wave
# untold sky "The mission also has a tow system included that lets you disable brakes on vehi...

My system does use setTowParent, and it works without disableBrakes as well. However, practical testing indicates that autobrakes at low speed or when stopped are still active on the towed vehicle, meaning sometimes it can be excessively hard to get moving, and if you're towing at low speed the brakes can sometimes engage. So when disableBrakes arrived, I just added it to my system as a QoL thing since it doesn't have much overhead.

#

Also because it will be hilarious when people hard brake at 70kph without re-engaging the towed vic's brakes and get sent to space

atomic walrus
#

I hope here is the right place to put my bug reports for some bugs that annoy me for a long time. Maybe there redundant but maybe it is the good time to address that now again πŸ˜‰

#

(1) Weapon-Optic transfer from dead body's suit freeze Inventory

  • start VR
  • create OPFOR Soldier with Katiba (player)
  • create Viper
  • Start Scenario
  • kill Viper and open his Inventory per key "I"
  • take your own ACO and put it in your suit
  • switch your suit by right klick on Viper suit
  • open your old suit (witch is laying on the ground) by double klick
  • try to mount your old ACO by right klick or Drag and Drop on the Slot of your weapon -> doesn't work (and all following Inventory transfers to your soldier. Only close dead soldier inventory and reopen and then drag and drop to your inventory first is working).
gray wharf
atomic walrus
gray wharf
#

n o πŸ”¨ πŸ‘€ πŸ˜„

untold sky
#

inventory issues are fun

devout wave
gray wharf
untold sky
gray wharf
#

don't praise the good bug reports or there will be even more!!1! pikachusurprised

atomic walrus
untold sky
#

lol I take it back that script doesn't work

#

it checks if projectile is still alive one frame after it was triggered (btw you can use diag_frameNo instead) but, most projectiles trigger only on next cycle.
And some projectiles just stay alive after getting triggered, like smoke grenades or flares

#

Even with mines it doesn't work. A simple explosive charges does a "beep beep beep.. boom" when triggered

#

that takes like half a second

#
player addEventHandler ["FiredMan", {
    params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"];

    if (isNull _projectile) exitWith {};

    systemChat str [_thisEvent, _weapon, _projectile];
    diag_log [_thisEvent, _weapon, _projectile];

    _projectile spawn { 
        sleep 0.2; 
        systemChat "trigger!";
        triggerAmmo _this; 
     } 
}];

My test is more fun, when UGL grenades, RPG rockets and hand grenades and mines just explode infront of your face

sinful kettle
#

inputAction doesn't seem to work with user actions (modded keybinding). it always returns 0
is that a bug?

untold sky
#

I tested that

sterile nova
#

I'm also using it in RHS in many places and so far no one reported that. Are you using some specific key combination?

sinful kettle
#

well it's Right Ctrl + \ and Left Ctrl + \

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let me see if it's related to the keys...

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nope meowsweats

#

I test it like this btw:

addUserActionEventHandler ["DBUG_OpenConsole", "Activate", {
    systemChat str inputAction "DBUG_OpenConsole";
}];
#

works for vanilla actions tho thonk

sinful kettle
#

well anyway instead I'm gonna make a feature request: bool = [DIK_CODE, shift, ctrl, alt] canActivateAction "ActionName"

#

to override actions using display keyDown meowsweats

#

or even better:

getKeyString [DIK_CODE, shift, ctrl, alt]

then using a hashmap to match it against actionKeys ["action"] for fast key overridingthonk

sterile nova
#

ah, I'm using in on frame loops

untold sky
#

I checked in debug console watch fields

#

It might be that specifically inside that handler its not yet set πŸ€”

sinful kettle
#

no I also tried each frame

#

it's always 0 meowsweats

sinful kettle
#

I'll test it

sterile nova
#

btw: I was wondering if it would be possible to expand setVehicleCargo and add optional param to set cargoAlignment

untold sky
#

what alignment, example values?

#

left/center/right?
Can't, these need to stay the same for every object in cargo due to how cargo thing was made

sinful kettle
#

weird... I just tested another action and it works meowsweats
I'll keep looking

sinful kettle
untold sky
#

πŸ€”

#

should be independent of UI

sinful kettle
#

well repro is simple:

addUserActionEventHandler ["ReloadMagazine", "Activate", { 
createDialog "RscDisplayEmpty";
systemChat str inputAction "ReloadMagazine"; 
}];

shows 0. if you remove the createDialog line or replace it with findDisplay 46 createDisplay "RscDisplayEmpty" it works meowsweats

#

should I make a ticket so you can take a look?

untold sky
#

tickeht

#

yes

#

even more tickets :owoyay:

sinful kettle
#

btw may I suggest an optimization for nearestTerrainObjects?
when radius is large, I think the command has to do many reallocations because it doesn't know beforehand how many objects it'll return right?
so this means the command is too slow for people who want all terrain objects.

if that's the case this simple check will significantly speed up the command for those people, since I think the game already knows how many terrain objects there are and you can just allocate once and return them all:

if (is2D && radius >= worldSize / sqrt(2) && center.x == worldSize/2 && center.y == worldSize/2) {
//return all objects

}

this check can also be made to work with all centers too, as long as the circle encompasses the square (terrain), but that's a bit slower (tho this one is not 100% accurate either since it only considers the upper bound, but it's much faster than the actual equation)

if (is2D && radius >= worldSize / sqrt(2) && distance2d(center, {worldSize/2, worldSize/2}) <= radius - worldSize / sqrt(2)) {
//return all objects

}

what do you think? is my assumption even correct?

turbid terrace
#

High Command is broken on Profiling v3, was working around prior 2.08.
hcAllGroups player report the HC groups of player at start but after clicking HC button or hcShowBar true, it returns empty array and bar never shows up.

untold sky
#

The main problem is more likely that its just single threaded.
Iterating through all objects, doing type checks and sitance checks for each of them, a somewhat badly written check if the mapType matches.. mapType matching even being checked if you didn't provide any and don't even want to check for it..
And the sorting by distance at the end

sinful kettle
gray wharf
#

(you may prefer a (getA|a)llTerrainObjects?)

sinful kettle
#

Well many existing scripts already use this command so they can benefit too... meowsweats
tho I don't really mind as long as it works...
but I think making a few changes to an existing command is easier than implemeting a new one too

gray wharf
#

oh no, legacy code support πŸ˜–

untold sky
gray wharf
#

I believe a TerrainObject in that case is something baked with the terrain, so always within the world's boundaries and non-spawnable?

#

it should be a quite "static" array ("static" not in dev term hey πŸ˜›)

untold sky
#

Is there really a common use case where you want ALL terrain objects?

#

And even then not sure if we can preallocate without iterating through the objects twice
I don't know if we have a "number of objects" value

gray wharf
#

(…unless everything is mixed together)

untold sky
#

its not an array its a QuadTree

sinful kettle
sinful kettle
sinful kettle
#

Anyway for now I just wanted to see if it's possible and if the perf improvement is worth it (like a few times faster) πŸ˜…
If you think my use case isn't good enough we'll discuss this again when I'm done with what I'm doing πŸ˜‰

untold sky
#

removing all distance and type checks will make it a few times faster yes

#

but optimizing for such a rare special case?
Might make more sense to use multithreading to optimize all cases

sweet mulch
#

Hi Guys I have a dedicated server that is restarting just after restart with Exception code: C0000005 ACCESS_VIOLATION at 00000000
Exception code: C0000005 ACCESS_VIOLATION at 00000000
Exception code: C0000005 ACCESS_VIOLATION at 00000000
Exception code: C0000005 ACCESS_VIOLATION at 00A2EB62
Exception code: C0000005 ACCESS_VIOLATION at 00000000
Exception code: C0000005 ACCESS_VIOLATION at 00000000
Exception code: C0000005 ACCESS_VIOLATION at 00000000
cpu: Intel(R) Xeon(R) CPU X5687 @ 3.60GHz
graphics: No
resolution: 160x120x32 ANY IDEAS WHAT IS CAUSING IT

sinful kettle
woeful novaBOT
#
Arma RPT

Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.

