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Xeno
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User Since
Mar 12 2013, 9:02 AM (613 w, 2 d)

Recent Activity

Feb 27 2023

Xeno added a comment to T170658: Add "allUnitsKilled" or "notAlive" group eventhandler.

Samatra, there is already a killed EH.

Feb 27 2023, 9:19 AM · Arma 3

Feb 26 2023

Xeno changed Category from category:general to category:featurerequest on T170658: Add "allUnitsKilled" or "notAlive" group eventhandler.
Feb 26 2023, 3:00 PM · Arma 3
Xeno created T170658: Add "allUnitsKilled" or "notAlive" group eventhandler.
Feb 26 2023, 2:58 PM · Arma 3

Apr 25 2021

Xeno added a comment to T157946: [2.04RC] kbTell doesn't work anymore in MP.
Apr 25 2021, 2:11 AM · Arma 3

Apr 24 2021

Xeno added a comment to T157946: [2.04RC] kbTell doesn't work anymore in MP.

Fixed, can be closed.

Apr 24 2021, 1:11 AM · Arma 3

Apr 21 2021

Xeno created T157946: [2.04RC] kbTell doesn't work anymore in MP.
Apr 21 2021, 3:58 PM · Arma 3

Feb 24 2018

Xeno created T127777: Wrong mapSize for Malden.
Feb 24 2018, 6:50 PM · Arma 3

Jan 23 2018

Xeno added a comment to T124258: Read and change opticsMode with scripting commands.

Any chance that this will make it into one of the next releases? :-)

Jan 23 2018, 9:01 PM · Restricted Project, Arma 3

Apr 9 2017

Xeno created T124258: Read and change opticsMode with scripting commands.
Apr 9 2017, 11:05 AM · Restricted Project, Arma 3

Mar 18 2017

Xeno created T123823: [1.68] Error in expression... undefined var... unable to compile MFD conditiion... RPT entries.
Mar 18 2017, 10:46 AM · Arma 3

Feb 7 2017

Xeno added a comment to T123181: [1.67 DEV] enableEnvironment array does not work anymore.

It's back!

Feb 7 2017, 11:42 PM · Arma 3

Feb 4 2017

Xeno created T123181: [1.67 DEV] enableEnvironment array does not work anymore.
Feb 4 2017, 11:21 AM · Arma 3

Jan 14 2017

Xeno created T122851: splitString can't handle escape codes.
Jan 14 2017, 11:32 AM · Arma 3

Jan 10 2017

Xeno added a comment to T122732: [1.67 DEV] Server CTD when dynamic simulation is enabled.

Seriously, that was now the last time that I report a bug or a crash.

Jan 10 2017, 11:28 PM · Arma 3

Jan 8 2017

Xeno created T122732: [1.67 DEV] Server CTD when dynamic simulation is enabled.
Jan 8 2017, 12:32 PM · Arma 3

Dec 21 2016

Xeno added a comment to T122235: [1.67 DEV] CTD with the 64 Bit A3 exe.

The problem persists...

Dec 21 2016, 4:30 PM · Arma 3

Dec 17 2016

Xeno created T122241: [1.67 DEV] CTD #2 with the 64 Bit A3 exe.
Dec 17 2016, 3:35 PM · Arma 3
Xeno created T122235: [1.67 DEV] CTD with the 64 Bit A3 exe.
Dec 17 2016, 11:44 AM · Arma 3
Xeno created T122234: [1.67 DEV] BuildingChanged eventhandler does not trigger for Land_Hangar_F.
Dec 17 2016, 11:25 AM · Arma 3

Dec 14 2016

Xeno added a comment to T122137: Engine sound of vehicles (sometimes) stays if a vehicle gets destroyed.

It's the same bug but I do not waste time anymore with the search function in this feedback tracker software.

Dec 14 2016, 4:31 PM · Arma 3
Xeno added a comment to T122137: Engine sound of vehicles (sometimes) stays if a vehicle gets destroyed.

Forgot to mention, so far it only happens with vehicles with AI in it. Vehicle destroyed, running engine sound stays!

