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May 10 2016

MDCCLXXVI set Category to category:endgamerevive on T84530: Units killed in a vehicle are not reviveable.
May 10 2016, 12:09 PM · Arma 3
MDCCLXXVI set Category to category:scripting on T84494: Allow spawn in preInit (preInit = 2;).
May 10 2016, 12:08 PM · Arma 3
MDCCLXXVI edited Steps To Reproduce on T83920: Dynamic Groups auto-scroll issue.
May 10 2016, 11:52 AM · Arma 3
MDCCLXXVI added a comment to T83675: append not working.

I also have had problems with 'append', though I tossed it up to incorrect usage and didn't look into it.

used it to replace instances of (array1 + array2).

Such as: (array1 append (array2 append array3))

Does not seem to work for those uses, I am guessing I just don't yet understand 'append'.

pushBack only works for arrays created in script language.

for instance, you cannot do (allDeadMen pushBack [man])

May 10 2016, 11:45 AM · Arma 3
MDCCLXXVI set Category to category:featurerequest on T83571: 'Deleted' Event Handler.
May 10 2016, 11:41 AM · Arma 3
MDCCLXXVI edited Steps To Reproduce on T83528: Group Indicator error ( BIS_fnc_groupIndicator ).
May 10 2016, 11:40 AM · Arma 3
MDCCLXXVI added a comment to T83526: Fatigue Enabled boolean.

Can mark this one as resolved since introduction of isStaminaEnabled

May 10 2016, 11:40 AM · Arma 3
MDCCLXXVI set Category to category:featurerequest on T83526: Fatigue Enabled boolean.
May 10 2016, 11:40 AM · Arma 3
MDCCLXXVI added a comment to T83456: To-199 Neophrone can Climb like a Rocket.

The one issue is fuel consumption is not simulated properly. Takes a lot of jet fuel to fly vertical!

May 10 2016, 11:38 AM · Arma 3
MDCCLXXVI set Category to category:featurerequest on T83429: Command to query clients latency (ping).
May 10 2016, 11:37 AM · Arma 3
MDCCLXXVI added a comment to T83256: Obrovský pokles FPS.

http://feedback.arma3.com/view.php?id=24852

May 10 2016, 11:32 AM · Arma 3
MDCCLXXVI edited Steps To Reproduce on T83235: BIS_fnc_animalBehaviour runs even when animals not in scene.
May 10 2016, 11:31 AM · Arma 3
MDCCLXXVI edited Steps To Reproduce on T83222: 1.48 Client FPS / Performance Issue.
May 10 2016, 11:31 AM · Arma 3
MDCCLXXVI added a comment to T83219: Update: 1.48 fps dropping to 1-5 fps at times un playable.

"Was there a small update for Arma today? Earlier I was getting hit hard with the issues. Then I logged out of arma and noticed an update in steam for arma (not workshop related). Since then I have resumed playing and so far so good but still too early to say for sure. I would disagree with the battleeye comment if it doesn't run when playing SP missions because that's what I've been playing and still affected by this. However the comment about 3rd person may be a clue since that's when it was happening to me earlier today. Will continue to test the 3rd person theory"

BattlEye now runs at all times, from the moment you launch A3 to the moment you close it.

in addition to the 2.5mb update, there was also an earlier automated client update. IIRC the 2.5mb update was for BEServer, while the earlier automated one (which coincided with my improved client performance) was for BEClient.

May 10 2016, 11:30 AM · Arma 3
MDCCLXXVI added a comment to T83219: Update: 1.48 fps dropping to 1-5 fps at times un playable.

For what its worth, my 1.48-related FPS issues are now resolved.

I didn't do anything in particular, I suspect BattlEye was the cause.

As after a some nasty BattlEye crashes (no message received client ejected from server) and a client BattlEye update, my FPS return to roughly 1.46 normal.

May 10 2016, 11:30 AM · Arma 3
MDCCLXXVI added a comment to T83219: Update: 1.48 fps dropping to 1-5 fps at times un playable.

Tried the tbb4 contained in the file, don't notice any difference from default 1.48 one. Still heavy frame drag.

Using i5 CPU.

Is there any merit to this "Intel having issues while AMD is fine" theory?

If I jump onto a server as a client and get into another clients helicopter, go to 3rd person camera and tilt up so I see the rotors + sky, FPS drops to 1-5 very predictably.

May 10 2016, 11:29 AM · Arma 3
MDCCLXXVI added a comment to T83219: Update: 1.48 fps dropping to 1-5 fps at times un playable.

Can please unlock the permissions on the google drive

May 10 2016, 11:29 AM · Arma 3
MDCCLXXVI added a comment to T83219: Update: 1.48 fps dropping to 1-5 fps at times un playable.

My dx diag = 4

Running vanilla client on a vanilla servers.
6 SQF scripts running serverside
6 SQF scripts running clientside
No SQS scripts running server or client
No FSMs running server or client
No script errors in RPT
No script errors on client
No script errors on server
No custom launch params (client)
Server FPS is good

Don't know what Steam is doing in the background though, wouldn't exclude Steam as a potential cause.

Another small repro example method:

  1. Join dedicated server as client
  2. Get in client-owned helicopter as passenger
  3. Get pilot to fly around
  4. Go into third person
  5. Look straight up or straight down
May 10 2016, 11:29 AM · Arma 3
MDCCLXXVI added a comment to T83219: Update: 1.48 fps dropping to 1-5 fps at times un playable.

https://www.youtube.com/watch?v=HwXP_WZt6so

May 10 2016, 11:29 AM · Arma 3
MDCCLXXVI added a comment to T82940: Deleting non-local object produces RPT spam.

In my opinion a better solution (workaround) is to add garbage to a global array and each machine can run a (local _x) on it before deleting the element. Then the server comes along and removes null elements periodically. Still a sloppy fix for a problem that BI could easily solve.

May 10 2016, 11:21 AM · Arma 3
MDCCLXXVI added a comment to T82940: Deleting non-local object produces RPT spam.

My 800,000 line RPT file (zero script errors) from yesterday says no. At the very least we should be able to filter this crap out, similar to BE filters.

