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Feb 8 2024

BIS_fnc_KK changed the status of T171437: Unflip\Set up actions appear incorrectly at certain damage states from New to Feedback.
Feb 8 2024, 2:18 PM · Arma 3
BIS_fnc_KK closed T126030: MPclient can't take items in deadbody's vest/uniform/bag When change equipments on eden. as Resolved.
Feb 8 2024, 2:13 PM · Arma 3
BIS_fnc_KK added a comment to T126030: MPclient can't take items in deadbody's vest/uniform/bag When change equipments on eden..

I'm surprised it event works anyhow on dead unit. I wont touch it in fear it might break something else, so just kill unit after mission start rather than starting with health 0. Gonna close this as fixed

Feb 8 2024, 2:13 PM · Arma 3
dedmen changed Ref Ticket from AIII-56204 to AIII-54453 on T178335: [Optimization] Make also nearEntities and nearTargets multithreaded for less fps footprint.
Feb 8 2024, 12:38 PM · Arma 3
michaelwplde added a comment to T178906: [HashMapObject] Chaining #create ctor strategy.

With an eye on #constrList constituency, might also default member #type #create functions with a sensible default along similar lines. i.e.

_self getOrDefault ["#create", {_this}];

Again, could be #flag opted in either way, assuming early adoption, breaking changes, etc.

Feb 8 2024, 7:15 AM · Arma 3
robyn added a comment to T175511: M249 reflector sight doesn't allow switching to iron sights, while 4x20 scope does.
Feb 8 2024, 12:29 AM · Arma 3 Creator DLC - CSLA Iron Curtain

Feb 7 2024

BIS_fnc_KK added a comment to T176206: explosionEffect shot only uses instigator for parents as source instead of full parents info of the killer.

lastEntityCausingDamage is the engine pullup, so adding instigator would require the whole new implementation, not likely happening any time soon

Feb 7 2024, 2:48 PM · Arma 3
michaelwplde added a comment to T178906: [HashMapObject] Chaining #create ctor strategy.

Could also facilitate via #flags for that matter, if it is considered an early adoption breaking change.

Feb 7 2024, 8:50 AM · Arma 3
stevediaz added a comment to T75260: [REQ] Add a version of the HMEET with an exposed gun.
Feb 7 2024, 6:53 AM · Arma 3
SaMatra added a comment to T176206: explosionEffect shot only uses instigator for parents as source instead of full parents info of the killer.

Is this related to lack of vehicle or instigator on the entity in lastEntityCausingDamage @ T178711? I think it would be correct for entities to store both last damage vehicle and instigator and then use it for proper Killed event handler arguments and these explosions parents.

Feb 7 2024, 3:53 AM · Arma 3
BIS_fnc_KK set Ref Ticket to AIII-56244 on T176015: Scripting commands to check projectile fuse state.
Feb 7 2024, 2:32 AM · Arma 3
BIS_fnc_KK changed the status of T176015: Scripting commands to check projectile fuse state from New to Feedback.
Feb 7 2024, 2:31 AM · Arma 3
BIS_fnc_KK added a comment to T176015: Scripting commands to check projectile fuse state.

Revision: 151379

Feb 7 2024, 2:31 AM · Arma 3

Feb 6 2024

BIS_fnc_KK claimed T176015: Scripting commands to check projectile fuse state.
Feb 6 2024, 11:20 PM · Arma 3
BIS_fnc_KK closed T176206: explosionEffect shot only uses instigator for parents as source instead of full parents info of the killer as Resolved.
Feb 6 2024, 9:45 PM · Arma 3
BIS_fnc_KK added a comment to T176206: explosionEffect shot only uses instigator for parents as source instead of full parents info of the killer.

As designed, the explosion doesnt have separate instigator as the shotShell has

Feb 6 2024, 9:45 PM · Arma 3
BIS_fnc_KK changed the status of T178697: Special HitHead damage (EH context=HeadHit) coming through HandleDamage ignores instigator from New to Feedback.
Feb 6 2024, 9:17 PM · Arma 3
BIS_fnc_KK added a comment to T178697: Special HitHead damage (EH context=HeadHit) coming through HandleDamage ignores instigator.

