- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Advanced Search
Jul 5 2024
Won't do
Corrupted game files. Verify files in Steam.
The performance of your code is terrible.
params ["_oldArray", "_newArray"];
2.18 now allows 8388608 characters
Also can put "%%" -> "%". Previously that would just be ignored, now it can be used to escape and include a % character in format string
Corrupt PBO
Corrupt pbo
Width/thickness is done.
Style we won't do.
Jul 4 2024
([time, serverTime] select isMultiplayer)
Would not be correct. serverTime is always increasing at constant speed and counting from server/game start, like diag_tickTime.
time can be paused, or accelerated
Jul 2 2024
[] spawn { sleep 2; set3DENAttachedCursorEntity createHashMapFromArray [["type", "unit"], ["classname", "B_Survivor_F"]]; }
Jun 27 2024
There was a problem with sending BE messages, they would get dropped if you had packet loss.
Last week on prof/dev we changed them to be retried on packet loss. That should fix packet loss related BE timeouts.
Its a bit risky in case of script functions that for example return object on success and nil on failure.
If such a script drops a particle effect on error, it might then return an object as if it was a success. But who would drop a particle in case of error.
Jun 26 2024
Jun 25 2024
Mh after fix, it seems the mission failure doesn't work.
After the failed screen, you go back and see your character lying unconscious on the ground.
But I don't know how that compares to the before, as before it was crashing so maybe it was always like that.
You have to press Esc once, to trigger the actual endmission stats screen.
Yeah can repro by just killing myself with grenade.
Jun 21 2024
drawLine3D can easily get width. Style no
Jun 10 2024
Because actually we cannot read a sound or a video stored in a PBO with a DLL.
Jun 4 2024
All this can be replaced by getCameraProjMatrix with https://community.bistudio.com/wiki/matrixMultiply
It would be so neat if that were a simple thing to do.
probaly a matrixFromTransform [position, direction] as a helper to get a position matrix.
and matrixInvMultiply?
May 28 2024
Would it be enough for you if getPlayerVoNVolume returned zero, when the player is muted?
What is the "production personnel list" and what is the "homepage" ?
Same for removeMagazineGlobal, but only when executed on a local unit.
If a remote unit receives the removeMagazine over network, it will reload and work.
151848
That is fixed now, but when I move the vehicle infront so it is back inside the cone, it never hits.
It hits the target while calculating a horizontal angle of 109° and vertical of 39°
May 27 2024
This only happens on internal builds though.
Interesting. Usually there is a desk there?
If you can mod you could
class Cursor {
outArrow="\A3\ui_f\data\igui\cfg\cursors\outArrow_ca.paa";
2.18 "MagazineReloading"
[B Alpha 1-1:1 (dedmen),"arifle_MX_ACO_pointer_F","arifle_MX_ACO_pointer_F",["30Rnd_65x39_caseless_mag",30,1e+07,0],["30Rnd_65x39_caseless_mag",0,1e+07,0]]
May 21 2024
With 2.18 the kick/ban commands support quotes and whitespace inside it.
if not using quotes, it will split at whitespace
#kick "user name" ban reason text #kick "user name" "ban reason text" #exec ban """user name""" ban reason text" // Its SQF script, so quotes need to be escaped by double quoting #exec ban """user name""" ""ban reason text"""
2.18 ban also displays the message
I love archeology.
Mh..
Kick already has a reason. Its just not documented on wiki.
May 16 2024
setMissionOptions thing
Need steps to reproduce
See difference in second return index
The code that crashed there, doesn't run on profiling branch. It failed trying to copy a script variable, that it doesn't need to copy.
Can't see why it failed
Definitely a bug in our code.
We have a possible fix for next profiling branch update. But I don't know if that will solve this.
You said reproducibility always, but you only included one crashdump.
Crash at game end. Known but we don't know what causes it.
May 15 2024
You don't switch to the countermeasures weapon. If you mean changing the CM firing mode. Don't know, test it and report back :harold:
I noticed it didn't work right with vehicles and removeMagazinesTurret.
I fixed that now. But I don't have time to properly fix all possible ways of removing magazines.
And also not sure if it might not double trigger the EH in some case.
"MagazineUnloaded"
[B Alpha 1-1:3 (dedmen),"arifle_MXC_F","arifle_MXC_F",["30Rnd_65x39_caseless_mag",30,1.00003e+07,0]]
[B Alpha 1-1:3 (dedmen),"hgun_P07_F","hgun_P07_F",["16Rnd_9x21_Mag",16,1.00003e+07,0]]
https://feedback.bistudio.com/T178384
No magazine data in there
https://feedback.bistudio.com/T178384
Its not giving you the magazine in there. But surely you can pull that yourself. If you can't ping me on discord I might miss reply here.
SlotItemChanged
[B Alpha 1-1:1 (dedmen),"optic_Aco",201,false,"arifle_MX_ACO_pointer_F"] [B Alpha 1-1:1 (dedmen),"optic_Aco",201,true,"arifle_MX_ACO_pointer_F"] [B Alpha 1-1:1 (dedmen),"acc_pointer_IR",301,false,"arifle_MX_ACO_pointer_F"] [B Alpha 1-1:1 (dedmen),"acc_pointer_IR",301,true,"arifle_MX_ACO_pointer_F"]
"Since SlotItemChanged cannot be used for items in the attachment slots of a weapon"
Well why not add it to the existing EH?
I'm looking at WeaponSlotItem/MagazineChanged next
May 14 2024
An expansion of this could be that direct connect doesn't directly connect, but instead displays all servers on the domain (If it can).
Adding one element to an array that already exists anyway, is much much much cheaper than executing a SQF command that looks up the weapon and returns the result.
Yeah it should be somewhat rare, also not many objects will have the EH added anyway. So we'll just leave the many args.
IFV-6A Cheetah toggle gunner weapons
EH owner, prev, new, prevMode, newMode, prevMuzzle, newMuzzle, turretIndex
[B Alpha 1-1:3 (dedmen),"autocannon_35mm","missiles_titan_AA","manual","Player","autocannon_35mm","missiles_titan_AA",[0]] [B Alpha 1-1:3 (dedmen),"missiles_titan_AA","autocannon_35mm","Player","manual","missiles_titan_AA","autocannon_35mm",[0]]
params ["_unit","_weaponPrevious","_weaponNew","_vehicle","_turret"];//for vehicles
what would you imagine the weapons to be?
In code I have the weapon index. Do you want classnames?
next perf/dev
May 8 2024
next dev/prof
The submunition being spawned multiple times is actually normal.
Every shot has a local-only copy on every player. But they should be flagged as being local and not cause effects like that.
getAttackTarget isn't well defined.
So it returning the "target the unit is told to attack" seems correct.
We're switching from "the target that was last shot at" to "the target we are going to shoot at". I think that fits.
next prof/dev
May 7 2024
next prof/dev