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Apr 4 2023

SaMatra created T171357: Missing UAV terminal scripting commands.
Apr 4 2023, 1:15 PM · Arma 3
SaMatra added a comment to T165080: Side panel gps map icons rotating incorrectly.

I think its better to bite the bullet and fix this, make drawRectangle/drawEllipse/drawIcon treat angle as world angle rather than UI angle, same as markers currently do.

Apr 4 2023, 6:47 AM · Arma 3
SaMatra edited Steps To Reproduce on T171344: Vehicle state transition failure during locality change.
Apr 4 2023, 3:36 AM · Arma 3
SaMatra added a comment to T171344: Vehicle state transition failure during locality change.

Example of repro results, in this case 4 out of 100 drones teleported back to their original spot after assembly.

Apr 4 2023, 3:23 AM · Arma 3

Apr 3 2023

SaMatra added a comment to T171344: Vehicle state transition failure during locality change.

if set velocity is part of vehicle update packet (probably is) then it will update when it updates which could be after ownership change which is immediate. Not sure what would be a good solution

Apr 3 2023, 5:57 PM · Arma 3
SaMatra edited Steps To Reproduce on T171344: Vehicle state transition failure during locality change.
Apr 3 2023, 5:04 PM · Arma 3
SaMatra added a comment to T171344: Vehicle state transition failure during locality change.

This doesn't happen only with such quick scripted assembles, I was working with backpack drones recently and had them disappear twice on me during normal testing gameplay (Using Assemble from mouse wheel menu). What I've seen as client: drone appears before me for a few frames and then vanishes. When I checked its position it was very far and high away (out position probably) and falling down back to earth.

Apr 3 2023, 4:59 PM · Arma 3
SaMatra added a comment to T171344: Vehicle state transition failure during locality change.

Updated repro, now properly shows bugged vehicles in the chat and puts them into fucked array.

Apr 3 2023, 4:55 PM · Arma 3
SaMatra edited Steps To Reproduce on T171344: Vehicle state transition failure during locality change.
Apr 3 2023, 4:55 PM · Arma 3
SaMatra updated the task description for T171344: Vehicle state transition failure during locality change.
Apr 3 2023, 4:49 PM · Arma 3
SaMatra renamed T171344: Vehicle state transition failure during locality change from Vehicle state transition failure during locality transition to Vehicle state transition failure during locality change.
Apr 3 2023, 4:42 PM · Arma 3
SaMatra created T171344: Vehicle state transition failure during locality change.
Apr 3 2023, 4:38 PM · Arma 3
SaMatra updated the task description for T171324: Extend "createVehicleCrew" to provide existing group.
Apr 3 2023, 4:58 AM · Arma 3
SaMatra created T171335: moveInDriver doesn't work with UAVs.
Apr 3 2023, 4:54 AM · Arma 3

Apr 2 2023

SaMatra created T171324: Extend "createVehicleCrew" to provide existing group.
Apr 2 2023, 4:49 PM · Arma 3
SaMatra added a comment to T171264: Disassembled UAV groups aren't cleaned up.

Didn't check what exactly changed yet (is group deleted or has delete when empty flag set?) but I noticed that you can't get that empty group when vehicle is dissembled unless you put it into a variable. Lets expand Disassembled event handler to also include reference to the group that deleted units had?

Apr 2 2023, 3:36 PM · Arma 3
SaMatra added a comment to T171323: "O_T_UAV_04_CAS_F" has no Dynamic Loadout.

I wonder if its possible to fix this through config without changing the model?

Apr 2 2023, 2:17 PM · Arma 3
SaMatra created T171322: Extend "WeaponAssembled" to include UAV group and units.
Apr 2 2023, 1:55 PM · Arma 3
SaMatra created T171318: Commands to return default hidden selection textures and materials.
Apr 2 2023, 9:32 AM · Arma 3

Apr 1 2023

SaMatra created T171307: Stackable JIP queue for entities with remoteExec.
Apr 1 2023, 4:05 PM

Mar 31 2023

SaMatra added a comment to T171260: A command to return vehicle that backpack is assembled to.

