SaMatra
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User Since
Mar 7 2013, 2:13 AM (280 w, 4 d)

Recent Activity

Sep 13 2017

SaMatra added a comment to T70460: Add "cursorToWorld" command.

Cursor might not be in center of the screen

Sep 13 2017, 2:40 PM · Arma 3
SaMatra added a comment to T66280: [Feature Req] Introduce new scripting command to prevent breakable objects (fences, lamps) from breaking by collision (canBreak).

allowDamage doesn't stop that.

Sep 13 2017, 2:39 PM · Arma 3

Apr 10 2017

SaMatra added a comment to T123785: BIS_fnc_initRespawn adds HandleDisconnect event handler always returning true, resulting in broken missions with disabledAI=1.

Can be considered fixed, even though command returns false instead of nil, HandleDisconnect events added after it have priority over BIS_fnc_initRespawn.

Apr 10 2017, 8:55 PM · Arma 3

Mar 21 2017

SaMatra added a comment to T67309: Sandbags displayed in low LOD look orange unlike high LOD which are light yellow.

Still an issue.

Mar 21 2017, 6:03 PM · Arma 3

Mar 17 2017

SaMatra added a comment to T123785: BIS_fnc_initRespawn adds HandleDisconnect event handler always returning true, resulting in broken missions with disabledAI=1.

Here is addon with temporary fix that you need to include in -serverMod= of your server (or -mod= for non-dedi server)

Mar 17 2017, 3:35 PM · Arma 3
SaMatra created T123785: BIS_fnc_initRespawn adds HandleDisconnect event handler always returning true, resulting in broken missions with disabledAI=1.
Mar 17 2017, 10:40 AM · Arma 3

Jan 26 2017

SaMatra added a comment to T67309: Sandbags displayed in low LOD look orange unlike high LOD which are light yellow.

Problem is still actual in 2017, 4 years later, walls appear orange on lower LODs and have glitchy looking black polygon on even lower LOD.

Jan 26 2017, 5:06 AM · Arma 3
SaMatra added a comment to T122896: Concrete walls looks very different in different LODs.

Thank you! Can my 4 years old ticket https://feedback.bistudio.com/T67309 also get some attention, it has similar issue with immersion-breaking visual appearance over different LODs

Jan 26 2017, 4:58 AM · Arma 3

Jan 16 2017

SaMatra edited Additional Information on T122896: Concrete walls looks very different in different LODs.
Jan 16 2017, 6:57 PM · Arma 3
SaMatra created T122896: Concrete walls looks very different in different LODs.
Jan 16 2017, 6:55 PM · Arma 3

Dec 10 2016

SaMatra added a comment to T81559: "InventoryOpened" EH does not provide full information on what containers were opened.

Still not solved, if you have body near crate and open body inventory, EH returns body and null object, while both body and crate are available in the inventory menu.

Dec 10 2016, 5:52 AM · Arma 3

Aug 12 2016

SaMatra added a comment to T119846: Recent HandleDamage and Killed event handlers additions show actual firing unit as null if damage is indirect.

Yeah, I missed introduction of this command, it looks like a proper solution for this case, thank you!

Aug 12 2016, 11:51 PM · Arma 3

Aug 10 2016

SaMatra added a comment to T119846: Recent HandleDamage and Killed event handlers additions show actual firing unit as null if damage is indirect.

Thanks, I've checked it on dev branch and both event handlers now include firing unit with indirect damage. I will really appreciate if firing unit can also be included into HitPart and Fired event handlers so we can track projectiles after they're fired on clients, not only when they hit. Thank you.

Aug 10 2016, 12:41 PM · Arma 3

Aug 9 2016

SaMatra created T119846: Recent HandleDamage and Killed event handlers additions show actual firing unit as null if damage is indirect.
Aug 9 2016, 12:37 PM · Arma 3

May 10 2016

SaMatra edited Steps To Reproduce on T84971: Backpack duping through body and a box.
May 10 2016, 12:22 PM · Arma 3
SaMatra edited Steps To Reproduce on T84429: Game throws "Picture * not found" when joining server.
May 10 2016, 12:07 PM · Arma 3
SaMatra added a comment to T83660: Add scripting command "currentTarget".

Isn't assignedTarget what you're looking for?

May 10 2016, 11:44 AM · Arma 3
SaMatra edited Steps To Reproduce on T83097: setFace stops random facial animations.
May 10 2016, 11:26 AM · Arma 3
SaMatra added a comment to T83097: setFace stops random facial animations.