To get to your RPT files press Windows+R and enter %localappdata%/Arma 3

Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files

To share an rpt log here, please use a website like https://sqfbin.com/ to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.

untold sky
atomic walrus
#

I've "surfed" a little bit through the FT and I am found some tickets that are open but abandoned for years. For my feeling it would be good to have some tidy place (The Mr. Monk in me want get rid of it πŸ˜„ ). So would ask for someone that has the power to close some of tickets especially:

-> For that I would to suggest:
(1) Try to reproduce the bug. If not reprocable, go to point (2)
(2) To write to the subscribers and ask if the bug is still present and ask for new information. If no one answer after a certain time with negative answer (bug is still present).
Then ticket can be closed.

devout wave
#

I think there are some people who do that already, but there are, like. a lot of tickets, and a lot of them are...junk. it's taking a long time to go through it all.

regal nimbus
#

Oh, found someone with that ATOC bug a couple of weeks ago.

#

Or possibly just something that looked a lot like it.

untold sky
#

Yeah in general all game crashes older than 2020 can just be closed because even if they have proper data they are just not relevant anymore
But who wants to spent hours closing ticket that noone would ever look at

atomic walrus
#

maybe someone who spill out endorphin from closing bug ticketsblobcloseenjoy

gray wharf
gray wharf
tribal rivet
#

Too bad you can't do a "Category:Game Crash" search in Phabricator

atomic walrus
#

Mh I think this will be a long term endeavour. So here might be enough

tribal rivet
#

In case the query becomes invalid in the next five minutes: I literally just searched for "crash", tags ""Arma 3", status "Open"

loud bear
untold sky
#

"common" not "two mods do it and run it once per mission"

sinful kettle
untold sky
#

Even if I make it 10 times faster.
How much time do you save? a tenth of a second over a several hour long mission?

#

okey then a second over a several hour long mission.

devout wave
#

It's not something I use personally so I can't speak to how much of a real-world benefit it would be, but it seems like it could make sense for getAllHitPointsDamage to have an option to return a hashmap rather than that awkward-looking array of arrays

lean mica
#

Same for namedProperties

sinful kettle
sinful kettle
#

using createHashmapFromArray

sinful kettle
#

the new syntax for the insert command supports this: hashMap insert [splitArray, [keysAndValues]]

devout wave
gray wharf
sinful kettle
gray wharf
sinful kettle
#

Can we get a command that returns the ID of a terrain object directly please? So that we can use it easily with nearestObject without any awkward workaround?
https://feedback.bistudio.com/T163749

solid marten
sinful kettle
solid marten
#

i know, i am curious how you pack 3 arrays into hash map

devout wave
#

Well, the arrays are related to each other, right? So the key would be the hitpoint name, and the 2 values would be the damage and...whatever the other thing was

sinful kettle
sinful kettle
gray wharf
sinful kettle
#

I typically don't even open the ticket... meowsweats
I just rclick on the ticket in the main page and copy its link πŸ˜…

untold sky
sinful kettle
#

maybe I have a mod or something that's doing nearestTerrainObjects without my permission?! meowsweats

#

no also faster in vanilla... thonk

untold sky
#

nope just checked to make sure, no change.
mhhh... although

#

could potentially be related to the moving instead of copying change, but only if your thing returns lots of things.
And also there is still a bad thing in that command specifically where it copies twice instead of moving once

sinful kettle
untold sky
#

I'm pushing a improvement tomorrow, but probably not gonna do much

sinful kettle
finite anvil
untold sky
#

Ugh

#

The inventory system is less than nice to fiddle with

#

I wanted to do that a couple times, thought about how much effort it'd be, and then just didn't do it

atomic walrus
gray wharf
#

the company will make a pizza party for you*

atomic walrus
#

The inventory system needs you. There are more than one thing in it that are clunky. Maybe you stumble over it on your way to fix this one bug. πŸ˜‰

sleek scaffold
#

Maybe if we wait a while Leopard will be promoted to honorary dev and he could take a look at it. He is quite good at UI stuff and ded could really use a couple more hands. Our beloved cat is greatly underused almost exclusively as an ultra competent and technical tester but he could be so much more with some BI love πŸͺ€

solid marten
solid marten
#

what are the stacks?

atomic walrus
solid marten
#

yeah

#

so the bug is?

atomic walrus
#

when you click on one stack by right click as long as the stack is transfered to another place, the stack doesn`t stands still in the order of the items in your inventory. It "jumps" through your inventory (change the position). You have to check after every right click if the stack is already under your mouse cursor or not. When not, you transfer a unwanted item.

solid marten
#

huh? never noticed, could you make a video?

regal nimbus
#

I assume it's because it's re-sorting the inventory after each click, but yeah, it's quite annoying.

#

Highest-weight piles go to the top or something.

atomic walrus
#

not at moment. but the steps to reproduce are really easy

solid marten
#

ok gimmie

atomic walrus
#

I think it is related to the order of taking the items

solid marten
#

i need some repro

atomic walrus
#

I know it is mybe not a big thing in SP but MP with many loot like "Dynamic Bulwakrs" or "Escape from..." were you change whole suits or backpack and transfer the content back. It kills you.

atomic walrus
#

start VR
create OPFOR Soldier with Katiba (player)
create Ifrit
start scenario and open inventory of ifrit
select your inventory and put random different items in vest (for example many smoke grenades but in random order) to create different stacks of items
then put the stacks back into the ifrit by right clicking on the stacks in your inventory (put back single items)

-> position/sort of items/stacks in your inventory change (pseudo?)random by right clicking

solid marten
#

no can’t repro, slots don’t move, only disappear when you take all items then stacking changes but not the order

#

i need video

atomic walrus
#
  • make your vest empty (into ifrit)
solid marten
#

yes

atomic walrus
#
  • take in random order only some grenades to create maybe 4 stacks
#
  • put stacks back one by one per right click into ifrit's inventory as long stack is gone
#

-> position of items change in your vest sporadic

solid marten
#

ok got it

#

yeah annoying

regal nimbus
#

The worse inventory glitch in Escape is where you swap your vest with one from a corpse and then can't pick up or open the one on the ground.

atomic walrus
regal nimbus
#

game-wrecker, that one :P

sleek scaffold
#

I've had so many inventory bugs that only perhaps a full rewrite would probably fix them all

solid marten
#

the ticket is already assigned to @untold sky

sleek scaffold
regal nimbus
#

oh yeah, that's another one. Haven't hit that much myself though.

sleek scaffold
#

And don't even get me started in multiplayer, plenty of items duplicate and/or aren't pick able while they should...

#

A couple months ago there was an Ai body with a rifle, all the player in our MP session could pick up the rifle and it would not delete the original one so it would duplicate the rifle on every player pick... and then players couldn't drop/unequip the rifle anymore.... suddenly there were like 20 of the same rifle on the floor and on the player's inventory and they couldn't drop it! 🀣 πŸ˜… (Only for me, the host, was that Ai's inventory working properly)

solid marten
sleek scaffold
atomic walrus
regal nimbus
#

I feel like more recently that's less likely to work.

#

Hell, it might even be common enough for a repro these days.

untold sky
lean mica
#

I think best would be name + some kind of item type. So grenades close to grenades. Mags to mags etc

solid marten
sleek scaffold
devout wave
gray wharf
#

do not tamper with anti-theft devices!

devout wave
#

I'd be interested to learn what actually caused this once it's fixed. I wouldn't have expected the Hatchback of all things to have special properties that make it behave differently in this respect. (Especially properties that aren't inherited by the Hatchback Sport)

untold sky
#

I wouldn't have expected that either

desert trench
#

this sounds very much like a fix Ondra did late in A2/OA - maybe it wasnt merged?

#

@waxen tundra do you still have that on one of your lists?

