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May 10 2016

AgentRev added a comment to T82105: The player object passed to "initPlayerServer.sqf" is sometimes null.

Still present in v1.46 RC

May 10 2016, 10:52 AM · Arma 3
AgentRev set Category to category:scripting on T82105: The player object passed to "initPlayerServer.sqf" is sometimes null.
May 10 2016, 10:52 AM · Arma 3
AgentRev added a comment to T81906: AAF Remote Designator.

Indeed, they have all the same static weaponry as NATO & CSAT, so why not the designator?

May 10 2016, 10:45 AM · Arma 3
AgentRev edited Steps To Reproduce on T80773: Network syncing of fog decay has very low value precision.
May 10 2016, 10:09 AM · Arma 3
AgentRev added a comment to T80773: Network syncing of fog decay has very low value precision.

I mean, I already had my own weather syncing with pvars, but now that it's also done by the engine, this issue creates a bigger problem: my pvar applies the correct fog decay value, but the engine reverts it to the rounded value a couple seconds later, which causes an annoying "blinking" effect.

You can notice it in this video if you watch closely: http://www.youtube.com/watch?v=7XFuP2yIBzs&t=3m19s
(it alternates between 0 and 0.001)

May 10 2016, 10:09 AM · Arma 3
AgentRev added a comment to T80668: setObjectTextureGlobal causing "Cannot load texture" errors when used with valid mission files.

Related: #19132

May 10 2016, 10:00 AM · Arma 3
AgentRev edited Steps To Reproduce on T80668: setObjectTextureGlobal causing "Cannot load texture" errors when used with valid mission files.
May 10 2016, 10:00 AM · Arma 3
AgentRev edited Steps To Reproduce on T80559: CT_COMBO controls don't display pictures correctly.
May 10 2016, 9:57 AM · Arma 3
AgentRev added a comment to T80101: Ifrit and Hunter have incorrectly high damage resistance against AT missiles.

@Shields: Your point is not valid because the first rocket does not disable the MRAP, the engine only takes about 35% damage and the vehicle keeps running perfectly fine. It's an anti-<b>tank</b> missile after all, it should have no problem blowing the crap out of any MRAP.

Unlike the real thing, <b>the Arma 3 NLAW is configured specifically for direct hits, as evidenced by the game config showing it has a very low splash damage value</b>. The airburst barely does 2% damage max, which is much less than desirable, and was only implemented so the rocket isn't wasted in the air if it misses the target by a couple inches.

Also, in this case, 2 rockets are not enough to cause a delayed explosion. A single hit to the engine only causes 30 to 40% engine damage, while that in order to cause a delayed explosion, the vehicle either needs to sustain at least 98% overall damage, or over 90% fuel tank damage.

Finally, how do you explain the Strider getting destroyed in one hit regardless of the impact location? Wouldn't that be grossly unbalanced compared to other MRAPs?

It should also be noted that this <b>bug</b> was introduced with a recent update, and did not exist when the game was released.

May 10 2016, 9:42 AM · Arma 3
AgentRev added a comment to T80101: Ifrit and Hunter have incorrectly high damage resistance against AT missiles.

Arma 3 does not take fuel or ammunition into account when deciding if a vehicle should blow up or not. Everything is hardcoded in the game engine, according to the vehicle's simulation type. A delayed or instant explosion is only triggered when either specific hitpoints or the overall structure reach a specific amount of damage.

May 10 2016, 9:42 AM · Arma 3
AgentRev edited Steps To Reproduce on T80101: Ifrit and Hunter have incorrectly high damage resistance against AT missiles.
May 10 2016, 9:42 AM · Arma 3
AgentRev edited Steps To Reproduce on T80086: addMagazineAmmoTurret and magazinesAmmoTurrets commands.
May 10 2016, 9:42 AM · Arma 3
AgentRev added a comment to T80086: addMagazineAmmoTurret and magazinesAmmoTurrets commands.

@KK:

setMagazineTurretAmmo and magazineTurretAmmo are <b>not</b> appropriate for the purpose I have described. I need to know the exact ammo count for <i>all</i> magazines inside <i>all</i> the turrets, even those of the same class in the same turret, and be able to add them one by one to an empty vehicle with their exact ammo count.

