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May 10 2016

Killzone_Kid added a comment to T78540: Rearm triggers inconsistent "Take" event..

+1 noticed this too

May 10 2016, 8:54 AM · Arma 3
Killzone_Kid added a comment to T78471: Command to "unset" arrays.

new commands :

https://community.bistudio.com/wiki/deleteAt
https://community.bistudio.com/wiki/deleteRange
https://community.bistudio.com/wiki/select (extended)

take care of this ticket too, resoved!

May 10 2016, 8:52 AM · Arma 3
Killzone_Kid added a comment to T78467: Problem with Dialog.

You can walk back and forward when inventory is open, look up how it is done.

May 10 2016, 8:52 AM · Arma 3
Killzone_Kid added a comment to T78453: [CLOSABLE] <b>nearObjects</b> and similar commands do not return environment textures like soil or roads.

Closing as per request.

May 10 2016, 8:52 AM · Arma 3
Killzone_Kid added a comment to T78453: [CLOSABLE] <b>nearObjects</b> and similar commands do not return environment textures like soil or roads.

nearestObjects https://community.bistudio.com/wiki/nearestObjects does, and the example is right there on biki:

nearestObjects [player, [], 50];

May 10 2016, 8:52 AM · Arma 3
Killzone_Kid added a comment to T78453: [CLOSABLE] <b>nearObjects</b> and similar commands do not return environment textures like soil or roads.

It is simple, distance to a tree is measured to its centre, which is about half way up the trunk. So to detect tall trees you need to increase detection radius.

May 10 2016, 8:52 AM · Arma 3
Killzone_Kid added a comment to T78417: ASLWtoASL command.

I don't think you can get ASLW value at position at the moment, without placing an object there.

May 10 2016, 8:51 AM · Arma 3
Killzone_Kid added a comment to T78417: ASLWtoASL command.

Still not sure what you need. If you want to know the delta wave height then:

((asltoatl getposaslw boat) vectorDiff (getposatl boat)) select 2

May 10 2016, 8:51 AM · Arma 3
Killzone_Kid added a comment to T78417: ASLWtoASL command.

Sounds familiar :) There is also getTerrainHeightASL that takes x and y and gives you z, you might want to use that too then. Again, without knowing exactly what you are doing, I would be just guessing, so I leave it up to you.

May 10 2016, 8:51 AM · Arma 3
Killzone_Kid added a comment to T78417: ASLWtoASL command.

Try this, I wrote this quite sometime ago to substitute modelToWorld

KK_fnc_offsetFront = {
_newPos = [_pos,_dir,_offset] call KK_fnc_offsetFront;
private ["_pos","_dir","_offset"];
_pos = +_this select 0;
copy
_dir = _this select 1;
_offset = _this select 2;
_pos set [0, (_pos select 0) + ((sin _dir) * _offset)];
_pos set [1, (_pos select 1) + ((cos _dir) * _offset)];
_pos;
};

_newPos = [getPosASL boat, getDir boat, 25] call KK_fnc_offsetFront;

May 10 2016, 8:51 AM · Arma 3
Killzone_Kid added a comment to T78417: ASLWtoASL command.

What are you trying to do?

(boat modeltoworld [0,0,0]) vectorDiff (getposASLW boat)

produces [0,0,constant z]

May 10 2016, 8:51 AM · Arma 3
Killzone_Kid added a comment to T78403: DemoCharge Magazine Model is an IED.

Are you using mods? Just tested it on dev, the model is correct.

May 10 2016, 8:51 AM · Arma 3
Killzone_Kid added a comment to T78402: "ctrlCreate" always creates Control #0 whatever the idc.

Changelog says it is fixed?

May 10 2016, 8:51 AM · Arma 3
Killzone_Kid added a comment to T78402: "ctrlCreate" always creates Control #0 whatever the idc.

[B]closing[/B] [COLOR="#FF0000"]here[/COLOR]

May 10 2016, 8:51 AM · Arma 3
Killzone_Kid added a comment to T78402: "ctrlCreate" always creates Control #0 whatever the idc.

Yep, fixed.

May 10 2016, 8:51 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T78402: "ctrlCreate" always creates Control #0 whatever the idc.
May 10 2016, 8:51 AM · Arma 3
Killzone_Kid added a comment to T78363: Loadout assignments with Unit init scripts cause all other units to lose all equipment when someone JIP.

