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Deathlyrage
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User Since
Aug 5 2013, 11:33 AM (589 w, 3 d)

Recent Activity

Mar 28 2017

Deathlyrage added a comment to T124001: AddonBuilder fails to initialize without Steam.

@BISWizard Thanks for fixing this, you are awesome!!

Mar 28 2017, 11:14 AM · Arma 3

Mar 24 2017

Deathlyrage created T124002: Crash on every time someone logs out to the lobby.
Mar 24 2017, 3:41 AM · Arma 3
Deathlyrage created T124001: AddonBuilder fails to initialize without Steam.
Mar 24 2017, 3:33 AM · Arma 3

May 10 2016

Deathlyrage added a comment to T85437: Engine Animal Class Doesn't Call Correct CfgMoves Events.

By saying engine class animal, I mean anything with

simulation = "animal";

May 10 2016, 12:38 PM · Arma 3
Deathlyrage set Category to category:aiissues on T85437: Engine Animal Class Doesn't Call Correct CfgMoves Events.
May 10 2016, 12:38 PM · Arma 3
Deathlyrage added a comment to T84702: Passing in a argument with the wrong type into Params.

Ok Feel free to close this report.

May 10 2016, 12:14 PM · Arma 3
Deathlyrage added a comment to T84702: Passing in a argument with the wrong type into Params.

I don't get the point of params returning a boolean if it failed or not If it will just throw a error message and halt. But that's understandable if its intended functionality.

May 10 2016, 12:14 PM · Arma 3
Deathlyrage edited Steps To Reproduce on T84702: Passing in a argument with the wrong type into Params.
May 10 2016, 12:14 PM · Arma 3
Deathlyrage set Category to category:scripting on T83109: Feature Request: Delete Event Handler from VBS 3.
May 10 2016, 11:26 AM · Arma 3
Deathlyrage added a comment to T83052: Description.ext option to disable weather syncing.

Example:

Every frame the server increases Arma's internal clock which is basicly diag_tickTime. When the framerate on the server goes down, seconds themselves actually take longer. This breaks the time / weather sync because clients internal clock is actually running at the correct rate. Because of this, servers that sometimes have low frame rate can sometimes never actually reach night time, even though the clients do. Once the sync interval is reached all the clients are forced to be set to another time older then what it is supposed to be causing massive lagg spikes.

May 10 2016, 11:24 AM · Arma 3
Deathlyrage added a comment to T83052: Description.ext option to disable weather syncing.

Unless you guys make weather *AND* time sync less performance intensive and fix it so it's not dependent on server framerate. Then we at least need a option to disable it.

Everything was perfect before you guys added in this auto-sync thing. Least we could get an option to disable it.

Weather / Time Checks happen now multiple times per second and it's not even worth it.

Even when said problem is fixed, least give mission developers the ability to handle it the way they want.

May 10 2016, 11:24 AM · Arma 3
Deathlyrage added a comment to T83052: Description.ext option to disable weather syncing.

Time Sync is also broken, we need options to disable. If the server framerate goes down then the servers perception of time itself breaks and forces time and weather laggy re-syncs which causes major problems. We need the option to disable this and use our own time / weather syncing system that isn't dependent on server framerate.

May 10 2016, 11:24 AM · Arma 3
Deathlyrage edited Steps To Reproduce on T82640: remoteExec and remoteExecCall Opens thousands of exploits for hackers.
May 10 2016, 11:10 AM · Arma 3
Deathlyrage set Category to category:tools on T82236: [Feature request] Ability to publish Steam Workshop Updates with Command Line Args.
May 10 2016, 10:56 AM · Arma 3
Deathlyrage added a comment to T82059: Animals/Agents not moving anymore (Not complete resolved).

Hell if you really want the engine optimization to remain in why not include another simulation type and class people can spawn in so they can handle animals in the correct way.

May 10 2016, 10:51 AM · Arma 3
Deathlyrage added a comment to T82059: Animals/Agents not moving anymore (Not complete resolved).

I understand how you changed this to support more engine performance. But how do you script things like having a dog stop if he has no where to go?

How do I check if the agent has entered a building and changed to a different path finding state?

