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May 10 2016

BIS_fnc_KK added a comment to T85615: The ammo command report wrong value..

This has been already fixed in version v1.55.133505 and above of DEV branch and should appear in the next stable release.

May 10 2016, 12:43 PM · Arma 3
BIS_fnc_KK added a comment to T85575: Using <LOCATION> getVariable [<STRING>, <ANY>] will throw "Generic Error".

TASK and LOCATION both support only STRING argument:

"b:TASK getvariable STRING"
"b:LOCATION getvariable STRING"

This is why both throw error when ARRAY is passed. Both variants are also pretty old and alt syntax was simply never implemented. I resolved this ticket because according to its content, this is not a bug. But feel free to make a feature request to extend functionality.

May 10 2016, 12:41 PM · Arma 3
BIS_fnc_KK added a comment to T85575: Using <LOCATION> getVariable [<STRING>, <ANY>] will throw "Generic Error".

This is not a bug but rather a copy paste mistake on wiki. You can always check supported syntax either using in game help F1 or by looking it up with supportInfo command.

May 10 2016, 12:41 PM · Arma 3
BIS_fnc_KK added a comment to T85573: addMagazineTurretAmmo & removeMagazineTurretAmmo commands.

addMagazineTurret command will be extended to take additional argument with ammo count, this is in the works since last year. However removeMagazineAmmoCount is not going to work as you suggested, as this will most definitely require magazine id to identify the specific magazine, since more than one magazine can have the same amount of ammo.

May 10 2016, 12:41 PM · Arma 3
BIS_fnc_KK added a comment to T85573: addMagazineTurretAmmo & removeMagazineTurretAmmo commands.

<vehicle> addMagazineTurret [<magazine>, <turretpath>, <ammocount>]
Should be added in 1.55.133817

May 10 2016, 12:41 PM · Arma 3
BIS_fnc_KK added a comment to T85512: I try and run any Bohemia games but none of them work..

This is what BIKI says regarding your error:

0xC000012F - STATUS_INVALID_IMAGE_NOT_MZ
These errors are raised when the EXE or DLLs, either in the game folder or in the system folders, are corrupted. Possible solutions:

Verify the integrity of the game cache using Steam.
Re-install DirectX.
Uninstall the Visual C++ 2013 Redistributable package (x86 version), restart your computer and install the package again (do not use the Repair function).
Run the Windows System File Check tool to repair corrupted system files.
To identify the precise DLL that is causing an issue, download a 32-bit version of the Microsoft Dependency Walker and open arma3.exe with it. The corrupted library will be listed marked in the list.

More info is here: https://community.bistudio.com/wiki/Arma_3_Unusual_process_exit#0xC000012F_-_STATUS_INVALID_IMAGE_NOT_MZ

May 10 2016, 12:40 PM · Arma 3
BIS_fnc_KK added a comment to T85438: Give us ability to take toolbox in hands..

Sorry to ask, is this ACE3 related?

May 10 2016, 12:38 PM · Arma 3
BIS_fnc_KK added a comment to T85384: HideObjectGlobal doesn't work anymore in preview or SP mission or JIP in MP.

Fixed in today's dev.

May 10 2016, 12:36 PM · Arma 3
BIS_fnc_KK added a comment to T85371: Wrong createunit command causing memory error.

Should be fixed in tomorrow's dev, please check

May 10 2016, 12:36 PM · Arma 3
BIS_fnc_KK added a comment to T85368: this addMagazines in init field of a ammobox or unit stopped working.

addMagazines is the wrong command to be used on ammo boxes. Use addMagazineCargoGlobal instead

May 10 2016, 12:36 PM · Arma 3
BIS_fnc_KK added a comment to T85317: New createObject command, exact spawning of vehicles.

Have you tried spawning object in away location, then setting desired object orientation there before moving it to the exact position?

May 10 2016, 12:34 PM · Arma 3
BIS_fnc_KK added a comment to T85294: remoteExec no longer returns JIP_ID string.

The custom JIP ID should be returned by the remoteExec/Call commands just as well in tomorrow DEV build, please check and report back.

May 10 2016, 12:33 PM · Arma 3
BIS_fnc_KK added a comment to T85294: remoteExec no longer returns JIP_ID string.

I agree this is not entirely polished and could do with a few tweaks. However when you provide your own string for JIP ID, this is basically your unique id, which you can use later to manage JIP queue, so returning it, would be just copying input to output (not the worst idea actually). Otherwise you can request random one, which you can then store and use to manage JIP queue.

May 10 2016, 12:33 PM · Arma 3
BIS_fnc_KK added a comment to T85294: remoteExec no longer returns JIP_ID string.

As per description on https://community.bistudio.com/wiki/remoteExec

"Return Value: ... Otherwise this is an unique JIP ID..."

and

"JIP (Optional): ... If true, function generates a unique ID...."