Good find, KK. Still a bug though.

May 10 2016, 11:26 AM · Arma 3
SaMatra edited Steps To Reproduce on T83065: Ejecting units destroy helicopter main rotor.
May 10 2016, 11:25 AM · Arma 3
SaMatra edited Steps To Reproduce on T82398: Inventory items list changes order of stacked items on pickup.
May 10 2016, 11:01 AM · Arma 3
SaMatra set Category to category:featurerequest on T81560: Introduce scripting command or way to hide "Take ..." and "Rearm" actions on containers..
May 10 2016, 10:34 AM · Arma 3
SaMatra edited Steps To Reproduce on T81559: "InventoryOpened" EH does not provide full information on what containers were opened.
May 10 2016, 10:34 AM · Arma 3
SaMatra edited Additional Information on T81536: Introduce CfgFaces config key defining if face has camo on it or it is normal face.
May 10 2016, 10:33 AM · Arma 3
SaMatra set Category to category:visualcharacters on T81511: OPFOR and INDFOR ghillies do not hide Chestrig water pack unlike BLUFOR ghillies although look nearly identical.
May 10 2016, 10:33 AM · Arma 3
SaMatra added a comment to T81189: turretOwner doesn't work on turretPath [-1] ("driver" turret).

You can check driver turret locality with "local" command.

May 10 2016, 10:23 AM · Arma 3
SaMatra added a comment to T81168: lost my progress in king of the hill (money and level).

Might be because of #19426

May 10 2016, 10:22 AM · Arma 3
SaMatra added a comment to T80056: being killed while typing on map, all controls locked (req ctrl alt del).

Thanks, i'll check it

May 10 2016, 9:41 AM · Arma 3
SaMatra added a comment to T79921: Radar broken in helicopters.

Wish it was mission description.ext setting instead

May 10 2016, 9:37 AM · Arma 3
SaMatra added a comment to T79683: No command to add magazine to vehicle turret with specific ammo count.

I'd suggest to extend current addMagazineTurret command instead:

Full magazine: <vehicle> addMagazineTurret [<magazine>, <turret_path>]
Custom magazine: <vehicle> addMagazineTurret [<magazine>, <turret_path>, <ammo>]

May 10 2016, 9:30 AM · Arma 3
SaMatra edited Steps To Reproduce on T79558: Random crashes, ticket with dumps.
May 10 2016, 9:25 AM · Arma 3
SaMatra added a comment to T79535: Add "GroundWeaponHolder_Scripted" class which allows for existence of empty holders.

I agree with Killzone_Kid here, having GroundWeaponHolder_Scripted that behaves identically to GroundWeaponHolder (lets players put stuff in it through Inventory UI and displays what inside) but does not auto-deletes when empty will be definitely useful addition and I personally see use for such object in my missions (Wasteland specifically)

May 10 2016, 9:25 AM · Arma 3
SaMatra added a comment to T79340: Dedicated server crashes [PRIMARY REPORT].

While was writing comment, test server crashed again. Attached another report.

May 10 2016, 9:17 AM · Arma 3
SaMatra added a comment to T79340: Dedicated server crashes [PRIMARY REPORT].

Edit: I just realized that I didn't fully read the steps. It was too late yesterday. Fixed, sorry.

May 10 2016, 9:17 AM · Arma 3
SaMatra added a comment to T79340: Dedicated server crashes [PRIMARY REPORT].

Crash right at server start. Happens very often for me, with DEV version as well, have several of these crash dumps, attached most recent one, stable version: arma3server_2014-10-02_22-53-06.rar

May 10 2016, 9:17 AM · Arma 3
SaMatra added a comment to T79236: When unit barefooted it should walk silent.

Would be great if loudness would be defined in the uniform config

May 10 2016, 9:14 AM · Arma 3
SaMatra edited Steps To Reproduce on T79070: Independent laser designator should spawn LaserTargetW instead of LaserTargetC.
May 10 2016, 9:08 AM · Arma 3
SaMatra added a comment to T79026: Attempt to reproduce lag №2 (100k desync, related to remains collector).

Thanks for reply. I updated my previous comment with more details.

May 10 2016, 9:07 AM · Arma 3
SaMatra added a comment to T79026: Attempt to reproduce lag №2 (100k desync, related to remains collector).

