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May 10 2016

Goblinbutt added a comment to T77185: Jets Canopy markings.

Yeah kinda!

But I mean it doesn't have to be one of those specifically, anything will do really. Could be a picture of a potato for all I care as long as it's functional :)

May 10 2016, 8:21 AM · Arma 3
Bohemia updated subscribers of T77185: Jets Canopy markings.
May 10 2016, 8:21 AM · Arma 3
Goblinbutt edited Steps To Reproduce on T77185: Jets Canopy markings.
May 10 2016, 8:21 AM · Arma 3
Bohemia added a project to T77185: Jets Canopy markings: Arma 3.
May 10 2016, 8:21 AM · Arma 3
BeartrapSandwich added a comment to T77184: Arma 3 Mouse is not Locked to one Screen.

Can anyone recommend a fix for this in Linux? It's basically unplayable without it...

May 10 2016, 8:21 AM · Arma 3
Echo added a comment to T77185: Jets Canopy markings.

Those "markings" are explosive cords that would shatter the canopy before ejection. The Harrier need this since the pilot might have to eject while in a hover where no wind resistence can help the canopy get out of the way before the pilot is ejected.

The A-10, or A-164 does not need these explosive cords, so adding them would feel unrealistic.

Not down-voting, just stating some facts.

May 10 2016, 8:21 AM · Arma 3
ChuWie added a comment to T77184: Arma 3 Mouse is not Locked to one Screen.

Related to this:
http://feedback.arma3.com/view.php?id=5076

May 10 2016, 8:21 AM · Arma 3
Bohemia updated subscribers of T77184: Arma 3 Mouse is not Locked to one Screen.
May 10 2016, 8:21 AM · Arma 3
ChuWie added a comment to T77184: Arma 3 Mouse is not Locked to one Screen.

I'm almost glad to see I'm not the only one with that problem.
It's a really annoying issue that leads to the game minimizing and accidentally clicking on another window on another monitor.

I could observe strange mouse movement behavior when doing this:

With these steps I can reproduce the error easily in no time (min. 2 Monitors needed to reproduce):

  • Load a game/any map/scenario, open your soldiers inventory with I(i) button
  • mouse should appear in the center of the monitor the very 1st time
  • move mouse slightly (not persistent) any direction, close inventory again with I button
  • open inventory again, don't move this time
  • close inventory again, and open it up again
  • now every time you close/-re enter inventory the mouse will shift further.
  • repeat every direction you want, when it goes towards the direction of the other monitor it's when the game minimizes because the mouse is out of bound of the game's monitor.

I found a tool that will lock the mouse to the active monitor, even got a profile management, so the mouse can just be locked to active screen while Arma 3 is the active window:

http://sourceforge.net/projects/mousenitor

For now a good solution to me until BI will fix this issue.
Hope I could help in any way, cheers :)

May 10 2016, 8:21 AM · Arma 3
Dr_Eyeball added a comment to T77184: Arma 3 Mouse is not Locked to one Screen.

I use Windows 7. My second monitor is on the right side of the primary monitor.

I am unsure whether starting the game in windowed mode, then switching to full-screen, or something similar, might be a factor here.

Good to see this has been reported. I'm surprised there is not more chat on this topic. The task status is just "reviewed" and not "assigned"? How odd.

Strange that A2 had this feature working fine, but not in A3.

I think in A2, when you pressed Esc to open the main game menu, the mouse would appear and the mouse boundaries were then turned off, so you could click on a 2nd monitor to switch to another program.

But now in A3, the mouse boundaries are turned off all the time. In one game I was switched out of A3 5 times and given that the fire button is associated with the mouse button click, the consequences of this to the gameplay can be detrimental.

Even if you don't get switched out, it's also annoying as you turn/look around in game seeing all of the other active program windows "highlight" or show a selection scroll or seeing your task bar hints or nested windows lists appear in game.

