Cursor might not be in center of the screen
Sep 13 2017
allowDamage doesn't stop that.
Apr 10 2017
Can be considered fixed, even though command returns false instead of nil, HandleDisconnect events added after it have priority over BIS_fnc_initRespawn.
Mar 21 2017
Still an issue.
Mar 17 2017
Here is addon with temporary fix that you need to include in -serverMod= of your server (or -mod= for non-dedi server)
Jan 26 2017
Problem is still actual in 2017, 4 years later, walls appear orange on lower LODs and have glitchy looking black polygon on even lower LOD.
Thank you! Can my 4 years old ticket https://feedback.bistudio.com/T67309 also get some attention, it has similar issue with immersion-breaking visual appearance over different LODs
Jan 16 2017
Dec 10 2016
Still not solved, if you have body near crate and open body inventory, EH returns body and null object, while both body and crate are available in the inventory menu.
Aug 12 2016
Yeah, I missed introduction of this command, it looks like a proper solution for this case, thank you!
Aug 10 2016
Thanks, I've checked it on dev branch and both event handlers now include firing unit with indirect damage. I will really appreciate if firing unit can also be included into HitPart and Fired event handlers so we can track projectiles after they're fired on clients, not only when they hit. Thank you.
Aug 9 2016
May 10 2016
Isn't assignedTarget what you're looking for?
Good find, KK. Still a bug though.
You can check driver turret locality with "local" command.
Might be because of #19426
Thanks, i'll check it
Wish it was mission description.ext setting instead
I'd suggest to extend current addMagazineTurret command instead:
Full magazine: <vehicle> addMagazineTurret [<magazine>, <turret_path>]
Custom magazine: <vehicle> addMagazineTurret [<magazine>, <turret_path>, <ammo>]
I agree with Killzone_Kid here, having GroundWeaponHolder_Scripted that behaves identically to GroundWeaponHolder (lets players put stuff in it through Inventory UI and displays what inside) but does not auto-deletes when empty will be definitely useful addition and I personally see use for such object in my missions (Wasteland specifically)
While was writing comment, test server crashed again. Attached another report.
Edit: I just realized that I didn't fully read the steps. It was too late yesterday. Fixed, sorry.
Crash right at server start. Happens very often for me, with DEV version as well, have several of these crash dumps, attached most recent one, stable version: arma3server_2014-10-02_22-53-06.rar
Would be great if loudness would be defined in the uniform config
Thanks for reply. I updated my previous comment with more details.
During one of the tests we had 100k desync\desync chain just by respawning simultaneously. Some helicopters\vehicles were destroyed about 5 minutes prior to it though. Is this situation related to helicopterUpdate too? Unfortunately we did not manage to reproduce it later but desync was clearly happening right after we all died. What is interesting is that 5 of us died at the same time sometimes 1 body sank underground, sometimes 2 bodies, sometimes none, it definitely looked like something is wrong with remains collector.
Not functional, sometimes resets unit's random head movement and that's it.
Good question, KK. Pretty sure it is simulation score. I guess we'll need visiblePositionWorld command too then :)
AgentRev, yes, ASLtoATL and ATLtoASL will be applicable for WorldPos commands.
getPosWorld is very close to getPosASL except it returns actual object Z coordinate instead of one calculated from transformation of object's placing point. Same goes for setPosWorld, it directly sets object coordinate without regard to placing point.
By object specific I meant that result of getPosASL is object specific because placing point differs between objects and there would be no way to translate world coordinate to asl coordinate without having the object itself and its placing point in model world.
AgentRev, ASLtoATL and ATLtoASL commands simply add or substract distance from ground level to water level so you can use same commands for world coordinates.
Also there is no way to make world coordinate into ASL coordinate (or vise-versa) because ASL is object-specific and you will need to know object's bounding center and target orientation (vector dir and up) to calculate Z returned by ASL command.
I absolutely agree with Killzone_Kid about this, performance of such basic operations is extremely important especially in code that is being run each frame. A practical example for this is complex icons over player, without using drawIcon3d when you need to have several UI elements above each unit, such task involves tens and tens of array operations each frame, using fastest command possible matters A LOT when trying to maintain good FPS, especially in multiplayer where FPS is usually much lower.
This ticket is related to #8658 but not a duplicate. This ticket suggests a new scripting command so we could change grass separately from terrain grid.
This bug is critical to our mission King of the Hill since it heavily relies on profileNamespace saved variables so I will appreciate if this bug could get higher priority and be fixed to be available in next stable update. Thank you.
Bug\exploit is also actual in A2. If solution will be implemented in A3 it will be great to have it ported to A2 as well. Please do not just prevent pre-placed buildings to work with attachTo command as this feature is very important for missions where you need to remove certain buildings.
Here is related ticket to the problem of unremovable pre-placed map buildings and objects: http://feedback.arma3.com/view.php?id=6783
Its still a problem, using allMissionObjects is bad approach because it is VERY slow command unlike entities or vehicles.
Or you can use allMissionObjects "GroundWeaponHolder" which is fairly slow by might be better than nearObjects.
Its a problem indeed, GroundWeaponHolder should be returned by entities command.
Did a test, seems to be fixed. Thanks.
Confirmed, fixed in hotfix.
