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May 10 2016

Killzone_Kid added a comment to T76477: JIP breaks nextWeatherChange values resulting in unsynced weather..

Cannot reproduce it on dev branch. Also I'm not happy about my client freezing for a second after I execute forceWeatherChange on the server.

May 10 2016, 8:01 AM · Arma 3
Killzone_Kid added a comment to T76448: Add new command "isEqualTo" for binary comparison.

wiki page created: https://community.bistudio.com/wiki/isEqualTo

May 10 2016, 8:00 AM · Arma 3
Killzone_Kid added a comment to T76448: Add new command "isEqualTo" for binary comparison.

WOW! Thank you very much japapatramtara!

@shredthesky The method was already available in the engine (switch command), this is why it was an easy implementation. Also array comparison in Arma was needed for a long time.

May 10 2016, 8:00 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T76448: Add new command "isEqualTo" for binary comparison.
May 10 2016, 8:00 AM · Arma 3
Killzone_Kid added a comment to T76446: AI unable to reverse in all Vehicles, especially Tanks.

Related to #0016717

May 10 2016, 8:00 AM · Arma 3
Killzone_Kid added a comment to T76411: Camping Table can see through from inside vehicle [picture].

Still an issue. Must be incorrect LOD. happens at certain distance whether driver or on foot.

May 10 2016, 7:59 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T76411: Camping Table can see through from inside vehicle [picture].
May 10 2016, 7:59 AM · Arma 3
Killzone_Kid added a comment to T76310: New rain effect is too bright through night vision.

Rain in NVGs on that video is what I imagined it would be, would be pretty cool if the rain could be toned down to look similar in game.

May 10 2016, 7:57 AM · Arma 3
Killzone_Kid added a comment to T76310: New rain effect is too bright through night vision.

I agree with ceeeb tried this just now, it is really a wall of rain. I don't know if this is true in real life but it is unplayable in NVGs

May 10 2016, 7:57 AM · Arma 3
Killzone_Kid added a comment to T76308: New rain does not affect long distance visibility.

Here I used setFog depending on rain intensity http://www.youtube.com/watch?v=UfjMeFIhRV8

May 10 2016, 7:57 AM · Arma 3
Killzone_Kid added a comment to T76308: New rain does not affect long distance visibility.

dynamic setViewDistance or just added fog would do I think.

May 10 2016, 7:57 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T76287: User created markers are not available in allMapMarkers on the server.
May 10 2016, 7:56 AM · Arma 3
Killzone_Kid added a comment to T76273: removeAllSecondaryWeaponItems and removeSecondaryWeaponItem MISSING.

Can I ask what are the secondary weapon items? So far there are no items for launchers to be removed (I might be wrong though)

May 10 2016, 7:56 AM · Arma 3
Killzone_Kid added a comment to T76270: addBackpack "" causes a "Bad Vehicle Type" error.

+1

If it would bring error message every time when player addBackpack "" is executed I'd accept this as a feature but since it shows only once and never get shown again until restart, this is not very good error handling. Make it show every time or never.

May 10 2016, 7:56 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T76265: If admin LOCK server and logs out, server shows padlock in server browser but it is UNLOCKED.
May 10 2016, 7:56 AM · Arma 3
Killzone_Kid added a comment to T76252: using "playSound ["someSoundName", true]" is not working.

works for me (on dev)

May 10 2016, 7:55 AM · Arma 3
Killzone_Kid added a comment to T76251: Empty Objects - Steerable Parachute doesn't show up ingame.

works for me (on dev) see attached pic

May 10 2016, 7:55 AM · Arma 3
Killzone_Kid added a comment to T76248: uniformItems is not global for JIP players.

works for me on dev

May 10 2016, 7:55 AM · Arma 3
Killzone_Kid added a comment to T76215: Heavy performance issues with _pos nearestObject ID - (_pos nearestObject ID broken in A3 DEV branch).

Edit: sorry was thinking it was different structure. Confirmed.

