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May 10 2016

SaMatra added a comment to T65222: Crash when textures\models load for too long.

Video for crash arma3_2014-06-04_18-32-37.rar: http://www.youtube.com/watch?v=LJC5SQqk1Ew (Ignore helicopter sound after crash it was from stream running on background)

May 10 2016, 1:52 AM · Arma 3
SaMatra added a comment to T65222: Crash when textures\models load for too long.

Sorry for no response from me on this bug, I got a new PC and didn't see the problem anymore until recently. Again, saw rocks with no texture for some time, then game crashed. I'll try to access my old PC to try it with low graphics settings.

May 10 2016, 1:52 AM · Arma 3
SaMatra added a comment to T65222: Crash when textures\models load for too long.

The crash is still actual in current version of the game. It crashes very rarely on my new PC but it still does.

To reproduce the crash you will need a PC setup with old hardware and close to be full HDD, it will cause textures\models to load extremely slowly which sometimes results in crash.

May 10 2016, 1:52 AM · Arma 3
SaMatra added a comment to T65222: Crash when textures\models load for too long.

Is there any way you could try it on lower-end PC and somehow make it use more swap file more so models\textures loading time will increase?

May 10 2016, 1:52 AM · Arma 3
SaMatra added a comment to T65222: Crash when textures\models load for too long.

Still crashes in beta.

May 10 2016, 1:52 AM · Arma 3
SaMatra added a comment to T65222: Crash when textures\models load for too long.

Hello. I've just tried to reproduce the crash with attached mission and it still works. Maybe my steps aren't clear, I'll try to better describe them.

May 10 2016, 1:52 AM · Arma 3
SaMatra added a comment to T65222: Crash when textures\models load for too long.

Recorded repro steps on the video: http://youtu.be/pHWu_qw_alU
It required me some additional efforts to trigger the crash and also I had to go back to main menu and restart repro mission again, it might be related.

May 10 2016, 1:52 AM · Arma 3
SaMatra added a comment to T65222: Crash when textures\models load for too long.

2 months passed, I keep crashing because of this bug every day during my mission development (I teleport, everything around starts to load, game crashes).

Seriously? There is even a repro of a crash, can you fix it already?

May 10 2016, 1:52 AM · Arma 3
SaMatra edited Steps To Reproduce on T65222: Crash when textures\models load for too long.
May 10 2016, 1:52 AM · Arma 3
SaMatra added a comment to T65147: Let mission makers exclude certain preplaced objects from map.

deleteCollection doesn't work for simple entities like rocks, trees, walls, some crates and other objects - "static entities with no class".

May 10 2016, 1:49 AM · Arma 3
SaMatra added a comment to T65147: Let mission makers exclude certain preplaced objects from map.

Doesn't work with static objects

May 10 2016, 1:49 AM · Arma 3
SaMatra added a comment to T65147: Let mission makers exclude certain preplaced objects from map.

After some discussions I came to conclusion that best way to implement this feature would be a special server-side command that will mark pre-placed object as removed and remove it during current session for server, all clients and JIP clients.

Suggested syntax:

removeMapObject <vehicle>;
or
removeWorldObject <vehicle>;

The command should be capable of removing any kind of world objects - buildings, trees, rocks and maybe even roads. Ideally it would be great if it will work dynamically during the game but being able to remove objects in such manner only during init before the game started is acceptable too.

May 10 2016, 1:49 AM · Arma 3
SaMatra edited Steps To Reproduce on T65147: Let mission makers exclude certain preplaced objects from map.
May 10 2016, 1:49 AM · Arma 3
SaMatra added a comment to T65063: Vehicles should not explode by gunfire.

Bumping this old ticket, it needs attention. Exploding civilian vehicles make no sense, previously even quads were exploding with explosion enough to destroy a tank nearby. At the moment best antitank strategy is suicide bombing with hatchback - just crash into tank, hatchback explodes and take out the tank. This needs to change.

I propose to remove explosion from all vehicles unless:
a) They're fuel trucks (fuel cargo > 0)
b) They're ammo trucks (ammo cargo > 0)
c) They're aircraft (Not sure if Hummingbird should explode like this though)
d) They're, tanks, artillery, have high caliber cannons, etc.

May 10 2016, 1:46 AM · Arma 3
SaMatra added a comment to T64244: screenToWorld, eyeDirection do not return useful y-axis (height) components.

