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May 10 2016

SaMatra added a comment to T75188: Damage on static objects doesn't transfer to JIP players.

On the video: http://www.youtube.com/watch?v=g3ZLTI6WX1E

  1. Host applies setDamage 1 to everything around (both models and objects with classes)
  2. Client observes that everything destroys
  3. Client goes to lobby and joins again
  4. Client observes that everything is untouched
May 10 2016, 7:30 AM · Arma 3
SaMatra added a comment to T74880: add script command to return if vehicle lights are on/off.

japapatramtara, you are the god!

May 10 2016, 7:22 AM · Arma 3
SaMatra added a comment to T74844: [SOLVED] "init" field in mission.sqm is triggered MULTIPLE TIMES on the client for log out/log in JIP.

There is no double execution, it works like it supposed to. You have a unit that has init line, you join and it executes. Dead units are object too and their lines execute as well.

May 10 2016, 7:21 AM · Arma 3
SaMatra added a comment to T74547: Chatblock disappears after few minutes into the game (since 1.06).

Just happened again, might be related to Alt+Tabbing since I Alt+Tabbed quite often. Also Heisenberg what mission did you play when it happened?

May 10 2016, 7:14 AM · Arma 3
SaMatra added a comment to T74547: Chatblock disappears after few minutes into the game (since 1.06).

Good point, I also did several restarts and at some point chat disappeared, maybe it is related to restarts\lobby.

May 10 2016, 7:14 AM · Arma 3
SaMatra added a comment to T74547: Chatblock disappears after few minutes into the game (since 1.06).

I think so, but I definitely experienced disappearing chat yesterday.

May 10 2016, 7:14 AM · Arma 3
SaMatra added a comment to T74547: Chatblock disappears after few minutes into the game (since 1.06).

Actually I noticed same thing yesterday, called "showChat true" and it appeared again.

May 10 2016, 7:14 AM · Arma 3
SaMatra added a comment to T74474: HitPart impact location is not synced with the Resolution LOD (FIRE LOD not following the Reso LOD frame for frame).

Thanks a lot for new commands hladas, these will come extremely helpful for our missions.

I've written a test case code to display icons on player heads and now they follow players silky smoothly compared to usage of simulation scope commands.

removeMissionEventHandler ["Draw3d", eh];
eh = addMissionEventHandler ["Draw3d", {
{

		drawIcon3D ["A3\ui_f\data\map\diary\icons\playerWest_ca.paa", [1,1,1,1], _x modeltoworldvisual (_x selectionPosition "head"), 0.8, 0.8, 0, "", 2];

} forEach allUnits;
}];

However problem when working with units that are inside vehicles still persists, it seems that modelToWorld command returns coordinates of future visual state of one frame ahead and also looks choppy like in simulation scope.

http://youtu.be/hi7WQInyPTA

Here is a video comparison that first shows smooth ideal follow of icons over player heads and then how it works when units are inside vehicle. Is there anything that can be done to improve command functionality when working with units inside vehicles?

May 10 2016, 7:12 AM · Arma 3
SaMatra added a comment to T74474: HitPart impact location is not synced with the Resolution LOD (FIRE LOD not following the Reso LOD frame for frame).

Sounds amazing, would be great to see render time scope versions of modelToWorld, worldToModel, getDir, vectorDir and vectorUp.

May 10 2016, 7:12 AM · Arma 3
SaMatra added a comment to T74474: HitPart impact location is not synced with the Resolution LOD (FIRE LOD not following the Reso LOD frame for frame).

This ticket needs comments from the developers, we must know what's going on.

May 10 2016, 7:12 AM · Arma 3
SaMatra added a comment to T74459: New scripting command: "setObjectModel".

All my vote up. Will be amazing if it could accept models from the mission.

May 10 2016, 7:12 AM · Arma 3
SaMatra added a comment to T74437: New scripting command: serverName.

To display server name in the game since at the moment the only way to find which server you are on is to look at scoreboard which is not available on higher difficulties and also crops server name if it is too long. This command will let mission designers display server name elsewhere: on HUD, on custom scoreboard, in welcome message, in diary on the map, etc.

May 10 2016, 7:12 AM · Arma 3
SaMatra edited Steps To Reproduce on T74437: New scripting command: serverName.
May 10 2016, 7:12 AM · Arma 3
SaMatra added a comment to T74434: destroyed walls simply sink into the ground.

Biggest issue with this stuff is that units\players can walk through and hide inside these knocked over walls.

May 10 2016, 7:11 AM · Arma 3
SaMatra added a comment to T74029: Collection of all current problems with weapon, magazine and vehicle icons in the game.

I expanded the ticket with suggestion to rerended all weapon icons and include proper lighting as weapons are rendered for arma3.com

May 10 2016, 6:57 AM · Arma 3
SaMatra added a comment to T74029: Collection of all current problems with weapon, magazine and vehicle icons in the game.

