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commy2
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User Since
Oct 31 2014, 9:03 PM (523 w, 4 h)

Recent Activity

May 10 2016

commy2 added a comment to T86247: Mine Detector In Launcher Slot..

Same as http://feedback.arma3.com/view.php?id=20997

May 10 2016, 1:01 PM · Arma 3
commy2 added a comment to T85889: ctrlSetPosition doesn't work with variables as [x,y,w,h].

Both are numbers:
x = 123; typeName x
-> "SCALAR"

_x = 123; typeName _x
-> "SCALAR"

Maybe your public variables didn't arive when you executed ctrlSetPosition?

You should probably make a repro mission.

May 10 2016, 12:51 PM · Arma 3
commy2 added a comment to T85852: Arsenal in EDEN does not work in game.

It is still work in progress.

May 10 2016, 12:49 PM · Arma 3
commy2 added a comment to T85843: onPlayerConnected (BIS_fnc_addStackedEventHandler) stops working.

Doesn't work with todays dev branch.
The version is 1.55.134043 though, so I'll wait patiently.

May 10 2016, 12:49 PM · Arma 3
commy2 added a comment to T85843: onPlayerConnected (BIS_fnc_addStackedEventHandler) stops working.

Works. 👍

May 10 2016, 12:49 PM · Arma 3
commy2 edited Steps To Reproduce on T85843: onPlayerConnected (BIS_fnc_addStackedEventHandler) stops working.
May 10 2016, 12:49 PM · Arma 3
commy2 edited Steps To Reproduce on T85841: clientOwner reports wrong ID.
May 10 2016, 12:49 PM · Arma 3
commy2 added a comment to T85835: Weapon initSpeed for all weapons inheriting from MGun is 900, including GMGs.

I have to correct myself. Vehicles are not affected, but Static weapons are.

I attached a repro mission. Just enter the static grenade launcher and the Hunter GMG as gunner and fire.

The static grenade launcher will fire the 40mm grenades at 900 m/s velocity, which is way faster than the intended value.

May 10 2016, 12:49 PM · Arma 3
commy2 added a comment to T85831: 1.55.134002 - filePatching not working, script command filePatching not present.

The command is: isFilePatchingEnabled

May 10 2016, 12:49 PM · Arma 3
commy2 added a comment to T85744: What processes are effected when a player presses ESC.

pressing ESC causes some things to break such as chat window or loss of USB controller/joystick.

I've never experienced any of this. What do you mean by break? You don't see the chat while being in the pause menu? Does it show again if you close the menu again? If so, then I wouldn't consider this a bug and probably the smallest issue the game has. Same for the controller prolem you described.

Or could a 0.5 second delay be put into some code on a dev build to see if stability in increased.

This game does work not at all like you think it does. How is that supposed to solve anything?

May 10 2016, 12:46 PM · Arma 3
commy2 added a comment to T85736: "Include file x\cba\addons\main\script_macros.hpp not found" and arma3.exe not launching.

Strange. There is still no crash recorded in that RPT file. It looks exactly like the game was aborted with Alt+F4. I'm running out of ideas.

You could try this:

  1. go to your games main directory:

C:\Games\Steam\steamapps\common\Arma 3

and delete these two folders (or make a backup):

Missions
MPMissions

  1. go to your profiles folder:

%USERPROFILE%\documents\Arma 3 - Other Profiles

then enter your main profile (you might want to do this for every profile, if you have more than one)
and delete the following folders:

missions
MPMissions
Saved
UserSaved

  1. finally go to:

%LOCALAPPDATA%/Arma 3

and delete the folder:

MPMissionsCache

May 10 2016, 12:46 PM · Arma 3
commy2 added a comment to T85736: "Include file x\cba\addons\main\script_macros.hpp not found" and arma3.exe not launching.
  1. Start game
  2. Make it crash
  3. Go to %LOCALAPPDATA%/Arma 3
  4. Pick newest rpt file and upload it
May 10 2016, 12:46 PM · Arma 3
commy2 added a comment to T85736: "Include file x\cba\addons\main\script_macros.hpp not found" and arma3.exe not launching.

Someone over in the CBA thread

Hi.

Yes please. Also don't only start the game, but let it crash and post the RPT then.

May 10 2016, 12:46 PM · Arma 3
commy2 added a comment to T85736: "Include file x\cba\addons\main\script_macros.hpp not found" and arma3.exe not launching.