The most useful solution is simply to remove this logging since it serves no positive value and simply renders the RPT file useless for quick review.

May 10 2016, 11:21 AM · Arma 3
MDCCLXXVI added a comment to T82940: Deleting non-local object produces RPT spam.

BIS Adam
Thanks for the repro mission! But unfortunately i only got one
0:42:44 Server: Object 3:30 not found
for the 5-10 mins the server has been running


Did use the 'Run Test' action?

Also, are viewing the client RPT or the server RPT? The pasted output above is from my dedi's RPT only a few seconds into the test.

Client RPT will not show anything of note in this repro.

May 10 2016, 11:21 AM · Arma 3
MDCCLXXVI added a comment to T82940: Deleting non-local object produces RPT spam.

Ticket updated with repro PBO. Sorry about the delay! :)

  1. Run PBO in dedicated environment
  1. In-game, use action menu to toggle Test on/off.
  1. While test is on, view the servers RPT.
  1. Some control variables in the initPlayerLocal.sqf to toggle on/off creation of certain types of objects, as well as the recursive slaying of the player.

Sample should be filled with this type of text:

Error: Object(3 : 518) not found
Server: Object 3:769 not found (message Type_125)
Server: Object 3:770 not found (message Type_112)
Error: Object(3 : 765) not found
Error: Object(3 : 768) not found
Error: Object(3 : 764) not found
Server: Object 3:776 not found (message Type_125)
Server: Object 3:777 not found (message Type_112)

May 10 2016, 11:21 AM · Arma 3
MDCCLXXVI added a comment to T82940: Deleting non-local object produces RPT spam.

Hey Adam,

I'll sort out a reliable REPRO this weekend.

May 10 2016, 11:21 AM · Arma 3
MDCCLXXVI added a comment to T82940: Deleting non-local object produces RPT spam.

For those interested, the output when #exportJIPQueue is called, will answer some more questions about the spam.

May 10 2016, 11:21 AM · Arma 3
MDCCLXXVI edited Steps To Reproduce on T82940: Deleting non-local object produces RPT spam.
May 10 2016, 11:21 AM · Arma 3
MDCCLXXVI set Category to category:scripting on T82918: objectViewDistance script command.
May 10 2016, 11:20 AM · Arma 3
MDCCLXXVI added a comment to T82711: certain cargo types slingload stopped to work with update 1.46.

These objects are no longer slingable, while I believe they should be:

B_CargoNet_01_ammo_F
O_CargoNet_01_ammo_F
I_CargoNet_01_ammo_F

mass = 1000

While on this subject, please lower the default mass of the:

Box_NATO_AmmoVeh_F
Box_East_AmmoVeh_F
Box_IND_AmmoVeh_F

to a mass liftable by the UH-80 and CH-49 helicopters. At the moment its mass is 5000, I believe it should be 3500 or something under the 4000 UH-80/CH-49 limit.

May 10 2016, 11:13 AM · Arma 3
MDCCLXXVI added a comment to T82640: remoteExec and remoteExecCall Opens thousands of exploits for hackers.

A small wishlist

  1. description.ext whitelist of functions, or serverside compileFinal'able array of functions. The latter would be more flexible.
  1. ability to enable reasonable RPT logging each time the functions are called. What, from who, and to whom. If its called, I want it logged.
  1. ability for server to block unsolicited uses of the function. If I have it being called from 2 different scripts, and it gets called from an unknown 3rd script, I don't want the code to be remote executed.
  1. Ability to easily disable other remote execution methods. Such as disabling BIS_fnc_MP without preinit tricks.
  1. BattlEye kick for unsolicited uses of remoteExec/remoteExecCall
  1. Define in description.ext the filepaths of the script where each approved use of remoteExec is located. If remoteExec not from these scripts and use in console disabled, then reject the attempt.

Just some ideas.

Regards,
Quiksilver

May 10 2016, 11:10 AM · Arma 3
MDCCLXXVI added a comment to T82621: Security of profileNamespace in MP.

I would rather scenario designers, admins and kiddies did not have access to my profile, and also clients not have access to the servers profile. What legitimate information is in my profile that you as a hypothetical server admin, need read/write/overwrite access to?

May 10 2016, 11:10 AM · Arma 3
MDCCLXXVI added a comment to T82621: Security of profileNamespace in MP.

http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2945723&viewfull=1#post2945723

That is great news, thank you BIS/Adam.

May 10 2016, 11:10 AM · Arma 3
MDCCLXXVI added a comment to T82621: Security of profileNamespace in MP.

Perhaps then the allVariables function should not work with profileNamespace, at least in MP?

I cannot see a legitimate use for 'allVariables profileNamespace'.

May 10 2016, 11:10 AM · Arma 3
MDCCLXXVI edited Additional Information on T82621: Security of profileNamespace in MP.
May 10 2016, 11:10 AM · Arma 3
MDCCLXXVI added a comment to T82059: Animals/Agents not moving anymore (Not complete resolved).

still borked, hopefully 1.52 :)

May 10 2016, 10:51 AM · Arma 3
MDCCLXXVI added a comment to T82059: Animals/Agents not moving anymore (Not complete resolved).

Animals spawned locally on the client IIRC are not propagated on the network.

If they are created on the server I believe clients can see them.

May 10 2016, 10:51 AM · Arma 3
MDCCLXXVI added a comment to T82059: Animals/Agents not moving anymore (Not complete resolved).

Up! :)

Animals add a nice touch to scenarios, will be nice to have moving ones again!

The model rotates but functional movement is currently zilch.

this one is all oukej's fault I can feel it!

May 10 2016, 10:50 AM · Arma 3
MDCCLXXVI added a comment to T81330: Vehicle clock scripts running on dedicated server.

excellent pettka, have a great day.

sent you a forum PM regarding another similar low-hanging fruit.

May 10 2016, 10:27 AM · Arma 3
MDCCLXXVI added a comment to T81330: Vehicle clock scripts running on dedicated server.

This is a low-hanging fruit for any BIS devs working on performance optimisation.