I expect setMagazineTurretAmmo to be only be able to set the ammo of the magazine of that is or was last loaded in one of the turret's weapons; what if I want to add an extra magazine with partial ammo? This is where addMagazineAmmoTurret would come in.

Similarly, I expect magazineTurretAmmo to only report the ammo of the magazine of that is or was last loaded in one of the turret's weapons; what if there are multiple partial mags of the same class? Answer: magazinesAmmoTurrets

It'd be great if you didn't close stuff outright without asking for precisions.

May 10 2016, 9:42 AM · Arma 3
AgentRev added a comment to T80076: addMagazineAmmoTurret and magazinesAmmoTurrets commands.

@ozdeadmeat

Get: https://github.com/A3Wasteland/ArmA3_Wasteland.Altis/blob/8b5ef5c074f06a121dbef4c8592a1e6fc9f4d52e/persistence/server/world/fn_getVehicleProperties.sqf#L89-L130

Set: https://github.com/A3Wasteland/ArmA3_Wasteland.Altis/blob/bea287b258577d4005f8bd89b7f2fc25aa386d25/persistence/server/world/vLoad.sqf#L151-L167

getMagazineDetailAmmo: https://github.com/A3Wasteland/ArmA3_Wasteland.Altis/blob/caad218505f736b7e1019a784d3c02a351b43eed/server/functions/getMagazineDetailAmmo.sqf

It's far from perfect, but it gets the job somewhat reasonably done. A couple notes:

  • "_turretMags<b>2</b>" doesn't contain ammo counts, as they can't be retrieved reliably for those mags.
  • "_turretMags<b>3</b>" stuff could be done more easily by using magazineTurretAmmo and setMagazineTurretAmmo
  • "fn_getFromPairs" can be replaced with "BIS_fnc_getFromPairs". Although, I don't really recommend using BIS pair functions on a regular basis, as they are horribly inefficient and unnecessarily restrictive.
May 10 2016, 9:41 AM · Arma 3
AgentRev added a comment to T80076: addMagazineAmmoTurret and magazinesAmmoTurrets commands.

I tried to reopen it before making the new one, but it said access denied.

May 10 2016, 9:41 AM · Arma 3
AgentRev edited Steps To Reproduce on T80076: addMagazineAmmoTurret and magazinesAmmoTurrets commands.
May 10 2016, 9:41 AM · Arma 3
AgentRev edited Steps To Reproduce on T79976: Laser batteries loaded in laser designator are not included in array returned by magazinesAmmoFull.
May 10 2016, 9:38 AM · Arma 3
AgentRev edited Steps To Reproduce on T79971: Remove "multiplier = 3;" from miniguns "manual" firemode config.
May 10 2016, 9:38 AM · Arma 3
AgentRev edited Steps To Reproduce on T79970: Add 6th parameter to HandleDamage event to indicate direct hit.
May 10 2016, 9:38 AM · Arma 3
AgentRev edited Steps To Reproduce on T79966: Some inventory commands don't always detect free inventory space correctly.
May 10 2016, 9:38 AM · Arma 3
AgentRev edited Steps To Reproduce on T79904: Artillery computer cannot display custom icons due to lack of IDD and uiNamespace variable.
May 10 2016, 9:36 AM · Arma 3
AgentRev edited Steps To Reproduce on T79818: LRPS scope: remove central dot from reticle and add third zoom level.
May 10 2016, 9:34 AM · Arma 3
AgentRev edited Steps To Reproduce on T79817: Description.ext option to disable Weapon Inertia.
May 10 2016, 9:34 AM · Arma 3
AgentRev added a comment to T79791: "engineOn false" does not work for helicopters.

Fixed in v1.34

May 10 2016, 9:33 AM · Arma 3
AgentRev added a comment to T79791: "engineOn false" does not work for helicopters.

In the editor. Maybe it's fixed in the dev branch but not stable? I guess we'll see when Heli DLC is released.