May 10 2016, 7:55 AM · Arma 3
Killzone_Kid added a comment to T76215: Heavy performance issues with _pos nearestObject ID - (_pos nearestObject ID broken in A3 DEV branch).

works for me

May 10 2016, 7:55 AM · Arma 3
Killzone_Kid added a comment to T76166: PhysX simulation does not return automatically upon "detach".

Worth mentioning if you attach then detach static objects behaviour is unpredictable as some objects start disappearing when looking at them under different angles and some objects become a walk through objects (no collision)

May 10 2016, 7:53 AM · Arma 3
Killzone_Kid added a comment to T76166: PhysX simulation does not return automatically upon "detach".

attached pic

May 10 2016, 7:53 AM · Arma 3
Killzone_Kid added a comment to T76166: PhysX simulation does not return automatically upon "detach".

For some reason I am not able to edit the ticket???

Anyway if i shoot at vehicle once after it is spawned and then attachto detach it it falls ok

May 10 2016, 7:53 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T76166: PhysX simulation does not return automatically upon "detach".
May 10 2016, 7:53 AM · Arma 3
Killzone_Kid added a comment to T76154: Death Animations dont always work according to the laws of physics.

I fired ak47 which is 7.62 and i fired ak74 which is 5.45. The latter has much less recoil, definitely not enough to cause one go off balance. Pluss there is this thing in physics that cause bullet to lose momentum because of friction, so kinetic energy, and yes this is what affect target physically is getting smaller with distance, so you cannot just compare the initial shot blowback and bullet impact one to one. As I said Holywood science.

Oh and i forgot, you are talking about death so means bullet penetrated the vest, which means it still has a lot of kinetic energy left. Like knife through butter.

May 10 2016, 7:53 AM · Arma 3
Killzone_Kid added a comment to T76154: Death Animations dont always work according to the laws of physics.

Someone here learns physics from Holywood movies lol

May 10 2016, 7:53 AM · Arma 3
Killzone_Kid added a comment to T76138: Add a propper "return" command to exit the current script call!.

+1

without return:

func = {
if (true) then {

		if (true) then {
			if (true) then {
				1000
			};
			2000
		};
		3000

};
4000
};
hint str call func; //4000

with return:

func = {
if (true) then {

		if (true) then {
			if (true) then {
				return 1000;
			};
			2000
		};
		3000

};
4000
};
hint str call func; //1000

May 10 2016, 7:52 AM · Arma 3
Killzone_Kid added a comment to T76138: Add a propper "return" command to exit the current script call!.

solved differently with extended breakOut https://community.bistudio.com/wiki/breakOut

May 10 2016, 7:52 AM · Arma 3
Killzone_Kid added a comment to T76119: "TakeWeapon" puts weapon in weaponholder before taking it == dupes galore!.

Confirmed fix, but i can't close the ticket. Cannot edit either.

May 10 2016, 7:52 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T76119: "TakeWeapon" puts weapon in weaponholder before taking it == dupes galore!.
May 10 2016, 7:52 AM · Arma 3
Killzone_Kid added a comment to T76037: playSound3D is only directional where executed..

works on dedi too, resolving.

May 10 2016, 7:50 AM · Arma 3
Killzone_Kid added a comment to T76037: playSound3D is only directional where executed..

executed on server it only fades with distance on client but no 3d effect whatsoever.

May 10 2016, 7:50 AM · Arma 3
Killzone_Kid added a comment to T76037: playSound3D is only directional where executed..

No 3d effect in the editor now, latest dev

May 10 2016, 7:50 AM · Arma 3
Killzone_Kid added a comment to T76014: clearWeapon\Magazine\Item\BackpackCargoGlobal commands no longer work on non-local objects.

I think you should really start introducing SQF 2.0 commands and gradually phase out old commands. This way no harm done. New commands already available old commands still exist but are gradually removed with enough notice. By trying to make it all universal you actually making it more confusing and more difficult for everyone including yourselves.

May 10 2016, 7:50 AM · Arma 3
Killzone_Kid added a comment to T76005: Floating loot, floating debris in Single / Multiplayer, Builds Using Weapons Holders..