Limit init to the server

init = "if (isServer) then {...your code...}";

or

init = "if (!isServer) exitWith {}; ...your code...";

May 10 2016, 8:49 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T78345: Structured text does not understand &nbps;.
May 10 2016, 8:49 AM · Arma 3
Killzone_Kid added a comment to T78334: Make setVariable work on all types of Controls.

It is not a bug because there is no provision for all controls, just a particular one. I can change this ticket to Feature Request for you

May 10 2016, 8:49 AM · Arma 3
Killzone_Kid added a comment to T78334: Make setVariable work on all types of Controls.

After further investigation, CONTROL is limited to map control, and not just any map but static editor map control, whatever this is. So not a bug really, just useless functionality.

May 10 2016, 8:49 AM · Arma 3
Killzone_Kid added a comment to T78334: Make setVariable work on all types of Controls.

Confirmed. It is supposed to work:

"b:NAMESPACE setvariable ARRAY"
"b:CONTROL setvariable ARRAY" <= here
"b:OBJECT setvariable ARRAY"
"b:GROUP setvariable ARRAY"
"b:TEAM_MEMBER setvariable ARRAY"
"b:TASK setvariable ARRAY"
"b:LOCATION setvariable ARRAY"

But it doesnt

May 10 2016, 8:49 AM · Arma 3
Killzone_Kid added a comment to T78329: [CLOSED].

Marked resolved on author's request

May 10 2016, 8:49 AM · Arma 3
Killzone_Kid added a comment to T78237: USER_DEFINED markers are not unique, which results in duplication [VIDEO].

Some update to map markers today, any chance to fix duplication described in this ticket?

May 10 2016, 8:46 AM · Arma 3
Killzone_Kid added a comment to T78237: USER_DEFINED markers are not unique, which results in duplication [VIDEO].

The marker id only changes when user leaves server, if he drops to the lobby and back id is the same

May 10 2016, 8:46 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T78237: USER_DEFINED markers are not unique, which results in duplication [VIDEO].
May 10 2016, 8:46 AM · Arma 3
Killzone_Kid added a comment to T78220: Please add marker icons that dont change size when zooming.

try this: http://killzonekid.com/arma-scripting-tutorials-automatic-marker-resizing/

May 10 2016, 8:46 AM · Arma 3
Killzone_Kid added a comment to T78220: Please add marker icons that dont change size when zooming.

Strange, I could swear markers do not change size at all. Just tested, always the same size regardless of zoom.

Edit: unless you mean ellipse and rectangular marker?

May 10 2016, 8:46 AM · Arma 3
Killzone_Kid added a comment to T78211: fadeSound Command Does Not Work.

Works for me. Have you got a detailed repro?

May 10 2016, 8:46 AM · Arma 3
Killzone_Kid added a comment to T78200: attachTo cannot attach to buildings.

same on dev 1.26

May 10 2016, 8:45 AM · Arma 3
Killzone_Kid added a comment to T78187: Calling removeUniform, then addUniform in sequence with no delay and the same uniform corrupts gear system in MP..

Executing repro on dedicated server does not mess up the inventory. Seems client execution messes up server and not vice versa

May 10 2016, 8:45 AM · Arma 3
Killzone_Kid added a comment to T78187: Calling removeUniform, then addUniform in sequence with no delay and the same uniform corrupts gear system in MP..

Also, when changing uniform to another uniform and not the same class, new uniform can get corrupt in such way that when putting an item in it via inventory GUI, the item disappears on client too and of course never gets added on the server as well.

May 10 2016, 8:45 AM · Arma 3
Killzone_Kid added a comment to T78187: Calling removeUniform, then addUniform in sequence with no delay and the same uniform corrupts gear system in MP..

Confirmed. Server starts having own idea about items in uniform.

May 10 2016, 8:45 AM · Arma 3
Killzone_Kid added a comment to T78187: Calling removeUniform, then addUniform in sequence with no delay and the same uniform corrupts gear system in MP..

To add, this happens in scheduled environment too.

May 10 2016, 8:45 AM · Arma 3
Killzone_Kid added a comment to T78101: "setTimeMultiplier" does not influence wind, which leads to skipping visuals [VIDEO].

