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Eichi
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User Since
Sep 26 2014, 3:34 PM (255 w, 5 d)

Recent Activity

May 10 2016

Eichi added a comment to T85317: New createObject command, exact spawning of vehicles.

Currently, I have to do almost 80 lines just to be (97%) sure a vehicle does not explode. Its easier for the average modder and in the end better for the reputation of Arma. People think exploding things is a feature of Arma. They blame you for this. And to be honest: Setting a world matrix is not as that hard.

Just do it!

May 10 2016, 12:34 PM · Arma 3
Eichi edited Steps To Reproduce on T85270: Wrong Z value in visiblePosition / getPosVisual.
May 10 2016, 12:33 PM · Arma 3
Eichi added a comment to T85234: Uniforms disappear or are only visible to one player.

Not sure if that is related to this ticket here, but I think so:

https://onedrive.live.com/?authkey=%21AFmXoKqBMk1o7Lk&cid=F2298CFD9354AC3E&id=F2298CFD9354AC3E%21123&parId=root&o=OneUp

Players just sent me this.

May 10 2016, 12:30 PM · Arma 3
Eichi added a comment to T85234: Uniforms disappear or are only visible to one player.

Check the screenshots. Its wearing a uniform that does not even exist in the game.

I have never seen this uniform before and searched for it in the virtual arsenal afterwards. Its not there.

What. The. Hell?

May 10 2016, 12:30 PM · Arma 3
Eichi edited Steps To Reproduce on T85234: Uniforms disappear or are only visible to one player.
May 10 2016, 12:30 PM · Arma 3
Eichi added a comment to T85187: New "if ... throw" implementation is broken.

"You tell your car not to drive, but it drives anyways" - That's not a problem. This is normal. And normal behavior.

I agree with Torndeco. Better remove this unlogical construct, as it is completely useless and will only break things.

May 10 2016, 12:29 PM · Arma 3
Eichi added a comment to T85187: New "if ... throw" implementation is broken.

"but there is no reason why it shouldn't"
-> if (false)

Or in human words:

"If you must not do that, do it anyways".

So basically you're telling us, that this unlogical behavior, that doesn't occur in every proper programming language in the world, is by design? What's the sense of that "if" then, if the script engine completely disregards it?

The engine evaluates the throw before the if, just in case it needs to throw something? This means the engine is reading the code backwards.

I really can't handle this anymore. Even Visual Basic is more advanced than this.

Sorry for the hate, but this really makes me upset.

May 10 2016, 12:29 PM · Arma 3
Eichi edited Steps To Reproduce on T85187: New "if ... throw" implementation is broken.
May 10 2016, 12:29 PM · Arma 3
Eichi added a comment to T85172: Large Weapon = You cannot run through doors anymore.

Update: It also occurs when you sprint while unarmed.

May 10 2016, 12:28 PM · Arma 3
Eichi edited Steps To Reproduce on T85172: Large Weapon = You cannot run through doors anymore.
May 10 2016, 12:28 PM · Arma 3
Eichi added a comment to T85131: CfgFunctions are not compileFinal anymore.

Yes, it was tried in the editor. Does that make a difference? If so, it should be mentioned here:

https://community.bistudio.com/wiki/Functions_Library_(Arma_3)#Adding_a_Function

May 10 2016, 12:27 PM · Arma 3
Eichi added a comment to T85131: CfgFunctions are not compileFinal anymore.

Great! So it was a lack of information. Phew!

May 10 2016, 12:27 PM · Arma 3
Eichi edited Steps To Reproduce on T85131: CfgFunctions are not compileFinal anymore.
May 10 2016, 12:27 PM · Arma 3
Eichi edited Steps To Reproduce on T85093: Players still affected by fatigue/stamina even though its disabled.
May 10 2016, 12:26 PM · Arma 3
Eichi added a comment to T85092: Re-fueling vehicles does not work as in 1.52 anymore.

Happens with choppers and cars in the same way.

May 10 2016, 12:26 PM · Arma 3
Eichi set Category to category:engine on T85092: Re-fueling vehicles does not work as in 1.52 anymore.
May 10 2016, 12:26 PM · Arma 3
Eichi set Category to category:other on T85091: Fuel Station location markers are gone.
May 10 2016, 12:25 PM · Arma 3
Eichi set Category to category:engine on T85089: Players can set markers in global channel.
May 10 2016, 12:25 PM · Arma 3
Eichi edited Additional Information on T85058: RPT spam about texture headers.
May 10 2016, 12:25 PM · Arma 3
Eichi set Category to category:scripting on T84959: Request: profileUID.
May 10 2016, 12:22 PM · Arma 3
Eichi set Category to category:modding on T84929: Difficulty settings do not hide group leader hexagon.
May 10 2016, 12:21 PM · Arma 3
Eichi edited Steps To Reproduce on T84927: Dupe every item in vanilla Arma.
May 10 2016, 12:21 PM · Arma 3
Eichi edited Additional Information on T84857: Request: allowStand / isStandingAllowed.
May 10 2016, 12:19 PM · Arma 3
Eichi added a comment to T84570: Extend "InventoryOpened" event handler.

https://www.youtube.com/watch?v=2j_lFtvOPdo&feature=youtu.be

May 10 2016, 12:10 PM · Arma 3
Eichi added a comment to T84570: Extend "InventoryOpened" event handler.

