ArmaReport_Log_20231028T163416_USER.zip103 KBDownload
this is the bug report- Queries
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Oct 29 2023
Oct 29 2023
Oct 28 2023
Oct 28 2023
RoyTheCrazy added a comment to T176612: Arma3: Unable to Connect My Steam account and My Bohemia Account (These two accounts are linked on the website but it's still not linked on the Arma3 game dashboard).
this is the bug report
TRAGER updated the task description for T176521: Animals from configs AmbientA3→Radius440_500 cannot spawn on Tanoa and Livonia due config error.
Oct 27 2023
Oct 27 2023
Oct 26 2023
Oct 26 2023
Thank you! It works while the pilotcamera is active. Is there a possibility of it working while the player is not in the pilotcamera view?
That is, the value returned by getPilotCameraOpticsMode updates, but the pip cameras do no update until the player goes into the camera.
setTurretOpticsMode does update immediately in pip.
https://www.youtube.com/watch?v=7WP2c-SzsBM
BIS_fnc_KK changed the status of T176559: A scripting command to quickly check is there is a non-nil variable in entity, varspace or hashmaps from New to Feedback.
BIS_fnc_KK added a comment to T176559: A scripting command to quickly check is there is a non-nil variable in entity, varspace or hashmaps.
Revision: 151113 added support for group too
crashdome added a comment to T176535: HashmapObject - using flag "unscheduled" causes all code 'methods' in the hashmapobject to not execute.
Full reboot same issue with return results. Even though it seems the MyVar assignment seems to be working now.
crashdome added a comment to T176535: HashmapObject - using flag "unscheduled" causes all code 'methods' in the hashmapobject to not execute.
Ok, something weird is definitely happening. Because now the code IS executing but still not returning anything. I haven't done a reboot or anything. Just restarted Arma 3 (which I had restarted several times when I discovered my issue). I have no proof of yesterday when it wouldn't set MyVar nor return anything... I wish I had taken screenshots. But here is proof today that I cannot return a value which was half my issue yesterday.
dedmen changed the status of T176535: HashmapObject - using flag "unscheduled" causes all code 'methods' in the hashmapobject to not execute from New to Need More Info.
dedmen added a comment to T176535: HashmapObject - using flag "unscheduled" causes all code 'methods' in the hashmapobject to not execute.
_def = [ ["#type","Test"], ["#flags",["unscheduled"]], ["HintTest", { hint "Test"; MyVar = 1;}] ]; _obj = createHashmapObject [_def]; _obj call ["HintTest"]; // returns <null> - MyVar never gets assigned
Can't reproduce
dedmen closed T176345: createHashmapObject - using a hashmap as a definition for "#base" causes memory leak and CTD as Resolved.
Fixed on dev-branch yesterday, and profiling branch
BIS_fnc_KK changed the status of T176547: Overload distance and distanceSqr to take scalars inside of vectors from New to Feedback.
BIS_fnc_KK added a comment to T176547: Overload distance and distanceSqr to take scalars inside of vectors.
Revision: 151112
Oct 25 2023
Oct 25 2023
BIS_fnc_KK added a comment to T166810: [Feature Request] Using -1 to select the last element in arrays.
Revision: 151110 added support for
After doing some testing on the current profiling branch (2.14.151108) here are some things I found
I had the same issue I think there's a problem with the launcher
Vestarr added a comment to T168103: [Feature Request] Make it possible to customize a laser sight's laser attributes.
It would save me a lot of trouble with my project, and it's kinda holding me back with my mod. I currently have to attach a custom Draw3D handler to render that IR laser without a dot using drawLaser command under specific conditions just for that one case. I wish I could just tell it that beamThickness must be 0 and dotSize must be 0.15 and have the same results as we have with colored laser attachments, except in IR.
Oct 24 2023
Oct 24 2023
Chat is controlled by script, showChat command. Eden script changes are too complex and hardcoding it in sounds meh.
I should probably hardcode it. Postponed to later maybe.
OnBeforeMissionPreview
Now, for the first case, we can trigger the eventhandler (and let you abort it) before we enter MP mode.
That is easier to implement. But that means if you block it, the player never starts up the server host and cannot switch to MP mode. But I think that's what you'd want anyway?
Current state will be in tomorrows Profiling branch (and dev branch) updates. I just briefly tested stuff, there might be bugs in there.
Schatten added a comment to T176371: ctrlScrollValues/ctrlSetScrollValues work with values greater than 1.
In T176371#2518334, @BIS_fnc_KK wrote:Should be fixed in Revision: 151097
2.6 Allow 1.5 (load3DENScenario) to be used from main menu
BIS_fnc_KK changed the status of T176371: ctrlScrollValues/ctrlSetScrollValues work with values greater than 1 from New to Feedback.
BIS_fnc_KK added a comment to T176371: ctrlScrollValues/ctrlSetScrollValues work with values greater than 1.
Should be fixed in Revision: 151097
did you bring this up also in the Arma 3 discord yet?
Done by this point
Replaced by OnEditableObjectAdded https://feedback.bistudio.com/T175775#2518321
For the unit created.
Do you want duplicate fires then?
OnPasteUnitOrig
OnPaste
OnEntityDragged
For all Rotation/Move of entity. But again there is the question with undo history. It doesn't re-fire if a drag was undo/redo'd.
What do?
OnMissionAttibuteChanged gets two parameters.