I refer to UI image, it looks the same as it is in the game and it has no visual artifacts.

May 10 2016, 6:57 AM · Arma 3
SaMatra added a comment to T74029: Collection of all current problems with weapon, magazine and vehicle icons in the game.

It looks the same as it does in the game and that's fine for me.

May 10 2016, 6:57 AM · Arma 3
SaMatra edited Steps To Reproduce on T74029: Collection of all current problems with weapon, magazine and vehicle icons in the game.
May 10 2016, 6:57 AM · Arma 3
SaMatra added a comment to T73570: Include VBS2 commands velocityAng & setVelocityAng into ARMA.

Great, thanks, looks like they added proper documentation about a year ago, I've been messing with the command earlier than that and wasn't able to find any proper documentation by that time.

May 10 2016, 6:45 AM · Arma 3
SaMatra added a comment to T73570: Include VBS2 commands velocityAng & setVelocityAng into ARMA.

I don't think name matters much, we just need functionality

May 10 2016, 6:45 AM · Arma 3
SaMatra added a comment to T73570: Include VBS2 commands velocityAng & setVelocityAng into ARMA.

As far as I remember you can set angular velocity with http://community.bistudio.com/wiki/setVelocityTransformation Proper documentation is non-existant though, but I think I remember I managed to set angular velocity with this command.

May 10 2016, 6:45 AM · Arma 3
SaMatra added a comment to T73570: Include VBS2 commands velocityAng & setVelocityAng into ARMA.

You are correct, just double tested it and it didn't seem to apply any kind of angular velocity to the object and just set its rotation (vector up\down) right away.

May 10 2016, 6:45 AM · Arma 3
SaMatra added a comment to T73489: nearestObjects / nearObjects faulty class filter.

#6783

May 10 2016, 6:43 AM · Arma 3
SaMatra added a comment to T73489: nearestObjects / nearObjects faulty class filter.

Pre-placed map HBarriers are not vehicles, they are just models, like rocks or trees, they are not actually vehicles in that kind that you create with createVehicle, they simply have same model as their vehicle counterparts. Try to get these HBarriers with [] and then call typeOf on them you will see that they return no class (""), meaning that these are objects with very simple simulation, just models (thats why you can't set their position, attach them, etc.).

May 10 2016, 6:43 AM · Arma 3
SaMatra added a comment to T73489: nearestObjects / nearObjects faulty class filter.

The thing is that pre-placed Land_HBarrier_1_F are not actually vehicles but just "models", you cannot do anything them with (apart from setVectorUp). Before last patch they were vehicles and had classnames, last patch changed all these HBarriers into simple models like it was on Stratis from release.

May 10 2016, 6:43 AM · Arma 3
SaMatra edited Steps To Reproduce on T73374: Scripting command request: Put object into rest state (physics).
May 10 2016, 6:40 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
SaMatra added a comment to T73114: Request to add scripting command to lock inventory access..

So how do you emulate event handler with current tools? Have a key handler for pressing inventory key if cursorTarget vehicle is not supposed to be open? If yes then what about selecting "Inventory" from menu with the mouse? What about opening Inventory from the map?

May 10 2016, 6:29 AM · Arma 3
SaMatra added a comment to T73114: Request to add scripting command to lock inventory access..

Well it was just a suggestion, it can be called anything.

May 10 2016, 6:29 AM · Arma 3
SaMatra added a comment to T73114: Request to add scripting command to lock inventory access..

And how?

May 10 2016, 6:29 AM · Arma 3
SaMatra edited Steps To Reproduce on T73114: Request to add scripting command to lock inventory access..
May 10 2016, 6:29 AM · Arma 3
SaMatra added a comment to T73084: Dedicated servers do not load profile namespace variables.

Thank you for the fix Nesquick. If the fix was fairly simple i will LOVE if you could port the fix over to ArmA 2 which still has this bug. Thank you.

May 10 2016, 6:29 AM · Arma 3
SaMatra added a comment to T73084: Dedicated servers do not load profile namespace variables.

Awesome! Thanks for the fix, can't wait to have it on stable.

May 10 2016, 6:29 AM · Arma 3
SaMatra edited Steps To Reproduce on T73084: Dedicated servers do not load profile namespace variables.
May 10 2016, 6:29 AM · Arma 3
SaMatra added a comment to T72935: Missing of scripting commands for inventory.

Here is list of my suggested inventory manipulation commands. Up for discussion and comments. When finalized, I'll move this into new ticket.