Dec 14 2016, 4:06 PM · Arma 3
Xeno updated the task description for T122137: Engine sound of vehicles (sometimes) stays if a vehicle gets destroyed.
Dec 14 2016, 12:35 PM · Arma 3
Xeno created T122137: Engine sound of vehicles (sometimes) stays if a vehicle gets destroyed.
Dec 14 2016, 12:35 PM · Arma 3

Nov 23 2016

Xeno added a comment to T120586: Snake produces excessive blood decals.

This is still happening in 1.66RC

Nov 23 2016, 8:33 AM · Arma 3

Nov 20 2016

Xeno added a comment to T121457: Eden Editor fails to properly set multiplayer scenario briefing name when using non-binarized scenarioes.

https://feedback.bistudio.com/T116776

Nov 20 2016, 2:13 PM · Arma 3

Nov 13 2016

Xeno added a comment to T77325: AutoSpot=0 in difficulty settings has no effect in MP.

The problem that autoReport = 0 does nothing with custom difficulty still exists! Please fix this for 1.66.

Nov 13 2016, 11:53 AM · Restricted Project, Arma 3

Nov 12 2016

Xeno created T121250: AI helicopter makes full stop instead of moving to the next waypoint.
Nov 12 2016, 2:45 PM · Arma 3

Oct 19 2016

Xeno added a comment to T86370: Eden stuck after returning from test Scenario.

Here is the mission where I get it:
https://drive.google.com/file/d/0B9JJUfoq3VfmUDVNQW1lTlBPZEk/view?usp=sharing

Oct 19 2016, 10:33 AM · Arma 3
Xeno added a comment to T86370: Eden stuck after returning from test Scenario.

Forgot to mention it not only happens in the Eden editor itself but also once you hit Preview, switch to another application/window (I use notepadd++ for example) while the mission is still running in preview and go back to the A3 window. Bang, moving circle cursor, A3 won't accept any input anymore!

Oct 19 2016, 12:31 AM · Arma 3

Oct 18 2016

Xeno added a comment to T86370: Eden stuck after returning from test Scenario.

I hope you were already able to reproduce it. It's getting more and more frustrating. Not a single addon loaded and once you come back from scripting (focus back to A3 window) you only see the mouse cursor as a moving circle when you are hovering over the A3 window but A3 does not accept any input anymore. Still able to close A3 by clicking the Windows close button (red X upper right corner) but that's the only input A3 accepts.

Oct 18 2016, 11:55 PM · Arma 3

Oct 15 2016

Xeno added a comment to T120586: Snake produces excessive blood decals.

Another example...
http://images.akamai.steamusercontent.com/ugc/264975559047859637/57FB3E7BAF0CE7B73AB9CAFA771D7237B5B622FC/

Oct 15 2016, 2:57 PM · Arma 3

Oct 3 2016

Xeno added a comment to T86370: Eden stuck after returning from test Scenario.

@razazel
I can't provide exact repro steps, that's the problem. It mostly happens when I preview the mission and go back and the A3 window has lost focus for some time because I rewrite a script in an external editor for example. Again, I'm not running A3 fullscreen but for editing always windowed.

Oct 3 2016, 1:58 PM · Arma 3

Oct 2 2016

Xeno added a comment to T86370: Eden stuck after returning from test Scenario.

Well, since A3 1.64 update for me the eden editor also freezes without using any mods or addons...

Oct 2 2016, 2:08 PM · Arma 3

Sep 27 2016

Xeno updated the task description for T120417: Expand deleteVehicleCrew to delete the whole vehicle crew not just a single crew member.
Sep 27 2016, 10:05 AM · Arma 3
Xeno created T120417: Expand deleteVehicleCrew to delete the whole vehicle crew not just a single crew member.
Sep 27 2016, 10:04 AM · Arma 3
Xeno updated the task description for T120416: Add createUnits scripting command.
Sep 27 2016, 9:53 AM · Arma 3
Xeno created T120416: Add createUnits scripting command.
Sep 27 2016, 9:53 AM · Arma 3
Xeno created T120415: Add group parameter to createVehicleCrew.
Sep 27 2016, 9:46 AM · Arma 3

Jul 25 2016

Xeno added a comment to T83738: Still there is no proper death-animation for crews of quad-bike, attack-boat and all static weapons gunners!.

