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Psychobastard
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User Since
Mar 12 2013, 6:51 PM (574 w, 6 d)

Recent Activity

May 10 2016

Psychobastard edited Steps To Reproduce on T85314: Artifact in house, invisible door.
May 10 2016, 12:34 PM · Arma 3
Psychobastard added a comment to T81311: Total crash of a co50.

Server crash files added

May 10 2016, 10:27 AM · Arma 3
Psychobastard added a comment to T75265: impact of setHit isn't the same on every unit/uniform.

No, only 3 units on map from given class.
If their isnt a problem on dev branch we can wait for the path next week and see what happened.

May 10 2016, 7:32 AM · Arma 3
Psychobastard added a comment to T75265: impact of setHit isn't the same on every unit/uniform.

Problem should be fixed in actual stable version too.
Please close the ticket.

May 10 2016, 7:32 AM · Arma 3
Psychobastard added a comment to T75265: impact of setHit isn't the same on every unit/uniform.

1.43.xxxxx - no longer reproducable! pls close the ticket.

May 10 2016, 7:32 AM · Arma 3
Psychobastard edited Steps To Reproduce on T75265: impact of setHit isn't the same on every unit/uniform.
May 10 2016, 7:32 AM · Arma 3
Psychobastard added a comment to T75100: Animation "grabDragged" dont work.

1.43.xxxxx - status since the ticket was create? Nothing changed? If the animation are removed for A3 pls let us know trough the wiki-documents.

May 10 2016, 7:27 AM · Arma 3
Psychobastard edited Steps To Reproduce on T75100: Animation "grabDragged" dont work.
May 10 2016, 7:27 AM · Arma 3
Psychobastard added a comment to T74819: [EventHandler] make "HandleDamage" giving the correct selection which have been hit (like "HitPart").

By reason my other ticket was closed as duplicate of this here comes some further notes to the problem i had described in my closed ticket:

In dependence from damage source and in dependence from the first hit to all following hits the damage EVH bring different values back.

main problems:

  • a new output, overall damage at the first hit, only by grenades
  • NULL output for the damage source at every damage event (first output)
  • changing frame during a event (against the notes wiki)
  • a different damage output after the frame has changed

With this "undefined/changing" output values it is very hard for mission designer or modder to work with this event.

mission start - damge only trough grenades:
first hit:
"Frame: 273797: [p1,"head",0.299985,<NULL-object>,"GrenadeHand"]" <--- NULL?!
"Frame: 273797: [p1,"",0.73864,Shooter,"GrenadeHand"]"
"Frame: 273797: [p1,"",0.73864,Shooter,"GrenadeHand"]"
"Frame: 273797: [p1,"head",0.299985,Shooter,"GrenadeHand"]"
"Frame: 273797: [p1,"body",0.171576,Shooter,"GrenadeHand"]"
"Frame: 273797: [p1,"hands",0.29755,Shooter,"GrenadeHand"]"
"Frame: 273797: [p1,"legs",0.35811,Shooter,"GrenadeHand"]"
"Frame: 273804: [p1,"",0.739428,Shooter,""]" <--- overall damage in another frame
// second hit:
"Frame: 275578: [p1,"head",0.351021,<NULL-object>,"GrenadeHand"]" <--- NULL?!
"Frame: 275578: [p1,"",0.105894,Shooter,"GrenadeHand"]"
"Frame: 275578: [p1,"",0.845322,Shooter,"GrenadeHand"]"
"Frame: 275578: [p1,"head",0.351021,Shooter,"GrenadeHand"]"
"Frame: 275578: [p1,"body",0.199912,Shooter,"GrenadeHand"]"
"Frame: 275578: [p1,"hands",0.346067,Shooter,"GrenadeHand"]"
"Frame: 275578: [p1,"legs",0.413056,Shooter,"GrenadeHand"]"
??? <--- where is it?! summary output only at the first hit?

mission start - damage trough bullets in the torso/body (same distance):
first hit:
"Frame: 299633: [p1,"head",0.0156636,<NULL-object>,"B_65x39_Caseless"]" <--- NULL?!
"Frame: 299633: [p1,"",0.316172,Shooter,"B_65x39_Caseless"]"
"Frame: 299634: [p1,"",0.316172,Shooter,"B_65x39_Caseless"]" <--- a new frame started: the output above start twice
"Frame: 299634: [p1,"head",0.0156636,Shooter,"B_65x39_Caseless"]"
"Frame: 299634: [p1,"body",0.505136,Shooter,"B_65x39_Caseless"]"
"Frame: 299634: [p1,"hands",0.0790496,Shooter,"B_65x39_Caseless"]"
??? <--- where is it?! no summary output but its the first hit
// second hit:
"Frame: 300118: [p1,"head",0.0406294,<NULL-object>,"B_65x39_Caseless"]" <--- NULL?!
"Frame: 300118: [p1,"",0.857814,Shooter,"B_65x39_Caseless"]"
"Frame: 300119: [p1,"",1.17399,Shooter,"B_65x39_Caseless"]" <--- a new frame started: the output above start twice but now with a different damage?!
"Frame: 300119: [p1,"head",0.0406294,Shooter,"B_65x39_Caseless"]"
"Frame: 300119: [p1,"body",0.589541,Shooter,"B_65x39_Caseless"]"
"Frame: 300119: [p1,"hands",0.164116,Shooter,"B_65x39_Caseless"]"
??? <--- again nothing...