As Killzone_Kid and Manzarek are stating, this need not be run on the server machine, looks like early SP code anyways.

if (isServer) exitWith {};
if (!hasInterface) exitWith{};

Also, a variable to terminate the loop would be nice too.

if (_this getVariable "BIS_disableCarClock") exitWith {};

Reason being if I have a scenario with a dozen civilian ambient vehicles, I doubt many scenario designers want a dozen threads running just for the car clocks.

It is good to have it enabled by default, but allow more advanced scenario designers to terminate the script when there is no intention of having players see the clocks, in the interest of efficiency and performance.

Also could use a little optimisation itself. The 'date' function is being called 4 times in quick succession. Could call it once and store as variable for the next three uses. Small fry but its an irritating little script which shows up in diag_activeSQFScripts :) In a scenario with many civilian vehicles, it is the most prolific script, in my case comprising the bulk of the diag_activeSQFScripts array.

_date = date;

May 10 2016, 10:27 AM · Arma 3
MDCCLXXVI edited Steps To Reproduce on T81306: createVehicleCrew return group.
May 10 2016, 10:26 AM · Arma 3
MDCCLXXVI added a comment to T80754: No Way to Force AI Vehicles to Stay On Road During Combat.

Would be very helpful for simulation to have ability to force AI to use road at all cost and not enter some off-road pathfinding states, even if this could cause other issues (bumping into objects and vehicles on roads). Primarily, I would use this for civilian vehicle simulation. With the reality of A3, I cannot allow civilian vehicles with AI drivers to go off road.

May 10 2016, 10:08 AM · Arma 3
MDCCLXXVI edited Steps To Reproduce on T80755: 1.38 Huron Rotors Show Full Damage (new bug).
May 10 2016, 10:08 AM · Arma 3
MDCCLXXVI added a comment to T80726: Helicopter audio bug (uiNamespace).

A more reliable repro:

Create a helicopter + AI crew on the client machine (spawning one with Zeus will work.) Ensure you are nearby so as to hear the noise.

Assign it a public variable.

IE:

testHeli = cursorTarget; publicVariable 'testHeli';

Now, delete it on the server machine locality.

// server exec
deleteVehicle testHeli;

The heli's rotor noise as it was at time of delete, will be stuck in your uiNamespace and have to restart ArmA 3 to remove it.

May 10 2016, 10:07 AM · Arma 3
MDCCLXXVI edited Steps To Reproduce on T80726: Helicopter audio bug (uiNamespace).
May 10 2016, 10:07 AM · Arma 3
MDCCLXXVI edited Steps To Reproduce on T80721: allActions array.
May 10 2016, 10:07 AM · Arma 3
MDCCLXXVI edited Steps To Reproduce on T80481: Better loading screen.
May 10 2016, 9:54 AM · Arma 3
MDCCLXXVI added a comment to T80456: AFV-4 Gorgon Commander Seat.

Is this ever to be acknowledged or addressed in any way?

On 2013-11-29, Smookie said it was fixed. Repro steps say otherwise.

May 10 2016, 9:53 AM · Arma 3
MDCCLXXVI edited Steps To Reproduce on T80456: AFV-4 Gorgon Commander Seat.
May 10 2016, 9:53 AM · Arma 3
MDCCLXXVI added a comment to T80425: When getting hit by vehicle, your body lies on the ground and you stay there for other players even when you're standing up.

I believe we now get regular (albeit delayed) updates on player vehicles which are outside the real-time update bubble. IIRC in the 1.38 sitrep Petr Kolar said there is 1-second update loop for player vehicles which are, say, across the island. Whereas a few versions ago, there was no update loop until the player got closer to the distant one.

If my theory above is correct, this issue is now resolved (said tentatively).

http://dev.arma3.com/post/spotrep-00038
1.38 SPOTREP:

Fixed: Problem with MP synchronization of living characters in ragdoll
Tweaked: Send player position message as high priority once per second

If no one is having issue with this anymore, perhaps it can be marked as Resolved.

May 10 2016, 9:53 AM · Arma 3
MDCCLXXVI added a comment to T80425: When getting hit by vehicle, your body lies on the ground and you stay there for other players even when you're standing up.

It is ragdoll related, not related to the exit from a vehicle.

As said above, I have players running around on foot on my server, getting very fatigued and then passing out (using createVehicleLocal to nudge them in the back to induce ragdoll).

They locally emerge from ragdoll and can get up and move around fine.

However another client may still see their ragdoll lying on the ground, and the actual player appears invisible.

If would like to run a small MP test on the weekend let me know.

--

aside info:

I also have map icons for players. after a death event, the icon briefly sets to [0,0,0] but does not disappear. Once the new unit is created on respawn, the icon goes back over their head.

Contrast with this ragdoll issue.

Player enters ragdoll.
Map icon goes to [0,0,0]

^ That is as much as other clients become aware of.

They are never informed of the player exiting ragdoll and the map icon stays at [0,0,0].

Only when a player enters a vehicle or dies/respawns is this synced correctly.

May 10 2016, 9:53 AM · Arma 3
MDCCLXXVI added a comment to T80425: When getting hit by vehicle, your body lies on the ground and you stay there for other players even when you're standing up.

Also confirmed.

The location of the 'invisible' client to my client is [0,0,0] or perhaps that is just where the affected players icon goes when my machine cannot find the affected player.

I think I know the reason for this too, or at least a glimmer of reason.

When a player gets ragdolled, does their attached Logic get sent to [0,0,0]?

If so, [0,0,0] is outside the 'bubble' we now have where clients get accurately updated information on vehicles. There often is very fast flickering of vehicles that are perceived by the client to be outside their bubble, and also I believe if some client reference is getting sent to [0,0,0] during ragdoll, then that location is well outside the bubble on most areas of the island.

After that occurs, perhaps we no longer get accurate updates on the affected client.

I have implemented a 'knock-down' effect for fatigue system (using createVehicleLocal), and often players are reporting that once a player goes down, he becomes invisible to others afterwards until his vehicle changes. Other clients sometimes cannot track position of the player after ragdoll state is entered.

Once the players vehicle changes (ie the invisible player gets into a truck) all is well and synced properly again.

Seems perhaps there is an issue with (vehicle player) after the ragdoll state?

I'll try doing some MP testing on affected clients, to see if a simple broadcasted anim change will have any effect.

