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neokika
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User Since
Mar 11 2013, 8:30 PM (323 w, 1 d)

Recent Activity

Nov 1 2016

neokika reopened T83971: Feature request - make a function that I can call to open the DG interface as "Reviewed".
Nov 1 2016, 1:24 PM · Arma 3
neokika closed T84015: Dynamic groups bugged in editor as Resolved.

This should be resolved for a while, could you please give it a try and re-open this issue if that is not the case?
Thanks!

Nov 1 2016, 1:24 PM · Arma 3
neokika closed T83971: Feature request - make a function that I can call to open the DG interface as Resolved.
Nov 1 2016, 1:23 PM · Arma 3
neokika closed T84288: Scenario error in Showcase : "night" as Resolved.

I am able to complete the main objective by destroying the truck at the first enemy compound then destroying the lighthouse. Would you be able to give it a try and re-open if that is not the case?
Thanks!

Nov 1 2016, 1:21 PM · Arma 3
neokika assigned T84379: Can't proceed with the mission, the radio doesn't work to lidaker.

I am unable to repro this issue both on internal and default steam branch. Would you be able to give it another go by reverting campaign to this mission and report back?
Thanks!

Nov 1 2016, 1:18 PM · Arma 3
neokika closed T84816: a && b Lazy Eval as Resolved.

While the syntax is not great, it's something we will have to live with.

Nov 1 2016, 1:13 PM · Arma 3
neokika assigned T116959: Spectator disabled by default after 1.60 to _neo_.
Nov 1 2016, 1:08 PM · Arma 3
neokika assigned T118753: Official BIS End game servers should have consistent max player count to _neo_.
Nov 1 2016, 1:06 PM · Arma 3
neokika assigned T119079: [RESOLVED] Error in BIS function: RscRespawnControls.sqf [RESOLVED] to Druid.
Nov 1 2016, 1:05 PM · Arma 3
neokika assigned T119606: setVariable has no effect on objects created with createSimpleObject to JiriWainar.
Nov 1 2016, 1:03 PM · Arma 3
neokika closed T119610: Player Side Does Not Return When !Alive as Resolved.

You can also use

Nov 1 2016, 1:01 PM · Arma 3

Jun 9 2016

neokika added a comment to T83815: Dynamic Groups - when another leader is chosen the squad name changes to a default name.

Should be fixed for a while. Thank you.

Jun 9 2016, 5:25 PM · Arma 3
neokika changed the status of T83815: Dynamic Groups - when another leader is chosen the squad name changes to a default name from Assigned to Feedback.
Jun 9 2016, 5:25 PM · Arma 3
neokika closed T85299: Error in functions\fn_moduleHvtobjectivesInstance.sqf as Resolved.
Jun 9 2016, 5:24 PM · Arma 3
neokika added a comment to T83162: Modify BIS_fnc_dynamicGroups to be able to limit groupsizes.

Added a while ago.

Jun 9 2016, 5:23 PM · Arma 3
neokika reassigned T83162: Modify BIS_fnc_dynamicGroups to be able to limit groupsizes from neokika to railey1990.
Jun 9 2016, 5:21 PM · Arma 3
neokika closed T83162: Modify BIS_fnc_dynamicGroups to be able to limit groupsizes as Resolved.
Jun 9 2016, 5:19 PM · Arma 3
neokika 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!

The mission uses BI dynamic groups and BI spectating is only used for the admin (as admin spectating)

Jun 9 2016, 11:55 AM · Arma 3
neokika added a comment to T116823: BIS_fnc_EGSpectator shows AI units even though allow AI is set to false.

Fixed and should hit Dev branch soon. Thank you for the report.

Jun 9 2016, 11:53 AM · Arma 3
neokika closed T116823: BIS_fnc_EGSpectator shows AI units even though allow AI is set to false as Resolved.
Jun 9 2016, 11:53 AM · Arma 3

May 10 2016

neokika added a comment to T83173: Create Group UI Button not working if player in a non-registered group.

Fixed, should arrive at the Dev Branch tomorrow.

If non-leader player in non-registered group tries to create a group, it will now be correctly create, but player is moved out of the old, non-registered group (because he is not the leader of current group).

Thanks.

May 10 2016, 11:28 AM · Arma 3
neokika added a comment to T82929: I'm forced to leave the team leader in Win: Moral Fiber.

This issue should have been fixed a while ago. Please re-open in case you experience the same issue. Thank you.

May 10 2016, 11:20 AM · Arma 3
neokika added a comment to T82904: "EndGame Objective Randomizer" Game Logic is completely missing.

