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May 10 2016

madbull edited Steps To Reproduce on T80058: BIS_fnc_saveInventory does not save the magazines ammo count.
May 10 2016, 9:41 AM · Arma 3
madbull edited Steps To Reproduce on T79667: enableRopeAttach has no effect on lifter.
May 10 2016, 9:29 AM · Arma 3
madbull edited Steps To Reproduce on T79497: Command enablePersonTurret not exist on stable 1.32.
May 10 2016, 9:23 AM · Arma 3
madbull edited Steps To Reproduce on T79345: Command playScriptedMission doesn't work.
May 10 2016, 9:17 AM · Arma 3
madbull added a comment to T79345: Command playScriptedMission doesn't work.

On the VBS wiki, the command has a 4th argument :
https://resources.bisimulations.com/w/index.php?title=playScriptedMission

This argument is accepted by the Arma engine as an optional value. But still not working if set to true.

May 10 2016, 9:17 AM · Arma 3
madbull added a comment to T79345: Command playScriptedMission doesn't work.

Find only one occurence of this command in the whole Arma 3 addons :
In Addons\ui_f\a3\ui_f\scripts\startCredits.sqf (in Arma 3\Addons\ui_f.pbo)

Limnos island ? Seems old stuff.
Did not success to use/modify the script.

disableSerialization;

private ["_idd", "_display"];
_idd = getNumber(configFile >> "RscDisplayOptions" >> "idd");
_display = findDisplay _idd;
_display closeDisplay 2;

  • spawn

{
sleep 0.005;
playScriptedMission ["limnos", {private ["_handle"]; _handle = execVM "\A3\missions_f\data\scenes\credits1\init.sqf"}, configFile >> "CfgMissions" >> "Cutscenes" >> "Credits"];
};

May 10 2016, 9:17 AM · Arma 3
madbull added a comment to T79203: KeyDown UI event handler does not provide correct code for key combination (only single key press).

Repro code of my previous note :

Bind the MiniMapToggle to a single key and a combo key.

Use these keys on the game display (46) :

> The single key is working for actionKeys and inputAction.

> The combo key is NOT working for actionKeys. BUT working for inputAction.

Open the main map (display 12) and do the same test :

> The single key is working for actionKeys. BUT NOT working for inputAction.

> The combo key is NOT working for actionKeys NOR inputAction.

(findDisplay 46) displayAddEventHandler ["KeyDown",
{
systemChat format
[

		"GAME DISPLAY => INPUT : %1 @ KEYS : %2",
		inputAction "MiniMapToggle" > 0,
		(_this select 1) in actionKeys "MiniMapToggle"

];
false
}];
(findDisplay 12) displayAddEventHandler ["KeyDown",
{
systemChat format
[

		"MAP DISPLAY => INPUT : %1 @ KEYS : %2",
		inputAction "MiniMapToggle" > 0,
		(_this select 1) in actionKeys "MiniMapToggle"

];
false
}];

May 10 2016, 9:13 AM · Arma 3
madbull added a comment to T79203: KeyDown UI event handler does not provide correct code for key combination (only single key press).

Problem confirmed.

  1. actionKeys not reliable :

actionKeys can not be used for key combos :

actionKeys "MiniMapToggle" => [39, 4.86539e+008]
39 => ";"
4.86539e+008 <=> "Ctrl + M"

I presume the value contains a binary codification for Ctrl/Alt/Shift. We need at least the scheme of codification on the Biki to handle with it.

  1. Non working solution :

Using (inputAction "MiniMapToggle" > 0) in the KeyDown event handler is not reliable.
If a dialog is opened (like the main map), the value returned by this command is most of time equal to 0.

May 10 2016, 9:13 AM · Arma 3
madbull added a comment to T79144: [CLOSABLE as duplicate] Line break not possible in edit field with <i>style = 16</i>.

Duplicate of http://feedback.arma3.com/view.php?id=12651
:)

It would be really great to have this control working as expected (multi line text field).