May 10 2016, 8:21 AM · Arma 3
Bohemia added a project to T77183: M320 LLR: Arma 3.
May 10 2016, 8:21 AM · Arma 3
Bohemia added a project to T77184: Arma 3 Mouse is not Locked to one Screen: Arma 3.
May 10 2016, 8:21 AM · Arma 3
Bohemia edited Steps To Reproduce on T77183: M320 LLR.
May 10 2016, 8:21 AM · Arma 3
EscaFlow edited Steps To Reproduce on T77184: Arma 3 Mouse is not Locked to one Screen.
May 10 2016, 8:21 AM · Arma 3
Bohemia updated subscribers of T77183: M320 LLR.
May 10 2016, 8:21 AM · Arma 3
Goblinbutt added a comment to T77183: M320 LLR.

Do you mean 'fences' or 'stone walls'?

May 10 2016, 8:21 AM · Arma 3
wUFr edited Steps To Reproduce on T77182: Ability to change contrast of the game.
May 10 2016, 8:21 AM · Arma 3
Bohemia added a project to T77182: Ability to change contrast of the game: Arma 3.
May 10 2016, 8:21 AM · Arma 3
RickOShay added a comment to T77181: Respawn template MenuPosition does not respect respawnOnStart = 0.

This important ticket is now almost exactly a year old! Please BIS - assign this to someone.

May 10 2016, 8:21 AM · Arma 3
GLTLegislator added a comment to T77181: Respawn template MenuPosition does not respect respawnOnStart = 0.

Issue is still present and very annoying now that can't alter BIS functions with a new config anymore!

May 10 2016, 8:21 AM · Arma 3
sxp2high added a comment to T77181: Respawn template MenuPosition does not respect respawnOnStart = 0.

Yes, this is still an issue... Player is not respawned on start but moved to respawn_side marker.

May 10 2016, 8:21 AM · Arma 3
RickOShay added a comment to T77181: Respawn template MenuPosition does not respect respawnOnStart = 0.

Bumping. I think this ticket needs to be given priority! Come on BIS please allocate this to someone.

May 10 2016, 8:21 AM · Arma 3
AwkwardEd added a comment to T77181: Respawn template MenuPosition does not respect respawnOnStart = 0.

As a another workaround, attaching every respawn module to a trigger prevents them being used until the trigger is activated.

This results in the initial spawn being as planned in the editor.

The trigger can then be activated at any point to enable the spawn points, allowing "MenuPosition" to work as it should.

Unfortunately this does not affect players joining in progress, therefore this still needs to be fixed.

Soon would be good too.

May 10 2016, 8:21 AM · Arma 3
RickOShay added a comment to T77181: Respawn template MenuPosition does not respect respawnOnStart = 0.

A few more months and this important ticket will be a year old! A moderator will probably just close soon due to inactivity. I had this happen before. You have to wonder how that works - we the customers go to the trouble of reporting issues and keep the ticket alive - but due to BIS inactivity it gets closed!? Go figure. Well all we can do is hope - and keep annoying them with stupid messages like this one until it gets assigned or we die of boredom.

May 10 2016, 8:21 AM · Arma 3
killshot added a comment to T77181: Respawn template MenuPosition does not respect respawnOnStart = 0.

Confirm, problem still exists... push...

May 10 2016, 8:21 AM · Arma 3
johan614 added a comment to T77181: Respawn template MenuPosition does not respect respawnOnStart = 0.

This is related to #14585

respawnOnStart=0 Doesn't work when using "MenuPosition".
Would be nice to have this fixed.
I am using version 1.38

May 10 2016, 8:21 AM · Arma 3
AwkwardEd added a comment to T77181: Respawn template MenuPosition does not respect respawnOnStart = 0.

This really is a major bug, I have spent 3 days trying to find a solution and only just came across this page, so it should be noted that a great many more people are likely to be experiencing this and simply giving up.

*Please fix this soon!*

1.38.128937 and its still a problem.

May 10 2016, 8:21 AM · Arma 3
RickOShay added a comment to T77181: Respawn template MenuPosition does not respect respawnOnStart = 0.

Confirm still not fixed as of end Jan 2015.

respawnOnStart = 0 has no effect - on start players are spawned at respawn_west or alternative spawn points and not at mission start position.