Probably also related:

Jul 25 2016, 11:11 AM · Arma 3

Jul 13 2016

Xeno added a comment to T119279: [1.62] drawingInMap server.cfg parameter does not work.

It's not the mission which is causing it because when I add drawingInMap = 0; to my server.cfg I can't draw lines on the map when running the mission. So map eventhandler was nothing more than a guess :)

Jul 13 2016, 9:00 AM · Arma 3
Xeno added a comment to T119279: [1.62] drawingInMap server.cfg parameter does not work.

Maybe caused by adding a draw eventhandler to the map?

Jul 13 2016, 8:48 AM · Arma 3

Jun 22 2016

Xeno added a comment to T118462: New Dev Branch Revive system has players sometimes stand up when incapacitated .

Can also be reproduced in the editor by simply using
player setUnconscious true

Jun 22 2016, 7:50 AM · Arma 3

Jun 21 2016

Xeno added a comment to T118356: Dead player corpse can't be deleted after respawn if player dies in a static weapon.

Forgot to mention another thing... If you delete the static weapon then also the corpse disappears (animation issue?)

Jun 21 2016, 1:16 PM · Arma 3
Xeno edited Additional Information on T118356: Dead player corpse can't be deleted after respawn if player dies in a static weapon.
Jun 21 2016, 10:50 AM · Arma 3
Xeno changed Reproducibility from reproducibility:none to reproducibility:always on T118356: Dead player corpse can't be deleted after respawn if player dies in a static weapon.
Jun 21 2016, 10:14 AM · Arma 3

Jun 20 2016

Xeno created T118356: Dead player corpse can't be deleted after respawn if player dies in a static weapon.
Jun 20 2016, 8:47 PM · Arma 3

Jun 9 2016

Xeno added a comment to T116823: BIS_fnc_EGSpectator shows AI units even though allow AI is set to false.

That's what the admin of the server says:

Jun 9 2016, 2:49 PM · Arma 3
Xeno added a comment to T116823: BIS_fnc_EGSpectator shows AI units even though allow AI is set to false.

I'll try to find a way on how to reproduce it.

Jun 9 2016, 12:46 PM · Arma 3

May 30 2016

Xeno added a comment to T116824: Cannot move after respawn if player dies while placing a marker in map..

Just start a mission with (base) respawn on a dedicated server.

May 30 2016, 2:00 PM · Arma 3

May 29 2016

Xeno added a comment to T116720: [Feedback Tracker]Why are user names in bold text instead of ticket headers/descriptions/links?.

And is there any way to get rid of dayz and Take On Mars projects?

May 29 2016, 8:00 PM

May 28 2016

Xeno added a comment to T116824: Cannot move after respawn if player dies while placing a marker in map..

It's not a mod, addon, function or script. It's an issue that at least exists in MP since Arma 1.

May 28 2016, 10:16 PM · Arma 3
Xeno added a comment to T116823: BIS_fnc_EGSpectator shows AI units even though allow AI is set to false.

And as you can see, there are players listed even more than once in the unit list on the left!

May 28 2016, 8:11 PM · Arma 3
Xeno added a comment to T116823: BIS_fnc_EGSpectator shows AI units even though allow AI is set to false.

A screenshot of a MP mission where players can recruit AI, again, AI not allowed

May 28 2016, 8:09 PM · Arma 3
Xeno added a comment to T116823: BIS_fnc_EGSpectator shows AI units even though allow AI is set to false.

Forgot to mention, it's in 1.60RC but I guess it's the same in the current DEV version.

May 28 2016, 8:01 PM · Arma 3
Xeno created T116823: BIS_fnc_EGSpectator shows AI units even though allow AI is set to false.
May 28 2016, 7:55 PM · Arma 3

May 27 2016

Xeno added a comment to T116804: "HitPartLocal" event handler.

More than once...