May 10 2016, 9:11 AM · Arma 3
madbull added a comment to T78359: BIS_fnc_setHeight make engine crash on high altitude.

Crash confirmed on Win7 64bits.
It is not directly linked to BIS_fnc_setHeight but to the setPos* commands.

On my computer crashed appears for player's altitude equals to 1000000000000 or 10000000000000.
Just before the CTD, arma3.exe uses all the available memory (4GB).

May 10 2016, 8:49 AM · Arma 3
madbull added a comment to T77946: AI walk through setPos'd static objects [repro mission].

Great news :)
Thanks

May 10 2016, 8:39 AM · Arma 3
madbull added a comment to T77946: AI walk through setPos'd static objects [repro mission].

Hello oukej,

To help us planning some coming community's development : what does mean this status "reviewed" ?
It means "will not be solved" ?

Thanks.

May 10 2016, 8:39 AM · Arma 3
madbull added a comment to T77946: AI walk through setPos'd static objects [repro mission].

Here is a method to force the Arma engine to take into account de setPos'd static object for the AI pathfinding :

It is a code to be executed on each computer. It creates a helipad at the exact same position than the setPos'd object.
It is a trick to force the Arma engine to run its routine which updates the obstacles for AI pathfinding.
I tested it long time and it works, even in multiplayer.

// Force to take into account the obstacles for AI pathfinding (to be executed on each computer)
if (_object isKindOf "Static") then
{
_object spawn
{

		/*
		 * First helipad is to get the exact reference position of the object.
		 * 
		 * Second helipad will cause the execution of the engine's routine
		 * updating the pathfinding obstacles for this position.
		 */
		private ["_helipad1", "_helipad2"];
		sleep 0.7;
		_helipad1 = "Land_HelipadEmpty_F" createVehicleLocal (getPosATL _this);
		_helipad1 attachTo [_this, [0,0,0]];
		sleep 0.3;
		_helipad2 = "Land_HelipadEmpty_F" createVehicleLocal (getPosATL _helipad1);
		_helipad2 setPosASL getPosASL _helipad1;
		sleep 1;
		detach _helipad1;
		deleteVehicle _helipad1;
		deleteVehicle _helipad2;

};
};

May 10 2016, 8:39 AM · Arma 3
madbull added a comment to T77946: AI walk through setPos'd static objects [repro mission].

Hello oukej,

Thanks for the clarification about "reviewed" and "acknowledged" :) It was not clear for me.

About the reported issue, here is a suggestion :

I assume there is an engine's function that update a data structure which contains all the
"Static" obstacles for AI path finding.
As you said, this function is probably called after the mission init to take into account the setPos in object's init lines.

If I'm right, maybe adding a SQF scripting command named "commitStaticObstacles", which calls the engine's function should be a very nice solution :)
So we can choose (on SQF-side) to update the data structure when the update should be needed.
(The command has local effect and takes no argument.)

Regards

May 10 2016, 8:39 AM · Arma 3
madbull edited Steps To Reproduce on T77946: AI walk through setPos'd static objects [repro mission].
May 10 2016, 8:39 AM · Arma 3
madbull added a comment to T77569: Missing of scripting command : damageAllowed object.

@Killzone_Kid :
I had two different needs about the invulnerability :

  • Be invulnerable when a condition NOT depending of the future damage events is true -> I succeed easily with allowDamage
  • Compute a condition depending of the damage event context to know if the current Damage Event has to be ignored -> I succeed hardly with HandleDamage EH.

The two needs have been fullfilled. So I'm personnaly OK :)
The first need is not perfect because doing "allowDamage true" at the end may do vulnerable an object which has been set invulnerable by another script or by the mission maker.
The second need was hard due to the getHit missing but never mind.
I used some tricks and it is not 100% perfect.

@SilentSpike :

Couldn't you use the setVariable command when changing the damage allowance in the provided example?

Of course if there is only my script running on Arma. But we need the command to ensure compatibility between other scripts and with the mission maker choices in the initialization line (if he adds "allowDamage false" on specific objects).