Revision: 151378

Feb 6 2024, 9:17 PM · Arma 3
BIS_fnc_KK set Ref Ticket to AIII-56243 on T178697: Special HitHead damage (EH context=HeadHit) coming through HandleDamage ignores instigator.
Feb 6 2024, 9:15 PM · Arma 3
michaelwplde added a comment to T178906: [HashMapObject] Chaining #create ctor strategy.

Could even optimize the core of the approach a little bit further.

Feb 6 2024, 5:21 PM · Arma 3
michaelwplde updated the task description for T178906: [HashMapObject] Chaining #create ctor strategy.
Feb 6 2024, 5:17 PM · Arma 3
michaelwplde updated the task description for T178906: [HashMapObject] Chaining #create ctor strategy.
Feb 6 2024, 5:12 PM · Arma 3
michaelwplde updated the task description for T178906: [HashMapObject] Chaining #create ctor strategy.
Feb 6 2024, 4:55 PM · Arma 3
michaelwplde created T178906: [HashMapObject] Chaining #create ctor strategy.
Feb 6 2024, 4:51 PM · Arma 3

Feb 5 2024

michaelwplde added a comment to T170647: [Feature Request] OOP support for SQF using hashmaps (with destructor support).

bit of insight conveyed to me, apparently has to do with the #create mechanism and #constrList being formed. which is a bit tricky when the ctor arguments are a bit differently shaped from a base class type to derived one. the workaround is tricky, selecting around #create when specifying a #base and doing the ctor chaining manually, which seems to resolve the issue.

Feb 5 2024, 11:21 PM · Arma 3
Giddi added a comment to T178825: Allowed Usage for included Stringtables.

Thank you that you took the time to answer my inquery.

Feb 5 2024, 8:47 PM · Arma 3
michaelwplde added a comment to T170647: [Feature Request] OOP support for SQF using hashmaps (with destructor support).

Probably been covered before, having had a couple of learning moments doing appropriate method, ctor, dtor chaining. #base. prefixing works for academic use cases, IAnimal to ICat or IDog, for instance.

But if your hierarchy is deeper than a couple of levels, then I think perhaps prefixing to the interface is probably best. Say, IAnimal to IDog to IAustralianCattleDog. For instance, IDie (loosely, [_sides]) to IHeroSystemBody ([_sides, _zeroes, _twos]) to IHeroSystemBodyRoll ([_sides, _times, _summary, _zeroes, _twos]), attributes loosely illustrated. Plus "Roll" method behavior comprehension, i.e. "IDie.#create", "IDie.Roll", "IHeroSystemBody.#create", and so on

Such chaining may be set during "#create" ctor, or perhaps could be part of the formal type decl itself, in order to ensure appropriate declarations are being made. Would need to tinker with that what works, seems best, etc.

Starting to notice what others have reported concerning spurious, possible scheduled unscheduled, #create callbacks. Put some systemChat reports into my #create callbacks to examine the method chaining, and I am definitely seeing multiple "default" callbacks going on.

As observed, for instance with reports such as, meaning, should SHOULD report what I passed during createHashMapObject, correct? Ultimately... I see one such report on up the chain. Then there is a second pairing involving a _this "default" what looks like default arguments.

systemChat format ["[fn_hmo_onCreateHeroSystemBodyRoll] [_this]: %1", str [_this]];

That buggerboo is going to need addressing before HMO could be considered "ready" for prime time IMO, FWIW.

The pattern even looks a bit combinatorial, IOW (in other words), as you hike the callbacks on up the method chain, that introduces another combination to the resolution.

Definitely not what I would expect be happening creating a single instance HMO.

Feb 5 2024, 6:15 PM · Arma 3
dedmen changed the status of T175775: Eden Collab - Wish List from New to Feedback.

All that was viable has been done for 2.18.
If there is new stuff then probably a new ticket for that (link it to this one tho)

Feb 5 2024, 6:10 PM · Arma 3
dedmen added a comment to T177862: [Feature Request] Add a key combo to end loadingscreen - ie when its stuck due to a sqf error.

Probably not 2.16
2.16 profiling branch though, shall be good enough

Feb 5 2024, 6:07 PM · Arma 3
michaelwplde added a comment to T170647: [Feature Request] OOP support for SQF using hashmaps (with destructor support).