@Xeno

Yeah, I noticed that too. Apparently it's a campaign / set of missions.

https://forums.bistudio.com/topic/186001-sp-campaign-delta-force-altis/

Installation:
Extract "DFA.pbo" to your "Steam\SteamApps\common\Arma 3\Campaigns" folder.

The developer wrote that this is the way to install it, but I don't think you are supposed to throw any files inside the Campaigns folder (which doesn't even exist, you have to make one), similar to how you are not supposed to put files inside the Addons-folder.

ref: https://forums.bistudio.com/topic/168277-cba-community-base-addons-arma-3/page-31

May 10 2016, 12:46 PM · Arma 3
commy2 added a comment to T85611: '<LOCATION> getVariable [<STRING>, <ANY>]' and '<LOCATION> setVariable [<STRING>, <ANY>, <BOOL>]' is missing.

Same with <TASK> getVariable <ARRAY>

May 10 2016, 12:43 PM · Arma 3
commy2 added a comment to T85609: "local" eventhandler apply also to groups.

You could add a local event to every unit in the group instead and check if it's the group leader. A group will always be local to the machine where it's leader is local afaik.

May 10 2016, 12:42 PM · Arma 3
commy2 added a comment to T85603: BIS_fnc_param causes recurring script bug for index -1.

Kinda related to http://feedback.arma3.com/view.php?id=26682

May 10 2016, 12:42 PM · Arma 3
commy2 added a comment to T85575: Using <LOCATION> getVariable [<STRING>, <ANY>] will throw "Generic Error".

Can confirm this issue. RPT says:

11:46:45 Error in expression <LOC getVariable ["Test", 2]>
11:46:45 Error position: <getVariable ["Test", 2]>
11:46:46 Error Generic error in expression

for me.

Wiki claims that the alternative syntax is supposed to work with locations:

Syntax:

varspace getVariable [name, defaultValue]

Parameters:

    varspace: [Namespace]], Object, Display, Control, Group, Location, Task or Team Member

https://community.bistudio.com/wiki/getVariable

May 10 2016, 12:41 PM · Arma 3
commy2 added a comment to T85347: param is working but throwing errors when defaults are used in most cases.

@vbawol

params "_value", 13;

if !(_value isEqualType 0) then {

_value = 13;

};

May 10 2016, 12:35 PM · Arma 3
commy2 added a comment to T85347: param is working but throwing errors when defaults are used in most cases.

This was done intentionally. The same happens with paramS.

"Since Arma 3 v1.53.132691, onscreen errors are displayed for when the input is of the wrong type or size."

See: https://community.bistudio.com/wiki/param

The alternative is to use the isEqualType familiy of commands.

https://community.bistudio.com/wiki/isEqualType

May 10 2016, 12:35 PM · Arma 3
commy2 edited Steps To Reproduce on T85311: setCurrentChannel does not work with the custom radio channel 10.
May 10 2016, 12:34 PM · Arma 3
commy2 set Category to category:featurerequest on T85310: Add a way to retrieve the label and call sign of a custom radio channel.
May 10 2016, 12:34 PM · Arma 3
commy2 edited Steps To Reproduce on T85307: isNull does not work with type "TEAM_MEMBER".
May 10 2016, 12:34 PM · Arma 3
commy2 added a comment to T85240: House types are no longer in "House_F".

Same as http://feedback.arma3.com/view.php?id=26798.

Just for the record. The last repro example has the wrong syntax. It should be:
_checktype = cursortarget isKindOf "House_F"; hint str _checktype;

May 10 2016, 12:31 PM · Arma 3
commy2 added a comment to T85187: New "if ... throw" implementation is broken.

Downvoted.
This is expected behavior. The expression:
("U" call Foo)
is evaluated before:
if (false) throw
, because it has round brackets around it.

It's return value (always "false") is thrown and passed as _expression. Can be easily tested by replacing the first
if (false)
with
if (true)
The current "try throw catch"-syntax is useless in my opinion. Even with the recent "improvements". It should be avoided altogether.

May 10 2016, 12:29 PM · Arma 3
commy2 added a comment to T85048: param command should pick default value for negative indices.

+1
Confirmed working. Great Job!

