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May 10 2016

RickOShay added a comment to T83322: Using game logic Lock/Unlock when synced with a trigger connected to sector crashes the game.

It seems to have something to do with the trigger unlock condition. For example I have an unlock logic synched to a sector which in turn is synched to a trigger Blufor. So when Blufor captured the sector the trigger can be used to activate a respawn position and simultaneously trigger the next sector objective. It is this process that seems to causes the freeze up imo.

If all sectors are active at mission start the mission does not freeze up.

Btw when the sector is captured and the unlock triggers a new spawn point and new sector - the screen flashes back to the menu screen very quickly in both cases.

May 10 2016, 11:34 AM · Arma 3
Adam added a comment to T83322: Using game logic Lock/Unlock when synced with a trigger connected to sector crashes the game.

Hello,

thank you for submitting the ticket. Could you please upload a simple repro mission displaying the problem? It would be a big help.

Thank you.

May 10 2016, 11:34 AM · Arma 3
RickOShay added a comment to T83322: Using game logic Lock/Unlock when synced with a trigger connected to sector crashes the game.

Yep have same issue. Ive seen lots of others comment on forums also with same issue. It possibly has something to do with copy and pasting an existing sector module. Only seems to happen with unlock sequential sectors.

It is exceptionally difficult to test sequential sector missions - missions freeze up as stated above irrespective of the side the player is on or if he is a civilian and outside any sector at the time of the freeze. RPT files don't indicate any cause either.

May 10 2016, 11:34 AM · Arma 3
Bohemia added a project to T83322: Using game logic Lock/Unlock when synced with a trigger connected to sector crashes the game: Arma 3.
May 10 2016, 11:34 AM · Arma 3
shukari added a comment to T83321: RPT Spam : Object not found / Overflow.

here also, sometimes on AltisLife server more than 20mb logs because "Server: Object *:*** not found"

May 10 2016, 11:34 AM · Arma 3
Manzarek added a comment to T83321: RPT Spam : Object not found / Overflow.

This need to be fixed

May 10 2016, 11:34 AM · Arma 3
havena added a comment to T83321: RPT Spam : Object not found / Overflow.

i always have some obj not found with deleteVehicle localy.

14:06:05 Client: Object 2:5732 (type Type_119) not found.
14:06:05 Client: Object 2:5732 (type Type_91) not found.
14:06:05 Client: Object 2:5732 (type Type_399) not found.

14:02:22 Server: Object 3:120 not found (message Type_399)
14:02:22 Server: Object 3:119 not found (message Type_119)
14:02:22 Server: Object 3:126 not found (message Type_91)
14:02:22 Server: Object 3:132 not found (message Type_399)

May 10 2016, 11:34 AM · Arma 3
havena added a comment to T83321: RPT Spam : Object not found / Overflow.

repro send to dwarden

May 10 2016, 11:34 AM · Arma 3
havena added a comment to T83321: RPT Spam : Object not found / Overflow.

@Adam : perhaps this : http://feedback.arma3.com/view.php?id=24573

i have a script on HC who remove useless vehicle etc.

{

if(test some param) then {
  deleteVehicle _x;
};

}foreach vehicles;

i do same for empty groups but localy

//Group clean (Local)
{
if(local _x && {(count units _x == 0)}) then {

		deleteGroup _x;

};
} foreach allGroups;

i will test to do deleteVehicle localy.

May 10 2016, 11:34 AM · Arma 3
Adam added a comment to T83321: RPT Spam : Object not found / Overflow.

Hello, any idea how to reproduce this?