#
#

[88850] Fixed: AI was sometimes able to reveal a unit which has detonated a satchel

alpine tulip
#

Torture Dedmen idea: screenToWorld but it also takes distance from camera

1000 screenToWorld getMousePosition```This returns 1000m from the camera
alpine tulip
#

Well, I'm suck at English /s

Instead of the surface pos xy as the regular syntax does, this returns position xyz. My usecase is to detect object at where my mouse is

#

positionCameraToWorld can recreate the thing, but it's not really reliable as far as I made

sinful kettle
#

Instead of the surface pos xy as the regular syntax does,
screenToWorld only intersects with terrain tho

alpine tulip
#

That's the point, so it's not reliable source to make a lineIntersectsSurfaces execution when the camera looks the sky

sinful kettle
#

oh so that's what you mean meowsweats

alpine tulip
#

You know my brain is not really working well

#

Alternative non-existent so far syntax solves it

sinful kettle
alpine tulip
#

But not really sure if it does for literally everyone else

#

Since everyone uses different settings and screen

sinful kettle
#

wasn't there a command that returned FOV and aspect ratio? thonk

lean mica
#

getResolution?

sinful kettle
#

ah right πŸ˜…

#

@alpine tulip

fnc_screenToWorld = {
    params ["_screenPos"];
    
    _screenPos = _screenPos vectorDiff [0.5, 0.5];
    _res = getResolution;
    
    _m = _res#4;
    _aspect = _res#7;
    positionCameraToWorld (vectorNormalized [
      _screenPos#0 * tan (45/2) * _m * _aspect,
      -(_screenPos#1 * tan (45/2) * _m),
      1
    ] vectorMultiply 1000);
};

onEachFrame {
    _p1 = positionCameraToWorld [0,0,0];
    _p2 = [getMousePosition] call fnc_screenToWorld;
    
    drawLine3D [_p1, _p2, [1,0,0,1]];
    
    drawIcon3D ["", [1,0,0,1], _p2, 0, 0, 0, "0"]
};
#

works on my system at least πŸ˜…

#

it's a bit slow tho... meowsweats

untold sky
sinful kettle
sinful kettle
alpine tulip
#

Hm, good to know

sinful kettle
unborn acorn
gray wharf
elder nova
regal nimbus
#

Oddly enough it probably works better with RHS that way.

#

Vanilla tanks seem to take a good chunk of hull damage even if the round doesn't penetrate (IIRC six frontal PCMLs to kill), while RHS tanks can just soak non-penetrating rounds indefinitely.

desert trench
#

Setting invalid pitch 0.0000 for B Alpha 2-2:1 REMOTE
Setting invalid pitch -32257595280994599000.0000 for C Alpha 2-1:1 REMOTE

#

previously only seen these with 0. the negative value is new AFAIK. something worth to report?

untold sky
#

also noticed that, wanted to look into it

desert trench
solid marten
#

some garbage value of unitialised variable that causes undefined behaviour

desert trench
#

user land variable or engine internal?

solid marten
#

engine maybe. undefined behaviour is just that, so it was 0 and now it is -gazillion tomo could be +42

alpine tulip
#

Is β€œretexturable proxy” aka β€œweapon accessories with hiddenSelections” really a won't happen thing?

untold sky
#

no

#

atleast config one is somewhat easily possible

alpine tulip
#

β€œconfig one”?

untold sky
#

config hiddenSelections
no setObjectTexture script command

alpine tulip
#

Well I mainly asked this for the weapon accessories so setObjectTexture was not a thing after all, no?

untold sky
#

I don't understand the question

#

I already answered both?

alpine tulip
#

I meant I tried to clarify that I didn't thought about the possibility of setObjectTexture but just hiddenSelections and hiddenSelectionsTextures for accessories

sinful kettle
#

hiddenSelections and hiddenSelectionsTextures for accessories
I thought this is possible already meowsweats

sleek scaffold
untold sky
#

Possible, but that doesn't really fix the issue that both engine and mods expect it to be a mod class.
Engine I can fix, mods eh

sleek scaffold
#

Mission makers usually don't want to go though all the trouble of creating and maintaining a mod just so they have have custom and proper marker icons for their missions, and what ends up happening is that they are forced to use military icons to represent things on the map that the players end up being confused about 😦

devout wave
untold sky
#

no, it wouldn't. It would be about the same amount of work

#

for both engine and mods.....?
It just reads both, seperately, after eachother

devout wave
#

This might just be because I'm not very smart, but here's what I'm seeing:

  • description.ext cfgmarkers is technically possible, depending on priorities
  • the engine will accept description.ext classes as valid classes
  • mods will still be able to define custom classes as before by modifying the main cfgmarkers
  • mods should be able to accept both ordinary and description.ext cfgmarkers classes as valid
  • this fills the original request for missionmaker-defined custom markers
    ...what's the unsolved problem, other than the amount of dev time required to implement?
lean mica
#

What is the issue with mods? Classnames collisions?

untold sky
#

mods should be able to accept both ordinary and description.ext cfgmarkers classes as valid
Mods need to be adjusted to ALSO look in mission config and also handle correctly when entry exists in both

#

this fills the original request for missionmaker-defined custom markers
Which I already denied a couple times due to the above mentioned issues

lean mica
#

As much as I understand classes defined in description ext can not be appended to main config?

untold sky
#

correct

lean mica
#

So mods will not break. They just will not know about new markers. Maintainers can add additional config lookup without rush

untold sky
#

They will break if they cannot know about new markers

#

They will know about the new type when a marker has been placed down.
Then fail to retrieve that info which is impossible because the game gets the info from same place so it cannot be missing

#

Its not worth the effort

gray wharf
#

there is a CfgSFX and CfgSounds etc override
I presume they have all this check system along the way yes

sinful kettle
neon swan
#

@limpid rune Moving the conversation here about https://feedback.bistudio.com/T151270
What information would you want/need as params that isn't easily gettable by using commands on the (player) unit? That is for the EH that triggers when the player goes in and out of ADS, meaning switching from CamGunner to CamInternal/External and vice versa.
Currently I pass the unit and a boolean to indicate if the new state is ADS or not.

limpid rune
#

how early does the eventhandler fire by the way? One of the flaws with cameraView is it only switches over when the camera transition is complete

neon swan
# limpid rune probably not necessary but maybe include the current optics mode too, like: [<ob...

Issue with opticsmode is that it will not work if you are in a vehicle (currently), as it will return for the unit and not the vehicle. I am not sure if you meant for it to also work in vehicles, and which kind of information you would expect in that case. But I am at least certain that the opticsMode from weapon attachments is not directly 1:1 for vehicle optics, and a bit more complex to get than what I currently do.
You could still use the getOpticsMode command on the unit to get that information, so it is not too difficult to get it.

#

The switchOptics EH I currently have triggers as soon as you hit the RMB, so when it starts the transition.

limpid rune
#

oh right I forgot the getter was added

limpid rune
#

then I can't think of anything else currently, vehicles are a bit different (usually defined in OpticsIn/Out classes iirc rather than OpticsModes)

gray wharf
#

about closing spam tickets:
can we also mark them as "closed, resolved" so we know from another ticket that they are dealt with? e.g spam ticket

untold sky
#

from another ticket
another ticket?
Wouldn't hurt, I always do admin only and remove projects so that they don't show up in any searches.
Spam tickets being referenced by other tickets hasn't occurred to me yet

neon swan
# vocal abyss What about FFV?