Getting contents and indexes
  • Weapons ---------------------------

Exists, https://community.bistudio.com/wiki/weaponCargo

  • Magazines ---------------------------

Exists, https://community.bistudio.com/wiki/magazineCargo

  • Items ---------------------------

Exists, https://community.bistudio.com/wiki/itemCargo

  • Backpacks ---------------------------

Exists, https://community.bistudio.com/wiki/backpackCargo

Getting contents details by index
  • Weapons ---------------------------

Suggested syntax:
<vehicle> getWeaponCargoDetails <weapon_index>

Returns:
Array with full details on weapon by index inside container. Empty array if weapon doesn't exists under this index.

Array format is same as weaponsItems returns
[
Weapon classname,
Muzzle Item,
Flashlight Item,
Optics Item,
[

		Magazine classname,
		Current ammo count

],
... more loaded mags ...
]

  • Magazines ---------------------------

Suggested syntax:
<vehicle> getMagazineCargoDetails <magazine_index>

Returns:
Array with magazine details. Empty array if magazine doesn't exists for specified index.

Array format with magazine classname and ammo count. Additionally if loaded magazines are returned by this command it should return if magazine is loaded and where it is loaded (similar to magazinesAmmoFull)
[
Magazine classname,
Current ammo count
]

  • Items ---------------------------

Suggested syntax:
<vehicle> getItemCargoDetails <item_index>

Returns:
Array with item details. Empty if no item on this index.

Array format should return item classname, item type (uniform, vest, attachment, goggles, etc. preferably as Number) and uniform\vest container if it is uniform or vest

[
Item classname,
Item type (Number type or however it is defined within the engine and easier to indicate type of item),
Item container (Only if uniform or vest)
]

  • Backpacks ---------------------------

Exists, possible to get details of certain backpack with https://community.bistudio.com/wiki/everyBackpack command

Deleting contents details by index
  • Weapons ---------------------------

Suggested syntax:
<vehicle> removeWeaponCargo <weapon_index>

Works only where <vehicle> is local to simpliy things. If there is a technical possibility of having this command to work on remote vehicles without desyncronizing contents then it will be a plus.

Returns:
Nothing.

  • Magazines ---------------------------

Suggested syntax:
<vehicle> removeMagazineCargo <magazine_index>

Works only where <vehicle> is local to simpliy things. If there is a technical possibility of having this command to work on remote vehicles without desyncronizing contents then it will be a plus.

Returns:
Nothing.

  • Items ---------------------------

Suggested syntax:
<vehicle> removeItemCargo <item_index>

Works only where <vehicle> is local to simpliy things. If there is a technical possibility of having this command to work on remote vehicles without desyncronizing contents then it will be a plus.

Returns:
Nothing.

  • Backpacks ---------------------------

Suggested syntax:
<vehicle> removeBackpackCargo <backpack_index>

Works only where <vehicle> is local to simpliy things. If there is a technical possibility of having this command to work on remote vehicles without desyncronizing contents then it will be a plus.

Returns:
Nothing.

Adding contents with full details
  • Weapons ---------------------------

Suggested syntax:
<vehicle> addWeaponCargoDetails <details_array>

Where <details_array> have to be an array of:
[
Weapon classname,
Muzzle Item,
Flashlight Item,
Optics Item,
[

		Loaded magazine classname,
		Current ammo count

],
... more loaded magazines ...
]

Command should be able to add weapons with loaded magazines for each muzzle. If more magazines than muzzles were supplied, it should ignore these magazines. If no magazines supplied in <details_array>, weapon should be unloaded. Broadcasted over network (global). Should work with both local and remote vehicles, if possible.

Returns:
Index of newly added weapon. -1 if failed.

  • Magazines ---------------------------

Suggested syntax:
<vehicle> addMagazineCargoDetails <details_array>

Where <details_array> has to be an array of:
[
Magazine classname,
Current ammo count
]

Broadcasted over network (global). Should work with both local and remote vehicles, if possible.

Returns:
Index of newly added weapon. -1 if failed.

  • Items ---------------------------

Exists, new command is not needed. https://community.bistudio.com/wiki/addItemCargoGlobal

  • Backpacks ---------------------------

Exists, new command is not needed. https://community.bistudio.com/wiki/addBackpackCargoGlobal

Changing contents details by index
  • Weapons ---------------------------

Two things that should be controlled on weapons by mission designer - attachments and loaded magazines. I suggest to have two separate commands to do these manipulations.

  • Modifying attachments

Suggested syntax:
<vehicle> setWeaponCargoItems [<weapon_index>, <items_array>]

Where <items_array> is an array of:
[
Muzzle Item,
Flashlight Item
Optics Item
]

Works only where <vehicle> is local to simpliy things. If there is a technical possibility of having this command to work on remote vehicles without desyncronizing contents then it will be a plus.