May 10 2016, 9:53 AM · Arma 3
MDCCLXXVI added a comment to T80397: Aircraft Landing Gear Bool.

Until a command like this gets implemented, we have to resort to silly work-arounds like this:

_randomPlayer = playableUnits select (floor (random (count playableUnits)));
_ownerNumber = owner _randomPlayer;
QS_vehicleRequestGearDown = <vehicle object>; _ownerNumber publicVariableClient "QS_vehicleRequestGearDown";
[{player action ["LandGear",QS_vehicleRequestGearDown]; QS_vehicleRequestGearDown = nil;},"BIS_fnc_call",_ownerNumber,FALSE] spawn BIS_fnc_MP;
QS_vehicleRequestGearDown = nil;

Just to deploy the landing gear on a Server-local air vehicle.

May 10 2016, 9:52 AM · Arma 3
MDCCLXXVI edited Steps To Reproduce on T80397: Aircraft Landing Gear Bool.
May 10 2016, 9:52 AM · Arma 3
MDCCLXXVI added a comment to T80264: medic glitches out when colliding with other player during animation (CoOp I&A).

This is great TY.

I have been getting daily bug reports on the I&A servers from this issue. Good to see it resolve.

Also worth mentioning, re the topic of medic animation. Please include a transition to correct animation 'wrfl' or 'wnon' for medics who initiate the Treat process with a pistol in hand.

At the moment, if pistol is in hand there is no animation and Treat occurs instantaneously. Simply needs a check for current animationState, a check for isNil primaryWeapon and then decide which correct Heal animationstate to enter. IE holster handgunWeapon prior to 'wnon' heal anim, or switch to primary prior to 'wrfl' heal anim.

Regards,

  • Quiksilver
May 10 2016, 9:48 AM · Arma 3
MDCCLXXVI added a comment to T80187: Separate kill feed and chat window.

In busy MP (> 50 players), it is impossible to read the chat box unless you are always watching it.

It is constantly spammed with:

  • BattlEye and system messages, impossible to disable.
  • Killed messages
  • Join messages
  • Disconnect messages

I think the BattlEye and server messages in systemChat should be able to be completely disabled. They look like debug messages meant for admin eyes only, they should not be spamming the chat for everybody.

This is especially important as the use of side channel and global channel is quite limited due to VON stuttering.

May 10 2016, 9:45 AM · Arma 3
MDCCLXXVI added a comment to T80178: Self-treatment with Launcher faster than self-treatment with rifle or pistol. (1-video).

Occurs whenever there is not a valid animation transition for the Healer. Seems to occur primarily when currentWeapon == secondaryWeapon or currentWeapon == handgun.

Haven't tested in some time however.

The animation perhaps should attempt to get to a valid animation state prior to entry to the heal self animation.

As it is there is only a currentWeapon == primaryWeapon animation and currentWeapon == nil animation, for putting the weapon on the ground during the healing process. There is no such animation for the secondaryWeapon (launcher) or handgun.

May 10 2016, 9:45 AM · Arma 3
MDCCLXXVI added a comment to T80058: BIS_fnc_saveInventory does not save the magazines ammo count.

Also it does not save Laserbatteries when the player has a laser designator.

May 10 2016, 9:41 AM · Arma 3
MDCCLXXVI added a comment to T80043: UAVs clip into ground on first connection.

So you cannot reproduce a UAV interacting with the terrain when locality transfers from host to client?

May 10 2016, 9:40 AM · Arma 3
MDCCLXXVI added a comment to T80043: UAVs clip into ground on first connection.

I have also noticed some anomalies when using setPosATL and setPosASL.

Perhaps, if in the transition from server-local to player-local, if there is any use of 'setPosASL' or 'setPosATL', please try just using 'setPos'.

I have noticed anomalies with all "Air" type vehicles when using 'ASL/ATL' setting.

For instance:

setPosATL may cause an explosion

setPosASL may cause sub-terrain position and then it will warp upwards to terrain level.

May 10 2016, 9:40 AM · Arma 3
MDCCLXXVI added a comment to T80043: UAVs clip into ground on first connection.

If there is anything else I can do to aid the process of determining why and fixing the unwanted UAV interaction with the terrain, let me know.

I am able to reproduce almost 100% of the time, the UAVs sinking into the terrain briefly when they first become local. Using the above repro.

There is some apparently random variation in the extent of the negative Z-axis movement, but always there is a slight-to-dramatic negative movement in the Z-axis.

Not sure how the cameras work in such cases. Is there instances of camCreate or camSetTarget that occurs? Does that have any get/set significance on the model position?

I would start by examining any getPos/setPos stuff that occurs in the remoteControl command, or when (vehicle player) becomes the new vehicle, as well as the player camera protocol, during this transition event.

In the schedule of the remoteControl command, the unfortunate sinking occurs AFTER the camSetFov command is used.

May 10 2016, 9:40 AM · Arma 3
MDCCLXXVI added a comment to T80043: UAVs clip into ground on first connection.

Some more details:

https://www.youtube.com/watch?v=d9514fKsKqQ - Example of the explosion. In this case, it seems like there is downward pressure applied, but the vehicle will not successfully clip with the terrain like the vid above, and an explosion occurs.

The precise spawning regime is in the attached files.

The vehicles are put down in the editor as empty UAVs, with this in the init field:

0 = [this,30,FALSE,QS_fnc_vSetup02] spawn QS_fnc_vMonitor;

-----

Edit:

If there are any scenario/script troubleshooting you would like me to do, or any stones un-turned on my end, please let me know. This is an unacceptable situation for Nov 2014 (long time since beta officially ended) and I'd like to help get it resolved ASAP.

May 10 2016, 9:40 AM · Arma 3
MDCCLXXVI added a comment to T80043: UAVs clip into ground on first connection.

Repro attached. Test in dedicated environment. Connect as JIP.

  • Note the summary of this issue is:

0021685: UAVs clip into ground on first connection.

No reference to explosion, I see that as only a symptom/outcome of the issue.

