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Sep 24 2018

JiriWainar added a comment to T132812: test_EmptyObjectForBubbles - Suspending not allowed in this context.

Hi, the issue is in the test object itself. Code that throws the error comes from init event handler which doesn't allow code suspension and the code is called, so it doesn't changes and still doesn't allow code suspension.

Sep 24 2018, 4:59 PM · Arma 3

Aug 22 2018

JiriWainar added a comment to T126516: synchronizedObjects only works with "intelligent" objects.

Only entities with AIBrain can hold information about synchronization. From this presumption comes the limitation - you cannot connect 2 objects without AIBrain and that's also why in your case synchronizedObjects ai_unit works, but synchronizedObjects building does not. Checking the https://community.bistudio.com/wiki/synchronizedObjects there is clearly stated unit not object.

Aug 22 2018, 5:08 PM · Arma 3

Feb 19 2018

JiriWainar added a comment to T127741: Debug console not reporting error on LOCAL EXEC.

You are right. You need to change the content of the exec field to make the LOCAL EXEC recompile the code. But is it a real problem? Do you really need to get informed that there is still compilation error if you didn't modify the content of the exec field and just spam the button?

Feb 19 2018, 5:49 PM · Arma 3
JiriWainar added a comment to T127741: Debug console not reporting error on LOCAL EXEC.

Hi, there are several issues with your example:

  1. If you have the pause menu opened, then time is not running, so the execution will pause on the sleep command. You need to use uiSleep instead.
  2. Because of the typo in the command the syntax is wrong as game understands "sstemchat" is a global variable and as the result the code doesn't compile and you get an error.
Feb 19 2018, 3:52 PM · Arma 3

Dec 1 2017

JiriWainar added a comment to T127233: Arma 3 Recent Update - Server Errors.

Please try using "NONE" instead of "" and also please provide the revision of exe you are using.

Dec 1 2017, 10:39 AM · Arma 3

Nov 9 2017

JiriWainar added a comment to T127089: AISpawner garbage Collector Error.

The spawner module reads all needed data from config when it is initialized. If you later change the input variables, you will break it as the modified data will not be compatible with the data retrieved from configs.

Nov 9 2017, 11:01 AM · Arma 3

Nov 8 2017

JiriWainar added a comment to T126601: A-149 Gryphon problem with destroying FUEL.

Hi. The initial comment / bug report is not valid. You are supplying wrong input to setHit command.

Nov 8 2017, 2:24 PM · Arma 3

Oct 18 2017

JiriWainar added a comment to T126930: addAction selections does not support "door_x_trigger".

Update: Command should already be fixed in dev. exe. Next version of retail exe (Tac-Ops DLC release) should have it fixed.

Oct 18 2017, 4:11 PM · Arma 3
JiriWainar added a comment to T126930: addAction selections does not support "door_x_trigger".

Hi, what's the revision of the exe, you are using? I cannot reproduce the issue, it works as described on the community wiki.

Oct 18 2017, 2:48 PM · Arma 3

Oct 17 2017

JiriWainar added a comment to T126930: addAction selections does not support "door_x_trigger".

Hi there. Actions cannot be added to memory points by script not can they be added via object config.

Oct 17 2017, 6:19 PM · Arma 3

Oct 4 2017

JiriWainar added a comment to T126799: Modifying a Global Variable can impact other Global Variables.

Arrays are referenced as pointers. If you do _array2 = _array1; both variables will contain reference to the same array. That's why if you change _array1 you will see change in _array2 and vice versa.

Oct 4 2017, 11:04 AM · Arma 3

Jul 10 2017

JiriWainar added a comment to T126142: Private variable in a function is overwritten if a function returns a value with same private variable name..

The behavior is correct, examples are flawed. The name of returned variable is not important, problem is in how you work with script/variable scopes.

Jul 10 2017, 2:41 PM · Arma 3

Mar 6 2017

JiriWainar added a comment to T123456: child task will not close out when parent succeeds..