During one of the tests we had 100k desync\desync chain just by respawning simultaneously. Some helicopters\vehicles were destroyed about 5 minutes prior to it though. Is this situation related to helicopterUpdate too? Unfortunately we did not manage to reproduce it later but desync was clearly happening right after we all died. What is interesting is that 5 of us died at the same time sometimes 1 body sank underground, sometimes 2 bodies, sometimes none, it definitely looked like something is wrong with remains collector.

May 10 2016, 9:07 AM · Arma 3
SaMatra edited Steps To Reproduce on T79026: Attempt to reproduce lag №2 (100k desync, related to remains collector).
May 10 2016, 9:07 AM · Arma 3
SaMatra edited Steps To Reproduce on T78997: Attempt to reproduce lag (100k desync).
May 10 2016, 9:06 AM · Arma 3
SaMatra added a comment to T78650: Commands that should possibly be removed because of non-functionality.

setMimic

Not functional, sometimes resets unit's random head movement and that's it.

May 10 2016, 8:56 AM · Arma 3
SaMatra added a comment to T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it..

Good question, KK. Pretty sure it is simulation score. I guess we'll need visiblePositionWorld command too then :)

May 10 2016, 8:56 AM · Arma 3
SaMatra added a comment to T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it..

AgentRev, yes, ASLtoATL and ATLtoASL will be applicable for WorldPos commands.

May 10 2016, 8:56 AM · Arma 3
SaMatra added a comment to T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it..

getPosWorld is very close to getPosASL except it returns actual object Z coordinate instead of one calculated from transformation of object's placing point. Same goes for setPosWorld, it directly sets object coordinate without regard to placing point.

By object specific I meant that result of getPosASL is object specific because placing point differs between objects and there would be no way to translate world coordinate to asl coordinate without having the object itself and its placing point in model world.

May 10 2016, 8:56 AM · Arma 3
SaMatra added a comment to T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it..

AgentRev, ASLtoATL and ATLtoASL commands simply add or substract distance from ground level to water level so you can use same commands for world coordinates.

Also there is no way to make world coordinate into ASL coordinate (or vise-versa) because ASL is object-specific and you will need to know object's bounding center and target orientation (vector dir and up) to calculate Z returned by ASL command.

May 10 2016, 8:56 AM · Arma 3
SaMatra edited Steps To Reproduce on T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it..
May 10 2016, 8:56 AM · Arma 3
SaMatra edited Steps To Reproduce on T78160: Crashes for unknown reason.
May 10 2016, 8:44 AM · Arma 3
SaMatra edited Steps To Reproduce on T77894: Independents are unable to use laser designator as it lases with civilian-owned laser target.
May 10 2016, 8:37 AM · Arma 3
SaMatra added a comment to T77805: "push" command is needed for working with arrays in scheduled environment [PICTURE].

I absolutely agree with Killzone_Kid about this, performance of such basic operations is extremely important especially in code that is being run each frame. A practical example for this is complex icons over player, without using drawIcon3d when you need to have several UI elements above each unit, such task involves tens and tens of array operations each frame, using fastest command possible matters A LOT when trying to maintain good FPS, especially in multiplayer where FPS is usually much lower.

May 10 2016, 8:35 AM · Arma 3
SaMatra edited Steps To Reproduce on T77784: Editing another profile replaces current profile .vars.Arma3Profile file with .vars.Arma3Profile file of edited profile.
May 10 2016, 8:34 AM · Arma 3
SaMatra edited Steps To Reproduce on T77679: Implement command to disable\control grass drawing distance.
May 10 2016, 8:32 AM · Arma 3
SaMatra added a comment to T77679: Implement command to disable\control grass drawing distance.

This ticket is related to #8658 but not a duplicate. This ticket suggests a new scripting command so we could change grass separately from terrain grid.

May 10 2016, 8:32 AM · Arma 3
SaMatra edited Steps To Reproduce on T77554: Scripting command to check if profile vars file is writable.
May 10 2016, 8:29 AM · Arma 3
SaMatra edited Steps To Reproduce on T77397: Steerable parachute (simulation="paraglide") forces player to perform "WeaponOnBack" action after landing.
May 10 2016, 8:25 AM · Arma 3
SaMatra edited Steps To Reproduce on T77254: Renaming profile doesn't rename .vars.Arma3Profile file causing all profile namespace data being lost.
May 10 2016, 8:22 AM · Arma 3
SaMatra added a comment to T77254: Renaming profile doesn't rename .vars.Arma3Profile file causing all profile namespace data being lost.

