can be done easily with moveObject from mikero - however for a public release you would need the permission from BI..
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May 10 2016
Does it happen for every chopper and any position? SP and MP?
class CfgVehicles
class All
ejectDeadDriver = 0; ejectDeadCargo = 0;
class AllVehicles: All
class NewTurret ejectDeadGunner = 0;
class B_Heli_Light_01_F: Heli_Light_01_base_F
ejectDeadCargo = 1;
class Heli_Light_01_armed_base_F: Heli_Light_01_base_F
ejectDeadCargo = 1;
yes
BI could just add each stable patch as a branch (with stable branch always being the latest).
However it could lead to version madness in MP.
Keeping always one stable prior to latest stable would be useful for organized groups/communities in case a new patch introduces serious issues.
Your code logic is somewhat complex and as such I may misunderstand your intent.
{
if(_x getVariable ['X39_MS2_var_UnitInitialized', false]) then
{
_unit = _x;
};
false
} count attachedObjects X39_XLib_var_ActionDialog_Executor;
This design seems not safe/defensive programming.
---
My suggestion:
private ['_attachedObjects','_unitFound'];
_attachedObjects = attachedObjects X39_XLib_var_ActionDialog_Executor;//not necessary
_unitFound = false;
{
private ['_currentUnit'];
_currentUnit = _x;
if (!isNil '_currentUnit') then
{
if (!isNull _currentUnit) then { if(_x getVariable ['X39_MS2_var_UnitInitialized', false]) then { _unitFound = true; }; };
};
if (_unitFound) exitWith {_unit = _x;};
} forEach _attachedObjects;
If you can be sure _attachedObjects doesn't contain undefined units or removed units, the isNil and isNull check is obsolete.
Also you should not need to private _x as its a special variable as the engine sets the scope itself (at least thats the current knowledge and how Squint handles it).
Overall I don't get why you use the {} count array construct here.
If you want to catch the last unit in _attachedObjects that contains your variable, just ditch the exit condition of my design.
Ref: https://community.bistudio.com/wiki/count
is there a thread in the BI forum about it?
how do you call/execute the code? what is the call/execution tree? where is the code defined and where is the file to be found?
New ticket?
The reopening was as it was not available in stable, so it should have remained resolved but not closed.
kudos to you japapatramtara :)
fixed
"Box_Ammo_F"
Box_Ammo_F: Ammo_hide - unknown animation source Ammo_source
Box_Ammo_F: AmmoOrd_hide - unknown animation source AmmoOrd_source
Box_Ammo_F: Grenades_hide - unknown animation source Grenades_source
Box_Ammo_F: Support_hide - unknown animation source Support_source
"Box_Wps_F"
Box_Wps_F: Ammo_hide - unknown animation source Ammo_source
Box_Wps_F: AmmoOrd_hide - unknown animation source AmmoOrd_source
Box_Wps_F: Grenades_hide - unknown animation source Grenades_source
Box_Wps_F: Support_hide - unknown animation source Support_source
"Land_Box_AmmoOld_F"
Land_Box_AmmoOld_F: Ammo_hide - unknown animation source Ammo_source
Land_Box_AmmoOld_F: AmmoOrd_hide - unknown animation source AmmoOrd_source
Land_Box_AmmoOld_F: Grenades_hide - unknown animation source Grenades_source
Land_Box_AmmoOld_F: Support_hide - unknown animation source Support_source
fixed
Strange convex component145 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView
Strange convex component149 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView
"land_cargo_tower_v2_ruins_f"
Strange convex component127 in a3\structures_f\mil\cargo\cargo_tower_v2_ruins_f.p3d:geometryView
"C_Boat_Civil_04_F"
Strange convex component16 in a3\boat_f_gamma\boat_civil_04\boat_civil_04_f.p3d:geometryView
Strange convex component25 in a3\boat_f_gamma\boat_civil_04\boat_civil_04_f.p3d:geometryView
Strange convex component26 in a3\boat_f_gamma\boat_civil_04\boat_civil_04_f.p3d:geometryView
Strange convex component27 in a3\boat_f_gamma\boat_civil_04\boat_civil_04_f.p3d:geometryView
"Land_i_House_Small_02_V1_dam_F"
Strange convex component24 in a3\structures_f\households\house_small02\i_house_small_02_v1_dam_f.p3d:geometryView
"Land_i_House_Small_02_V2_dam_F"
Strange convex component24 in a3\structures_f\households\house_small02\i_house_small_02_v2_dam_f.p3d:geometryView
"Land_i_House_Small_02_V3_dam_F"
Strange convex component24 in a3\structures_f\households\house_small02\i_house_small_02_v3_dam_f.p3d:geometryView
"Land_u_House_Small_02_V1_dam_F"