In summary, I'm against changing existing commands to also handle one specific case of being run on backpacks. Its already possible to do everything you want with packed static\drone, just requires some tricks, this command should have made it clear and easy to do that.

Mar 31 2023, 4:13 PM · Arma 3
SaMatra added a comment to T171260: A command to return vehicle that backpack is assembled to.

the vehicle is removed from world when it is packed I dont want to make a specific getter for asset that is not supposed to be exposed with api. The fact that it is available via variable reference was overlooked but due to back compatibility would now remain. I am actually trying to make it usable by wider user base, set/getVehicleAmmo is a good example. I can add that and god knows when I will be around that part of the code again, so if you give the list I can do it in one go

I don't get this argument what so ever, even if out vehicles aren't simulated or shouldn't be operated with some scripting commands, so what? And its not like this is arbitrary code execution level security issue, just a matter of entity being limited while hidden. Lets forbid allObjects from returning out vehicles too then, what if user deletes a vehicle from there and ends up getting an RPT error? There are already myriad of ways to break\lag\freeze\crash the game with scripting already, by the nature of modding.

Mar 31 2023, 4:03 PM · Arma 3
SaMatra added a comment to T170535: inAreaArray variant to return indexes: inAreaArrayIndexes.

Did tests for all possible combination, works properly. Shitty test code:

	if(!isNil"markers") then {{deleteMarker _x} forEach markers;}; markers = [];
	if(!isNil"objects") then {{deleteVehicle _x} forEach objects}; objects = [];
	if(!isNil"locations") then {{deleteLocation _x} forEach locations}; locations = [];
	positions = [];
	if(isNil"testgroups") then {{{deleteVehicle _x} forEach units _x; deleteGroup _x} forEach testgroups};
	testgroups = [];
Mar 31 2023, 2:55 PM · Arma 3
SaMatra added a comment to T171260: A command to return vehicle that backpack is assembled to.

You can do a lots of things with a packed drone\static - repair, refuel, change weapons and magazines, get\set variables, altering a single command to have special handling case for backpacks is not the way. Returning object off backpack can also tell you if backpack was assembled before.

Mar 31 2023, 12:14 PM · Arma 3
SaMatra added a comment to T171260: A command to return vehicle that backpack is assembled to.

Sure I can. Would this be enough?

Mar 31 2023, 11:52 AM · Arma 3
SaMatra added a comment to T171260: A command to return vehicle that backpack is assembled to.

I can make it rearm with

unitBackpack player setVehicleAmmo 1;

Mar 31 2023, 11:25 AM · Arma 3
SaMatra added a comment to T171260: A command to return vehicle that backpack is assembled to.

Simplest application example - rearming static weapons\drones when they're in backpack form:

getBackpackVehicle unitBackpack player setVehicleAmmo 1;
Mar 31 2023, 11:16 AM · Arma 3
SaMatra added a comment to T171260: A command to return vehicle that backpack is assembled to.
  1. Fresh mission, get backpack with player addBackpack "B_UGV_02_Demining_backpack_F"
  2. Run "B_UGV_02_Demining_F" allObjects 4 => []
  3. If command existed, you'd run getBackpackVehicle unitBackpack player => <NULL-object>
  4. Assemble backpack
  5. Disassemble the drone
  6. Run "B_UGV_02_Demining_F" allObjects 4 => [2102463a040# 1781926: ugv_02_f.p3d]
  7. Wear backpack off the ground
  8. Now can run the new command with same getBackpackVehicle unitBackpack player expression and it should return that same vehicle 2102463a040# 1781926: ugv_02_f.p3d
Mar 31 2023, 11:11 AM · Arma 3
SaMatra added a comment to T171260: A command to return vehicle that backpack is assembled to.

When you dissemble the drone or static weapon, it doesn't get deleted but gets hidden and link to that entity is stored in the backpack, the command should return that link. When you spawn assemblable backpack it doesn't spawn associated drone\static right away but only when you assemble it the first time.

