And please, remove all orders (in action menu 6) for an AI grabbing any weapons, in any direction and any distance. It's just weird! You don't know where weapons are but you order an AI to take it and AI knows where it is! Not worthy for Arma3.
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May 10 2016
In addition to my previous post, as i kept shadow lines errors (black lines or triangles) on some modded units (RHS, Unsung), I downgraded to 355.60 ! No error with this "old" version of NVIdia's drivers. All versions above induce weird shadows on these units at each shadow setting.
Not sure to understand how compatibility works NVidia? BI? or NVidia/BI?
The facts are here!
I finally downgraded to 355.98 to get a stable durable NVidia config on my laptop.
I guess a problem with last W10 update + last NVidia drivers. These configs don't manage the 2 graphic cards in a laptop and probably try to enable stereoscopic 3D.
No need to downgrade W10 but NVidia driver.
355.98 works with many mods like RHS CUP R3F and more.
NB: Just remaining bugs on mod such RHS: Black line or triangle comming from primary weapon or RHS unit depending on distance and terrain mask.
DXGI removed also. I downgraded to 358.91 NVidia driver and it seems better. I don't know who is playing the tightrope walker, NVidia or BI, but it's very hard to get a stable non-regressive game!
totally agree with this ticket which should be as feature request. There are somethings to do here because AI's continue to fight, aim and keep their skill even if they are drastically wounded (say damage 0.7).
Ceeb, it's not the problem!
Problem is BI should have a far better quality process for backward (retro) compatibility. Don't say scripts are poorly written. One of the major value of Arma is the community work and the possibility of creation.
It's very damageable when some versions like 1.48 or 1.54 ruin all efforts of the best community writers.
I'm sure there is something to do for that: avoiding loss of functionalities (see feedback!) and now map objects.
btw: in vanilia arma - altis - no addon:
http://feedback.arma3.com/view.php?id=26874
http://feedback.arma3.com/view.php?id=26798
@Barbolani
JIP doesn't mean player coming from nowhere. Name all your playable units.
Spawned supports work in SP/MP as far as variables are defined.
+1 confirmed.
It could be simpler to list what goes well after 1.54
I did an HUD addon showing a "nearestbuilding" icon. Could you fix this command, please? The aim is to avoid one more heavy code instead of a smart command.
It's just the most visible part of an iceberg. Global commands are broken for finding textures, sounds in custom paths, depending on host/client status and the way used to broadcast the data (global, remoteExec).
Hard work to make it all this stuff in good order but BI should communicate about that.
Just of fun:
https://www.youtube.com/watch?v=a_vauMVfZog
This video is 9 months old and issued from script, not actual bug.
"It seems that it happens when the uniform was taken from dead body."
I experienced that using bis_fnc_saveInventory then bis_fnc_loadInventory after respawn. Uniform is not "physically" taken from a corpse but its type saved/loaded in a missionnameSpace variable.
Seen also on hosted server for light scenarios. It seems some events like pop-up tasks , uniforms refresh after respawn and so on are more deeply scheduled, then take time to be displayed/broadcasted.
related: http://feedback.arma3.com/view.php?id=26798 ?
Enough is enough. You want the last word? Please, have it! I've other things to do with script than sterile talk here. You play with words. Say there is no backward compatibility, just shit changes for workable commands/functions which are no more workable for community scripts and need tons of tickets each time a big version is released. All is fine! Answers are known: indefinite "new", "resolved" when duplicated and "reviewed" when in your dream. To be honest, sometimes "resolved" means resolved and "new" means new.
@ Barbolani: his master's voice. Don't treat other players as Rambo and don't suggest to have a tour on other games! I spent hundred hours on Arma3 which is probably the most interesting game i play... and i script everyday for it! See my posts on armaHolic. I'm familiar with commands and functions. So, my advice is almost as worthy as yours. When i script for friends, the playability is reached with AI skill < 0.2 in vegetation environment like Kunduz map.
And when I write for backward compatibility, it's not for stamina only but all commands which are broken after 1.48 or 1.54: bis_fnc_setTask (patched now) , some house classes disappeared, inputAction (with ctrl) since 1.48, hideObject (in preview/SP)... and all issues with servers. Just have a look at feedback!
