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Experience true combat gameplay in a massive military sandbox. Authentic, diverse, open - Arma 3 sends you to war.

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Recent Activity

Today

BIS_fnc_KK claimed T171307: Stackable JIP queue for entities with remoteExec.
Sat, Apr 1, 9:43 PM · Arma 3
honeyburton changed Severity from severity:none to severity:major on T171311: 4169 DE cheater.
Sat, Apr 1, 7:56 PM · DayZ
MyFilm4u added a comment to T171310: 4169 DE cheater.
Sat, Apr 1, 7:21 PM · DayZ
NikkoJT added a comment to T79477: Change currentMagazineDetail to return Array.

Ideally all similar magazine detail commands should get this improvement, presumably not as main syntax for back compat but as an alt syntax.

Sat, Apr 1, 4:58 PM · Arma 3
honeyburton created T171311: 4169 DE cheater.
Sat, Apr 1, 4:46 PM · DayZ
honeyburton created T171310: 4169 DE cheater.
Sat, Apr 1, 4:40 PM · DayZ
Leopard20 added a comment to T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.

This needs new animation files which most likely won't happen at this stage of development.

Sat, Apr 1, 4:12 PM · Arma 3
SaMatra created T171307: Stackable JIP queue for entities with remoteExec.
Sat, Apr 1, 4:05 PM · Arma 3
makosin created T171306: Ability to re-texture facemasks/goggles and HMD.
Sat, Apr 1, 1:59 PM · Arma 3
mattysmith22 created T171305: MFD item type="scale" does not work with some custom fonts..
Sat, Apr 1, 11:29 AM · Arma 3
mickeymen updated the task description for T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
Sat, Apr 1, 2:01 AM · Arma 3
mickeymen updated the task description for T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
Sat, Apr 1, 1:56 AM · Arma 3
mickeymen updated the task description for T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
Sat, Apr 1, 1:53 AM · Arma 3
mickeymen updated the task description for T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
Sat, Apr 1, 12:58 AM · Arma 3
mickeymen updated the task description for T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
Sat, Apr 1, 12:54 AM · Arma 3
mickeymen created T171294: Intermediate stances work only with rifles and pistols in the hands, but not work for binoculars and launcher.
Sat, Apr 1, 12:48 AM · Arma 3

Yesterday

Mr._Macintosh added a comment to T170768: No Requiem Achievement.

Similar problem. There is a solution?

Fri, Mar 31, 9:07 PM · Arma 3
BIS_fnc_KK placed T171260: A command to return vehicle that backpack is assembled to up for grabs.
Fri, Mar 31, 6:38 PM · Arma 3
BIS_fnc_KK added a comment to T171260: A command to return vehicle that backpack is assembled to.

allObject is just that all objects would be strange to call it all objects and remove some objects the engine collections already include. But what you ask if for the getter to SPECIFICALLY return out of world objects and ONLY out of world objects. I won’t add that. Using other vehicle commands on backpack you know is a vehicle makes sense, but ok, you can still do it via storing a variable on backpack.

Fri, Mar 31, 6:38 PM · Arma 3
Logan00 added a comment to T171194: Very Strange Problem .
Fri, Mar 31, 6:17 PM · Arma 3
SaMatra added a comment to T171260: A command to return vehicle that backpack is assembled to.

In summary, I'm against changing existing commands to also handle one specific case of being run on backpacks. Its already possible to do everything you want with packed static\drone, just requires some tricks, this command should have made it clear and easy to do that.

Fri, Mar 31, 4:13 PM · Arma 3
SaMatra added a comment to T171260: A command to return vehicle that backpack is assembled to.

the vehicle is removed from world when it is packed I dont want to make a specific getter for asset that is not supposed to be exposed with api. The fact that it is available via variable reference was overlooked but due to back compatibility would now remain. I am actually trying to make it usable by wider user base, set/getVehicleAmmo is a good example. I can add that and god knows when I will be around that part of the code again, so if you give the list I can do it in one go

I don't get this argument what so ever, even if out vehicles aren't simulated or shouldn't be operated with some scripting commands, so what? And its not like this is arbitrary code execution level security issue, just a matter of entity being limited while hidden. Lets forbid allObjects from returning out vehicles too then, what if user deletes a vehicle from there and ends up getting an RPT error? There are already myriad of ways to break\lag\freeze\crash the game with scripting already, by the nature of modding.