May 10 2016, 11:34 AM · Arma 3
Bohemia updated subscribers of T83321: RPT Spam : Object not found / Overflow.
May 10 2016, 11:34 AM · Arma 3
havena edited Steps To Reproduce on T83321: RPT Spam : Object not found / Overflow.
May 10 2016, 11:34 AM · Arma 3
Bohemia added a project to T83320: Getting into vehicles with TrackIR causes center to be off in direction you were looking when you got in: Arma 3.
May 10 2016, 11:34 AM · Arma 3
Bohemia added a project to T83321: RPT Spam : Object not found / Overflow: Arma 3.
May 10 2016, 11:34 AM · Arma 3
DomingoMontoya edited Steps To Reproduce on T83320: Getting into vehicles with TrackIR causes center to be off in direction you were looking when you got in.
May 10 2016, 11:34 AM · Arma 3
Bohemia added a project to T83319: Cannot climb through windows: Arma 3.
May 10 2016, 11:34 AM · Arma 3
IT07 edited Steps To Reproduce on T83318: Fire/Object geometry of certain stone types VERY inaccurate.
May 10 2016, 11:34 AM · Arma 3
trev5150 set Category to category:movement on T83319: Cannot climb through windows.
May 10 2016, 11:34 AM · Arma 3
MrGrombles added a comment to T83317: Bugged view whilst using TrackIR and entering vechicles.

Just a thank you for attending to this issue in such a speedy manner!

May 10 2016, 11:34 AM · Arma 3
danczer added a comment to T83317: Bugged view whilst using TrackIR and entering vechicles.

EXE rev. 131862 (game)
Fixed: Bugged view whilst using TrackIR and entering vehicles

I can confirm that it has been fixed.

May 10 2016, 11:34 AM · Arma 3
danczer added a comment to T83317: Bugged view whilst using TrackIR and entering vechicles.

Hurray! Is there any chance to push it in the 1.50?

May 10 2016, 11:34 AM · Arma 3
Bohemia added a project to T83318: Fire/Object geometry of certain stone types VERY inaccurate: Arma 3.
May 10 2016, 11:34 AM · Arma 3
swissMAG added a comment to T83317: Bugged view whilst using TrackIR and entering vechicles.

Thank you Adam.

Any chance you could give us an Update on:
"#0024027: Re mapping controls binds Joystick and key"
Since May no update only that its not occur on a Logitech 3d Extreme. But the issue occurs on other devices like MFG Crosswind, Thrustmaster, Saytek etc.

Thank you.

May 10 2016, 11:34 AM · Arma 3
Adam added a comment to T83317: Bugged view whilst using TrackIR and entering vechicles.

The issue has been successfully reproduced and is awaiting fix

May 10 2016, 11:34 AM · Arma 3
danczer added a comment to T83317: Bugged view whilst using TrackIR and entering vechicles.

I found this in 1.48 changelog:
Tweaked: Moderate overhaul of freelook, ‘Numpad’ looking and head-tracking behavior (more adjustments in the near future, depending on feedback)

Maybe because of this can we look around while get in animation is played.

May 10 2016, 11:34 AM · Arma 3
swissMAG added a comment to T83317: Bugged view whilst using TrackIR and entering vechicles.

I'm using an older TIR version with up to date drivers. The issue is still present. Its a bug introduced by 1.48 and I know many guys who are experience it every time. Started to pause TIR while getting in...

Please revert or fix this "overhaul", whatever it is. I didnt notice any "improvements", what does it change exactly?

May 10 2016, 11:34 AM · Arma 3
danczer added a comment to T83317: Bugged view whilst using TrackIR and entering vechicles.

This issue is not present in the 1.46 legacy. In 1.46 the character looking forward during the get in animation that's why it isn't happen. Check the video: https://www.youtube.com/watch?v=43ZVYxL9szk

The issue is exist, because we are able to turn our head while entering(during the animation) into the vehicle.

Btw I don't know why you can't reproduce it.

May 10 2016, 11:34 AM · Arma 3
X39 added a comment to T83317: Bugged view whilst using TrackIR and entering vechicles.

yup
reproducible here
Using right now TrackIR Version 5.2.200 (Build 14548)

can deliver DXDiag if needed (+ the fancy other stuff you guys would need for it)
because this shit is really annoying (at least i finally know what causes it ...)

May 10 2016, 11:34 AM · Arma 3
MrGrombles added a comment to T83317: Bugged view whilst using TrackIR and entering vechicles.

