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May 10 2016

LtStan added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

still have the issues it did accure about 12 weeks ago after a minor Arma 3 or Steam update:

Devices which stop working:
Device Name: Saitek Pro Flight X-55 Rhino Stick
Vendor ID: 0x0738
Product ID: 0x2215

Device Name: Saitek Pro Flight X-55 Rhino Throttle
Vendor ID: 0x0738
Product ID: 0xA215

MFG Crosswind Rudder Pedals
Vendor ID: 0x8564
Product ID: 0x0203

I also do use TrackIR but it still works flawless.
The finny thin it does still work in the system and in the programming software for the devices.
Also when I bind keyboard keys to the buttons they are recognized by ArmA 3.

This is very frustration as I am totally used to fly with my hotas and the pedals and currently can not support my squad in the air.

Hope somebody finds a solution soon, I'm starting to loos my fun in ArmA.

Solutions tried and failed:

  • delete device drivers and devices and reinstlall them.
  • Delete Arma 3 and resintall it.
  • totally clean system installation.
  • Tried devices on USB 3 and 2
  • run ArmA 3 in win 7 compatibility
  • Turned off power management in registry windows 8.1
  • Tried to run devices on a external powered USB 3.0 hub and usb 2.0 Hub

This issue only occurs only when entering a Altis map on Stritis all works flaw less.

OS: Windows 8.1 x64

May 10 2016, 6:34 AM · Arma 3
blub added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

Same here, Win 8.1 x64, Saitek X52, Arma III 1.34.128075

  • Start game without mods.
  • Open settings menu and go to controller page.
  • X52 is detected as is should.
  • Open editor, start game.
  • Open settings menu again and go to controller page.
  • X52 is missing now.
May 10 2016, 6:34 AM · Arma 3
ph0enX added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

This has nothing to do with the Problem itself.

That you habe to start the Engine manually is working as intended. This function was working like this in TKoH also, ans was also communicated by Bohemia that it is functioning like this.

May 10 2016, 6:34 AM · Arma 3
remi added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

Steps to recreate:

  1. Open ARMA3
  2. Start ANY mission
  3. When mission is loaded and player is in game, open settings, controls
  4. Thrustmaster Warthog Joystick and Throttle and Saitek Flight Pedals disappear, do not work in game any longer. TrackIR is still working properly.
  5. Quit game.
  6. Restart game and start any mission.
  7. Controllers all working properly.

Windows 8.
ASUS ROG G750 laptop

May 10 2016, 6:34 AM · Arma 3
Ronbocop added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

Potentially Solved.
Note: does not explain the deletion of controls, however...

Note to ph0enX: Please read above, unfortunately I was unaware of the rpm mod.

I placed a helicopter in flight mode and noted the the rpm indicator at the top left as well as the engine icon were white. I was able to fly and land the helo but couldn't get it to start once it was landed. Engine icon off and rpm icon was red.
Using scroll mouse to "engines on", helicopter fires up, rpm icon changes to orange colour and then to white, then you can collective up and take off. At least you can fly now. Fixed wing does not require engines to be switched on, throttling up turns engines on. Hope this helps guys, it's a big relief to me, but still perplexing problem for BI to sort out controller deletion.

May 10 2016, 6:34 AM · Arma 3
Ronbocop added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

Tried testing again today after updates and purchase of DLC Helicopters.
Move peripherals from usb3 to usb2 ports. No success.
Stripped all mods except BI mods, still no success. Can fly a plane but as soon as you go into a helo, the controllers are deleted. Now, I have also tried flying with just x an z and still the commands are not being recognised except for the dashboard dial that shows collective position. If the controllers have not been deleted, they also show on the dashboard dial.

May 10 2016, 6:34 AM · Arma 3
Ronbocop added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

And now both the dev build AND the main build have inoperable/disconnected joysticks.

Guys, please upgrade this fix to be critical, thank you.

May 10 2016, 6:34 AM · Arma 3
Hajimoto added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

New I7 Build with 8.1 and Saitek X52 Controller vanishes in ESC/CONFIGURE/CONTROLLER list in multiplayer.
I have exhausted all known troubleshooting methods. Please note TrackIR 5 still stays active during these events.
I have over 2100 Hours in A3 on my now dead WIN 7 64Bit rig.

Devs please prioritize this as it is rendering the game useless for me.

May 10 2016, 6:34 AM · Arma 3
Bohemia added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

Just noticed something interesting. If I create a new mission the issue does not occur.