Returns: Nothing

  • Modifying loaded magazines

Suggested syntax:
<vehicle> setWeaponCargoMagazines [<weapon_index>, <magazines_array>]

Where <magazines_array> is an array of:
[
[

		Loaded magazine classname,
		Current ammo count

],
... more loaded magazines ...
]

If <magazines_array> is empty then it should unload magazines from the weapon. If more magazines than muzzles was supplied then command should ignore these extra magazines.

Returns: Nothing

  • Magazines ---------------------------

Suggested syntax:
<vehicle> setMagazineCargoDetails [<magazine_index>, <current_ammo_count>]

Works only where <vehicle> is local to simpliy things. If there is a technical possibility of having this command to work on remote vehicles without desyncronizing contents then it will be a plus.

Returns: Nothing

  • Items ---------------------------

No need to modify items as there isn't much to modify about them.

  • Backpacks ---------------------------

No need to modify backpacks as there isn't much to modify about them.

May 10 2016, 6:25 AM · Arma 3
SaMatra added a comment to T72935: Missing of scripting commands for inventory.

Nope, its not in 1.20

May 10 2016, 6:25 AM · Arma 3
SaMatra added a comment to T72935: Missing of scripting commands for inventory.

Lets have a discussion here and when we'll come to a conclusion lets make a separate ticket as this one is a big pile of everything :)

May 10 2016, 6:25 AM · Arma 3
SaMatra added a comment to T72935: Missing of scripting commands for inventory.

Is the issue with possibility of having local contents in the crate? Then just warn that these should not be used with crates that could have local contents in them.

May 10 2016, 6:25 AM · Arma 3
SaMatra added a comment to T72935: Missing of scripting commands for inventory.

Thanks a lot, its a very useful command and works exactly as I expected it to work!

Now we need to be able to manipulate weapons and magazines inside containers :)

May 10 2016, 6:25 AM · Arma 3
SaMatra added a comment to T72935: Missing of scripting commands for inventory.

japapatramtara, doesn't looks like that there is such command, is it going to be added? And how are you going to tell which container belongs to which uniform or vest?

May 10 2016, 6:25 AM · Arma 3
SaMatra added a comment to T72935: Missing of scripting commands for inventory.

Non-global commands can be kind of handy when you want to have same crate appear to have items that only certain clients can see. Usually it is implemented in the way of creating local crate for each client on the same exact spot and then using addItemCargo(nonGlobal) commands on it. Maybe we can just leave everything as is and advise mission designers to use local commands with local vehicles and just not to use removeItemByIDGlobal on global vehicles if there might be some local items in it.

May 10 2016, 6:25 AM · Arma 3
SaMatra added a comment to T72935: Missing of scripting commands for inventory.

Is there any way to operate with items by some kind of global id, maybe even client-specific id instead of internal container index? Is there such a thing?

Another suggestion, maybe forbid removal of non-local items? Is there any kind of flag with the item if it is local or global?

May 10 2016, 6:25 AM · Arma 3
SaMatra added a comment to T72935: Missing of scripting commands for inventory.

japapatramtara, when you will be able to switch to gear command, can you please comment on suggestions in http://feedback.arma3.com/view.php?id=12782 ? Operating weapons\magazines\items by their IDs will be extremely useful and flexible.

May 10 2016, 6:25 AM · Arma 3
SaMatra added a comment to T72898: Duping and other inventory bugs, 5 reproducible bugs in 1 ticket (now 7 bugs).

Tested, everything is fixed. Thanks a lot, japapatramtara! We look forward to see these changes appear in stable patch.

May 10 2016, 6:24 AM · Arma 3
SaMatra added a comment to T72898: Duping and other inventory bugs, 5 reproducible bugs in 1 ticket (now 7 bugs).

It is same bug as weapondupe_repro.Altis

May 10 2016, 6:24 AM · Arma 3
SaMatra added a comment to T72898: Duping and other inventory bugs, 5 reproducible bugs in 1 ticket (now 7 bugs).

Thanks a lot for the fix, japapatramtara! We eagerly wait for patch to hit public release so we can finally have dupe-free game!

May 10 2016, 6:24 AM · Arma 3
SaMatra added a comment to T72898: Duping and other inventory bugs, 5 reproducible bugs in 1 ticket (now 7 bugs).

For some reason we are unable to reproduce Bug №7 situation 1 ourselves now and it functions exactly like situation 2. We definitely had both situations working yesterday and tested it several times in different environments before uploading. Either way both situations are probably caused by same bug and both should be resolved as you fix situation 2.

May 10 2016, 6:24 AM · Arma 3
SaMatra added a comment to T72898: Duping and other inventory bugs, 5 reproducible bugs in 1 ticket (now 7 bugs).

weapondupe_repro.Stratis.rar:
http://www.youtube.com/watch?v=ZgnHsEStbuA

May 10 2016, 6:24 AM · Arma 3
SaMatra added a comment to T72898: Duping and other inventory bugs, 5 reproducible bugs in 1 ticket (now 7 bugs).

about weapondupe_repro.Altis - are you really sure, that it have not been fixed? Because I'm unable to reproduce that situation in current DEV?