I am also running version 5.2.200 and the latest arma version on steam.

This issue started since the latest Arma patch (previous to the hotfix)

May 10 2016, 11:34 AM · Arma 3
DnA added a comment to T83317: Bugged view whilst using TrackIR and entering vechicles.

It may be useful to compare TrackIR versions, drivers, software and configuration (as danczer already provided).

May 10 2016, 11:34 AM · Arma 3
MrGrombles added a comment to T83317: Bugged view whilst using TrackIR and entering vechicles.

Just tried this on the steam Dev build and the issue was still live. Shall try and talk to some other TrackIR users and see if they have the same issue.

May 10 2016, 11:34 AM · Arma 3
danczer added a comment to T83317: Bugged view whilst using TrackIR and entering vechicles.

I was able to reproduce it in EXE rev. 131644. I entered into Huron and Ghost Hawk as a pilot, while i looking down. https://www.youtube.com/watch?v=PdjRLgEYg3Q

I have a TrackIR 5 with software TrackIR version 5.2.200 (Build 14548)

May 10 2016, 11:34 AM · Arma 3
Adam added a comment to T83317: Bugged view whilst using TrackIR and entering vechicles.

I was unfortunately unable to reproduce the issue. Could you please try and switch to steam dev and try reproducing the issue there? THank you!

May 10 2016, 11:34 AM · Arma 3
MrGrombles edited Steps To Reproduce on T83317: Bugged view whilst using TrackIR and entering vechicles.
May 10 2016, 11:34 AM · Arma 3
Bohemia updated subscribers of T83317: Bugged view whilst using TrackIR and entering vechicles.
May 10 2016, 11:34 AM · Arma 3
BISWizard added a comment to T83316: Unable to start launcher.

If you have any of these folders in Arma 3 folder, please, delete them too:

  • cs-cz;
  • de-de;
  • en-us;
  • es-es;
  • fr-fr;
  • it-it;
  • pl-pl;
  • pt-br;
  • ru-ru
May 10 2016, 11:34 AM · Arma 3
BISWizard added a comment to T83316: Unable to start launcher.

Splendidly done. Thank you for your cooperation.

May 10 2016, 11:34 AM · Arma 3
Ala added a comment to T83316: Unable to start launcher.

Deleted them all (except steamlayerwrap, didn't have that one) and it's still not launching but it doesn't create txt files on the desktop anymore

May 10 2016, 11:34 AM · Arma 3
Bohemia added a project to T83317: Bugged view whilst using TrackIR and entering vechicles: Arma 3.
May 10 2016, 11:34 AM · Arma 3
BISWizard added a comment to T83316: Unable to start launcher.

If you also have any of these files directly in Arma 3 folder, delete them too:

  • protobuf-net.dll,
  • SteamLayer.dll,
  • SteamLayerWrap.dll,
  • Xceed.Wpf.Toolkit.dll
May 10 2016, 11:34 AM · Arma 3
Ala added a comment to T83316: Unable to start launcher.

Oh that did the trick =) thank you very much!

May 10 2016, 11:34 AM · Arma 3
BISWizard added a comment to T83316: Unable to start launcher.

Hello,
for some unknown reason you have an old file in a wrong directory and it cause the conflict. Remove the "C:\Steam\steamapps\common\Arma 3\SharedResources.dll" file and try it to run Launcher again. (The correct file should be located in Launcher subfolder with version 1.2.xxx).

May 10 2016, 11:34 AM · Arma 3
BISWizard added a comment to T83316: Unable to start launcher.

I'd guess that this can be fixed by deleting of a file "C:\Steam\steamapps\common\Arma 3\Utils.dll".

May 10 2016, 11:34 AM · Arma 3
Ala added a comment to T83316: Unable to start launcher.