Yep, wind is fixed, but local ambient life doesn't accelerate (butterflies in the night), but this is minor and happens on crazy setTimeMultiplier 600.

what is not minor is setTimeMultiplier 0; practically freezes the game. It does not crash but becomes very very unresponsive.

May 10 2016, 8:43 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T78101: "setTimeMultiplier" does not influence wind, which leads to skipping visuals [VIDEO].
May 10 2016, 8:43 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T78024: Vehicles dropped on the ground produce water splash and bubbles [VIDEO].
May 10 2016, 8:40 AM · Arma 3
Killzone_Kid added a comment to T78015: Nonsteerable parachute seems magnetically attracted to North.

+1, although setting wind [0,0,true] didn't help

May 10 2016, 8:40 AM · Arma 3
Killzone_Kid added a comment to T78009: Can access heli inventory from 17 metres away! [VIDEO].

also driver get in option is available at 9 metres

May 10 2016, 8:40 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T78009: Can access heli inventory from 17 metres away! [VIDEO].
May 10 2016, 8:40 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T78000: action "Surrender" - player can move, reload, change weapons and throw stuff [VIDEO].
May 10 2016, 8:40 AM · Arma 3
Killzone_Kid added a comment to T77993: Absence detonation of explosive objects! (3 video).

@mickeymen the link is in the description of the video

May 10 2016, 8:40 AM · Arma 3
Killzone_Kid added a comment to T77993: Absence detonation of explosive objects! (3 video).

"They could very well be empty"

or not :) http://www.youtube.com/watch?v=UP46fcEaRfA

May 10 2016, 8:40 AM · Arma 3
Killzone_Kid added a comment to T77993: Absence detonation of explosive objects! (3 video).

@Goomer your argument is invalid. The barrel doesn't explode, period. Doesn't matter what you throw at it, or shoot at it, you can even set fire on it, it will not explode.

May 10 2016, 8:40 AM · Arma 3
Killzone_Kid added a comment to T77971: Improvement on the BIS_fnc_arrayShuffle.

@JSharpe

Nah, makes no difference:

arr = [0,1]; arr select random 1;
3 attempts 10000 iterations each

1 / 4987
0 / 5013

1 / 5063
0 / 4937

1 / 4874
0 / 5126

arr = [0,1]; arr select round random 1;
3 attempts 10000 iterations each

1 / 4958
0 / 5042

1 / 5046
0 / 4954

1 / 5002
0 / 4998

EDIT: Also you are right about half the apearance, but it makes no differenc eif you round or not:
with round
2 / 2478
1 / 4931
0 / 2591
without
1 / 5065
0 / 2489
2 / 2446

Edit: floor on the other hand does make it more even, but not sure if this really needed for shuffle operation. It might make it too predictable like for example "if such and such combination is close to 30% the chance of it appearing is greatly reduced". Those functions from Master85 give pretty subtle deviation +- 30%

May 10 2016, 8:39 AM · Arma 3
Killzone_Kid added a comment to T77971: Improvement on the BIS_fnc_arrayShuffle.

@JSharpe I've run the actual tests "select round random" is no different to "select random". select floor random is different (see the edit)

May 10 2016, 8:39 AM · Arma 3
Killzone_Kid added a comment to T77971: Improvement on the BIS_fnc_arrayShuffle.

@Master85 Thanks for pointing out the flaw *facepalm* Was very simple fix. I've optimised Fisher-Yates a bit so it is now even shorter, probably the fastest now:

KK_fnc_arrayShuffleFY = {
_this = [[+_this], 0, [], [[]]] call BIS_fnc_param;
private ["_el","_rnd"];

    for "_i" from count _this - 1 to 0 step -1 do {
		_el = _this select _i;
		_rnd = random _i;
		_this set [_i, _this select _rnd];
		_this set [_rnd, _el];

};

_this

};

May 10 2016, 8:39 AM · Arma 3
Killzone_Kid added a comment to T77971: Improvement on the BIS_fnc_arrayShuffle.

What about my variant :)? It is at least 4 times faster than the original and even has shuffle strength param http://killzonekid.com/arma-scripting-tutorials-arrays-part-4-arrayshuffle/

May 10 2016, 8:39 AM · Arma 3
Killzone_Kid added a comment to T77963: Drones Take Ages to Engage.