Would really appreciate it if you could fix this issue.
We can work around it but it's kind of IMPORTANT!

May 10 2016, 8:21 AM · Arma 3
RickOShay added a comment to T77181: Respawn template MenuPosition does not respect respawnOnStart = 0.

Confirm this issue still exists post 1.26 (yawn). It's now four months since this ticket was created and still no fix. This is a very serious issue and makes mission editing very tricky. I think it's fair to say that all players expect there to be a reliable working respawn (and revive) system in Arma3. And as far as content creators go, we expect a simple reliable method to incorporate this functionality into the levels we make - without this feature breaking our missions every few months when a new patch is released.

Please escalate this issues importance.

This issue also relates to the respawn module and BIS_fnc_addRespawnPosition / BIS_fnc_removeRespawnPosition. It seems if you add a respawn position at startup via any method (module, respawn_west marker, or BIS_fnc) with respawnOnStart = 0 - players are spawned to one of the predefined spawn points as previously mentioned.

The most reliable work around seems to be to delay the creation of a respawn point until post mission start. I'm sure there is a proper work around but since this is a really important issue I don't see why we (BIS customers) should constantly have to find solutions to these kind of problems!

May 10 2016, 8:21 AM · Arma 3
byohzrd added a comment to T77181: Respawn template MenuPosition does not respect respawnOnStart = 0.

Also experiencing this issue while designing a mission. Thought I would give this a bump since we just had a version change.

May 10 2016, 8:21 AM · Arma 3
RickOShay added a comment to T77181: Respawn template MenuPosition does not respect respawnOnStart = 0.

Really wish this issue would be assigned to someone. Don't understand why it hasn't even been reviewed yet. It's a fairly serious issue.

May 10 2016, 8:21 AM · Arma 3
killshot added a comment to T77181: Respawn template MenuPosition does not respect respawnOnStart = 0.

I can confirm, that

respawnTemplates[] = {"MenuPosition"};

affects your playable unit's spawn location/start position and will not have them start the mission from where you've actually placed them in the editor.

This is some kind of a major issue for mission building.

May 10 2016, 8:21 AM · Arma 3
Bohemia updated subscribers of T77181: Respawn template MenuPosition does not respect respawnOnStart = 0.
May 10 2016, 8:21 AM · Arma 3
sxp2high added a comment to T77181: Respawn template MenuPosition does not respect respawnOnStart = 0.

The ticket title doesn't describe the problem. (Too general)

Added repro mission.

This makes no sense at all. Of course mission makers want their units to start the mission where they placed them in the editor... not at a RANDOM location.

Like it is right now, teams don't even start at the same location sometimes.

Same applies to JIP, they are starting at a RANDOM location.

This is unacceptable and breaks a lot of missions. (Must add setpos workaround just to start where it is intended)

May 10 2016, 8:21 AM · Arma 3
mr_bookPXSCpl added a comment to T77181: Respawn template MenuPosition does not respect respawnOnStart = 0.

Hi,
although I cannot confirm the issue with respawn markers, I can with loadouts ("MenuInventory"), because those are selected randomly as well.
A workaround I found on the forums is this: put 'allowFunctionsRecompile = 1' in your missions's description.ext and 'BIS_fnc_initRespawn = {true}' in your soldier's init line. Made the random-loadout-thing disappear.
Anyway, this is not how it's supposed to be.

May 10 2016, 8:21 AM · Arma 3
Iceman added a comment to T77180: Moving buildings with attachTo doesn't reset them back when restarting mission or joining server.

Hi, will process the request to bug report. Thanks :)

May 10 2016, 8:21 AM · Arma 3
Bohemia updated subscribers of T77180: Moving buildings with attachTo doesn't reset them back when restarting mission or joining server.
May 10 2016, 8:21 AM · Arma 3
SaMatra added a comment to T77180: Moving buildings with attachTo doesn't reset them back when restarting mission or joining server.