May 10 2016, 9:33 AM · Arma 3
AgentRev edited Steps To Reproduce on T79791: "engineOn false" does not work for helicopters.
May 10 2016, 9:33 AM · Arma 3
AgentRev edited Steps To Reproduce on T79723: Publisher has stopped working.
May 10 2016, 9:31 AM · Arma 3
AgentRev edited Steps To Reproduce on T79666: WeaponDisassembled event doesn't fire if static weapon is not local.
May 10 2016, 9:29 AM · Arma 3
AgentRev added a comment to T79505: HandleScore always showing 1 when triggered with addScore.

I guess I'm going to stick to my trusty "_player addScore (_newTotal - score _player)"...

May 10 2016, 9:24 AM · Arma 3
AgentRev added a comment to T79505: HandleScore always showing 1 when triggered with addScore.

I believe that addScore should never trigger HandleScore, or otherwise minimally have a boolean passed to the event code that says if it was triggered manually.

The most likely use for HandleScore is to cancel out all score changes done by the engine, so as to manage scores manually via addScore.

May 10 2016, 9:24 AM · Arma 3
AgentRev added a comment to T79077: Implement some sort of findNext command.

indices = [];
bla = [5,6,7,5];
{
if (_x isEqualTo 5) then
{

		indices pushBack _forEachIndex;

};
} forEach bla;

May 10 2016, 9:09 AM · Arma 3
AgentRev edited Steps To Reproduce on T78913: Make pushBack command return index of inserted element.
May 10 2016, 9:04 AM · Arma 3
AgentRev added a comment to T78784: getLandContactPos command.

Related:
http://killzonekid.com/arma-scripting-tutorials-get-zoom/#comment-1127372278
http://feedback.arma3.com/view.php?id=16120

May 10 2016, 9:00 AM · Arma 3
AgentRev added a comment to T78784: getLandContactPos command.

Ooh, nice. Didn't see that one.

May 10 2016, 9:00 AM · Arma 3
AgentRev edited Steps To Reproduce on T78784: getLandContactPos command.
May 10 2016, 9:00 AM · Arma 3
AgentRev added a comment to T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it..

Okay so, getPosWorld will return a raw ASL vector, therefore ASLtoATL can be used directly, right?

May 10 2016, 8:56 AM · Arma 3
AgentRev added a comment to T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it..

@SaMatra: My assumption is that "world coordinates" used by these new commands are not tied to the terrain level nor sea level, but rather separate "engine" coordinates. However, there has to be a defined offset between the engine space and the terrain level or sea level, i.e. [0,0,0] in engine space could actually be above or below sea level, and it's what these commands would use to convert vectors.

I'm not sure I understand what you mean with the ASL stuff. ASL space is not object-specific, it's simply a vector relative the to flat sea level. You can have [0,0,100] which means 100m above sea at X=0 and Y=0.

The positions returned and used by getPosASL and setPosASL are, however, object-specific indeed, due to the orientation of the object altering the Z component, depending on the bounding center or LandContact vertices when available.

I guess we'll have to wait and see what "World" really means in relation to those commands.

May 10 2016, 8:56 AM · Arma 3
AgentRev added a comment to T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it..

@japapatramtara: worldToATL & ATLtoWorld plz? :)

May 10 2016, 8:56 AM · Arma 3
AgentRev added a comment to T78417: ASLWtoASL command.

And that's the whole point of this feature request. ASLWtoASL, ASLtoASLW, getWaveHeightASL; I just need at least one of those commands.

May 10 2016, 8:51 AM · Arma 3
AgentRev added a comment to T78417: ASLWtoASL command.

Okay, but what if I am trying to use modelToWorld to fix the setPos/getPos imprecision? You know, that thing: #16120

May 10 2016, 8:51 AM · Arma 3
AgentRev added a comment to T78417: ASLWtoASL command.

I need to get the delta wave height at a position without having a vehicle on that specific position.

May 10 2016, 8:51 AM · Arma 3
AgentRev added a comment to T78417: ASLWtoASL command.

Yeah I know about that, but in all cases, there one unknown variable that ultimately remains: the height between the sea level and the top of the wave. Without it, my fix doesn't work properly over the sea, but over land it works just fine.

May 10 2016, 8:51 AM · Arma 3
AgentRev added a comment to T78417: ASLWtoASL command.