Repro?

May 10 2016, 8:39 AM · Arma 3
Killzone_Kid added a comment to T77960: Error in BIS_fnc_arrayUnShift.

With new commands you can simply

reverse arr;
arr pushBack el;
reverse arr;

Done

However when japa comes from holiday, maybe he can add pushFront? It is a cpp method so why reinvent a wheel?

May 10 2016, 8:39 AM · Arma 3
Killzone_Kid added a comment to T77917: Can't script binoculars to their slot..

addWeapon

May 10 2016, 8:38 AM · Arma 3
Killzone_Kid added a comment to T77911: implement scripting command "b:STRING select SCALAR".

This is what I had in mind. I pretty sure there has to be substring method in A3

strSubstr
STRING = STRING strSubstr ARRAY;
ARRAY - [start, stop]
Extracts the characters in a string between 'start' and 'stop', not including 'stop' itself.
"Hello" strSubstr [1,4]; ell
When only one param specified, substring is extracted from 'start' to end.
"Hello" strSubstr [2]; //llo

May 10 2016, 8:38 AM · Arma 3
Killzone_Kid added a comment to T77911: implement scripting command "b:STRING select SCALAR".

IMO substring command would do what you want and more. Ive privately asked for it already, but no guarantees of course.

May 10 2016, 8:38 AM · Arma 3
Killzone_Kid added a comment to T77906: Make doors in all vehicles real!.

Duplicate of #4351

May 10 2016, 8:38 AM · Arma 3
Killzone_Kid added a comment to T77897: Make uniform restrictions a mission attribute in description.ext.

You can already use restricted uniforms with a bit of scripting https://community.bistudio.com/wiki/forceAddUniform

May 10 2016, 8:37 AM · Arma 3
Killzone_Kid added a comment to T77895: Joystick bound to keys cannot be detected with UI Event Handlers [VIDEO].

Sorry, the video was private instead of unlisted for some reason

May 10 2016, 8:37 AM · Arma 3
Killzone_Kid added a comment to T77895: Joystick bound to keys cannot be detected with UI Event Handlers [VIDEO].

findDisplay 46 displayAddEventHandler ["JoystickButton", {hint str ["joystick", _this]}];

Huh! There is also no "JoystickButton" event handler in A3, great!

May 10 2016, 8:37 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T77895: Joystick bound to keys cannot be detected with UI Event Handlers [VIDEO].
May 10 2016, 8:37 AM · Arma 3
Killzone_Kid added a comment to T77894: Independents are unable to use laser designator as it lases with civilian-owned laser target.

Resolved in todays Dev

May 10 2016, 8:37 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T77882: 4 problems on this short [VIDEO] - Zeus, Sound, Explosives and Desync.
May 10 2016, 8:37 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T77880: Ejecting from overturned quad looks mega silly [VIDEO].
May 10 2016, 8:37 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T77870: When wind = 0, flag waving on flagpole starts skipping [VIDEO].
May 10 2016, 8:37 AM · Arma 3
Killzone_Kid added a comment to T77845: Glitching into everything because of the rotation point..

+1 = 37 up

May 10 2016, 8:36 AM · Arma 3
Killzone_Kid added a comment to T77836: [CLOSED].

Marked resolved on author's request

May 10 2016, 8:36 AM · Arma 3
Killzone_Kid added a comment to T77805: "push" command is needed for working with arrays in scheduled environment [PICTURE].

Ok, thanks .kju, it is now on 1.26, so going to resolve it.

May 10 2016, 8:35 AM · Arma 3
Killzone_Kid added a comment to T77805: "push" command is needed for working with arrays in scheduled environment [PICTURE].

@MadDogX could you elaborate on reopening?

May 10 2016, 8:35 AM · Arma 3
Killzone_Kid added a comment to T77805: "push" command is needed for working with arrays in scheduled environment [PICTURE].

If there is a problem with pushBack command, an explanation and possible repro is needed.

May 10 2016, 8:35 AM · Arma 3
Killzone_Kid added a comment to T77805: "push" command is needed for working with arrays in scheduled environment [PICTURE].