This bug is critical to our mission King of the Hill since it heavily relies on profileNamespace saved variables so I will appreciate if this bug could get higher priority and be fixed to be available in next stable update. Thank you.

May 10 2016, 8:22 AM · Arma 3
SaMatra added a comment to T77180: Moving buildings with attachTo doesn't reset them back when restarting mission or joining server.

Bug\exploit is also actual in A2. If solution will be implemented in A3 it will be great to have it ported to A2 as well. Please do not just prevent pre-placed buildings to work with attachTo command as this feature is very important for missions where you need to remove certain buildings.

May 10 2016, 8:21 AM · Arma 3
SaMatra added a comment to T77180: Moving buildings with attachTo doesn't reset them back when restarting mission or joining server.

Here is related ticket to the problem of unremovable pre-placed map buildings and objects: http://feedback.arma3.com/view.php?id=6783

May 10 2016, 8:21 AM · Arma 3
SaMatra edited Steps To Reproduce on T77180: Moving buildings with attachTo doesn't reset them back when restarting mission or joining server.
May 10 2016, 8:20 AM · Arma 3
SaMatra added a comment to T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated.

Its still a problem, using allMissionObjects is bad approach because it is VERY slow command unlike entities or vehicles.

May 10 2016, 8:20 AM · Arma 3
SaMatra added a comment to T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated.

Or you can use allMissionObjects "GroundWeaponHolder" which is fairly slow by might be better than nearObjects.

May 10 2016, 8:20 AM · Arma 3
SaMatra added a comment to T77175: GroundWeaponHolder identifiable only by nearestObjects unlike WeaponHolderSimulated.

Its a problem indeed, GroundWeaponHolder should be returned by entities command.

May 10 2016, 8:20 AM · Arma 3
SaMatra added a comment to T77115: Clients get thrown up by destroyed buildings (\w repro and video).

Did a test, seems to be fixed. Thanks.

May 10 2016, 8:18 AM · Arma 3
SaMatra edited Steps To Reproduce on T77115: Clients get thrown up by destroyed buildings (\w repro and video).
May 10 2016, 8:18 AM · Arma 3
SaMatra edited Steps To Reproduce on T77099: allUnits and playableUnits are not reliable.
May 10 2016, 8:18 AM · Arma 3
SaMatra added a comment to T77030: "submunitionAmmo" projectiles spawn in amounts proportional to number of players in the game.

Confirmed, fixed in hotfix.

Another problem is that shooting minigun like that spawns way too much splash projectiles - over 150 at the time just for a single gunner, I think that splash projectiles should die off much quicker so less projectiles will be simulated for better performance.

May 10 2016, 8:16 AM · Arma 3
SaMatra edited Steps To Reproduce on T77030: "submunitionAmmo" projectiles spawn in amounts proportional to number of players in the game.
May 10 2016, 8:16 AM · Arma 3
SaMatra added a comment to T77029: Broken sights in Optics Mode in Mi-48 Kajman.

Still not fixed, renders entire helicopter useless

May 10 2016, 8:16 AM · Arma 3
SaMatra added a comment to T77016: setDir no longer works on non-local vehicles.

Still actual on 1.18.

May 10 2016, 8:15 AM · Arma 3
SaMatra edited Steps To Reproduce on T77016: setDir no longer works on non-local vehicles.
May 10 2016, 8:15 AM · Arma 3
SaMatra added a comment to T76767: Uniform and vest containers do not get deleted after addUniform and addVest commands.

Checked DEV version, everything works properly now, both addUniform and addVest commands delete previous uniform and vest.

May 10 2016, 8:09 AM · Arma 3
SaMatra added a comment to T76767: Uniform and vest containers do not get deleted after addUniform and addVest commands.

gdscei, yes, both addVest and addUniform properly delete previous containers as well as create new containers, you either use wrong dev version or its some kind of misunderstanding, everything works perfect for me.

May 10 2016, 8:09 AM · Arma 3
SaMatra edited Steps To Reproduce on T76767: Uniform and vest containers do not get deleted after addUniform and addVest commands.
May 10 2016, 8:09 AM · Arma 3
SaMatra added a comment to T76757: Identity of player-controlled body changes after player respawns.