Hi there. Thanks for the repro mission, I checked it. The script commands you are using there provide basic functionality over simpleTasks. It is absolutely OK, if you use them directly. This way you get full control over your tasks, but also full responsibility over everything else, like is synchronization in MP or the above mentioned automated handling of child tasks according parent task state.

Mar 6 2017, 5:30 PM · Arma 3

Sep 19 2016

JiriWainar added a comment to T120137: [DEV] Revive System not processing onPlayerKilled.sqf correclty.

Thanks for the feedback. I will check the issue with onPlayerKilled.sqf and I look at the JIP issue. Thanks for the repro mission.

Sep 19 2016, 11:16 AM · Arma 3

Jun 29 2016

JiriWainar added a comment to T116937: BIS Task functions broken since EDEN.

Fixed in functions_f.ebo rev. 102287 or higher.

Jun 29 2016, 2:58 PM · Arma 3

May 10 2016

JiriWainar added a comment to T85260: BIS_fnc_deleteTask not working.

Thanks for the report. The fix will be published to dev. build today.

May 10 2016, 12:32 PM · Arma 3
JiriWainar added a comment to T85174: fn_setTaskLocal.sqf has error on line 175.

You are welcome.

May 10 2016, 12:28 PM · Arma 3
JiriWainar added a comment to T85174: fn_setTaskLocal.sqf has error on line 175.

There is no initialization needed. If you call the bis_fnc_taskCreate on server with proper attributes, the task frameworks should create the individual (local) task on every valid client.

In your example, you call it with owner being true, which means the task should be created on every client.

To ensure the bis_fnc_taskCreate is executed from server, try for example put it into the missions init.sqf and frame it into the isServer condition:

if (isServer) then
{

[...] call bis_fnc_taskCreate;

};

May 10 2016, 12:28 PM · Arma 3
JiriWainar added a comment to T85174: fn_setTaskLocal.sqf has error on line 175.

Thanks for the info provided. I think I find where the issue is. Please check what you are sending into the function as text on the marker. The format is [_taskDescriptionText,_taskNameText,_taskMarkerText]. Focus on the last element in the array which is the text that is displayed on the task marker in 3D.

According to what you say "_position_mark would equal an actual position such as getposatl _intelobject" you are sending into the function ARRAY with task position instead of STRING that is expected.

Please change the 3rd parameter in the task text array (replace _position_mark with some string, like "INTEL IS HERE!") and please let me know if it works.

Note: _array =+ _array is not a typo, the plus sign is a copy operator; see https://community.bistudio.com/wiki/Operators#Array_Operators for more info.

May 10 2016, 12:28 PM · Arma 3
JiriWainar added a comment to T85174: fn_setTaskLocal.sqf has error on line 175.

Please provide the input parameters that you use in the bis_fnc_taskCreate call. Seems like you are sending wrong parameters into the function or the function doesn't handle the input properly.

[true,[_tsk],[_taskdesc,_tasktopic,_position_mark],_position_mark,1,2,true,"Search"] call BIS_fnc_taskCreate;

I am especially interested about the:

  • _taskdesc
  • _tasktopic
  • _position_mark

But if you can provide all input parameters, we will be able to test it. The local variables without values do not tell us much.

Please check what you send into the command and the difference (especially in data types and format) between this:

[
true,
["TestTask"],
["TestTask Desc","TestTask Name","TestTask Marker"],
getPos player,
1,
2,
true,
"Search"
]
call BIS_fnc_taskCreate;

May 10 2016, 12:28 PM · Arma 3
JiriWainar added a comment to T85109: BIS_fnc_MP not firing when passed 'playableUnits + switchableUnits' as objects.

The reported script error (File A3\functions_f\MP\fn_MP.sqf, line 46) is now fixed. Please wait for it to be applied.

The issue with bis_fnc_mp failing if more then 10 objects/players are being used is under investigation. Seems like an issue in remoteExec/remoteExecCall.

Sorry for your troubles.

May 10 2016, 12:26 PM · Arma 3
JiriWainar added a comment to T85095: BIS_fnc_setTask not working in MP.

Are you still experiencing this issue?