Instructions:

  • Try connecting as Driver
  • After that first connect, that test subject is depleted and must be respawned.
  • On connection, start engine to full and switch to 3rd person, you will SOMETIMES see the UAV clipping with the terrain. Sometimes no clip, sometimes only small clip, other times the entire UAV can disappear underground before rising to terrain level again.
  • I was not able to reproduce the explosion, but it does reproduce the UAV interacting with the terrain.
  • I'd suggest figuring out why the UAV clips with the terrain and attacking that, instead of focusing on the actual explosion. It's highly likely the two are related, and the terrain clipping is reproduceable with only 1 connected client.
  • Loading the server CPU does not appear to be a factor, I was able to reproduce terrain clipping with no added code or mission objects. I tried loading the server CPU with a few hundred AI in combat, but found no change in result.
  • Also please be aware that some MP/localization issues only are apparent with high traffic. Attempting to reproduce a high-traffic-related issue in a low-traffic environment may not be accurate. The failure to reproduce such an issue is not necessarily the fault of the repro PBO.
  • If necessary I can probably arrange for you to have debug console for a short time in a main branch high-pop MP server.
May 10 2016, 9:40 AM · Arma 3
MDCCLXXVI added a comment to T80043: UAVs clip into ground on first connection.

Hello,
could yuu please upload a short repro mission? We are unable to reproduce the explosion. Thank you.


The repro posted is sufficient to reproduce the bug summary:

0021685: UAVs clip into ground on first connection

May 10 2016, 9:40 AM · Arma 3
MDCCLXXVI edited Steps To Reproduce on T80043: UAVs clip into ground on first connection.
May 10 2016, 9:40 AM · Arma 3
MDCCLXXVI added a comment to T79921: Radar broken in helicopters.

Honestly, this is awful. I believe players enjoyed this feature. At bare minimum, give server devs the option to enable or disable it as they wish. As obviously at this point we are quite used to aerial vehicle radar, not everyone will agree with this choice.


Yes people did grow quite comfortable with the All-Seeing-Eye. I for one prefer it this way, as it allows much more flexibility with ground vehicles, when a guy with 12000 view distance in a hummingbird cannot spot a moving quad bike across the island, via the little radar squares.

May 10 2016, 9:37 AM · Arma 3
MDCCLXXVI added a comment to T79427: add removePublicVariableEventHandler.

Was thinking about this again today. If BIS engine code or internal scripts makes use of this command there may be a reason to not (yet) provide clients the ability.

May 10 2016, 9:21 AM · Arma 3
MDCCLXXVI added a comment to T79427: add removePublicVariableEventHandler.

Please add this command, to remove it. If not possible to prevent re-writing of the code, then we need the ability to simply remove it after use.

May 10 2016, 9:21 AM · Arma 3
MDCCLXXVI added a comment to T79287: AH-99 Blackfoot Attack Version.

Upvoted.

AH-99 can score 24 main battle tank mission kills* without needing to re-arm. DAGR should be equivalent power of DAR at best, not ATGM HE-ATs.

Repro:

Put crewed MBT T-100 on island.

Put AH-99 4-5km from the MBT. Climb to altitude to gain line of sight on the MBT. Gain lock. Fire DAGR. Crew will dismount and a mission kill is scored. Repeat 24 times.

Solving this issue can be done with a 2nd variant of the AH-99 with the pylons some want, then nerf the DAGR down to realistic effectiveness.

Dictionary:
mission kill (plural mission kills)

(military, slang) An attack or damage inflicted by a weapon that does not destroy a military vehicle but results in it taking no further part in its intended mission.

May 10 2016, 9:15 AM · Arma 3
MDCCLXXVI added a comment to T78703: Cannot call the virtual arsenal after patch 1.26.

I am unable to call it via server script now.

_baseArsenal = [box1,box2,box3];//names of objects in editor
{
["AmmoboxInit",[_x,false,{true}]] call BIS_fnc_arsenal;
} forEach _baseArsenal;

However this command works when looking at the box:

["AmmoboxInit",[cursorTarget,false,{true}]] call BIS_fnc_arsenal;

Entering it into the init field of an object does not work (for me at this time):

["AmmoboxInit",[this,false,{true}]] call BIS_fnc_arsenal;

May 10 2016, 8:58 AM · Arma 3
MDCCLXXVI added a comment to T77589: Mission Objects Leak Not Removable by Script Commandset.

No luck sorry.

I'll have one more poke at it today, will edit this note later on with results.

i don't even know if it is still occurring, have not done the MP server admin thing in some time.

Best way to observe it is find a busy MP server you have console access on. I have not been able to reproduce on my private dedi, and no longer own/run a public server.

EDIT:

I have doubts it is still occurring. Ran some tests on populated MP server and have not seen any orphaned triggers.

I just enter this code into console, private exec:

  • spawn {

private ['_oTriggers'];
_oTriggers = [];
{

		if ((_x distance [0,0,0]) < 1) then {
			0 = _oTriggers pushBack _x;
		};

} count (allMissionObjects 'EmptyDetector');
diag_log str _oTriggers;
hint str (count _oTriggers);
};

If you can find a busy server (40+ players any gamemode) which has been up for 3-4 hours, and exec that code, that would determine whether its still occurring or not.

Back when I was working on it, I could reproduce in any gamemode, with/without scripted triggers.

May 10 2016, 8:29 AM · Arma 3
MDCCLXXVI added a comment to T77589: Mission Objects Leak Not Removable by Script Commandset.

// Invade Annex
Respawn = 3; RespawnDelay = 4;
RespawnDialog = 0;

// Altis Life
respawn = BASE;
respawndelay = 10;

Occurs in both scenarios, dedi MP. I hazard to say it also occurs in King of the Hill although I have only tested in Altis Life and Invade Annex.

Could it be the "Logic" that attaches to a player on respawn? A "Logic" vehicle type also falls under "EmptyDetector" class.

From my BattlEye attachTo.log:

15.01.2015 12:56:08: NAME (IP:PORT) GUID - #0 4:2 Logic 2:1197 B_sniper_F -1 [0,0,0]

I would assume that Logic is just attaching to the 000 center of the player model, not world position. Perhaps if this logic gets created but the player is a null object at the time ... ? Speculation.