Basically, JIP ID returned only when JIP param is true. TBH I don't remember it returning JIP string under any other condition.

May 10 2016, 12:33 PM · Arma 3
BIS_fnc_KK added a comment to T85240: House types are no longer in "House_F".

In today's DEV nearestbuilding correctly returned the house shukari posted. Any other reproes where nearestbuilding fails?

May 10 2016, 12:31 PM · Arma 3
BIS_fnc_KK added a comment to T85240: House types are no longer in "House_F".

Confirmed, though nearestbuilding detects something else. nearestobject [player, "house"] seems to detect the correct house.

nearestTerrainObjects [position player, ["house"], 50]

seems to work as well

May 10 2016, 12:31 PM · Arma 3
BIS_fnc_KK added a comment to T85240: House types are no longer in "House_F".

"Will there be a fix to get those houses aimed with cursortarget?"

There will be a new scripting command "cursorObject" that should take care of this as "cursorTarget" is not quite suitable for this kind of detection by design.

May 10 2016, 12:31 PM · Arma 3
BIS_fnc_KK added a comment to T85240: House types are no longer in "House_F".

Works on houses created by script, have you got coordinates to where on the map you are testing it?

May 10 2016, 12:31 PM · Arma 3
BIS_fnc_KK added a comment to T85200: B_G_Offroad_01_repair_F sometimes has no driver door.

As this is Guerrilla Offroad, sometimes it might not have driver door :) This is by design, not a bug.

May 10 2016, 12:29 PM · Arma 3
BIS_fnc_KK added a comment to T85187: New "if ... throw" implementation is broken.

There are 3 templates for IF command now

IF BOOL THEN CODE (ELSE CODE)
IF BOOL THEN ARRAY and
IF BOOL THROW ANYTHING

compiler must find a match in templates for your expression otherwise it throws an error. It reads the code forward but it needs to know all the arguments like for example is it a CODE after THEN? Because you can use variable, doesnt have to be block with curly brackets.

if (true) then BIS_fnc_whatever

BIS_fnc_whatever needs to be evaluated. So when you use throw like this, its argument needs to be evaluated just as well.

Also let me remind you that original throw functionality has not changed a bit, you can still

if (false) then {throw (123 call abc)}

and abc will never execute.

PS just to make sure everyone understands this

if (false) throw <whatever>

throw above does not throw anything, command never executes.

May 10 2016, 12:29 PM · Arma 3
BIS_fnc_KK added a comment to T85187: New "if ... throw" implementation is broken.

"You are saying its expected behaviour for performance reasons ???"

It is just normal behaviour.

abc =
{
systemchat str _this;
{}
};

if (false) then (123 call abc);

Expression after then is still evaluated and function is called. This is normal.

May 10 2016, 12:29 PM · Arma 3
BIS_fnc_KK added a comment to T85187: New "if ... throw" implementation is broken.

I'm afraid this is not a bug but expected behaviour. You pass an argument to throw command which is a result of the function call. With any other command the compiler will behave in the same way, it will first call the function to obtain return value and only then use the value as the argument for the command.

You probably did not expect the function to be executed at all, but there is no reason why it shouldn't, it is inside try {} scope that has been entered. In other cases when you have throw inside then {} scope, it is different because then {} scope is only entered when "if" before that evaluates to true. And since it is false in your example it never has a chance.

Compare this to getVariable with devault value. Same thing would happen, if default value is a function call, it will first call the function.

a = 10;
b = missionNamespace getVariable ["a", 123 call abc];

the abc function will always run, regardless if a is or isn't defined. I hope this clears it up and sorry for the time you have wasted on changing.

May 10 2016, 12:29 PM · Arma 3
BIS_fnc_KK added a comment to T85166: cursortarget on animals return NULL since 1.54.

Please try "cursorObject" command, which should be available in tomorrow's DEV

May 10 2016, 12:28 PM · Arma 3
BIS_fnc_KK added a comment to T85164: Some building return cursortarget NULL & disapear from map on altis since 1.54.

Please try "cursorObject" command, which should be available in tomorrow's DEV

May 10 2016, 12:28 PM · Arma 3
BIS_fnc_KK added a comment to T85055: addWeaponCargo ignores available space.

It is actually a bug that turned into a feature. This will remain unlimited for scripted use while the means of detecting of available space will be extended.

May 10 2016, 12:24 PM · Arma 3
BIS_fnc_KK added a comment to T85048: param command should pick default value for negative indices.

Fixed in today's dev.

May 10 2016, 12:24 PM · Arma 3
BIS_fnc_KK added a comment to T84816: a && b Lazy Eval.

The way the current compiler works, it is not possible to for example

a || b

to stop evaluation if a is true, but

a || {b}

scope with b will be ignored, unless a is false. Ideally it would have benefited to have lazy eval all the time, unfortunately not possible with current compiler.