Similar to: http://feedback.arma3.com/view.php?id=23192

May 10 2016, 12:10 PM · Arma 3
Eichi edited Steps To Reproduce on T84570: Extend "InventoryOpened" event handler.
May 10 2016, 12:10 PM · Arma 3
Eichi added a comment to T84042: createVehicle "Lag".

Nailed this down to be related to simulation. If you disable simulation on objects, the network updates are delayed.

createVehicle
setPos
enableSimulationGlobal false

This will trigger this behavior. It was the same in Arma 2.

May 10 2016, 11:55 AM · Arma 3
Eichi edited Steps To Reproduce on T84042: createVehicle "Lag".
May 10 2016, 11:55 AM · Arma 3
Eichi edited Steps To Reproduce on T84036: Reproducable way to crash client and server easily.
May 10 2016, 11:55 AM · Arma 3
Eichi set Category to category:gamecrash on T84035: Please delete, browser fired a POST twice :(.
May 10 2016, 11:55 AM · Arma 3
Eichi set Category to category:scripting on T83525: lineIntersectsWith does not collide with phoenix palms.
May 10 2016, 11:40 AM · Arma 3
Eichi edited Steps To Reproduce on T83434: addMagazine will add two magazines for smoke grenades.
May 10 2016, 11:37 AM · Arma 3
Eichi edited Steps To Reproduce on T83406: showHUD = 0 will also hide range finder / optics info.
May 10 2016, 11:36 AM · Arma 3
Eichi added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

great! <3

May 10 2016, 11:34 AM · Arma 3
Eichi added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

@japa: I thought this is a general problem, but if it is system architecture related, let me describe what I do:

It runs in a dedicated server. The code is invoked in non-scheduled environment to run as fast as possible. It is used to load player gear from a database. The server creates a new unit to spawn a player object. Then it adds uniform, vest and backpack to the new player object. After that, it populates the content of these containers.

This works fine 90% of the time, but *sometimes* uniformContainer/backpackContainer/vestContainer return nil.

Here is an overview of what it does:

_group = createGroup independent;

_player = _group createUnit ["Exile_Unit_Player", _position, [], 0, "CAN_COLLIDE"];
_player setDir _direction;
_player setPosATL _position;
_player disableAI "FSM";
_player disableAI "MOVE";
_player disableAI "AUTOTARGET";
_player disableAI "TARGET";

// [...]

_player forceAddUniform _uniform;
_uniformContainer = uniformContainer _player;

if (isNil "_uniformContainer") then
{
// Here is the problem
};

I dont understand how or why it can fail if you get the container right after you created it.

Using waitUntil is maybe a bit problematic in non-scheduled environment :)

May 10 2016, 11:34 AM · Arma 3
Eichi added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

@KK: This was my thinking too. But according to the docs: "In Arma 3 when last unit leaves a group, the group gets auto deleted." it should not be the case. I have added a lot of debug logging and the unit is there. Everything works fine, except the container functions returning nil.

May 10 2016, 11:34 AM · Arma 3
Eichi added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

It is a dedicated server. The unit is created on the server and then additional gear is added, thus the unit is local.

Just a thought beside that: Why should a function ever return nil? That just does not sound right to me :)

May 10 2016, 11:34 AM · Arma 3
Eichi added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

I am not sure if I got you. I am not using the player command. The above snippet is from client code, where the same problem occurs. To reproduce it regardless of peer type, use createUnit + forceAddUniform + uniformContainer.

May 10 2016, 11:34 AM · Arma 3
Eichi added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

Unfortunately, it isnt. This makes things a little more complicated. This only happens after the server has been up for some time. The code is running purely server side. I can send you a log file if you want to.

May 10 2016, 11:34 AM · Arma 3
Eichi added a comment to T83312: uniformContainer / vestContainer / backpackContainer return nil.

Yes, the unit is of course local :)

May 10 2016, 11:34 AM · Arma 3
Eichi edited Steps To Reproduce on T83312: uniformContainer / vestContainer / backpackContainer return nil.
May 10 2016, 11:33 AM · Arma 3
Eichi added a comment to T83271: createMarkerLocal is not local :).