Yes, we just tried again and it definitely works

NOTE: for future bugs, please try to make repros on a Stratis island, I'm using internal debug version which is about 10x slower than your Steam DEV exe and loading Altis takes 10min approx :-)

Will do, also uploaded Stratis versions of bugs 6 and 7.

Videos for bug №6 and №7 situation 1 are coming soon.

May 10 2016, 6:24 AM · Arma 3
SaMatra added a comment to T72898: Duping and other inventory bugs, 5 reproducible bugs in 1 ticket (now 7 bugs).

Thank you again, japapatramtara, we really looking forward to have full spectrum of inventory scripting commands.

May 10 2016, 6:24 AM · Arma 3
SaMatra added a comment to T72898: Duping and other inventory bugs, 5 reproducible bugs in 1 ticket (now 7 bugs).

Thanks, japapatramtara, bugs №1-5 are fixed in last dev patch.

Bug №6 (weapondupe_repro.Altis) still works and lets you dupe weapons.

We also discovered another bug that makes weapons disappear and prevents you from swapping weapons from non-local containers. I added bug №7 (crateinventorybugs_repro.Altis) into the ticket with two situations.

May 10 2016, 6:24 AM · Arma 3
SaMatra added a comment to T72898: Duping and other inventory bugs, 5 reproducible bugs in 1 ticket (now 7 bugs).

Thanks a lot, japapatramtara! Inventory will go through intensive testing as soon as fixes will be in stable release. We will make sure to report if any more problems will arise.

(Can inventory-related #4644 and #5414 tickets get some attention please?)

May 10 2016, 6:24 AM · Arma 3
SaMatra added a comment to T72898: Duping and other inventory bugs, 5 reproducible bugs in 1 ticket (now 7 bugs).

New repro for another inventory bug added: weapondupe_repro.Altis

May 10 2016, 6:24 AM · Arma 3
SaMatra added a comment to T72898: Duping and other inventory bugs, 5 reproducible bugs in 1 ticket (now 7 bugs).

Thank you, japapatramtara! Should I add that weapon dupe that I mentioned in #7824 into this ticket or you already noted it?

May 10 2016, 6:24 AM · Arma 3
SaMatra added a comment to T72898: Duping and other inventory bugs, 5 reproducible bugs in 1 ticket (now 7 bugs).

Thanks a lot! Looking forward to see all inventory bugs and dupes gone so we can finally have fair games in loot-oriented missions.

May 10 2016, 6:24 AM · Arma 3
SaMatra edited Steps To Reproduce on T72898: Duping and other inventory bugs, 5 reproducible bugs in 1 ticket (now 7 bugs).
May 10 2016, 6:24 AM · Arma 3
SaMatra added a comment to T72709: No scripting commands for maxTide.

I'm not sure if changing it in real time is possible right now but it will be fine if this could be defined in description.ext so it would process it before loading the mission.

May 10 2016, 6:19 AM · Arma 3
SaMatra added a comment to T72244: Ammo/Fuel resupplies have ridiculusly low capacity to resupply vehicles.

Bumping this ticket as it needs attention. Here is text file containing costs or all used ammo classes in vehicles in A3 as of 1.38 stable version.

http://pastie.org/pastes/9984576/text?key=8psff2kwqqnnfnllv7qnaq

As you can see some values are very inadequate. Hand picked examples:

Bomb_03_F :: 20000
Bo_GBU12_LGB :: GBU-12 20000
Bo_GBU12_LGB_MI10 :: GBU-12 20000

Bombs use 2/3 of current ammo truck with cost of 20000 (ammo truck carries 30000).

SmokeLauncherAmmo :: 1
SmokeLauncherAmmo_boat :: 1

Smoke ammo costs nothing

Smoke_82mm_AMOS_White :: Smoke Shell (White) 1000

1000 for smoke mortar shell? Really?

R_80mm_HE :: Skyfire 500

500 per single unguided rocket? This is too much.

etc., etc. The whole thing needs reviewing and adjusting.