May 27 2016, 11:54 AM · Arma 3
Xeno added a comment to T116804: "HitPartLocal" event handler.

http://dev.withsix.com/issues/27837

May 27 2016, 9:15 AM · Arma 3
Xeno updated the task description for T116805: Please add an option to disable recompiling of scripts when going back from preview to the 3D editor EDEN.
May 27 2016, 9:06 AM · Arma 3
Xeno created T116805: Please add an option to disable recompiling of scripts when going back from preview to the 3D editor EDEN.
May 27 2016, 9:05 AM · Arma 3

May 26 2016

Xeno created T116776: [1.60RC] Too much class AddonsMetaData entries in a non binarized mission.sqm file prevents briefingname from being shown in MP server lobby.
May 26 2016, 8:02 AM · Arma 3

May 25 2016

Xeno added a comment to T85850: remoteExec/remoteExecCall with target -2 does not execute locally in SP.

And by the way, this is not for adapting a mission from MP to SP but I and many others make missions for dedicated servers in the singleplayer editor.

May 25 2016, 8:47 PM · Arma 3
Xeno added a comment to T85850: remoteExec/remoteExecCall with target -2 does not execute locally in SP.

This is still valid. Please change it so that remoteExec with any target executes in singleplayer/editor.

May 25 2016, 7:48 AM · Arma 3

May 21 2016

Xeno added a comment to T116720: [Feedback Tracker]Why are user names in bold text instead of ticket headers/descriptions/links?.

I have to say that UI wise the new tracker is a major step backwards :(

May 21 2016, 9:09 PM
Xeno created T116720: [Feedback Tracker]Why are user names in bold text instead of ticket headers/descriptions/links?.
May 21 2016, 9:07 PM

May 10 2016

Xeno edited Additional Information on T85930: CTD, most likely UI related.
May 10 2016, 12:52 PM · Arma 3
Xeno added a comment to T85850: remoteExec/remoteExecCall with target -2 does not execute locally in SP.

No, it doesn't resolve the issue.

It should always work in SP, no matter what kind of target it is. Otherwise for testing purposes you have to write extra code.

May 10 2016, 12:49 PM · Arma 3
Xeno edited Steps To Reproduce on T85850: remoteExec/remoteExecCall with target -2 does not execute locally in SP.
May 10 2016, 12:49 PM · Arma 3
Xeno added a comment to T85736: "Include file x\cba\addons\main\script_macros.hpp not found" and arma3.exe not launching.

19:53:40 Campaigns\dfa.pbo - unknown

????

May 10 2016, 12:46 PM · Arma 3
Xeno added a comment to T82110: Server crashing since 1.40.

99,9% of the missions played in MP are community made missions. If they cause crashes then you should find out why your game crashes (it's still the game which crashes not the community made mission).

How should the mission maker find out what causes the crash without having access to the engine?

May 10 2016, 10:52 AM · Arma 3
Xeno added a comment to T80741: RPT Spam (1.38): Matrix is not valid as physx transform.

RPT was already flooded with those messages in dev versions prior 1.38.
And that was completely without any third party addons!

May 10 2016, 10:08 AM · Arma 3
Xeno added a comment to T80161: Add ability to obtain client id without using owner.

Check this one...

http://feedback.arma3.com/view.php?id=15700

May 10 2016, 9:44 AM · Arma 3
Xeno added a comment to T79790: [DEV] Removing and adding SmokeLauncherMag with xxxMagazine(s)Turret commands make Smoke Launcher unusable.

Meh, haven't checked the SmokeLauncher itself...
It indeed has a magazine reload time of 60 seconds:
magazineReloadTime = 60;

So not a bug, please close.

May 10 2016, 9:33 AM · Arma 3
Xeno added a comment to T79790: [DEV] Removing and adding SmokeLauncherMag with xxxMagazine(s)Turret commands make Smoke Launcher unusable.

That I know... Yet it doesn't happen for other turrets or mags, thus it is a bug.

May 10 2016, 9:33 AM · Arma 3
Xeno edited Steps To Reproduce on T79790: [DEV] Removing and adding SmokeLauncherMag with xxxMagazine(s)Turret commands make Smoke Launcher unusable.
May 10 2016, 9:33 AM · Arma 3
Xeno added a comment to T79336: Unable to load saved loadouts from Virtual Arsenal when all required components are present.