Did that, got a new error:

System.MissingMethodException: Method not found: 'Void Utils.ApplicationExtension.RestartAndExit(System.Windows.Application, System.String, Int32)'.

at Launcher.App.OnStartup(StartupEventArgs e)
at System.Windows.Application.<.ctor>b__1(Object unused)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.DispatcherOperation.InvokeImpl()
at System.Windows.Threading.DispatcherOperation.InvokeInSecurityContext(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Windows.Threading.DispatcherOperation.Invoke()
at System.Windows.Threading.Dispatcher.ProcessQueue()
at System.Windows.Threading.Dispatcher.WndProcHook(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
at System.Windows.Threading.Dispatcher.PushFrame(DispatcherFrame frame)
at System.Windows.Threading.Dispatcher.Run()
at System.Windows.Application.RunDispatcher(Object ignore)
at System.Windows.Application.RunInternal(Window window)
at System.Windows.Application.Run(Window window)
at Launcher.StartUp.StartGui(InitArgs param)
at Launcher.StartUp.HandleCommandLine()
May 10 2016, 11:34 AM · Arma 3
Ala added a comment to T83316: Unable to start launcher.

Nvm, managed to manually enable logs from registry editor, here they are.

https://dl.dropboxusercontent.com/u/19380428/Fusion%20Logs.rar

May 10 2016, 11:34 AM · Arma 3
BISWizard added a comment to T83316: Unable to start launcher.

Was a folder "Fusion Logs" created on your desktop? Is it empty?

May 10 2016, 11:34 AM · Arma 3
Ala added a comment to T83316: Unable to start launcher.

There's no unblock button in the general tab of the properties.

Also I tried running the program (as administrator and from the arma3 and launcher folder) but it didn't return any logs after trying to launch

May 10 2016, 11:34 AM · Arma 3
Bohemia added a comment to T83316: Unable to start launcher.

Have you installed all net.framworks available for your system?

May 10 2016, 11:34 AM · Arma 3
BISWizard added a comment to T83316: Unable to start launcher.

There may be a yet another explanation with a simple solution. Windows has a security feature that prevents files downloaded from the internet from being run.

  1. Right-click on log4net.dll then click on Properties;
  2. Go to a General tab;
  3. Click on a Unblock button.
May 10 2016, 11:34 AM · Arma 3
BISWizard added a comment to T83316: Unable to start launcher.

Ok, that is pretty serious problem then.

I've create a small application allows you to enable a diagnostics of how the Launcher DLLs are loaded: http://arma.jiripolasek.com/files/AssemblyBindingLog.zip

I'd like to ask you to run the application, enable the logging, run Launcher and then compress and upload the logs (and then disable the logging).

May 10 2016, 11:34 AM · Arma 3
Ala added a comment to T83316: Unable to start launcher.

File is where it's supposed to be; verification says "all files successfully validated". Also tried deleting and validating, it re-downloaded but I'm still getting the error

I'm running avg

May 10 2016, 11:34 AM · Arma 3
BISWizard added a comment to T83316: Unable to start launcher.

Hello,
the error states that you are missing a file 'log4net.dll'. The Steam's verification of a game cache should restore it automatically.

  • Could you please check whether this file exists on your hard drive: "C:\Steam\steamapps\common\Arma 3\Launcher\log4net.dll".
  • You've stated that you have already run the verification of the game cache. What was the result of the verification? Was everything alright or did Steam re-downloaded some files.
  • Do you have some antivirus product installed?
May 10 2016, 11:34 AM · Arma 3
Ala edited Additional Information on T83316: Unable to start launcher.
May 10 2016, 11:34 AM · Arma 3
Bohemia added a project to T83316: Unable to start launcher: Arma 3.
May 10 2016, 11:34 AM · Arma 3
d3nn16 set Category to category:scripting on T83315: ctrlSetTooltip and lbSetTooltip don't work on LISTNBOX.
May 10 2016, 11:34 AM · Arma 3
TheMasterofBlubb added a comment to T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video].

There for the PCML has more he dmg than the rpg 42 AT

May 10 2016, 11:34 AM · Arma 3
Adam added a comment to T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video].

As designed.

May 10 2016, 11:34 AM · Arma 3
Bohemia added a project to T83315: ctrlSetTooltip and lbSetTooltip don't work on LISTNBOX: Arma 3.
May 10 2016, 11:34 AM · Arma 3
mickeymen added a comment to T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video].