As bonus here is list of ammo capacities of supply vehicles:

Box_NATO_AmmoVeh_F :: Vehicle Ammo [NATO] 30000
Box_East_AmmoVeh_F :: Vehicle Ammo [CSAT] 30000
Box_IND_AmmoVeh_F :: Vehicle Ammo [AAF] 30000
B_Slingload_01_Ammo_F :: Huron Ammo Container 30000
O_Heli_Transport_04_ammo_F :: Mi-290 Taru (Ammo) 30000
Land_Pod_Heli_Transport_04_ammo_F :: Taru Ammo Pod 30000
B_APC_Tracked_01_CRV_F :: CRV-6e Bobcat 3000
O_Truck_03_ammo_F :: Tempest Ammo 30000
B_Truck_01_ammo_F :: HEMTT Ammo 30000
O_Truck_02_Ammo_F :: Zamak Ammo 30000
I_Truck_02_ammo_F :: Zamak Ammo 30000

Just 3000 for CRV-6e Bobcat, this has to be fixed.

May 10 2016, 6:08 AM · Arma 3
SaMatra added a comment to T72121: Vehicles can still be damaged with allowDamage false.

By the way, players\units still die underwater with allowDamage false;

May 10 2016, 6:04 AM · Arma 3
SaMatra added a comment to T71761: Handgun icon position inconsistency.

I think these are just temporary icons, probably were quickly made long time ago during pre-alpha development. Its release already and we still have these stubs in the game, this needs to be fixed. Mk200 also suffers from being mispositioned bit down and bit right. Bit right probably because of sound suppressor icon which has real size of suppressor while other weapons have shortened suppressors to fit into the image.

May 10 2016, 5:54 AM · Arma 3
SaMatra added a comment to T71761: Handgun icon position inconsistency.

I've compiled all current UI icons problems in one ticket: http://feedback.arma3.com/view.php?id=15670

May 10 2016, 5:54 AM · Arma 3
SaMatra added a comment to T71141: Inventory management via scripts needs more flexibility.

Thanks.

Few more notes: To stay with current naming scheme, deleteMagazineCargoGlobal should be called removeMagazineCargoGlobal (by analogy with removeMagazine, removeWeapon, etc. commands), same with suggested Weapon and Item commands.

Also if there are really item ids that we can operate with (eagerly waiting for review from japapatramtara), maybe we can introduce a command to move weapon\magazine\item from one container to another.

<new_id> = <source_vehicle> moveWeaponCargoGlobal [<destination_vehicle>, <weapon_id>];
<new_id> = <source_vehicle> moveMagazineCargoGlobal [<destination_vehicle>, <magazine_id>];
<new_id> = <source_vehicle> moveItemCargoGlobal [<destination_vehicle>, <item_id>];

Not sure if <new_id> is even needed since I don't know how inventories are setup and work internally in the game but it would be nice if these commands actually relocated weapons\items\magazines instead of deleting them from source vehicle and creating a copy in destination vehicle. Also i'm not sure about multiplayer locality aspects, but I would love to have these commands even if they would require both vehicles to be local.

Having all this will finally in history of Operation Flashpoint \ Armed Assault let us to fully manipulate inventories.

May 10 2016, 5:36 AM · Arma 3
SaMatra added a comment to T71141: Inventory management via scripts needs more flexibility.

These are really useful suggestions, but I would recommend to organize it differently. First of all commands should operate with containers instead of units since now we have unitVest and unitUniform. Here is how I see it:

Items

<array> = getItemCargoDetails <vehicle>
with output in form of array of ids and item classes
[
[item_id, item_class],
[...more items...]
]

<vehicle> deleteItemCargoGlobal <item_id>

Weapons

<array> = getWeaponCargoDetails <vehicle>
with output in form of array which should contain weapon inventory id, weapon class name, array with attachments and their item_id (should be ordered in muzzle, flashlight and then optics order with empty array if no item is linked as weapon attachment), array with magazines loaded in muzzles where magazines also should have id in case we will need to delete magazine right from the weapon with deleteItemCargoGlobal command by calling it on same container where weapon is and specifying magazine id
[
[

		weapon_id,
		weapon_class,
		[
			[item_id, muzzle_class],
			[item_id, flashlight_class],
			[item_id, optics_class]
		],
		[
			[
				magazine_id,
				muzzle_loaded_magazine,
				muzzle_loaded_magazine_ammo_count,
			],
			[...more loaded mags for each muzzle, empty array if nothing is loaded...]
		]

],
[...more weapons...]
]

<vehicle> deleteWeaponCargoGlobal <weapon_id>

Magazines

<array> = getMagazineCargoDetails <vehicle>
with array output of magazine id, classname, ammo count and id of weapon where magazine is loaded into with -1 in case of magazine not being loaded anywhere
[
[

		magazine_id,
		magazine_class,
		magazine_ammo_count,
		magazine_loaded_into_weapon_id,

],
[...more magazines...]
]

<vehicle> deleteMagazineCargoGlobal <magazine_id>

Vehicles

If I understand how vehicles and their containers work, then in order to interact with vehicle weapons and magazines we will need a new scripting command to return turret container which we can later use with above commands.