For sure, if you don't write a line of script, you don't worry with this problem.
What about sway, fatigue and stamina for enemy AI's. I have hundreds hours of play in Arma and I'm still amazed by the skill (even at idle) of Ai's. They have far better view, far better lunges and far better stamina than players. Did they have weapon sway?...
Master of Blubb, did you hear about backward (or retro) compatibility? The less a professional team should pay attention for unless willing to ruin thousands hours of work for community.
Days after days, i wonder if there is a quality process at BI. I'm not so sure.
How many commands, functions are any more working and need "patches"? a lot if you browse feedback tracker.
Difficulties are for what we want. And, frankly, it's the right term and the right place to set the difficulty of walk. But BI could add a parameter as well.
upvoted because BI didn't manage these features along with difficulties. There are 4 difficulties (at least). That should mean the way to please any players.
I would like to be sure Arma's engine is able to make difference between 2 vehicles, one equipped with thermal cams, the other not!
Same for Lights on by night, in regard of "knowsabout" on each side (hunter/target).
Ai knowsabout increases fast when seeing a new enemy (player for example). This was linked to distance but i'm not sure it's still the case.
In absolute, distance, stance, noise (walking, firing,speaking..), night vision, day blurring,obstacles of course, but also status (wounded)... should lead to a rate of knowsabout and a max knowsabout;
max knowabout (4) is held for 6 minutes if i'm right, even if the player hides behind a wall and try to surround the unit. The knowsabout should decrease instantaneously from 4 to 1.6 (or accurate with the simple loss of sight), then regularly to 0;
Presently, knowsAbout falls from 4 to 0 after the 6? minutes delay. A more progressive level could be fine.
You should change your title. I guess the problem is the pop-up message, not the functionality. Right?
Just a couple of things:
- if you disable stamina, you disable fatigue also (player enableStamina false);
- if you are bare underwear (without watch or even map), your default stamina is at 60. That roughly means if you sprint during 60 sec you'll get max fatigue (=1) and you recover 0 fatigue in 30 sec at rest;
- Don't bother yourself with stamina, just limit fatigue! Stamina will follow.
As scripting foreach playableUnits, foreach allPlayers can provide weird results for broadcasting a code, you can use:
fnc_stamina = {while {alive player} do {scopename "fatigued"; sleep 0.5; waituntil {sleep 0.5; getFatigue player > 0.4 }; player setFatigue 0.4}; breakTo "fatigued"}; [[],fnc_stamina] remoteExec ["spawn",0,true]
This above limits fatigue to 0.4 and stamina will follow as well. You keep a little bit of realism and the stamina bar.
Furthermore, if weapon sway is boring you, you have a new command for that:
just add at beginning of fnc_stamina (out of while loop):
player setCustomAimCoef 0.4 (or any value between 0 to 1 (max sway))
This code must be in init.sqf, or in an unconditional trigger, or an addon, or in debug console if enabled during game (see enableDebugConsole possibilities in description.ext)
V 1.54 comes with new commands. See https://community.bistudio.com/wiki/Arma_3_Stamina
Some scripters could change things for their MP missions. I'm writing an addon for making things more playable but as you know, addon must be accepted by server admin. Let me know if that sounds great for you.
Yes, where you can in fact! Init.sqf, unconditional trigger (without "this" in cond field), or creating a small addon (cfgpatches).. even in debug console if accessible.
If you want to reduce more, say 20%, you'll probably have to increase the loop frequency (that means lower sleep: sleep 1; or sleep 0.5). The good way to test is to run your mission with different sleep & fatigue values and watch your brand new stamina bar. If loop frequency is ok, you'll see very small adjustment while limit is reached (% of fatigue bar).
To completely remove fatigue: player enableFatigue false;
To reduce weapon sway, there is an addon:
http://www.armaholic.com/page.php?id=26266
I totally agree with you. Some unconditional people think ARMA is a war simulator. But it's a game! BI created VBS3 (not the same price!) for sim. I don't understand why it's an evidence displaying or not mines, displaying tags or crossair but there is no chance to have a stamina/fatigue/weapon sway cursor along with difficulty setting.