Here is update and much better code to see the problem:

onEachFrame {
objs = [];
_pos = eyePos player;
_dir = eyeDirection player;
for "_i" from 1 to 10 do {

		 _pos = eyePos player;
		 for "_j" from 0 to 2 do {
			 _pos set [_j, (_pos select _j) + (_dir select _j) * 0.5 * _i];
		 };
		 _o = createVehicle ["Sign_Sphere10cm_F", ASLtoATL(_pos), [], 0, "CAN_COLLIDE"];
		 _o setPosASL _pos;
		 objs set [count objs, _o];

};
{deleteVehicle _x} forEach objs;
};

If devs will ever pay attention to this ticket, I will make repro mission with full steps.

May 10 2016, 1:18 AM · Arma 3
SaMatra added a comment to T64244: screenToWorld, eyeDirection do not return useful y-axis (height) components.

Problem is that eyeDirection returns vector relative to player's body and NOT the world. Thing is that when you look up and down with no weapon your body also leans forward and backwards but when you do have a weapon it doesn't so vector is always parallel to your body which is perpendicular to ground\sea level.

Here is my test code:

true spawn {test = false; sleep 1; test = true; while{test} do {
objs = [];
_pos = eyePos player;
_dir = eyeDirection player;
for "_i" from 1 to 10 do {

		_pos = eyePos player;
		for "_j" from 0 to 2 do {
			_pos set [_j, (_pos select _j) + (_dir select _j) * 0.5 * _i];
		};
		_o = createVehicle ["Sign_Sphere10cm_F", ASLtoATL(_pos), [], 0, "CAN_COLLIDE"];
		_o setPosASL _pos;
		objs set [count objs, _o];

};
sleep 0.1;
{deleteVehicle _x} forEach objs;
};};

Get yourself a weapon, aim as far down as possible and then start to slowly rotate your head around to see that eyeDirection returns vector relative to your body, not the world.

May 10 2016, 1:18 AM · Arma 3
SaMatra edited Steps To Reproduce on T63836: [Tracker] feedback.arma3.com js scripts got injected with obfuscated malicious code.
May 10 2016, 1:00 AM · Arma 3
SaMatra added a comment to T63780: Introduce new scripting command to return all backpack containers (everyBackpack).

Hello. backpackCargo returns backpack classnames inside container (array of strings) while everyBackpack should return array of vehicles that are backpacks and can be manipulated as containers, just like firstBackpack currently returns, but for all backpacks, not just first one.

May 10 2016, 12:58 AM · Arma 3
SaMatra added a comment to T63780: Introduce new scripting command to return all backpack containers (everyBackpack).

Are you a wizard, japapatramtara? Thank you, we've been expecting this command to be added for a long time!

Also, can you please comment on how difficult and time-consuming will be to implement #14755 and if there is any chance to see it in near future? Thank you.

(I feel like I was granted a wish from genie and you resolved these two tickets on a next day)

May 10 2016, 12:58 AM · Arma 3
SaMatra edited Steps To Reproduce on T63780: Introduce new scripting command to return all backpack containers (everyBackpack).
May 10 2016, 12:58 AM · Arma 3
SaMatra edited Steps To Reproduce on T63277: Improper\missing animation when performing "Medic" action with pistol selected.
May 10 2016, 12:35 AM · Arma 3
SaMatra added a comment to T63270: Expand weapon holder container manipulation commands to be able to add and get weapons with accessories.

Thanks. Actually thinking about it would be great if weaponWithAccessoriesCargo will also return magazines with ammo count in them since for example it will be very important to know if container's RPG has rocket loaded into it or not.

May 10 2016, 12:35 AM · Arma 3
SaMatra edited Steps To Reproduce on T63270: Expand weapon holder container manipulation commands to be able to add and get weapons with accessories.
May 10 2016, 12:35 AM · Arma 3
SaMatra added a comment to T63176: Adding NVGs using addWeapon lets you use them, but does not add the item.

What qwasder said. NVG are now considered "Items", you need to use addItem. If you add NVG as Weapon, they will appear without an icon.

May 10 2016, 12:32 AM · Arma 3
SaMatra added a comment to T63011: Cannot retrieve weapon items/vests/headgear/uniform/backpack from player immediately after death.

Hm, how about different approach: Make a new scripting command to return list of dropped\linked weapon holders. This will solve current issue with weapon returning command plus will enable additional useful things like being able to easily delete dead body's dropped weapons when you do cleanup going through allDead list.

Something like:
droppedWeapons <unit>

An example of additional useful usage with addDead:
{
_dead = _x;
{deleteVehicle _x} forEach (droppedWeapons _dead);
deleteVehicle _dead;
} forEach addDead;

(Currently if you delete dead body, dropped weapons delete only if dead body inventory was never opened by players).

Please let me know if you think that introduction of this scripting command will be rational and if so, I'll make a ticket for it. Thank you.

May 10 2016, 12:26 AM · Arma 3
SaMatra added a comment to T63011: Cannot retrieve weapon items/vests/headgear/uniform/backpack from player immediately after death.