<turret_container> = <vehicle> vehicleTurret <turretpath>

If vehicle weapons\magazines are setup in a different way and say are actually stored in vehicle container itself and not a special turret container then paths where weapons are installed should be returned with getWeaponCargoDetails output

May 10 2016, 5:36 AM · Arma 3
SaMatra added a comment to T71141: Inventory management via scripts needs more flexibility.

removeWeaponCargoItem and removeWeaponCargoMagazine are already included in deleteItemCargoGlobal and deleteMagazineCargoGlobal functionality. Also your addWeaponCargoMagazine has no muzzle specified where magazine should be added.

May 10 2016, 5:36 AM · Arma 3
SaMatra added a comment to T70460: Add "cursorToWorld" command.

I'd also suggest to introduce cursorToScreen along with cursorToWorld to return position of the cursor in UI screen coordinates

May 10 2016, 5:13 AM · Arma 3
SaMatra added a comment to T70460: Add "cursorToWorld" command.

Great suggestion, would very like to see it implemented.

May 10 2016, 5:13 AM · Arma 3
SaMatra added a comment to T70194: setObjectViewDistance appears to do nothing + wiki error.

Bumping this ticket, this fix is really needed for King of the Hill because it is very troublesome to go into video options each time you look through optics.

May 10 2016, 5:03 AM · Arma 3
SaMatra added a comment to T70194: setObjectViewDistance appears to do nothing + wiki error.

We can avoid objectViewDistance if setObjectViewDistance will accept -1 values as default user-set values in video options.

May 10 2016, 5:03 AM · Arma 3
SaMatra edited Steps To Reproduce on T69898: Weird behavior of newly created objects if you turn off and then turn on their simulation while changing their position.
May 10 2016, 4:52 AM · Arma 3
SaMatra added a comment to T68684: Server will "Mission Failed" for no reason.

25 hours of Wasteland uptime with dev version (rev. 106951), populated by players, no Mission Failed restarts yet, looks to be fixed in dev version but lets observe a bit more.

May 10 2016, 4:04 AM · Arma 3
SaMatra added a comment to T68684: Server will "Mission Failed" for no reason.

Moricky, my mission code is obfuscated and client side mission lacks server side code, if you need full mission, I privately send you the sources.

May 10 2016, 4:04 AM · Arma 3
SaMatra added a comment to T68684: Server will "Mission Failed" for no reason.

Happens in our Wasteland mission as well, it has 3 teams (BLUFOR\OPFOR\Independent), BASE respawn in 20 seconds: http://cloud.steampowered.com/ugc/612770092354060497/E652E4BC0EAEF20DF92FAE00B1305D8C910358DF/

Seems to happen out of complete random, we had 40/40 server which ended like this in 10 minutes, after restart we agreed to do the test and I killed all players on map at once, nothing happened, mission ran well for many hours since. Later it kept happening randomly after different uptime times on other servers too.

Wasteland has in description.ext:

respawn="BASE";
respawnDelay=20;
disabledAI=1;
disableChannels[]={2};
enableItemsDropping = 0;
joinUnassigned = 0;

Also onPlayerKilled.sqf and onPlayerRespawn.sqf, both empty and do nothing

May 10 2016, 4:04 AM · Arma 3
SaMatra added a comment to T68107: Mirrors on new beta vehicles (HEMTT / AMV-7 / Zamak) display generic environment map.

Repair\Ammo Zamak variants still have no mirrors

May 10 2016, 3:42 AM · Arma 3
SaMatra edited Steps To Reproduce on T68095: [Feature Request] attachedTo command to return attached status of vehicle.
May 10 2016, 3:41 AM · Arma 3
SaMatra added a comment to T67986: [Feature Request] Introduce disableChannelsVON[]={} by analogy with disableChannels[]={} to disable VON only.

if(getPlayerChannel player == 0) then {

		setCurrentChannel 5;

};

do this each frame and all attempt to talk in global will be redirected to direct channel

May 10 2016, 3:38 AM · Arma 3
SaMatra added a comment to T67986: [Feature Request] Introduce disableChannelsVON[]={} by analogy with disableChannels[]={} to disable VON only.

You can sort of have this functionality with new chat scripting commands, simply check if player speaks in wrong channel and redirect them to direct.

May 10 2016, 3:38 AM · Arma 3
SaMatra edited Steps To Reproduce on T67986: [Feature Request] Introduce disableChannelsVON[]={} by analogy with disableChannels[]={} to disable VON only.
May 10 2016, 3:38 AM · Arma 3
SaMatra edited Steps To Reproduce on T67985: Players can access inventory contents of deleted vehicles.
May 10 2016, 3:38 AM · Arma 3
SaMatra added a comment to T67984: Non-local physical objects fly all over the place while they remain almost still for their owners.

