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SaMatra
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User Since
Mar 7 2013, 2:13 AM (584 w, 3 d)

Recent Activity

Wed, May 15

SaMatra added a comment to T178384: [Feature Request] WeaponChanged and MagazineChanged eventhandler.

Haven't tested it yet, does it trigger for countermeasures on vehicles?

Wed, May 15, 4:39 PM · Arma 3

Tue, May 14

SaMatra added a comment to T178384: [Feature Request] WeaponChanged and MagazineChanged eventhandler.

Will this trigger on mode and muzzle change too? Perhaps all 3 can be included somehow.

Tue, May 14, 4:27 PM · Arma 3

Sun, May 12

SaMatra added a comment to T181063: Scripting commands to control vehicle countermeasures.

If this ticket has a chance to be implemented, let me know and I'll make scripts to quickly test it.

Sun, May 12, 11:57 AM · Arma 3
SaMatra created T181063: Scripting commands to control vehicle countermeasures.
Sun, May 12, 11:56 AM · Arma 3
SaMatra added a comment to T180926: Radio protocols when throw frag grenade won't work.

Found through comparison with alpha where it works, you need to have hit > 10 for it to work.

class CfgAmmo {
    class Grenade;
    class GrenadeHand:Grenade {
        hit = 10.00001;
    };
};

Really weird choice but seeing that alpha uses same grenade config as OA probably means this engine part wasn't touched for years.

Sun, May 12, 5:27 AM · Arma 3

Sat, May 11

SaMatra added a comment to T170535: inAreaArray variant to return indexes: inAreaArrayIndexes.

Bug found in inAreaArrayIndexes, it ignores c for height:

private _area = [positionCameraToWorld [0,0,0], 20, 20, 0, true, 20];
[
     [player] inAreaArrayIndexes _area
    ,[player] inAreaArray _area
]

> [[],[B Alpha 1-2:1 (Sa-Matra)]]

Sat, May 11, 11:37 AM · Arma 3

Wed, May 8

SaMatra created T180988: Player controlled UAV's aren't firing Killed and EntityKilled events if there is HandleDamage stopping damage.
Wed, May 8, 7:44 AM · Arma 3

Tue, May 7

SaMatra created T180975: setUnitLoadout recreates backpack if nil is provided.
Tue, May 7, 8:53 AM · Arma 3

Sat, May 4

SaMatra created T180929: Delete backpack after WeaponAssembled event handler, not before..
Sat, May 4, 3:07 PM · Arma 3

Fri, May 3

SaMatra created T180897: Alternative syntax to moveInAny.
Fri, May 3, 7:58 AM · Arma 3

Thu, May 2

SaMatra created T180876: ui2t rendering blank texture.
Thu, May 2, 11:34 AM · Arma 3

Tue, Apr 30

SaMatra added a comment to T180763: createShot, a dedicated command to create shots.

Sure, but they already do that with proper cheats bypassing SQF and creating own shot messages. Is it really *that* much worse than creating shots with createVehicle and createVehicleLocal? You can already do a lot of mess with {createVehicleLocal ["HelicopterExploBig", getPos player, [], 0, ""]} forEach allPlayers and its not even logged in createvehicle.log. (Censor this if needed)

Tue, Apr 30, 10:11 AM · Arma 3

Sat, Apr 27

SaMatra created T180763: createShot, a dedicated command to create shots.
Sat, Apr 27, 7:40 AM · Arma 3

Thu, Apr 25

SaMatra added a comment to T176124: "HandleDamage" being called at shooter side for unrelated reasons.

Since source for roadkill damage changed from being a driver to an actual vehicle, damage from physx objects is still unit itself.

v = createVehicle ["Land_ToiletBox_F", player modelToWorld [0,10,0]]; 
pos = getPos v; 
onEachFrame {v setPos pos; v setVelocity [0,100,0]}; 
u = group player createUnit [typeOf player, v, [], 0, "CAN_COLLIDE"];

Here is a repro script to kill a unit with PhysX object.

Thu, Apr 25, 2:31 PM · Arma 3
SaMatra added a comment to T180323: SPG-9 vehicle magazines use Metis/Vorona pictures.

Those are not visible in game and that's why they are not defined. I guess I could try hiding those magazines better in Eden box editor if they are visible over there

They aren't visible in Eden, but these wrong icons are explicitly defined in the config. Maybe just remove these definitions so there are no pictures for them at all.