Mar 31 2023, 11:04 AM · Arma 3
SaMatra added a comment to T171260: A command to return vehicle that backpack is assembled to.

getBackpackVehicle unitBackpack player

unitBackpack is null when weapon is assembled

Mar 31 2023, 10:55 AM · Arma 3
SaMatra edited Steps To Reproduce on T171260: A command to return vehicle that backpack is assembled to.
Mar 31 2023, 10:55 AM · Arma 3
SaMatra added a comment to T170687: Expand ctrlCreate to take CONFIG as argument for control config definition.

Did some tests, works great!

Mar 31 2023, 9:23 AM · Arma 3
SaMatra added a comment to T171272: preloadTexture command.

Would this also help with textures used by UI, particles or even game assets?

Like one can force preloading via config (PreloadConfig and PreloadTextures) - aka would be good to have also via mission desc.ext or scripting (best).

Mar 31 2023, 9:06 AM · Arma 3
SaMatra added a comment to T63451: When you pick up an empty weapon, a magazine from your inventory is automatically loaded into it..

How bad, and what is the alternative? Mind you any radical change and we gonna have a lot of people complaining about that too

Mar 31 2023, 4:37 AM · Arma 3

Mar 30 2023

SaMatra renamed T171273: Switching to pistol from having no weapon in hands and crouching plays launcher animation from Switch to pistol from having no weapon in hands crouching animation, game switches to launcher before pistol to Switching to pistol from having no weapon in hands and crouching plays launcher animation.
Mar 30 2023, 4:19 PM · Arma 3
SaMatra created T171273: Switching to pistol from having no weapon in hands and crouching plays launcher animation.
Mar 30 2023, 4:16 PM · Arma 3
SaMatra added a comment to T63451: When you pick up an empty weapon, a magazine from your inventory is automatically loaded into it..

I've seen people abuse this to skip reloading animations - drop weapon and mag on the ground and pick it back up, faster than reloading animation.

Mar 30 2023, 4:08 PM · Arma 3
SaMatra added a comment to T170766: Trying to draw UI2Texture inside another UI2Texture fails with "Cannot load mipmap" error.

Made a ticket: T171272

Mar 30 2023, 3:55 PM · Arma 3
SaMatra created T171272: preloadTexture command.
Mar 30 2023, 3:55 PM · Arma 3
SaMatra added a comment to T170766: Trying to draw UI2Texture inside another UI2Texture fails with "Cannot load mipmap" error.

BOOL = preloadTexture STRING

Yes. Separate ticket. And its low priority. Texture cache mess will be fun

Fun allowed then. "Can we have a scripting command to check that" was about having such texture preloading scripting command, sorry for hasty confusing replies, really happy to see this addressed.

Mar 30 2023, 1:45 PM · Arma 3
SaMatra added a comment to T170766: Trying to draw UI2Texture inside another UI2Texture fails with "Cannot load mipmap" error.

Can we have a scripting command to check that?

No.

Mar 30 2023, 1:42 PM · Arma 3
SaMatra added a comment to T170766: Trying to draw UI2Texture inside another UI2Texture fails with "Cannot load mipmap" error.

Refined idea once more, it all can be crammed into single command:
BOOL = preloadTexture STRING
Will return true as soon as texture is loaded.

Mar 30 2023, 1:33 PM · Arma 3
SaMatra added a comment to T170766: Trying to draw UI2Texture inside another UI2Texture fails with "Cannot load mipmap" error.
Mar 30 2023, 1:29 PM · Arma 3
SaMatra added a comment to T170766: Trying to draw UI2Texture inside another UI2Texture fails with "Cannot load mipmap" error.

So one issue, its trying to use the texture before its loaded (because loading is async), so when the display is created, you set the texture, it will only load next frame, but right after creating display it tries to render.
Easy to check for that and skip rendering the texture.

Next issue, you have to manually re-render till its done loading, and there is no way for you to know when its done, it might take multiple frames.

So fix for that, after creation it will automatically trigger re-rendering while there is a non-ready texture inside the display OR there is a UIToTexture inside it that is scheduled for re-render.
That will recursively wait till all sub-textures are loaded.

But this will only happen at creation, if you add a sub texture some time later, you need to take care of that updating yourself.