Strange convex component24 in a3\structures_f\households\house_small02\u_house_small_02_v1_dam_f.p3d:geometryView
"Land_i_House_Small_03_V1_dam_F"
Strange convex component57 in a3\structures_f\households\house_small03\i_house_small_03_v1_dam_f.p3d:geometryPhys
"Land_Slum_House02_ruins_F"
Strange convex component04 in a3\structures_f\households\slum\slum_house02_ruins_f.p3d:geometryFire
Strange convex component03 in a3\structures_f\households\slum\slum_house02_ruins_f.p3d:geometryView
"Land_cmp_Shed_ruins_F"
Strange convex component60 in a3\structures_f\ind\concretemixingplant\cmp_shed_ruins_f.p3d:geometryFire
"Land_dp_bigTank_ruins_F"
Strange convex component285 in a3\structures_f\ind\dieselpowerplant\dp_bigtank_ruins_f.p3d:geometryFire
Strange convex component172 in a3\structures_f\ind\dieselpowerplant\dp_bigtank_ruins_f.p3d:geometryView
"Land_TTowerBig_1_ruins_F"
Strange convex component108 in a3\structures_f\ind\transmitter_tower\ttowerbig_1_ruins_f.p3d:geometryFire
Strange convex component117 in a3\structures_f\ind\transmitter_tower\ttowerbig_1_ruins_f.p3d:geometryFire
Strange convex component118 in a3\structures_f\ind\transmitter_tower\ttowerbig_1_ruins_f.p3d:geometryFire
Strange convex component40 in a3\structures_f\ind\transmitter_tower\ttowerbig_1_ruins_f.p3d:geometryView
Strange convex component49 in a3\structures_f\ind\transmitter_tower\ttowerbig_1_ruins_f.p3d:geometryView
Strange convex component50 in a3\structures_f\ind\transmitter_tower\ttowerbig_1_ruins_f.p3d:geometryView
"Land_TTowerBig_2_ruins_F"
Strange convex component04 in a3\structures_f\ind\transmitter_tower\ttowerbig_2_ruins_f.p3d:geometryPhys
"Land_Cargo_Tower_V1_ruins_F"
Strange convex component127 in a3\structures_f\mil\cargo\cargo_tower_v1_ruins_f.p3d:geometryView
"Land_Cargo_Tower_V3_ruins_F"
Strange convex component127 in a3\structures_f\mil\cargo\cargo_tower_v3_ruins_f.p3d:geometryView
"Land_Dome_Big_F"
Strange convex component322 in a3\structures_f\research\dome_big_f.p3d:geometryFire
Strange convex component327 in a3\structures_f\research\dome_big_f.p3d:geometryFire
"Land_GarbageContainer_closed_F"
Strange convex component08 in a3\structures_f_epb\civ\garbage\garbagecontainer_closed_f.p3d:geometryView
Strange convex component10 in a3\structures_f_epb\civ\garbage\garbagecontainer_closed_f.p3d:geometryView
"Land_SlideCastle_ruins_F"
Strange convex component49 in a3\structures_f_epb\civ\playground\slidecastle_ruins_f.p3d:geometryFire
Strange convex component50 in a3\structures_f_epb\civ\playground\slidecastle_ruins_f.p3d:geometryFire
Strange convex component51 in a3\structures_f_epb\civ\playground\slidecastle_ruins_f.p3d:geometryFire
Strange convex component52 in a3\structures_f_epb\civ\playground\slidecastle_ruins_f.p3d:geometryFire
Strange convex component53 in a3\structures_f_epb\civ\playground\slidecastle_ruins_f.p3d:geometryFire
Strange convex component54 in a3\structures_f_epb\civ\playground\slidecastle_ruins_f.p3d:geometryFire
Strange convex component55 in a3\structures_f_epb\civ\playground\slidecastle_ruins_f.p3d:geometryFire
Strange convex component57 in a3\structures_f_epb\civ\playground\slidecastle_ruins_f.p3d:geometryFire
Strange convex component68 in a3\structures_f_epb\civ\playground\slidecastle_ruins_f.p3d:geometryFire
Strange convex component69 in a3\structures_f_epb\civ\playground\slidecastle_ruins_f.p3d:geometryFire
"Land_SlideCastle_F"
Strange convex component53 in a3\structures_f_epb\civ\playground\slidecastle_f.p3d:geometryFire
Strange convex component27 in a3\structures_f_epb\civ\playground\slidecastle_f.p3d:geometryView
"Land_BeachBooth_01_F"
Strange convex component01 in a3\structures_f_epc\civ\accessories\beachbooth_01_f.p3d:geometryView
Strange convex component02 in a3\structures_f_epc\civ\accessories\beachbooth_01_f.p3d:geometryView
Strange convex component03 in a3\structures_f_epc\civ\accessories\beachbooth_01_f.p3d:geometryView
Strange convex component04 in a3\structures_f_epc\civ\accessories\beachbooth_01_f.p3d:geometryView
"Land_FinishGate_01_narrow_F"
Strange convex component60 in a3\structures_f_kart\civ\sportsgrounds\finishgate_01_narrow_f.p3d:geometryView
Strange convex component61 in a3\structures_f_kart\civ\sportsgrounds\finishgate_01_narrow_f.p3d:geometryView
Strange convex component62 in a3\structures_f_kart\civ\sportsgrounds\finishgate_01_narrow_f.p3d:geometryView