Example mission is attached here: http://feedback.arma3.com/view.php?id=15948

May 10 2016, 7:20 AM · Arma 3
Psychobastard added a comment to T74752: command "canStand" useless.

1.43.xxxxx - nothing changed... status after 1.3 years?

May 10 2016, 7:19 AM · Arma 3
Psychobastard edited Steps To Reproduce on T74752: command "canStand" useless.
May 10 2016, 7:19 AM · Arma 3
Psychobastard added a comment to T74616: [Feature Request] - cfgWorlds "centerPosition".

Thx .kju!

Work-Around:
_size = getNumber (configFile >> "CfgWorlds" >> worldName >> "MapSize");
mapcenter = [_size/2,_size/2,0];
_m = createMarkerLocal [str(mapcenter),mapcenter];
_m setMarkerTypeLocal "b_art";

May 10 2016, 7:15 AM · Arma 3
Psychobastard edited Steps To Reproduce on T74616: [Feature Request] - cfgWorlds "centerPosition".
May 10 2016, 7:15 AM · Arma 3
Psychobastard edited Steps To Reproduce on T74613: Mapcanter far away from real center.
May 10 2016, 7:15 AM · Arma 3
Psychobastard edited Steps To Reproduce on T74307: Strange output from handleDamage EVH.
May 10 2016, 7:09 AM · Arma 3
Psychobastard edited Steps To Reproduce on T74039: ShowGPS, ShowRadio, ShowWatch - commands without any effect.
May 10 2016, 6:57 AM · Arma 3
Psychobastard added a comment to T71121: MP Vehicle Respawn Module design mistake.

Problem still present in actual dev-build.

May 10 2016, 5:36 AM · Arma 3
Psychobastard added a comment to T71121: MP Vehicle Respawn Module design mistake.

No, the problem is not the explosion self. And it's also not a fix if you didn't had an explosion after you set it up but the car make a respawn.

This is only an other bug you had found in the dev build. ;-)

May 10 2016, 5:36 AM · Arma 3
Psychobastard added a comment to T71121: MP Vehicle Respawn Module design mistake.

Exactly.
And if you cant produce a explosion by respawn in the dev build it's another bug especially in this version.

@Fireball, i think thats enough feedback. :-)

May 10 2016, 5:36 AM · Arma 3
Psychobastard added a comment to T71121: MP Vehicle Respawn Module design mistake.

Sorry, i won't use the dev version. Anyone else who can test it in the dev build?

May 10 2016, 5:36 AM · Arma 3
Psychobastard added a comment to T71121: MP Vehicle Respawn Module design mistake.

Hi, this are the settings of my test:

Delay: 10
deserted Delay: 15
Wreck: delete with an explosion effect

All other settings is default.
Thx for testing it!

May 10 2016, 5:36 AM · Arma 3
Psychobastard edited Steps To Reproduce on T71121: MP Vehicle Respawn Module design mistake.
May 10 2016, 5:36 AM · Arma 3
Psychobastard added a comment to T71110: Game freezes when using the gameplay module "Defence".

I cant longer reproduce it.
problem fixed?

May 10 2016, 5:36 AM · Arma 3
Psychobastard added a comment to T71110: Game freezes when using the gameplay module "Defence".

1.43.xxxxx - status not changed... pls close solved tickets...

May 10 2016, 5:36 AM · Arma 3
Psychobastard added a comment to T71109: Error message: Zone Restriction Module synched with Trigger and set "apply to: objects in synchronized triggers".

1.43.xxxxx - nothing changed... round about 1.5 years later

May 10 2016, 5:36 AM · Arma 3
Psychobastard edited Steps To Reproduce on T71110: Game freezes when using the gameplay module "Defence".
May 10 2016, 5:36 AM · Arma 3
Psychobastard added a comment to T71109: Error message: Zone Restriction Module synched with Trigger and set "apply to: objects in synchronized triggers".

In that case it is a design mistake cause if the trigger should be detect the players inside are much better.
Why i should sync everyone when i can detect them with the trigger self? And what happens after a respawn? --> lol

May 10 2016, 5:36 AM · Arma 3
Psychobastard edited Steps To Reproduce on T71109: Error message: Zone Restriction Module synched with Trigger and set "apply to: objects in synchronized triggers".
May 10 2016, 5:36 AM · Arma 3
Psychobastard added a comment to T71003: MouseButtonDown on dialog/control : mouse wheel not fired.

