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Dr_Eyeball
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User Since
May 7 2013, 7:02 AM (306 w, 4 d)

Recent Activity

Aug 30 2016

Dr_Eyeball changed Reproducibility from reproducibility:always to reproducibility:sometimes on T120121: Warning Message: 'author/' is not a value.
Aug 30 2016, 7:59 AM · Arma 3
Dr_Eyeball added a comment to T120121: Warning Message: 'author/' is not a value.

Hmm, although changing it (as above) made a difference, it does not seem to be a consistent fix, as I first thought. There seems to be more to it than this.

Aug 30 2016, 7:58 AM · Arma 3
Dr_Eyeball edited Steps To Reproduce on T120121: Warning Message: 'author/' is not a value.
Aug 30 2016, 5:35 AM · Arma 3
Dr_Eyeball created T120121: Warning Message: 'author/' is not a value.
Aug 30 2016, 5:34 AM · Arma 3
Dr_Eyeball added a comment to T79506: author or onLoadName aren't available as scripting commands.

In the meantime, just use this:

Aug 30 2016, 5:22 AM · Arma 3

Aug 14 2016

Dr_Eyeball added a comment to T81452: MP Server list - show (or scan) favourite servers first.

Task can be closed. Thank-you.

Aug 14 2016, 1:13 PM · Arma 3

Aug 13 2016

Dr_Eyeball created T119901: Rpt log file fails to name offending p3d file name..
Aug 13 2016, 8:24 AM · Arma 3

Jul 16 2016

Dr_Eyeball created T119435: New script command: serverMissions.
Jul 16 2016, 10:34 AM · Arma 3

Jul 14 2016

Dr_Eyeball created T119385: Launcher should store dev parameters with Preset.
Jul 14 2016, 1:32 PM · Arma 3

May 10 2016

Dr_Eyeball edited Steps To Reproduce on T85603: BIS_fnc_param causes recurring script bug for index -1.
May 10 2016, 12:42 PM · Arma 3
Dr_Eyeball added a comment to T82560: Chat log.

You can view old chat messages.

  • Press "/" to open chat line.
  • Press PgUp/PgDn to scroll old messages.
May 10 2016, 11:06 AM · Arma 3
Dr_Eyeball added a comment to T82531: Splendid camera - player falls to death after being teleported from ATL and closing camera.

Issue can be Closed. Seems to be fixed and working.

May 10 2016, 11:06 AM · Arma 3
Dr_Eyeball edited Steps To Reproduce on T82531: Splendid camera - player falls to death after being teleported from ATL and closing camera.
May 10 2016, 11:06 AM · Arma 3
Dr_Eyeball edited Steps To Reproduce on T82137: Workshop Publisher - does not allow different mod title than folder name..
May 10 2016, 10:53 AM · Arma 3
Dr_Eyeball edited Additional Information on T81453: UI: Alt+Tab should auto open Main Menu.
May 10 2016, 10:31 AM · Arma 3
Dr_Eyeball set Category to category:featurerequest on T81452: MP Server list - show (or scan) favourite servers first.
May 10 2016, 10:31 AM · Arma 3
Dr_Eyeball set Category to category:featurerequest on T81451: MP Mission Selection - show total players.
May 10 2016, 10:31 AM · Arma 3
Dr_Eyeball set Category to category:featurerequest on T81447: MP Server list - show currently used filters.
May 10 2016, 10:31 AM · Arma 3
Dr_Eyeball edited Steps To Reproduce on T81445: MP Server List - add progress indicator.
May 10 2016, 10:31 AM · Arma 3
Dr_Eyeball added a comment to T77184: Arma 3 Mouse is not Locked to one Screen.

I use Windows 7. My second monitor is on the right side of the primary monitor.

I am unsure whether starting the game in windowed mode, then switching to full-screen, or something similar, might be a factor here.

Good to see this has been reported. I'm surprised there is not more chat on this topic. The task status is just "reviewed" and not "assigned"? How odd.

Strange that A2 had this feature working fine, but not in A3.

I think in A2, when you pressed Esc to open the main game menu, the mouse would appear and the mouse boundaries were then turned off, so you could click on a 2nd monitor to switch to another program.

But now in A3, the mouse boundaries are turned off all the time. In one game I was switched out of A3 5 times and given that the fire button is associated with the mouse button click, the consequences of this to the gameplay can be detrimental.

Even if you don't get switched out, it's also annoying as you turn/look around in game seeing all of the other active program windows "highlight" or show a selection scroll or seeing your task bar hints or nested windows lists appear in game.

May 10 2016, 8:21 AM · Arma 3
Dr_Eyeball added a comment to T75596: Change in CursorTarget priority causes issues with scripts that rely on it.

Thanks for the rapid fix.

May 10 2016, 7:40 AM · Arma 3
Dr_Eyeball added a comment to T75596: Change in CursorTarget priority causes issues with scripts that rely on it.