The attribute type (Intel, Multiplayer, GarbageCollection, Scenario, Preferences) and the attribute classname
OnEntityAttributeChanged (notice the changed name from your proposal)
gets two arguments, entity and the classname of the attribute
12:13:47 [B Alpha 1-1:1,"Name"] 12:13:47 [B Alpha 1-1:1,"Init"] 12:13:47 [B Alpha 1-1:1,"Position"] 12:13:47 [B Alpha 1-1:1,"Description"] 12:13:50 [B Alpha 1-1:1,"unitName"] 12:13:50 [B Alpha 1-1:1,"speaker"] 12:13:50 [B Alpha 1-1:1,"pitch"]
Though, I didn't edit speaker/pitch values, it fires anyway 🤔
For multiplayer (Via Play->Preview in MP menu) there are two possibilities here.
- If Eden is in SP mode, it first switches to MP mode and then starts Preview
- If Eden is MP mode it starts preview immediately
Oct 23 2023
Oct 23 2023
@BIS_fnc_KK Would that same logic be applied to https://community.bistudio.com/wiki/setObjectScale? If I setObjectScale on a local simpleObject other players won't receive the broadcast?
Is there a way to know if the data was broadcast to clients without seeing a visual change somehow?
soldierXXXX added a comment to T169040: [Feature Request] Add stackable version of inGameUISetEventHandler .
Indeed this would be useful. Code that returns TRUE should also interrupt default action just like current command does.
NikkoJT added a comment to T169040: [Feature Request] Add stackable version of inGameUISetEventHandler .
It would be convenient to have this, since inGameUISetEventHandler is the best/only way to detect the use of action menu actions, and not being stackable means it's not very safe to use.
Would be nice even if its just fixing the secondary syntax of https://community.bistudio.com/wiki/addPublicVariableEventHandler
Oct 22 2023
Oct 22 2023
As far as I can see if any or both objects are local it doesn’t broadcast. If this is not the case I’d like to hear about it
CryptoMod updated the task description for T176456: arma3_x64.exe - System Error ( Arma 3 doesn't start) OxC0000135 - Status_DLL_NOT_FOUND.
CryptoMod renamed T176456: arma3_x64.exe - System Error ( Arma 3 doesn't start) OxC0000135 - Status_DLL_NOT_FOUND from arma3_x64.exe - System Error ( Arma 3 doesn't start) OxC0009135 - Status_DLL_NOT_FOUND to arma3_x64.exe - System Error ( Arma 3 doesn't start) OxC0000135 - Status_DLL_NOT_FOUND.
In T162304#2517353, @BIS_fnc_KK wrote:Let me understand what this ticket is about. You want to have global object to be attached to global object but the changes not to be broadcast? If this is the case then request denied. It would cause all sorts of desync which will affect network functionality. If either or both objects are local, as it is the broadcast doesnt happen. Could you explain what exactly is this all about?
BIS_fnc_KK added a comment to T176428: A scripting command to execute unscheduled code on next frame.
Good idea but will require too much work
BIS_fnc_KK changed the status of T162304: Ability to have attachTo only be local or new function from New to Need More Info.
Let me understand what this ticket is about. You want to have global object to be attached to global object but the changes not to be broadcast? If this is the case then request denied. It would cause all sorts of desync which will affect network functionality. If either or both objects are local, as it is the broadcast doesnt happen. Could you explain what exactly is this all about?
Should be fixed in Revision: 151086
Oct 21 2023
Oct 21 2023
Please help me get this resolved
ArmaReport_Log 2.zip113 KBDownload
Please help me get this fixed. Branch is main in the launcher.Yeah, sorry for the confusion, the muzzle is added when you add magazine
It works if you select the muzzle instead. Gonna have a look why mag is not resolved
SaMatra edited Steps To Reproduce on T176428: A scripting command to execute unscheduled code on next frame.
are you trying to launch with Spearhead enabled? as that was what was causing it for me
Oct 20 2023
Oct 20 2023
cederom added a comment to T176325: macOS 14.0 ARM64 Native Runtime USB HID Joystick not detected (game can see the BT HID PS5 controller)..
I thought so too at first.. but it does not seem to mac issue.. there is a Joystick Monitor application that can detect this joy on connect and correctly reads all values.. screenshots attached :-)
Oct 19 2023
Oct 19 2023
You can download it now ;)
dedmen added a comment to T176325: macOS 14.0 ARM64 Native Runtime USB HID Joystick not detected (game can see the BT HID PS5 controller)..
On Windows, there are two major joystick/gamepad APIs - the old one, DirectInput, which allowed much configuration, and the relatively new and simpler one, XInput, which simulates every gamepad as an XBox one.
On Mac, there is Gamepad API, which corresponds to the XInput one. Essentially, macOS talks with the gamepad or joystick, and it presents it to us as a kind of a gamepad, similar to XBox one, PS one, etc.
In theory, on Mac there is also an older HID API, which is supposed to support more exotic gamepads, more in depth. The problem is, hardly any company submits drivers to Apple to support it properly, so HID doesn’t detect most joysticks.
In fact, using it, we were less successful in getting even the standard gamepads to work as well as Apple’s Gamepad API does.
We just can’t do it all in-house, the best solution we came up with was per-gamepad-model configuration files, similar to what Steam and SDL do, and then, in most cases, the gamer can’t be relied upon to put in the work to figure out the proper configuration file. So it was a dead-end way of trying to support everything possible.
With the newest Arma 3 port we stuck with the Gaamepad API, since that’s what Apple recommends, and that’s the only way we could be sure the popular joysticks and gamepads are supported well. So we are restricted to what Apple’s Gamepad API detects. When it works, it works out of the box. It work with many more gamepad and joystick models than we could buy and test in-house.
But if it doesn’t detect Thrustmaster FlightStickX, the game won’t either.
Oct 18 2023
Oct 18 2023
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