Strange convex component63 in a3\structures_f_kart\civ\sportsgrounds\finishgate_01_narrow_f.p3d:geometryView
Strange convex component64 in a3\structures_f_kart\civ\sportsgrounds\finishgate_01_narrow_f.p3d:geometryView
Strange convex component65 in a3\structures_f_kart\civ\sportsgrounds\finishgate_01_narrow_f.p3d:geometryView
Strange convex component66 in a3\structures_f_kart\civ\sportsgrounds\finishgate_01_narrow_f.p3d:geometryView
Strange convex component67 in a3\structures_f_kart\civ\sportsgrounds\finishgate_01_narrow_f.p3d:geometryView
"Land_FinishGate_01_wide_F"
Strange convex component26 in a3\structures_f_kart\civ\sportsgrounds\finishgate_01_wide_f.p3d:geometryView
Strange convex component68 in a3\structures_f_kart\civ\sportsgrounds\finishgate_01_wide_f.p3d:geometryView
"Land_ScrapHeap_2_F"
fixed
fixed
fixed
-exThreads=0 has to be set explicitly. Otherwise the engine determines what is most suitable to your system.
Do you use -exThreads=0 for it?
still true in 1.36
Attempt to override final function - bis_fnc_missionconversationslocal
Attempt to override final function - bis_fnc_missionflow
Attempt to override final function - bis_fnc_missiontaskslocal
Attempt to override final function - bis_functions_list
Attempt to override final function - bis_functions_listpostinit
Attempt to override final function - bis_functions_listpreinit
Attempt to override final function - bis_functions_listrecompile
This report is about addon missions (cfgMissions + loaded via addons) - NOT mpmissions.
You can also use mlinks/junctions to just "mirror" your folder/all missions to multiple locations.
Well I have linked mpmissions, missions and both again from the editor to one folder.
Basically means looked into, point taken, dont care - otherwise it would get assigned or acknowledged at least.
So in short bad news.
This is a CBA problem and will be fixed in the next CBA update.
Sorry I was mistaken - I am referring to:
https://community.bistudio.com/wiki/sendUDPMessage
Search the CIT on sendAUMessage for the state of it and the context it was made.
Do an isServer in SP/Editor KK.
Yep the change of logic/inconsistency is bad.
One way or another (ie you suggested in 70132) it should be solved by BI.
The problem of that solution was that the client had to download the whole list of sessions
Why is that the case? Not possible to filter the incoming servers one by one? And refresh the display accordingly.
The player has to wait for all the servers to be received anyway with steam now, if he is looking for a specific one/type.
in today's dev branch changelog:
Added: arma3diag.exe (includes diagnostic tools, excludes MP)
Can this be upped to urgent and a hotfix release done early next week?
they have disabled the functionality..
In regards to ArmaDEV: http://forums.bistudio.com/showthread.php?124120-ArmADev-Eclipse-Plugin&p=2674369&viewfull=1#post2674369
You might wanna join the tools developer Skype group if you go ahead with this:
http://forums.bistudio.com/showthread.php?131825-Skype-groups-amp-other-contact-groups
There is/was only a commercial 3rd party IDE for VBS AFAIK.
BI like most in the community just use one of the more advanced text editor with syntax highlighting.
There is the GUI editor by called FSM (FSM Editor Personal Edition).
Squint by SBS Mac provide static code analysis.
There are 2-3 community made IDEs based on eclipse and one other competitor, but mostly not much developed and no longer supported.
---
Don't get me wrong. Not disagreeing - a decent IDE would improve productivity a lot, but BI doesnt have anything better AFAIK either..
in today's dev branch changelog:
Added: arma3diag.exe (includes diagnostic tools, excludes MP)
It is a must-have. Otherwise the community will not be able to make use of physx.
It is unreasonable to expect people to invest many tens up to hundred of hours for one vehicle just as they have to restart the game again and again, as well as have no real way to determine the state of things ingame.
Physx is already very complex by itself - the community needs the tools BI already has..
We had the same problem playing a custom mission combined with ZEUS.
It happened every time when you left a vehicle.
any update here?
If the dumps, dont tell you anything, close it..
Did you check all crash logs?
Most if not all reports have All in Arma standalone plus replacements loaded.
That said normally the game is stable with this set of addons.