May 10 2016, 8:29 AM · Arma 3
MDCCLXXVI added a comment to T77589: Mission Objects Leak Not Removable by Script Commandset.

Just a curator module.

I might have time for one last attempt.

I'll do a diag_log of these empty detectors prior to delete, and also a diag_log of the time-of-death of players and anything else relevant i can think of.

May 10 2016, 8:29 AM · Arma 3
MDCCLXXVI added a comment to T77589: Mission Objects Leak Not Removable by Script Commandset.

This is indeed a bug, still.

KK, imagine if occasionally dead bodies were not getting removed, for instance if the player CTD'ed instead of disconnected the expected way, their dead body did not get registered properly in the allDeadMen array. That would likely be a bug, no?

Local triggers are just the same, except triggers also represent a 0.5s evaluation thread.

This seems another issue that emerges in MP that is very hard to reproduce in sterile session (and thus ignored).

Speculation: I imagine it has something to do with an unstable player disconnection, leading to an orphaned local trigger. On unstable disconnect, the trigger becomes persistent (escapes engine deletion). We can already see when a player disconnects, objects/vehicles local to the player remain in the session, passed back to the server.

EDIT: After a little while of close observation, it seems to have more to do with a death event than a disconnect event, and the accumulation occurs a few at a time. IE none for a little while, then 2-3 within a few seconds. Also occasionally see triggers get removed from nullPos. Can't glean much from the object data.

We also know that each player object does have a trigger attached by the engine, which--among other things--controls default proximity addActions (such as those seen when interacting with a vehicle).

In the meantime, (for others reading) this is a workaround to treat this bug, to run in a cleanup loop:

{
if ((_x distance [0,0,0]) < 1) then {

		deleteVehicle _x;

};
} count (allMissionObjects "EmptyDetector");

------

QUOTE Killzone Kid:

Client created triggers will transfer to the server when client leaves but those can be deleted no problem, just checked. Nothing unexpected here either.

If a scenario not once has the code 'createTrigger', should there be an accumulation of EmptyDetectors? To say that we CAN delete these engine-created accumulations, is a different discussion.

EDIT: There is a trigger created on server when using the function BIS_fnc_randomPos, as it uses BIS_fnc_worldArea which does create a trigger, however it is managed and does not accumulate:
...
if (isnil "hsim_worldArea") then {
...
hsim_worldArea = createtrigger ["emptydetector",_mapCenter];
hsim_worldArea settriggerarea [_mapSize,_mapSize,0,true];
hsim_worldArea
} else {
hsim_worldArea
};
...

May 10 2016, 8:29 AM · Arma 3
MDCCLXXVI added a comment to T77589: Mission Objects Leak Not Removable by Script Commandset.

Yes, with zero use of 'createTrigger' on server or client, there is still accumulation of 'emptyDetector' at [0,0,0].

It is tricky to reproduce. I observe even with 50 players in the session running around killing/dying, that only about 10% of death events produce this orphaned trigger.

I tried to gather data on how the player died when it occurred, such as if they were in a vehicle, but that did not yield anything useful.

Perhaps if the player disconnects to the lobby during the death event? I'll give that a try later.

Perhaps also of note, this occurs in all common community MP scenarios. KotH, Altis Life, Domination, I&A, Patrol Ops, etc. I have not done any tests in Support to see if occurs in that gamemode too.

May 10 2016, 8:29 AM · Arma 3
MDCCLXXVI added a comment to T77589: Mission Objects Leak Not Removable by Script Commandset.

oukej
Regarding the EmptyDetector - do I get it right, that you create some on the client side, client disconnects, EmptyDetector gets transferred to the server, you attempt to delete it there but it's not possible, correct?

Does it happen reliably to you? Under what circumstances?


It is more related to a player death event than a disconnect event.

No scripted triggers are created on the client. The engine creates this trigger at some point during the death and respawn process.

  1. Player dies
  2. ???
  3. A chance that an EmptyDetector is created by the engine and it appears at [0,0,0].

Over the course of a scenario, they can build up to hundreds of these EmptyDetectors.

Reliability of repro is naturally difficult with these MP issues, though it does happen consistently, it is very difficult to predict exactly when one will occur. Many death/respawn events occur without this orphaned trigger, so what the exact circumstances are, I don't know.

As for where to start looking, have a look at any EmptyDetectors that are created engine-side in the death and respawn event.

EDIT:

I assume there is a trigger created on a player object when they are spawned. Is this trigger deleted/accounted for before the dead body is returned to the server, after a death event?

EDIT:

And we can remove these EmptyDetectors by periodically checking and deleting any EmptyDetectors at [0,0,0], however that is a different discussion to whether they should be accumulating in the first place.

May 10 2016, 8:29 AM · Arma 3
MDCCLXXVI added a comment to T77092: Global chat is laggy in almost every server.

Fixing VON should have been a very high priority task.

Note I say should, as its been broken for so long that the ArmA playerbase has already been dented by such a deteriorated ability to socialize ingame. I personally have a friend who stopped playing for good, after being shouted at to "Get off side! its lagging! shut up!".

Any (good) MP game designer knows how important it is to be able to communicate with one another, in terms of player retention and game popularity.

'The social' is a very important principle to nurture in game design, and a broken VON really impacts beginners and newbies from getting connected and socializing in the community.

Sure us 'vets' know about Teamspeak and related plug-ins. But I first entered 'the community' through VON chat in the beta, before it was broken.

For 18 months now, the state of VON and in-game CHAT actively discourages communication between newbies more experienced members. Try to speak on VON, no one can hear you and you get yelled at. Try to type, and BattlEye swallows up your text with its systemChat spam.

We are two years after game launch, so it's history now. Still worthy of a fix, but the community has already been heavily impacted.

I say this as someone who has 'been there done that' as both a server admin (christmas day 2013 there were over 200 players on our community servers), and as one of the core developers of Invade & Annex with AhoyWorld.

Regards,
Quiksilver

May 10 2016, 8:18 AM · Arma 3
MDCCLXXVI added a comment to T77092: Global chat is laggy in almost every server.

Just a note, you can actually overcome the stuttering VON on side/global, simply by transmitting for upwards of 30 to 60 seconds.