Bug\exploit is also actual in A2. If solution will be implemented in A3 it will be great to have it ported to A2 as well. Please do not just prevent pre-placed buildings to work with attachTo command as this feature is very important for missions where you need to remove certain buildings.

May 10 2016, 8:21 AM · Arma 3
SaMatra added a comment to T77180: Moving buildings with attachTo doesn't reset them back when restarting mission or joining server.

Here is related ticket to the problem of unremovable pre-placed map buildings and objects: http://feedback.arma3.com/view.php?id=6783

May 10 2016, 8:21 AM · Arma 3
Bohemia added a project to T77181: Respawn template MenuPosition does not respect respawnOnStart = 0: Arma 3.
May 10 2016, 8:21 AM · Arma 3
d3nn16 edited Steps To Reproduce on T77181: Respawn template MenuPosition does not respect respawnOnStart = 0.
May 10 2016, 8:21 AM · Arma 3
Cenwulf added a comment to T77179: Cannot use included mission params in MP.

Can confirm. In my experience the issue is only present when hosting missions on dedicated server. Client hosted MP missions are able to use the predefined mission parameters. I assumed it was due to the idiosyncrasies of setting up a dedicated server. Our dedicated server uses arma3server.exe.

May 10 2016, 8:20 AM · Arma 3
SaMatra edited Steps To Reproduce on T77180: Moving buildings with attachTo doesn't reset them back when restarting mission or joining server.
May 10 2016, 8:20 AM · Arma 3
gpcook added a comment to T77179: Cannot use included mission params in MP.

I have the same problem in Win 10. Just reinstalled Arma 3 and crash with the same msg every time I attempt to start my server (non-dedicated, both LAN and Internet). I have ticket# 25701

May 10 2016, 8:20 AM · Arma 3
armaman1 added a comment to T77179: Cannot use included mission params in MP.

hi whenever i try to host the mission on both (lan and internet) my game crashes to desktop and getting the error: "Include file a3\functions_f\Params\paramWeather.hpp not found", i'm running latest version to-date also its the first time i experience such problem.

any solution would be appreciated.

Regards

May 10 2016, 8:20 AM · Arma 3
Bohemia added a project to T77180: Moving buildings with attachTo doesn't reset them back when restarting mission or joining server: Arma 3.
May 10 2016, 8:20 AM · Arma 3
Kazu added a comment to T77179: Cannot use included mission params in MP.

Still experiencing this issue.

May 10 2016, 8:20 AM · Arma 3
Killzone_Kid added a comment to T77179: Cannot use included mission params in MP.

@heeden02 add " at the end?

May 10 2016, 8:20 AM · Arma 3
sms added a comment to T77179: Cannot use included mission params in MP.

You're right. I've tried it incorrectly (in SP).

May 10 2016, 8:20 AM · Arma 3
heeden02 added a comment to T77179: Cannot use included mission params in MP.

hello i have the problem

include "\a3\functions_f\Params\paramWeather.hpp

everytime i want to launch serverand the game crash what is the solution?

May 10 2016, 8:20 AM · Arma 3
Zed added a comment to T77179: Cannot use included mission params in MP.

@sms for me with the repo above, 1.27.126636 produces "ErrorMessage: Include file a3\functions_f\Params\paramWeather.hpp not found."
Same as before

May 10 2016, 8:20 AM · Arma 3
sms added a comment to T77179: Cannot use included mission params in MP.

I've tried this in lates dev, it looks like

#include "\a3\functions_f\Params\paramWeather.hpp"

works now.

May 10 2016, 8:20 AM · Arma 3
Bohemia added a project to T77179: Cannot use included mission params in MP: Arma 3.
May 10 2016, 8:20 AM · Arma 3
Zed added a comment to T77179: Cannot use included mission params in MP.

Included in the zip are the crash files and a repo mission

May 10 2016, 8:20 AM · Arma 3
Bohemia updated subscribers of T77179: Cannot use included mission params in MP.
May 10 2016, 8:20 AM · Arma 3
Iceman added a comment to T77179: Cannot use included mission params in MP.

