Diagnostics Exe – Arma 3

From Bohemia Interactive Community
Jump to navigation Jump to search
(added more details about "mines" and some formatting)
(fixed description)
Line 1: Line 1:
{{Tool
{{Tool|=


|AUTHOR=
|AUTHOR=
Line 7: Line 7:


|COMPATIBILITY=
|COMPATIBILITY=
[[:Category: Arma 3: Official Tools|Arma 3 Official Tools]]
[[:Category: Arma 3 Official Tools|Arma 3 Official Tools]]


|DOWNLOAD=Part of Arma 3 Development branch on Steam. If you are using DEV branch, arma3diag_x64.exe should be in the Arma 3 main directory already.
|DOWNLOAD=Part of Arma 3 Development branch on Steam


|DESCRIPTION=
|DESCRIPTION=
This special executable aims to help community creators in tweaking their addons. It contains various diagnostic tools that display the current game state in various conditions. See also: [[Performance Profiling]]. Some of the extra commands available only in diag build:
This special executable aims to help community creators in tweaking their addons. It contains various diagnostic tools that display the current game state in various conditions. See also: [[Performance Profiling]]. Some of the extra commands available in diag build:


* [[diag_enable]]
* [[diag_enable]]
Line 25: Line 25:
* [[diag_mergeConfigFile]]
* [[diag_mergeConfigFile]]
* [[diag_drawMode]]
* [[diag_drawMode]]
* [[diag_resetShapes]]
* [[diag_setLightNew]]
* [[diag_lightNewLoad]]


|NOTES=
|NOTES=
Line 33: Line 30:


|COMMAND=
|COMMAND=
     arma3diag_x64.exe<br>
     arma3diag.exe<br/>


|LICENSING=[[End User License Agreement for BI's Tools|Bohemia Interactive End User License Agreement]]
|LICENSING=[[End User License Agreement for BI's Tools|Bohemia Interactive End User License Agreement]]
Line 51: Line 48:


   "Animation" [[diag_enable]] [[true]];
   "Animation" [[diag_enable]] [[true]];
  "All" [[diag_enable]] [[true]];
  "All" [[diag_enable]] [[false]];


List of available diagnostics:
List of available diagnostics:


<big>'''AI'''</big>
  '''Animation''' - displays current animation state, actions being used and target animation states depending on the actions
* '''AIAiming''' - shows vectors (lines) of AI aiming at known target
  '''AnimSrcTarget''' - displays all animation sources and their values for the model under the cursor
* '''AIBrain''' - general informations about AI brain, combat mode and fsm state
  '''AnimSrcUnit''' - displays all animation sources and their values for the player's vehicle (or his gun in case of a soldier)
* '''AIDynamicError''' - shows value of dynamically calculated AI aiming error
  '''EPEVehicle''' - displays gearbox, friction, thrust, brake and various parameters of a PhysX vehicle
* '''AISkill''' - shows value of skill, plus global coefficients, as set by difficulty mode
  '''EPEForce''' - displays PhysX forces applied on the vehicle
* '''AISuppression''' - shows value of suppression
  '''Force''' - displays some other forces with their names
* '''AIDriving''' - Shows various information about AI driving and path in real time.
  '''HitPoints''' - displays status of hit points of the player's vehicle and vehicle under the cursor
 
  '''Mines''' - displays nearby mines, their properties and radius
<big>'''[[Arma 3 Dynamic Simulation|Dynamic Simulation]]'''</big>
  '''Particles''' - displays what particles are used in scene and their count
* '''DynSimEntities''' - Displays the map overlay with yellow coloured activation boxes around each dynamically simulated (empty) object.
  '''ParticleNames''' - attaches a name to each particle effect used so that it may be identified
* '''DynSimGrid''' - Displays the map overlay with the most detailed Dynamic Simulation grid.
  '''SurfaceUnder''' - displays the per-foot surface information on which a unit is standing
* '''DynSimGroups''' - Displays the map overlay with side coloured activation boxes around each dynamically simulated group.
  '''Suspension''' - displays status of suspension for each wheel of a PhysX vehicle
 
<big>'''Animations'''</big>
* '''Animation''' - displays current animation state, actions being used and target animation states depending on the actions
* '''AnimSrcTarget''' - displays all animation sources and their values for the model under the cursor
* '''AnimSrcUnit''' - displays all animation sources and their values for the player's vehicle (or his gun in case of a soldier)
 
<big>'''Physx'''</big>
* '''EPEVehicle''' - displays gearbox, friction, thrust, brake and various parameters of a PhysX vehicle
* '''EPEForce''' - displays PhysX forces applied on the vehicle
* '''Force''' - displays some other forces with their names
* '''Suspension''' - displays status of suspension for each wheel of a PhysX vehicle
 