Thanks, fix will be deployed onto dev branch today.

May 10 2016, 11:19 AM · Arma 3
neokika added a comment to T82530: Survive: Crossing Paths - Objectives are not beeing updated, cannot proceed in game..

Good to hear you were able to fix the issue on your own. Thanks.

May 10 2016, 11:06 AM · Arma 3
neokika added a comment to T82443: Groups all not synced with the game!.

Fixed and should arrive at Dev Branch today or tomorrow.
See (https://community.bistudio.com/wiki/Dynamic_Groups) for more info.
Thanks for the report.

May 10 2016, 11:03 AM · Arma 3
neokika added a comment to T82442: GroupID is not synced!.

Please, give it a go. We've introduced a new command "setGroupIdGlobal" which set's the id of a group over the network and Dynamic Groups is now using it.

May 10 2016, 11:03 AM · Arma 3
neokika added a comment to T81636: 3rd person & 1st person servers for End Game.

Done a while ago.

May 10 2016, 10:37 AM · Arma 3
neokika added a comment to T81425: End Game - Request.

Thanks for the feedback.
We are currently testing the new Download Intel mechanics internally, expect it it to reach Dev Branch very soon. ;)

May 10 2016, 10:30 AM · Arma 3
neokika added a comment to T80819: Improve Spectator Mode.

We've introduced a new Spectator Mode with Nexus update.
https://community.bistudio.com/wiki/EG_Spectator_Mode

For further suggestions please open a new ticket, if necessary.
Thanks. ;)

May 10 2016, 10:11 AM · Arma 3
neokika added a comment to T80017: onEachFrame draws one frame and stops looping.

Seems problem was community addon/mod.
Closing here.

May 10 2016, 9:40 AM · Arma 3
neokika added a comment to T80017: onEachFrame draws one frame and stops looping.

Please note that OnEachFrame does not stack by itself, is instead overridden.

onEachFrame { hint "Blue"; };
onEachFrame { hint "Red"; };

Would hint Red only. Can you try on a empty/clean mission in editor? Maybe the problem is that your OnEachFrame is being overridden.

Also, if you would like to stack it, see: https://community.bistudio.com/wiki/BIS_fnc_addStackedEventHandler

May 10 2016, 9:40 AM · Arma 3
neokika added a comment to T80017: onEachFrame draws one frame and stops looping.

Hello.

Could you please provide simple repro steps?
Thank you.

May 10 2016, 9:39 AM · Arma 3
neokika added a comment to T79551: BIS_fnc_loop is not reliable because of preemption.

@cykuan I am unable to repro. Please, if you are still affected by that issue please create a separate ticket.
Thank you.

May 10 2016, 9:25 AM · Arma 3
neokika added a comment to T79551: BIS_fnc_loop is not reliable because of preemption.

Fixed, expect it on Dev Branch next week.
Your example code is problematic because it tries to spawn core modules, try instead:

MyFunc =
{

hintSilent str [time, _this];
[format ["MyFunc_%1", time], compile format ["%1 call MyFunc", time], 1] call BIS_fnc_runLater;

};
[time] call MyFunc;

And it should run forever.
The problem was automatic termination of BIS_fnc_loop in case there were no more items to execute.
Please confirm whether it is solved.
Thank you.

May 10 2016, 9:25 AM · Arma 3
neokika added a comment to T79551: BIS_fnc_loop is not reliable because of preemption.

@sms Is this deemed fixed? Thank you.

May 10 2016, 9:25 AM · Arma 3
neokika added a comment to T79493: trigger fails to fire when picking up radio.

Unable to reproduce, please re-open if issue still persists. Thank you.

May 10 2016, 9:23 AM · Arma 3
neokika added a comment to T79469: DEV: Signal Lost mission broken.

Duplicate of http://feedback.arma3.com/view.php?id=21135

May 10 2016, 9:22 AM · Arma 3
neokika added a comment to T79412: Signal Lost Radio Mission Breaking Bug.

Duplicate of http://feedback.arma3.com/view.php?id=21135

May 10 2016, 9:21 AM · Arma 3
neokika added a comment to T78960: BIS_fnc_addStackedEventHandler or BIS_fnc_removeStackedEventHandler removes also personal waypoint funcion.

Thank you for reporting back.
Closing as resolved.

May 10 2016, 9:05 AM · Arma 3
neokika added a comment to T78960: BIS_fnc_addStackedEventHandler or BIS_fnc_removeStackedEventHandler removes also personal waypoint funcion.

Fixed at revision 73434

May 10 2016, 9:05 AM · Arma 3
neokika added a comment to T78952: mission moral fiber automatically fails.