This appears to only be happening on most of my existing missions. Two missions I have a very simple. One kills the ability to use my joysticks if I open the controller config and the other doesn't. There are no mods or third part scripts required in either of them.

EDIT:

Ok. The two scrips above were on different islands.

If I create a new mission on Stratis with just one default bluefor. And do my test as above. The joystick DO NOT disappear.

If I do exactly the same thing except on Altis. My joysticks DO disappear.

Weird.

May 10 2016, 6:34 AM · Arma 3
Ragarnot added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

I tried that, and it did not work, same old.
I'd also like to add that this issue has nothing to do with multiplayer. The issue would occur in any mode, whether it be Singleplayer or Multiplayer.
I didn't have the bug on Windows 7, and I've seen a lot of people having this bug with W8.1. Otherwise the bug was more likely to happen on the second try, and on the first the game would take a few seconds to load the controls menu, after the bug, it would be instantaneous.

May 10 2016, 6:34 AM · Arma 3
Bohemia added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

This happens to me 100% of the time on my X55.

To reproduce 100% of the time.

  1. Load ARMA 3
  2. Display Controllers (all devices look ok as do key bindings)
  3. Start a mission.
  4. Display Controllers (Peddles, and HOTAS devices are no missing, associated keybindings are empty. TrackIR remains and still works ok)

I have a Thrustmaster Warthog setup and never had the problem with that(I haven't tried it again since getting the X55, will do when I can). When the bindings disappear I loose my Saitek rudder peddles and X55 devices from the Controller menu. Only TrackIR remains. To fix it I have to reload ARMA.

1.It is commonly assumed to be USB power management. I have already applied the Windows 8.1 USB power management registry and config fixes for use in other games which did correct the issue for the other games. Elite Dangerous, FSX and Star Citizen do not longer suffer from this issue.

  1. It isn't time dependent. It happens as soon as I go into the controller screen.
  1. I have tried USB 2 and USB 3 ports. I have tried it on a powered hub and my motherboard ports.
  1. DXDiag says "no problems found".
  1. Windows Update, BIOS, Motherboard, Graphics, Keyboard + Mouse (G710+ + G602), Saitek drivers and software are latest.
  1. It doesn't matter to me if I am in Multiplayer, SP or and Editor mission. Results are the same.
  1. I plugged in my Warthog throttle and redid my test. Not only did the Saitek stuff disappear, so did the thrustmaster. IT seems to be all "joystick" devices get clobbered.
May 10 2016, 6:34 AM · Arma 3
Ronbocop added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

Same using Warthog Hotas (combined mode).
Changed to Dev Build earlier today, flying the Hot LZ Dev Build mission. Worked fine, closed session to leave for a meeting. Upon return, restarted ARMA but could not start helicopter with joystick nor keyboard.Tried 3 or 4 times swapping back from normal to dev builds. Normal works, Dev can no longer see controller. Although IT DOES see some of my mapped keyboard inputs as displays like the variometer registers throttle adjustments.
The only difference I can think is that it is consistently failing to work after I set advanced controls and flew 2nd or 3rd mission in editor on Stratis with a hummingbird.

May 10 2016, 6:34 AM · Arma 3
oukej added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

One possible workaround, that could help is switching off the EnhancedPowerManagement of the USB device.

---

Try only on your own risk!!!

  1. You can download USBDeview here http://www.nirsoft.net/utils/usbdeview-x64.zip (info http://www.nirsoft.net/utils/usb_devices_view.html)
  2. Right click on the problematic device, click "Open in RegEdit"
  3. Open the Device Parameters of the opened device
  4. Change "EnhancedPowerManagementEnabled" from 1 to 0
  5. Please report back if it helped

Unless you feel rly comfortable with doing this change at your own risk, please do not attempt it. We'll still try to find a solution on our own side.

Thank you!

May 10 2016, 6:34 AM · Arma 3
ph0enX added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

If you disconnect a controller in mid game, then it is normal that the game won't recognize it anymore.

What I know is this normal in EVERY game i know. :)

May 10 2016, 6:34 AM · Arma 3
coreypett added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

I have the same issue, but with me and my Xbox One/360 controller. It is when the cord sometimes pops out of my controller and disconnects. When I plug it back into the controller, it does not recognize it anymore. The only way for me to fix it, is to restart Arma 3. This happens quite often, I try not to knock the cord out of my controller (it is very loose) but it happens.

Happens in singleplayer and multiplayer.