Cliffs:

The more you use it, the clearer it gets.

May 10 2016, 8:18 AM · Arma 3
MDCCLXXVI added a comment to T76596: Weather desync issues [PRIMARY REPORT].

Small audit of current weather issues, 15/06/2015, 1.46:

Summary:

Overcast sync still the big one as far as issues. Time to sync is one part, the other part (a bigger issue) is clients having high overcast value but the clouds do not reflect this value.

setWind / wind / windRTD appears to be working fine, fully synchronized between server and client. No issues.

setOvercast is borked still. Client can have high overcast value but clear skies, and time that client overcast value takes to catch server value is too long, by 10x.

overcastForecast appears to be working okay locally, but not synchronized in the same way in MP. See KKs data above for more detail.

setRain / rain appears to be okay for connected clients though I have not tested reconnection issues. Setting rain on the server will correctly be propagated to connected clients.

humidity. Humidity value drops way too fast for realistic simulation, and is not representative of actual humidity. If its raining, humidity = 1. If its not raining, humidity = 0.

windDir works fine.

setWindDir can stuff up vector magnitude wind values, and you will end up with stronger/weaker wind by using setWindDir.

setWindForce / setWindStr / windStr require more documentation in the wiki before I can assess if they're working or not. I can have a wind blowing at 5m/s using setWind, but windStr will be 0. What unit of measurement is windStr using?

setGusts / gusts. Local. Setting value on server in dedicated has no effect on client gusts value. Also more documentation is needed, as I cant see any environmental change with high gusts value.

setFog / fogParams syncs fine on connected clients, I have not tested connectING clients yet. I may be wrong with this, will update in a day or two after next round of testing.

fogForecast. Seems to work fine for connected clients.

setWaves / waves. Local. Server does not broadcast waves value to client.

setRainbow / rainbow. Local. Server does not broadcast rainbow value to client. Client starts with default rainbow value of 0.35 and setting it on the server does not change the client value by itself, requires some PVEH fiddling.

setLightnings / lightnings. Local, in MP server does not broadcast to the client.

setSimulWeatherLayers has strange and irreversible effects. Eventually after enough fiddling, only high level stratus clouds will form, no low level cumulus clouds will appear regardless of overcast value.

simulWeatherSync causes some lag. There was another issue, ill update this once I recall it.

nextWeatherChange shows erratic behavior on the client in dedicated server, with the number changing quite frequently and illogically. See KKs data above.

forceWeatherChange seems to work to patch setOvercast/overcast issues by refreshing the Simul Weather library, but of course has the nasty stutter. If we are updating weather conditions gradually (small change every 5 minutes) then this is unacceptable.

Will update this post once I clarify a few more things.

May 10 2016, 8:04 AM · Arma 3
MDCCLXXVI added a comment to T76466: Unable to disable mine markers.

Re the minefield drawing.

There is no evidence in the code that any attempt was made to limit it by side/faction.

Example from the BIS_fnc_drawMinefields:

_missionMines = allmissionobjects "TimeBombCore";
if (count _missionMines == 0) then {_missionMines = allmissionobjects "MineBase";};
_dis = 0;

{_dis = _dis + ((position _x) distance [0,0,0]);} foreach _missionMines;

^ All mission objects 'timeBombCore', not (detectedMines SIDE).

Also, createMarker global is used, so regardless of what faction you are on, you will see where all the minefield markers are.

Regardless of intentions, the code indicates that the function author thought all mines should be revealed to everybody.

---------------------------------

			{
				_cluster = _x;
				_clusterCount = count _cluster;

				//--- Find cluster center
				_avgX = 0;
				_avgY = 0;
				{
					_pos = position _x;
					_avgX = _avgX + (_pos select 0);
					_avgY = _avgY + (_pos select 1);
				} foreach _x;
				_pos = [
					(_avgX / _clusterCount) - (_avgX % 5) + (_avgY % 1),
					(_avgY / _clusterCount) - (_avgY % 5) + (_avgX % 10)
				];

				_avgDis = 0;
				_maxDis = 0;
				_maxMine = objnull;
				{
					_dis = _x distance _pos;
					_avgDis = _avgDis + _dis;
					if (_dis > _maxDis) then {
						_maxDis = _dis;
						_maxMine = _x;
					};
				} foreach _x;
				_maxDis = _maxDis + 10;
				_avgDis = (_avgDis / _clusterCount) + 10;

				//--- Create marker
				_marker = createmarker ["bis_fnc_drawMinefields_" + str (["bis_fnc_drawMinefields_counter",1] call bis_fnc_counter),_pos];
				_marker setmarkerdir ([_pos,position _maxMine] call bis_fnc_dirto);
				_marker setmarkersize [_maxDis,_maxDis + (_maxDis - _avgDis)];
				_marker setmarkercolor "colorred";
				_marker setmarkershape "ellipse";
				_marker setmarkerbrush _markerShape;
				bis_fnc_drawMinefields_markers set [count bis_fnc_drawMinefields_markers,_marker];

				_marker = createmarker ["bis_fnc_drawMinefields_icon" + str (["bis_fnc_drawMinefields_counter",1] call bis_fnc_counter),_pos];
				_marker setmarkertype _markerIcon;
				_marker setmarkersize [1,1];
				_marker setmarkercolor "colorred";
				bis_fnc_drawMinefields_markers set [count bis_fnc_drawMinefields_markers,_marker];
			} foreach _mineClusters;
		} foreach _allMines;
May 10 2016, 8:01 AM · Arma 3
MDCCLXXVI added a comment to T76466: Unable to disable mine markers.

onEachFrame? yikes!

May 10 2016, 8:01 AM · Arma 3
MDCCLXXVI added a comment to T76466: Unable to disable mine markers.

My guess is one of the Devs has bad RL family experience with land mines and would just rather they weren't in the game, and so put a while TRUE loop in the MP framework to reveal all mines and thus prevent mine-related deaths ... A subtle nudge to scenario designers to follow the Geneva Conventions? :)

https://community.bistudio.com/wiki/BIS_fnc_drawMinefields

//--- Script already running - terminate and send command to refresh the loop

^ No allowance to terminate the loop. The function just updates the positions for the persistent A3 Geneva Loop.