Probably been covered before, having had a couple of learning moments doing appropriate method, ctor, dtor chaining. #base. prefixing works for academic use cases, IAnimal to ICat or IDog, for instance.

But if your hierarchy is deeper than a couple of levels, then I think perhaps prefixing to the interface is probably best. Say, IAnimal to IDog to IAustralianCattleDog. For instance, IDie (loosely, [_sides]) to IHeroSystemBody ([_sides, _zeroes, _twos]) to IHeroSystemBodyRoll ([_sides, _times, _summary, _zeroes, _twos]), attributes loosely illustrated. Plus "Roll" method behavior comprehension, i.e. "IDie.#create", "IDie.Roll", "IHeroSystemBody.#create", and so on

Such chaining may be set during "#create" ctor, or perhaps could be part of the formal type decl itself, in order to ensure appropriate declarations are being made. Would need to tinker with that what works, seems best, etc.

Feb 5 2024, 5:43 PM · Arma 3
BIS_fnc_KK added a comment to T178888: A command to replace BIS_fnc_consolidateArray.

Maybe something that can be looked at

Feb 5 2024, 5:38 PM · Arma 3
ThomasAngel added a comment to T178888: A command to replace BIS_fnc_consolidateArray.
Feb 5 2024, 5:36 PM · Arma 3
BIS_fnc_KK added a comment to T178888: A command to replace BIS_fnc_consolidateArray.

What about https://community.bistudio.com/wiki/uniqueUnitItems is this faster?

Feb 5 2024, 5:24 PM · Arma 3
michaelwplde added a comment to T170647: [Feature Request] OOP support for SQF using hashmaps (with destructor support).

Probably been covered before, having had a couple of learning moments doing appropriate method, ctor, dtor chaining. #base. prefixing works for academic use cases, IAnimal to ICat or IDog, for instance.

Feb 5 2024, 4:10 PM · Arma 3
ThomasAngel created T178888: A command to replace BIS_fnc_consolidateArray.
Feb 5 2024, 2:49 PM · Arma 3
dedmen set Ref Ticket to AIII-56242 on T151232: Difficulty setting to -not- display helicopter/plane/tank without GPS on the map.
Feb 5 2024, 2:14 PM · Arma 3
michaelwplde added a comment to T170647: [Feature Request] OOP support for SQF using hashmaps (with destructor support).

Have my eyes on the XPS OOP effort going on, aimed at leveraging the HMO work. I understand couple of improvements, corrections, in the dev queue around that effort. Meanwhile, trying to make a somewhat uninformed usage involving some forms of method, ctor chaining. I wonder if the internals are prohibitiing some key liberties I am taking in order to achieve that.

Feb 5 2024, 6:46 AM · Arma 3
michaelwplde added a comment to T170647: [Feature Request] OOP support for SQF using hashmaps (with destructor support).

Have my eyes on the XPS OOP effort going on, aimed at leveraging the HMO work. I understand couple of improvements, corrections, in the dev queue around that effort. Meanwhile, trying to make a somewhat uninformed usage involving some forms of method, ctor chaining. I wonder if the internals are prohibitiing some key liberties I am taking in order to achieve that.

Feb 5 2024, 6:34 AM · Arma 3

Feb 4 2024

michaelwplde added a comment to T170647: [Feature Request] OOP support for SQF using hashmaps (with destructor support).

TL;DR will review some of the comments eventually... however, can I suggest a more elaborate page detailing just _what is a HashMapObject_, particularly nuances along the lines of #Flags, what they are, what can they be, "sealed" for starters. thank you...

Feb 4 2024, 6:18 PM · Arma 3
DeltaTimo added a comment to T83435: Zeus remote control of infantry breaks their aiming/firing upon release.

Is this issue back? I've observed the same behaviour since two weeks ago.

Feb 4 2024, 1:32 PM · Arma 3

Feb 3 2024

BIS_fnc_KK added a comment to T79689: magazineTurretAmmo and setMagazineTurretAmmo do not function as expected if there are multiple magazines of the same type.

On a different note:
setMagazineTurretAmmo is broken when there are 2 players in a vehicle, it does not like split locality.