Fri, Mar 31, 4:03 PM · Arma 3
BIS_fnc_KK added a comment to T171260: A command to return vehicle that backpack is assembled to.

the vehicle is removed from world when it is packed I dont want to make a specific getter for asset that is not supposed to be exposed with api. The fact that it is available via variable reference was overlooked but due to back compatibility would now remain. I am actually trying to make it usable by wider user base, set/getVehicleAmmo is a good example. I can add that and god knows when I be around that part of the code again, so if you give the list I can do it in one go

Fri, Mar 31, 3:43 PM · Arma 3
BIS_fnc_KK closed T170535: inAreaArray variant to return indexes: inAreaArrayIndexes as Resolved.
Fri, Mar 31, 3:36 PM · Arma 3
jadugar added a comment to T171128: Alt syntax for canDeployWeapon/isWeaponDeployed to return weapon deployment position.
Fri, Mar 31, 3:00 PM · Arma 3
SaMatra added a comment to T170535: inAreaArray variant to return indexes: inAreaArrayIndexes.

Did tests for all possible combination, works properly. Shitty test code:

	if(!isNil"markers") then {{deleteMarker _x} forEach markers;}; markers = [];
	if(!isNil"objects") then {{deleteVehicle _x} forEach objects}; objects = [];
	if(!isNil"locations") then {{deleteLocation _x} forEach locations}; locations = [];
	positions = [];
	if(isNil"testgroups") then {{{deleteVehicle _x} forEach units _x; deleteGroup _x} forEach testgroups};
	testgroups = [];
Fri, Mar 31, 2:55 PM · Arma 3
y0014984 added a comment to T171035: setObjectTexture "Cannot load mipmap" error with UI on texture feature.

Preloading the UI is a valid workaround for this bug. In my example I preloaded the UI in a display and closed that display immediately afterwards. This seems to be fast enough so the player doesn't recognize the preloading:

Fri, Mar 31, 12:54 PM · Arma 3
SaMatra added a comment to T171260: A command to return vehicle that backpack is assembled to.

You can do a lots of things with a packed drone\static - repair, refuel, change weapons and magazines, get\set variables, altering a single command to have special handling case for backpacks is not the way. Returning object off backpack can also tell you if backpack was assembled before.

Fri, Mar 31, 12:14 PM · Arma 3
BIS_fnc_KK added a comment to T171260: A command to return vehicle that backpack is assembled to.

In fact it doesnt matter if it is unitBackpack or backpackcontainer or a variable with reference to backpack, it matters what you gonna use it for, like I said for setVehicleAmmo I can make it to look for the vehicle and rearm it. So my question stands, what other commands you want to use on backpack vehicle

Fri, Mar 31, 11:57 AM · Arma 3
BIS_fnc_KK added a comment to T171260: A command to return vehicle that backpack is assembled to.

Do you suggest having unitBackpack return assembled vehicle instead of backpack entity?

Fri, Mar 31, 11:54 AM · Arma 3
SaMatra added a comment to T171260: A command to return vehicle that backpack is assembled to.

Sure I can. Would this be enough?

Fri, Mar 31, 11:52 AM · Arma 3
BIS_fnc_KK added a comment to T171260: A command to return vehicle that backpack is assembled to.

Sure I can. Would this be enough? any other commands you want to use on assembled vehicle apart from setVehicleAmmo?

Fri, Mar 31, 11:29 AM · Arma 3
SaMatra added a comment to T171260: A command to return vehicle that backpack is assembled to.

I can make it rearm with

unitBackpack player setVehicleAmmo 1;

Fri, Mar 31, 11:25 AM · Arma 3
BIS_fnc_KK added a comment to T171260: A command to return vehicle that backpack is assembled to.

I can make it rearm with

Fri, Mar 31, 11:21 AM · Arma 3
SaMatra added a comment to T171260: A command to return vehicle that backpack is assembled to.