In what way? Whether opticsModeChanged works for that, or if switchOptics does. In both cases yes. Or in some other way?
For opticsModeChanged it will detect the opticsMode change on the weapon you are holding, which in FFV is the same weapon you would hold when not in a vehicle. For switchOptics, it triggers whenever it would switch from CamGunner to CamInternal/External and vice versa. Which in FFV would still be ADS on the weapon you are holding.

sinful kettle
#

would it be possible to swap the x and y in in-game description and hint of atan2?
if you don't read the description and just read the hint, it's confusing because it shows x atan2 y, making it seem like actually the x-component should go first
also conventionally tangent is shown as y / x, not x / y (technically both are correct tho)
in other programs this convention is observed as well (e.g. C++ shows it as atan2f(float Y, float X))

I already changed this on wiki

lavish cargo
sinful kettle
lavish cargo
#

Thanks!

devout wave
atomic walrus
#

Yeah you make it really easy to make a account here: The only control for "Are you a robot?" is to tick on "I am no robot" at creating the account. No picture searching and such.

untold sky
#

If the server thinks you're a human, it presents you a very simple check box all good.
If it thinks your suspicious the challenge gets harder

#

you are a normal user doing normal human user things, so it doesn't give you a hard challenge

atomic walrus
#

Then the server "thinks" the wrong things. blobcloseenjoy

untold sky
#

no it doesn't

#

Also its not our server, its google

atomic walrus
untold sky
#

No

#

They are probably using human farms to click captchas

#

So a human is confirming the "are you human" check

gray wharf
atomic walrus
#

BTW I am so hyped for next week perf/prof inventory patch. πŸ˜„

sinful kettle
alpine peak
sinful kettle
gray wharf
desert trench
#

Saving undefined enum value -2147483648 / 7, context /Vehicles/VisibleNear/Vehicles/Item7/Identity/Diary/Pages/Item1/Log/Item1.state
Saving undefined enum value -2147483648 / 7, context /Vehicles/VisibleNear/Vehicles/Item7/Identity/Diary/Pages/Item1/Log/Item2.state
Saving undefined enum value -2147483648 / 6, context /GuerrilaCenter/Groups/Item8/Waypoints/Item0.combatMode

#

is this indicating a bugged savegame?

desert trench
#

Client: Unhandled user message Type_389

#

is this new by chance? cant remember ever seeing this before

sinful kettle
untold sky
untold sky
#

yeah you must've

desert trench
#

possible from the rpt context but cant say for certain

#

can provide full client rpt plus server console (and rpt) if needed

untold sky
#

no need

#

This has actually ballooned to be bigger than expected, might just not fix :harold:

#

setVariable on a object with a target clientId won't set the variable when the client JIP's by going back to role selection and rejoining from there without disconnecting.

And in general object setVariable with target clientId is completely broken JIP wise

desert trench
#

thanks for the insight

#

people used going back to lobby to spawn as another unit from the groups when respawn ticket limit was at 0

solid marten
#

afaik only global public vars are persistent, specific client id was never jip compatible

untold sky
#

Well it never worked right at least, but it's in JIP queue

devout wave
solid marten
#

gone!

sinful kettle
sinful kettle
#

Maybe armaholic? thonk

alpine tulip
#

I actually laughed as hell about that one 🀣

sinful kettle
gray wharf
atomic walrus
untold sky
#

"after random time"
But you gave repro steps that should be reproducible within a few seconds, why random time?

#

And the fix for your thing is to just close and reopen inventory and it works again?

atomic walrus
#

because there is no correlated feedback (nobody looks on the white bar on the bottom). And if right click not work, drag and drop works -> it seems random. I edit this.

untold sky
#

nobody looks on the white bar on the bottom
I do.. If full then full

#

Does closing and reopening inventory fix it?

atomic walrus
#

this is inteted

untold sky
#

Mh I don't think I ever got that one

atomic walrus
#

but mods switch that slow walk thing off. Then it seems that only drag and drop after a cirtain "time" is working.

#

The problem is bigger if you mod the invantory to be bigger. So after these border only drag and drop work. This feels like it is a bug.

atomic walrus
sinful kettle
#

can someone change format into + or joinString or something in the BIS_fnc_addStackedEventHandler code?

#

it compiles a new code using format which causes long codes to fail... meowsweats

solid marten
sinful kettle
#

ok it "works" (fails to compile)

solid marten
#

thanks

cold crypt
solid marten
#

I'll have a look no promises

solid marten
#

busy Monday, spammers go to work early

sinful kettle
gray wharf
hallow sun
#

I had this weird graphic bug on a few different maps and servers and also heard it from others.
Sometimes there is a weird line/break in the sky as you can see in the first screenshot.
fogParams visible at the top of both screenshots.
https://steamuserimages-a.akamaihd.net/ugc/1843668602666592836/BEA8A12918FEBAF44F8D4601B3CAB261EEF0A049/

I found out, you can fix it by executing 0 setfog [0,0,0] on the client and after a few seconds it syncs back to server values and the visual bug is gone.
https://steamuserimages-a.akamaihd.net/ugc/1843668602666593230/EB90395B6385904F06C7B1B48FC1E68B2F99DCD2/

Is this a engine bug or script/value problem ?πŸ€”

regal nimbus
#

I've had people mess things up by Zeusing all the fog sliders to the bottom.

#

which is actually [0, -1, -5000]

#

Player vision seems normal but it stops launchers from locking.

hallow sun
#

Our weather is script controlled, no user input possible.
And the fogParams don't change on the server, i just force the client to resync and it's gone

regal nimbus
#

hmm yeah, different issue.

hallow sun
#

Another one 🐰

When i drop a uniform/vest/backpack on the ground and relog, their inventory is empty for me after reconnecting (tested client prof & stable).
I wanted to test setUnitLoadout for our loadPlayer function instead of multiple calls/functions to add the gear and while testing i stumbled upon this weird behaviour.
The player unit is created on the server and setUnitLoadout also executed on the server.

Only behaves like that with setUnitLoadout meowhuh
Any plausible explanation ?

Before dropping on the ground and re-logging: https://gyazo.com/c651969e4b049f8db9375c16aa23b4af
After re-logging (Inventory of vest/backpack/uniform is empty) : https://gyazo.com/98308fa1224f3dc12eb2ba3c797e06db

Edit: To make it even more confusing, if you take the seemingly empty gear and relog again with it equipped. The inventory is correctly filled afterwards meowawww
So again get/set unitLoadout is done by the server and after re-logging everything is there again, so it's just a "visual inventory problem" since the data is valid.
https://gyazo.com/e3a6d6a557997365ac00a3a84778eb47

sinful kettle
untold sky
#

In case someone has issues on current dev branch with ammo/group eventhandlers that aren't fixed, please remind me of the issues in case they went under

sinful kettle
untold sky
#

did't fix that. The game does that internally so πŸ™ƒ

uncut briar
#

They might be checking if the objects can be used for cover or whatever.

sinful kettle
#

in any case, I doubt anyone (for scripting) cares if the AI knows about a fridge... meowsweats

#

that EH would normally be used for when AI detects targets

#

basically only valid targets (whatever targets/targetsQuery commands return) should be returned imo

hallow sun
atomic walrus
# hallow sun Here you go https://feedback.bistudio.com/T164086

We had similiar situation: Mission spawns loot (uniforms, vests, backpacks). Loot can taken but is not seen on player (also not seen from POV). It seems it is only modpack(in these case CUP Units) uniforms. Also after some playing dropped vests cannot retaken. only other player can taken dropped vest.
server: v11
client: v11/vanilla

hallow sun
atomic walrus
fresh hawk
devout wave
sinful kettle
devout wave
gray wharf
#

all cleared, thanks

sinful kettle
#

oh nvm meowsweats

#

I thought you had closed it... meowfacepalm

untold sky
sleek scaffold
sinful kettle
#

ok first test: EnemyDetected doesn't trigger at all πŸ˜…

#

test 2: UnitLeft: if you do [unit] joinSilent grpNull the EH triggers before that unit has a group (group unit is grpNull). not sure if that's intended.