Feb 3 2024, 11:59 PM · Arma 3
BIS_fnc_KK changed the status of T79689: magazineTurretAmmo and setMagazineTurretAmmo do not function as expected if there are multiple magazines of the same type from New to Feedback.
Feb 3 2024, 11:40 PM · Arma 3
BIS_fnc_KK added a comment to T79689: magazineTurretAmmo and setMagazineTurretAmmo do not function as expected if there are multiple magazines of the same type.

Revision: 151373

Feb 3 2024, 11:40 PM · Arma 3
BIS_fnc_KK set Ref Ticket to AIII-40755 on T79689: magazineTurretAmmo and setMagazineTurretAmmo do not function as expected if there are multiple magazines of the same type.
Feb 3 2024, 11:40 PM · Arma 3
TRAGER created T178856: Subsequent throwables impacts make no sound.
Feb 3 2024, 6:28 PM · Arma 3
dedmen added a comment to T178825: Allowed Usage for included Stringtables.

Storing stringtable keys, like "Is this defined" would be acceptable in this specific case. And also the package/container names would be okey in this specific case.
But this only applies to base game's stringtables from un-encrypted PBO's. For CDLCs I would say no.
I assume your mostly vanilla mission is unlikely to use CDLC stringtable keys anyway.

Feb 3 2024, 3:25 PM · Arma 3
johnb43 added a comment to T79689: magazineTurretAmmo and setMagazineTurretAmmo do not function as expected if there are multiple magazines of the same type.

It would be very nice to see the following be implemented:

Feb 3 2024, 1:26 PM · Arma 3
naitly added a comment to T84861: FPS Drops every time i click or press a key..
Feb 3 2024, 1:01 PM · Arma 3
naitly added a comment to T84861: FPS Drops every time i click or press a key..
Feb 3 2024, 12:57 PM · Arma 3
naitly added a comment to T84861: FPS Drops every time i click or press a key..
Feb 3 2024, 12:51 PM · Arma 3
naitly added a comment to T84861: FPS Drops every time i click or press a key..
Feb 3 2024, 12:47 PM · Arma 3
naitly added a comment to T84861: FPS Drops every time i click or press a key..
Feb 3 2024, 12:43 PM · Arma 3
SaMatra updated the task description for T178841: setN - a set command that sets and returns the array/hashmap it operated on.
Feb 3 2024, 12:26 PM · Arma 3
SaMatra created T178841: setN - a set command that sets and returns the array/hashmap it operated on.
Feb 3 2024, 4:04 AM · Arma 3
marwanbd83487 created T178840: game crash status integer divide by zero.
Feb 3 2024, 2:08 AM · Arma 3

Feb 2 2024

Leopard20 added a comment to T172751: Vehicle Tire Marks On Terrain Are Not Garbage Collected Correctly..

They are local.

Feb 2 2024, 6:01 PM · Arma 3
sh4rdknight renamed T178835: curatorToggleInterface action event handler never get's called from curatorToggleInterface action never get's called to curatorToggleInterface action event handler never get's called.
Feb 2 2024, 12:53 PM · Arma 3
sh4rdknight changed Severity from severity:none to severity:minor on T178835: curatorToggleInterface action event handler never get's called.
Feb 2 2024, 12:51 PM · Arma 3
sh4rdknight created T178835: curatorToggleInterface action event handler never get's called.
Feb 2 2024, 12:49 PM · Arma 3
SaMatra added a comment to T76756: Flares are useless (launcher).

Okay, after lots of testing, here is a patch that fixes all vanilla flare issues:

class CfgAmmo {
	class FlareCore;
	class FlareBase:FlareCore {
		intensity = 500000;
	};
	class Flare_82mm_AMOS_White:FlareCore {
		intensity = 1000000;
		effectFlare = "FlareShell";
	};
};

40mm flares inherit from FlareBase. From my tests 100k intensity (that RHS has) is nowhere close to OA or early A3 GL flare brightness, I tested 500k and it seems to be too bright it seems to be close to whatever original A3 had:
original A3:


500k intensity for 40mm flare (what I suggest to have):

250k intensity for 40mm flare (not enough, 100k is even less):

Feb 2 2024, 6:24 AM · Arma 3
SaMatra added a comment to T76756: Flares are useless (launcher).