Drakeziel, what's the reason to defend shortcomings and obvious bugs of VA?

Players saving "composite" weapons is quite normal...

May 10 2016, 9:17 AM · Arma 3
Xeno edited Steps To Reproduce on T79046: [DEV 1.29.127101] All *visual scripting commands do not work anymore!.
May 10 2016, 9:08 AM · Arma 3
Xeno added a comment to T78543: Init event doesn't fire after createVehicle.

Xendance... think about it again.

You add a "Init" eventhandler to an already created object (with createVehicle), thus init most likely was already triggered before addEventhandler ["init" gets executed.

someobject addEventHandler ["init"... is pretty much the most useless addEventHandler event in the series and the init event is only usable in configs.

The only thing which would make at least some sense would be something like "someclassname" addEventHandler ["init"... which could be added before an object gets created.

May 10 2016, 8:54 AM · Arma 3
Xeno added a comment to T78015: Nonsteerable parachute seems magnetically attracted to North.

This is yet another engine problem which exists since OFP was released.

See also: http://dev.withsix.com/issues/23142

May 10 2016, 8:40 AM · Arma 3
Xeno added a comment to T77735: Expand the bodyDisposeManager system to work with ai units.

Well, if you make addons/mods and missions then you'll spawn quite a lot of various classes during a mission (sometimes ten thousands of objects and not only CfgVehicles).

So what's also needed, beside removing dead objects, is some kind of FIFO system and some kind of time limit system.

First one would be something like, if 200 objects of class x exist (doesn't matter if alive or not) then if object number 201 is spawned remove the first spawned object.
Second one would be something like object x will be deleted after 600 seconds, no matter if it is still alive or not (for alive vehicles some kind of check would be needed if the crew is still alive, if so, don't delete the vehicle yet).

What's not so nice about (non playable) AI disposal currently is that the weapons won't get deleted. Means, the dead AI unit vanishes but the weapon will remain and stay on the ground (and launchers are standing on the ground, bug). So a mission maker has to take care about removing those weapon holders again. A not wanted side effect.

May 10 2016, 8:33 AM · Arma 3
Xeno added a comment to T77329: [doArtilleryFire] Particle effects not shown when executed only on Server.

Already reported more than half a year ago...
http://feedback.arma3.com/view.php?id=15818

May 10 2016, 8:24 AM · Arma 3
Xeno added a comment to T76477: JIP breaks nextWeatherChange values resulting in unsynced weather..

Nothing to do with CBA, one can easily reproduce it without using any addons. It's just not reproducable with a simple test mission.

May 10 2016, 8:01 AM · Arma 3
Xeno added a comment to T75879: Respawn enabled and Old leader not regaining leadership (A.I can take leadership of playable group).

That's how it always was. The mission maker has to make sure that the correct leader gets selected after respawn again.

Though this should finally get improved.

Edit: I guess it's related to rank and rating. If a second unit in the group has a higher rating and the same rank it'll be selected as leader when the leader dies. But like written, that's just a guess.

May 10 2016, 7:46 AM · Arma 3
Xeno added a comment to T75125: "lockTurret" command is partially broken.

It's broken since it was introduced some years ago and a ticket for it exists already for some years in the CIT:
http://dev-heaven.net/issues/13583

May 10 2016, 7:28 AM · Arma 3
Xeno edited Steps To Reproduce on T74729: Crash when picking up a weapon of a dead AI unit.
May 10 2016, 7:18 AM · Arma 3
Xeno edited Steps To Reproduce on T74682: Server Crash 1.06.
May 10 2016, 7:17 AM · Arma 3
Xeno added a comment to T74590: EH "GetIn" & "GetOut" does not fire for the object "player".

The BIKI is not always correct. Don't forget that it is not maintained by BI staff but mostly by normal users.

Anyway, this is only possible with the mentioned getInMan and getOutMan eventhandlers. But like so many things, we probably won't see them in the Arma series.

May 10 2016, 7:15 AM · Arma 3
Xeno added a comment to T74590: EH "GetIn" & "GetOut" does not fire for the object "player".

