Still broken in latest beta, it was working in one of the later Alpha builds.
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May 10 2016
Yes I noticed this also when trying to use some dogs.
I think attachto has been virtually abandoned as a command you only have to look at the issues surrounding it, it's a pity as it was one of my favourite commands.
The objects are not attached no matter how may times you run the script, if you move the original object the so called attached objects are left behind if they're small items.
It does fix the direction but that's all.
You also don't need the second notepad setdir 90, just notepad attached [desk1] will do.
But as mentioned they're still not attached.
Confirmed still happening in current build, only happens for the player AI are fine.
Yet up close they can't hit you, I've stood still and a unit has unloaded several clips without hitting the target.
I find with choppers they have a default completion radius of 100m so you can't really control them with waypoints any closer than 100m apart.
The same applies if you give them a domove command they terminate 100m short, you can allow for this sometimes but in a dynamic mission it's hard to script for.
I see no reason choppers shouldn't fly to an exact location.
An override command could be a big help.
Confirmed, same for me.
Confirm what rogerx says.
player playActionNow "surrender";
This used to send you sideways but now it does put you in surrender mode.
However you are now stuck in surrender mode.
Same with AI you can't break them out of it.
You can get them to play other animations but they go back to surrender.
Forgot NVidia 680
Yes I ran into this problem tonight with snakes tripping the civilian triggers.
I couldn't even filter them out as they seem to be seen as "man" when using iskindof.
There are far too many snakes especially on the runway.
Also for some reason flies don't seem as well rendered up close in A3 as they were in A2.
They never repeat unless the condition changes.
You need to change the condition so it resets.
round (time %1) == 1
another way is set a variable to true,
in a gamelogic init
loop = true
cond
this and loop
on act
loop=false
on deac
loop = true
I don't see your problem, min bar means it never shows and max means it's there all the time.
If you want to remove it later just use DeleteVehicle Unitsname
Or are you claiming it's broken?
So a year on and nothing has changed, if you don't want us to use it remove it from help F1.
Yes it does look a little odd, I think they would be better sinking and probably after a while get deleted.
Your correct some how I confused myself while searching I lost track that it was GPSvideo and not Playvideo.
Sorry for messing you about GPSvideo doesn't seem to be working.
It does work for me but I believe you have the wrong syntax
the position needs to be an array x,y,z
_video = ["gps1.ogv",[1,1,1]] spawn bis_fnc_customGPSvideo;
May 9 2016
Yes same thing happens for me, everything goes quite except for voices/Radio they're ok.
Yes I get that as well it's really annoying when it takes control and puts you back in the game.
I find I only have this problem when not running the script editor (ARMAEdit).
I had the same issue in OA but to a lesser degree.
Just to add to the walking through things.
An AI unit with a waypoint will walk up a small flight of steps and enter a building correctl but an AI in my group which is told to enter the building walks through the steps and floor.