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May 20 2016

Master85 updated the task description for T79077: Implement some sort of findNext command.
May 20 2016, 3:40 PM · Arma 3

May 10 2016

Master85 edited Steps To Reproduce on T79431: add source to _this variable of addPublicVariableEventHandler.
May 10 2016, 9:21 AM · Arma 3
Master85 added a comment to T79077: Implement some sort of findNext command.

those commands are quite nice but they all involve copying/modifiying the source array, introducing overhead and messing up the indices (e.g. the indices are relative to the new paritally array)
so I think having a findNext command would be still an advantage

May 10 2016, 9:09 AM · Arma 3
Master85 edited Steps To Reproduce on T79077: Implement some sort of findNext command.
May 10 2016, 9:09 AM · Arma 3
Master85 added a comment to T79046: [DEV 1.29.127101] All *visual scripting commands do not work anymore!.

looks like they got renamed to visible...
e.g. visibleModelToWorld, visibleGetDir, visibleVectorUp, ...

May 10 2016, 9:08 AM · Arma 3
Master85 added a comment to T78338: Launcher isn't displayed completely.

I think the problem is related to non-standard DPI - I've set the scaling in Windows to 125%.
Probably the width and height of the launcher (saved to the .config file) needs to be scaled by the DPI of the system as described in part 2 subitem 3. at http://msdn.microsoft.com/en-us/library/windows/desktop/dd370994%28v=vs.85%29.aspx#part2

May 10 2016, 8:49 AM · Arma 3
Master85 added a comment to T78338: Launcher isn't displayed completely.

Happens for me all the time, too.
After deleting the launcher config at
C:\Users\<username>\AppData\Local\Bohemia_Interactive\arma3launcher.exe_Url_<someRandomText>
the launcher starts with the correct size but the next time it's showing up broken again.

May 10 2016, 8:49 AM · Arma 3
Master85 added a comment to T77971: Improvement on the BIS_fnc_arrayShuffle.

was too slow with writing - posting it anyway:

@KK:
your version of the shuffle can't be compared to the other ones:

  1. you're not using BIS_fnc_param to check the input
  2. you're not making a copy
  3. your version doesn't create an uniform distribution - not even slightly, some permutations aren't possible at all

10000 runs of [0,1,2] call KK_fnc_arrayShuffle (+ array copy):
permutaton - #
[0,1,2] - 0
[0,2,1] - 3714
[1,0,2] - 2577
[1,2,0] - 0
[2,0,1] - 0
[2,1,0] - 3709

@neokika & JSharpe:
any specific reason for using that forEach-loop for copying instead of "+" (https://community.bistudio.com/wiki/plus_a)?

@JSharpe:
In your blog post you wrote that you're using the modern version of Fisher-Yates shuffle algorithm - you aren't exchanging the 2 elements.

2 implementations:

  1. Modern version of Fisher-Yates shuffle algorithm

MR85_fnc_modernShuffle =
{

private["_array", "_result", "_index", "_tmp"];
_array = [[_this], 0, [], [[]]] call BIS_fnc_param;
_result = +_array;
for "_i" from (count _result-1) to 1 step -1 do
{
    _index = floor random (_i + 1);
    _tmp = _result select _i;
    _result set [_i, _result select _index];
    _result set [_index, _tmp];
};
_result

}

  1. The "inside-out" algorithm as described on the wikipedia (without that i!=j check which hurts more than it helps performancewise)

MR85_fnc_insideOutShuffle =
{

private["_array", "_result", "_index"];
_array = [[_this], 0, [], [[]]] call BIS_fnc_param;
_result = [];
_result resize (count _array);
for "_i" from 0 to (count _array -1) do
{
    _index = floor random (_i + 1);
    _result set [_i, _result select _index];
    _result set [_index, _array select _i];
};
_result

}

May 10 2016, 8:39 AM · Arma 3
Master85 added a comment to T77911: implement scripting command "b:STRING select SCALAR".

getting a substring command was the plan - was preparing a feature ticket for "b:ARRAY select ARRAY"
with a syntax similar to the extended slicing syntax of python

but I think extending the select command for usage with strings would be quite handy anyway - and the same syntax is available in o2script

May 10 2016, 8:38 AM · Arma 3
Master85 edited Steps To Reproduce on T77911: implement scripting command "b:STRING select SCALAR".
May 10 2016, 8:38 AM · Arma 3
Master85 edited Steps To Reproduce on T77778: scrollbar of tree control doesn't move when the control is moved.
May 10 2016, 8:34 AM · Arma 3
Master85 added a comment to T77220: Opening the GUI Editor spams the .rpt.