May 10 2016, 12:24 PM · Arma 3
commy2 edited Steps To Reproduce on T85048: param command should pick default value for negative indices.
May 10 2016, 12:24 PM · Arma 3
commy2 edited Steps To Reproduce on T85029: 1.54 RC isNumber command broken - causes config viewer to be broken as well.
May 10 2016, 12:24 PM · Arma 3
commy2 edited Steps To Reproduce on T84910: Fresnel k must be >0, given n=2.51,k=0.
May 10 2016, 12:20 PM · Arma 3
commy2 added a comment to T84831: Add script commands to get/set weapon zeroing and get/set current weapon scope mode.

There is a get-command for the zeroing.

https://community.bistudio.com/wiki/currentZeroing

There is no set-command though.

It should correspond with these config entries:

discreteDistance[] = {100,200,300,400,500,600};
discreteDistanceInitIndex = 1;

zeroingIndex player;
-> 1

player setZeroingIndex 5;

The commands for the scope mode could be following the configs too. Example ARCO:

class OpticsModes {
class ARCO2collimator {...};
class ARCO2scope: ARCO2collimator {...};
};

getOpticsMode player;
-> "ARCO2collimator"

player setOpticsMode "ARCO2scope";

May 10 2016, 12:18 PM · Arma 3
commy2 added a comment to T84825: Script command AMMO returns 0 when player in vehicle.

^ Then why is "primaryWeapon player" still the same rifle then? That doesn't change whether you are in a vehicle or not. Neither should the ammo.

May 10 2016, 12:18 PM · Arma 3
commy2 added a comment to T84816: a && b Lazy Eval.

What exactly is the purpose of having two different ways of using (a && b), one with and one without lazy eval.

The point of having both lazy and eager evaluation is that they are different.

May 10 2016, 12:17 PM · Arma 3
commy2 edited Steps To Reproduce on T84759: Wound textures don't work with custom materials.
May 10 2016, 12:16 PM · Arma 3
commy2 added a comment to T83771: splitString scripting command causes game crash.

Can confirm what Glowbal said. It only crashes when you use
"" splitString " ";
first.

May 10 2016, 11:48 AM · Arma 3
commy2 added a comment to T83771: splitString scripting command causes game crash.

@Adam

The crash is reproducable every time on my end. Doesn't matter where I enter this code, it crashes.

I uploaded the .rpt and .bidmp file. Unfortunately it won't let me upload the .mdmp (file size too large?).

I also uploaded a single player mission which instantly crashes upon game start. (I put <"" splitString " "> into the init box of the player.)

May 10 2016, 11:48 AM · Arma 3
commy2 edited Steps To Reproduce on T83771: splitString scripting command causes game crash.
May 10 2016, 11:48 AM · Arma 3
commy2 edited Steps To Reproduce on T83699: Major security issue with #include.
May 10 2016, 11:45 AM · Arma 3
commy2 added a comment to T83675: append not working.

@MDCCLXXVI

You are having a similar issue as @chris579. append and pushBack are meant to manipulate already existing arrays. They ARE NOT replacements for ARRAY + ARRAY that are magically faster.
The reason they are faster is, as I said, that they don't create arrays but manipulate already existing ones.

Your first example has to be:

array1 append array2;
array1 append array3;

And the second one:

_allDeadAndThatGuy = allDeadMen;
_allDeadAndThatGuy pushBack man;

May 10 2016, 11:45 AM · Arma 3
commy2 added a comment to T83675: append not working.

No it's not!

append doesn't return anything. If you only put ARRAY append ARRAY into the console, you obviously won't see anything. You have to use a pointer to a previously created array, so you can reference it later.

What you did can be compared to:

_arr = ["test0"];
_arr append ["test1"];

append doesn't return and therefore you don't see anything. The third line is the important one. That one is impossible with your set up, because you never saved the array pointer in a variable.

May 10 2016, 11:45 AM · Arma 3
commy2 added a comment to T83675: append not working.

No bug.

Thats not how append is suppossed to work. You add an array to an already existing array.

Try this instead:

_arr = ["test0"];
_arr append ["test1"];
_arr

-> ["test0", "test1"]

For adding one element it's recommended to use pushBack instead:

_arr = ["test0"];
_arr pushBack "test1";
_arr

-> ["test0", "test1"]

May 10 2016, 11:45 AM · Arma 3
commy2 added a comment to T83667: Add some of the BIS_fncs as scripting commands.

https://community.bistudio.com/wiki/BIS_fnc_conditionalSelect

[[10,0,8,2,6,4], {_x > 5}] call BIS_fnc_conditionalSelect

e.g.
[10,0,8,2,6,4] select {_x > 5}
-> [10,8,6]

May 10 2016, 11:44 AM · Arma 3
commy2 edited Steps To Reproduce on T83488: currentMuzzle and currentWeaponMode return a number instead of a string.
May 10 2016, 11:39 AM · Arma 3
commy2 added a comment to T83488: currentMuzzle and currentWeaponMode return a number instead of a string.