Thu, Apr 25, 1:28 PM · Arma 3
SaMatra created T180724: Z-fighting from camera shake when the shooting vehicles.
Thu, Apr 25, 12:56 PM · Arma 3
SaMatra added a comment to T180721: Command/EH to obtain artillery (computer) target position.

I wonder if we can just get general engine-driven calculation for predicted projectile hit position? This way you could run it in Fired to find out where AI was firing. This will differ a bit from where AI *wanted* to fire though.

Thu, Apr 25, 10:25 AM · Arma 3

Wed, Apr 24

SaMatra added a comment to T180365: ENTITY getModelInfo INDEX.

Nice. I guess its fine with closing the ticket until there somebody has a really big need for single-return syntax.

Wed, Apr 24, 1:28 PM · Arma 3
SaMatra added a comment to T180365: ENTITY getModelInfo INDEX.

Command return is very different in nature - model name string, skeleton boolean, placing point vector, mass number. Pretty sure in 99.9% cases you'll only ever use a single value (like I do in all my usages), thus the suggestion to have it return only wanted value. I don't REALLY need it but it would be nice to have.

Wed, Apr 24, 12:56 PM · Arma 3

Apr 6 2024

SaMatra created T180365: ENTITY getModelInfo INDEX.
Apr 6 2024, 11:31 AM · Arma 3
SaMatra added a comment to T119190: Please add command to edit displayName property of customized vehicles.

Or maybe call it setCustomEntityInfo by analogy with getEntityInfo, getModelInfo commands

Apr 6 2024, 11:30 AM · Arma 3
SaMatra added a comment to T119190: Please add command to edit displayName property of customized vehicles.

I'd like to also ask for custom picture.

Apr 6 2024, 11:29 AM · Arma 3

Apr 5 2024

SaMatra added a comment to T175562: Add weapon animation sources for aiming and optics mode.

isADS would be https://community.bistudio.com/wiki/cameraView == "GUNNER"? If so then I don't think I can do that. That wouldn't work for AI's which don't have camera, and would also be a problem in MP.
That would always return the state of the players camera. I could check if the unit holding the weapon == cameraOn. In all other cases it would always be zero?
You'd have to combine it with isselected anim source, to make sure you don't animate when player is in ADS somewhere else.

I'm pretty sure that remote units camera state is broadcasted because it changes for you automatically when you watch remote players with _remotePlayer switchCamera "INTERNAL" it follows whatever camera view that player is having on their client.

Apr 5 2024, 7:00 PM · Arma 3

Apr 3 2024

SaMatra created T180323: SPG-9 vehicle magazines use Metis/Vorona pictures.
Apr 3 2024, 7:51 AM · Arma 3

Mar 22 2024

SaMatra added a comment to T180034: Markers are broken on custom channels.

Repro

Mar 22 2024, 4:43 AM · Arma 3

Mar 21 2024

SaMatra added a comment to T124694: Mortar gunner animation desync.

Not sure if this can be considered resolved, it doesn't solve the issue where it matters the most.

Mar 21 2024, 11:28 AM · Arma 3
SaMatra added a comment to T124694: Mortar gunner animation desync.

Version with RHS tank, still broken.

Mar 21 2024, 3:19 AM · Arma 3

Mar 19 2024

SaMatra created T180034: Markers are broken on custom channels.
Mar 19 2024, 1:52 PM · Arma 3

Mar 10 2024

SaMatra renamed T178841: setN - a set command that sets and returns the array/hashmap it operated on from A set command that also returns the array/hashmap it operated on to setN - a set command that sets and returns the array/hashmap it operated on.
Mar 10 2024, 4:01 AM · Arma 3

Feb 21 2024

SaMatra added a comment to T124694: Mortar gunner animation desync.

Okay, here is the repro:

Feb 21 2024, 6:02 AM · Arma 3

Feb 11 2024

SaMatra created T179027: onUserSelectedPlayer is unreliable by reporting null entity.
Feb 11 2024, 4:55 AM · Arma 3

Feb 9 2024

SaMatra added a comment to T178958: Global projectiles don't broadcast instigator to other clients.

Make a ticket, if it is feasible in context of the event then why not. Keep in mind HitExplosion =/= Explosion

ENTITY Explosion is called alongside ENTITY HitPart has projectile entity and source in it, might as well have instigator there.

Feb 9 2024, 5:33 PM · Arma 3
SaMatra created T178981: setShotParents should be client executable.
Feb 9 2024, 5:17 PM · Arma 3
SaMatra added a comment to T178958: Global projectiles don't broadcast instigator to other clients.