Let's say that the sea is rough. Now, consider the following: _pos = boat modelToWorld [0,25,0]

_pos is in format PositionASLW, and I need a PositionASL or PositionATL with pinpoint accuracy. What do?

May 10 2016, 8:51 AM · Arma 3
AgentRev edited Steps To Reproduce on T78417: ASLWtoASL command.
May 10 2016, 8:51 AM · Arma 3
AgentRev edited Steps To Reproduce on T78327: Base classes needed for MRAPs, IFVs, and MBTs.
May 10 2016, 8:49 AM · Arma 3
AgentRev added a comment to T78075: Arma 3 Will Not Shut Down, Steam Says Arma 3 Still Running Can't Close Steam.

Same issue here. I tracked down the tmp0 file, and it shows in the file properties that there is a digital signature with the name "Bastian Suter", who is the lead developer for <b>BattlEye</b>.

May 10 2016, 8:41 AM · Arma 3
AgentRev added a comment to T78072: Last rounds tracer mistakenly added to .45 ACP 9Rnd mags.

Fixed 11 months later

May 10 2016, 8:41 AM · Arma 3
AgentRev edited Steps To Reproduce on T78072: Last rounds tracer mistakenly added to .45 ACP 9Rnd mags.
May 10 2016, 8:41 AM · Arma 3
AgentRev added a comment to T78023: Civilian ejecting from a jet gives error "Bad vehicle type: ParachuteC".

Still present in v1.34

May 10 2016, 8:40 AM · Arma 3
AgentRev added a comment to T78015: Nonsteerable parachute seems magnetically attracted to North.

setWind array doesn't seem to work correctly, I had more luck actually negating the current wind, i.e. setWind [-(wind select 0), -(wind select 1), true], although even there the result is not always 0.

I just tested again, if wind is exactly [0,0,0] then the parachute stays perfectly still, however a 0.01 value is enough to make it flip over.

May 10 2016, 8:40 AM · Arma 3
AgentRev added a comment to T78015: Nonsteerable parachute seems magnetically attracted to North.

@Xeno: Lol. If this bug is there since OFP, then the chances of having it fixed are little to none, as usual.

May 10 2016, 8:40 AM · Arma 3
AgentRev added a comment to T78015: Nonsteerable parachute seems magnetically attracted to North.

@Rellikplug: No, this doesn't have to do with the azimuth or setDir directly. It's not related to the editor, but rather the physics engine.

May 10 2016, 8:40 AM · Arma 3
AgentRev edited Steps To Reproduce on T78015: Nonsteerable parachute seems magnetically attracted to North.
May 10 2016, 8:40 AM · Arma 3
AgentRev edited Steps To Reproduce on T77238: Add 3rd parameter to "Killed" event which contains unit that made the fatal shot.
May 10 2016, 8:22 AM · Arma 3
AgentRev edited Steps To Reproduce on T77237: execVM is unable to read LZSS-compressed files made from MakePBO.
May 10 2016, 8:22 AM · Arma 3
AgentRev added a comment to T77226: Command "skipTime" freezes the game for a second..

I remember reading about it being intended, since volumetric lighting and other environmental stuff have to be recalculated from the grounds up or something.

May 10 2016, 8:22 AM · Arma 3
AgentRev added a comment to T77040: Partial word search doesn't work anymore with v1.18 servers.

@madsolosniper : Again, it's <b>not</b> case sensitive. I just tested with your server. The dot is part of the word, therefore it doesn't work if you remove it.

May 10 2016, 8:16 AM · Arma 3
AgentRev added a comment to T77040: Partial word search doesn't work anymore with v1.18 servers.

@George: Please add a keywords option in the server config and Description.ext for server admins and mission makers to make their own keywords.

https://developer.valvesoftware.com/wiki/Sv_tags

@madsolosniper: It's not case sensitive.

I also noticed it doesn't list players anymore. I'm starting to think an alternative to Steam server list must be seeked.

May 10 2016, 8:16 AM · Arma 3
AgentRev added a comment to T77040: Partial word search doesn't work anymore with v1.18 servers.

Yes, exactly. BIS must pressure Valve.

May 10 2016, 8:16 AM · Arma 3
AgentRev added a comment to T77040: Partial word search doesn't work anymore with v1.18 servers.