I noticed that the same happens with currentWeaponMode and edited the issue title and description.

May 10 2016, 11:39 AM · Arma 3
commy2 edited Steps To Reproduce on T83487: "assignedTeam player" returns nothing.
May 10 2016, 11:39 AM · Arma 3
commy2 edited Steps To Reproduce on T83465: Virtual Arsenal can't remove optics from launchers (secondary weapons).
May 10 2016, 11:38 AM · Arma 3
commy2 added a comment to T83447: Tanks randomly accelerating and flipping over.

I obviously searched for something similar but I couldn't find any other issue mentioning this. Good thing that they know though.

Do you have a link to their statement about it? I wasn't following their news / playing Arma at all in the last few months.

May 10 2016, 11:38 AM · Arma 3
commy2 added a comment to T83447: Tanks randomly accelerating and flipping over.

@mickeymen

I don't see how it's a dup. Your issue seems to be with AI and high speeds, while mine happens when the player rotates the vehicle in place. Please read/try the repro steps I posted.

They are probably related though. I upvoted yours.

May 10 2016, 11:38 AM · Arma 3
commy2 edited Steps To Reproduce on T83447: Tanks randomly accelerating and flipping over.
May 10 2016, 11:38 AM · Arma 3
commy2 added a comment to T82492: Add "<array> select <code>" to filter arrays, and "<array> apply <code>" to map/apply a function over array elements..

NVM, KK. I just read the post you made in the forums.

https://community.bistudio.com/wiki/apply

May 10 2016, 11:04 AM · Arma 3
commy2 edited Steps To Reproduce on T81503: isLightOn doesn't recognize destroyed light bulbs for streetlamps.
May 10 2016, 10:33 AM · Arma 3
commy2 added a comment to T81052: Invisible weapons in first person.

The uniforms model ("\A3\Characters_F_EPC\Civil\c_nikos_aged.p3d") has no pistol proxy in it's View Pilot-LOD.

The uniform "U_NikosAgedBody" can not be found in the Virtual Arsenal, because it's a protected class (scope = 1). However, the unit "C_Nikos_aged" can be set using the editor.

Repro Steps:

  1. place the following unit:

Faction: Civilians
Class: Men (Story)
Unit: Nikos (Formal)

  1. put this in the units init box:

this addWeapon "hgun_ACPC2_F"

  1. start mission
May 10 2016, 10:18 AM · Arma 3
commy2 edited Steps To Reproduce on T81029: setVariable is not always JIP persistent.
May 10 2016, 10:18 AM · Arma 3
commy2 added a comment to T80242: Add "Rearm" Event Handler or make it possible to disable Rearm action.

Sure, LoadOutChanged as it exists in VBS could be improved, but I don't see how another eventhandler that still doesn't cover inventory commands -and therefore the VA- really helps the situation.

May 10 2016, 9:47 AM · Arma 3
commy2 added a comment to T80242: Add "Rearm" Event Handler or make it possible to disable Rearm action.

On topic:

This Rearm eventhandler seems as pointless as the Take and Put eventhandlers are.

Something like LoadOutChanged is what's really needed in my opinion.

https://resources.bisimulations.com/wiki/Category:VBS:_Event_Handlers#LoadOutChanged_.28Unit.29

May 10 2016, 9:47 AM · Arma 3
commy2 added a comment to T80242: Add "Rearm" Event Handler or make it possible to disable Rearm action.

ACE3 disables the pickup action, because it horrendously breaks with mine detector-type items:
http://feedback.arma3.com/view.php?id=20997

Items in ACE have to be of this type to show up in the Virtual Arsenal, because mine detectors are the only item type that have a neglible side effect

There is no way to add items that do nothing that is hard coded to the game:
http://feedback.arma3.com/view.php?id=23925

May 10 2016, 9:47 AM · Arma 3
commy2 added a comment to T80099: Infantry units not displaying proper face animations.

Those are not random mouth animations though. Sure the mimics could be adjusted, but my point was that the command setMimic itself is not broken. At least on living units, but that seems to be more of an issue with the ragdolls.

May 10 2016, 9:42 AM · Arma 3
commy2 added a comment to T80099: Infantry units not displaying proper face animations.