Also added shotInstigator param to events:

ammo HitPart
ammo AmmoHit
entity HitPart
ammo HitExplosion
0nFlare.sqs

Feb 9 2024, 5:07 PM · Arma 3
SaMatra updated the task description for T178977: setShotParents doesn't work.
Feb 9 2024, 2:00 PM · Arma 3
SaMatra added a comment to T178977: setShotParents doesn't work.

Repro hint output:

Feb 9 2024, 1:57 PM · Arma 3
SaMatra created T178977: setShotParents doesn't work.
Feb 9 2024, 1:55 PM · Arma 3

Feb 8 2024

SaMatra added a comment to T178958: Global projectiles don't broadcast instigator to other clients.

Repro RPT example:
Server:

22:20:45 #############################################################
22:20:45 # ProjectileCreated: 10: rocket_rpg7.p3d (R_PG7_F)
22:20:45 local = true
22:20:45 source = B Alpha 1-1:1 (Sa-Matra) (B_RangeMaster_F)
22:20:45 instig = B Alpha 1-1:1 (Sa-Matra) (B_RangeMaster_F)

Client:

22:20:45 #############################################################
22:20:45 # ProjectileCreated: 10: rocket_rpg7.p3d (R_PG7_F)
22:20:45 local = false
22:20:45 source = B Alpha 1-1:1 (Sa-Matra) REMOTE (B_RangeMaster_F)
22:20:45 instig = <NULL-object> ()
Feb 8 2024, 4:33 PM · Arma 3
SaMatra created T178958: Global projectiles don't broadcast instigator to other clients.
Feb 8 2024, 4:29 PM · Arma 3

Feb 7 2024

SaMatra added a comment to T176206: explosionEffect shot only uses instigator for parents as source instead of full parents info of the killer.

Is this related to lack of vehicle or instigator on the entity in lastEntityCausingDamage @ T178711? I think it would be correct for entities to store both last damage vehicle and instigator and then use it for proper Killed event handler arguments and these explosions parents.

Feb 7 2024, 3:53 AM · Arma 3

Feb 3 2024

SaMatra updated the task description for T178841: setN - a set command that sets and returns the array/hashmap it operated on.
Feb 3 2024, 12:26 PM · Arma 3
SaMatra created T178841: setN - a set command that sets and returns the array/hashmap it operated on.
Feb 3 2024, 4:04 AM · Arma 3

Feb 2 2024

SaMatra added a comment to T76756: Flares are useless (launcher).

Okay, after lots of testing, here is a patch that fixes all vanilla flare issues:

class CfgAmmo {
	class FlareCore;
	class FlareBase:FlareCore {
		intensity = 500000;
	};
	class Flare_82mm_AMOS_White:FlareCore {
		intensity = 1000000;
		effectFlare = "FlareShell";
	};
};

40mm flares inherit from FlareBase. From my tests 100k intensity (that RHS has) is nowhere close to OA or early A3 GL flare brightness, I tested 500k and it seems to be too bright it seems to be close to whatever original A3 had:
original A3:


500k intensity for 40mm flare (what I suggest to have):

250k intensity for 40mm flare (not enough, 100k is even less):

Feb 2 2024, 6:24 AM · Arma 3
SaMatra added a comment to T76756: Flares are useless (launcher).

Here is what RHS does it:

class rhs_ammo_flare_m485: F_40mm_White
{
    intensity = 100000;

and vanilla config only has intensity defined in 2 classes, checked with

"'intensity' in (configProperties [_x, 'true', false] apply {toLower configName _x})" configClasses (configFile >> "CfgAmmo") apply {[configName _x, getNumber(_x >> "intensity")]}
Feb 2 2024, 5:55 AM · Arma 3

Jan 27 2024

SaMatra created T178711: lastEntityCausingDamage only stores damage instigator.
Jan 27 2024, 6:24 AM · Arma 3

Jan 26 2024

SaMatra created T178697: Special HitHead damage (EH context=HeadHit) coming through HandleDamage ignores instigator.
Jan 26 2024, 5:53 PM · Arma 3
SaMatra created T178690: HRotor of helicopters ignores HandleDamage for rotor collisions.
Jan 26 2024, 5:00 PM · Arma 3

Jan 19 2024

SaMatra added a comment to T79868: Assigning two controls to Helicopters "Collective Raise" allows you to increase lift..