May 10 2016, 12:26 PM · Arma 3
JiriWainar added a comment to T84702: Passing in a argument with the wrong type into Params.

When script command has a wrong input it throws an error and halts further code execution. That's a normal behavior.

In case of param and params commands we could make an exception to use default value and continue code execution if the default value is provided.

If it would be a new command we probably wouldn't go this way and halt the execution, like it is done anywhere else where the wrong input occurs. Because of the backward compatibility (with bis_fnc_param) we will change the behavior of those 2 commands so they will use the default value even if the input type is wrong.

But seriously, you should know what the command is inspecting and send correct data type there.

May 10 2016, 12:14 PM · Arma 3
JiriWainar added a comment to T83579: AUTOASSIGNED in new task enhancements do show tasks visible on map..

Thanks for the feedback, I will check it out.

EDIT: Fixed for the next build. The system now correctly displays the map markers for tasks with "AUTOASSIGNED" state.

May 10 2016, 11:42 AM · Arma 3
JiriWainar added a comment to T82067: drawIcon3d is broken [list of problems].

Thanks for the report. We will look at it.

May 10 2016, 10:51 AM · Arma 3
JiriWainar added a comment to T77624: Player not provided with fins in the mission "Wet Work".

Fixed.

May 10 2016, 8:30 AM · Arma 3
JiriWainar added a comment to T77624: Player not provided with fins in the mission "Wet Work".

Issue is fixed.

May 10 2016, 8:30 AM · Arma 3
JiriWainar added a comment to T76476: Squad member dies during the first cutscene of "Attention Deficit".

Hi guys. Thanks for the report. Issue should be fixed in the dev branch tomorrow.

May 10 2016, 8:01 AM · Arma 3
JiriWainar added a comment to T75444: GUARD AmbientAnimCombat makes Unit Draw Pistol after Raising Rifle Animation.
  • Animation set GUARD removed from BIS_fnc_ambientAnimCombat.
  • List of available animation sets updated; GUARD removed, WATCH added.
May 10 2016, 7:36 AM · Arma 3
JiriWainar added a comment to T75444: GUARD AmbientAnimCombat makes Unit Draw Pistol after Raising Rifle Animation.

You are welcome. :)

May 10 2016, 7:36 AM · Arma 3
JiriWainar added a comment to T75444: GUARD AmbientAnimCombat makes Unit Draw Pistol after Raising Rifle Animation.

Hi Scott. I see, the "GUARD" is set to remove the weapon. It was originally meant to support the weapon and therefore it was allowed to be used in BIS_fnc_ambientAnimCombat.

But later I noticed that there is some serious clipping between the arms and the weapon. So I was forced to set it to remove the weapon and I forgot to disable it for the BIS_fnc_ambientAnimCombat.

I cannot allow the weapon for "GUARD" as it is used in campaign - it would cause clipping there.

Please use different animation set. Mose safe is "STAND". You can also try "WATCH" (="WATCH1") or "WATCH2", if you need more variations.

May 10 2016, 7:36 AM · Arma 3
JiriWainar added a comment to T75444: GUARD AmbientAnimCombat makes Unit Draw Pistol after Raising Rifle Animation.

Function BIS_fnc_ambientAnimCombat requires the unit to have a rifle weapon equipped and selected to work properly. When unit gets into combat state, actually acquires an enemy target within 300m or its release condition evaluates to true, the unit will try to interpolate to standing animation with rifle raised ("AmovPercMstpSrasWrflDnon").

If you have the units with rifle weapons and they are switching to handguns after interpolating to "AmovPercMstpSrasWrflDnon", try to remove handguns. Might be caused by unit Ai preferring handgun over rifle.

May 10 2016, 7:36 AM · Arma 3
JiriWainar added a comment to T75247: Loadout selected before begining mission is being changed.

Fixed.

May 10 2016, 7:31 AM · Arma 3
JiriWainar added a comment to T75247: Loadout selected before begining mission is being changed.