WeaponHolderSimulated is PhysX enabled so it should always drop to the floor. Does it float too?

May 10 2016, 7:49 AM · Arma 3
Killzone_Kid added a comment to T75960: [CLOSED].

Marked resolved on author's request

May 10 2016, 7:48 AM · Arma 3
Killzone_Kid added a comment to T75936: Swimming is broken once again!.

Doesn't bugs out any more for me too, marking resolved.

May 10 2016, 7:48 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75936: Swimming is broken once again!.
May 10 2016, 7:48 AM · Arma 3
Killzone_Kid added a comment to T75933: Variables declared in private statement but set to nil throw undefined variable error in scheduled space..

Indeed pretty strange behaviour. Easy repro:

a = call {nil}; hint str [a]; //[any] - fine

  • spawn {a = call {nil}; hint str [a]}; //[any] - undefined variable a error

even more simple

a = nil; hint str [a]; //ok

  • spawn {a = nil; hint str [a]}//undefined a
May 10 2016, 7:48 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75921: FREEZE on Zeus showcase resume.
May 10 2016, 7:48 AM · Arma 3
Killzone_Kid added a comment to T75920: setWeaponReloadingTime has no effect, and contradicting documentation.

related http://feedback.arma3.com/view.php?id=16747

May 10 2016, 7:48 AM · Arma 3
Killzone_Kid added a comment to T75891: Player body disappears (sinks into the ground) when player leaves to the lobby with disabledAI = 1; even when they are dead..

Thank you George, was just gonna ask you about the name :) I've added this to the list of event handlers, please let me know if I missed something.

https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HandleDisconnect

BTW tested and it was working fine for me.

May 10 2016, 7:47 AM · Arma 3
Killzone_Kid added a comment to T75891: Player body disappears (sinks into the ground) when player leaves to the lobby with disabledAI = 1; even when they are dead..

Marking resolved

May 10 2016, 7:47 AM · Arma 3
Killzone_Kid added a comment to T75891: Player body disappears (sinks into the ground) when player leaves to the lobby with disabledAI = 1; even when they are dead..

Fantastic. Simple to understand and easy to use, exactly what we need! Will parms be passed in _this array or like with onplayerdisconnected _id _uid? Please dont forget the _name for disconnecting player too.

May 10 2016, 7:47 AM · Arma 3
Killzone_Kid added a comment to T75891: Player body disappears (sinks into the ground) when player leaves to the lobby with disabledAI = 1; even when they are dead..

Definitely 1, but the unit object needs to be passed to onplayerdisconnected code somehow. What happens if player connects right back if eh returns true?

May 10 2016, 7:47 AM · Arma 3
Killzone_Kid added a comment to T75891: Player body disappears (sinks into the ground) when player leaves to the lobby with disabledAI = 1; even when they are dead..

Onplayerdisconnected is not an event handler like otherrs as it cannot be stacked. Also it only provides uid, id and name, not the object controlled, so getting info about ex player is a bit of a challenge.

May 10 2016, 7:47 AM · Arma 3
Killzone_Kid added a comment to T75891: Player body disappears (sinks into the ground) when player leaves to the lobby with disabledAI = 1; even when they are dead..

Also what samatra said, the more info about the leaving unit the better. It would be nice for persistnt mission if the save of unit state couod be done right from the event handler.

May 10 2016, 7:47 AM · Arma 3
Killzone_Kid added a comment to T75891: Player body disappears (sinks into the ground) when player leaves to the lobby with disabledAI = 1; even when they are dead..

Should be called HandleDisconnect to indicate that it can be overriden. If the code returns true (by convention) the unit is left as it was and removed from any disposal manager, so that the mission maker can take care of the units destiny. If nothing or false is returned then current default behaviour is in place.

May 10 2016, 7:47 AM · Arma 3
Killzone_Kid added a comment to T75891: Player body disappears (sinks into the ground) when player leaves to the lobby with disabledAI = 1; even when they are dead..