Well the limitation has to be fixed. It's unacceptable.

May 10 2016, 8:16 AM · Arma 3
AgentRev edited Steps To Reproduce on T77040: Partial word search doesn't work anymore with v1.18 servers.
May 10 2016, 8:16 AM · Arma 3
AgentRev edited Steps To Reproduce on T76960: fileExists command.
May 10 2016, 8:14 AM · Arma 3
AgentRev added a comment to T76830: Trucks cargo hold (weapons/magazines/items) is too small: It's identical to quadbikes and less than MRAPs..

I really don't know what purpose did this serve in the end, except being a placebo. The number of weapons/magazines/items a vehicle can hold is not defined by the "transportMax" values, but rather "maximumLoad". If maximumLoad is not defined, then the vehicle can hold a total item mass of 1000.

This is really stupid, because trucks have a maximumLoad of 1000, while crates have 2000. The large airdrop supply crates have exactly the same maximumLoad as the smallest ammobox, which is 2000.

Here are my thoughts:

  • All ground military vehicles should have a maximumLoad of at least 3000
  • Military trucks should have 3000 for fuel ones, at least 5000 for the others, up to 10000 for the HEMTT Box and the likes
  • Civilian vehicles should be between 1000 and 5000, like: Quadbike = 1000, Hatchback = 1500, SUV = 2500, Offroad = 3000, Transport Van = 4000, Boxer Van = 5000
  • Airdrop supply crates (i.e. "B_supplyCrate_F") should have at least 3000
  • Normal ammo crates should stay at their current value of 2000

For reference, an empty Assault Pack has a mass of 20, and a First Aid Kit has a mass of 8.

I think the "transportMax" values are only kept in for backward compatibility, but Arma 3's mass-based inventory system does not seem to use them at all.

May 10 2016, 8:10 AM · Arma 3
AgentRev added a comment to T76624: Introduce a Reload EventHandler.

7:Object - Container into which the magazine being removed from the weapon is going to be transferred (objNull if mag is null or empty)
8:Object - Container from which the magazine being reloaded into the weapon originates

May 10 2016, 8:04 AM · Arma 3
AgentRev added a comment to T76624: Introduce a Reload EventHandler.

3:String - Magazine class being removed from the weapon
4:String - Magazine class being reloaded into the weapon
5:Number - Ammo in magazine being removed from the weapon
6:Number - Ammo in magazine being reloaded into the weapon

May 10 2016, 8:04 AM · Arma 3
AgentRev added a comment to T76622: Allow setAmmo to set more than max for magazine.

Hell, that's quite a clever one :)

May 10 2016, 8:04 AM · Arma 3
AgentRev added a comment to T76622: Allow setAmmo to set more than max for magazine.

Aaaah, clever :)

The only problem I see is that catching when a unit reloads is a bit hard, see this for more info: http://forums.bistudio.com/showthread.php?173330

May 10 2016, 8:04 AM · Arma 3
AgentRev added a comment to T76622: Allow setAmmo to set more than max for magazine.

What purpose do you need that for?

May 10 2016, 8:04 AM · Arma 3
AgentRev added a comment to T76620: getHit command.

Awesome!

May 10 2016, 8:04 AM · Arma 3
AgentRev added a comment to T76620: getHit command.

The get/setVariable method for storing selection damage isn't even viable, since the values become incorrect if someone repairs the vehicle using a toolkit, or if setDamage is called on the vehicle, not to mention you have to "setVariable true" them in case the locality of the vehicle changes.

May 10 2016, 8:04 AM · Arma 3
AgentRev edited Steps To Reproduce on T76620: getHit command.
May 10 2016, 8:04 AM · Arma 3
AgentRev edited Steps To Reproduce on T76503: Boats still make water sounds when out of the water.
May 10 2016, 8:02 AM · Arma 3
AgentRev added a comment to T76457: Duplicating Items with team mates..

Ibanez, that has nothing to do with Arma 3's duping bugs, which are related to network sync, when 2 players try to take the same item from the same storage container at the very same moment, or items getting duped by the engine when taking them from corpses.