<big>'''Misc'''</big>
* '''HitPoints''' - displays status of hit points of the player's vehicle and vehicle under the cursor
* '''Mines''' - displays nearby mines, their properties and radius
** The small circle is {{Color|green|green}} if the mine is armed, {{Color|red|red}} if the mine is not armed
** The {{Color|violet|violet}} circle is the radius at which more expensive calculations start
* '''Particles''' - displays what particles are used in scene and their count
* '''ParticleNames''' - attaches a name to each particle effect used so that it may be identified
* '''Shots''' - visualizes projectiles and their paths, hits and ricochets, guidance, seek radius and laser and artillery targets; shows details about hit contacts, penetration, projectile speed, guidance and missile phases
* '''SurfaceUnder''' - displays the per-foot surface information on which a unit is standing
* '''CursorTargetObject''' - Shows name of cursor object and it is distance to the player. Max distance in 50 meters
 
 


There is an additional diagnostic command used to adjust (by merging) configs on-the-fly without the need of restarting the game (Warning: there are some minor issues like CTD while exiting the game):
There is an additional diagnostic command used to adjust (by merging) configs on-the-fly without the need of restarting the game (Warning: there are some minor issues like CTD while exiting the game):
Line 97: Line 68:
   [[diag_mergeConfigFile]] ["PathToConfigOnDrive"] - merges config file from "PathToConfigOnDrive" (which must be absolute path to the config including the drive - e.g. O:\Arma3\A3\Stuff_F\config.cpp)
   [[diag_mergeConfigFile]] ["PathToConfigOnDrive"] - merges config file from "PathToConfigOnDrive" (which must be absolute path to the config including the drive - e.g. O:\Arma3\A3\Stuff_F\config.cpp)


It is possible to '''update rvmats and textures on-the-fly''' while using "local data" - unpacked data in the same structure as the game sees them. You simply need to adjust rvmats or textures and it should affect the game as soon as you task back into it. There may be some visual artifacts; it is always worth to give it one more go with packed data.
It is possible to change rvmat and textures on-the-fly while using "local data" - unpacked data in the same structure as the game sees them. You simply need to adjust the rvmat or convert the texture to PAA and it should affect the game as soon as you task back into it. There may be some visual artifacts; it's always worth to give it one more go with packed data.
 
[[Category:Tools]]
{{GameCategory|arma3| Official Tools}}
[[Category:Arma 3: Official Tools]]

Revision as of 11:35, 25 February 2021

Basic information

Author:
Bohemia Interactive
Compatibility:
Arma 3 Official Tools
Download:
Part of Arma 3 Development branch on Steam

Description

Description:
This special executable aims to help community creators in tweaking their addons. It contains various diagnostic tools that display the current game state in various conditions. See also: Performance Profiling. Some of the extra commands available in diag build:
Notes:
This exe has multiplayer disabled on purpose. There is no way to use this executable in multiplayer as this functionality has been removed completely.

Usage

Line call:
arma3diag.exe

Licenses

Licensing:
Bohemia Interactive End User License Agreement

Additional information

How to use it

Simply run the exe as you would use the standard arma3.exe. For example to perform diag on a PBO, add it as a launch parameter (-mod=@YOURMOD)

Once the game is loaded, go into the editor and select 'Virtual Reality'.

There are several diagnostics to be toggled by either using the diag_toggle command or setting diag_enable to true, e.g.:

 diag_toggle "Animation";
 "Animation" diag_enable true;

List of available diagnostics:

 Animation - displays current animation state, actions being used and target animation states depending on the actions
 AnimSrcTarget - displays all animation sources and their values for the model under the cursor
 AnimSrcUnit - displays all animation sources and their values for the player's vehicle (or his gun in case of a soldier)
 EPEVehicle - displays gearbox, friction, thrust, brake and various parameters of a PhysX vehicle
 EPEForce - displays PhysX forces applied on the vehicle
 Force - displays some other forces with their names
 HitPoints - displays status of hit points of the player's vehicle and vehicle under the cursor
 Mines - displays nearby mines, their properties and radius
 Particles - displays what particles are used in scene and their count
 ParticleNames - attaches a name to each particle effect used so that it may be identified
 SurfaceUnder - displays the per-foot surface information on which a unit is standing
 Suspension - displays status of suspension for each wheel of a PhysX vehicle

There is an additional diagnostic command used to adjust (by merging) configs on-the-fly without the need of restarting the game (Warning: there are some minor issues like CTD while exiting the game):

 diag_mergeConfigFile ["PathToConfigOnDrive"] - merges config file from "PathToConfigOnDrive" (which must be absolute path to the config including the drive - e.g. O:\Arma3\A3\Stuff_F\config.cpp)

It is possible to change rvmat and textures on-the-fly while using "local data" - unpacked data in the same structure as the game sees them. You simply need to adjust the rvmat or convert the texture to PAA and it should affect the game as soon as you task back into it. There may be some visual artifacts; it's always worth to give it one more go with packed data.