Hello,

thank you for submitting the ticket. Also special thanks for the repro mission and the description, it made finding the problem much easier. We have reproduced the crashes and assigned them to programming department.

Have a nice day!

May 10 2016, 8:20 AM · Arma 3
amooei added a comment to T77178: wrong death soldier animation in chopper pilot/copilot.

fixed now.

May 10 2016, 8:20 AM · Arma 3
Zed edited Steps To Reproduce on T77179: Cannot use included mission params in MP.
May 10 2016, 8:20 AM · Arma 3
amooei edited Steps To Reproduce on T77178: wrong death soldier animation in chopper pilot/copilot.
May 10 2016, 8:20 AM · Arma 3
Bohemia updated subscribers of T77178: wrong death soldier animation in chopper pilot/copilot.
May 10 2016, 8:20 AM · Arma 3
amooei added a comment to T77178: wrong death soldier animation in chopper pilot/copilot.

Still not fixed.

May 10 2016, 8:20 AM · Arma 3
Iceman added a comment to T77178: wrong death soldier animation in chopper pilot/copilot.

Hi,

thank you for reporting the issue. It has been assigned to our animation department.

Have a nice day!

May 10 2016, 8:20 AM · Arma 3
JoeOBrien added a comment to T77177: Car sound on dirt road.

This is really annoying in MP because if you're in the gunner position of an MRAP or something, you can't hear what anybody is saying because the noise is so loud.

May 10 2016, 8:20 AM · Arma 3
Bohemia added a project to T77178: wrong death soldier animation in chopper pilot/copilot: Arma 3.
May 10 2016, 8:20 AM · Arma 3
Iceman added a comment to T77177: Car sound on dirt road.

Thank you for the video.

May 10 2016, 8:20 AM · Arma 3
sisollazzo added a comment to T77177: Car sound on dirt road.

I've already reported this, but no one voted it up. The title of the issue is "Sound of vehicles and airkraft is too laud". You cannot hear notthing!!!!

May 10 2016, 8:20 AM · Arma 3
Stalkarn added a comment to T77177: Car sound on dirt road.

I'm sorry I forgot to say that the sound is when you are inside the vehicle. I uploaded a video that show this.

May 10 2016, 8:20 AM · Arma 3
Stalkarn edited Steps To Reproduce on T77177: Car sound on dirt road.
May 10 2016, 8:20 AM · Arma 3
Iceman added a comment to T77177: Car sound on dirt road.

Hello,

thank you for submitting the ticket. I was not able to reproduce the problem, would it be possible to upload a short video describing it? It would be a big help.

Thank you very much.

May 10 2016, 8:20 AM · Arma 3
Bohemia added a project to T77177: Car sound on dirt road: Arma 3.
May 10 2016, 8:20 AM · Arma 3
Bohemia updated subscribers of T77177: Car sound on dirt road.
May 10 2016, 8:20 AM · Arma 3
MadDogX added a comment to T77176: Helo wont repair.

Mass closing tickets marked as resolved more than 1 month ago.

If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.

May 10 2016, 8:20 AM · Arma 3
Iceman added a comment to T77176: Helo wont repair.

Hello,

as the_Demongod points out, it is necessary to reproduce the problem with vanilla game without any mods.

If you succeed reproducing it, please type a note and I will reopen the ticket. Otherwise it is resolved as "No bug." Thank you.

May 10 2016, 8:20 AM · Arma 3
Bohemia added a project to T77176: Helo wont repair: Arma 3.
May 10 2016, 8:20 AM · Arma 3
cyckuan added a comment to T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated.

Yes true.

May 10 2016, 8:20 AM · Arma 3
the_Demongod added a comment to T77176: Helo wont repair.

the only part of that I understood was "red damage" and "toolkit." I don't know why the Breaking Point Forum directed you here, but this is a place to deal with Arma 3 issues, you are talking about mods which are not affiliated with Bohemia Interactive, so reporting this issue here will not get your question answered.

If you can reproduce the bug with vanilla Arma 3 aircraft you can post here, but otherwise please direct this issue to the makers of your aircraft mod.