There are new keywords for Arma 3:
"neutral","dead","danger","hurt","aware","safe","combat"

Here examples. dead, danger, combat in order:

http://i.imgur.com/IsTdmCu.jpg
http://i.imgur.com/ddlmcAU.jpg
http://i.imgur.com/VCwN1YM.jpg

May 10 2016, 9:42 AM · Arma 3
commy2 added a comment to T80099: Infantry units not displaying proper face animations.

I have no problems with setMimic on living units. It doesn't work on dead units at all though.

Regardless of the scripting command, mimics should be implemented natively like they were in ArmA 2. This is one of these missing details that would greatly enhance the atmosphere of the game.

May 10 2016, 9:42 AM · Arma 3
commy2 added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

Command does not work with "weapons" on the binocular slot.

player addWeapon "Laserdesignator";
player addWeaponItem ["Laserdesignator", "Laserbatteries"];

player addWeapon "Laserdesignator";
player addWeaponItem ["Laserdesignator", ["Laserbatteries", 1]];

player addWeapon "Laserdesignator";
player addWeaponItem ["Laserdesignator", ["Laserbatteries",1,"Laserdesignator"]];

None of these above add the laser battery magazine.

May 10 2016, 9:34 AM · Arma 3
commy2 added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

Command is broken for launchers.

player addWeapon "launch_RPG32_F";
player addWeaponItem ["launch_RPG32_F", ["RPG32_F", 1]];

player addWeapon "launch_RPG32_F";
player addSecondaryWeaponItem "RPG32_F";

Both cause the launcher to reload and a generic reloading sound to play.

May 10 2016, 9:34 AM · Arma 3
commy2 added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

Oh, and the command doesn't work with binoculars at all. ("Laserdesignator" with "Laserbatteries" magazine)

player addWeapon "Laserdesignator";
player addWeaponItem [binocular player, "Laserbatteries"];

May 10 2016, 9:34 AM · Arma 3
commy2 added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

What happened to this?

The commands are in stable branch since 8 months, but still broken for launchers. They also don't appear on the wiki. Can we use them without having to fear that they'll get removed or changed?

May 10 2016, 9:34 AM · Arma 3
commy2 added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

Kinda related. There is no removeSecondaryWeaponItem or removeAllSecondaryWeaponItems command, even though the equivalents for primary weapons and handguns exist.
There is currently no secondary weapon item in the game, but mods like Bundeswehr Mod Arma3 do have some.

May 10 2016, 9:34 AM · Arma 3
commy2 added a comment to T79801: Unexpected behavior of += array in configs.

@ImperialAlex

+= certainly is "interesting", but not really useable outside of a few exceptions at this point.

You could say that this report is a feature request for that.

@PiepMGI

Thats exactly the issue I described. The grenade launcher class is inherited and therefore += doesn't work as expected.

May 10 2016, 9:33 AM · Arma 3
commy2 added a comment to T79801: Unexpected behavior of += array in configs.

@ImperialAlex

It doesn't. There is no difference whether you put stuff inside one config.cpp or into multiple aside from loading order.

Also for the record, += doesn't even work with "arrays with unkown previous values". In practice it ONLY works with Throw, because there is no reason to inherit from that class as every soldier uses it.

You can't for example add a custom silencer to the MX (compatibleItems[]), because the MXSW inherits from that.

May 10 2016, 9:33 AM · Arma 3
commy2 added a comment to T79801: Unexpected behavior of += array in configs.

Still the same issue with version 1.34.

May 10 2016, 9:33 AM · Arma 3
commy2 edited Steps To Reproduce on T79801: Unexpected behavior of += array in configs.
May 10 2016, 9:33 AM · Arma 3
commy2 added a comment to T75595: WeaponHolderSimulated is parented by thingX, Thing.

That's intentional.

May 10 2016, 7:40 AM · Arma 3
commy2 added a comment to T75521: Additional cfgFunctions attributes (eventscript calls to function calls).

initServer and initHCLocal can be done with a simple postInit already. Just check for "isServer" (initServer) or "!hasInterface && !isServer" (HC).

playerDisconnect and playerDisconnectServer could be done with postInit too by adding a HandleDisconnect mission eventhandler.
https://community.bistudio.com/wiki/addMissionEventHandler

Edit: derp. Just noticed the date. Those are possibilies now though.

May 10 2016, 7:38 AM · Arma 3