This issue should have been fixed a while ago, please re-open if you experience it again. Thank you.

May 10 2016, 9:05 AM · Arma 3
neokika added a comment to T78867: Magazines are not synced between client / server with addMagazine/addMagazineCargo.

@Deathlyrage Can you please provide repro steps? I'm unable to reproduce this issue when executing the command only where a unit is local, I see no duplication of magazines.

May 10 2016, 9:03 AM · Arma 3
neokika added a comment to T78733: AddCamShake not working on Dev Branch.

You are using wrong syntax, should be:
addCamShake [100,10,1];

Please confirm that it works.
Thank you.

May 10 2016, 8:59 AM · Arma 3
neokika added a comment to T78251: showcase: combined arms mission will never end after new stamina system.

Thank you for letting us know that this issue was fixed.
If you experience this again, feel free to re-open.
Thank you.

May 10 2016, 8:47 AM · Arma 3
neokika added a comment to T77971: Improvement on the BIS_fnc_arrayShuffle.

Improved version, as suggested in first post is already on development branch, setting as resolved, please assign back to me if something else comes up.

Thank you,
Nelson Duarte

May 10 2016, 8:39 AM · Arma 3
neokika added a comment to T77971: Improvement on the BIS_fnc_arrayShuffle.

Closing as resolved, feel free to re-open if something else comes up.
Thank you.

May 10 2016, 8:39 AM · Arma 3
neokika added a comment to T77971: Improvement on the BIS_fnc_arrayShuffle.

Hi and thank you for the feedback, really appreciated!

"Why in the bottom is there a need to have a “DELETE_ME_PLEASE” string?"

  • This is because the element must be as unique as possible, your example would not work, because it would remove all NULL objects from the array. For example:

_array = [5, objnull, "text"];
_shuffled = _array call BIS_fnc_arrayShuffle;
_shuffled; // Will be ["text", 5]

"New Shuffle Inline with the Debug Console"

  • Code executed within the console is run in a non scheduled environment (code is run on one single frame, no matter what), while within a script called with execVM, execFSM, spawn, will be caught and limited by the script scheduler. So when you want to test performance of a script/function, it MUST be done in non scheduled env.

So I did a few tests and the results are (for a 10 element array, from console):

Old BIS_fnc_arrayShuffle - 0.212201 ms
New BIS_fnc_arrayShuffle - 0.161798 ms
Your Array Shuffle suggestion - 0.168295 ms

The only difference between Old and New BIS_fnc_arrayShuffle is that instead of Set, it now uses push_back, as you suggested.

Attaching files in case you would like to perform some benchmarks yourself and give back some more feedback!

BIS_fnc_arrayShuffle > Old function
BIS_fnc_arrayShuffle2 > New version using push_back
BIS_fnc_arrayShuffle3 > Your version

Thanks a lot,
Nelson Duarte

May 10 2016, 8:39 AM · Arma 3
neokika added a comment to T77941: sleep + drawicon3d inside foreach loop inside the spawn code scoop will cause strange flickering on icon3d.

Like others have said, you should use OnEachFrame (https://community.bistudio.com/wiki/onEachFrame) or Draw3D (https://community.bistudio.com/wiki/addMissionEventHandler), because the drawing of the the icons/lines needs to be done every frame.

May 10 2016, 8:39 AM · Arma 3
neokika added a comment to T76364: *Spoiler* Moral Fiber: Failed Misison even though enemy armor was destroyed..

Hi and thank you for taking the time to report this.
I found that the problem was the debriefing texts were switched, because there is also a timeout for you to seize the enemy area, after destroying the tank.

The current timeout is 360 seconds to seize the enemy position, you were taking more then this time and the wrong ending (bug) was being shown.

I fixed this particular issue, expect it on the development branch at the beginning of the next week.

Thank you.

May 10 2016, 7:58 AM · Arma 3
neokika added a comment to T76202: [SPOILER] Crossroad's name - Radio Protocol.

Fixed in current development branch.
Thank you for the feedback.

May 10 2016, 7:54 AM · Arma 3
neokika added a comment to T75351: ADAPT MISSION 1 - when warn to approach from the south.

Hi and thanks for the feedback.

The small warning conversation refers to the south entrance of the ruins, so when you approach the ruins, you should enter them from the South side, relative to them.

James as set up mines on the North side of the ruins.

Thank you,
Nelson Duarte

May 10 2016, 7:34 AM · Arma 3
neokika added a comment to T75239: Objects on beach have no interaction.

Hi and thanks for the suggestion.