Related №2: http://www.youtube.com/watch?v=xW5gMhdWyag

May 10 2016, 3:38 AM · Arma 3
SaMatra added a comment to T67984: Non-local physical objects fly all over the place while they remain almost still for their owners.

Thank you, Nesquick, it works amazing on current DEV version. Not sure if this fixed problems with cars but problem definitely exists and happens all the time on live servers. All our attempts to make a repro failed, we only have visual evidence and some testimony what triggers such vehicle behavior.

May 10 2016, 3:38 AM · Arma 3
SaMatra added a comment to T67984: Non-local physical objects fly all over the place while they remain almost still for their owners.

Related: http://www.youtube.com/watch?v=aN85jUTfSJQ

Non-local vehicles sometimes under unknown circumstances start to fly all over the place similar to how suitcase and fuelcan do in the repro for this ticket.

May 10 2016, 3:38 AM · Arma 3
SaMatra edited Steps To Reproduce on T67984: Non-local physical objects fly all over the place while they remain almost still for their owners.
May 10 2016, 3:38 AM · Arma 3
SaMatra edited Steps To Reproduce on T67983: Bodies and weapons (WeaponHolderSimulated) fall through non-local objects instead of colliding with them.
May 10 2016, 3:38 AM · Arma 3
SaMatra added a comment to T67894: Players ragdoll have no collision with non local building (causing issue with corpse respawn).

Tested on DEV, seems to be fixed. Thanks a lot. Too bad that they still don't collide with vehicles though.

May 10 2016, 3:35 AM · Arma 3
SaMatra added a comment to T67678: Displaying very long strings on screen has a large impact on FPS, and can hang game.

Wow, what a great find! Upvoted.

May 10 2016, 3:28 AM · Arma 3
SaMatra added a comment to T67622: [Alpha] - Multiplayer - Backpack issues.

Also everything taken from non-local dead bodies seem to dupe

May 10 2016, 3:26 AM · Arma 3
SaMatra edited Steps To Reproduce on T67593: [Feature Request] Group empty vehicles and objects to sideLogic side instead of Civilian side.
May 10 2016, 3:25 AM · Arma 3
SaMatra added a comment to T67584: [Feature Request] Introduce new side - sideFFA: Side Free For All.

Thanks for input, armapirx. These things can be manipulated with setFriend scripting command (west setFriend [east, 1]; east setFriend [west, 1]; will make BLUFOR and OPFOR friends). The problem is that there is no way to let players be hostile to each other AND be able to get into same vehicle by the design, I think that such possibility should be added.

May 10 2016, 3:25 AM · Arma 3
SaMatra edited Steps To Reproduce on T67584: [Feature Request] Introduce new side - sideFFA: Side Free For All.
May 10 2016, 3:25 AM · Arma 3
SaMatra added a comment to T67521: Casings eject very far from the weapon in first person view but not in 3rd person view.

Finally, fixed after 3 years :)

May 10 2016, 3:23 AM · Arma 3
SaMatra added a comment to T67521: Casings eject very far from the weapon in first person view but not in 3rd person view.

Bug appeared since OA 1.62 so it is just 3 :)

May 10 2016, 3:23 AM · Arma 3
SaMatra edited Steps To Reproduce on T67521: Casings eject very far from the weapon in first person view but not in 3rd person view.
May 10 2016, 3:23 AM · Arma 3
SaMatra added a comment to T67471: Full Size Ghillie Suit.

Full body ghillies suits will be added in the beta. They were shown in beta livestreams and also exist in game files.

May 10 2016, 3:21 AM · Arma 3
SaMatra added a comment to T67471: Full Size Ghillie Suit.

Full-body ghillies are actually in the game (were in previous version's files)

May 10 2016, 3:21 AM · Arma 3
SaMatra edited Steps To Reproduce on T67363: attachTo called on mission start attaches object to [0,0,0] for everyone except attachTo caller.
May 10 2016, 3:16 AM · Arma 3
SaMatra edited Steps To Reproduce on T67320: "Disconnect" is selected in lobby by default when joining server.
May 10 2016, 3:15 AM · Arma 3
SaMatra edited Steps To Reproduce on T67311: Speedboat renders improperly from commander seat when boat itself is pitched or banked.
May 10 2016, 3:15 AM · Arma 3
SaMatra added a comment to T67309: Sandbags displayed in low LOD look orange unlike high LOD which are light yellow.

This problem is still actual

May 10 2016, 3:15 AM · Arma 3
SaMatra added a comment to T67309: Sandbags displayed in low LOD look orange unlike high LOD which are light yellow.

This problem is still actual

May 10 2016, 3:15 AM · Arma 3
SaMatra edited Steps To Reproduce on T67309: Sandbags displayed in low LOD look orange unlike high LOD which are light yellow.
May 10 2016, 3:15 AM · Arma 3