#

seems to also happen even if you do [unit] joinSilent someGrp the group of the left unit is shown as null meowsweats

untold sky
#

please put in same ticket
so i have bulk for next week

sinful kettle
sinful kettle
summer ember
#

Before i open a request... Can someone confirm that removeAllMissionEventHandlers does NOT reset the event handler creation index to 0. ```sqf
_evh1 = addMissionEventHandler ["Draw3D", {hint "y";}];
systemChat str _evh1; // Output: 0

_evh2 = addMissionEventHandler ["Draw3D", {false}];
systemChat str _evh2; // Output: 1

removeAllMissionEventHandlers "Draw3D";

_evh3 = addMissionEventHandler ["Draw3D", {false}];
systemChat str _evh3; // Output: 2

summer ember
#

"This command also resets the Event Handler creation index to 0."

sinful kettle
#

that's not valid anymore

summer ember
#

It did before

#

Now it doesnt

sinful kettle
#

I know. like I said it's intentional

gray wharf
#

which was bad, because…?

summer ember
#

Was actually pretty handy... no clue why its removed

#

Can it be reverted? I dont see the issue with resetting the index to 0. For example it still works for display eventhandlers.

sinful kettle
#

if you removed all EHs and started adding all over again, and a mod was using the old values to delete its own EHs, it would delete the new EHs instead

regal nimbus
#

Not resetting is better for avoiding bad code killing the wrong EH. Resetting is better for figuring out whether ACE installed its shit yet :P

summer ember
#

Aha, so because of the modding community :p

sinful kettle
gray wharf
sinful kettle
#

don't get behind me 😠 πŸ˜›

gray wharf
#

too late πŸ‘€

paper lichen
sinful kettle
#

A spam bot is ripping the FT apart... notlikemeow

#

Probably 40+ spams

#

By 1 bot ... meowsweats

gray wharf
#

blocked, cleaning

paper lichen
gray wharf
gray wharf
sinful kettle
#

spam to us πŸ˜›

gray wharf
sinful kettle
devout wave
devout wave
sinful kettle
#

May I ask for an 3den command that switches to another map without user confirmation?
Something like:
set3denTerrain "VR"
I need the user to be on the VR map when my mod does something and I don't want to ask them politely πŸ˜›

#

If possible please let me know to make a ticket

untold sky
#

well... @sinful kettle
Filtering for real "targets" wouldn't filter out buildings and props, as they are indeed listed in targets command πŸ˜„

sinful kettle
#

nvm then meowfacepalm

#

I was always using unit targets [true] notlikemeow

#

But anyway why are they listed as targets?

untold sky
#

Β―_(ツ)_/Β―

devout wave
#

AI being able to target buildings makes sense to me. They can engage them as weapon targets (...sometimes) and I think they can also be used in movement orders

sinful kettle
#

Sure. What about garbage washing machine?! 🀣

devout wave
#

I don't think it's that specific. It's hard to procedurally determine what's a potentially useful object, and the more rules you put in to try and narrow it down, the more likely it is that you'll accidentally filter out something you do need.

sinful kettle
#

And it's not just those. E.g:

decal_mud_road_1.p3d
That's a decal

#

It's a purely visual object

devout wave
#

So are helipads and I'm pretty sure targeting those is important

sinful kettle
untold sky
#

ye its been months ago

sinful kettle
#

Also regarding this comment:

EnemyDetected:
The event handler doesn't seem to trigger at all.

(group enemyAI) addEventHandler ["EnemyDetected", {systemChat str ([_thisEvent]+_this), copyToClipboard str ([_thisEvent]+_this)}];
-> ["EnemyDetected",O Alpha 1-1,B Alpha 1-1:1 (dedmen)]

Did you fix it or it just works as it is?

#

I tested it several times both on my group and the enemy group but it never triggered thonk

untold sky
#

I just tested and it works

#

I also tested it when I made it and it worked

#

I just placed AI behind a wall, walked around the corner, and when AI saw me it triggered

sinful kettle
#

Maybe in my case they already knew about each other then (but knowsAbout was low so they didn't react) πŸ˜…

#

So I guess the EH only triggers when an enemy is added to the targets array, correct?

untold sky
#

it triggers when a new enemy is added to target list, that hasn't been known before

sinful kettle
#

I thought it triggers when they actually "detect" the target (e.g. react by aiming, changing stance, etc.)
So that explains it meowsweats

desert trench
#

@sinful kettle did you make a ticket for that already? i searched with cover point[s], but couldnt find any

#

i thought to remember you had brought them up recently, didnt you?

sinful kettle
#

No. What are cover points? You mean outer points?

#

E.g. the edges of geometry where the cursor sticks to? (shows a line)

desert trench
#

cover points are where AI takes cover πŸ™‚

#

the engine generates them based on the geometry

#

like edges or alongside

#

pretty sure Suma/Ondra had a blog post when he introduced the tech in A2 days

#

sadly most of his blog posts are gone with BI changing their website and they werent mirrored in the forum or else

#

had often good technical depth to understand how the engine works

#

Improved AI commanding - selection of cover point on position where you are sending soldier to
https://forums.bohemia.net/forums/topic/150500-development-branch-captains-ai-log/?tab=comments#comment-2387939

In case of low / distant danger, civilians try to hide in user predefined cover points.
...
In situations where there is an insufficient number of cover points, especially in the outer parts of the area, AI might run away from danger, then calm down and move back searching for cover point. Then, on the way back, it gets too close to the danger it will start to flee again. This is obviously not ideal situation, so pay attention to proper placement of the cover point and use Debug mode to see where unit is heading and how terrified is.
https://community.bistudio.com/wiki/Arma_3:_Civilian_Presence

#

could find only these. seems in the past some called them also cover positions

unborn acorn
sinful kettle
#

I was wondering if we could get an alternative to the allMissionObjects command, because it's so slow and useless for frequent usage (it has to be used frequently to update the list of mission objects, because we don't have an "objectCreated" mission event handler sadly)
the entities command is super fast in comparison

I was hoping for a command that returns only mission placed objects that are "significant" and not "temporary" (such as projectiles, footsteps, insects, etc.). in other words:

  1. all units, agents and vehicles (alive or dead). we already know this is fast
  2. all simple objects. this is also fast
  3. all misc "vehicles" placed during the mission, such as buildings, ammo boxes, etc.

if only there was also a command that returned the 3rd case I wouldn't ask ofc. or maybe we could just get a command that returns the 3rd case?

untold sky
#

because we don't have an "objectCreated" mission event handler sadly
yet

#

I was hoping for a command that returns only mission placed objects that are "significant" and not "temporary" (such as projectiles, footsteps, insects, etc.). in other words:
wouldn't make the scanning any faster

sinful kettle
#

doesn't the game keep a list of the 3rd case?

untold sky
#

That is just vehicles command

sinful kettle
#

because it seems the first 2 cases are indeed arrays

untold sky
#
  1. also has a command for it
sinful kettle
#

no. vehicles doesn't return buildings. only actual "vehicles" are included

untold sky
#

πŸ€”

sinful kettle
#

if it did I wouldn't ask πŸ˜…

#

maybe a command called allVehicles instead?! πŸ˜…

sinful kettle
#

seems like all objects with simulation = "house" are not included meowsweats

#

maybe the command filters them manually? πŸ€”

#

anyway I think adding a new command instead is better. that way you won't break current stuff that rely on vehicles not returning buildings...

untold sky
#

I'll just make ObjectCreated eventhandler and tell you to go away

sinful kettle
sinful kettle
#

maybe it's not intended behavior...

untold sky
#

no blobcloseenjoy

#

Actually ObjectCreated EH would be quite performance critical πŸ€”
Maybe its too dangerous to give that to scripters

sinful kettle
#

maybe you could filter out some objects?
e.g. insects, footsteps, projectiles, sounds, lights, etc.?

untold sky
#

but where to start and where to stop

#

for example I imagine people will want projectiles

sinful kettle
#

I can't think of a good way filtering method either. allVehicles it is then πŸ˜›

#

I can only think of a "special" event handler, like addObjectInitEventHandler, with special filters... meowsweats

untold sky
#

can hack it and use eventhandler arguments, which missionEH has

restive osprey
#

Is it acceptable for an arma 3 server to do donations for ingame but don't have monetization because I've seen project reborn do this and I've reported them on the forums

untold sky
restive osprey
#

they are selling vr suits that noone has access to but only of you pay for it

untold sky
#

Thats not a donation, thats a purchase. Thats not allowed.

devout wave
# untold sky for example I imagine people will want projectiles

Since something monitoring projectiles is likely to be fairly focused on monitoring only projectiles, perhaps you could have separate EHs, one for non-projectiles only (objectCreated) and one only for projectiles (projectileCreated?). Then both things are possible, but any script that only does one (likely to be most scripts) gets better performance.

gray wharf
untold sky
sinful kettle
#

e.g. special strings that are internal enums?

untold sky
#

I'd do it like regex params

#

"*" any
"P" projectiles only
"PU" projectiles and units

#

That would be efficient to scan in engine

sinful kettle
untold sky
#

force it to be array

#

first entry needs to be the filter

gray wharf
#

fixed

devout wave
gray wharf
#

closed

sinful kettle
desert trench
#

AFAIK there is no way to determine what title effect a number relates to (unless you check all the source of all scripts)

#

possible to have a SQF command that would return the associated code?