I use windows 8.1

May 10 2016, 6:34 AM · Arma 3
ph0enX added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

It got better since the 1.26 Update.
Since then the joystick just disconnected after 20 minutes when you enter the options... But since the hotfix the joystick instantly disconnects when you enter the options.

(In Multiplayer)

May 10 2016, 6:34 AM · Arma 3
ph0enX added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

Lately I had it in Single Player Scenario!

But after 20 minutes it was there again!

In multiplayer by now it just disconnects instantly, or also when I do not open the controls options. It just doesn't work in Multiplayer

May 10 2016, 6:34 AM · Arma 3
Trenix added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

Uploaded the .RPT file straight after I lost controls. The throttle disappeared mid flight, the joystick once I was landing.

May 10 2016, 6:34 AM · Arma 3
Trenix added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

Uploaded my Dxdiag, short version: using Windows 8.1. The problem seems only to occur with players using Windows 8 and 8.1. Friend of mine I play with use TrackIR 5, Thrustmaster Warthog and pedals without any problems, he is using Windows 7 however.

May 10 2016, 6:34 AM · Arma 3
Trenix added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

Happens to me as well, seems to also occur when entering a vehicle (choppers in this case)

May 10 2016, 6:34 AM · Arma 3
oukej added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

If you are still experiencing this issue, could you please provide your dxdiags (and eventually also .rpt right after it happens)? Thanks a lot!

May 10 2016, 6:34 AM · Arma 3
ph0enX added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

Yes! This error also occurs when there is also just one Controller connected, and has also nothing to do with the presence of of a XBOX360 controller!

But yesterday I had something weird going on!

MY X52 Pro disappeared again. But after some time playing I went back to the options to find out what key was used for some specific action I wanted to do.

Suddenly my helicopter reacted to the joystick. It was suddenly there again!

May 10 2016, 6:34 AM · Arma 3
peterjoh added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

I have this problem as well. Windows 8.1 x64, TrackIR 5, XBOX 360 wired controller. The XBOX controller dissappears when going to Configure --> Controls. It seems to work OK as long as I don't have to open this configuration to change something (enable / disable / nullzones or keymap).

To clarify - for me it seems that it's the actual opening of the Configure --> Controls menu that resets the controller. Up until that moment, everything seems to work okay.

May 10 2016, 6:34 AM · Arma 3
Adanteh added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

I do have a xbox360 controller but the USB receiver is not connected. Do keep in mind that that joystick shows up as 3 seperate devices (Both in Windows and ArmA), so it still falls under multiple controllers.

May 10 2016, 6:34 AM · Arma 3
oukej added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

@Andanteh - are those two the only controllers you have? (but you don't see the G13 in the game even right after the start anyway, right? A disabled device shouldn't play any role.)

Could we rule out the necessity of multiple controllers or presence of xbox360 controller for this bug to be reproducible?

May 10 2016, 6:34 AM · Arma 3
Adanteh added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

Opening control in singleplayer is fine. I can change stuff, it gets saved and everything works correct. When I open controls in multiplayer it ALWAYS removes my joystick as device and the only way to fix it is by restarting the game.

May 10 2016, 6:34 AM · Arma 3
Adanteh added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

Same problem here

Windows 8 x64
Logitech G940 Joystick (Registers as 3 controllers. Joystick, throttle, pedals)
Logitech G13 (Joystick function is completely disabled in windows hardware though)

May 10 2016, 6:34 AM · Arma 3
kaweksl added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

Hi,

I have same problem here, using Logitech Extreme 3D Pro and Logitech G13 mini joystick (affected only joystick, keys working fine as they are "separate device")

For me it ocures after going to controles menu when in MP game after going back joysticks are not working. Its not 100% case, when i'm trying to replicate bug, it won't occur.

After game restart joystick are working

May 10 2016, 6:34 AM · Arma 3
ph0enX added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

Same here with Saitek X52 Pro!

But I found out, that it always happens to me when I have more than on "controller" connected.

I have connected the following things via USB:

Standard connected:

  • Razer Black Widow Keyboard
  • Steelseries Rival Mouse
  • Roccat USB Bungee
  • Webcam for selfmade TrackIR

Following controllers I have tested:

  • Saitek X52 Pro (if this alone is connected I have no problem)
  • Logitech G25
  • XBOX360 Controller
  • Speedlink XBOX360 Style Controller

If one of the last 3 is connected in addition to my Saitek Joystick, then I have the problem, that the controllers, except for the Freetrack/TrackIR are disconnected in the options.

It works for some time, that I can change the controls. But after some time when I enter the controls menu they are disappeared.