May 10 2016, 12:17 PM · Arma 3
BIS_fnc_KK added a comment to T84484: Error: File A3\functions_f\numbers\fn_sortNum.sqf.

Old ticket, must have been fixed awhile ago, if not, dev branch has the function rewritten completely.

May 10 2016, 12:08 PM · Arma 3
BIS_fnc_KK added a comment to T84046: [Respawn Camp] JIP problem with respawn tent & sleeping bag (ability to cheat).

I suppose you can override tent/sleeping bag assembly with https://community.bistudio.com/wiki/inGameUISetEventHandler

May 10 2016, 11:55 AM · Arma 3
BIS_fnc_KK added a comment to T84046: [Respawn Camp] JIP problem with respawn tent & sleeping bag (ability to cheat).

Just checked, unfortunately the fix for some reason didn't make it to DEV. Probably after Christmas.

May 10 2016, 11:55 AM · Arma 3
BIS_fnc_KK added a comment to T84046: [Respawn Camp] JIP problem with respawn tent & sleeping bag (ability to cheat).

The fix should have beed added to dev branch awhile ago, could you confirm it solved the problem?

May 10 2016, 11:55 AM · Arma 3
BIS_fnc_KK added a comment to T84004: clearBackpackCargoGlobal does not update the capacity bar.

Should be fixed from 1.57.134270

May 10 2016, 11:54 AM · Arma 3
BIS_fnc_KK added a comment to T83508: Unexpected outcome of CtrlMapCursor command.

Please see updated https://community.bistudio.com/wiki/ctrlMapCursor for the correct usage.

May 10 2016, 11:39 AM · Arma 3
BIS_fnc_KK added a comment to T83441: getPlayerChannel dont trigger direct channel.
May 10 2016, 11:37 AM · Arma 3
BIS_fnc_KK added a comment to T82775: If you remove a Backpack from a box via clearBackpackCargo, it still takes some space inside the box..

Should be fixed from 1.57.134270

May 10 2016, 11:15 AM · Arma 3
BIS_fnc_KK added a comment to T82492: Add "<array> select <code>" to filter arrays, and "<array> apply <code>" to map/apply a function over array elements..

select has been extended awhile ago, apply should be added in tomorrow's dev.

May 10 2016, 11:04 AM · Arma 3
BIS_fnc_KK added a comment to T82374: paramsArray no longer avaiable during preInit on server.

Seems resolved. Please request reopening if this is not the case.

May 10 2016, 11:00 AM · Arma 3
BIS_fnc_KK added a comment to T81652: Visibility Of "Backpack" Spawn To All Sides.

Should be fixed on dev, did it work?

May 10 2016, 10:37 AM · Arma 3
BIS_fnc_KK added a comment to T81390: No "cursorTarget" for the brave (if SP autoreport disabled). [video].

Please try "cursorObject" command instead, which should be available tomorrow.

May 10 2016, 10:29 AM · Arma 3
BIS_fnc_KK added a comment to T80223: Can't put items into Taru transport pod after removing all the items via script..

Should be fixed from 1.57.134270

May 10 2016, 9:46 AM · Arma 3
BIS_fnc_KK added a comment to T80161: Add ability to obtain client id without using owner.

One month no reply - resolving then

May 10 2016, 9:44 AM · Arma 3
BIS_fnc_KK added a comment to T80161: Add ability to obtain client id without using owner.

There is clientOwner command available now that should return client id regardless of player existence on the client. Also both onPlayerConnected and onPlayerDisconnected have _owner information for the joining/leaving client.

Does this resolve the issue?

May 10 2016, 9:44 AM · Arma 3
BIS_fnc_KK added a comment to T79666: WeaponDisassembled event doesn't fire if static weapon is not local.

This should be fixed in today's dev, could anyone confirm?

May 10 2016, 9:29 AM · Arma 3
BIS_fnc_KK added a comment to T78237: USER_DEFINED markers are not unique, which results in duplication [VIDEO].

Fixed in today's DEV

May 10 2016, 8:46 AM · Arma 3
BIS_fnc_KK added a comment to T71186: Position value of backpacks is incorrectly reported by getPos.

Backpack created in editor returns reference to actual backpack container inside its parent weaponholder. In order to get the position of the weaponholder use objectParent

getpos objectParent myPack

reports correct position https://community.bistudio.com/wiki/objectParent

Does this resolve this issue for you?

May 10 2016, 5:38 AM · Arma 3
BIS_fnc_KK added a comment to T66515: 'speed' and 'velocity' commands are broken.

fixed, somewhere in between 2013-2016

May 10 2016, 2:44 AM · Arma 3
BIS_fnc_KK added a comment to T63829: lineIntersectsWith not detecting infantry.

You can use lineIntersectsSurfaces instead, which can detect units

May 10 2016, 1:00 AM · Arma 3