May 10 2016, 8:29 AM · Arma 3
madbull added a comment to T77569: Missing of scripting command : damageAllowed object.

Note :
Using (then removing) the event handler HandleDamage to return 0 is not a viable solution.
Because returning 0 doesn't only make it invulnerable, but also do a "setDamage 0".
In addition, the missing of the "getHit" command makes difficult/impossible to keep the health status properly.

May 10 2016, 8:29 AM · Arma 3
madbull added a comment to T77569: Missing of scripting command : damageAllowed object.

Thanks for your comments. I'm agree for the command name, isDamageAllowed is clearer.

Although I personally don't see the need for such command

What do you suggest ? :) You have a better solution to make temporary an object indestructible (without "corrupting" its current damage state) ?

May 10 2016, 8:29 AM · Arma 3
madbull edited Steps To Reproduce on T77569: Missing of scripting command : damageAllowed object.
May 10 2016, 8:29 AM · Arma 3
madbull added a comment to T76699: AI Pathfinding Issues [PRIMARY REPORT].

Related to : AI walk through setPos'd static objects [repro mission]
http://feedback.arma3.com/view.php?id=19588

May 10 2016, 8:06 AM · Arma 3
madbull added a comment to T76620: getHit command.

It works good. Thanks.

It if can help, here is how to ignore damage on a specific condition.
When selection is empty, we need to use the command "damage.

_unit addEventHandler ["HandleDamage",
{
private ["_unit", "_selection", "_damage", "_source"];

_unit = _this select 0;
_selection = _this select 1;
_damage = _this select 2;
_source = _this select 3;

if (<CONDITION WHEN NOT TAKE INTO ACCOUNT DAMAGE>) then
{

		if (_selection == "") then
		{
			damage _unit // No selection, return previous damage value
		}
		else
		{
			_unit getHit _selection // Return previous getHit value
		};

}; // No "else", returning no value will let other event handlers handle the damage
}];

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

Great :)

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

This command is absolutely needed to work with HandleDamage EH.

EDIT : I see some people making their own "gethit" implementation using set/getVariable on the unit.
But we still need the command !

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

Unfortunately, you are absolutely right :(
This is not a viable solution.

May 10 2016, 8:04 AM · Arma 3
madbull added a comment to T76514: Add new commands for getting and setting text cursor position in EditBox dialog controls.

The request is not about setting the mouse position on the screen, but to set/get the cursor char position in the string entered in a text control.

This feature will be great. It will allow to finish my "multi line text editor" implementation requested here : http://feedback.arma3.com/view.php?id=12651

May 10 2016, 8:02 AM · Arma 3
madbull added a comment to T76449: weaponDisassembled event handler would be more useful if it provided a parameter pointing to the static weapon.

WeaponDisassembled and cursorTarget in R3F Logistics :

player addEventHandler ["WeaponDisassembled",

			{
				private ["_objet"];
				
				_objet = cursorTarget;
				
				if (!isNull _objet && {!isNull (_objet getVariable ["R3F_LOG_est_deplace_par", objNull])}) then
				{
					_objet setVariable ["R3F_LOG_est_deplace_par", objNull, true];
				};
			}];
May 10 2016, 8:00 AM · Arma 3
madbull added a comment to T76449: weaponDisassembled event handler would be more useful if it provided a parameter pointing to the static weapon.

Absolutely agreed.

WeaponDisassembled EH should passed the disassembled weapon as 4th paramter.
This missing creates a potentiel bug in my project.

Would be great to cancel the weapon disassembly by returning false.
Or in a smarter way : to disable the disassembly feature by : weapon setVariable ["BIS_disable_weapon_disassembly", true]

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

The command cursorTarget can be used to get the disassembled weapon.
It works only for the local player. And this not a safe way to retrieve it.

To work also for units different from player, commands like nearestObject could also be used. But this is a very unsafe way.

BIS, please add this 4th parameter.