How can i make the agent automatically slow down the the right speed depending on the building he is in?

There needs to be another simulation type that calls the right actions. Using Man or CAManBase requires complex types such as faces that are not easily disabled.

May 10 2016, 10:51 AM · Arma 3
Deathlyrage added a comment to T82059: Animals/Agents not moving anymore (Not complete resolved).

You should have the Idle Animations only play when the animal isn't doing anything, and the engine should call the correct actions automatically.

Instead of constantly calling 'Default'. FastF should be called when the dog is told to go somewhere so idle gets interrupted.

The end user shouldn't have to call _dog playMove "Dog_Run"; If the dog doesn't have anywhere to go it will just run forward.

All the built in logic for how animal behavior works assumes that the correct actions are called in CfgMoves.

May 10 2016, 10:51 AM · Arma 3
Deathlyrage added a comment to T82059: Animals/Agents not moving anymore (Not complete resolved).

Found out that this is a more complex issue then the animation config.

Related:

http://feedback.arma3.com/view.php?id=27071

May 10 2016, 10:51 AM · Arma 3
Deathlyrage added a comment to T82059: Animals/Agents not moving anymore (Not complete resolved).

Example of a Dog Getting stuck and derping around, sometimes following.

https://www.youtube.com/watch?v=S8fcjHgWTr4

The dog previously would follow you perfectly fine pre-maskman DLC.

https://www.youtube.com/watch?v=WPnksoCcADE&t=81

May 10 2016, 10:51 AM · Arma 3
Deathlyrage added a comment to T82059: Animals/Agents not moving anymore (Not complete resolved).

Also please see this ticket for information, which can also repo the problem.

http://feedback.arma3.com/view.php?id=24666

May 10 2016, 10:51 AM · Arma 3
Deathlyrage added a comment to T82059: Animals/Agents not moving anymore (Not complete resolved).

Run the Following script in the editor, and move away from the dog, the dog will walk for a few seconds stop and all doMove commands and doFollow will fail and he will be stuck and never move. The correct functionality that should happen is the dog will follow you. You can copy and paste this into a editor mission and use Local Exec and the dog will spawn. Keep in mind the dog will sometimes get unstuck and walk a few steps then he will get stuck again. This most likely has to do with him getting stuck in a sitting or idle animation and failing to move. Same problem that used to be with Sheep / Goat etc.

  • spawn

{

    dog = group player createUnit ["Alsatian_Sandblack_F", getPos player, [], 5, "CAN_COLLIDE"];
    dog setVariable ["BIS_fnc_animalBehaviour_disable", true];
    dog doFollow player;

    while {true} do 
    {
        if (alive dog) then 
        {
			dog doMove getPos player;
			sleep 1;
        };
    };

};

May 10 2016, 10:51 AM · Arma 3
Deathlyrage added a comment to T81960: Insane bandwith usage / Server chokes.

Had same problems with servers choking when running Breaking Point Mod also.

May 10 2016, 10:47 AM · Arma 3
Deathlyrage edited Steps To Reproduce on T81019: Headless Client Framerate is Limited to exactly the same as the server.
May 10 2016, 10:17 AM · Arma 3
Deathlyrage edited Steps To Reproduce on T80727: arma3server.exe crashes 1.38 RC.
May 10 2016, 10:07 AM · Arma 3
Deathlyrage added a comment to T80716: Arma 3 1.38 RC Crashes.

Uploaded another PhysX Crash server dump arma3server_1_2015-01-20_09-02-34.rar

May 10 2016, 10:07 AM · Arma 3
Deathlyrage edited Steps To Reproduce on T80716: Arma 3 1.38 RC Crashes.
May 10 2016, 10:07 AM · Arma 3
Deathlyrage added a comment to T80389: HC Causes Server Process Death & Doesn't Handle Disconnection Events.

Tested on RC Build. Issue is no longer present.

May 10 2016, 9:51 AM · Arma 3
Deathlyrage added a comment to T80389: HC Causes Server Process Death & Doesn't Handle Disconnection Events.

This issue is still happening on the latest development build. All the repro steps are the same.