Freetrack/TrackIR are still in the list and working though.

May 10 2016, 6:34 AM · Arma 3
oukej added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

We're struggling to isolate this nasty bugger. If you are aware of any circumstances that always trigger it, please let us know.

Thank you!

May 10 2016, 6:34 AM · Arma 3
Bohemia added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

Got the same issue here, using Logitech Attack 3 joystick.

May 10 2016, 6:34 AM · Arma 3
Bohemia updated subscribers of T73283: Opening joystick config in game results in joystick disappearing as input option.
May 10 2016, 6:34 AM · Arma 3
oukej added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

It has happened to me randomly as well, however - do you have any reliable steps to reproduce the loss of controllers 100%?

May 10 2016, 6:34 AM · Arma 3
oukej added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

Does it happen in 100% cases to you?

May 10 2016, 6:34 AM · Arma 3
feeprom added a comment to T73283: Opening joystick config in game results in joystick disappearing as input option.

These are the reliable steps. While in-game (multiplayer match)...

ESC -> Configure -> Controls -> Controller TAB

Joystick should have disappeared from the list and stopped working.

Joystick: Logitech Extreme 3D Pro

May 10 2016, 6:34 AM · Arma 3
TallMartin edited Steps To Reproduce on T73283: Opening joystick config in game results in joystick disappearing as input option.
May 10 2016, 6:34 AM · Arma 3
Bohemia updated subscribers of T73282: multiple helicopters try to land on 1 helipad.
May 10 2016, 6:34 AM · Arma 3
Bohemia added a project to T73283: Opening joystick config in game results in joystick disappearing as input option: Arma 3.
May 10 2016, 6:34 AM · Arma 3
dennybob edited Steps To Reproduce on T73282: multiple helicopters try to land on 1 helipad.
May 10 2016, 6:34 AM · Arma 3
Bohemia added a project to T73282: multiple helicopters try to land on 1 helipad: Arma 3.
May 10 2016, 6:34 AM · Arma 3
Blackshine666 added a comment to T73281: Random Crash to Desktop: PhysX3_x86.dll.

I can confirm this. I do have the very same issue. Faulting module name: PhysX3_x86.dll it crashes Arma3 after every 5-15min game play!! Incredible. Not playable game for 50 EUR!

May 10 2016, 6:34 AM · Arma 3
Fast-and-Free added a comment to T73281: Random Crash to Desktop: PhysX3_x86.dll.

Updated to the latest nvidia driver, crashed again when I was slightly bumped by a reversing pickup

May 10 2016, 6:34 AM · Arma 3
PBWolf added a comment to T73281: Random Crash to Desktop: PhysX3_x86.dll.

More crashes from tonight. Each with dump files. Several users on the server experienced crashes at the same time, but not everyone was in, near, or even had visual on a vehicle, although the crashes all seem to happen when a vehicle is taking damage.

https://docs.google.com/file/d/0B37VLAJfB-qrUkZ1VkJwX090c2s/edit?usp=sharing

May 10 2016, 6:34 AM · Arma 3
Astaroth added a comment to T73281: Random Crash to Desktop: PhysX3_x86.dll.

Thanks all for next info. Progress with this issue you can see here: http://feedback.arma3.com/view.php?id=15009

May 10 2016, 6:34 AM · Arma 3
PBWolf added a comment to T73281: Random Crash to Desktop: PhysX3_x86.dll.

Welp, a few more crashes last night. One crash actually affected everyone on the server, not sure if it's the one that generated the dumps or not, but there is one set of dumps included in this zip, with new rpt files: https://docs.google.com/file/d/0B37VLAJfB-qrdVFEcWNBbnFTbzg/edit?usp=sharing

We were on a custom mission with roughly 10 players - I was driving a Panther that got hit by AT. Most everyone had bailed and were within about 20m of the Panther. Within 10 seconds of the Marshall being destroyed (me and the gunner dead, laying on the ground next to it, as we were the only ones left inside when it was destroyed) everyone crashed.. Some clients froze, others crashed to desktop (as did I). The server apparently stayed running but went back to mission selection because everyone had to restart the game.

May 10 2016, 6:34 AM · Arma 3
PBWolf added a comment to T73281: Random Crash to Desktop: PhysX3_x86.dll.

I'm also uploading a new dxdiag, this time not run from RDP, sorry about that. Ignore the previous dxdiag.

May 10 2016, 6:34 AM · Arma 3
Fast-and-Free added a comment to T73281: Random Crash to Desktop: PhysX3_x86.dll.