You have to add the eventhandlers to vehicles not units. A vehicle is also an object.

What you are looking for is getInMan and getOutMan. Both eventhandler strings are in the A3 exe (since the Alpha was released) but were never implemented (they are available in VBS 2 for a long time).

Check http://feedback.arma3.com/view.php?id=14964

May 10 2016, 7:15 AM · Arma 3
Xeno added a comment to T74437: New scripting command: serverName.

MDCCLXXVI, that's no humor. Just experience with BI :)
1 1/2 years is quite good.

May 10 2016, 7:12 AM · Arma 3
Xeno added a comment to T74437: New scripting command: serverName.

Yet another Déjà-vu
http://dev-heaven.net/issues/35591

Let's hope that this ticket won't be open in 1 1/2 years.

May 10 2016, 7:12 AM · Arma 3
Xeno added a comment to T74346: Multiplayer Issues Central Hub.

Can anybody test if the following is still valid:
https://dev-heaven.net/issues/25053
and if so create a new A3 ticket?

(No access to my PC currently)

May 10 2016, 7:09 AM · Arma 3
Xeno added a comment to T74346: Multiplayer Issues Central Hub.

http://feedback.arma3.com/view.php?id=15700
http://feedback.arma3.com/view.php?id=14741
(the last one was marked as resolved)

Edit: preInit ticket was also marked as resolved now (nothing will change).
(It's sad to see that there is no real interest in MP @BI :(
I'm bailing out here again, not worth it)

May 10 2016, 7:09 AM · Arma 3
Xeno added a comment to T74346: Multiplayer Issues Central Hub.

http://feedback.arma3.com/view.php?id=15818

May 10 2016, 7:09 AM · Arma 3
Xeno added a comment to T74284: hitpart eventhandler : add possibility to add hitpart to who receive damage.

No, it isn't a duplicate. There are a lot of other tickets in the CIT which are still valid but are not reported here in the Alpha 3 feedback tracker.

May 10 2016, 7:08 AM · Arma 3
Xeno added a comment to T74284: hitpart eventhandler : add possibility to add hitpart to who receive damage.

Yet again déjà-vu :)
http://dev-heaven.net/issues/27837

2 years old, I wouldn't hold my breath that anything changes.

May 10 2016, 7:08 AM · Arma 3
Xeno edited Steps To Reproduce on T74177: No visual fire effects on clients when artillery executes doArtilleryFire on dedicated server.
May 10 2016, 7:06 AM · Arma 3
Xeno added a comment to T74154: Ref to nonnetwork object ********# NOID ia_soldier_0*.p3d.

Does also show up if there is no HC connected. And I wonder why some unit isn't a network object.

Ref to nonnetwork object 389c4080# NOID o_soldier_01.p3d
Ref to nonnetwork object 37a50080# NOID b_soldier_03.p3d

It would be really nice if finally more time would go into the MP part of the game.

May 10 2016, 7:05 AM · Arma 3
Xeno added a comment to T74059: Server public variables not available in client preInit.

Well, it affects paramsArray too (which seems to be nothing more than a PV too).

Sad to see that this will also not change.

May 10 2016, 6:58 AM · Arma 3
Xeno added a comment to T74059: Server public variables not available in client preInit.

It makes sense to downvote a bug in the preInit implementation...

May 10 2016, 6:57 AM · Arma 3
Xeno edited Steps To Reproduce on T74059: Server public variables not available in client preInit.
May 10 2016, 6:57 AM · Arma 3
Xeno added a comment to T73985: HandleDamage is fired twice for the same bullet in two different frames..

Right, overall and diff are not the same (it's only the same if the overall damage of the object is zero, then both are obviously the same).

Currently it is not possible to create your own damage system.
Check other handleDamage tickets like for example the following one:
http://feedback.arma3.com/view.php?id=13769

Often it also fires a null object for the object which caused the damage.

Furthermore using a FAK also triggers the handleDamage event and don't forget that the BIS feedback system always adds a handleDamage EH to the player object:
http://feedback.arma3.com/view.php?id=6644

May 10 2016, 6:56 AM · Arma 3