  1. Start Client, Server, HC
  2. Make sure you are using localClient and headlessClients in the server.cfg to your IP (127.0.0.1) etc
  3. #login as admin, note that headless client is in the server list
  4. Close Headless Client / Kill Process
  5. See a message 'hc' is loosing connection.
  6. Note that HC remains in the players list and won't disconnect.
May 10 2016, 9:51 AM · Arma 3
Deathlyrage edited Steps To Reproduce on T80389: HC Causes Server Process Death & Doesn't Handle Disconnection Events.
May 10 2016, 9:51 AM · Arma 3
Deathlyrage edited Steps To Reproduce on T80256: Arma 3 1.36 RC 4 Crashes.
May 10 2016, 9:47 AM · Arma 3
Deathlyrage added a comment to T80251: Arma 3 1.36 RC 3 Crashes (Non-PhysX Crashes).

Uploaded another crashdump arma3_2014-12-04_18-09-33.rar

May 10 2016, 9:47 AM · Arma 3
Deathlyrage added a comment to T80251: Arma 3 1.36 RC 3 Crashes (Non-PhysX Crashes).

Scratch that, its thats the wrong version.

Sorry my community sends me these crashes and I didn't check that version of that one.

May 10 2016, 9:47 AM · Arma 3
Deathlyrage added a comment to T80251: Arma 3 1.36 RC 3 Crashes (Non-PhysX Crashes).

Still waiting for members of the community of BP to send me crashes on RC 5. Trying to get them ASAP because I know you are patching RC to stable soon.

May 10 2016, 9:47 AM · Arma 3
Deathlyrage added a comment to T80251: Arma 3 1.36 RC 3 Crashes (Non-PhysX Crashes).

Uploaded another crashdump, arma3_2014-12-03_12-31-11.rar. It's on RC 5

May 10 2016, 9:47 AM · Arma 3
Deathlyrage added a comment to T80251: Arma 3 1.36 RC 3 Crashes (Non-PhysX Crashes).

Uploaded another crashdump arma3_2014-12-03_12-20-27.rar

May 10 2016, 9:47 AM · Arma 3
Deathlyrage edited Steps To Reproduce on T80251: Arma 3 1.36 RC 3 Crashes (Non-PhysX Crashes).
May 10 2016, 9:47 AM · Arma 3
Deathlyrage edited Steps To Reproduce on T80244: Arma 3 1.36 RC 3 Crashes.
May 10 2016, 9:47 AM · Arma 3
Deathlyrage edited Steps To Reproduce on T80239: Arma 3 RC 1.36 Crashes.
May 10 2016, 9:47 AM · Arma 3
Deathlyrage edited Steps To Reproduce on T78942: Scripting Command to add a Weapon to a container with related data.
May 10 2016, 9:05 AM · Arma 3
Deathlyrage edited Steps To Reproduce on T78940: Scripting Command to addMagazine directly to weapon with bullet count..
May 10 2016, 9:05 AM · Arma 3
Deathlyrage edited Steps To Reproduce on T78874: AddMagazine Array Support for AddMagazineGlobal.
May 10 2016, 9:03 AM · Arma 3
Deathlyrage added a comment to T78867: Magazines are not synced between client / server with addMagazine/addMagazineCargo.

Yeah it seems to be happening randomly that the effect isn't global and sometimes it is. This is even given the server enough time to sync / process the command.

May 10 2016, 9:03 AM · Arma 3
Deathlyrage added a comment to T78867: Magazines are not synced between client / server with addMagazine/addMagazineCargo.

Replacing all my addMagazine commands with addMagazineGlobal result in mass duplication of items and creating invalid combinations of items in inventories. I remember having this problem with addMagazineGlobal in the past. When i call it once on the client, the item duplicates by the number of people on the server. I'm going to have to stick with addMagazine for the time being.

This also happends randomly when i call addMagazineGlobal on the server once for a remote argument, the item duplicates by the number of people on the server.

May 10 2016, 9:03 AM · Arma 3
Deathlyrage added a comment to T78867: Magazines are not synced between client / server with addMagazine/addMagazineCargo.

I believe the best result would be fixing addMagazine so it's effects are global when used on a local argument, as per Arma 2 functionality. This prevents spamming of global commands over the network in a forEach loop for example.