The Epoch exploit you are pointing out is an issue strictly related to the player saving mechanism, where somebody puts one or more items in a container, quickly unplugs network cable, aborts mission, replugs network cable, then rejoins, and hopes that there are now 2 copies of said item(s) due to his player inventory being restored to its previous state.

This is easily fixable in Arma 3 missions with player saving: force-sync inventory whenever the "Put" and "Take" events fire. Case closed.

May 10 2016, 8:01 AM · Arma 3
AgentRev added a comment to T76457: Duplicating Items with team mates..

The issue is definitely there, but it can take a few tries to succeed. The 2 players need to be continuously right-clicking the item when it's on the ground, and if succeeding at taking it it, immediately put it back on the ground and continue right-clicking it.

After a minute of doing so, the player for which the GroundWeaponHolder is remote should have multiple copies of the item.

It is also possible to do it by having someone open your backpack and try to take an item while you continuously move it between the ground and your backpack.

Sometimes the item will be successfully taken by the second player without duping it, in which case he must put it back in the container to try again.

I think it might have to do with ping, as the duping most likely occurs during the very small time window after which player 1 has removed the item, but the change has not yet reached player 2 before he tries to take it too.

I was able to do it moderately well on a dedi with 100ms ping for both me and the other player.

May 10 2016, 8:00 AM · Arma 3
AgentRev added a comment to T76457: Duplicating Items with team mates..

What I think is happening inside the engine:

Player tries to take item from remote container; engine puts it in his inventory, and sends a delete request to the remote container.

What it should be doing instead:

Player tries to take item from remote container; engine sends check request to the remote container; remote container receives the request, if item still available then set mutex lock on it, and send authorization back to player; player receives authorization, if positive then put item into inventory and send delete request to the remote container.

Long story short, it's most likely a mutex problem.

May 10 2016, 8:00 AM · Arma 3
AgentRev added a comment to T76449: weaponDisassembled event handler would be more useful if it provided a parameter pointing to the static weapon.

A simple script command like "disableWeaponDisassembly" would be the most appropriate. Global effect, of course.

May 10 2016, 8:00 AM · Arma 3
AgentRev edited Steps To Reproduce on T76386: addBackpackCargo commands should return backpack object instead of nothing.
May 10 2016, 7:59 AM · Arma 3
AgentRev edited Steps To Reproduce on T76367: 30Rnd .45 ACP Vermin Tracer Mag doesn't shoot tracers.
May 10 2016, 7:58 AM · Arma 3
AgentRev added a comment to T76363: A-164 Cannon sound persists after done firing.

This isn't a sound issue. Even if you click for just a split second, the cannon fires at least 10 rounds, it's probably intended.

May 10 2016, 7:58 AM · Arma 3
AgentRev added a comment to T76362: Clicking before each gunshot.

It's called preloading lag.

May 10 2016, 7:58 AM · Arma 3
AgentRev added a comment to T76273: removeAllSecondaryWeaponItems and removeSecondaryWeaponItem MISSING.

I noticed that as well, although it can only affect addons, as there are currently no secondary weapon items in vanilla A3.

Are you working on a player saving system?

May 10 2016, 7:56 AM · Arma 3
AgentRev added a comment to T76040: Give the Slammer UP a 120mm Cannon and rename it "M2A4 Slammer TUSK".

I'd say, remove the Slammer UP altogether, and add the commander gun to the regular Slammer.

May 10 2016, 7:50 AM · Arma 3
AgentRev edited Steps To Reproduce on T76016: Disabling user input while player looking around causes unit to spin.
May 10 2016, 7:50 AM · Arma 3
AgentRev added a comment to T75891: Player body disappears (sinks into the ground) when player leaves to the lobby with disabledAI = 1; even when they are dead..

@George: What do you mean by "server event"? Are you referring to the "onPlayerDisconnected" script command?

May 10 2016, 7:47 AM · Arma 3
AgentRev added a comment to T75891: Player body disappears (sinks into the ground) when player leaves to the lobby with disabledAI = 1; even when they are dead..

@Killzone_Kid: https://github.com/A3Wasteland/ArmA3_Wasteland.Altis/commit/32882b84e59ee50940c66969196cfecc9d1a143b

It always works correctly in a LAN lobby created in-game, but not so much from a dedi.