May 10 2016, 8:20 AM · Arma 3
SaMatra added a comment to T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated.

Its still a problem, using allMissionObjects is bad approach because it is VERY slow command unlike entities or vehicles.

May 10 2016, 8:20 AM · Arma 3
lb2910 edited Steps To Reproduce on T77176: Helo wont repair.
May 10 2016, 8:20 AM · Arma 3
cyckuan added a comment to T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated.

Its ok to close this.

May 10 2016, 8:20 AM · Arma 3
cyckuan added a comment to T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated.

vehicles, entities, nearEntities do not pick up GroundWeaponHolder.

nearObjects and nearestObjects do pick up GroundWeaponHolder.

It seems that entities and nearEntities pick up everything in "ReammoBox_F" but not "ReammoBox". Legacy issue? GroundWeaponHolder falls under ReammoBox whereas most of Arma 3 crates are in ReammoBox_F.

Two interim workarounds to this issue:

  1. nearObjects is not so costly afterall e.g.

systemChat str count (position player nearObjects ["GroundWeaponHolder",10000000]) doesnt seem to cost any more if the range value is lower. Perhaps, the function has to loop through the entire object space anyway to work out distance to the reference position. Still, its a cost to have to work out the distance.

  1. get the client to tell the server that a GroundWeaponHolder is created and have the server clean up the GroundWeaponHolder after a certain delay.

player addEventHandler ["Put",{
private ["_container"];
_container = _this select 1;
if (_container isKindOf "GroundWeaponHolder") then {

		
		serverRegisterGWH = _container;
		publicVariableServer "serverDespawnGWH";

};
}];

"serverDespawnGWH" addPublicVariableEventHandler {
[_this select 1] spawn {

		private ["_obj"];
		_obj = _this select 0;
		sleep 120;
		if (!isNull _obj) then { deleteVehicle _obj; };

};
};

May 10 2016, 8:20 AM · Arma 3
SaMatra added a comment to T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated.

Or you can use allMissionObjects "GroundWeaponHolder" which is fairly slow by might be better than nearObjects.

May 10 2016, 8:20 AM · Arma 3
cyckuan added a comment to T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated.

allMissionObjects is more elegant :)

May 10 2016, 8:20 AM · Arma 3
SaMatra added a comment to T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated.

Its a problem indeed, GroundWeaponHolder should be returned by entities command.

May 10 2016, 8:20 AM · Arma 3
WhatsCS added a comment to T77174: Arma always crashes on loading add ons.

I too am getting this issue as of today. I can link my .rpt file if you would like but all it gets to is Item STR_CONTROLS_TOOLTIPS_IN_MAP listed twice

EDIT: everything STR_ is being listed as twice, I'll upload my rpt

May 10 2016, 8:20 AM · Arma 3
cyckuan edited Steps To Reproduce on T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated.
May 10 2016, 8:20 AM · Arma 3
Bohemia updated subscribers of T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated.
May 10 2016, 8:20 AM · Arma 3
Bohemia added a project to T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated: Arma 3.
May 10 2016, 8:20 AM · Arma 3
Iceman added a comment to T77174: Arma always crashes on loading add ons.

Hello,

would it be possible to upload crashdupms the next time it crashes for you?
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When package will be smaller than 5000k, you can attach it here. When package is bigger, please use some free sharing service and post link here.

How to find correct crashdump file:
Try to make the crash happen
Look into crashdump folder
Upload crashdump with latest date in name (crashdump is rpt + bidmp + mdmp file with same name)

Thank you.

http://feedback.arma3.com/how-to-user.html

May 10 2016, 8:20 AM · Arma 3
Killzone_Kid added a comment to T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated.

They are different types so it is expected I guess.

May 10 2016, 8:20 AM · Arma 3
Quibbles added a comment to T77174: Arma always crashes on loading add ons.

I just finished validating the game files after deleting the add ons folder. It reached initializing add ons and then it gave me the game has stopped working message, I waited ten seconds, staring at my phone out of anger, and it did load.