#

practical use: trying to determine when to show a cursor - you dont want to mission intro/outro/cutscene effects, but often title effects are also used for HUD in various ways

gray wharf
sinful kettle
untold sky
devout wave
#

I think he means he wants a command that gives a similar return to stacktrace/calltrace, but for title effects

desert trench
#

Hence i used quotes for "similar" - in other words it would be handy to

possible to have a SQF command that would return the associated code

#

i used the stacktrace/calltrace references as they help you understand the code context

untold sky
#

what is "associated code" here? the code that created the title effect?

desert trench
#

yep. the id is the layer, so there must be some internal ref the engine holds to the code from what i understand

untold sky
#

it holds a ref to the layer that was created

#

but probably not to the piece of script that created it

desert trench
#

i see. what about the properties/setup of the title effect? with the info you could at least determine easier where it come from

devout wave
desert trench
#

the alternative would be to have a way to see if there is a black/white screen from some title effect

#

there is no way to check for that right now, is there?

sinful kettle
devout wave
solid marten
#

gone

sinful kettle
#

btw Ded I have a feedback on group EH "CommandChanged".
It only shows the group name and the command. Is it possible to show the subgroup that received the command? only the leader of that subgroup is enough

untold sky
#

probably

untold sky
sinful kettle
#

surfaces version works fine

#

using it rn

sinful kettle
#

pos for those commands is ASL

#

and he's doing that in VR

#

VR terrain height is 5

#

so obviously those are under the terrain

sinful kettle
gray wharf
sinful kettle
#

yeah πŸ˜…

#

it's sad that I know the VR terrain height from memory 😒

sinful kettle
gray wharf
#

I thought it was smaller than 5m actually
because when a vehicle explodes the water splash effect triggers 😬

sinful kettle
#

oh. I thought you meant 5m is too close πŸ˜…

sinful kettle
devout wave
devout wave
desert trench
#

should agents still return <null> references?
and should
{ deleteVehicle agent _x } forEach agents;
still show up in the observer mode

#

or worth reporting as bug?

sinful kettle
unborn acorn
daring wagon
#

It is worth requesting an alt syntax for allGroups -> allGroups <side>

#

perhaps even better groups <side> to be consistent with units <side>

gray wharf
#

I'd like that

untold sky
#

cannot do alt syntax for a nular, needs to be new name

sinful kettle
untold sky
#

I know

daring wagon
devout wave
devout wave
#

Does it seem plausible that boundingCenter could get additional parameters similar to those added to the other boundingBox commands? (and/or boundingCenterReal)

sinful kettle
#

@willow finch
If you find a bug, instead of putting it on the wiki, plz report it here first (or make a ticket) so that it can be looked into. If it was confirmed to be a bug but wouldn't be fixed, then put it on the wiki.

willow finch
#

sure I can do that

untold sky
devout wave
devout wave
#

I don't make 'em, I just have to deal with 'em :U

haughty rivet
#

Would anyone be able to make a bug ticket for me if I provide all the info? I'd rather not make an acc just for this one thing ^_^

haughty rivet
#

Was being discussed over tehre

#
setUnitRank is used to change the players rank as they change role.
If a player leaves the server, then another player respawns, once the player reconnects the units rank is no longer what it was, and defaults back to private. This video demonstrates this: https://youtu.be/AfBEyMrWfOk

Reproduce:

Load this mission: https://steamcommunity.com/sharedfiles/filedetails/?id=2793205082

1. Join server and have both players select role through menu
2. One player disconnects, other player dies/respawns whilst the other isn't on the server
3. Player reconnects, rejoins the squad and see's the player as a private again (what the unit is in the SQM)
#

Got a nice little video for it too πŸ‘

haughty rivet
#

Thanks πŸ™‚

#

Took me like 2 hours to find exactly what was causing that bug lol

haughty rivet
sinful kettle
#

if so that's obvious

haughty rivet
#

Yes, I agree its obvious but I wouldn't want a piece of info like that delaying it

sinful kettle
haughty rivet
#

Fairs

#

Its just odd as I wouldn't say its not JIP compatible, as it is as long as they didn't respawn when you weren't on the server

#

think_turtle indeed

sinful kettle
#

I'll edit the title then

haughty rivet
#

partially JIP incompatible πŸ˜›

gray wharf
#

just don't die

haughty rivet
#

Now thats smart

dreamy bane
#

Devs, is there any change we could get OnScriptError event handler?

#

It would be cool to be able to create your own error dialog

#

with call stack and variables displayed

dreamy bane
#

u dont have to look in .rpt

#

and I believe .rpt doesn't show variables just call stack

haughty rivet
# sinful kettle reworded the ticket a bit

Supposedly mission is not accessible, any ideas? Worth me just adding a zip file of the mission? I can get it from steam workshop and steamworkshopdownloader.io
https://github.com/DomT602/Doms-Arma-3-Mods/tree/main/Dynamic Groups/DynamicGroups.Malden
Could you add that link to the description, and this line as a response to where its used: https://github.com/DomT602/Doms-Arma-3-Mods/blob/main/Dynamic Groups/DynamicGroups.Malden/Groups/fn_setupPlayer.sqf#L51
Thanks πŸ™‚

hollow dune
#

going to the source code, its quite easy to make it work for Arma 3, just replace line 64 that had _nic = [objNull, _guy, rPLAYMOVE, _walkAnim] call RE; with
_nic = _guy playMove _walkAnim; will this replacement be possible for a future update?

solid marten
#

thanks

sinful kettle
# solid marten thanks

btw KK do you happen to know if the game keeps a list of placed buildings during the mission (not terrain)? because vehicles command doesn't return them.
if they're already available as an array in the game I'd appreciate a command that does return them (allMissionObjects can be used too but it's super slow to do it that way)
I asked this from Dedmen too but he wasn't interested notlikemeowcry

solid marten
#

and xxbuilding commands return them?

sinful kettle
#

Also it returns terrain buildings

#

But I need mission objs only

#

It's not just buildings. vehicles command doesn't return any object with simulation = "house"

#

Such as rocks you place in eden. But if you place a "thingX" object such as a wrench it is returned meowsweats

#

I was hoping for a fast command to fetch those missing "house" objects (comparable to commands such as allUnits, vehicles, entities, allSimpleObjects, which are fast, since the game probably keeps them as an array or something)

#

if you do allMissionObjects in an empty mission it takes several milli seconds to complete (vs several micro seconds taken by those other commands) meowsweats

#

Plus I don't need 99% of what it returns anyway meowsweats

solid marten
#

Make a ticket plz

sinful kettle
#

As in if the engine stores them in a faster container than a quadtree or whatever

solid marten
#

@sinful kettle so there are lists of vehicles: fast, normal, slow, very slow each of the categories is divided to visible near/far and invisible near/far. What exactly do you have problems with, just the houses?

sinful kettle
#

I didn't test all.

#

the houses one was the most annoying

#

would you like me to check all?

#

also does it depend on the category, or the simulation?

#

e.g. a rock is simulation = "house" and it's also not returned

#

I think it also applies to weapon holders

#

not sure tho

solid marten
#

simulation will determine frequency of simulation, so houses will be slow vehicles i suppose

#

and is the reason not included into vehicles as those are normal vehicles

sinful kettle
#

ah

#

well I want all I guess πŸ˜…

#

since houses are probably the slowest ones

#

just out of curiosity, what other objects are not returned?

solid marten
#

what do you mean, by vehicles command?

sinful kettle
#

vehicles

#

technically it doesn't return "vehicles" tho

#

it returns objects

solid marten
#

fast, slow and very slow not returnes

sinful kettle
#

e.g an object with simulation = "thingX" is returned

solid marten
#

slow are simple objects and houses, very slow - lamps, fast I guess bullets and particles

#

thingX would be normal

sinful kettle
solid marten
#

simulation is wide concept with rules including update frequency, so it would be huge subject

#

street lamps

#

10sec

sinful kettle
#

how slow would it be to return all of them? (excluding projectiles)

#

except for engine "hidden" ones (e.g. sound objects, light objects, etc.)

solid marten
#

they are separate lists so this would mean iterating through all of them so depending on how many objects you have could be either lightningfast or pretty heavy

sinful kettle
#

I guess what I want that is missing is slow and very slow

solid marten
#

lets look at the problem, user placed houses?

sinful kettle
#

yes

solid marten
#

the house is determined by presence of the pathway

sinful kettle
#

well I mean "houses" (simulation = "house") πŸ˜…

#

rocks too

solid marten
#

let me experiment with slow and very slow to see the ranges

devout wave
sinful kettle
#

@solid marten I was literally gonna update the request for a version with flags but I thought it would be difficult! you read my mind! thanks a ton! πŸ‘

#

btw will it be available this week?