Simplest application example - rearming static weapons\drones when they're in backpack form:

getBackpackVehicle unitBackpack player setVehicleAmmo 1;
Fri, Mar 31, 11:16 AM · Arma 3
BIS_fnc_KK added a comment to T171260: A command to return vehicle that backpack is assembled to.

What is the use case? How would this benefit wider audience?

Fri, Mar 31, 11:13 AM · Arma 3
SaMatra added a comment to T171260: A command to return vehicle that backpack is assembled to.
  1. Fresh mission, get backpack with player addBackpack "B_UGV_02_Demining_backpack_F"
  2. Run "B_UGV_02_Demining_F" allObjects 4 => []
  3. If command existed, you'd run getBackpackVehicle unitBackpack player => <NULL-object>
  4. Assemble backpack
  5. Disassemble the drone
  6. Run "B_UGV_02_Demining_F" allObjects 4 => [2102463a040# 1781926: ugv_02_f.p3d]
  7. Wear backpack off the ground
  8. Now can run the new command with same getBackpackVehicle unitBackpack player expression and it should return that same vehicle 2102463a040# 1781926: ugv_02_f.p3d
Fri, Mar 31, 11:11 AM · Arma 3
SaMatra added a comment to T171260: A command to return vehicle that backpack is assembled to.

When you dissemble the drone or static weapon, it doesn't get deleted but gets hidden and link to that entity is stored in the backpack, the command should return that link. When you spawn assemblable backpack it doesn't spawn associated drone\static right away but only when you assemble it the first time.

Fri, Mar 31, 11:04 AM · Arma 3
BIS_fnc_KK added a comment to T171260: A command to return vehicle that backpack is assembled to.

Now you lost me

Fri, Mar 31, 10:57 AM · Arma 3
SaMatra added a comment to T171260: A command to return vehicle that backpack is assembled to.

getBackpackVehicle unitBackpack player

unitBackpack is null when weapon is assembled

Fri, Mar 31, 10:55 AM · Arma 3
SaMatra edited Steps To Reproduce on T171260: A command to return vehicle that backpack is assembled to.
Fri, Mar 31, 10:55 AM · Arma 3
BIS_fnc_KK added a comment to T171260: A command to return vehicle that backpack is assembled to.

getBackpackVehicle unitBackpack player

Fri, Mar 31, 10:46 AM · Arma 3
dedmen added a comment to T161113: Unintended behavior of __has_include with file patching.

I finally understood your issue.

Fri, Mar 31, 10:34 AM · Arma 3
BIS_fnc_KK set Ref Ticket to AIII-55642 on T171264: Disassembled UAV groups aren't cleaned up.
Fri, Mar 31, 10:15 AM · Arma 3
BIS_fnc_KK closed T170687: Expand ctrlCreate to take CONFIG as argument for control config definition as Resolved.
Fri, Mar 31, 9:38 AM · Arma 3
y0014984 added a comment to T171035: setObjectTexture "Cannot load mipmap" error with UI on texture feature.

The UI2Texture fix the latest profiling build 2.12.150430 does not solve my problem.

Fri, Mar 31, 9:37 AM · Arma 3
y0014984 added a comment to T170766: Trying to draw UI2Texture inside another UI2Texture fails with "Cannot load mipmap" error.

I think my ticket (https://feedback.bistudio.com/T171035) is related to the behavior mentioned here. In my case it's not a nested UI but only a static image. I tested the latest profiling build 2.12.150430 but unfortunately this does not solve my variant of the problem.

Fri, Mar 31, 9:36 AM · Arma 3
SaMatra added a comment to T170687: Expand ctrlCreate to take CONFIG as argument for control config definition.

Did some tests, works great!

Fri, Mar 31, 9:23 AM · Arma 3
SaMatra added a comment to T171272: preloadTexture command.

Would this also help with textures used by UI, particles or even game assets?

Like one can force preloading via config (PreloadConfig and PreloadTextures) - aka would be good to have also via mission desc.ext or scripting (best).

Fri, Mar 31, 9:06 AM · Arma 3
kju-PvPscene added a comment to T171272: preloadTexture command.

Would this also help with textures used by UI, particles or even game assets?

Fri, Mar 31, 8:19 AM · Arma 3