How did an already reported bug get into the stable branch from the dev branch?
This bug has broken our mod. I certainly hope there is a hot-fix for this soon.
Up-voting.

May 10 2016, 7:40 AM · Arma 3
Dr_Eyeball added a comment to T75596: Change in CursorTarget priority causes issues with scripts that rely on it.

It seems actions added via addAction are also not working, making it unusable.
However, actions added via class UserActions {}, do work.

May 10 2016, 7:40 AM · Arma 3
Dr_Eyeball edited Steps To Reproduce on T74083: 'time' script command is wrong during JIP, for first few seconds.
May 10 2016, 6:58 AM · Arma 3
Dr_Eyeball added a comment to T74083: 'time' script command is wrong during JIP, for first few seconds.

0,1,2,5600
(or more like 0.1,0.2,0.3,...,1.0,1.1,...,2.0,...,2.5,5600.1)

May 10 2016, 6:58 AM · Arma 3
Dr_Eyeball added a comment to T73750: Huge overhead for array type data..

I think it's because Arma arrays support different data types for each item in the array. Eg: ["abc", 123, [67,46], player]. And nested arrays compound the problem further.

So every item in the array needs to have it's type defined when sent, even if the array contains all the same types, like an array of integers. Eg: [31,41,45,1,0]

So this would have to be sent as ("pseudo-data"):
[integer:31, integer:41, integer:45, integer:1, integer:0]
instead of:
{integer array: [31,41,45,1,0]}

Your screenshot even indicates the data type names themselves are stored as whole strings. It's almost like unoptimised xml.

May 10 2016, 6:50 AM · Arma 3
Dr_Eyeball added a comment to T73657: addUniform is NOT Global.

Apparently resolved in 1.06. Can anyone confirm?

May 10 2016, 6:48 AM · Arma 3
Dr_Eyeball edited Steps To Reproduce on T73618: BIS_fnc_areEqual returns true if both param's are nil or null - very bad standard.
May 10 2016, 6:46 AM · Arma 3
Dr_Eyeball edited Steps To Reproduce on T72009: Pressing 'H' (Last Help key) does not work..
May 10 2016, 6:01 AM · Arma 3
Dr_Eyeball edited Steps To Reproduce on T71830: The hint message never closes while a dialog is open..
May 10 2016, 5:56 AM · Arma 3
Dr_Eyeball edited Steps To Reproduce on T71394: Option to disable actions on an object, (or disable ammo crate Inventory access).
May 10 2016, 5:44 AM · Arma 3
Dr_Eyeball edited Steps To Reproduce on T71189: Splendid Animation Viewer: needs Copy Anim Name button.
May 10 2016, 5:38 AM · Arma 3
Dr_Eyeball added a comment to T71189: Splendid Animation Viewer: needs Copy Anim Name button.

Never mind, it seems there is already a key (Ctrl+C) to copy the current animation name in the list to the clipboard.

Plus [+/-] changes the Time Acceleration speed.

Admin, you can change the Status to "No change required". (It does not let me do it.)

May 10 2016, 5:38 AM · Arma 3
Dr_Eyeball edited Steps To Reproduce on T69899: Add pop-up gear lists for all slots on Inventory dialog..
May 10 2016, 4:52 AM · Arma 3
Dr_Eyeball added a comment to T69423: More filter options for weapon and ammo crates.

It absolutely needs more of those types of filters.
Agree: backpacks should not be in every filter.

In addition to the filters GLTLegislator listed in the task (under Additional Information), I think you could also include:

  • "weapon attachments" - (suppressors, lasers, flashlights, scopes), since it's a rather long list.

Or include "attachments" under "a) weapons" maybe.

  • For "e) grenades", I presume that includes: (grenades, smoke canisters, GL grenades, all explosives, mines). Maybe rename to "explosive ordnance".

(This topic is somewhat related to #9002.)

May 10 2016, 4:34 AM · Arma 3
Dr_Eyeball added a comment to T66242: canMove returns true for helicopters with broken main rotor.

The same problem exists for vehicles with missing/broken wheels.

In A2, 'canMove' would return false, but in A3, it returns true until the vehicle is almost destroyed. The prior behaviour in A2 is preferred.

May 10 2016, 2:33 AM · Arma 3
Dr_Eyeball added a comment to T63879: setUnconscious may be buggy.

This is a game-breaking bug at present. How is this minor?

The severity should be increased from 'minor' to 'major' and priority from 'normal to 'high'.

To add to the bug description, the lifeState value of "HEALTHY" can be other values, like "INJURED", even when he is unconscious.

Either fix the 'lifeState' command or introduce a new command, like 'unconscious'.
Or if you are planning to remove/change the 'unconscious' state, let us know your plans, or delete the 'setUnconscious' command from A3 so we know.

May 10 2016, 1:03 AM · Arma 3