I guess having dead and alive unit with player identity will make more sense than seeing how player body changes face as they respawn. Either way I would suggest to leave this decision up to mission designer by either:

  1. Being able to control this behavior with parameter in description.ext
  2. Having an event handler (either attached to unit or preferably mission event handler for local handling of local units) which would call each time game tries to change unit's identity because of player taking control of unit or releasing control of said unit.

Of course I would prefer event handler to control this behavior which will give mission designer maximum flexibility.

May 10 2016, 8:08 AM · Arma 3
SaMatra edited Steps To Reproduce on T76757: Identity of player-controlled body changes after player respawns.
May 10 2016, 8:08 AM · Arma 3
SaMatra added a comment to T76731: Include VBS2 commands: setOpticsState and opticsState into ArmA 3.

BIS_Iceman, thanks for reviewing the ticket, please relate it to #16310

May 10 2016, 8:07 AM · Arma 3
SaMatra edited Steps To Reproduce on T76731: Include VBS2 commands: setOpticsState and opticsState into ArmA 3.
May 10 2016, 8:07 AM · Arma 3
SaMatra added a comment to T76706: Crashing at random in Wasteland by Sa-Matra (v11).

Thanks for the info. I actually experienced same thing with crashes on my newly released mission "King of the Hill by Sa-Matra" - after random amount of play time game crashes and if you try to join same server again, it keeps crashing until server restarts. This happened for me just once out of all my play time with the mission, but I also heard same reports from other players. Apparently mission does something that triggers client-side crash. Looking at same functionality that I use in both King of the Hill and Wasteland I can't see anything that could possibly cause a crash, especially something that crashes you once after some play time and keeps crashing until server resets.

May 10 2016, 8:07 AM · Arma 3
SaMatra added a comment to T76687: Non-local vehicles glitching and flying all over the place [Repro + Video].

No, we do not use Simulation Manager module nor disable simulation of vehicles or units at all in King of the Hill.

The bug is still in game, but unlike previously I've only noticed that it happens when you join the game (JIP), some vehicles appear in this state and then normalize after few minutes. This happens pretty much every time I join game in progress. This bug happens with ground vehicles, air vehicles and even units (players). Only few of the vehicles are being affected by the bug when you join in progress, not every.

May 10 2016, 8:06 AM · Arma 3
SaMatra added a comment to T76687: Non-local vehicles glitching and flying all over the place [Repro + Video].

From my recent experiences I've only seen this happen after JIP. When you join the game many vehicles and even players fly all over the place for some time but then normalize after some minutes and you don't see it anymore.

May 10 2016, 8:06 AM · Arma 3
SaMatra added a comment to T76687: Non-local vehicles glitching and flying all over the place [Repro + Video].

It affects any multiplayer mission.

May 10 2016, 8:06 AM · Arma 3
SaMatra added a comment to T76687: Non-local vehicles glitching and flying all over the place [Repro + Video].

I noticed that problems happen only after you join the game, after some time vehicles normalize and it doesn't happen anymore. Basically I see it only when I am JIP player.

May 10 2016, 8:06 AM · Arma 3
SaMatra added a comment to T76687: Non-local vehicles glitching and flying all over the place [Repro + Video].

1.22, bug still happens with all vehicles: http://www.youtube.com/watch?v=Ga-wiQE82Bo

May 10 2016, 8:06 AM · Arma 3
SaMatra added a comment to T76687: Non-local vehicles glitching and flying all over the place [Repro + Video].

1.20 heli flying all over the place: http://www.youtube.com/watch?v=I0QMfFh93tY

May 10 2016, 8:06 AM · Arma 3
SaMatra added a comment to T76687: Non-local vehicles glitching and flying all over the place [Repro + Video].

Does it happen to all vehicles or just characters (ev. characters in cargo?)
I remember experiencing such issues with data desync and disparity, but that should not rly happen in the retail builds.

Characters in cargo flying in fact different bug related to turrets becoming bugged and turrets always appear empty to anyone so player entering the turret appears outside and just follows the vehicle: http://www.youtube.com/watch?v=rGeZxBnyCdw At 0:38 both players enter same turret and then shoot grenades to player inside building. This bug has been actual since at least ArmA 2 (ArmA 1 even according to some of our guys), happens much more often in ArmA 3. There is no ticket for the bug yet.