Ups, sorry. You're right. In that case confirmed too.

May 10 2016, 5:31 AM · Arma 3
Psychobastard added a comment to T71003: MouseButtonDown on dialog/control : mouse wheel not fired.

edit: nonsense

May 10 2016, 5:31 AM · Arma 3
Psychobastard added a comment to T70944: createVehicleCrew creates crew members on CIV side.

This an stupid bug!
It is essential to define a side. Also a return value is needed to get all crew members in an array. (f.e. to delete them later...)

Command are useless atm...

May 10 2016, 5:30 AM · Arma 3
Psychobastard added a comment to T70699: Fired Event Handler Global Issue.

This story line is exemplary for nearly every ticket in this alpha-3-fail-tracker. What can be more important as working EH's?
They need nearly two month to assaign the ticket first time (and switch them sometime back again)! German departments work like machines compared to this company of slugs.

BIS sucks!
Splendid!!!

May 10 2016, 5:22 AM · Arma 3
Psychobastard added a comment to T65008: BIS - remove the everytime attached handleDamage EVH from the players object.

Tested: the work around works. We can handle multiple hdeh's now. solved.
thx, for solve this ticket.

but, new issue opened: http://feedback.arma3.com/view.php?id=15948

May 10 2016, 1:44 AM · Arma 3
Psychobastard added a comment to T65008: BIS - remove the everytime attached handleDamage EVH from the players object.

The hole Bi-Team had needed round about 7 month to do anything at this thing. So let me please some days to found the timespace byside my normal work for switching to dev-build and test it detailed. :-)

May 10 2016, 1:44 AM · Arma 3
Psychobastard added a comment to T65008: BIS - remove the everytime attached handleDamage EVH from the players object.

Na endlich!
Now let's take a look if it do what it should be to do.

May 10 2016, 1:44 AM · Arma 3
Psychobastard added a comment to T65008: BIS - remove the everytime attached handleDamage EVH from the players object.

*facepalm*

This isn't a solution - Have a look at the real problem that was reported here. It's enough to read the topic header again.
I think it's senseless to discuss with you Dark Druid.

May 10 2016, 1:44 AM · Arma 3
Psychobastard added a comment to T65008: BIS - remove the everytime attached handleDamage EVH from the players object.

Thank you Xeno. ;-)

May 10 2016, 1:44 AM · Arma 3
Psychobastard added a comment to T65008: BIS - remove the everytime attached handleDamage EVH from the players object.

The problem is not that the event is not triggered. The problem is that the return values are not correct if you use more than one HD-EVH at the same time. It is simply the wrong way to put an EVH on a player object to handle some internal engine processes. (or whatever BIS_hitArray do)

May 10 2016, 1:44 AM · Arma 3
Psychobastard edited Steps To Reproduce on T65008: BIS - remove the everytime attached handleDamage EVH from the players object.
May 10 2016, 1:44 AM · Arma 3
Psychobastard added a comment to T64209: Alt-tab at night causes stange colours.

Confirmed for stable version too.

May 10 2016, 1:16 AM · Arma 3
Psychobastard edited Steps To Reproduce on T64164: Beep sound while setting up a mine is heard by other players far away.
May 10 2016, 1:15 AM · Arma 3
Psychobastard added a comment to T64129: displayAddEventHandler has no effect.

Ok, it works for me too. My mistake - can be closed.

May 10 2016, 1:14 AM · Arma 3
Psychobastard edited Steps To Reproduce on T64129: displayAddEventHandler has no effect.
May 10 2016, 1:14 AM · Arma 3
Psychobastard added a comment to T64127: command: setUnconscious haven't any effect.

Edit: duplication of #0005513

May 10 2016, 1:14 AM · Arma 3
Psychobastard edited Steps To Reproduce on T64127: command: setUnconscious haven't any effect.
May 10 2016, 1:14 AM · Arma 3
Psychobastard added a comment to T63893: Functions "vest", and "uniform" return empty string when invoked for a dead player.

Confirmed with killed EVH.

May 10 2016, 1:03 AM · Arma 3
Psychobastard added a comment to T63879: setUnconscious may be buggy.

Whats the status of this bug? Many people like and need this command.

May 10 2016, 1:03 AM · Arma 3
Psychobastard added a comment to T62742: KA-60 HE rockets aren't HE's.

The rockets are planned as HE's. It doesn't matter what Wiki says about DAGR.

May 10 2016, 12:14 AM · Arma 3
Psychobastard edited Steps To Reproduce on T62742: KA-60 HE rockets aren't HE's.
May 10 2016, 12:14 AM · Arma 3
Psychobastard edited Steps To Reproduce on T62741: Character don't stop to run.
May 10 2016, 12:14 AM · Arma 3