I find it difficult to say what has more destructible power RPG or PCML!
But I want to say, that PCML should be able to destroy Mrap or Truck with one hit!

May 10 2016, 11:34 AM · Arma 3
FightingPower added a comment to T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video].

"so ticket topic its definetly a BUG." What exactly is bug?

I mean its about a bug. Many tickets are closed beacuse "They are not about a bug" :)

And while writing "nonsense", i was thinking of @Yoshi_E comments.

May 10 2016, 11:34 AM · Arma 3
mickeymen added a comment to T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video].

We are moving away from this topic. The main problem of this topic is that today (v1.50) the PCML-launcher weaker than other launchers in the game.

May 10 2016, 11:34 AM · Arma 3
mickeymen added a comment to T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video].

"but i think it would be quite difficult to make real bulletholes where the bullet hit."
There is nothing complicated. Even the wheel has a scar! Try to shoot him from LRR and you will see black scar-point.

May 10 2016, 11:34 AM · Arma 3
FightingPower added a comment to T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video].

IF RPG round hit vehicle in bulletprof glass, it will create a "little tunnel" through it, and give the fire inside of vehicle, thats in short how heat rounds are working. It depends of many factors, but if the trajectory will meet fuel gas tank or ammo on its way - it will definetly blow it up

May 10 2016, 11:34 AM · Arma 3
TheMasterofBlubb added a comment to T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video].

The thing with the glass is more important than you suggest because when you hit the glass it will blow away in shrapnels everyone inside will be grilled but mostly no vital parts of the vehicle will be damaged. One time my complete crew got killed by a rpg42 in a strider the strider was ok because they hit through the windshield.

May 10 2016, 11:34 AM · Arma 3
TheMasterofBlubb added a comment to T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video].

@FightingPower agree but the effective range after explosion is just 1m so after 1 m the copper ray will spread and will be useless.

@mickeymen The gane has some textures for cracked glass (u see it as driver) but i think it would be quite difficult to make real bulletholes where the bullet hit.

May 10 2016, 11:34 AM · Arma 3
mickeymen added a comment to T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video].

"TO PEPLE WRITING SUCH NONSENSES ABOUT GLASS PENETRATIONS, please read how HEAT rounds work."

What kind of nonsense? "Nonsence" - it is the that the game has no textures penetration of armored glass! This introduces the player astray. In first time, I ran the tests without a driver inside the vehicle, so for me it was quite not clear broken glass or not.

"so ticket topic its definetly a BUG." What exactly is bug?

May 10 2016, 11:34 AM · Arma 3
FightingPower added a comment to T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video].

Im reading and staring to smile, beacuse nobody instead of mickeyman and TheMasterofBlubb know about what he is writing:

  • First of all RPG is HEAT round, not AP, which have totally diferent behavior AND ITS ABLE TO BLOW UP vehicle, its able to penetrate frontal armor of modern tanks (tandem warheads in RPG-7, RPG 29) and burn its interior or blow near ammo or fuel compartment
  • PCML is equivalent of DRAGON (?) and its firing HEAT rounds as well (as all giuded missles), so ticket topic its definetly a BUG.
May 10 2016, 11:34 AM · Arma 3
TheMasterofBlubb added a comment to T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video].

Try to reproduce your video with ai sitting in that vehicles and see when they get killed.

The thong with the Ifrit some times is that you hit his engine. You destroy the engine and the crew stays alive. In MRAPs the engines are always heavy armored.because they are the life insurence of the troops.

May 10 2016, 11:34 AM · Arma 3
Yoshi_E added a comment to T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video].