As of "vehicles flying all over the place" it is still actual and I've personally seen it happen to helicopter yesterday, it was landing vertically and started flying left and right extremely quick just like it happened to vehicles on video from the ticket: http://www.youtube.com/watch?v=aN85jUTfSJQ

May 10 2016, 8:06 AM · Arma 3
SaMatra added a comment to T76687: Non-local vehicles glitching and flying all over the place [Repro + Video].

Ok, apparently problem with floating vehicles was improved or at least I didn't see the problem yet after the update.

Vehicles flying all over the place is still actual, doesn't look it was improved a bit, still happen fairly often. Still no idea how to make repro.

May 10 2016, 8:06 AM · Arma 3
SaMatra added a comment to T76687: Non-local vehicles glitching and flying all over the place [Repro + Video].

Give it a try k0rd but I mean vehicles flying all over the place problem, not just bugged positioning of parked vehicles.

May 10 2016, 8:06 AM · Arma 3
SaMatra added a comment to T76687: Non-local vehicles glitching and flying all over the place [Repro + Video].

It will only show if it was fixed when it will be on stable version, its very difficult to tell on low population servers as there is no clear repro.

May 10 2016, 8:06 AM · Arma 3
SaMatra added a comment to T76687: Non-local vehicles glitching and flying all over the place [Repro + Video].

We did tests with last stable patch and our repro and unfortunately repro doesn't work anymore but bug still widely happens. If its possible it would be great if developers can analize the repro with the old verison to possibly understand whats going on currently with vehicles glitching all over the place.

Additionally bug with vehicles floating mid-air was reproducible with older versions as seen on this video: http://www.youtube.com/watch?v=Td9Mv-Ou_kw but we didn't manage to make a repro since it didn't work after one of the stable updates. Some details about situation in the repro. Offroad was owned by server, ping to server was 0 (hosted on same machine) Offroad's left wheels were stuck in the ground all the time yet it rendered it as flying above the ground and normalized it as soon as camera came closer.

May 10 2016, 8:06 AM · Arma 3
SaMatra added a comment to T76687: Non-local vehicles glitching and flying all over the place [Repro + Video].

Apparently only a certain case of this bug was fixed which also fixed that repro mission that I provided. Is there any chance you could test repro mission on older version to get an idea what causes this bug?

May 10 2016, 8:06 AM · Arma 3
SaMatra added a comment to T76687: Non-local vehicles glitching and flying all over the place [Repro + Video].

BIS_Iceman, we just tried the repro again and it reproduced the problem right away. Repro steps are absolutely correct. If you wish we can demonstrate the problem to you on my server. If you find this acceptable, please write to email from my feedback tracker account. Thank you.

May 10 2016, 8:06 AM · Arma 3
SaMatra edited Steps To Reproduce on T76687: Non-local vehicles glitching and flying all over the place [Repro + Video].
May 10 2016, 8:06 AM · Arma 3
SaMatra edited Steps To Reproduce on T76686: Non-local ragdolls appear at [0,0,0] if their owner is far away from the ragdoll.
May 10 2016, 8:06 AM · Arma 3
SaMatra added a comment to T76620: getHit command.

Bumping this ticket. This essential command is still missing!

May 10 2016, 8:04 AM · Arma 3
SaMatra added a comment to T76620: getHit command.

Indeed, such command would be extremely useful. At the moment you have to parse entire vehicle config for hitpoints as well as hitpoints of all parent classes but it still doesn't tell you the full picture as for instance human vehicles have special cases like:
HitLegs changes\returns damage for "leg_l"
HitHands changes\returns damage for "hand_l"
even though config has "legs" for "HitLegs" and "hands" for "HitHands"

May 10 2016, 8:04 AM · Arma 3
SaMatra edited Steps To Reproduce on T76542: Feature Request: Ability to check if certain player speaks in VON.
May 10 2016, 8:03 AM · Arma 3
SaMatra edited Steps To Reproduce on T76144: Vehicle texture sets for each side: BLUFOR (NATO), OPFOR (CSAT), Independent (AAF, FIA).
May 10 2016, 7:52 AM · Arma 3
SaMatra added a comment to T76014: clearWeapon\Magazine\Item\BackpackCargoGlobal commands no longer work on non-local objects.

Yes it does, ticket can be considered resolved and closed.

May 10 2016, 7:50 AM · Arma 3
SaMatra edited Steps To Reproduce on T76014: clearWeapon\Magazine\Item\BackpackCargoGlobal commands no longer work on non-local objects.
May 10 2016, 7:50 AM · Arma 3