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

I deduce that the event handler triggers after the weapon is disassembled

No, I thought too before testing it. But I succeed to retrieve the dismounted weapon with cursorTarget.
Maybe the near* commands don't work (too slow ?).

May 10 2016, 8:00 AM · Arma 3
madbull added a comment to T76445: Request for command "getArtillerySolutions".

Absolutely agreed with this remark :
"Then of course, a command to determine the current charge setting that is selected would be nice (and an indicator on the non-artillery computer UI)."

These two points are a missing.

May 10 2016, 8:00 AM · Arma 3
madbull added a comment to T76445: Request for command "getArtillerySolutions".

The command inRangeOfArtillery returns a boolean, not the firing angles.

I know the mathematics are not complex (I implemented it on A2), but we still need a scripting command because :

  • we can't easily/accurately know what is the selected shell's charge (close, far, extreme, ...) and its effect on ballistics
  • the implementation is much faster and already exists on the A3 engine side

The high or low trajectory don't really matter as long as the artillery is able to hit the target.

It matters. The flying time is very different (can be 10 sec low and 35 sec high).
The accuracy and impact angle is not the same too.

May 10 2016, 8:00 AM · Arma 3
madbull added a comment to T76445: Request for command "getArtillerySolutions".

Note : "direction high" and "direction low" will be always the same value with the arma ballistics.
But using this returned array format is more accurate and pratical (empty sub-array means "solution not exists").

May 10 2016, 8:00 AM · Arma 3
madbull edited Steps To Reproduce on T76445: Request for command "getArtillerySolutions".
May 10 2016, 8:00 AM · Arma 3
madbull added a comment to T76214: Please make it possible to load entire ammo crates into vehicles using the carrying handles..

Maybe try [R3F] Logistics ( http://makearmanotwar.com/entry/4DWDt4DY7i#.VFeUovmG98F ).
It is an external script, but maybe what you are seeking.

May 10 2016, 7:55 AM · Arma 3
madbull added a comment to T74244: Grenade/Smoke/Chemlight bugs with clear/add cargo to uniform/vest/backpack.

Thanks for your nice and hard work on the inventory thematics ;)

May 10 2016, 7:07 AM · Arma 3
madbull edited Steps To Reproduce on T74244: Grenade/Smoke/Chemlight bugs with clear/add cargo to uniform/vest/backpack.
May 10 2016, 7:07 AM · Arma 3
madbull added a comment to T73184: AI leader force player to disembark of vehicle.

Duplicate : http://feedback.arma3.com/view.php?id=6266

Sorry, I just found an existing ticket.
Didn't searsh with the good keyword.

May 10 2016, 6:31 AM · Arma 3
madbull edited Steps To Reproduce on T73184: AI leader force player to disembark of vehicle.
May 10 2016, 6:31 AM · Arma 3
madbull edited Steps To Reproduce on T72935: Missing of scripting commands for inventory.
May 10 2016, 6:25 AM · Arma 3
madbull added a comment to T72230: selectNoPlayer command doesn't work.

Confirmed with 0.77.109940
After using the commande, we keep the control of the unit.

May 10 2016, 6:07 AM · Arma 3
madbull added a comment to T72143: Introduce SkipRoleAssignment = 1; param into description.ext.

Any news about this kind of feature to launch quickly the mission to dev ?
I waste 10% of my time to load missions ! :)

May 10 2016, 6:05 AM · Arma 3
madbull added a comment to T71344: Soldiers will not fire on dangerous civilians.

Directly related to http://feedback.arma3.com/view.php?id=12756
(Duplicate)

May 10 2016, 5:43 AM · Arma 3
madbull added a comment to T71337: Inventory dialog could not detect mouse buttons beyond left and right..

Confirmed.
The problem concerns not only RscDisplayInventory but any dialog.

This is directly related to this ticket : http://feedback.arma3.com/view.php?id=12644

May 10 2016, 5:42 AM · Arma 3
madbull added a comment to T71150: Make the splendid camera rotation not be restricted by mouse at edge of screen.

