allObject is just that all objects would be strange to call it all objects and remove some objects the engine collections already include. But what you ask is for the getter to SPECIFICALLY return out of world objects and ONLY out of world objects. I won’t add that. Using other vehicle commands on backpack you know is a vehicle makes sense, but ok, you can still do it via storing a variable on backpack.
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Mar 31 2023
In summary, I'm against changing existing commands to also handle one specific case of being run on backpacks. Its already possible to do everything you want with packed static\drone, just requires some tricks, this command should have made it clear and easy to do that.
In T171260#2424804, @BIS_fnc_KK wrote:the vehicle is removed from world when it is packed I dont want to make a specific getter for asset that is not supposed to be exposed with api. The fact that it is available via variable reference was overlooked but due to back compatibility would now remain. I am actually trying to make it usable by wider user base, set/getVehicleAmmo is a good example. I can add that and god knows when I will be around that part of the code again, so if you give the list I can do it in one go
I don't get this argument what so ever, even if out vehicles aren't simulated or shouldn't be operated with some scripting commands, so what? And its not like this is arbitrary code execution level security issue, just a matter of entity being limited while hidden. Lets forbid allObjects from returning out vehicles too then, what if user deletes a vehicle from there and ends up getting an RPT error? There are already myriad of ways to break\lag\freeze\crash the game with scripting already, by the nature of modding.
They have them but there strictly for pc and Xbox user only and I agree with you 100%. Paying 50 dollars for the game then paying n extra 20 for Livonia just for the game to not even run right and the devs don't even care as long as there getting money in there pockets instead of listening to the players and trying to fix there problems
the vehicle is removed from world when it is packed I dont want to make a specific getter for asset that is not supposed to be exposed with api. The fact that it is available via variable reference was overlooked but due to back compatibility would now remain. I am actually trying to make it usable by wider user base, set/getVehicleAmmo is a good example. I can add that and god knows when I will be around that part of the code again, so if you give the list I can do it in one go
Hey guys I know this is old but those bases weren’t unraidable, the trick was to knock someone out in front of the watch towers so when they fall they regain consciousness inside of the unraidable base
Did tests for all possible combination, works properly. Shitty test code:
if(!isNil"markers") then {{deleteMarker _x} forEach markers;}; markers = []; if(!isNil"objects") then {{deleteVehicle _x} forEach objects}; objects = []; if(!isNil"locations") then {{deleteLocation _x} forEach locations}; locations = []; positions = []; if(isNil"testgroups") then {{{deleteVehicle _x} forEach units _x; deleteGroup _x} forEach testgroups}; testgroups = [];
It's ridiculous we're going on a month with no fix at this point. I understand things take time but for a 50 dollar game it's unacceptable to have such gamebreaking issues.
Hello, nothing new I can share as of now, but we are looking into it.
Edit: today around 13:50 happening again.
Preloading the UI is a valid workaround for this bug. In my example I preloaded the UI in a display and closed that display immediately afterwards. This seems to be fast enough so the player doesn't recognize the preloading:
You can do a lots of things with a packed drone\static - repair, refuel, change weapons and magazines, get\set variables, altering a single command to have special handling case for backpacks is not the way. Returning object off backpack can also tell you if backpack was assembled before.
Anything new about this ? @Geez
In fact it doesnt matter if it is unitBackpack or backpackcontainer or a variable with reference to backpack, it matters what you gonna use it for, like I said for setVehicleAmmo I can make it to look for the vehicle and rearm it. So my question stands, what other commands you want to use on backpack vehicle
Do you suggest having unitBackpack return assembled vehicle instead of backpack entity?
In T171260#2424746, @BIS_fnc_KK wrote:Sure I can. Would this be enough?
Sure I can. Would this be enough? any other commands you want to use on assembled vehicle apart from setVehicleAmmo?
In T171260#2424744, @BIS_fnc_KK wrote:I can make it rearm with
unitBackpack player setVehicleAmmo 1;
I can make it rearm with
Simplest application example - rearming static weapons\drones when they're in backpack form:
getBackpackVehicle unitBackpack player setVehicleAmmo 1;
What is the use case? How would this benefit wider audience?