I am plagued by this same issue, I uploaded my rpt and bidmp files. The mdmp files are 16 Mb each so I uploaded those to File Dropper http://www.filedropper.com/mdmp

May 10 2016, 6:34 AM · Arma 3
PBWolf added a comment to T73281: Random Crash to Desktop: PhysX3_x86.dll.

Oops.. ignore the dxdiag.txt, I ran it while logged in via remote desktop so it shows no sound device and the remote desktop video driver. Not sure how to remove it, but I will upload a new one once I get home.

May 10 2016, 6:34 AM · Arma 3
PBWolf added a comment to T73281: Random Crash to Desktop: PhysX3_x86.dll.

astaroth,

There were no .mdpm or .bidmp in the folder with the .rpt files. I'm guessing that is out of the ordinary?

FYI - Played an hour or two last night, on multiplayer, same map I experienced crashes on before. I was in and out of vehicles with no crash. Only change being updated PhysX system software.

Also, sorry I keep forgetting to re-run the dxdiag. Will do that tonight for sure, and continue to play to see if I get any more crashes.

May 10 2016, 6:34 AM · Arma 3
Astaroth added a comment to T73281: Random Crash to Desktop: PhysX3_x86.dll.

I need .mdpm and .bidmp files too. They are files with same date and time in name like these .rpt files. Thank you.

May 10 2016, 6:34 AM · Arma 3
rhoscrazy added a comment to T73281: Random Crash to Desktop: PhysX3_x86.dll.

Major issue. Ignored by Bohemia.

May 10 2016, 6:34 AM · Arma 3
Bohemia added a project to T73281: Random Crash to Desktop: PhysX3_x86.dll: Arma 3.
May 10 2016, 6:34 AM · Arma 3
hatemeok added a comment to T73281: Random Crash to Desktop: PhysX3_x86.dll.

Good thing I'm not the only one experiencing this.

May 10 2016, 6:34 AM · Arma 3
Bohemia updated subscribers of T73280: Lying with handgun + equiped AT-launcher = wrong AT-launcher position.
May 10 2016, 6:34 AM · Arma 3
Bohemia updated subscribers of T73281: Random Crash to Desktop: PhysX3_x86.dll.
May 10 2016, 6:34 AM · Arma 3
PBWolf edited Steps To Reproduce on T73281: Random Crash to Desktop: PhysX3_x86.dll.
May 10 2016, 6:34 AM · Arma 3
FG edited Steps To Reproduce on T73280: Lying with handgun + equiped AT-launcher = wrong AT-launcher position.
May 10 2016, 6:34 AM · Arma 3
David77 edited Steps To Reproduce on T73279: Second in command turns a group into full retard mode.
May 10 2016, 6:34 AM · Arma 3
Bohemia added a project to T73280: Lying with handgun + equiped AT-launcher = wrong AT-launcher position: Arma 3.
May 10 2016, 6:34 AM · Arma 3
Bohemia added a project to T73279: Second in command turns a group into full retard mode: Arma 3.
May 10 2016, 6:34 AM · Arma 3
redstone added a comment to T73278: Vehicle mirrors on the right of the vehicle display the same image as the left mirrors.

It's a duplicate of this bug - 0010671 (http://feedback.arma3.com/view.php?id=10671), please monitor that.

May 10 2016, 6:34 AM · Arma 3
Bohemia updated subscribers of T73279: Second in command turns a group into full retard mode.
May 10 2016, 6:34 AM · Arma 3
mibadvancegamersorg added a comment to T73277: Steam workshop missions and savegames couldn't play offline.

I will reproduce and provide info again, thanks

May 10 2016, 6:33 AM · Arma 3
Bohemia added a project to T73278: Vehicle mirrors on the right of the vehicle display the same image as the left mirrors: Arma 3.
May 10 2016, 6:33 AM · Arma 3
Scorpion edited Steps To Reproduce on T73278: Vehicle mirrors on the right of the vehicle display the same image as the left mirrors.
May 10 2016, 6:33 AM · Arma 3
Gekon updated subscribers of T73277: Steam workshop missions and savegames couldn't play offline.

@MiB: The offline mode seems to be working on random missions - I have tried in on several missions from workshop (ie: Ground Attack) and it worked. Perhaps I am missing something specific in certain missions. Please, provide steps to reproduce including

  • missions that do not work (Workshop URL)
  • game version
May 10 2016, 6:33 AM · Arma 3
Gekon added a comment to T73277: Steam workshop missions and savegames couldn't play offline.