Confirmed. It will be nice to have it.

Can be easily done by using "setMousePosition" in fn_camera.sqf :)

May 10 2016, 5:37 AM · Arma 3
madbull added a comment to T71146: drawIcon3D not rendered in camera without cameraEffectEnableHUD.

I finally found what is the exact problem.
It is not related to the dialog opened, but to camera view without using the command cameraEffectEnableHUD.

I put a mission file to show the difference with and without cameraEffectEnableHUD.

It is no more a matter for me, since using cameraEffectEnableHUD allow drawing icons in camera mode.

I don't know if it is a bug or a feature. But I think drawIcon3D and drawLine3D should have the same behavior.

May 10 2016, 5:37 AM · Arma 3
madbull added a comment to T71146: drawIcon3D not rendered in camera without cameraEffectEnableHUD.

Thx for this report KK,
You are right. The conditions to produce the problem are more complex.
I'm investigating on it and will update the ticket.

May 10 2016, 5:37 AM · Arma 3
madbull edited Steps To Reproduce on T71146: drawIcon3D not rendered in camera without cameraEffectEnableHUD.
May 10 2016, 5:37 AM · Arma 3
madbull edited Steps To Reproduce on T71010: Control CT_EDIT - ST_MULTI : Implement carriage return and tabulation.
May 10 2016, 5:32 AM · Arma 3
madbull added a comment to T71003: MouseButtonDown on dialog/control : mouse wheel not fired.

Updated : The problem is also available on the controls of a dialog.

May 10 2016, 5:31 AM · Arma 3
madbull edited Steps To Reproduce on T71003: MouseButtonDown on dialog/control : mouse wheel not fired.
May 10 2016, 5:31 AM · Arma 3
madbull added a comment to T67858: drawIcon3D won't use textures in the mission folder..

Nice one, thanks :) It will be very useful.

May 10 2016, 3:34 AM · Arma 3
madbull added a comment to T67858: drawIcon3D won't use textures in the mission folder..

Confirmed on 0.77.108982
Textures from mission can't be loaded. Only from addons.
Hope it will be changed.

May 10 2016, 3:34 AM · Arma 3
madbull added a comment to T66176: camSetDir command is bugged.

Problem confirmed. A discuss about here : http://forums.bistudio.com/showthread.php?153979-camSetDir-is-bugged-please-upvote

We can use setVectorDirAndUp (or setVectorDir) for 3D vector.
Or setDir for azimut angle.

May 10 2016, 2:30 AM · Arma 3
madbull added a comment to T64630: When a squad leader says "Disembark", it kicks me out of any stopped vehicle. Where is the choice?!?.

The problem still exists in the DEV branch.

Some additionnal info (like "move as driver") in my duplicate ticket : http://feedback.arma3.com/view.php?id=14825

May 10 2016, 1:31 AM · Arma 3
madbull added a comment to T63829: lineIntersectsWith not detecting infantry.

Problem still present on 0.75.108717
Waiting for a solution too.

May 10 2016, 1:00 AM · Arma 3
madbull added a comment to T63011: Cannot retrieve weapon items/vests/headgear/uniform/backpack from player immediately after death.

In 1.01.110097, most of inventory commands are still bugged/unavailable for a dead unit.
We have to implement weird, heavy and unreliable tricks to bypass this problem.

Hope it will be fixed.

May 10 2016, 12:26 AM · Arma 3
madbull added a comment to T62760: copyFromClipboard not returning anything..

Commands are disabled in MP :
[97106] Changed: copyFromClipboard now does nothing in MP, copyToClipboard does nothing in MP on clients.

http://forums.bistudio.com/showthread.php?140273-ARMA-2-OA-beta-build-97127-(1-62-MP-compatible-build-post-1-62-release)

Hope it will be enable back to allow import/export with community tools.

Summary and description should be updated.

May 10 2016, 12:14 AM · Arma 3