- Fresh mission, get backpack with player addBackpack "B_UGV_02_Demining_backpack_F"
- Run "B_UGV_02_Demining_F" allObjects 4 => []
- If command existed, you'd run getBackpackVehicle unitBackpack player => <NULL-object>
- Assemble backpack
- Disassemble the drone
- Run "B_UGV_02_Demining_F" allObjects 4 => [2102463a040# 1781926: ugv_02_f.p3d]
- Wear backpack off the ground
- Now can run the new command with same getBackpackVehicle unitBackpack player expression and it should return that same vehicle 2102463a040# 1781926: ugv_02_f.p3d
When you dissemble the drone or static weapon, it doesn't get deleted but gets hidden and link to that entity is stored in the backpack, the command should return that link. When you spawn assemblable backpack it doesn't spawn associated drone\static right away but only when you assemble it the first time.
Now you lost me
In T171260#2424736, @BIS_fnc_KK wrote:getBackpackVehicle unitBackpack player
unitBackpack is null when weapon is assembled
getBackpackVehicle unitBackpack player
I finally understood your issue.
The UI2Texture fix in the latest profiling build 2.12.150430 does not solve my problem.
I think my ticket (https://feedback.bistudio.com/T171035) is related to the behavior mentioned here. In my case it's not a nested UI but only a static image. I tested the latest profiling build 2.12.150430 but unfortunately this does not solve my variant of the problem.
Did some tests, works great!
In T171272#2424697, @kju-PvPscene wrote:Would this also help with textures used by UI, particles or even game assets?
Like one can force preloading via config (PreloadConfig and PreloadTextures) - aka would be good to have also via mission desc.ext or scripting (best).
Would this also help with textures used by UI, particles or even game assets?
I will no longer play official servers until a report system is in place. Please fix this issue. We should have to go through this much to report a cheater.
In T63451#2424617, @BIS_fnc_KK wrote:How bad, and what is the alternative? Mind you any radical change and we gonna have a lot of people complaining about that too
This is for Playstation I don't know why it's saying windows 7
Mar 30 2023
0xC0000005 - STATUS_ACCESS_VIOLATION, so this is always happening now, I can not play Dayz at all, I can only play the experimental one, kind of sad, as there is no explanation, I add the mods asked and everything, is there a fix? or this just a game or DLC that I will never get to play???
How bad, and what is the alternative? Mind you any radical change and we gonna have a lot of people complaining about that too
Hey Geez!
Any idea then what could this be? Never happened to me before
I've seen people abuse this to skip reloading animations - drop weapon and mag on the ground and pick it back up, faster than reloading animation.
Made a ticket: T171272
all freezes on 28th, caused by st_intercept_x64.dll, whatever that is.
In T170766#2424525, @dedmen wrote:BOOL = preloadTexture STRING
Yes. Separate ticket. And its low priority. Texture cache mess will be fun
Fun allowed then. "Can we have a scripting command to check that" was about having such texture preloading scripting command, sorry for hasty confusing replies, really happy to see this addressed.
In T170766#2424525, @dedmen wrote:Can we have a scripting command to check that?
No.
Fix next dev and profiling (today)
Refined idea once more, it all can be crammed into single command:
BOOL = preloadTexture STRING
Will return true as soon as texture is loaded.
In T170766#2424521, @dedmen wrote:So one issue, its trying to use the texture before its loaded (because loading is async), so when the display is created, you set the texture, it will only load next frame, but right after creating display it tries to render.
Easy to check for that and skip rendering the texture.Next issue, you have to manually re-render till its done loading, and there is no way for you to know when its done, it might take multiple frames.
So fix for that, after creation it will automatically trigger re-rendering while there is a non-ready texture inside the display OR there is a UIToTexture inside it that is scheduled for re-render.
That will recursively wait till all sub-textures are loaded.But this will only happen at creation, if you add a sub texture some time later, you need to take care of that updating yourself.
So one issue, its trying to use the texture before its loaded (because loading is async), so when the display is created, you set the texture, it will only load next frame, but right after creating display it tries to render.
Easy to check for that and skip rendering the texture.
Yes, it is in the Zolotar castle tower at coordinates 10265.52 / 12024.76 @Geez
Hello.
Can you please tell us where the base is located?
Bumping, had a need to have STR_A3_C_CfgVehicles_B_HMG_02_high_weapon_F0 and STR_A3_C_CfgVehicles_O_HMG_02_high_weapon_F0 fixed, its names for backpacks for disassembled M2 Static gun. Gonna have to use FIA versions instead of proper side versions for now.