New push command is 60 times faster than array + array! Mission complete!

May 10 2016, 8:35 AM · Arma 3
Killzone_Kid added a comment to T77805: "push" command is needed for working with arrays in scheduled environment [PICTURE].

Oh and attached code was to demonstrate suspension that can occur in the middle of the script, real problem is reliable and fast add to the back of array

May 10 2016, 8:35 AM · Arma 3
Killzone_Kid updated subscribers of T77805: "push" command is needed for working with arrays in scheduled environment [PICTURE].

@japa you are the best! Only why push_back? Can we call it pushBack to keep with naming convention? It is explicit name so I'm fine with it, although array commands I've encountered like in perl etc were push, pop, shift and unshift. pushBack is ok too (if you are planning on adding pushFront ;))

@Druid. I've just run a small test to demonstrate how bad is array + array and why we need fast push command. Try it yourself. It basically iterates 10000 times so you end up with 10000 element array at the end. Note the set variant has 2 command as well, imagine how fast would be dedicated push:

arr = []; ['arr set [count arr, 0]'] call bis_fnc_codePerformance

my result: 0.0046ms

arr = []; ['arr = arr + [0]'] call bis_fnc_codePerformance

My result: 0.1586ms

34 times the difference!

May 10 2016, 8:35 AM · Arma 3
Killzone_Kid added a comment to T77805: "push" command is needed for working with arrays in scheduled environment [PICTURE].

The array + array is much slower operation than set and count together, and with large arrays it is very slow. in shcheduled environment when you only have 3ms window before the suspension, any gain in speed of every individual command you can get matters a lot. And yes i dont see why adding to array wouldnt solve this particular problem, but as i said at the cost of performance.

May 10 2016, 8:35 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T77805: "push" command is needed for working with arrays in scheduled environment [PICTURE].
May 10 2016, 8:35 AM · Arma 3
Killzone_Kid added a comment to T77798: Add SQF function for returning the cargo index of a unit..

I'm not sure I understood your last comment. Length of "assigned vehicle role". It is always 1 unless it is a turret, then it has path so it is 2. What exactly did you mean by that?

May 10 2016, 8:35 AM · Arma 3
Killzone_Kid added a comment to T77798: Add SQF function for returning the cargo index of a unit..

Great, now I have absolutely no clue what it is all about.

May 10 2016, 8:35 AM · Arma 3
Killzone_Kid added a comment to T77798: Add SQF function for returning the cargo index of a unit..

unit can have assigned role but not be inside a vehicle

player assignAsCargo heli;
hint str [assignedVehicleRole player, vehicle player != player]; //[["Cargo"], false];

^^^ not in vehicle yet assigned as Cargo. Same goes for assignedCargo

May 10 2016, 8:35 AM · Arma 3
Killzone_Kid added a comment to T77798: Add SQF function for returning the cargo index of a unit..

Assignedvehiclerole has very little to do with actualnunits in cargo, even more so with cargo index of a unit

May 10 2016, 8:35 AM · Arma 3
Killzone_Kid added a comment to T77798: Add SQF function for returning the cargo index of a unit..

Related to #19435

May 10 2016, 8:35 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T77793: Introduce "getUnitsCargoFull" command.
May 10 2016, 8:35 AM · Arma 3
Killzone_Kid added a comment to T77750: InventoryOpened event handler does not receive container parameter.

Are you on stable? On dev it works with override.

May 10 2016, 8:34 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T77746: "ainvpercmstpsraswrfldnon" (inventory) animation spams network!? [VIDEO].
May 10 2016, 8:34 AM · Arma 3
Killzone_Kid added a comment to T77742: [PLEASE CLOSE] "playerControlled" doesn't do exactly what it says on the tin! [VIDEO].

What a waste. Command has been removed, this ticket can now be closed.

May 10 2016, 8:33 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T77742: [PLEASE CLOSE] "playerControlled" doesn't do exactly what it says on the tin! [VIDEO].
May 10 2016, 8:33 AM · Arma 3
Killzone_Kid added a comment to T77735: Expand the bodyDisposeManager system to work with ai units.

I think a proper sheduler where you can insert timed tasks one off or repeating would take care of many things. Then you can cue any object for deletion alive or dead. You should be able to add scripted task and remove it. addScriptedTask [interval, boolrepeat, code] returns id of then task for removal. Maybe even add it to an object? obj addScriptedTask?