@AgentRev how are you adding the EH?

May 10 2016, 7:47 AM · Arma 3
Killzone_Kid added a comment to T75891: Player body disappears (sinks into the ground) when player leaves to the lobby with disabledAI = 1; even when they are dead..

@AgentRev "local" eventhandler should do it

May 10 2016, 7:47 AM · Arma 3
Killzone_Kid added a comment to T75885: Horrible AI pathfinding with "doMove" [VIDEO].

added video ^^^

May 10 2016, 7:46 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75885: Horrible AI pathfinding with "doMove" [VIDEO].
May 10 2016, 7:46 AM · Arma 3
Killzone_Kid added a comment to T75880: SelectWeapon Command Doesn't Work on Launchers.

Maybe it is because your ticket has very little information? Vague description and no repro of any kind?

May 10 2016, 7:46 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75872: "setWaves" does nothing.
May 10 2016, 7:46 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75864: "doMove" cases severe FPS drop with distance.
May 10 2016, 7:46 AM · Arma 3
Killzone_Kid added a comment to T75851: Cannot change skin on snakes.

Thank you for prompt fix, there are however few issues that need to be looked at.

  1. randomize script. at the moment it looks like this:

if (isServer) then {
_rnd1 = floor random 2;
_this setVariable ["BIS_randomSeed1", _rnd1, TRUE];
};

waitUntil {!(isNil {_this getVariable "BIS_randomSeed1"})};
_randomSeed1 = _this getVariable "BIS_randomSeed1";

_this setObjectTextureGlobal [0, ["\A3\Animals_F\Snakes\data\Snake_Dice_CO.paa",
"\A3\Animals_F\Snakes\data\Snake_Leopard_CO.paa"] select _randomSeed1];

the problem here is that if snake is created on a client in Multiplayer, BIS_randomSeed1 will be nil and waitUntil will hang there forever eating CPU on each frame. Also it looks like BIS_randomSeed1 is the thing of the past as other scripts were updated to exclude it. So according to new randomize script "policy" it should look like this now:

if (isServer) then {
_this setObjectTextureGlobal [0, [

		"\A3\Animals_F\Snakes\data\Snake_Dice_CO.paa", 
		"\A3\Animals_F\Snakes\data\Snake_Leopard_CO.paa"

] select floor random 2];
};

  1. Snakes created on the server appear to be jittery on the client. For JIP the snake might not even sync animation for awhile and appear sliding instead of wiggling.
May 10 2016, 7:46 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75851: Cannot change skin on snakes.
May 10 2016, 7:46 AM · Arma 3
Killzone_Kid added a comment to T75848: Add objectInFOV command.

If such command is created it should return value from 0 to 1 instead of boolean. 1 is when the object is in the centre of screen and 0 is when it is beyond FOV (i.e. the edge of bounding box is not on the screen)

May 10 2016, 7:46 AM · Arma 3
Killzone_Kid added a comment to T75848: Add objectInFOV command.

Im for new commands but i also know bis are extremely busy for that

May 10 2016, 7:46 AM · Arma 3
Killzone_Kid added a comment to T75848: Add objectInFOV command.

You can already translate world coordinates to screen coordinates, object not in fov wont be on your screen.

May 10 2016, 7:46 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75822: "Empty Magazines" PUT EH problem + inconsistency.
May 10 2016, 7:45 AM · Arma 3
Killzone_Kid added a comment to T75809: SQF from postInit continues to run when joining multiplayer server with new game and then backing out of briefing screen..

If I start a while true loop directly in postInit environment (you can it is scheduled) I cannot enter the game because postinit needs to finish and it never does. If I spawn a while true loop from postInit environment, it ends when I drop to lobby.

Have you got repro?

Also if you are using while {true} do {....sleep x} construct try

while {getClientState != "NONE"} do {....sleep x} instead

May 10 2016, 7:45 AM · Arma 3
Killzone_Kid added a comment to T75809: SQF from postInit continues to run when joining multiplayer server with new game and then backing out of briefing screen..

post init where, server, client?

