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Everything posted by commy2
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CBA - Community Base Addons - ARMA 3
commy2 replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You did good. https://github.com/CBATeam/CBA_A3/issues/601 -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
commy2 replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Eagerly awaiting the bug report. :P ;) -
CBA - Community Base Addons - ARMA 3
commy2 replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Post RPT @zuzul Would really help with finding the issue. -
The new modelToWorldVisualWorld command should be renamed to modelToWorldWorldVisual. There already is getPosASLVisual for example. This is how you would disect the name: getPos - ASL - Visual command - height type - render time So the suffix for the "height-relative-to"-type comes before the "Visual" suffix to indicate using the render scope. What is the reason for naming PosWorld how it is anyway? It's the same as ASL with z=0 being the model center instead of the lowest point in the LandContact LOD. It should've been named Center or ASLCenter imo.
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@Aniallator @pipewr3nch Either way is fine. Whatever you prefer. Leaving it separate has the benefit of it being easily disabled together with ACE when using the launcher.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Aniallator No. There is no animation for that. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Aniallator See: https://github.com/acemod/ACE3/issues/4911 @soulis6 Must be user error. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Right. Good that things are cleared up then. I can't stand misinformation. Anyways, bug reports should go on the Github issue tracker. Otherwise they will be overlooked. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No, it doesn't. Also there is a bugtracker for a reason. A forum is just no place to manage bug reports. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's not on the bug tracker, so it does not exist for the developers. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
There is nothing to be fixed about the modules. Them potentially breaking after updates is something you all will have to accept. There is zilch we can do about that. The other things aren't reproducable bugs either. There is absolutely no reason why ace_vehicles would cause the vehicles to be stuck on the server. That makes absolutely no sense and the problem is very likely caused by something entirely different. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The function is specified to work with objects (OBJECT) and not classnames (STRING). https://github.com/acemod/ACE3/blob/master/addons/dragging/functions/fnc_setDraggable.sqf#L6 So I guess you'd either use a vehicleVarName from the editor, or 'this' from the init box. Or you do it like I would: // init.sqf ["B_Boat_Transport_01_F", "init", { params ["_vehicle"]; [_vehicle, true] call ace_dragging_fnc_setDraggable; }, nil, nil, true] call CBA_fnc_addClassEventHandler; I'm not entirely sure if the boats aren't too heavy to be dragged though. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No. You tried to use a classname (which should've had quote marks, because they're strings) when you have to use the function with an object. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What is it? Sprinting full speed or jogging? I don't get it. You sprint at like 18 kmph in Arma. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Use the settings system and it will work. Nothing we can do about the modules being bad. You'll have to ask the BI devs about that. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Your "bad impression" is called the gambler's fallacy. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Are you really arguing with me about that being true? Why do you think it broke in your mission? Just do yourself a favor and use the settings system instead. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, modules suck. News at 11. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Modules can become corrupted after updates. It's always recommended to use the ACE settings system instead. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We made the scopes module great again. It doesn't need a compatibility patch as well and it's even more accurate than Arma 3's vanilla zeroing, it's true (#4642) Omg, Baer, this is not funny. -
Dedmen found something pretty interesting about eventhandlers anyone should keep in mind when thinking about performance. It appears that the game stores the event code passed by all addXEventHandler SQF commands as string internally and it has to recompile that to executable SQF CODE every time the eventhandler is executed. This means that there is unexpected and significant overhead especially for long functions. It has been confirmed for addEventHandler, addMissionEventHandler, ctrlAddEventHandler and displayAddEventHandler and is therefore probably true for all other SQF commands similar to that as well. It does not matter if you use the STRING vs. CODE syntax that some of these commands support for backwards compatibility. The CODE seems to be stored as string internally regardless. It does not affect stuff like BIS_fnc_addStackedEventHandler or BIS_fnc_addScriptedEventHandler (or any similar function in CBA for that matter), because those generally already store the compiled code in variables, which do not have to be recompiled ever again. Used test case / proof: Definition of "TestingFunction" (The function itself has no meaning. It's just something to put stress on the STRING -> CODE compiler.): for [{_i=0}, {_i<1000}, {_i=_i+1}] do {addMissionEventHandler ["EachFrame", TestingFunction];}; //~760ms per frame for [{_i=0}, {_i<1000}, {_i=_i+1}] do {addMissionEventHandler ["EachFrame", {call TestingFunction}];}; // ~47ms per frame To clarify, the numbers are for executing the eventhandler, not for adding it. It does not matter if the variable is a local or a global one. The solution can be seen in the second test. While there is one additional "call" command, which also means, that there is one additional scope, the function that the game stores as string and which has to be recompiled for every execution is very short. The complexity of compiling strings to executable code seems to be linear to the length of the string generally speaking, which means that short strings like "call TestingFunction" are compiled pretty fast, while compiling the whole content of 'TestingFunction' would be very slow. While this probably doesn't matter all that much for eventhandlers like "init", "killed" or "respawn"; it's a very big cost for eventhandlers that are executed very frequently or even multiple times in a single frame like "EachFrame", "Draw", "handleDamage", "fired", "firedNear" etc. tl;dr Always use: addEventHandler ["whatever", {call My_fnc}]; instead of: addEventHandler ["whatever", My_fnc]; Edit: Feedback tracker report: https://feedback.bistudio.com/T123355
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I figured it out that it doesn't work if the line starts underground. Always check from top to bottom to get results I guess. The command also seems to only report the first intersection of any object. I wanted to use to to figure out how many floors a multi story building has. Sadly the command doesn't seem to support the RoadWay LOD either. In the mean time anyone can just use 1E6 or some huge number like that to get all results.
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How to make lineIntersectsSurfaces report more than one result? I can't get it to return more than one _pos0 = getPosASL player vectorAdd [0,0,-100]; _pos1 = _pos0 vectorAdd [0, 0, 1000]; lineIntersectsSurfaces [_pos0, _pos1, objNull, objNull, true, 10]; It's always just one result. Either the ground or once for the multi story building I'm inside (when I replace -100 with 0). Replacing the 10 with -1 like the wiki says results in an empty array. -2 and other negative numbers makes it report one intersection again, but not all. I guess that's just unexpected behavior.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
uavX is undefined. You forgot to actually name an object like that? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
commy2 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
https://github.com/acemod/ACE3/issues/4863