Mar 30 2023, 1:22 PM · Arma 3
SaMatra edited Additional Information on T171270: A scripting command to check if unit can reach vehicle's supply point.
Mar 30 2023, 1:06 PM · Arma 3
SaMatra created T171270: A scripting command to check if unit can reach vehicle's supply point.
Mar 30 2023, 1:04 PM · Arma 3
SaMatra created T171268: A scripting command to return if unit is healing with FAKs\Medkits\Medic vehicles.
Mar 30 2023, 11:58 AM · Arma 3
SaMatra edited Steps To Reproduce on T171264: Disassembled UAV groups aren't cleaned up.
Mar 30 2023, 10:06 AM · Arma 3
SaMatra added a comment to T157137: string.

Smaller version of T150388

Mar 30 2023, 7:25 AM · Arma 3
SaMatra added a comment to T150388: Missing A3 strings.

Bumping, had a need to have STR_A3_C_CfgVehicles_B_HMG_02_high_weapon_F0 and STR_A3_C_CfgVehicles_O_HMG_02_high_weapon_F0 fixed, its names for backpacks for disassembled M2 Static gun. Gonna have to use FIA versions instead of proper side versions for now.

Mar 30 2023, 7:24 AM · Arma 3
SaMatra updated the task description for T171264: Disassembled UAV groups aren't cleaned up.
Mar 30 2023, 6:11 AM · Arma 3
SaMatra created T171264: Disassembled UAV groups aren't cleaned up.
Mar 30 2023, 6:03 AM · Arma 3
SaMatra renamed T171260: A command to return vehicle that backpack is assembled to from A command to return vehicle that backpack is assembled to. to A command to return vehicle that backpack is assembled to.
Mar 30 2023, 5:49 AM · Arma 3
SaMatra created T171260: A command to return vehicle that backpack is assembled to.
Mar 30 2023, 4:56 AM · Arma 3

Mar 29 2023

SaMatra added a comment to T170766: Trying to draw UI2Texture inside another UI2Texture fails with "Cannot load mipmap" error.

Y can I not run mission in Eden 😢
works fine if i remove all the waitUntils and eden check. But need to run set texture twice to trigger that error.
I have already seen this error before.. it tries REALLY hard to load the second mipmap, even when there is only one. And it.. obviously fails.

Mar 29 2023, 10:54 AM · Arma 3
SaMatra edited Additional Information on T171238: Options to cut or fit ui2texture displays when rendering them into non-1:1 textures.
Mar 29 2023, 10:03 AM · Arma 3

Mar 28 2023

SaMatra edited Additional Information on T171238: Options to cut or fit ui2texture displays when rendering them into non-1:1 textures.
Mar 28 2023, 5:06 PM · Arma 3
SaMatra created T171238: Options to cut or fit ui2texture displays when rendering them into non-1:1 textures.
Mar 28 2023, 4:52 PM · Arma 3
SaMatra added a comment to T170754: Aspect ratio issues with UI2Texture.

Repro adjusted with big visible text on the map:

	testcenter = getPosWorld player;
Mar 28 2023, 3:11 PM · Arma 3
SaMatra added a comment to T170754: Aspect ratio issues with UI2Texture.


It looks a bit stretched/squished in the center display too. But not as much as the others

Yeah, this is a long going bug in the game, since at least Arma 2, probably even Arma 1 or even OFP. I think its caused by messing with your FOV in .Arma3Profile by changing either fovTop or fovLeft and if they're not 4:3 and 3:4, map icons become squished. Here is how I have it at 1080p with

fovTop=0.75;
fovLeft=1.3333334;
Mar 28 2023, 2:33 PM · Arma 3

Mar 27 2023

SaMatra edited Additional Information on T171217: Remote Designators fire lasers slightly misaligned with the view point.
Mar 27 2023, 4:35 PM · Arma 3
SaMatra created T171217: Remote Designators fire lasers slightly misaligned with the view point.
Mar 27 2023, 4:34 PM · Arma 3
SaMatra created T171216: Karts have animated LandContact points.
Mar 27 2023, 4:02 PM · Arma 3
SaMatra added a comment to T171194: Very Strange Problem .

Check parameters, maybe you have your mods listed there in "Mods" or "Server-side Mods"

Mar 27 2023, 10:13 AM · Arma 3
SaMatra added a comment to T171207: remoteControl issues: no getter and stuck remote control.