Here is what RHS does it:

class rhs_ammo_flare_m485: F_40mm_White
{
    intensity = 100000;

and vanilla config only has intensity defined in 2 classes, checked with

"'intensity' in (configProperties [_x, 'true', false] apply {toLower configName _x})" configClasses (configFile >> "CfgAmmo") apply {[configName _x, getNumber(_x >> "intensity")]}
Feb 2 2024, 5:55 AM · Arma 3
marwanbd83487 added a comment to T178830: status heap corruption crash.


mods preset

server mission file

Feb 2 2024, 5:36 AM · Arma 3
marwanbd83487 created T178830: status heap corruption crash.
Feb 2 2024, 5:34 AM · Arma 3
Giddi created T178825: Allowed Usage for included Stringtables.
Feb 2 2024, 1:33 AM · Arma 3
FlyingSaucer updated the task description for T178823: Player picking up weapon dropped by ai allows player to use AI exclusive fire modes..
Feb 2 2024, 12:12 AM · Arma 3
FlyingSaucer created T178823: Player picking up weapon dropped by ai allows player to use AI exclusive fire modes..
Feb 2 2024, 12:11 AM · Arma 3
FlyingSaucer added a comment to T172751: Vehicle Tire Marks On Terrain Are Not Garbage Collected Correctly..

Revision 150736 now deleteVehicle also works on them

(allMissionObjects "#track") apply {deleteVehicle _x} will now delete all tracks (its not instant, they disappear next simulation cycle)
(allMissionObjects "#mark") apply {deleteVehicle _x} will now delete all footsteps

Feb 2 2024, 12:06 AM · Arma 3

Jan 31 2024

Targetingsnake added a comment to T177591: Implement Support for Ultra-Widescreen-Settings within UI.

thank you guys :)

Jan 31 2024, 7:06 PM · Arma 3
ACRaptor added a comment to T174060: M40 Sniper Rifle 3-9x optic inaccurate zero, probably uses PVS-2 offset zero..

Update: Noticed that zooming in with the 3x-9x pulls the reticle out of center and down into the right.

Jan 31 2024, 3:19 PM · Arma 3 Creator DLC - S.O.G. Prairie Fire
Geez edited projects for T178784: Crash, added: Arma 3; removed Arma Reforger.
Jan 31 2024, 10:48 AM · Arma 3
Yoshinochi added a comment to T178788: Ram and Vram Cleanup issue.

Oh the Video seems to be encoded using Av1

Jan 31 2024, 12:17 AM · Arma 3
Yoshinochi created T178788: Ram and Vram Cleanup issue.
Jan 31 2024, 12:12 AM · Arma 3

Jan 30 2024

BIS_fnc_KK changed the status of T178737: A "terminate" command for FSM's from New to Feedback.
Jan 30 2024, 11:46 PM · Arma 3
BIS_fnc_KK added a comment to T178737: A "terminate" command for FSM's.

but you will have to execFSM with allowTerminate param

Jan 30 2024, 11:45 PM · Arma 3
BIS_fnc_KK set Ref Ticket to AIII-56239 on T178737: A "terminate" command for FSM's.
Jan 30 2024, 11:45 PM · Arma 3
BIS_fnc_KK claimed T178737: A "terminate" command for FSM's.
Jan 30 2024, 11:36 PM · Arma 3
dedmen added a comment to T177591: Implement Support for Ultra-Widescreen-Settings within UI.

We will add a "Auto" ultra-wide option. That should take care of you.
Its the same as the old Auto but it disables triple-head.
Dev branch tomorrow. maaybe profiling branch

Jan 30 2024, 2:15 PM · Arma 3
WillKMJ added a comment to T178591: TargetAcquired event handler.

ignoreForTargeting _unit or _unit setKnowledgeLimit 0 would be nice as well

Jan 30 2024, 12:49 PM · Arma 3

Jan 29 2024

Leopard20 added a comment to T177447: An instant alternative to execute entity actions.