Test script snippet to reproduce the issue with visible values

t = 0;
st = 0;
z = 0;
Jan 19 2024, 2:32 PM · Arma 3

Jan 18 2024

SaMatra added a comment to T178345: isMan to quickly check if entity is man.

Works great, can be closed as resolved

Jan 18 2024, 5:55 AM · Arma 3

Jan 11 2024

SaMatra created T178345: isMan to quickly check if entity is man.
Jan 11 2024, 4:02 PM · Arma 3

Jan 4 2024

SaMatra added a comment to T170228: [Feature Request] Optional bool flag for getVariable to set the default value.

Here is a suggestion on how getVariableCall can be incorporated into existing command with backwards capability and also address original ticket idea:

getVariable ["var", {123}] // Return {123} code if "var" is not found
getVariable ["var", {123}, false] // Call {123} if "var" is not found and just return it
getVariable ["var", {123}, true] // Call {123} if "var" is not found, write into "var" and return it

Perhaps it can also work with non-code 2nd argument and true 3rd argument. You'll need code returning code if you'll want to default set the code though.

Jan 4 2024, 7:18 AM · Arma 3

Dec 28 2023

SaMatra added a comment to T162138: Projectile Null in HitPart EH.

Looks like its fixed @ T120107

Dec 28 2023, 2:13 PM · Arma 3

Dec 22 2023

SaMatra added a comment to T172490: JIP damage is inconsistent with the server for both pre-placed objects and dynamically spawned ones.

handledamage alters damage locally after all the networking is done but thats not all. static building damage isaccumulative dam = olddam + newdam, now say new damage is 0 because you handed it, see where Im going? setHit is actually implementable

Dec 22 2023, 8:05 PM · Arma 3
SaMatra added a comment to T172490: JIP damage is inconsistent with the server for both pre-placed objects and dynamically spawned ones.

HandleDamage and static buildings is a won’t fix, but might fix setHitxxx instead

Dec 22 2023, 7:46 PM · Arma 3

Dec 17 2023

SaMatra added a comment to T171357: Missing UAV terminal scripting commands.

how do you see this? there could be many players connected but the connection is processed locally so all you can do is check if a particular player is connected to uav where player is local

There is isUAVConnected that checks it and it works in multiplayer, remote units get true when somebody is connected, isn't there a link from UAV to whoever is connected to it? Thought it is technically possible to have several players connected through a bug, then this command won't tell the full picture. Is there any other list in the game that could help with this, apart from iterating through every unit? Add an event handler that fires when somebody connects and disconnects their terminal so such list can be tracked by script perhaps?

Dec 17 2023, 12:55 PM · Arma 3
SaMatra added a comment to T171357: Missing UAV terminal scripting commands.
  1. is done in T171207
Dec 17 2023, 10:17 AM · Arma 3
SaMatra added a comment to T170425: unitIsUAV returns false for UAV units.

Ticket can be closed as resolved.

Dec 17 2023, 10:14 AM · Arma 3

Dec 13 2023

SaMatra added a comment to T177763: All EPE* event handlers provide null object argument when collinding with simple objects.

Tested, works great now!

Dec 13 2023, 3:12 PM · Arma 3

Dec 12 2023

SaMatra updated the task description for T177832: Huge speeds during player rotation and subsequent terrible prediction of remote players positions.
Dec 12 2023, 6:28 PM · Arma 3
SaMatra created T177832: Huge speeds during player rotation and subsequent terrible prediction of remote players positions.
Dec 12 2023, 6:25 PM · Arma 3

Dec 9 2023

SaMatra added a comment to T177763: All EPE* event handlers provide null object argument when collinding with simple objects.

Semi-related ticket: T177724

Dec 9 2023, 3:49 PM · Arma 3
SaMatra edited Steps To Reproduce on T177763: All EPE* event handlers provide null object argument when collinding with simple objects.
Dec 9 2023, 2:39 PM · Arma 3
SaMatra edited Steps To Reproduce on T177763: All EPE* event handlers provide null object argument when collinding with simple objects.
Dec 9 2023, 2:38 PM · Arma 3
SaMatra edited Steps To Reproduce on T177763: All EPE* event handlers provide null object argument when collinding with simple objects.
Dec 9 2023, 2:38 PM · Arma 3
SaMatra created T177763: All EPE* event handlers provide null object argument when collinding with simple objects.
Dec 9 2023, 2:36 PM · Arma 3
SaMatra added a comment to T177010: Submunition of `shotShell` is duplicated.