Some documentation that may support it is intentional to prevent scenario designers from disabling the drawMinefield loop (note the last line):

Placing explosives
Explosives and mines placed by Zeus have a special behavior:
All selected explosives can be detonated by pressing [End].
Explosives are instantly revealed to everyone who's on the same side as Zeus.
Approximate minefield areas are visualized on the map for everyone.
Anti-Personnel (AP) mines are banned by international laws of war. Use them with caution!

https://community.bistudio.com/wiki/Arma_3_Field_Manual_-_Zeus

Moricky please! This Geneva Loop is idealism, not simulation.

May 10 2016, 8:01 AM · Arma 3
MDCCLXXVI added a comment to T75637: Need Command to Prevent Dismantling of Static Weapon.

Wow! The implications are profound. Well done!

May 10 2016, 7:41 AM · Arma 3
MDCCLXXVI added a comment to T74437: New scripting command: serverName.

I do appreciate Xenos humor on the issue :) how prophetic his words

May 10 2016, 7:12 AM · Arma 3
MDCCLXXVI added a comment to T70346: Players glitching as passengers collide with helicopter rotors.

This is not necessarily--only--a MP locality issue.

I have seen, as a mission designer/scripter/server admin, this issue affect server<-->server as well.

A rough guide to repro:

  1. create conditions: write a really nasty piece of code that spams your rpt hard and creates huge file in short time.
  1. spawn vehicle: using createVehicleArray at a bis_fnc_randomPos.
  1. spawn units: similarly, assign to crew seats and move them in to the spawned vehicle.

Positive confirmation of the above on any vehicle with crew seats. Off the top of my head, I have seen the issue with armed MRAPs, MBTs, and WY-55 Hellcat, though I am confident it would work for any with crew seats.

--

Does it need to be in a MP environment? Unknown. The point of this post is to mention that I have seen AI spawned on the server, be afflicted by the same issue when trying to enter a server-spawned vehicle.

May 10 2016, 5:09 AM · Arma 3
MDCCLXXVI added a comment to T70346: Players glitching as passengers collide with helicopter rotors.

Just to elaborate on this issue:

It appears to only affect vehicle non-driver crew seats.

ie.

On a tank: It can affect Gunner position, possibly Commander.

On MRAP: It can affect Gunner position, although rarely seen.

On Transport Helicopters: It appears to be limited to co-pilot seats and door-gunner seats.

On attack helicopters: I have not seen the issue on attack helicopters such as the AH-99.

So yeah, vehicle crew seats.

The UH-80 Ghosthawk is especially susceptible to this bug.

It also appears related to multiplayer 'de-sync'.

May 10 2016, 5:09 AM · Arma 3
MDCCLXXVI added a comment to T67681: Flashlight is too dim, unfocused, never blinds you, especially when you wear NVG and it lights though walls (In short, it SUCKS).

The mounted weapon light is indeed far too weak, and limits scenario flexibility. Night time scenarios is either NVG or go home.

Modern weapon lights far brighter.

https://www.youtube.com/watch?v=2aOlrRrD-LQ

Pretty much a Hatchback Sport headlight mounted on the gun.

Is the reason why this is not fixed more related to the 'light goes through walls' issue? If so then that does make sense, but this should be made clear to us.

May 10 2016, 3:29 AM · Arma 3
MDCCLXXVI added a comment to T67168: The sound inside buildings is exactly the same as outside....

Can this be marked as resolved too? Sound is different inside now.

May 10 2016, 3:09 AM · Arma 3
MDCCLXXVI added a comment to T63879: setUnconscious may be buggy.

From the biki:

In Arma 3 this command is disabled since "UNCONSCIOUS" lifeState doesn't exist in Arma 3

cliffs:

Ignore/dont use setUnconscious unless/until BI implements proper functionality.

I wouldn't mind a functional lifeState BOOL which we could manipulate, instead of using setVariable for incapacitated states.

May 10 2016, 1:03 AM · Arma 3
MDCCLXXVI added a comment to T63879: setUnconscious may be buggy.

If BIS does does not expect or intend setUnconscious to work, it's not a bug. Many scripting commands go back 8-10 years and do not work as expected anymore, if at all.

Can I ask ... Has lifeState/setUnconscious ever worked at all? If not, then it seems crazy to rely your scripts on these unfinished/barely implemented engine functions.

May 10 2016, 1:03 AM · Arma 3
MDCCLXXVI added a comment to T63879: setUnconscious may be buggy.

It doesn't strike me as a bug, just an unfinished/incomplete feature for ArmA 3.

What do you expect to happen to the player if that state returns true?

Fact is there is no unconsciousness simulation/advanced wounding system, so it would do nothing even if it did work.

May 10 2016, 1:03 AM · Arma 3

May 9 2016

MDCCLXXVI added a comment to T61934: setOvercast command not functioning.

Any update on this?

May 9 2016, 11:36 PM · Arma 3
MDCCLXXVI added a comment to T61395: Weather conditions not the same for everyone.

Overcast synchronization in MP is much better in 1.48, from preliminary check. Good job!

setWind / wind / windRTD are fine.

Gusts still local.
Waves still local.
Rainbow still local.
Lightnings seems fine, good work!
Haven't checked fog.

windStr / setWindForce / setWindStr not sure if these are obsolete or how they fit into the picture.

May 9 2016, 11:05 PM · Arma 3
MDCCLXXVI added a comment to T61395: Weather conditions not the same for everyone.

speechless :)

Can provide more info on the issue and how it was fixed? Quite curious. Could not figure out if it was a uiNamespace issue, a client issue with Simul Weather, or ...

May 9 2016, 11:05 PM · Arma 3
MDCCLXXVI added a comment to T60390: Walls falls when a body fall on them.

Not just players, AI will also cause wall to collapse if killed beside wall.

This issue deserves more attention as it is quite immersion breaking and detrimental to urban combat, to have walls falling over onto players without legitimate cause.

May 9 2016, 9:43 PM · Arma 3

May 5 2016

MDCCLXXVI added a watcher for Arma 3: MDCCLXXVI.
May 5 2016, 8:37 PM