Looks like removing all action "preprocessings" was a bit too much and it breaks some actions. I'll have to go case by case

Jan 29 2024, 7:50 PM · Arma 3
Leopard20 merged task T178496: actionNow doesn't execute DropWeapon properly into T177447: An instant alternative to execute entity actions.
Jan 29 2024, 7:49 PM · Arma 3
Leopard20 merged T178496: actionNow doesn't execute DropWeapon properly into T177447: An instant alternative to execute entity actions.
Jan 29 2024, 7:49 PM · Arma 3
Leopard20 changed the status of T177447: An instant alternative to execute entity actions from Feedback to Assigned.
Jan 29 2024, 7:47 PM · Arma 3
Leopard20 changed the status of T177407: [Feature Request] setCompassDeclination for Magnetic Declination from Assigned to Feedback.
Jan 29 2024, 7:47 PM · Arma 3
R3vo created T178768: Add command to change row and column count of toolbox controls.
Jan 29 2024, 7:14 PM · Arma 3
G00golplexian added a comment to T178737: A "terminate" command for FSM's.

Yes exactly.

Jan 29 2024, 6:35 PM · Arma 3
BIS_fnc_KK added a comment to T178737: A "terminate" command for FSM's.

Terminating FSM would mean removing it from scheduler on the next simulation so it would just stop running at unknown part of its execution. Is that what you are after? Isn't it better to have controlled FSM exit rather than "eject"?

Jan 29 2024, 6:28 PM · Arma 3
G00golplexian added a comment to T178737: A "terminate" command for FSM's.

Hey there!

Jan 29 2024, 6:23 PM · Arma 3
jiana02 added a comment to T75260: [REQ] Add a version of the HMEET with an exposed gun.

The integration of an exposed weapon or some form of weaponry into the HMETT holds the promise of augmenting its capabilities for a more versatile and impactful role in military and tactical operations. Nevertheless, careful consideration and adherence to ethical guidelines are paramount to ensure responsible and lawful deployment.
https://en.wikipedia.org/wiki/Heavy_Expanded_Mobility_Tactical_Truck rails

Jan 29 2024, 11:42 AM · Arma 3
BIS_fnc_KK added a comment to T178743: Arma 3 Troubleshooting report.

try this https://community.bistudio.com/wiki/Arma_3:_Unusual_Process_Exit#0xC0000135_-_STATUS_DLL_NOT_FOUND

Jan 29 2024, 2:07 AM · Arma 3
BIS_fnc_KK added a comment to T178737: A "terminate" command for FSM's.

You can always set an FSM variable that would direct your FSM to the exit state.

Jan 29 2024, 2:06 AM · Arma 3
BUTTNUGG created T178743: Arma 3 Troubleshooting report.
Jan 29 2024, 1:48 AM · Arma 3

Jan 28 2024

ImGoingBerserk created T178740: L1A1 Ranging is incorrect.
Jan 28 2024, 11:26 PM · Arma 3 Creator DLC - S.O.G. Prairie Fire
kju-PvPscene added a comment to T178591: TargetAcquired event handler.

AFAIK forgetTarget is only temporary - aka when the enemy is still within view/distance/can be noticed again, the enemy will become known again

Jan 28 2024, 9:14 PM · Arma 3
G00golplexian created T178737: A "terminate" command for FSM's.
Jan 28 2024, 8:20 PM · Arma 3
PineCone227 created T178736: Game crash/exit while loading "Addon Options" profile results in deletion of all data in vars.Arma3Profile and Arma3Profile.
Jan 28 2024, 5:09 PM · Arma 3
BIS_fnc_KK changed the status of T178698: [Feature Request] Add SQF command setRotorShearState from New to Feedback.
Jan 28 2024, 2:00 PM · Arma 3
BIS_fnc_KK added a comment to T178698: [Feature Request] Add SQF command setRotorShearState.

Revision: 151327 setHitxxx commands extended

Jan 28 2024, 2:00 PM · Arma 3
BIS_fnc_KK set Ref Ticket to AIII-56235 on T178698: [Feature Request] Add SQF command setRotorShearState.
Jan 28 2024, 1:56 PM · Arma 3
Bacardi added a comment to T177253: Sound dampening when using map too often.

Hi. Found this exactly same problem when set "map factor" bar setting left.
In vehicle you open and close map many times, all 3D sounds get silence and not reset back.
After this problem, if you set "map factor" bar right, 3D sounds volume work opposite when open and close map.

Jan 28 2024, 1:32 PM · Arma 3
gc8 added a comment to T178591: TargetAcquired event handler.

I tried with the two EHs but this code did not prevent the tigris from shooting my pawnee:

Jan 28 2024, 9:52 AM · Arma 3