The fix on dev seems to work, whatever it is. Tested with 1, 10, 1000 and 1e6. Also checked for bias in the last value, seems fine.
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Mar 14 2024
Mar 8 2024
Much faster repro by abusing isNil. Typically generates the fail case well within a minute:
[] spawn { private _attempt = 0; private _nohit = true; while {_noHit} do { systemChat str _attempt; isNil { for "_i" from 1 to 100000 do { if (floor random 1000 == 1000) exitWith { systemChat "hit"; _noHit = false; }; }; }; _attempt = _attempt + 100000; }; };
The floor doesn't make a difference to the result (FP won't report a normalized value as equal unless the bits match) but was added on request.
Nov 28 2023
Maybe wouldn't be necessary if there was a reasonably fast way to subtract large arrays. But there isn't. Would like a bulk hashmap deletion method at least.
Jul 29 2023
Nov 27 2022
@mickeymen Is this a language problem? "non-zero" means "not zero". The behaviour for zero completion radius is fine. The behaviour for non-zero completion radius is not.
Nov 24 2022
TL;DR: Setting a small non-zero completion radius massively increases the completion radius for air vehicles.
Nov 23 2022
Created a test mission to demonstrate the new bug with aircraft/heli completion radius. Instructions: Run it, hit zeus and map. Watch.
Sep 26 2022
@BIS_fnc_KK I'm watching the results in Zeus, although the waypoints were editor-placed. The shorter radii are... very approximate as these helis are quick, but the 1km/500m distances should be pretty accurate. I used a two-waypoint route to make sure that it's not just a visual waypoint removal.
Sep 24 2022
Replicated this in the editor. It looks like when you give vehicles non-zero completion radius values, it caps them to a type-dependent minimum. However, this minimum seems to be 10x higher than the normal type completion radius for air vehicles. Tested cases:
Sep 5 2022
Fine with the fleeing restriction personally, and I look forward to testing the update. I would have thought that allowFleeing 0 was appropriate for any use case where you wanted to be stricter about following waypoints.
Sep 3 2022
Doesn't work with AI land or air vehicles either, IME. They just use their default type-dependent completion radius (which they don't always reach, separate issue) and ignore the command.
Jul 29 2022
Same issue: Mi-2 AI crew won't fire any weapons except the door guns, and seem to have trouble flying in general. Armed UH-1s are fine.
Jul 20 2022
Added a couple of trivial example missions with Altis and CamLaoNam bridges. Just start the mission and watch. Quad bike swerves violently to the right, about 2/3 of the way across each bridge.
Jul 10 2022
Mar 10 2022
@Tenshi Initial testing with the 32-bit version on the profiling branch suggests that the resolution was successful.
Mar 9 2022
Managed to get a couple more mdmp files from the 32-bit client:
Apparently I need an .mdmp file but it's not generating them locally for some reason. Will try to get one from another machine.