This also happens in RHS, when you fire HEDP grenade ammo rhsusf_40mm_HEDP (shotShell), it has submunitionAmmo = "rhs_ammo_40mmHEDP_penetrator"; (shotBullet) which is also duplicated. It does damage only on one client but effects are multiplied by number of clients (lots of craters and thick smoke deleting all smokes from the scene due to hitting cloudlets limit).

Dec 9 2023, 8:02 AM · Arma 3

Dec 7 2023

SaMatra added a comment to T177724: Change EPEContactStart to fire before HandleDamage the collision procudes.

Can make a repro with event handlers logging if needed.

Dec 7 2023, 5:58 PM · Arma 3
SaMatra created T177724: Change EPEContactStart to fire before HandleDamage the collision procudes.
Dec 7 2023, 5:56 PM · Arma 3

Nov 30 2023

SaMatra added a comment to T176124: "HandleDamage" being called at shooter side for unrelated reasons.

Better repro mission:

Nov 30 2023, 3:34 PM · Arma 3
SaMatra edited Steps To Reproduce on T176124: "HandleDamage" being called at shooter side for unrelated reasons.
Nov 30 2023, 3:34 PM · Arma 3

Nov 26 2023

SaMatra added a comment to T177489: [Feature Request] Extend enableEngineArtillery from a global only setting to per vehicle/unit.

I'd prefer this to be a fully local setting.

Nov 26 2023, 4:17 PM · Arma 3

Nov 24 2023

SaMatra added a comment to T172144: Fuel usage coefficient.

@SaMatra can you please test the latest dev branch? both issues should be fixed now

Tested, both network sync and save-load work properly now.

Nov 24 2023, 3:48 PM · Arma 3
SaMatra created T177447: An instant alternative to execute entity actions.
Nov 24 2023, 1:49 PM · Arma 3

Nov 21 2023

SaMatra added a comment to T176526: VisualSensor Component.

Confirmed, units with VisualSensor see targets through objects, including in repro, knowsAbout return 4 right away

Nov 21 2023, 3:14 PM · Arma 3

Nov 19 2023

SaMatra created T177319: A scripting command to return lean state.
Nov 19 2023, 4:56 PM · Arma 3
SaMatra created T177317: Remote players are randomly getting stuck in leaning.
Nov 19 2023, 4:27 PM · Arma 3

Nov 15 2023

SaMatra created T177167: playSound3D doesn't work over network if path starts with leading slash.
Nov 15 2023, 6:34 AM · Arma 3

Nov 12 2023

SaMatra added a comment to T174010: [Feature Request] Getters for situations regarded to controlling units.

https://community.bistudio.com/wiki/remoteControlled
https://community.bistudio.com/wiki/isRemoteControlling
This was recently added too

Nov 12 2023, 8:03 AM · Arma 3
SaMatra added a comment to T172144: Fuel usage coefficient.

Sync issue has already been fixed. Will look into the saving issue

I hope command doesn't broadcast and its just synced in generic update message. Personally I'd preferred if it wasn't synced at all, but I'm fine with either.

Nov 12 2023, 4:04 AM · Arma 3

Nov 11 2023

SaMatra created T177038: ButtonClick no longer handles ESC menu closing.
Nov 11 2023, 3:12 PM · Arma 3

Nov 10 2023

SaMatra added a comment to T176730: setDamage ignore useEffects parameter if executed on server side → will be default(true) even if set false. Server side in pre-init work problem.

Seems to be related to my ticket again @ T172490 something isn't propagating scripted damage right over the network.

Nov 10 2023, 9:57 AM · Arma 3

Nov 7 2023

SaMatra added a comment to T176559: A scripting command to quickly check is there is a non-nil variable in entity, varspace or hashmaps.
[
     diag_codePerformance [{player isNil "testnil"}]
    ,diag_codePerformance [{isNil{player getVariable "testnil"}}]
]

>

[[0.000365157,100000],[0.000616879,100000]]

Perfect, pretty much twice as fast!

Nov 7 2023, 5:47 AM · Arma 3
SaMatra added a comment to T176559: A scripting command to quickly check is there is a non-nil variable in entity, varspace or hashmaps.

Did some testing, works great!

Nov 7 2023, 5:45 AM · Arma 3
SaMatra added a comment to T172144: Fuel usage coefficient.

Did some testing, works great. Doesn't sync as expected but also doesn't save in a save file, might be worth mentioning that on biki.