I think I pasted the wrong code in here. If you use "setMarkerText" instead of "setMarkerTextLocal" it will turn the local marker into a global one. Sorry for that.

May 10 2016, 11:32 AM · Arma 3
Eichi edited Steps To Reproduce on T83271: createMarkerLocal is not local :).
May 10 2016, 11:32 AM · Arma 3
Eichi added a comment to T83248: needReload player allways returns 0 since 1.48.

Edit: It depends on the weapon. If the weapon has two muzzles (EGLM etc.), then it will not work. For weapons that have only one muzzle, it works.

May 10 2016, 11:31 AM · Arma 3
Eichi added a comment to T83248: needReload player allways returns 0 since 1.48.

To be more procise on that:

Equipment a weapon with ELGM attachment. Put in a magazine and make that your current muzzle (should be by default). needReload will return wrong value. Then equip a EGLM grenade. needReload is still wrong. Then reload your EGLM and voila - needReload is working as intended.

In other words: needReload does not regard the current muzzle. It will return 0 if ANY of the available muzzles need a reload.

May 10 2016, 11:31 AM · Arma 3
Eichi added a comment to T83248: needReload player allways returns 0 since 1.48.

Check this: https://www.youtube.com/watch?v=WYQHRvOhLB0

May 10 2016, 11:31 AM · Arma 3
Eichi added a comment to T83248: needReload player allways returns 0 since 1.48.

It is 1.48 stable.

Steps to reproduce:

Get into editor. Grab a weapon and a magazine. Ensure weapon is loaded. Open debug window. Type "needReload player" and "needReload (vehicle player)" into the watch lines. Shoot a few rounds. Both of them show 0. Get into an armed vehicle and fire a few rounds. "needReload player" still shows 0. "needReload (vehicle player)" shows 0.x-1, working as intended.

May 10 2016, 11:31 AM · Arma 3
Eichi set Category to category:scripting on T83248: needReload player allways returns 0 since 1.48.
May 10 2016, 11:31 AM · Arma 3
Eichi set Category to category:engine on T81462: boundingBox and boundingBoxReal include Memory LOD.
May 10 2016, 10:31 AM · Arma 3
Eichi edited Steps To Reproduce on T81127: Movement of Steerable Parachute is FPS-dependent.
May 10 2016, 10:21 AM · Arma 3
Eichi added a comment to T80711: Easy way to significantly improve the clunky action menu.

I love this video because it's so true. Now trees look a bit better than in Operation Flashpoint, but usability has always been a mess. They don't care.

May 10 2016, 10:05 AM · Arma 3
Eichi edited Steps To Reproduce on T79319: Binoculars in hand + ladder = you will fall down.
May 10 2016, 9:16 AM · Arma 3
Eichi added a comment to T79266: Increase Multiplayer FPS by unchaining Netcode, Game Logic and Rendering Pipe.

Updated Game Version field. Still present in latest stable version. Also in DEV.

May 10 2016, 9:15 AM · Arma 3
Eichi added a comment to T79266: Increase Multiplayer FPS by unchaining Netcode, Game Logic and Rendering Pipe.

Try to hit a helicopter with 12 FPS. The last time I had 12 FPS was in 1998 while playing Half Life on a 233mhz beast.

Please re-think your priorities.

May 10 2016, 9:15 AM · Arma 3
Eichi edited Steps To Reproduce on T79266: Increase Multiplayer FPS by unchaining Netcode, Game Logic and Rendering Pipe.
May 10 2016, 9:15 AM · Arma 3
Eichi added a comment to T69085: Easy way to significantly improve the clunky action menu.

I love this video because it's so true. Now trees look a bit better than in Operation Flashpoint, but usability has always been a mess. They don't care.

May 10 2016, 4:21 AM · Arma 3

May 9 2016

Eichi added a comment to T59083: Low CPU/GPU Utilization.

@cosmokenney: No. They don't care. They simply don't care. They don't even bother to tell us their opinion on this. So well, go play Battlefield.

May 9 2016, 6:22 PM · Arma 3
Eichi added a comment to T59083: Low CPU/GPU Utilization.

@BI: Are there any news on this? I have just received a 50% OFF Newsletter, but none of my friends is going to buy it since they fear it won't run properly. Sentences like "Oh, you know? It's still ARMA. You can run through walls and die. You can fall through floors and die. Your screen freezes for seconds every few minutes. And it's so hard to hit someone when they just warp right in front of you. And if you can stand 11 FPS on your GTX 980, buy it." are very common to hear.

This ticket is now almost 1.5 years old. I know this fix is something very essential, but really?

Please care!

May 9 2016, 6:20 PM · Arma 3