May 10 2016, 8:33 AM · Arma 3
Killzone_Kid added a comment to T77735: Expand the bodyDisposeManager system to work with ai units.

Just spoke to dwarden and it sounds like having weaponholders added to the collector is not a bad feature, to remove dropped items after some time. Will need a bunch of description ext params though, holderxxxxmaxtime etc.

Also I have a question to George. How difficult this would be to add event handler "collectorDeleted" to fire when unit or vehicle is removed. Would make respawning scripted vehicles very straight forward as well as will help to dynamically adjust mission events. Example destroy tank. After tank burnt for a bit it gets collected and either new tank is spawned instead or new mission task added, all right from event handler.

May 10 2016, 8:33 AM · Arma 3
Killzone_Kid added a comment to T77735: Expand the bodyDisposeManager system to work with ai units.

I'm curious as well to what kind of objects would benefit from disposal collector. Adding buildings to it makes 0 sense as disappearing ruins would look really weird. Small (empty) objects? Many get deleted upon death anyway. So what exactly do you have in mind SilentSpike?

May 10 2016, 8:33 AM · Arma 3
Killzone_Kid added a comment to T77735: Expand the bodyDisposeManager system to work with ai units.

vehicles and units placed in editor are included by default. it is those that are dynamically spawned after mission start need to be added.

May 10 2016, 8:33 AM · Arma 3
Killzone_Kid added a comment to T77735: Expand the bodyDisposeManager system to work with ai units.

removefromremainscollector
isinremainscollector
addtoremainscollector

George is the man!

May 10 2016, 8:33 AM · Arma 3
Killzone_Kid added a comment to T77735: Expand the bodyDisposeManager system to work with ai units.

Please add global command

addToDisposeManager obj

To take care of vehicles and units

May 10 2016, 8:33 AM · Arma 3
Killzone_Kid added a comment to T77700: B_UAV_AI cannot be deleted on the client (or how to make 5 FPS in 5 seconds).

Thank you Druid and Iceman, all AIs are now deleted when vehicle is deleted, no more FPS dropping.

May 10 2016, 8:32 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T77700: B_UAV_AI cannot be deleted on the client (or how to make 5 FPS in 5 seconds).
May 10 2016, 8:32 AM · Arma 3
Killzone_Kid added a comment to T77688: UAV does not have collision with units, but units do [VIDEO].

Unfortunately, this issue is not solved. Here is the video after the fix:

http://www.youtube.com/watch?v=KKGbtb4AMKs

What changed is that the unit may (or may not) get pushed when uav is colliding with the unit. TBH this change doesn't make it better... well, maybe even worse, sorry dude :(

What expected is

  1. EpeContact type event handler attached to UAV to fire when UAV collides with the unit. Currently this doesn't happen at all.
  1. UAV bouncing off unit like it was an obstacle and possibly getting damaged (optional as it can be done with EpeContact EH if it is fixed)
May 10 2016, 8:32 AM · Arma 3
Killzone_Kid added a comment to T77688: UAV does not have collision with units, but units do [VIDEO].

After more testing what happens is when UAV is colliding with a unit, the damage to the unit is registered from "B_UAV_AI" which is the driver and not the craft. This is why EpeContact never fires for the craft, and if EH is assigned to the driver, it also doesn't fire as AI driver seems to get 0 damage.

Made a workaround based on the above, but this solution is far from ideal: http://www.youtube.com/watch?v=NLrLerlb3lo

May 10 2016, 8:32 AM · Arma 3
Killzone_Kid added a comment to T77688: UAV does not have collision with units, but units do [VIDEO].

In my tests uav is flawn by AI, this is why it might be different. Just createVehicleCrew for empty uav and set velocity towards target. In your tests, does uav push unit? Id rather prefer to go back how it was before as new behaviour looks a bit silly and also I found workaround.

May 10 2016, 8:32 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T77688: UAV does not have collision with units, but units do [VIDEO].
May 10 2016, 8:32 AM · Arma 3
Killzone_Kid added a comment to T77683: AddAction condition no longer working.