May 10 2016, 8:20 AM · Arma 3
Bohemia added a project to T77174: Arma always crashes on loading add ons: Arma 3.
May 10 2016, 8:20 AM · Arma 3
Bohemia updated subscribers of T77174: Arma always crashes on loading add ons.
May 10 2016, 8:20 AM · Arma 3
Quibbles edited Steps To Reproduce on T77174: Arma always crashes on loading add ons.
May 10 2016, 8:20 AM · Arma 3
the_Demongod added a comment to T77173: Error in eject animation from airplanes.

I believe this has to do with the issue involving the fact that that animation is purely tied to altitude. If you spawned a house way up in the air (above 300m I believe) and placed a unit in it, it would be stuck in the HALO animation.

May 10 2016, 8:20 AM · Arma 3
Bohemia updated subscribers of T77173: Error in eject animation from airplanes.
May 10 2016, 8:20 AM · Arma 3
casper edited Steps To Reproduce on T77173: Error in eject animation from airplanes.
May 10 2016, 8:20 AM · Arma 3
Bohemia added a project to T77173: Error in eject animation from airplanes: Arma 3.
May 10 2016, 8:20 AM · Arma 3
Peter added a comment to T77173: Error in eject animation from airplanes.

What we need is ejection seats...and then problem solved.

May 10 2016, 8:20 AM · Arma 3
Killzone_Kid added a comment to T77172: Introduce "ExtensionReady" Event Handler to work with callExtension.

some valid points here ^^^

multiextension/multiuser I see it this way. Upon extension call, id is returned on submission. this id is then also passed back with result in _this array in extensionReady event handler.

May 10 2016, 8:20 AM · Arma 3
MaHuJa added a comment to T77172: Introduce "ExtensionReady" Event Handler to work with callExtension.

This is related to #17943 - nearly duplicate except this issue deals with one very specific implementation suggestion without many of the pitfalls I mentioned in a note there.

---

Even with all of the below resolved, I'd like to point out the nature of this proposal:
It's about moving complexity away from the extension (worker threads) to sqf (continuations).
Away from where a few 'highly skilled wizards' (relatively speaking) have tools and languages that help deal with complexity,
to where the majority of users (sqf scripters often with no "real" programming experience) appear to be struggling with things like code structure as it is.

---

There are some deeper questions that need answering.

  • If several calls are made to the same extension, should they be queued up until the extension returns or should they be launched in parallel?

The latter would require that the functions are reentrant, and if the extension will "do something meaningful" it also has cross-call resources that need properly synchronized access.
In no case would it be appropriate to put all extensions in the same queue.

  • How will you handle multiple extensions being called?

Analogous to putting them all in the same queue; you cannot suspend calls to one extension (e.g. acre) while waiting for another (a database call).
More importantly, how do you recognize which extension sent a return value back to you?
Two options OTOH:
addMissionEventHandler ["ExtensionReady_MyExtension", {hint _this}];
or making _this an array of ["extensionname","string"]

  • How will you know if the return value is meant for you?

Imagine that when a player joins, you do a database check to get the data for that user.
Now two players joined at nearly the same time. You just got an answer back. Which object do you apply it to?
If we assume the queue above, you could track this manually in a sort of parallel queue, but it would be a chore and it would be error prone.
Another solution is to expand on the above: make _this ["extensionname",something,"output"] as a result of
"extensionname" callextensioncb [something,"input"];

  • Performance? Return value latency?

At what times can the EH fire? I'm going to assume this will be checked at most once per frame.
Will a new thread be created for every request?
Will this be the game handling a "worker thread" for the extension instead of the extension writer?

  • Backward compatibility

Can be achieved in two ways. Overloading on right side being string vs array, or a new command like callextensioncb.

----

"Then create a sqf loop that would call extension until the result is ready to be collected."
Actually, you could do it all as
_ret = call compile ("ext" callextension "input")
and let the returned "reference" be the code for that loop, with the reference number embedded.
Again, moving the complexity about to where we have better tools for dealing with it.

May 10 2016, 8:20 AM · Arma 3