My aim is not to ruin BI dev work but save some hard works done by Arma's scripter community. A hobby is a hobby but wasting time isn't really fine for anyone!
I have also some errors I didn't see before:
14:32:14 Error in expression <target,_isPersistent];
}
else
{
_params remoteExec [_functionName,_target,_isPer>
14:32:14 Error position: <remoteExec [_functionName,_target,_isPer>
14:32:14 Error Type Bool, expected Number, Side, Object, Group, String
14:32:14 File A3\functions_f\MP\fn_MP.sqf, line 46
I don't know if it's about:
_player = allPlayers select 0;
if (!isPlayer leader _player) then { { if (isPlayer _x && {!isServer or (isServer && count allPlayers <2)}) exitWith { [group _x, _x] remoteExec ["selectLeader", groupOwner (group _x)]; }; } forEach units _player; };
I guess a problem with groupOwner (group _x) I didn't have before.
@ JCae2798:
If Arma is a military simulator, it only worths its bunch of Dollars! I'm rather sure you never saw a simulator.
But if Arma is a game, this false good idea of stamina/fatigue ruins plenty of scenarios. This should be adapted for players (you know the guys who wants to play a good game without pain in the ass while crossing a wide map).
At least, fatigue/stamina should be a difficulty setting... in respect of all kinds of players and dev team.
It seems better for bis_fnc_setTask. Not a start of mission but in game, after several minutes and some tasks completed without pop-up.
No more in 1.54. Thanks
RIP bis_fnc_setTask since 1.54.
All my MP missions don't have scripted tasks anymore!
I preached in desert for stamina/fatigue difficulty setting but when a developer is proud of its work, it's impossible to issue a customized version for the pleasure of the most of players.
With the respawn / revive system, player is killed, he becomes !alive very shortly, then alive but incapacitated during revive slot then !alive if this slot expires before player being healed, then alive after respawn.
I guess it's one of the reason BI created the variable "BIS_revive_incapacitated" to check if player is in incapacitated condition.
I agree with you. This alive/not alive shaker is weird for EH behavior.
Tutsi, it's not the same problem.
My problem is no more here today. Just to precise something which could happen again:
I have several subscribed MP missions which recently (since last beta Steam interface) fail to download (after a very short access to Steam) and return a message: Downloading failed, try again.
It seems like a bad access to Steam. But missions remain visible and selectable in MP screen "create game", in orange font, and even, the site is reachable via blued button "workshop".
So it seems weird to access to Steam, have a beginning of download, then an error, on several "unchanged pbo" missions.
I can't reproduce this error today...
To be more constructive:
- Stamina, fatigue should be set in difficulty level;
- game timing is not "real-life" timing as you should end a mission, within hours instead of days. With "real-life" tempo, you kill gaming without adding in immersion. Crossing Altis can't take several hours without any boring;
- AI mus have the same difficulties as players, in a normal use (say veteran), more difficulties in beginner, less in elite.
And furthermore, stamina/fatigue should imped on AI skill. There are so many things to do here! Immersion is broken by AI shooting through walls, vegetations, and ability to fire a magical dead shot after being badly hurt! How many times AI, who are shot at legs, start to walk, face you, (prone or not) and kill you in one shot?
good luck!
I used to play RHS now, as a standard
Anything to do with that ?
I wouldn't like to open a new ticket and see this one classed as "duplicated" but one sure thing:
In 2D classic editor (not eden), when you create a group and choose "none" instead of "in formation", the units regroup themselves in V standard formation!
It's weird.
Place civilians, spread on map, group them, each with "none" in special field.
They will regroup at preview!
The problem is what behavior you intend to give at this command.
As written now, you can catch nearest enemies even if distant for several kilometers if your side has a knowAbout on it.
So, there are 2 ways thinking about this command should work:
- this command must return the nearest existing enemies, for scripted scenarii. Then , you should consider allUnits with a non-friend side, excluding all emptied (civilian) vehicles;
- If you'd rather want a more immersive information (player oriented), it's OK for the delay, but some distances should be taken into account. It's abnormal to have a return on an emptied vehicle at more than one kilometer and no info on infantry in vicinity.
