Please test from Revision: 151133
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Nov 7 2023
the 1. shhould be fixed in Revision: 151132
the 2. Need to test investigate
[ diag_codePerformance [{player isNil "testnil"}] ,diag_codePerformance [{isNil{player getVariable "testnil"}}] ]
>
[[0.000365157,100000],[0.000616879,100000]]
Perfect, pretty much twice as fast!
Did some testing, works great!
Did some testing, works great. Doesn't sync as expected but also doesn't save in a save file, might be worth mentioning that on biki.
Nov 6 2023
No longer triggers on non-existent sections but still triggers for non-existent attributes. i.e:
"BogusSection" set3DENMissionAttribute ["BogusAttribute", ""] no EH trigger.
"Multiplayer" set3DENMissionAttribute ["BogusAttribute", ""] EH triggers.
Nov 5 2023
gotcha
In T172490#2523479, @BIS_fnc_KK wrote:HandleDamage is an event handler how can it broadcast anything?
Engine broadcasts result of HandleDamage at some point, not the event handler itself. The issue is that engine seems to ignore result of HandleDamage when storing damage values for map objects that will be sent to JIP clients, but correctly broadcasts them for existing clients. Logic:
- Building get damaged, should get 0.2 damage
- HandleDamage fires, adjusts damage to 0.1
- Engine broadcasts updated damage of 0.1 to existing clients
- Future JIP clients will still get original unmodified 0.2 damage
HandleDamage is an event handler how can it broadcast anything?
Might be related T172490
Nov 4 2023
Nov 3 2023
Both A3 and A3 dedicated server are affected. This is a possible fix:
class CfgPatches { class Animations_Fix { requiredAddons[] = { "A3_Anims_F_Config_Sdr", "A3_Anims_F_Enoch" }; requiredVersion = 1.00; units[] = { }; weapons[] = { }; }; }; class CfgAddons { class PreloadAddons { class Animations_Fix { list[] = { "Animations_Fix" }; }; }; };
Also this is new with 2.14
In T176591#2522974, @dedmen wrote:I had a report from another user about this. But turns out his PBO's were actually broken and somehow windows server didn't throw him out for that.
What tools were used to pack/sign these PBO's?
It's because "followBone" attaches the object to the "memory" LOD, which doesn't match the visual LOD:
_w = currentWeapon player; _cfg = configFile >> "CfgWeapons" >> _w; _m = getText(_cfg >> "model"); _o = createSimpleObject [_m, [0,0,0]]; _o attachTo [player, [0,0,0], "proxy:\a3\characters_f\proxies\weapon.001", true]; _o setDir 90 onEachFrame { _w = primaryWeapon player; //update weapon info upon weapon switch if (_w != player getVariable ["last_weapon", "?"]) then { _cfg = configFile >> "CfgWeapons" >> _w; _m = getText(_cfg >> "model"); //if (_m select [0,1] == "\") then {_m = _m select [1]}; _o = createSimpleObject [_m, [0,0,0], true]; _off = _o selectionPosition [getText(_cfg >> "muzzlePos"), "memory"]; _off = _off apply {[_x]}; deleteVehicle _o; player setVariable ["offset", _off]; player setVariable ["last_weapon", _w]; player setVariable ["proxy", [ "proxy:\a3\characters_f\proxies\pistol.001", "proxy:\a3\characters_f\proxies\weapon.001", "proxy:\a3\characters_f\proxies\launcher.001", "proxy:\a3\characters_f\proxies\binoculars.001" ] select (([1, 4, 4096] find getNumber(_cfg >> "type")) + 1) ]; }; _offset = player getVariable ["offset", []]; _proxy = player getVariable ["proxy", ""]; player selectionVectorDirAndUp [_proxy, 1e15] params ["_vy", "_vz"]; _pos = player selectionPosition [_proxy, 1e15] vectorAdd[0.33,0,0]; _vx = _vy vectorCrossProduct _vz; _mat = matrixTranspose [_vx, _vy, _vz]; _pos = _pos vectorAdd flatten(_mat matrixMultiply _offset); _p1 = player modelToWorldVisualWorld _pos; _p2 = _p1 vectorAdd (player vectorModelToWorldVisual (_vy vectorMultiply 1000)); drawLine3D [ASLtoAGL _p1, ASLtoAGL _p2, [1,0,0,1]]; }
In T174022#2522941, @BIS_fnc_KK wrote:he can manually eject from seat to parachute
Should this be possible at all? Can you leave ejection seat in real life in flight?
note: Minidump has been generated into the file C:\Users\venui\AppData\Local\Arma 3\Arma3_x64_2023-10-12_22-46-44.mdmp
Not just when pressing cancel. Didn't trigger at all.
The trigger you get when pressing OK, is the second "Attributes changed" history entry.
0xDEAD means the game displayed a error message to you before it closed itself. What was the error message?
Fixed next dev branch
Found it. There was a missing return line in the unscheduled execution.
Because the scheduled execution actually returns nil intentionally, but the unscheduled should've exited earlier
As I wrote above. Its fixed on profiling branch.
I had a report from another user about this. But turns out his PBO's were actually broken and somehow windows server didn't throw him out for that.
What tools were used to pack/sign these PBO's?
In T174022#2522941, @BIS_fnc_KK wrote:Should this be possible at all? Can you leave ejection seat in real life in flight?
he can manually eject from seat to parachute
Should this be possible at all? Can you leave ejection seat in real life in flight?
Revision: 151123
Added new bool parameter to cutRsc/cutText/cutObj
cutRsc/cutObj [class, effect, speed, showInMap, drawOverHUD] cutText [class, effect, speed, showInMap, isStructuredText, drawOverHUD]
When player eject he fly in seat a 350m, in that time he can manually eject from seat to parachute:
Ejection_Seat_Base_F → UserActions → Ejection_Seat_Eject statement = "[this] spawn BIS_fnc_ejectionSeatRelease";
Using that action(function) will insta kill pilot due collision hit Pilot ↔ Ejection Seat
But if destroy building complete using cursorObject setDamage 1; the sound will be full
Nov 2 2023
SHould be able to do this with
T171471 but w/o 2. problem note
Nov 1 2023
In general naming of script commands for 3DEN is already inconsistent, like these are all entity specific:
- add3DENConnection/remove3DENConnection/get3DENConnections
- clear3DENInventory/save3DENInventory
With SFM we allow all helicopters to sling-load more than they should for game play purposes.
Thinking, is that naming bad? should it be get3DENEntityLayer/get3DENEntityParent ?
Though I wouldn't know of why we would have any non-Entity ones