01-07-2014
EXE rev. 125563
Fixed: RscTextCheckBox spam in RPT when opening GUI editor

can confirm fix in today's dev branch update

May 10 2016, 8:21 AM · Arma 3
Master85 edited Steps To Reproduce on T77219: Allow adding rscTree Controls by the GUI Editor.
May 10 2016, 8:21 AM · Arma 3
Master85 edited Steps To Reproduce on T77220: Opening the GUI Editor spams the .rpt.
May 10 2016, 8:21 AM · Arma 3
Master85 added a comment to T76881: curatorObjectDeleted entity always null.

some guesswork:
At some point - probably after the eventhandler code has finished or in the next frame - the object gets deleted and all object references return null.
You're using execVM to execute "objectDeleted.sqf", i.e. it gets executed in scheduled space, so it's possible that its execution gets delayed and the object reference returns null.
Try to stay in unscheduled space (i.e. call your script) or pass a value (e.g. a string) and not an object reference to your spawned/execVM'ed script.

May 10 2016, 8:12 AM · Arma 3
Master85 added a comment to T76804: wp waypointAttachObject objectId is not working.

added a repro mission: waypointAttachObject_bug.Stratis.zip
wp is a waypoint.
use addactions to execute the 2 different syntaxes

  1. wp waypointAttachObject 66220
  2. wp waypointAttachObject ((waypointPosition wp) nearestObject 66220)

check the hint for the result of "waypointAttachedObject wp"

May 10 2016, 8:10 AM · Arma 3
Master85 added a comment to T76804: wp waypointAttachObject objectId is not working.

still valid, tested with DEV 1.23.125330

May 10 2016, 8:10 AM · Arma 3
Master85 added a comment to T76804: wp waypointAttachObject objectId is not working.

There's probably a similair issue with triggerAttachObject (#15750).
But there's no alternative syntax (object as 2nd argument) available.

May 10 2016, 8:09 AM · Arma 3
Master85 edited Steps To Reproduce on T76804: wp waypointAttachObject objectId is not working.
May 10 2016, 8:09 AM · Arma 3
Master85 added a comment to T76638: Can't connect to server even without mods.

it's probably the signature verification, which is enabled on about 60% of the servers

according to your .rpt file you've got 2 files loaded which aren't part of the default arma 3 install (at least not part of my install)

without any warranty - if your pc explodes it's not my fault:
1.) remove (backup/move them somewhere outside of your arma 3 install)

C:\Program Files (x86)\Steam\steamapps\common\Arma 3\dta\languagecore.pbo
C:\Program Files (x86)\Steam\steamapps\common\Arma 3\dta\languagecore_h.pbo

2.) verify your arma 3 install with steam
3.) try to connect to some servers

May 10 2016, 8:05 AM · Arma 3
Master85 added a comment to T76617: cbChecked always returns false.

cbChecked and cbSetChecked is for the new checkboxes (type = 77).

for the (old) textual checkboxes (type = 7) use https://community.bistudio.com/wiki/ctrlChecked and https://community.bistudio.com/wiki/ctrlSetChecked

May 10 2016, 8:04 AM · Arma 3
Master85 edited Steps To Reproduce on T76514: Add new commands for getting and setting text cursor position in EditBox dialog controls.
May 10 2016, 8:02 AM · Arma 3
Master85 added a comment to T76514: Add new commands for getting and setting text cursor position in EditBox dialog controls.

ok, I've added a picture and some text to clarify my request.

May 10 2016, 8:02 AM · Arma 3
Master85 added a comment to T75785: Add a way to get all objects attached to one (both directions!).

since 1.14 available:
https://community.bistudio.com/wiki/attachedObjects
https://community.bistudio.com/wiki/attachedTo

May 10 2016, 7:44 AM · Arma 3
Master85 edited Steps To Reproduce on T70988: AI convoy driving at Stratis Air Base game crash.
May 10 2016, 5:31 AM · Arma 3
Master85 added a comment to T66539: Unable to get setWaypointHousePosition to work.

The command itself is working fine here.
The issue is most likely because of partly broken syntax of waypointAttachObject (#18445).

May 10 2016, 2:45 AM · Arma 3
Master85 added a comment to T63099: Mines Cannot be Spawned Using a Script.

use createMine for mines
http://community.bistudio.com/wiki/createMine

May 10 2016, 12:29 AM · Arma 3