Agree!
Right click on unit/object (vehicle, infantry, crate, any weaponHolder in fact);
Allow arsenal (adapted to the holder if possible).
Arsenal could have minor change in its display (keep Eden view instead of zooming on face of the unit);
Adapt also for loading turrets of vehicles!
Permit saving for loadout by type of vehicle.
For Christmas please ;-)
Thanks for this improvement. Eden editor will be much more convenient for initiating direction but also stance and other behaviors.
In 2D editor, you need to script something like: this setunitPos "down" in init field of a unit and if you preview, you can see the animation of a unit prone.
SO BI, please consider the stance or other init params should be done prior to start the game (to be sure there is no latency and weird awarenesses for enemies).
True for BIS_fnc_ambientAnim as well. changed title
... and further more, in game, spawning objects on one side, coming along resources, then you're in warcraft-like game.
Adapt vehicle speed to combat mode
Chimera, what's your walkaround? I hope it's not your fake unit.
Thanks to KK, there is a way to make things clear for a simple problem: always have a human leader (player), even if leader slot isn't chosen:
for "_i" from 0 to count allPlayers -1 do {
_player = allPlayers select _i;
if (!isPlayer leader _player) then { { if (isPlayer _x && {!isServer or (isServer && count allPlayers <2)}) exitWith { [group _x, _x] remoteExec ["selectLeader", groupOwner (group _x)]; }; _x doFollow (leader group _x); } forEach units _player; };
};
The combination of selectLeader, groupOwner and remoteExec works fine: units obeys to the new leader.
And yes, a selectLeaderGlobal could be great, but please change your title and don't add your solution. Describe the problem, the aim and the way to reproduce what you say.
+1 cause there is something to do with leaders in MP.
To come back to "remoteExec", I understand (reading BI doc), that selectLeader must be declared in a CfgRemoteExec class in config.cpp or description.ext ??
A little bit heavy or i missed something.
Well, this new command seems very powerful. Interesting for signed addon. On the other hand, the cfgRemoteExec class could be a little bit difficult to manage in regard of global/local configs.
I don't understand the interest but i would;
Do you have some examples for "dozens of problems"?
What difference between your solution and a hidden unit or a logic?
I'm trying to improve my knowledge for MP scripting in the jungle of functions, arguments, effects localities but I can't figure what improvement your method could afford. Please, explain for other dozens of sripters like me.
and loutralep, do you agree with the list of all weapons on ground to order your AI subordinate to grab one without knowing where they are? (see my post above). Where is the "strength" here, to send a unit anywhere, with no idea of distance, dangerousness and time to be done? Seriously!
I don't know if there are some statistic data for issue status at BI, but how many tickets marked as "resolved" simply because duplicated with another old "new" issue.
By the way:
If you generate weapons and items, randomly in some houses, leader can select a unit of his group and then in action menu (6) order this unit to take a weapon (or else) even if this unit has no idea of the position of the loot. Just follow the AI and be sure to kill the game.
Any idea to avoid this weird list?
Please BI, do something or explain.
This issue was probably linked to a bad config/version of Steam, frequently updated. I just tested off line mode again, and i can't reproduce the former issue. Please consider as closed.
Happens when Steam session fails in off line mods for some reason. Since 1.50, Steam session seams more stable (able to launch off line even if this soft is still trying to connect).
But crash still occurs 100% time, when clicking on launcher icon directly, without Steam opening. Added launcher logs.
Problem is: who joins who.
Bah, the best thing to avoid duplication could come from BI who let "new" for more than one year or declare "solved" or duplicated" some topics which aren't (see inputAction "adjust").
To be more constructive, the mortar problem is probably linked to the wound a unit catches each time you attach/detach an object to him. It seems a collision occurs with object. It is also the case if a player "bumps" an attached object on another unit. Make this experiment: attach a fuel canister or something in editor to a unit/player. Reach his position and "touch" the attached object. You're wounded. Make the unit/player prone with attached object, detach it. This time, this unit is wounded.
Bis_fnc_LoadInventory and Bis_fnc_saveInventory. In fact, all functions allowing to manage inventories instead of each weapons, magazines and items.