Another problem is that shooting minigun like that spawns way too much splash projectiles - over 150 at the time just for a single gunner, I think that splash projectiles should die off much quicker so less projectiles will be simulated for better performance.
Still not fixed, renders entire helicopter useless
Still actual on 1.18.
Checked DEV version, everything works properly now, both addUniform and addVest commands delete previous uniform and vest.
gdscei, yes, both addVest and addUniform properly delete previous containers as well as create new containers, you either use wrong dev version or its some kind of misunderstanding, everything works perfect for me.
I guess having dead and alive unit with player identity will make more sense than seeing how player body changes face as they respawn. Either way I would suggest to leave this decision up to mission designer by either:
- Being able to control this behavior with parameter in description.ext
- Having an event handler (either attached to unit or preferably mission event handler for local handling of local units) which would call each time game tries to change unit's identity because of player taking control of unit or releasing control of said unit.
Of course I would prefer event handler to control this behavior which will give mission designer maximum flexibility.
BIS_Iceman, thanks for reviewing the ticket, please relate it to #16310
Thanks for the info. I actually experienced same thing with crashes on my newly released mission "King of the Hill by Sa-Matra" - after random amount of play time game crashes and if you try to join same server again, it keeps crashing until server restarts. This happened for me just once out of all my play time with the mission, but I also heard same reports from other players. Apparently mission does something that triggers client-side crash. Looking at same functionality that I use in both King of the Hill and Wasteland I can't see anything that could possibly cause a crash, especially something that crashes you once after some play time and keeps crashing until server resets.
No, we do not use Simulation Manager module nor disable simulation of vehicles or units at all in King of the Hill.
The bug is still in game, but unlike previously I've only noticed that it happens when you join the game (JIP), some vehicles appear in this state and then normalize after few minutes. This happens pretty much every time I join game in progress. This bug happens with ground vehicles, air vehicles and even units (players). Only few of the vehicles are being affected by the bug when you join in progress, not every.
From my recent experiences I've only seen this happen after JIP. When you join the game many vehicles and even players fly all over the place for some time but then normalize after some minutes and you don't see it anymore.
It affects any multiplayer mission.
I noticed that problems happen only after you join the game, after some time vehicles normalize and it doesn't happen anymore. Basically I see it only when I am JIP player.
1.22, bug still happens with all vehicles: http://www.youtube.com/watch?v=Ga-wiQE82Bo
1.20 heli flying all over the place: http://www.youtube.com/watch?v=I0QMfFh93tY
Does it happen to all vehicles or just characters (ev. characters in cargo?)
I remember experiencing such issues with data desync and disparity, but that should not rly happen in the retail builds.
Characters in cargo flying in fact different bug related to turrets becoming bugged and turrets always appear empty to anyone so player entering the turret appears outside and just follows the vehicle: http://www.youtube.com/watch?v=rGeZxBnyCdw At 0:38 both players enter same turret and then shoot grenades to player inside building. This bug has been actual since at least ArmA 2 (ArmA 1 even according to some of our guys), happens much more often in ArmA 3. There is no ticket for the bug yet.
As of "vehicles flying all over the place" it is still actual and I've personally seen it happen to helicopter yesterday, it was landing vertically and started flying left and right extremely quick just like it happened to vehicles on video from the ticket: http://www.youtube.com/watch?v=aN85jUTfSJQ
Ok, apparently problem with floating vehicles was improved or at least I didn't see the problem yet after the update.
Vehicles flying all over the place is still actual, doesn't look it was improved a bit, still happen fairly often. Still no idea how to make repro.
Give it a try k0rd but I mean vehicles flying all over the place problem, not just bugged positioning of parked vehicles.
It will only show if it was fixed when it will be on stable version, its very difficult to tell on low population servers as there is no clear repro.
We did tests with last stable patch and our repro and unfortunately repro doesn't work anymore but bug still widely happens. If its possible it would be great if developers can analize the repro with the old verison to possibly understand whats going on currently with vehicles glitching all over the place.
Additionally bug with vehicles floating mid-air was reproducible with older versions as seen on this video: http://www.youtube.com/watch?v=Td9Mv-Ou_kw but we didn't manage to make a repro since it didn't work after one of the stable updates. Some details about situation in the repro. Offroad was owned by server, ping to server was 0 (hosted on same machine) Offroad's left wheels were stuck in the ground all the time yet it rendered it as flying above the ground and normalized it as soon as camera came closer.
Apparently only a certain case of this bug was fixed which also fixed that repro mission that I provided. Is there any chance you could test repro mission on older version to get an idea what causes this bug?
BIS_Iceman, we just tried the repro again and it reproduced the problem right away. Repro steps are absolutely correct. If you wish we can demonstrate the problem to you on my server. If you find this acceptable, please write to email from my feedback tracker account. Thank you.
Bumping this ticket. This essential command is still missing!
Indeed, such command would be extremely useful. At the moment you have to parse entire vehicle config for hitpoints as well as hitpoints of all parent classes but it still doesn't tell you the full picture as for instance human vehicles have special cases like:
HitLegs changes\returns damage for "leg_l"
HitHands changes\returns damage for "hand_l"
even though config has "legs" for "HitLegs" and "hands" for "HitHands"
Yes it does, ticket can be considered resolved and closed.