@Changing loadout after mission briefing:

  • loadout is forced to default loadout if you use the quick start from the strategic map. If you do not use the strategic map and interact with the "mission giver", after the mission briefing cutscene, you are sent to the armory, where you get the required gear. The gear that matches the criteria is kept.

@Transition between base and mission:

  • this is also fixed. No gear should be missing, although it might be moved between containers (vest, uniform or backpack).
May 10 2016, 7:31 AM · Arma 3
JiriWainar added a comment to T75247: Loadout selected before begining mission is being changed.

Hi there. Looks like a general issue bugging several last releases of the exe.

The gear you (and every other unit with persistent gear) get on the hub is not retrieved correctly at the start of mission with briefing.

We are looking into it right now and will try to fix it asap.

Thanks for the report guys.

May 10 2016, 7:31 AM · Arma 3
JiriWainar added a comment to T75246: Equipment gathered from Side missions is not being added/Saved.

All fixed.

May 10 2016, 7:31 AM · Arma 3
JiriWainar added a comment to T75246: Equipment gathered from Side missions is not being added/Saved.
  1. What build number of are you playing?
  2. Dev branch or stable?
May 10 2016, 7:31 AM · Arma 3
JiriWainar added a comment to T75246: Equipment gathered from Side missions is not being added/Saved.

Sorry, my bad. I missed the line about happening only without squad. It is fixed now. You find the fix probably in next dev. branch build.

May 10 2016, 7:31 AM · Arma 3
JiriWainar added a comment to T75246: Equipment gathered from Side missions is not being added/Saved.

Hello there. We have revised the transition of items between hubs and side missions in 1.22 and expanded on that in 1.24.

We fixed all issues related to item transition we were aware of and added some new features, like tracking cargo of multiple vehicles (and backpacks stored there) returning from skirmish.

We made series of testing to ensure, all the fixes and improvements are working as intended. I have just tested going from Gori to side mission in the offroad and I cannot see any issue (rev. 1.23.125365).

Be aware that your side mission squad in Adapt take the stuff from the equipment pool too. When they arrive back, they return everything they have in their possession and is in their vehicle(s).

The tricky part is that the gear your squad is going to take to side mission is NOT removed from the armory until the hub mission ends. We didn't want to deny player to take HIS/HER favorite weapon just because one of his side mission men took the only 1 piece.

Btw. this is same to campaign missions in episode Adapt.

If you want to try it isolated, try it in episode Survive, where the is only player. Use the quad bike. And let us know, what you find.

May 10 2016, 7:31 AM · Arma 3
JiriWainar added a comment to T75091: Maxwell has black screen, unable to continue to Tipping Point Mission.

Cannot reproduce the issue under 1.50.

May 10 2016, 7:27 AM · Arma 3
JiriWainar added a comment to T75091: Maxwell has black screen, unable to continue to Tipping Point Mission.

Hi there. The problem is the issue is actually very hard to reproduce. Our QA is currently looking into it.

May 10 2016, 7:27 AM · Arma 3
JiriWainar added a comment to T74330: Not possible to replay after going out on patrol.

The default behavior of "Replay" in campaign is to start the mission and return back to the mission selection menu when the mission is finished.

If you want to play again a mission and then continue the campaign from that mission further, you should use "Revert".

May 10 2016, 7:09 AM · Arma 3
JiriWainar added a comment to T74151: 17h65 Hour out of bound in maxwell camp between radio silence and wet work mission.

Already fixed.

May 10 2016, 7:05 AM · Arma 3
JiriWainar added a comment to T69963: BIS_fnc_ambientAnimCombat does not release units.

Hi guys, I fixed the bug on Monday 5.8.2013, described in the former report. Function should now work properly.

Vasilyevich, regarding your example, you are trying to feed a wrong input parameter into the function, the animset "REPAIR_VEH_KNEEL". Check the function header for list of the valid input params.

FYI: It is generally good practice to check for the wrong input, and we usualy do. So I suggest to check the *.rpt files for warnings nad errors prior of reporting that something is broken. You might find some useful info there.

May 10 2016, 4:55 AM · Arma 3