May 10 2016, 7:45 AM · Arma 3
Killzone_Kid added a comment to T75800: Slo-mo when get up with handgun.

Has been fixed no idea when, closing

May 10 2016, 7:44 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75800: Slo-mo when get up with handgun.
May 10 2016, 7:44 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75789: WeaponHolder_Single_limited_XXXXX_F is NOT limited.
May 10 2016, 7:44 AM · Arma 3
Killzone_Kid added a comment to T75788: Particle/Performance serious bug [VIDEO].

fixed

May 10 2016, 7:44 AM · Arma 3
Killzone_Kid added a comment to T75788: Particle/Performance serious bug [VIDEO].

whoa! this was fast!

May 10 2016, 7:44 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75788: Particle/Performance serious bug [VIDEO].
May 10 2016, 7:44 AM · Arma 3
Killzone_Kid added a comment to T75762: Weapon cloning(duping).

Uploaded screenshot after the fix. It is definitely more difficult to dupe now, but still possible using the same technique. So not fixed :(

Oh yeah, all done in the editor

May 10 2016, 7:44 AM · Arma 3
Killzone_Kid added a comment to T75762: Weapon cloning(duping).

Here is the dupe on video: http://www.youtube.com/watch?v=GFwquoRqF0E

May 10 2016, 7:44 AM · Arma 3
Killzone_Kid added a comment to T75762: Weapon cloning(duping).

Confirmed. I could not replicate it exactly as in the video, but I could successfully dupe my handgun several times.

put handgun on the ground
right click tap and quickly left click hold just like on video
drag it into your backpack
you now have 2 guns

did this on empty server as well

May 10 2016, 7:44 AM · Arma 3
Killzone_Kid added a comment to T75762: Weapon cloning(duping).

Yes, this works in SP

May 10 2016, 7:44 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75761: "DemoCharge_Remote_Ammo" position is not synced between server and client.
May 10 2016, 7:44 AM · Arma 3
Killzone_Kid added a comment to T75757: Gun sounds from distant player with enableSimulation false are played at full volume.

enableSimulationGlobal?

May 10 2016, 7:43 AM · Arma 3
Killzone_Kid added a comment to T75741: Diver type unit can't move when removeAllweapons is executed on this unit from an external script.

Confirmed. Doesn't happen with other units, just diver.

May 10 2016, 7:43 AM · Arma 3
Killzone_Kid added a comment to T75737: Unable to attach Chemlights to Objects.

No problem here:

player addeventhandler ["fired", {
_pr = _this select 6;
_pr attachto [heli, [0,3,1]];
hint str _pr;
}];

where heli is helicopter. Throw chemlight and it will get attached to heli

May 10 2016, 7:43 AM · Arma 3
Killzone_Kid added a comment to T75723: #Include crashes game and/or preprocessor fails to resolve file paths properly.

workaround is not optimal though as it will need to compile and then call the code at runtime and depending on the size of the included file the performance may vary. #include would have been a better option.

May 10 2016, 7:43 AM · Arma 3
Killzone_Kid added a comment to T75723: #Include crashes game and/or preprocessor fails to resolve file paths properly.

"..\B\BScript.sqf"

you cannot go up only down.

May 10 2016, 7:43 AM · Arma 3
Killzone_Kid added a comment to T75723: #Include crashes game and/or preprocessor fails to resolve file paths properly.

A work around the include problem: http://killzonekid.com/arma-scripting-tutorials-a-few-tips-and-tricks/

May 10 2016, 7:43 AM · Arma 3
Killzone_Kid added a comment to T75688: Weaponholder access issues inside any building..

Possibly related: http://feedback.arma3.com/view.php?id=17237

May 10 2016, 7:42 AM · Arma 3
Killzone_Kid added a comment to T75683: Please provide "distanceASL" as an alternative.

Dear Simon,

Thanks again for the addition and optimisation of these essential and versatile vector commands. As I've been using them more and more I think there is one more thing that could be added to make them even better.