It would help if you could explain what you attach the action to and under what circumstance the action is suppose to show. Throwing a bunch of code with no repro or explanation is not going to help anyone.

May 10 2016, 8:32 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T77677: *Wreck related* BUG PACK [VIDEO/PICTURE].
May 10 2016, 8:32 AM · Arma 3
Killzone_Kid added a comment to T77677: *Wreck related* BUG PACK [VIDEO/PICTURE].

After a few hours, all dead vehicles:

[
2349d0c0# 166163: uav_01_f.p3d,
234a50c0# 166166: uav_01_f.p3d,
234a6080# 166169: uav_01_f.p3d,
239d8100# 166184: hatchback_01_f.p3d,
23978100# 166185: hatchback_01_f.p3d,
23936b00# 166186: hatchback_01_f.p3d,
238d0100# 166203: uav_01_f.p3d,
23900100# 166206: uav_01_f.p3d,
239c0100# 166209: uav_01_f.p3d,
18277040# 166212: uav_01_f.p3d,
182750c0# 166215: uav_01_f.p3d,
18223040# 166218: uav_01_f.p3d,
182210c0# 166221: uav_01_f.p3d,
1817b040# 166224: uav_01_f.p3d,
181790c0# 166227: uav_01_f.p3d,
23903040# 166232: uav_01_f.p3d,
180fd0c0# 166238: uav_01_f.p3d,
18276080# 166243: uav_01_f.p3d,
17f3b040# 166248: uav_01_f.p3d,
17f0a080# 166253: uav_01_f.p3d,
17f08100# 166264: uav_01_f.p3d,
11fd6080# 166273: uav_01_f.p3d,
18701600# 166415: hatchback_01_f.p3d,
18e4c100# 166419: hatchback_01_f.p3d,
18f81600# 166420: hatchback_01_f.p3d,
19369600# 166421: hatchback_01_f.p3d,
1934ab00# 166422: hatchback_01_f.p3d,
19349600# 166424: hatchback_01_f.p3d,
19f87040# 166641: uav_01_f.p3d,
19f86080# 166648: uav_01_f.p3d,
19f84100# 166659: uav_01_f.p3d,
1a067040# 166670: uav_01_f.p3d,
1a066080# 166681: uav_01_f.p3d,
1a0650c0# 166696: uav_01_f.p3d,
1a064100# 166707: uav_01_f.p3d,
19996080# 166717: uav_01_f.p3d,
199950c0# 166731: uav_01_f.p3d,
19994100# 166743: uav_01_f.p3d,
1a832080# 166757: uav_01_f.p3d,
1a833040# 166772: uav_01_f.p3d,
1a830100# 166786: uav_01_f.p3d,
1a8310c0# 166798: uav_01_f.p3d,
1a70a080# 166815: uav_01_f.p3d,
1a70b040# 166826: uav_01_f.p3d,
1a7090c0# 166836: uav_01_f.p3d,
19997040# 166846: uav_01_f.p3d,
19ab6080# 166860: uav_01_f.p3d,
19ab50c0# 166870: uav_01_f.p3d,
19ab7040# 166880: uav_01_f.p3d,
1a708100# 166890: uav_01_f.p3d
]

not one is removed

May 10 2016, 8:32 AM · Arma 3
Killzone_Kid added a comment to T77677: *Wreck related* BUG PACK [VIDEO/PICTURE].

This ticket is almost resolved. The only issue left is that UAV wrecks start smoking again for JIP after the initial smoke ended.

May 10 2016, 8:32 AM · Arma 3
Killzone_Kid added a comment to T77677: *Wreck related* BUG PACK [VIDEO/PICTURE].

So I've made about 20-25 UAV wrecks and logged out, logged back it and FPS went to 15 from 50. A) the wrecks do not get removed, B) each of them starts smoking at once on log in. This is a disaster.

May 10 2016, 8:32 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T77669: Shadow distance collection of problems.
May 10 2016, 8:32 AM · Arma 3
Killzone_Kid added a comment to T77666: Broken shadow casting [VIDEO].

@Koala you're right it was set to 20. This current shadow implementation is far from OK. I have made a cumulative ticket on all shadow problems. http://feedback.arma3.com/view.php?id=19311 This one can be closed.

May 10 2016, 8:32 AM · Arma 3