Sorry, I do not want to start a discussion, the AP missle types, such as the RPG, can be compared to a Amor Piecing round, that penetrates the armor and damages everything on its way (https://forums.bistudio.com/topic/140862-rpg-effectiveness/). An mrap itself can not blow up, fuel can only burn off ( would take 5-30s for a proper fire and up to 15min for a full burn off), and the mags stored in the gun are pretty much impossible to ignite. Thus only weapons that are storing explosives in their missle head, strong enough to rip some inces of modern composite armor apart.
An mrap is a metal box filled with human, why should it blow up? :D - under the assumption that they are not wearing explosives packed around their body.

  • no further response
May 10 2016, 11:34 AM · Arma 3
mickeymen added a comment to T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video].

"Mraps blowing up by RPGs-hits is rather unrealistic, in my opinion."
"It should penetrate the armor, killing the crew in its path, and disable the vehicle"

Do not agree with you.
Today RPG-32 can punch through armor with thickness up to one meter!
I think in the future, the effect of hit RPG missile, can be even more destructible. Also Mraps has no heavy armor. I think should be explosion/

Anyway, we're talking about NLAW, but not about RPG.
What we see in the game with this weapon, today it is not realistic and weakly.

May 10 2016, 11:34 AM · Arma 3
Yoshi_E added a comment to T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video].

The missle hits the glass of the vehicle, destroying it ( the glass) protecting the hull from further damage.

Mraps blowing up by RPGs-hits is rather unrealistic, in my opinion. It should penetrate the armor, killing the crew in its path, and disable the vehicle.

May 10 2016, 11:34 AM · Arma 3
Bohemia added a project to T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video]: Arma 3.
May 10 2016, 11:34 AM · Arma 3
mickeymen added a comment to T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video].

After 1.50 not fixed. For example RPG-42 able destroy the MRAP-car and HMTT-truck in the one hit, while as PCML-launcher only in several hits! Why such injustice is neccessary?

May 10 2016, 11:34 AM · Arma 3
mickeymen edited Steps To Reproduce on T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video].
May 10 2016, 11:34 AM · Arma 3
Asteliks added a comment to T83313: Can't exit the the Virtual arsenal garage..

Just a little mistake from my side. You can't exit the Virtual arsenal (to the garage) after destroy a vehicle.

May 10 2016, 11:34 AM · Arma 3
Killzone_Kid added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

Doesn't return nil anymore

May 10 2016, 11:34 AM · Arma 3
Bohemia added a project to T83313: Can't exit the the Virtual arsenal garage.: Arma 3.
May 10 2016, 11:34 AM · Arma 3
Eichi added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

great! <3

May 10 2016, 11:34 AM · Arma 3
Grim added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

http://puu.sh/jgntv/a07d41e7da.jpg

Yes that is broken confirmed

May 10 2016, 11:34 AM · Arma 3
Asteliks edited Steps To Reproduce on T83313: Can't exit the the Virtual arsenal garage..
May 10 2016, 11:34 AM · Arma 3
Killzone_Kid added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

I think autodeletion is bugged, may fail occasionally

always check

_group = createGroup independent;
if (isNull _group) exitWith {error};

May 10 2016, 11:34 AM · Arma 3
Killzone_Kid added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

You probably exceed 144 groups, so no unit is created

"Using waitUntil is maybe a bit problematic in non-scheduled environment :)"

Use FSM

May 10 2016, 11:34 AM · Arma 3
Eichi added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

@japa: I thought this is a general problem, but if it is system architecture related, let me describe what I do:

It runs in a dedicated server. The code is invoked in non-scheduled environment to run as fast as possible. It is used to load player gear from a database. The server creates a new unit to spawn a player object. Then it adds uniform, vest and backpack to the new player object. After that, it populates the content of these containers.

This works fine 90% of the time, but *sometimes* uniformContainer/backpackContainer/vestContainer return nil.

Here is an overview of what it does:

_group = createGroup independent;

_player = _group createUnit ["Exile_Unit_Player", _position, [], 0, "CAN_COLLIDE"];
_player setDir _direction;
_player setPosATL _position;
_player disableAI "FSM";
_player disableAI "MOVE";
_player disableAI "AUTOTARGET";
_player disableAI "TARGET";

// [...]