May 10 2016, 9:03 AM · Arma 3
Deathlyrage added a comment to T78867: Magazines are not synced between client / server with addMagazine/addMagazineCargo.

Ok Thanks, that's fine.

You can close this report.

May 10 2016, 9:03 AM · Arma 3
Deathlyrage edited Steps To Reproduce on T78867: Magazines are not synced between client / server with addMagazine/addMagazineCargo.
May 10 2016, 9:03 AM · Arma 3
Deathlyrage added a comment to T77924: Arma 3 Client and Server Process Crashes.

Added 2 new client crashes from 1.24.

arma3_2014-07-15_16-57-41
arma3_2014-07-15_20-20-38

May 10 2016, 8:38 AM · Arma 3
Deathlyrage added a comment to T77924: Arma 3 Client and Server Process Crashes.

We are building a mod within the constraints of arma 3. We do not have crashdumps for vanilla as that's not what we are building a mod for Arma 3.

You're game shouldn't be crashing and we are uploading these dumps for 2 reasons.

A) for you to fix it

B)for you to provide information and or give us a direction of the fault. We have been building this custom map for months and now cant release it because of Arma client and server crashing. Help us.

May 10 2016, 8:38 AM · Arma 3
Deathlyrage edited Steps To Reproduce on T77924: Arma 3 Client and Server Process Crashes.
May 10 2016, 8:38 AM · Arma 3
Deathlyrage added a comment to T76825: Using addMagazineGlobal on a unit spawn multiple magazines.

It will give the amount of magazines as there are clients on a server.
49 Players + 1 HC = 50 Magazines Added to the unit.

May 10 2016, 8:10 AM · Arma 3
Deathlyrage added a comment to T75891: Player body disappears (sinks into the ground) when player leaves to the lobby with disabledAI = 1; even when they are dead..

George, we really need a user control option over this.

Can we have a option in description.ext so the unit is not killed or added to the manager. So we can use the "Local" event handler and handle processing in the way we need to on the server?

The auto hide body option being changed is a real help however.

May 10 2016, 7:47 AM · Arma 3
Deathlyrage added a comment to T75891: Player body disappears (sinks into the ground) when player leaves to the lobby with disabledAI = 1; even when they are dead..

In regards to SaMatra's proposed solution, entities should be simply left there both dead or alive on disconnect and it should be the mission creators implementation to handle the cleanup, deletion, saving or removal of that body.

The solution without the event handler doesn't allow for leaving the character there regardless if the entity is dead or alive.

Or at least add a description.ext option for this suggestion.

May 10 2016, 7:47 AM · Arma 3
Deathlyrage edited Steps To Reproduce on T75427: Using deleteVehicle on a Object / Entity Causes a Crash To Desktop..
May 10 2016, 7:36 AM · Arma 3
Deathlyrage added a comment to T73645: Scripting Command: addMagazineCargoEx for Bullet Counts.

There ya go japa, separated two groups of scripting commands into new reports.

0020582: Scripting Command to addMagazine directly to weapon with bullet count.
http://feedback.arma3.com/view.php?id=20582

0020584: Scripting Command to add a Weapon to a container with related data
http://feedback.arma3.com/view.php?id=20584

May 10 2016, 6:47 AM · Arma 3
Deathlyrage added a comment to T73645: Scripting Command: addMagazineCargoEx for Bullet Counts.

Come on, Can we at least get two scripting commands added to support ammo count for addMagazineCargo and getMagazineCargo?

May 10 2016, 6:47 AM · Arma 3
Deathlyrage edited Steps To Reproduce on T73645: Scripting Command: addMagazineCargoEx for Bullet Counts.
May 10 2016, 6:47 AM · Arma 3
Deathlyrage added a comment to T72935: Missing of scripting commands for inventory.

Also very important when adding scripting commands such as these is also adding magazines with a specific bullet count.

http://feedback.arma3.com/view.php?id=15286

I thought I'd link this since it's relevant. Which would work with the (backpackContainer player) etc commands.

About Locality, I also agree it's up to the mission designer to use the correct local or global commands.

May 10 2016, 6:25 AM · Arma 3