It is not always that you need to operate in 3d space and making these commands 2d compatible would make them complete. What's more it should not require much work on your part either.

I'm talking about defaulting the 3rd vector param to 0 when no 3rd vector param is specified

so

vectorCommand (x, y, z)

will become

vectorCommand (x, y, z = 0)

Really appreciate your work and looking forward to this change!

May 10 2016, 7:42 AM · Arma 3
Killzone_Kid added a comment to T75683: Please provide "distanceASL" as an alternative.

clean up. better solution found and it works.

May 10 2016, 7:42 AM · Arma 3
Killzone_Kid added a comment to T75683: Please provide "distanceASL" as an alternative.

Absolutely, thank you very much!

May 10 2016, 7:42 AM · Arma 3
Killzone_Kid added a comment to T75683: Please provide "distanceASL" as an alternative.

Hey Simon, thanks a lot for changing the syntax of vector commands, now vectorDistance is as fast as distance, so all good!

This ticket could be closed

May 10 2016, 7:42 AM · Arma 3
Killzone_Kid added a comment to T75683: Please provide "distanceASL" as an alternative.

Hi, Simon. It is bis_fnc_codeperformance script.

May 10 2016, 7:42 AM · Arma 3
Killzone_Kid added a comment to T75683: Please provide "distanceASL" as an alternative.

I did some testing "distance" vs "vectorDistance". To my huge surprise, given fixed positions to both, distance - a pretty complicated function is faster than vectorDistance, which is supposed to be a simple euclidean computation. The whole idea behind distanceASL was for a superfast function. Kinda disappointed at the mo.

May 10 2016, 7:42 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75683: Please provide "distanceASL" as an alternative.
May 10 2016, 7:42 AM · Arma 3
Killzone_Kid added a comment to T75682: Dedicated command "distance" is less efficient than doing it by hand!!.

Upvote: http://feedback.arma3.com/view.php?id=17324

closing it.

May 10 2016, 7:42 AM · Arma 3
Killzone_Kid added a comment to T75682: Dedicated command "distance" is less efficient than doing it by hand!!.

http://killzonekid.com/arma-scripting-tutorials-distance/

May 10 2016, 7:42 AM · Arma 3
Killzone_Kid added a comment to T75682: Dedicated command "distance" is less efficient than doing it by hand!!.

You think this is awful? You just wait, I have compiled some irrefutable data that is going to blow your mind!

May 10 2016, 7:42 AM · Arma 3
Killzone_Kid added a comment to T75682: Dedicated command "distance" is less efficient than doing it by hand!!.

at >2000 metres the difference is >13 metres

May 10 2016, 7:42 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75682: Dedicated command "distance" is less efficient than doing it by hand!!.
May 10 2016, 7:42 AM · Arma 3
Killzone_Kid added a comment to T75678: Empty action on dead bodies that had pistol equipped.

I could swear I reported this already but cannot find the ticket! Upvoted.

May 10 2016, 7:41 AM · Arma 3
Killzone_Kid added a comment to T75678: Empty action on dead bodies that had pistol equipped.

Aha, here we go, related: http://feedback.arma3.com/view.php?id=17114

May 10 2016, 7:41 AM · Arma 3
Killzone_Kid added a comment to T75658: "hideObjectGlobal" needs alt format to unhide objects.

Alt syntax was added awhile ago. It doesnt work in SP though -> http://feedback.arma3.com/view.php?id=18689

May 10 2016, 7:41 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75658: "hideObjectGlobal" needs alt format to unhide objects.
May 10 2016, 7:41 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75654: TAKE and PUT event handlers do not fire with "AddBag", "PutBag", "DropBag" actions.
May 10 2016, 7:41 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75653: Swimming got broken somewhere down the road [VIDEO].
May 10 2016, 7:41 AM · Arma 3
Killzone_Kid added a comment to T75652: Stuck on rocks and ledges, flapping hands..

related: http://feedback.arma3.com/view.php?id=16676

May 10 2016, 7:41 AM · Arma 3