Interesting! https://community.bistudio.com/wiki/lineIntersectsSurfaces
I will spend my next weeks to try how to obtain the same distance as in range finder with this magnificent tool! At least, this command needs to be mixed with distance one in a consistent manner with LOD's.
So my request for "simpler" global command "cursorTargetDistance" stays up to date, on my opinion.
... and the possibility to get the "rangeFinder" distance with anything! (Sorry I don't know the function) but there is no simple way to catch distance between player's eyes and ANY object/ground, like in rangeFinder or laserDesignator. Big thanks the day this command will be issued.
Launcher doesn't "think".
see hasInterface (real player) combined with isDedicated for dedicated server or not.
Probably because public variables (and EH) are broadcasted prior to init vehicle player.
Player is not null but remote.
And probably waitUntil {player == player} will wait for the player to be local.
See also waitUntil {local player};
none interested?
Further more, It seems you can't fire through some bushes and little trees. Have a thermal vision, fire at enemy behind a bush. Sometimes, you can see impacts on some bushes like on a wall, and there is no chance to kill someone with a standard caliber, without hitting a discovered part of the body.
I vote up because i don't think balancing bodies / uniforms along with sides is a good consistent solution.
Armor bodies should be the same for all AIs, until you want to demonstrate a human side superiority...
Then, uniforms armor could be reliable with their usage. It's totally weird to have a wet suit (CSAT) much more armored than any BLUFOR suit.
Many addons (not always under BI responsibility) reproduce these weird fittings. And furthermore, some scripters, as I am, didn't figure they can't mix Blufor bodies with CSAT uniforms, or OPFOR bodies with BLUFOR uniforms without unexpected consequences.
thegodfather issued a real problem in a bad manner but I can't imagine there is no consistent solution rather this poor patch-up job, unworthy with outstanding BI developments.
Thank you
+1
OK, problem comes from Steam interface.
Even if your parameters are set to "allow download during gameplay" unchecked (disabled), this interface is trying to download something after launching (and playing) a MP subscribed mission. Then, mission is downloaded, but Steam interface is now and definitely, tilting X time per second to "in queue" and "starting".
If you leave the MP mission, this inteface continues this false download.
You can stop, restart PC, windowns then Arma,... this interface still remembers the fact it's trying to download something.
This is a "workshop content", network at idle, disk also, 0 bytes/0 bytes but Arma is totally impacted as the game pauses on/off each seconds (video)
The only solution seems to be: quit Arma, launcher, then avoid anything to download thru Steam!
So, did you change something in Steam interface?
Is there a way to re-install steam without losing or reinstalling Arma?
It takes 15 hours for me when I reload Arma (without addon)!
Thanks, Steam beta resolved this bug. Please consider as closed.
Confirmed! There is no way to hit a building without artillery computer. I tried my own calculation based on standard ballistic without air friction, I obtain the same results as in the MK6 scope (1st person). So, it's not a math bug. Did you change something else? Why computer is so accurate but scope not?? Initial velocity of shell?
See also this old problem:
http://feedback.arma3.com/view.php?id=20944
Please consider also:
http://feedback.arma3.com/view.php?id=24909
May be a problem linked with how the versions 1.48 et dev are installing files.
Or Steam interface.
Yes, several EPOCH servers become unplayable. The most impacted mod for my own experience. When playing EPOCH, I'm just in ARMA vanilia + EPOCH, nothing else, no advanced parameter in launcher. NVidia GTX 970. cpu i5-3470 @3.2GHz
Did you change something in bis_fnc_guiEffectTiles ?