Also the menu related crashes to be linked to these units addons is not logical.
The loaded addons are not perfect, yet many people use them without crashes.
Can confirm what F2k Sel says.
Adjusted demo mission attached that shows destroyed chopper still trigger HD constantly.
It appears a turned over chopper trigger from the rotors.
Also attached a second demo mission.
- You can see the alive chopper trigger HD constantly from contact with a tree (again rotors most likely)
- You can use the tank nearby to kill the other tank nearby and observe the HD still trigger on impact even the tank is destroyed.
Now one could argue one has to remove the HD handler yourself when a vehicle is destroyed.
Wasn't able to get a repro for constant damage by fire or movement friction from physx.
Could be fixed meanwhile but probably just needs different circumstances.
Can confirm this. Its also true for vehicles.
The problem seems to be that physx / interaction with the terrain now triggers HD.
Why not release the objects, buildings and vegetation as MLOD like before?
for some time it's used distance to which the sound is propagated, it's in meters and it's last parameter, if it's not defined, it is derived (autocalculation)
To change the default behavior is likely to cause issues with many missions out there.
Like others have suggested the new behavior should be an option settable in the description.ext.
It should be fixed in DZ SA.
The hint text in the field manual says double click. So the text needs to be updated there.
Probably was more Vavle's problem with steam master server
The point is the default behavior should not have been changed, but introduced as an option..
Probably depends on waiting long enough for the dead body to disappear.
centerPosition is for the camera
mapSize (new A3 config parameter for terrains) should allow you to compute the center.
However community modders need to set it themselves.
Hence a SQF command centerWorldPosition or with similar naming would be the way to go.
canLock = 1; is needed for the given weapon
Right now only these two rocket launcher have it:
- missiles_DAR
- rockets_Skyfire
It might be a) a design decision or b) an oversight.
KK he disables all actions in cfgActions. He is talking about 3rd parties adding new actions via addAction.
If the action menu (UI) is hidden, those will not be usable. Instead he wants to integrate new actions, in his custom interaction system.
The CIT also a few good tickets about this.
nope - we cannot modify X number of community made terrains.
even more the author is often not longer around
BI just has to fix the source itself/ensure backwards compatibility
Some thoughts:
- Similar/same as #13769
- It could be hit vs indirectHit damage
- With body penetration now possible in A3, this may cause multiple triggers
The problem is this with WFSideText:
A2:
u:wfsidetext GROUP
u:wfsidetext OBJECT
u:wfsidetext SIDE
A3:
u:wfsidetext GROUP
u:wfsidetext OBJECT
Also missing:
b:ARRAY,LOCATION distance ARRAY,LOCATION
b:OBJECT setvehicleinit STRING
n:processinitcommands
u:clearvehicleinit OBJECT
Changed:
b:OBJECT camsetdir SCALAR (to b:OBJECT camsetdir ARRAY)
WFSideText is certainly very minor, as is distance and camsetdir, yet sVI is fairly complex to replace - so considerable effort.
It can certainly by done for specific projects, but overall it means the missions/campaigns are not usable in A3.
OFP2_ManSkeleton from rpt can be solving by DeRtm and binarizing the rtm again with A3 model.cfg definition of OFP2_ManSkeleton.
OFP2_ManSkeleton from p3d (mostly backpacks and ammo creates) need p3d modification I was told. Old infantry p3d needs to ported to infantry model/skeleton altogether.
you need to set AttenuationEffectType in configs for the vehicle
would be very useful
a good c++ implementation should be easy to grab somewhere
Exp
- Should not fire through foliage (at that skill level at least)
- Should loose some precision of enemy position after stance change
- No instant knowledge of a kill and must be visually confirmed
See also: https://dev-heaven.net/issues/23524
- Clutter/grass should block LOS (1:10+, 3:55+)
- Viewblock of bush buggy? (2:30+)
- AI not affected by getting hit (3:30+)
- AI info share within group needs rework.
See: https://dev-heaven.net/issues/42413 and related tickets(!)
For view block:
https://dev-heaven.net/issues/39946 and related
And perceived position stuff:
https://dev-heaven.net/issues/18956
Good work Nesquick :D
Related: https://dev-heaven.net/issues/63083
My suggestion would be to upload your profile and all the crash files.
See: http://feedback.arma3.com/how-to-user.html.html
Version 1.00.109911
rather old game version (from the rpt)
Doubt it has anything to do with Steam as its been in the game since A2 at least.
It more about something not working fully correct during JIP at the engine side.
Might not be doable currently.
Unless they would enhance UI classes.
That said a better design would be:
- Make the class name a display
- Add a button to copy the class name to clipboard
Fixed. Thanks a lot!
Yeah it is only partially complete. Please reopen.
Still true in 1.04.
These cfgVehicles classes are set scope=2/public.
Something seems wrong with them.