Thanks again!

May 10 2016, 12:26 AM · Arma 3
SaMatra added a comment to T63011: Cannot retrieve weapon items/vests/headgear/uniform/backpack from player immediately after death.

japapatramtara, thanks a lot for taking your time to fix this issue! Also, there should be some kind of link to thrown away weapon, right? I remember if you open main body inventory of dead soldier you still see his gun in the list (which is also another problem since weapon near soldier makes it hard to open soldier himself, not WeaponHolderSimulated with his weapon). Maybe weapon commands should use this link if unit is dead? Thank you.

May 10 2016, 12:26 AM · Arma 3
SaMatra added a comment to T63011: Cannot retrieve weapon items/vests/headgear/uniform/backpack from player immediately after death.

New commands introduced in beta:
primaryWeaponMagazine
secondaryWeaponMagazine
handgunMagazine

doesn't work on dead players too, so its impossible to say check if dead body has launcher with rocket or not.

May 10 2016, 12:26 AM · Arma 3
SaMatra added a comment to T62765: Shareable Editor Sessions / Simultaneous Mission Editing.
  1. Add admin panel script / addon
  2. Launch mission, spawn stuff, blow stuff up
  3. Profit
May 10 2016, 12:15 AM · Arma 3
SaMatra added a comment to T62765: Shareable Editor Sessions / Simultaneous Mission Editing.

No you can't, but you can use these tools to achieve your goals if you are proficient with scripting. That's exactly how I edit when I need to position something on the map, I do it in game with tools and then export coordinates or whatever I need into sqf that will be used in the mission.

May 10 2016, 12:15 AM · Arma 3
SaMatra added a comment to T62688: New scripting command request: setActionTitle.

Thank you, you are correct. Apparently my original issue on dev-heaven got into assigned state just because this feature was planned for A3. This ticket is no longer actual then.

May 10 2016, 12:11 AM · Arma 3
SaMatra edited Steps To Reproduce on T62688: New scripting command request: setActionTitle.
May 10 2016, 12:11 AM · Arma 3

May 9 2016

SaMatra edited Steps To Reproduce on T61624: Pre-placed map objects get restored for JIP players if objects were destroyed with setDamage scripting command.
May 9 2016, 11:15 PM · Arma 3
SaMatra added a comment to T61483: Unable to eject from helicopters at low speeds/altitude.

I think that Eject is disabled on purpose, there are no Parachutes in the game as of now and when you eject yourself with script it throws an error that parachute class is missing and sometimes even crashes the game.

May 9 2016, 11:08 PM · Arma 3
SaMatra added a comment to T60668: addGoggles - Place Goggles in Ammocrates?.

Goggles are barely supported as of now, you cannot get them off weapon container or add there, (getItemCargo doesn't return goggles) you cannot check if dead player has goggles at all, etc.

May 9 2016, 9:53 PM · Arma 3
SaMatra added a comment to T60456: Let mission designer decide if they want allow players to wear enemy uniforms or not..

This ticket is not about scripting commands but about letting players wear enemy uniforms through menu.

May 9 2016, 9:45 PM · Arma 3
SaMatra added a comment to T60456: Let mission designer decide if they want allow players to wear enemy uniforms or not..

Ezcoo, both your points are wrong because it is already possible to make any unit wear anything with scripts.

May 9 2016, 9:45 PM · Arma 3
SaMatra edited Steps To Reproduce on T60456: Let mission designer decide if they want allow players to wear enemy uniforms or not..
May 9 2016, 9:45 PM · Arma 3
SaMatra added a comment to T60390: Walls falls when a body fall on them.

Added repro mission.

  1. Start bodies_break_repro.Stratis with 2 players
  2. Player 1 comes close to wall and keeps respawning until wall breaks

Video: http://youtu.be/WLkYCP-56Go

Playing mission with 1 player and respawning in same matter does NOT break the wall.

From my observations trees, bushes and walls fall because of ragdoll processing done on remote clients. The more clients - the worse is destruction radius from ragdoll.

May 9 2016, 9:43 PM · Arma 3
SaMatra added a comment to T59007: Command addWeapon does not function on vehicles any longer..

Confirming this as well, it seems to be a bug since addMagazine functions just fine and you can add any magazines you want for vehicle.

May 9 2016, 4:15 PM · Arma 3
SaMatra added a comment to T58752: [Alpha] Can't steal uniform/disguise.

You are not supposed to wear enemy uniforms in ArmA 3, it is game rule. (Disregard early trailer which let you disguise as enemy, they removed this ability later in the game) You still can get enemy vests, backpacks and headgear though.

May 9 2016, 3:28 PM · Arma 3