Nov 7 2023, 5:36 AM · Arma 3

Nov 5 2023

SaMatra added a comment to T172490: JIP damage is inconsistent with the server for both pre-placed objects and dynamically spawned ones.

HandleDamage is an event handler how can it broadcast anything?

Engine broadcasts result of HandleDamage at some point, not the event handler itself. The issue is that engine seems to ignore result of HandleDamage when storing damage values for map objects that will be sent to JIP clients, but correctly broadcasts them for existing clients. Logic:

  • Building get damaged, should get 0.2 damage
  • HandleDamage fires, adjusts damage to 0.1
  • Engine broadcasts updated damage of 0.1 to existing clients
  • Future JIP clients will still get original unmodified 0.2 damage
Nov 5 2023, 3:02 PM · Arma 3
SaMatra added a comment to T75188: Damage on static objects doesn't transfer to JIP players.

Might be related T172490

Nov 5 2023, 3:52 AM · Arma 3

Oct 26 2023

SaMatra created T176559: A scripting command to quickly check is there is a non-nil variable in entity, varspace or hashmaps.
Oct 26 2023, 4:31 PM · Arma 3

Oct 21 2023

SaMatra edited Steps To Reproduce on T176428: A scripting command to execute unscheduled code on next frame.
Oct 21 2023, 7:03 AM · Arma 3
SaMatra created T176428: A scripting command to execute unscheduled code on next frame.
Oct 21 2023, 7:01 AM · Arma 3

Oct 16 2023

SaMatra added a comment to T176047: A scripting command to select throwable muzzle and magazine.

no, dont think so, you get a bunch of throw muzzles always present, specific for the throwable magazine

Oct 16 2023, 9:21 AM · Arma 3
SaMatra added a comment to T176047: A scripting command to select throwable muzzle and magazine.

Looks like some problem with the command @ T176248

Oct 16 2023, 9:20 AM · Arma 3

Oct 13 2023

SaMatra edited Additional Information on T176206: explosionEffect shot only uses instigator for parents as source instead of full parents info of the killer.
Oct 13 2023, 2:19 PM · Arma 3
SaMatra created T176206: explosionEffect shot only uses instigator for parents as source instead of full parents info of the killer.
Oct 13 2023, 2:15 PM · Arma 3

Oct 10 2023

SaMatra updated the task description for T176124: "HandleDamage" being called at shooter side for unrelated reasons.
Oct 10 2023, 5:12 PM · Arma 3
SaMatra created T176124: "HandleDamage" being called at shooter side for unrelated reasons.
Oct 10 2023, 5:11 PM · Arma 3
SaMatra added a comment to T176015: Scripting commands to check projectile fuse state.

Personally the most needed command for me is to check is fuseDistance condition was satisfied. I'd be fine with a BOOL check but perhaps somebody else could use distance traveled NUMBER. PLZ ADD.

Oct 10 2023, 10:57 AM · Arma 3

Oct 9 2023

SaMatra added a comment to T176047: A scripting command to select throwable muzzle and magazine.

When do you need the muzzle param?

Not sure about real use case, but can't you have 2 different muzzles that take same 1 grenade magazine somehow? I guess we might ignore this hypothetical scenario and just select by magazine.

Oct 9 2023, 9:27 AM · Arma 3

Oct 8 2023

SaMatra created T176047: A scripting command to select throwable muzzle and magazine.
Oct 8 2023, 8:09 AM · Arma 3

Oct 7 2023

SaMatra added a comment to T176022: HE shotShell projectiles create fake explosions each time they pass through foliage.

I see what you mean now. I thought you're talking about the EH.
You should've mentioned that in the issue description

Oct 7 2023, 8:15 PM · Arma 3
SaMatra added a comment to T176022: HE shotShell projectiles create fake explosions each time they pass through foliage.

Cannot reproduce. Do you mean the HitExplosion EHs? Also which branch are you testing on? It should be Dev
In fact it's the opposite for me. Sometimes HitExplosion doesn't trigger?

Shot HitExplosion doesn't seem to trigger for tree hits like this at all, only shot HitPart does. If you'll place a quad under a tree it will also trigger entity HitPart but without any damage. Either way, EHs are not the issue, the issue is that tank shell explodes in (visually) full strength each time it passed through a bush or a tree. Its a latest dev build but this issue existed for years (tested in 1.10 recently, same picture there)

Oct 7 2023, 7:59 PM · Arma 3