And please, how to correct this config entry which worked before 1.48?:
class GPSMap
{
idd = 133;// -1 no difference
duration = 100000;
fadein = 0; fadeout = 0; name="mapping_GPS"; onLoad = "uiNamespace setVariable ['gps_map', _this select 0]"; controls[]= { HUD_GPS_frame, Minimap_GPS };
controlsBackground[] = {"HUD_GPS_frame","Minimap_GPS" };
class HUD_GPS_frame: RscText { idc = 13000; text = ""; x = "uiNamespace getVariable 'GPS_x'"; y = "uiNamespace getVariable 'GPS_y'"; w = "uiNamespace getVariable 'GPS_w'"; h = "uiNamespace getVariable 'GPS_h'"; shadow = 0; colorBackground[] = {0.3,0.3,0.3,"uiNamespace getVariable 'GPS_bckgrnd'"}; colorText[] = {0, 0, 0, 0 }; }; class Minimap_GPS: RscMiniMap { idc=13301; type=101; style=48; text= "#(argb,8,8,3)color(0.2,0.2,0.2,0)"; x = "uiNamespace getVariable 'GPS_x'"; y = "uiNamespace getVariable 'GPS_y'"; w = "uiNamespace getVariable 'GPS_w'"; h = "uiNamespace getVariable 'GPS_h'"; colorBackground[]={0.8,0.8,0.5,0.2}; colorText[]={1,1,1,0.5}; font="PuristaMedium"; sizeEx=0.03; maxSatelliteAlpha="uiNamespace getVariable 'GPS_alfa'"; shadow=0; ...... etc
Thank you very much
Resolved:
change class Minimap_GPS: RscMiniMap
for class Minimap_GPS: RscMapControl
Why now? what change?
Not only by throwing smokeShell but simply logging on server like Epoch or Wasteland.
Yes and no. EPOCH is mandatory when joining EPOCH servers. But no mod at all when playing on wasteland servers. That doesn't mean, there's no function triggered from server while JIP.
Beyond smokeshell, there are more and more unrecognized classes thru mods and/or servers, which didn't display such error before this version.
Perhaps I'm wrong but I guess several major mods are impacted with weird functionalities which worked before then fail or generate errors now. By chance, there is a "close all" button to continue starting JIP.
At a far lower lever, my personal addon is corrupted since 1.48. I didn't change anything and my addon turns weird while displaying a custom GPS. See: http://feedback.arma3.com/view.php?id=24851 . Why engine is now waiting for display instead of control (if error report makes sense)?
So, Adam, you can wait in a "need more info" attitude, or be proactive and ask in BI team, what changed between versions. Perhaps, YOU (BI) changed something in classes and generated such problems.
Lack of compatibility becomes your (our) major problem. We lost inputAction "adjust" http://feedback.arma3.com/view.php?id=23636, even if you're satisfied to mark it "resolved". It's not resolved at all!
I hope someone could be more explicit than I can, aiming the "smokeShellWhite" problem. But please, think "wider" about how things changed between versions. With little chance, some other class problems could be resolved, btw.
Thanks
Where is it resolved???
This is an heavy problem V1.48, windows 10. GTX970, no shadowPlay.
I just had this shit looking at the config viewer from editing a mission with one unit (player) placed. What heavy environment!
The minimum to write is why you consider as resolved!
BE CREDIBLE!
Crash at start when logged in MP invade & annex play:
Mods: Arma 3
Extensions:
Distribution: 0
Version 1.46.131175
Fault time: 2015/07/08 12:53:52
Fault address: 0160A22E 01:00AE922E C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3.exe
file: co60_AW_Invade_Annex_2_82D (__CUR_MP)
world: Altis
Prev. code bytes: 88 84 01 00 00 51 8B C4 53 FF 74 24 74 C6 00 08
Fault code bytes: 8B 01 FF 10 8B 5E 0C BD 01 00 00 00 85 C0 74 09
Registers:
EAX:02D51D48 EBX:00000000
ECX:00000000 EDX:3C0AABC4
ESI:3C0AABC0 EDI:3BD2AB00
CS:EIP:0023:0160A22E
SS:ESP:002B:02D51D40 EBP:00000000
DS:002B ES:002B FS:0053 GS:002B
Flags:00010202
note: Minidump has been generated into the file C:\Users\Utilisateur\AppData\Local\Arma 3\arma3_2015-07-08_12-51-04.mdmp
This is an heavy problem V1.48, windows 10. GTX970, no shadowPlay, no mods.
Playing on servers, it crashes from time to time, from several minutes to more than one hour of gaming.
But rignt now, I just had this shit looking at the config viewer from editing a mission with one unit (player) placed. What heavy environment!
If you read me, I mentioned a crash without any shadowPlay. Don't say you fix everything with that!