#

I can't wait to try it!

solid marten
#

yeah should be in next update

sinful kettle
sinful kettle
limpid rune
#

I know UI models don't see much use but being unable to manipulate speed is fairly annoying in some instances

untold sky
#

Don't need a ticket, give me a minute

limpid rune
#

nice ty

untold sky
#

Okey one minute more while I take care of my head exploding over this absolutely mind blowing heap of whatever this is

#

I have to browser windows open, in the same firefox instance.
Left window, I open wiki, I'm logged out. I try to login, I get error message, and am still logged out.
Right window, I open wiki, I'm logged in!

#

WHAT

#

Same browser instance, same environment, shared cookies.. what the literal

#

Now I opened animateSource in right window an am logged out
But if I reload the ctrlAnimateModel page I have open in the same window, I'm logged in! WHAT

#

Holy crap

#

holy shit @gray wharf FYI I guess

gray wharf
#

negative, I drop the towel 🀣

untold sky
limpid rune
#

...does it already exist and it was just the wiki missing it?

gray wharf
#

apparently so? @untold sky?

limpid rune
#

....lol it does, damnit haha

#

I was sure I tried it

#

very fast implementation time

untold sky
#

top speed

gray wharf
limpid rune
#

I was just thinking it was copy paste between the two commands or somehting

hollow dune
#

kinda of an obvious question but I'm really new to the whole 3d controls concept

hearty oyster
#

Hi everyone, I don't think this ticket has been picked up since 2017, but I think the ability to hide an object (especially a unit) but maintain its collision and ability to be shot would open up a lot of possibilities (and I'm experimenting for a project and selfishly need this functionality!)

https://feedback.bistudio.com/T121763

solid marten
#

short answer, probably not happening at this stage, hiding had many problems in the past, so doubt anyone will want to open this can of worms

hearty oyster
#

That's a shame but understandable. Cheers @solid marten

solid marten
#

there are invisible objects in A3 that have collisions also those made invisible with setting textures to nothing also have collisions I think

deep plaza
#

can we have a command like
allowThirdPersonView = false;
for now we must always create a loop for it

hearty oyster
#

I don't think this will play nicely with collisions with environmental objects though 😦

solid marten
deep plaza
#

without a loop?

solid marten
#

sp or mp?

deep plaza
#

mp

solid marten
#

difficulty setting

rose cloak
#

and if i want to change it (3rd person camera availability) during the mission? (context: multiple submissions that may have different, say, "modifiers")

solid marten
#

switchCamera

deep plaza
#

or maybe just switchCamera to internal and then disable inputAction:personView

hearty oyster
#

Now unit is invisible and still has collisions/can be shot etc.

sinful kettle
#

@untold sky can you change the Addon Builder to perm delete the addon temp folder? meowsweats

#

my Recycle Bin is always full of those...

dreamy bane
#

and a history list for previously used paths πŸ™‚

sinful kettle
#

why?

#

last time I asked this is all you said

untold sky
sinful kettle
#

backward compat?

untold sky
#

Because I don't want to

sinful kettle
#

well say that in the first place... meowsweats

untold sky
#

I did

#

i said no

azure crane
unborn acorn
atomic walrus
#

(profiling)

dreamy bane
sinful kettle
#

I have an idea. is it possible to add scripted event handlers for tasks?

#

e.g. when a task is completed, a scripted EH added to the object/side that has that task is triggered?

#

oh wait setVariable doesn't work on sides meowsweats

#

but there are not that many sides so maybe you can do it via 4 hashmaps:

_sidesEvents = [createHashmap, createHashmap, createHashmap, createHashmap];
_sideEvents = _sidesEvents param [_side call BIS_fnc_sideID, createHashmap];
daring wagon
#

Does that make sense? Theres going to be a condition that returns true that makes the task completed right?

willow finch
#

idk if this is the right place for this; My latest note on https://community.bistudio.com/wiki/if
I believe this falls under the category of magic functionality. Non-existence of code shouldn't change functionality, this is very unintuitive and definitely a bug, imo

regal nimbus
#

I dunno, seems reasonable to me. What would you expect the missing else case to return?

willow finch
#

missing case should not return

solid marten
#

not possible, the way scripting is implemented, something has to return, even if it is nothing (nil). The behaviour is expected, whether or not it is desirable is up to the scripter to decide and adjust accordingly. the note is good

stone tree
loud bear
solid marten
dreamy bane
solid marten
#

I need a ticket and a very good repro

dreamy bane
#

ok will create one

solid marten
#

same thing though cannot be fixed for the reasons stated above

dreamy bane
#

ok

#

the control is weird one because the text position is defined by this class in the control class: ```class TextPos
{
left = 0;
top = 0.05;
right = 0.005;
bottom = 0.000;
};

#

shouldn't the text be automatically centered like in normal buttons?

#

now the top position is absolute and not relative to the button's height, so it will only work when specifically set for different buttons of different height

solid marten
dreamy bane
dreamy bane
sinful kettle
#

the animations of some objects cannot be changed using the animate command, even if they're simple objects or you disable their simulation.
for example, when I spawn a wind turbine, it keeps rotating with time and I can't force it to spin the way I want

would it be possible to get a command to force the object animation? like forceAnimate or something? or an optional bool at the end of the animate command args?
https://feedback.bistudio.com/T165117

sinful kettle
#

p.s: it's ok if the effect is temporary (only lasts a frame). I just want the animation to actually change. for example with wind turbines, the following code should return true (it currently doesn't):

_animPhase = random 1;
turbine animate ["mxlprop", _animPhase, true]; //with new forced arg: turbine animate ["mxlprop", _animPhase, true, true];
turbine animationPhase "mxlprop" == _animPhase
turbid terrace
#

setCombatBehaviour on group doesn't activate although it returns set behaviour.

grp1 setCombatBehaviour "SAFE";
combatBehaviour grp1; //"SAFE"
combatBehaviour (leader grp1); //"AWARE"

I'm on dev branch but I think it happened on stable yesterday.

solid marten
#

why is this a problem? This command allows you to set it on group entity separately from units. Why, don’t ask me, community wanted more control over engine process

regal nimbus
#

Hmm. On stable my experience is that the unit version didn't do anything. Use case was setting a driver to careless so they didn't freak out at enemy vehicles. Had to make a separate group for the driver instead.

#

I guess some AI functionality uses unit behaviour and some uses group behaviour?

devout wave
lean mica
#

Please, consider to add Windows 11 in dropdown list of Operating Systems.

turbid terrace
hollow dune
devout wave
#

just make a comment saying it can be closed and someone will get to it eventually

hollow dune
#

nobody has commented or viewed this yet, I'm concerned if there is something wrong

#

been 10 hours

devout wave
#

You haven't done anything wrong. There are a huge number of tickets on the FT and the devs are busy. Some never get comments. If it's important, mention it again in a few days.

Also, all of those 10 hours have been nighttime in EU (it's now ~9am). Definitely don't expect the devs to check the FT outside work hours.

solid marten
hollow dune
hollow dune
solid marten
#

Please provide hpp vestion, i.e description.ext that works

hollow dune
sinful kettle
#

ctrlCreate only works for those that go under Controls class

solid marten
#

examples of working in controls not working in objects?