May 10 2016, 7:47 AM · Arma 3
AgentRev added a comment to T75891: Player body disappears (sinks into the ground) when player leaves to the lobby with disabledAI = 1; even when they are dead..

@Killzone_Kid: Nvm, it was because of a premature exitWith, all is good now.

May 10 2016, 7:47 AM · Arma 3
AgentRev added a comment to T75891: Player body disappears (sinks into the ground) when player leaves to the lobby with disabledAI = 1; even when they are dead..

@Killzone_Kid: Yep that's how I fixed it, however if a player crashes while on a dedicated server, sometimes the EH doesn't seem to trigger for an unknown reason... In other words, kill arma3.exe, rejoin, and you might just find your stuff on the ground.

May 10 2016, 7:47 AM · Arma 3
AgentRev added a comment to T75891: Player body disappears (sinks into the ground) when player leaves to the lobby with disabledAI = 1; even when they are dead..

Following today's update, I'm very glad that corpses now stay where they are when players leave.

However, I'm not so glad that the server now creates a corpse containing your full gear when you leave the game while alive.

This creates a major duping exploit if you have any form of inventory saving on your server.

We need an option in description.ext to turn off corpse spawning on leave.

May 10 2016, 7:47 AM · Arma 3
AgentRev added a comment to T75757: Gun sounds from distant player with enableSimulation false are played at full volume.

enableSimulationGlobal is unrelated, as my objective is to run it on a local level for all remote entities, units included.

But, it is certainly not a "major" issue.

May 10 2016, 7:43 AM · Arma 3
AgentRev edited Steps To Reproduce on T75757: Gun sounds from distant player with enableSimulation false are played at full volume.
May 10 2016, 7:43 AM · Arma 3
AgentRev added a comment to T75733: ARMEX sign doesn't obscure the lightshaft effect.

Is that a dinosaur head I see in the shadow?

May 10 2016, 7:43 AM · Arma 3
AgentRev added a comment to T75723: #Include crashes game and/or preprocessor fails to resolve file paths properly.

You should change the title, as the crashing in itself is intended; what doesn't work properly is most likely the path resolving.

May 10 2016, 7:43 AM · Arma 3
AgentRev added a comment to T75427: Using deleteVehicle on a Object / Entity Causes a Crash To Desktop..

A game crash is usually global to Arma 3, unless it's extension-related, which is not the case with this issue.

May 10 2016, 7:36 AM · Arma 3
AgentRev added a comment to T75427: Using deleteVehicle on a Object / Entity Causes a Crash To Desktop..

Just a little note, the crash is specific to when simulation is disabled on the container being deleted.

May 10 2016, 7:36 AM · Arma 3
AgentRev added a comment to T75427: Using deleteVehicle on a Object / Entity Causes a Crash To Desktop..

Disable simulation on the object, open its inventory, and have a delayed script delete it while the inventory is still open.

May 10 2016, 7:36 AM · Arma 3
AgentRev added a comment to T74669: Scripting Requests from VBS Hub.

I agree with Pennyworth. Having to use a while true loop to catch vehicle changes is downright stupid.

May 10 2016, 7:17 AM · Arma 3
AgentRev added a comment to T74669: Scripting Requests from VBS Hub.

related: http://feedback.arma3.com/view.php?id=18261

May 10 2016, 7:17 AM · Arma 3
AgentRev added a comment to T74387: Extend configfile per mission.

Related to #15079

May 10 2016, 7:10 AM · Arma 3
AgentRev added a comment to T73645: Scripting Command: addMagazineCargoEx for Bullet Counts.

Thank you grandmaster japa, you da best :)

May 10 2016, 6:47 AM · Arma 3
AgentRev added a comment to T73645: Scripting Command: addMagazineCargoEx for Bullet Counts.

I say they need a dedicated group of employees to keep a regular look on more technical categories of the tracker, like Scripting, Engine, Config, Inventory, etc...

I mean, there are many, many issues in those categories that have not been marked as acknowledged or reviewed, which means to me they didn't even read them. At least, if they do read all of them, then it would be great if they would indicate they reviewed it.

Let's just hope that since the campaign is now done, the bug tracker might receive more attention.

May 10 2016, 6:47 AM · Arma 3