The offline support for workshop missions is in the game since December.

Currently, the mission DOES NOT get downloaded when you click subscribe. It only gets downloaded when you start playing it for the first time. Once it's dowloaded, you can go offline and continue playing/restart it.

May 10 2016, 6:33 AM · Arma 3
Crone edited Steps To Reproduce on T73277: Steam workshop missions and savegames couldn't play offline.
May 10 2016, 6:33 AM · Arma 3
Bohemia updated subscribers of T73277: Steam workshop missions and savegames couldn't play offline.
May 10 2016, 6:33 AM · Arma 3
mibadvancegamersorg added a comment to T73277: Steam workshop missions and savegames couldn't play offline.

Sorry but this has not been resolved as I have had this issue on the 16th and 17th of December 2013, I have played all the missions several times and I cannot play them without an internet connection

May 10 2016, 6:33 AM · Arma 3
Bohemia added a project to T73277: Steam workshop missions and savegames couldn't play offline: Arma 3.
May 10 2016, 6:33 AM · Arma 3
ruebe added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

Given arrays are passed by reference, I don't see why this couldn't be implemented rather easily (it's not like we need the full package of pointer arithmetic or anything...).

And yes, this would be definitely a welcome addition. Or have you ever tried to implement more elaborate data structures on top of arrays (e.g. a binary tree or what not)? Currently using a "sentinel"-node is not possible, and instead we have to use some awkward construct; an empty array is the best option, I guess, but it's tedious and makes for rather ugly code.

@Killzone_Kid: oh please... :3

May 10 2016, 6:33 AM · Arma 3
amooei added a comment to T73277: Steam workshop missions and savegames couldn't play offline.

why we cannot play Steam workshop missions without internet???
fix it

May 10 2016, 6:33 AM · Arma 3
Killzone_Kid added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

"Killzone_Kid, are you purposefully ignoring my notes?"

I think you might find that:

arrayWith1 in arrayOfArrays; true
arrayOfArrays - arrayWith1;
[[2], [3]]

works already

May 10 2016, 6:33 AM · Arma 3
Killzone_Kid added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

The way I see it, there is only one case where this could be useful, is when you don't want to modify some other var by mistake because it points to the same array you are modifying. But in this case

a. You should know better you have used a = b somewhere
b. To be on the safe side, use + operator and make copy when you need to copy array a = +b instead of a = b

It is useless for checking if array was modified because you will need to compare arrays by value and this means looking through all elements of an array. In most cases you will be comparing your array with another array which by default wouldn't be the same array.

May 10 2016, 6:33 AM · Arma 3
pystub added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

You're changing the subject, but that's the least of my worries.

What I've asked with this ticket was a unified and consistent way of array handling by various operators. None of the examples worked eight months ago, and I haven't checked since then, because no note in this ticked suggested otherwise. I will check in the morning.

May 10 2016, 6:33 AM · Arma 3
pystub added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

Killzone_Kid, are you purposefully ignoring my notes? I already gave an example here http://feedback.arma3.com/view.php?id=14917#c55687

This miniature change breaks nothing and allows for a much cleaner and readable code. As mp5gosu outlined in http://feedback.arma3.com/view.php?id=14917#c70848 this is not fixable from user code, it's a change that has to be made to the script interpreter.

May 10 2016, 6:33 AM · Arma 3
Killzone_Kid added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

"yet isEqualTo returns true"

Yet? I don't understand this. It supposed to return true because arrays are identical.

May 10 2016, 6:33 AM · Arma 3
ckfinite added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

Identical is not equivalent to reference equality. Let's assume that isEqualTo implements reference equality, and consider a trivial IL transformation of the earlier code, as would happen in a standard compiler.

[1,2,3] isEqualTo [1,2,3]
becomes
a=[1,2,3]
b=[1,2,3]
rval = isEqualTo a, b
Now, let's assume that the compiler is smart enough to know that a and b are not aliased in isEqualTo, and stores their arrays in program memory. Then, this would become a notional in-memory form (with made-up indices) of
0x60000: 1
0x60004: 2
0x60008: 3
0x6000C: 1
0x60010: 2
0x60014: 3
Then, a = 0x60000 and b = 0x6000C. Then, while every element in the arrays is the same, a != b (assume that a = b, then 0x60000 = 0x6000C iff 0 = 12, which is patently false). Therefore, a isEqualTo b, if isEqualTo implements reference equality, should be false.