Related ticket to close once this one is done: T128006

Mar 27 2023, 7:14 AM · Arma 3
SaMatra added a comment to T82060: UAVControl only reports a single unit.
Since Arma 3 v1.96 this command returns both driver and gunner units if the UAV is controlled by 2 players.

Can be set as resolved.

Mar 27 2023, 7:07 AM · Arma 3
SaMatra added a comment to T171207: remoteControl issues: no getter and stuck remote control.

Found a hack to fix stuck remote control trough UAV terminal:

Mar 27 2023, 7:04 AM · Arma 3
SaMatra created T171207: remoteControl issues: no getter and stuck remote control.
Mar 27 2023, 6:53 AM · Arma 3

Mar 19 2023

SaMatra added a comment to T170985: Locking map buildings in multiplayer is not reliable.

I recently had an issue where buildings failed to receive scripted (HandleDamage-returned) damage for JIP players. I chose some building far from the action, damaged it, restarted the game, rejoined and it had wrong damage numbers. My guess was that game mixes up which entity should get which damages, maybe it does it the same with variables. It was pretty reproducible last time I observed it, I'll make a ticket some time.

Mar 19 2023, 4:20 PM · Arma 3
SaMatra added a comment to T171059: Set Markers Above command request.

Does deleting and re-creating the marker again helps to bring it to foreground?

Mar 19 2023, 10:03 AM · Arma 3
SaMatra added a comment to T171060: ctrlSetScale has no effect on CT_CONTROLS_GROUP.

On a side note, log function shows group have fade and scale close to 0.5 but not exactly. They're fine on next frame, looks like ctrlCommited return true one frame before animation actually finishes.

Mar 19 2023, 8:50 AM · Arma 3
SaMatra edited Steps To Reproduce on T171060: ctrlSetScale has no effect on CT_CONTROLS_GROUP.
Mar 19 2023, 8:49 AM · Arma 3
SaMatra created T171060: ctrlSetScale has no effect on CT_CONTROLS_GROUP.
Mar 19 2023, 8:45 AM · Arma 3
SaMatra added a comment to T171035: setObjectTexture "Cannot load mipmap" error with UI on texture feature.

To fix this issue, display your texture in normal UI somewhere before using it inside ui2texture. I have the ticket about this exact issue @ https://feedback.bistudio.com/T170766

Mar 19 2023, 8:13 AM · Arma 3

Mar 18 2023

SaMatra added a comment to T170808: Forcing lower mipmaps for UI pictures.

The use case is displaying high resolution textures in small sizes to avoid ugly aliasing.

Mar 18 2023, 10:08 AM · Arma 3
SaMatra added a comment to T170808: Forcing lower mipmaps for UI pictures.

What about having it as procedural texture?

Mar 18 2023, 9:49 AM · Arma 3

Mar 17 2023

SaMatra added a comment to T170985: Locking map buildings in multiplayer is not reliable.

Please let us know how it went, I had similar issues with streaming objects, yet to make a repro and ticket so I'm very interested in your case.

Mar 17 2023, 8:06 AM · Arma 3
SaMatra created T171032: Expand terrainIntersect* commands to allow for ignoring sea.
Mar 17 2023, 8:01 AM · Arma 3

Mar 14 2023

SaMatra added a comment to T170985: Locking map buildings in multiplayer is not reliable.

Does this happen for JIP players and not players who were on the server at the moment of "setVariable" use?

Mar 14 2023, 10:34 AM · Arma 3

Mar 13 2023

SaMatra added a comment to T170961: purchase. King of the hill by Sa-Matra.

@Sergey_rus42 What is your UID? Also, sights are per weapon, you probably bought it for certain weapon.

Mar 13 2023, 1:58 AM · Arma 3

Mar 12 2023

SaMatra added a comment to T170808: Forcing lower mipmaps for UI pictures.

Another attribute name idea, same property name, different values:
mipmap='#2'
mipmap='32px'
mipmap='0.04'
or usemip or just mip as original idea had it.