We have no design plan to make such items interactive because I feel it would bring unbalanced sand box behavior. A player would be confused if he could interact with items in this particular scenario and not in others.

I hope you understand,
Nelson Duarte

May 10 2016, 7:31 AM · Arma 3
neokika added a comment to T74051: Checkpoint continuation error.

Hi,

I was unable to reproduce this issue on Stable Branch, tried 3 times and mission always progressed fine.

I wonder if your team was in combat mode, when they got stuck. I ask this because one of the conditions for each objective is that the team in no longer in combat mode.
Were you using any mods? Especially Ai mods, that could influence the group visibility/fighting abilities.

May 10 2016, 6:57 AM · Arma 3
neokika added a comment to T73939: "eyeDirection" command is inconsistent [VIDEO].

Yes, because when you have a weapon, looking up/down changes torso rotation, not the head rotation.
If you would do it while unarmed, it will work, because looking up/down in that situation changes the head rotation, not torso rotation.

May 10 2016, 6:54 AM · Arma 3
neokika added a comment to T73939: "eyeDirection" command is inconsistent [VIDEO].

You have to use camera and not the eyes of a unit to achieve what you want.

EyeDirection command is returning correct values, because EyePos/EyeDirection is a socket attached to the model's head that has a certain location and rotation. The head rotation is more limited then the player's camera view, meaning, the player can actually turn his view further then his head in the model will.

EyeDirection/EyePos is limited by this.
A easy way to see this in effect is to switch to 3th person camera and using free head movement turn around to the sides, you will see your head reaching it's rotation limit although, you can still rotate the camera a little further.

May 10 2016, 6:54 AM · Arma 3
neokika added a comment to T71424: (Official Petition) for complete Control over your crosshairs.

Hi,

Please note that the crosshair now gives you an accurate representation of where you are aiming at, when you see the crosshair change it's position, it is actually showing you where it is actually pointing at, and where the bullet will hit.

May 10 2016, 5:45 AM · Arma 3
neokika added a comment to T71318: [EDITOR REQUEST] Possibility of "(BUTTON) + Click" between 2 waypoints to create a new waypoint in between..

Hi,

This is already possible, when placing the in between waypoint, make sure you set it's order correctly, see comment above.

Thank you.

May 10 2016, 5:42 AM · Arma 3
neokika added a comment to T71305: Visual glitch when forcing "takebag" on a backback from another unit.

Can you, please, describe a reliable repro?

Thank you.

May 10 2016, 5:41 AM · Arma 3
neokika added a comment to T71087: Object elevation cannot be negative.

Hi, thanks for the feedback.

Why do you need to sink objects into ground?

May 10 2016, 5:35 AM · Arma 3
neokika added a comment to T70550: Add BIS_fnc_compileFinal function to functions library.

I'm confused, because CfgFunctions is already implemented in Arma 3 since Alpha. Can you elaborate?

May 10 2016, 5:17 AM · Arma 3
neokika added a comment to T70550: Add BIS_fnc_compileFinal function to functions library.

Why not use CfgFunctions instead? http://community.bistudio.com/wiki/Functions_Library_2.0

May 10 2016, 5:16 AM · Arma 3
neokika added a comment to T68417: Movement glitch on "Night" showcase.

Duplicate of #0009937, that should now be fixed.

May 10 2016, 3:53 AM · Arma 3
neokika added a comment to T67395: head shake (prompt shuts down close).

Such option already can be found in Options > Game > Head Bob.

May 10 2016, 3:18 AM · Arma 3
neokika added a comment to T67325: Holosight contains two dots.

This is by design, for long range.

May 10 2016, 3:15 AM · Arma 3
neokika added a comment to T67011: Position update - lag on foot / no lag in vehicle.

Use visiblePosition function instead.

May 10 2016, 3:03 AM · Arma 3
neokika added a comment to T66895: Slow object position update, up to 4 times slower than player.

Use visiblePosition function instead.

May 10 2016, 2:59 AM · Arma 3
neokika added a comment to T64852: Triggers activate when not supposed to.

What you describe is not a bug, please re-check your condition:

this && local player

Where "this" is the trigger properties condition.

May 10 2016, 1:39 AM · Arma 3
neokika added a comment to T64417: Foot pedals do not move (lack animation).

It's strange that in Take On Helicopters the feet actually moved. Would be nice to have it in Arma 3 as well.

May 10 2016, 1:23 AM · Arma 3

May 9 2016

neokika added a comment to T61647: Spectator mode.

With nexus update, we've introduced a new Spectator Mode.
https://community.bistudio.com/wiki/EG_Spectator_Mode

May 9 2016, 11:16 PM · Arma 3