_player forceAddUniform _uniform;
_uniformContainer = uniformContainer _player;

if (isNil "_uniformContainer") then
{
// Here is the problem
};

I dont understand how or why it can fail if you get the container right after you created it.

Using waitUntil is maybe a bit problematic in non-scheduled environment :)

May 10 2016, 11:34 AM · Arma 3
Eichi added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

@KK: This was my thinking too. But according to the docs: "In Arma 3 when last unit leaves a group, the group gets auto deleted." it should not be the case. I have added a lot of debug logging and the unit is there. Everything works fine, except the container functions returning nil.

May 10 2016, 11:34 AM · Arma 3
japapatramtara added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

DEV. 131649(will be distributed tomo)
I changed xxxContainer commands. Now their returns valid object or nullObject when failed. So you can use something like:
player forceAddUniform "U_B_FullGhillie_lsh";
waitUntil {!isNull uniformContainer player};

there is no other easy way how manage it

May 10 2016, 11:34 AM · Arma 3
japapatramtara added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

well If your repro is valid and if you run it under Dedicated server so its obvious that you will get nil. Just because command player should return null-object on dedi

May 10 2016, 11:34 AM · Arma 3
Eichi added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

It is a dedicated server. The unit is created on the server and then additional gear is added, thus the unit is local.

Just a thought beside that: Why should a function ever return nil? That just does not sound right to me :)

May 10 2016, 11:34 AM · Arma 3
japapatramtara added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

look I'm trying to help, but its way difficult due to a lack of good clue. Repro doesn't say if your problem is related to MP or SP. Then you said something about server side.. well okay server side scripts can't use player(it always returns null-object), so we have a solution.. but now you're speaking about client code. Quite confusing, isn't? Please can you attach your log? Maybe it will help

btw:
let me give you an insider advice(just two cents): better repro we get --> bigger chance to add problem into our TODO list ;-)

May 10 2016, 11:34 AM · Arma 3
Eichi added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

I am not sure if I got you. I am not using the player command. The above snippet is from client code, where the same problem occurs. To reproduce it regardless of peer type, use createUnit + forceAddUniform + uniformContainer.

May 10 2016, 11:34 AM · Arma 3
Eichi added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

Unfortunately, it isnt. This makes things a little more complicated. This only happens after the server has been up for some time. The code is running purely server side. I can send you a log file if you want to.

May 10 2016, 11:34 AM · Arma 3
Adam added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

If the unit is local then the repro should be 100% am i right?

May 10 2016, 11:34 AM · Arma 3
japapatramtara added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

Server side and unit is local? So you're speaking about direct hosting(no dedicated server)?

May 10 2016, 11:34 AM · Arma 3
Eichi added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

Yes, the unit is of course local :)

May 10 2016, 11:34 AM · Arma 3
Adam added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

If you are going call a command on non-local unit, then the command needs to go through server to the owner of the unit and then the command gets triggered. So uiSleep is not that big of a hack ;)

Are you calling AddUniform on soldier that is local? If not then there is not much we can do unfortunately.

May 10 2016, 11:34 AM · Arma 3
Bohemia updated subscribers of T83312: uniformContainer / vestContainer / backpackContainer return nil.
May 10 2016, 11:34 AM · Arma 3
Grim added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

Putting a "uiSleep 0.1" between it fixes it.

but thats a hack that i really dont want to resort to

May 10 2016, 11:34 AM · Arma 3
Eichi edited Steps To Reproduce on T83312: uniformContainer / vestContainer / backpackContainer return nil.
May 10 2016, 11:33 AM · Arma 3
Bohemia added a project to T83312: uniformContainer / vestContainer / backpackContainer return nil: Arma 3.
May 10 2016, 11:33 AM · Arma 3
Bohemia added a project to T83311: Every Server Restart make bidmp and mdmp Files but Server keep running: Arma 3.
May 10 2016, 11:33 AM · Arma 3
obermaig set Category to category:dedicatedserver on T83311: Every Server Restart make bidmp and mdmp Files but Server keep running.
May 10 2016, 11:33 AM · Arma 3