Mar 12 2023, 2:10 AM · Arma 3

Mar 10 2023

SaMatra created T170918: A scripting command to preload map view at specified position and scale.
Mar 10 2023, 3:44 AM · Arma 3

Mar 6 2023

SaMatra created T170835: Setting and getter for CT_PICTURE's tileW and tileH.
Mar 6 2023, 2:05 PM · Arma 3

Mar 5 2023

SaMatra added a comment to T170808: Forcing lower mipmaps for UI pictures.

mipmap='2'
mipmaph='32'
mipmapui='0.04'
More name ideas

Mar 5 2023, 6:17 PM · Arma 3
SaMatra updated the task description for T170808: Forcing lower mipmaps for UI pictures.
Mar 5 2023, 2:02 PM · Arma 3
SaMatra created T170808: Forcing lower mipmaps for UI pictures.
Mar 5 2023, 1:10 PM · Arma 3
SaMatra added a comment to T170766: Trying to draw UI2Texture inside another UI2Texture fails with "Cannot load mipmap" error.

This error also happens if you try displaying .paa pictures without mipmaps inside inner ui2texture display.

Mar 5 2023, 10:00 AM · Arma 3
SaMatra added a comment to T170766: Trying to draw UI2Texture inside another UI2Texture fails with "Cannot load mipmap" error.

Temporary workaround without need to draw inner display anywhere on UI:

Mar 5 2023, 6:32 AM · Arma 3
SaMatra created T170799: UI2Texture needs mipmaps.
Mar 5 2023, 6:23 AM · Arma 3

Mar 3 2023

SaMatra created T170766: Trying to draw UI2Texture inside another UI2Texture fails with "Cannot load mipmap" error.
Mar 3 2023, 2:11 PM · Arma 3
SaMatra created T170754: Aspect ratio issues with UI2Texture.
Mar 3 2023, 3:40 AM · Arma 3

Mar 2 2023

SaMatra added a comment to T162304: Ability to have attachTo only be local or new function .

I also had a need for such feature and found a hacky workaround. The way to solve it is to attach through a intermediary local object (createVehicleLocal)

Mar 2 2023, 4:11 AM · Arma 3

Mar 1 2023

SaMatra added a comment to T170431: ARRAY createHashMapFromArray CODE.

Yes its all already possible, its a question of convenience of doing it with a single command.

Mar 1 2023, 1:03 PM · Arma 3

Feb 28 2023

SaMatra created T170687: Expand ctrlCreate to take CONFIG as argument for control config definition.
Feb 28 2023, 2:40 PM · Arma 3

Feb 27 2023

SaMatra added a comment to T170658: Add "allUnitsKilled" or "notAlive" group eventhandler.

Example:

_group addEventHandler ["UnitKilled", {
	params ["_group", "_unit"];
	if(units _group findIf {alive _x} < 0) then {
		// Everyone is dead
	};
}];
Feb 27 2023, 10:02 AM · Arma 3
SaMatra added a comment to T170658: Add "allUnitsKilled" or "notAlive" group eventhandler.

Samatra, there is already a killed EH.

This is about an event handler only firing when all units in a group are dead.. Needed for AI groups in Co-op missions for example.

Currently you have to constantly iterate over all units of a group to check if all units are down.

So virtually like the empty group EH which only fires when all units in a group are deleted.

Feb 27 2023, 9:56 AM · Arma 3
SaMatra added a comment to T170658: Add "allUnitsKilled" or "notAlive" group eventhandler.

I'd suggest "UnitKilled" event handler instead. There you can check if everyone is dead as well doing something on individual unit death.

Feb 27 2023, 7:36 AM · Arma 3
SaMatra added a comment to T165080: Side panel gps map icons rotating incorrectly.

Cant tell what is scripted and what is vanilla on that video. Can you make an Eden repro showing the problem?

Feb 27 2023, 3:50 AM · Arma 3

Feb 26 2023

SaMatra added a comment to T165080: Side panel gps map icons rotating incorrectly.

It cannot be just fixed as it may break missions where people used workarounds

Feb 26 2023, 5:56 PM · Arma 3
SaMatra added a comment to T165080: Side panel gps map icons rotating incorrectly.
Feb 26 2023, 5:46 PM · Arma 3