However, isEqualTo clearly does not implement reference equality. In the above example, it doesn't compare 0x60000 and 0x6000C, rather, it compares 1=1, 2=2, and 3=3. This means that it's arbitrarily slower (in big omega of n) than the reference equality implementation - to see why, make two identical arrays of a billion elements, and run isEqualTo on them. The notional reference equality implementation is instant - it doesn't depend on the size of the arrays, but isEqualTo could take a very long time indeed.

Note that the actual implementation of the arrays will cause code that looks more like
a=Array.create(1,2,3)
b=Array.create(1,2,3)
to be generated. This means that the pointers are actually looking at heap elements, but the same idea holds.

May 10 2016, 6:33 AM · Arma 3
Killzone_Kid added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

Also not sure what OP means by arrays are rejected by "in" operator.

Syntax for in is

ANY in ARRAY

and [1,2,[3]] in 1,2,[3] returns true

May 10 2016, 6:33 AM · Arma 3
Killzone_Kid added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

I now understand what you're saying, ckfinite. So when one would need to know if a variable references the same array as another variable? Could you give a practical example where this is necessary (in terms of Arma scripting of course)?

May 10 2016, 6:33 AM · Arma 3
ckfinite added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

I'm not actually that familiar with Arma scripting, though the use cases for this are pretty clear generally.

There are two big cases that reference equality is helpful: when comparisons are expensive, and when arrays are large. I don't think you can define your own equality and objects, so the first case doesn't apply to Arma. However, the second case can apply.

Suppose you have an array with a hundred million elements, and you want to see if an array that was just given to you is the same array. If you use isEqualTo, it will have to compare every single one of those hundred million elements, which, if each comparison can happen in a millionth of a second, will take 100 seconds. In contrast, a reference equality implementation would take a millionth of a second.

May 10 2016, 6:33 AM · Arma 3
ckfinite added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

He's saying that [1,2,3] isEqualTo [1,2,3]. The two arrays have different memory pointers (unless you have a *very* aggressive optimizing compiler), yet isEqualTo returns true.

This indicates that isEqualTo is linear time, as well.

May 10 2016, 6:33 AM · Arma 3
ckfinite added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

Array subtraction is a bit sketchy, especially if applied to ordered lists (e.g. arrays). If there is a special set datatype, then that should support subtraction, but not arrays. The same goes for the in operator, especially as over arrays it's necessarily a O(n) operation, whereas a hashtable or tree backed set implementation may provide O(1) or O(log n) performance.

Is isEqualTo an O(n+m) or O(1) operation over the elements in the arrays? For many applications, constant-time reference equality is required, and it sounds as if isEqualTo is a linear time algorithm.

I also want to add that there must be a reference pointer somewhere - even if they're linked lists or something more exotic, they're still in memory somewhere, and that can be used to do O(1) comparisons. Basically every other language (even most functional ones) have this, because it's very convenient.

May 10 2016, 6:33 AM · Arma 3
Killzone_Kid added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

"Also, isEqualTo will return a false-positive when comparing arrays with same contents."

are you implying that [1,2,3] isEqualTo [3,2,1] can return true? It doesn't. It preforms strict comparison, so unless arrays are identical you will get false.

May 10 2016, 6:33 AM · Arma 3
pystub added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

Things that don't work: array subtraction, in operator. Also, isEqualTo will return a false-positive when comparing arrays with same contents.

May 10 2016, 6:33 AM · Arma 3
Killzone_Kid added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

isEqualTo is very fast, I dont understand what is the problem. You can compare your left foot to orange juice if you want and it will not throw an error. Pretty advanced command. But as I said in another ticket about the same problem, the chance of == changing behaviour is very slim.

May 10 2016, 6:33 AM · Arma 3
pystub added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

in and array subtraction, or I should rather say *element removal from an array*, works with other data types, complex or not.

May 10 2016, 6:33 AM · Arma 3
mp5gosu added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

It may also be in the operators-implementation. ;)
edit: Upvoting because it makes sense to me, to have a very fast and native way of comparing arrays...

May 10 2016, 6:33 AM · Arma 3
SaMatra added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

Indeed, my bad that I didn't read entire comments section.

May 10 2016, 6:33 AM · Arma 3
pystub added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

a = [];

    b = a;
    a == b; // ERROR

This is top notch madness, and I'm asking for it to be fixed.

