In T171344#2425784, @BIS_fnc_KK wrote: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
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Apr 3 2023
Apr 3 2023
Mildly_Interested edited Steps To Reproduce on T171346: diag_captureSlowFrame not logging to file on dedicated server .
SaMatra edited Steps To Reproduce on 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.
Updated repro, now properly shows bugged vehicles in the chat and puts them into fucked array.
SaMatra edited Steps To Reproduce on 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
SaMatra updated the task description for T171344: Vehicle state transition failure during locality change.
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.
SaMatra updated the task description for T171324: Extend "createVehicleCrew" to provide existing group.
Apr 2 2023
Apr 2 2023
The group has deletewhenempty flag set to true now. Make another ticket for that other thing with repro
FaerynGrim updated the task description for T171325: 0xC0000005 - ACCESS_VIOLATION arma 3 ctd in bootcamp.
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?
Duplicate
See Tenshi's answer in T162334
I wonder if its possible to fix this through config without changing the model?
Leopard20 changed Severity from severity:none to severity:minor on T171320: Rearm icon doesn't disappear on locked inventories.
BIS_fnc_KK changed the status of T171264: Disassembled UAV groups aren't cleaned up from New to Feedback.
Revision: 150435
namenai added a comment to T169970: [Feature Request] Muzzle attachments to effect submunitionConeAngle.
I guess that can be something for the future then, I will take a look when dev branch gets updated then
NikkoJT added a comment to T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
It's not that they haven't had time, it's that most of BI's resources are now assigned to Reforger/A4/DayZ. The people on the team who would make animations are now busy making animations for other games. The few developers left on Arma 3 are mostly code and config specialists, not the developers who can make new assets like animations.
mickeymen added a comment to T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
In T171294#2425174, @Leopard20 wrote:This needs new animation files which most likely won't happen at this stage of development.
Apr 1 2023
Apr 1 2023
Ideally all similar magazine detail commands should get this improvement, presumably not as main syntax for back compat but as an alt syntax.
Leopard20 added a comment to T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
This needs new animation files which most likely won't happen at this stage of development.
mickeymen updated the task description for T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
mickeymen updated the task description for T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
mickeymen updated the task description for T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
mickeymen updated the task description for T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
mickeymen updated the task description for T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
Mar 31 2023
Mar 31 2023
Similar problem. There is a solution?
allObject is just that all objects would be strange to call it all objects and remove some objects the engine collections already include. But what you ask is for the getter to SPECIFICALLY return out of world objects and ONLY out of world objects. I won’t add that. Using other vehicle commands on backpack you know is a vehicle makes sense, but ok, you can still do it via storing a variable on backpack.
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.
In T171260#2424804, @BIS_fnc_KK wrote: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.
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
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 = [];
y0014984 added a comment to T171035: setObjectTexture "Cannot load mipmap" error with UI on texture feature.
Preloading the UI is a valid workaround for this bug. In my example I preloaded the UI in a display and closed that display immediately afterwards. This seems to be fast enough so the player doesn't recognize the preloading:
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.
In fact it doesnt matter if it is unitBackpack or backpackcontainer or a variable with reference to backpack, it matters what you gonna use it for, like I said for setVehicleAmmo I can make it to look for the vehicle and rearm it. So my question stands, what other commands you want to use on backpack vehicle
Do you suggest having unitBackpack return assembled vehicle instead of backpack entity?
In T171260#2424746, @BIS_fnc_KK wrote:Sure I can. Would this be enough?
Sure I can. Would this be enough? any other commands you want to use on assembled vehicle apart from setVehicleAmmo?
In T171260#2424744, @BIS_fnc_KK wrote:I can make it rearm with
unitBackpack player setVehicleAmmo 1;
I can make it rearm with
Simplest application example - rearming static weapons\drones when they're in backpack form:
getBackpackVehicle unitBackpack player setVehicleAmmo 1;
What is the use case? How would this benefit wider audience?
- Fresh mission, get backpack with player addBackpack "B_UGV_02_Demining_backpack_F"
- Run "B_UGV_02_Demining_F" allObjects 4 => []
- If command existed, you'd run getBackpackVehicle unitBackpack player => <NULL-object>
- Assemble backpack
- Disassemble the drone
- Run "B_UGV_02_Demining_F" allObjects 4 => [2102463a040# 1781926: ugv_02_f.p3d]
- Wear backpack off the ground
- 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
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.
Now you lost me
In T171260#2424736, @BIS_fnc_KK wrote:getBackpackVehicle unitBackpack player
unitBackpack is null when weapon is assembled
SaMatra edited Steps To Reproduce on T171260: A command to return vehicle that backpack is assembled to.
getBackpackVehicle unitBackpack player
I finally understood your issue.
y0014984 added a comment to T171035: setObjectTexture "Cannot load mipmap" error with UI on texture feature.
The UI2Texture fix in the latest profiling build 2.12.150430 does not solve my problem.
y0014984 added a comment to T170766: Trying to draw UI2Texture inside another UI2Texture fails with "Cannot load mipmap" error.
I think my ticket (https://feedback.bistudio.com/T171035) is related to the behavior mentioned here. In my case it's not a nested UI but only a static image. I tested the latest profiling build 2.12.150430 but unfortunately this does not solve my variant of the problem.
SaMatra added a comment to T170687: Expand ctrlCreate to take CONFIG as argument for control config definition.
Did some tests, works great!
In T171272#2424697, @kju-PvPscene wrote: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).
Would this also help with textures used by UI, particles or even game assets?
SaMatra added a comment to T63451: When you pick up an empty weapon, a magazine from your inventory is automatically loaded into it..
In T63451#2424617, @BIS_fnc_KK wrote: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 30 2023
Mar 30 2023
BIS_fnc_KK 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
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.
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.
SaMatra added a comment to T170766: Trying to draw UI2Texture inside another UI2Texture fails with "Cannot load mipmap" error.
Made a ticket: T171272
Bob_Murphy moved T166550: Voice protocol of INDFOR Asian factions. from Backlog to Internal QA on the Arma 3 Creator DLC - S.O.G. Prairie Fire board.
all freezes on 28th, caused by st_intercept_x64.dll, whatever that is.
SaMatra added a comment to T170766: Trying to draw UI2Texture inside another UI2Texture fails with "Cannot load mipmap" error.
In T170766#2424525, @dedmen wrote: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.
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