Dedmen 2728 Posted May 12, 2023 On 5/12/2023 at 7:59 AM, Larrow said: Can someone elaborate on these changes, please... In what sense? LA/GA or LE/GE? Or just something that will not be noticeable to the end user? What is meant by 'Simple VM support'? I get no hits in the wiki. How does if/then/else support it? (maybe answered if I knew what it was :D) I see no changes to the wiki pages. The commands previously were LA-ish, but some where documented as GA. And they "worked" with GA but bugged out and created leaking entities that started spamming errors on server and created synchronization errors. Its now properly GA, but I would strongly recommend to handle it like a LA command, Inventory code can get quite buggy when you have to trust on its network syncing. "Simple VM" was mostly talked about in Discord, its a performance improvement where some SQF things (inside loops like forEach/apply/select) under some conditions (not yet documented as its highly WIP, mostly no local variable setting allowed) will be executed differently and about 10x faster (most tests result in about 12% of previous runtime, but that depends on lots of factors). The scripts get converted into a new "Simpler" VM that is more efficient with executing scripts. 2 Share this post Link to post Share on other sites
Larrow 2828 Posted May 13, 2023 On 5/12/2023 at 9:46 AM, Dedmen said: mostly no local variable setting allowed So this is the deciding factor on whether these code blocks (forEach/apply/select) get improved execution through Simple VM? What constitutes setting a local variable? ie do local vars within the immediate scope of commands code block count or are we talking about anything currently in scope ( What is this, something related to accessing the stack )? Sorry if this is a stupid question, just trying to understand what constitutes improved execution. Share this post Link to post Share on other sites
zukov 490 Posted June 5, 2023 there is a chance to add/fix the insignia for vehicles? Share this post Link to post Share on other sites
Rhyder_Morra 74 Posted June 11, 2023 idk worth it asking but can we get argo stuff(since its dead) be ported to arma 3? i found these gamemodes and assets pretty fun. or at least unbinarize all that stuff from non pbo\ebo format so we ll be able to do it ourself? 6 3 Share this post Link to post Share on other sites
pierremgi 4944 Posted July 23, 2023 It could be nice if player couldn't make an evasive right or left, when prone with a backpack! The weirdest is a roll on back with a UGV like Pelter, diving into the ground. Thanks for your attention. 1 Share this post Link to post Share on other sites
zukov 490 Posted August 16, 2023 "Added: T-100X Futura Railgun Tank" WE NEED A VIDEO! 2 Share this post Link to post Share on other sites
krzychuzokecia 719 Posted August 16, 2023 I see that we're getting some of the headwear from Argo in upcoming update - any chance the Argo olive version of AAF helmet could also be included? 3 Share this post Link to post Share on other sites
zukov 490 Posted August 16, 2023 the grey camo T100 futura is can applied even to a normal t100 varsuk? edit why not the psd sample for some skin like the mrap? this camo is pretty cool 5 Share this post Link to post Share on other sites
lexx 1412 Posted August 21, 2023 With at least the latest dev-branch update it seems UAV's are broken for me. The moment I switch from pilot to the turret seat, the camera breaks and my character is frozen in place. Can anyone confirm this? Tried without any mods, and still the same result with every drone. 1 Share this post Link to post Share on other sites
froggyluv 2136 Posted May 1, 2024 Havent played these games in forever but pretty cool your still developing - 👊 1 Share this post Link to post Share on other sites
gatordev 220 Posted August 14, 2024 After today's Dev Update (8/14/24), every mission I load in the editor and then try to play gives me a warning that the init.sqf can't be found. Obviously it's still there in every mission folder. Is anyone else having this issue? Share this post Link to post Share on other sites
EO 11277 Posted August 14, 2024 On 8/14/2024 at 5:26 PM, gatordev said: Is anyone else having this issue? Missions (my own) are loading and playing just fine on latest Dev Branch. Share this post Link to post Share on other sites
gatordev 220 Posted August 14, 2024 On 8/14/2024 at 6:16 PM, EO said: Missions (my own) are loading and playing just fine on latest Dev Branch. Ugh, this is frustrating. Every single SP mission (that's not a .pbo file, still a mission folder) that I've tried that I've made is giving me the error after hitting "Play Scenario" in the editor. I even tried loading a different User and same thing. I also tried loading them as MP missions (just to see) and no go. It worked last night when I was in the game. Today the game updated to the new branch and now I have the issue. I've verified game files and otherwise haven't changed anything. I guess I'll have to go back to the Release branch and see if I have the same issue. If I do, I have no idea what to do. Share this post Link to post Share on other sites
gatordev 220 Posted August 14, 2024 Confirmed that when I go back to Stable, the problem goes away. I'll continue to mess with it, but for now, it looks like the Dev Branch is causing the issue (for me, anyway). Share this post Link to post Share on other sites
gatordev 220 Posted August 15, 2024 I'm looking for any further guidance based on what I'm finding, but here's what I've narrowed down: 1) Mods loaded doesn't seem to matter, it's only the mission files that seem to have the issue. That said, I did a bunch of testing with just vanilla A3 running (along with Contact and the associated regular DLCs...no cDLCs were running). 2) It appears it's the actual "init.sqf" in the mission folder that causes the issue. When there is an init.sqf file in the mission folder, even if it's completely empty, I get the error that it can't find the init.sqf ("Cannot load C:/...../missions/testmission.altis/init.sqf"). 3) As soon as I delete the file and reload the mission, the message goes away. 4) None of this happens in Stable Branch, just the current 8/14/24 Dev Branch. I can report it on the tracker, but I'm not sure how much that helps if no one else is experiencing this. Is there anything else I should be checking, like the extra switches that get added? I've tried the above using both the Steam Launcher and Arma3Sync. File Patching is turned on, but I'm not sure what that would matter now all of a sudden. Help! Share this post Link to post Share on other sites
.kju 3245 Posted August 15, 2024 should be fixed again with today's dev branch update 1 Share this post Link to post Share on other sites
AVOSb 0 Posted February 1 Added: sourceModulo for MFD sources Added: MFD sources ClockSecondSmooth and SidePanelRadarRange Add a description. Share this post Link to post Share on other sites