May 10 2016, 6:33 AM · Arma 3
pystub added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

mp5gosu, if arrays are not references explain how this code works:

a = [1,2,3];
b = a;
b set [3,4];
hint str a; //[1,2,3,4]
b resize 2;
hint str a; //[1,2]
May 10 2016, 6:33 AM · Arma 3
mp5gosu added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

https://community.bistudio.com/wiki/Code_Optimisation#Comparing_arrays

edit:
Arrays in SQF are always compared by value. They do not have a checksum or a tag, nor a reference pointer. Therefore, Arrays MUST be compared by value. SQF is not a low-level language.
edit 2: You may wite a simple function to calculate a checksum for your arrays and compare them.
This might be even faster as comparing by value (especially for very large arrays)

May 10 2016, 6:33 AM · Arma 3
pystub added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

No, isEqualTo compares by value, which has performance penalty. This is not resolved.

May 10 2016, 6:33 AM · Arma 3
mp5gosu added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

Variables are referenced, sure. BUT this doesn't imply that the underlying layer allows 1:1 referencing to the heap in memory. This is an engine-secret at low level. There may be other service layers lying in between SQF and ASM denying the usage of direct comparing. So actually no one (but BIS) knows, what's happening inside. It may be implementable or not. If it makes sense? I don't know. :)

May 10 2016, 6:33 AM · Arma 3
Killzone_Kid added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

Have a look at isEqualTo command, it can compare arrays and booleans.

May 10 2016, 6:33 AM · Arma 3
pystub added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

I think I will have to generalize this ticket a bit, because what I'm looking for is acceptance of an array as a parameter by some of the operators. Examples of what would be possible are:

    arrayOfArrays = [1, [2], [3]];
    arrayWith1 = [1];
    arrayOfArrays set [0, arrayWith1];
    arrayWith1 == [1]; // false, `[1]` creates new array with a new reference
    arrayWith1 == arrayOfArrays select 0; // true
    arrayWith1 in arrayOfArrays; // true
    arrayOfArrays - arrayWith1; // [[2], [3]]

Because array is the only data structure in SQF it would make sense to make operators recognize it as a sort of object, like other object oriented languages do.

I ran into this while making a patrol route planning script. For example:

        if (count (_probes select _i select 1) > count (_probes select _max select 1)) then {
            _max = _i;
        };
    /* */
    _maxA = _probes select _max;
    for [{_i = 0}, {_i < count (_maxA select 1)}, {_i = _i + 1}] do {
        _probes set [_maxA select 1 select _i, -1];
    };
    _probes set [_max, -1];
    _probes = _probes - [-1];

could be changed to:

        if (count (_probes select _i select 1) > count (_max select 1)) then {
            _max = _probes select _i;
        };
    /* */
    for [{_i = 0}, {_i < count (_max select 1)}, {_i = _i + 1}] do {
        _probes = _probes - [_max select 1 select _i];
    };
    _probes = _probes - _max;

This change doesn't affect backwards compatibility, unless someone was relying on generating an error (and that's just plain wrong).

May 10 2016, 6:33 AM · Arma 3
ckfinite added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

This is equivalent JS code:
var a = [1,2,3];
var b = a;
if (a == b) {alert ('match')} else {alert ('no match')};

var c = [a]
if (a == c[0]) {alert ('match')} else {alert ('no match')};

This produces two dialogs with the text "match". This functionality is shared by Java, C, C++, C#, Python, x86 assembly, and many, many others. It is called reference equality, and is an artifact of the underlying implementation of the language. Computers implement arrays by having contiguous blocks of memory containing the array values. What is stored in the variable is actually the integer offset into memory.

This is best exemplified by how C handles array accesses. The syntax x[n] in C is equivalent to (x + n)*, or adding n to the pointer x and dereferencing the memory location. The array that the programmer interacts with is x, but x is just the integer memory location where the array is stored.

This ticket is asking for the ability to compare arrays by their reference pointer. In the above javascript example, a, b, and c[1] all have the same integer value, and logically should be equivalent.

May 10 2016, 6:33 AM · Arma 3
Fank added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

I think isEqualTo is exactly that after he has sought.
I would close the issue because i think all questions were answered.

Special thanks to Killzone_Kid

May 10 2016, 6:33 AM · Arma 3
Killzone_Kid added a comment to T73276: Arrays are rejected by operators (e.g. ==, in, -; comparison by reference request).

@ckfinite Thank you for the explanation. In SQF it kinda works like this already:

a = [1,2,3];
b = a;
b set [3,4];
hint str a; [1,2,3,4]
b resize 2;
hint str a;
[1,2]

You just cannot compare arrays. Language differences aside, why and when we might need what OP is asking for? Any practical examples when this could be useful?

May 10 2016, 6:33 AM · Arma 3