#

also please post everything in the ticket so itis all in one place

sinful kettle
#

the example he posted in the ticket is correct. doesn't need description.ext

solid marten
#

huh? I asked for description.ext example

#

I need to understand what is not working, for this I need 1. working example (hpp version) 2. not working example (sqf version) so I can investigate, capish?

hollow dune
solid marten
#

thanks, I will have a look, if need more info I will ask

hollow dune
hollow dune
hollow dune
solid marten
sinful kettle
#

but something like this works

findDisplay 46 ctrlCreate ["RscText", -1]
#

the problem is the RscObject control (CT_OBJECT type), which can't be created using the command

hollow dune
solid marten
#

regardless, this is what you use for xyz

hollow dune
#

fixed the report page

hollow dune
solid marten
#

@sinful kettle there is also ctrlObject but afaik there is nothing in it but at least it creates something

#

rscXXX and ctrlXXX some weird stuff

hollow dune
sinful kettle
hollow dune
hollow dune
solid marten
#

use utils 2

    INCLUDE INHERITED ENTRIES: false
    SHOW CLASSES ONLY: false
    UNLOCALIZED TEXT: true
    CONFIG PATH: bin\config.bin/ctrlObjectContainer
    SOURCE ADD-ON(S): 
*/

class ctrlObjectContainer: ctrlObject
{
};
hollow dune
#

I hope this doesn't sound rude lol

solid marten
#

I dunno, haven't looked at it

hollow dune
solid marten
#

I am not, well not yet, so I'd appreciate if you let me do it at my own pace, thanks

hollow dune
devout wave
#

...No embed? Ok then

solid marten
#

assigned wrong ticket

sinful kettle
#

I have a question. Is it possible to have a command that returns object animation parameters, such as source, sourceAddress, etc.
Basically these parameters in model.cfg:

class Animations
{
    class FrontWheelR
    {
        type = "rotationX";            // The type of animation.
        source = "wheel";            // The controller that provides input.
        selection = "pravy predni";    // The name of the skeleton bone used.
        axis = "";                    // The name of the axis in the model.
        memory = true;                // Is the axis defined in the memory LOD of the model or not?
        sourceAddress = "loop";        // Does the animation loop or not?

        minValue = 0;                // The minimum value of the motion range.
                                    // i.e. The controller input when animation phase is 0.

        maxValue = 1;                // The maximum value of the motion range.
                                    // i.e. The controller input when animation phase is 1.

        angle0 = 0;                    // The starting angle of this animation, where the
                                    // animation phase is minValue

        angle1 = "rad -360";        // The ending angle of this animation,
    };                                // where the animation phase is maxValue
};
#

or does that fall in the "model ripping" category? thonk

#

e.g. a command like object getAnimationParams "animationName"

#

iirc I had a ticket about that and it was claimed but wasn't implemented thonk

#

let me see if I can dig it up

#

it was claimed by Dedmen

#

so won't do? @untold sky 😒

untold sky
#

that was before I had proper ticketing practices that make sure I won't forget stuff

#

I don't know, would have to look at code to see if sensible.
And won't do that now

devout wave
hollow dune
rose umbra
#

How could go around it? I just want the effects of the guns firing, I don't need the rounds actually landing

rose umbra
#

Got around doing this:

_gungroup = [arty_gun_1,arty_gun_2,arty_gun_3,arty_gun_4];
arty_gun_1 doWatch gun_watch_1;
arty_gun_2 doWatch gun_watch_2;
arty_gun_3 doWatch gun_watch_3;
arty_gun_4 doWatch gun_watch_4;
 {
    [{
        params [["_gun", objNull, [objNull]]];
        _gun setVariable ["artyFnc", {
            _this params [["_gun", objNull, [objNull]]];
            if (_gun isEqualTo objNull) exitWith {};
            _gun setVehicleAmmo 1;
            _weapon = (weapons _gun) select 0; 
            _mode = (getArray (configFile >> "cfgweapons" >> _weapon >> "modes")) select 0;
            gunner _gun forceWeaponFire [_weapon, _mode];
            [{
                params [["_gun", objNull, [objNull]]];
                [_gun] call (_gun getVariable ["artyFnc", {}]);
            }, [_gun], 10 + random 2] call CBA_fnc_waitAndExecute;
        }];
        [_gun] call (_gun getVariable ["artyFnc", {}]);
    }, [_x], 10 ] call CBA_fnc_waitAndExecute;
} forEach _gungroup;
#

also added a fired eventhandler to delete the projectile

regal nimbus
#

Is there any interest in crash dumps from Linux servers, or is that basically unsupported?

#

Antistasi+RHS tends to fall over after a few hours, fine on Windows servers.

untold sky
#

linux crash dumps are hard to analyse. I need the core dump which is huge, and copies of relevant libraries that you used on your server :/
I don't want to go to that effort unless its really important

devout wave
sinful kettle
daring wagon
#

Steps included + video

loud bear
sinful kettle
#

all you need is something like if (veh.allowCrewInImmobile()) return; before the bit of code that disembarks the AI πŸ˜›

sinful kettle
alpine tulip
devout wave
daring wagon
waxen kelp
#

I keep attempting to play ops with my unit and keep getting the same error "STATUS_ACCESS_VIOLATION" and I have no idea how to fix it any ideas?

vocal abyss
sinful kettle
#

btw is there still someone left that can fix incorrect stuff in models? (e.g. missing parts of LODs)

#

or is that not gonna happen anymore?

dreamy bane
untold sky
dreamy bane
untold sky
#

everything goes through dev

sinful kettle
dreamy bane
#

ok thx πŸ™‚

#

so first have to wait it goes to dev?

#

but not prof?

sinful kettle
# dreamy bane but not prof?

The ticket you linked to most likely won't make it to prof
Only selected small, non-game breaking "platform" changes are pushed to prof (there should also be no data changes)

devout wave
#

The path is dev > stable. Sometimes things go to prof as well but this does not add wait time unless it turns out to break something.

I think you are thinking of this from the wrong angle. Unless it's a core feature of the update, the update will probably not be delayed to wait for something to go through dev, and the update definitely won't be brought forward to get one change out sooner. The update is planned for a certain time and whatever's passed QA at that time will be in it. It's not "oh this change will be on dev for X days then it comes to stable", it's "this change will be on dev for however many days it is until 2.10 is ready".

untold sky
untold sky
# dreamy bane but not prof?

it is in todays prof, but its not mentioned in changelog because its not back/forwards compatible, so technically people cannot reliably use it on prof

devout wave
sinful kettle
#

Would it be possible to make the animate and animationPhase commands take animation indices in addition to the names? (i.e. obj animationPhase index)
based on a quick test I made, it seems that animations are stored as arrays, because the performance of animationPhase seems to scale with the index of the animation in the returned array using animationNames, which means the game searches for the animation name first before returning the phase, which is a bit wasteful since object anims don't change indices
if so, using indices means the command works faster, which could save me a lot of performance since I'm using animationPhase every frame for many objects and each have many animations.

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some objects (especially vehicles) have hundreds of animations so it could save a lot of performance

restive bone
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Hey is it just me or is the text that is automatically added to html preset files to explain how to use them pretty wonky?
"Drag this file or link to it to Arma 3 Launcher or open it Mods / Preset / Import."

Something like this would props make more sense ablobshrug :
"Drag this file onto the launcher window or click the Mods tab, then Presets in the top right, then Import at the bottom and then select this file, to import the preset into your launcher."

If there's a chance of it being changed I'll happily throw up a quick ft ticket

untold sky
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that text is even hardcoded without localization. So its very easy to change it

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Might not need a ticket, but person to sign off on it is unavailable, please ping me about it on monday

restive bone
sinful kettle
untold sky
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lol I thought so πŸ˜„
I said "We'll just ignore it" today.

sleek scaffold
brave badge
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Could use Windows 11 as option

solid marten
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This creates a situation were it is impossible to script a solution
Eh?

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setVectorDirAndUp didnt work?

alpine tulip
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Of course will work, and this is not even a valid feedback

sinful kettle
devout wave
hollow dune
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Really weird to have a support forum spammed instead of a more gullible site

devout wave
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Bots. They trawl the internet looking for any kind of forum they can sign up to and post their spam on. They don't know and don't care that it's a feedback tracker, they just know they can post on it.

hollow dune
devout wave
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It uses a relatively common markdown syntax which definitely does not require access to the software source code to use.