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May 10 2016

Killzone_Kid edited Steps To Reproduce on T79097: Event handler "IncomingMissile" when added to laser target object, does not return the shooter.
May 10 2016, 9:09 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T79096: Another "Laserdesignator" glitch [VIDEO].
May 10 2016, 9:09 AM · Arma 3
Killzone_Kid added a comment to T79089: Thermal view problem.

duplicate of #20690

May 10 2016, 9:09 AM · Arma 3
Killzone_Kid added a comment to T79078: Speedhack in multiplayer gameplay.

Reopened at users request as not resolved.

May 10 2016, 9:09 AM · Arma 3
Killzone_Kid added a comment to T79077: Implement some sort of findNext command.

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

does this resolve it?

I suppose you can select new range after each find operation, something like

_arr = [1,2,3,1,2,3];
_cnt = count _arr;
_ind = 0;
_from = 0;
while {_ind = _arr find 1; _ind >= 0} do {
systemChat ("found 1 at: " + str (_ind + _from));
_from = _ind + 1;
_arr = _arr select [_from, _cnt - _ind];
};

May 10 2016, 9:09 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T79071: Grenade added locally with addMagazineGlobal is not usable.
May 10 2016, 9:08 AM · Arma 3
Killzone_Kid added a comment to T79070: Independent laser designator should spawn LaserTargetW instead of LaserTargetC.

Resolved in todays Dev

May 10 2016, 9:08 AM · Arma 3
Killzone_Kid added a comment to T79066: Script function to enable/disable auto braking.

Disabling breaking is not going to solve this. Anyone who towed vehicles in real life knows, another person should be behind the wheel of the towed car so that he can push breaks. Simply releasing breaks and letting the car roll every time you pull it will result in a rear ending as soon as you stop.

May 10 2016, 9:08 AM · Arma 3
Killzone_Kid added a comment to T79052: doMove command not working on Dev.

Closing per request

May 10 2016, 9:08 AM · Arma 3
Killzone_Kid added a comment to T79050: Submarines(all boats) produce water splash sound when ashore.

config has own set of conditions, i will be surpised if there is no surfaceiswater condition there.

May 10 2016, 9:08 AM · Arma 3
Killzone_Kid added a comment to T79050: Submarines(all boats) produce water splash sound when ashore.

A simple watersurface check in config is needed. Just because it is a boat it doesn't mean no one will place it ashore

May 10 2016, 9:08 AM · Arma 3
Killzone_Kid added a comment to T79048: Thermal view problem.

This is not true. All tickets are looked at and prioritised.

May 10 2016, 9:08 AM · Arma 3
Killzone_Kid added a comment to T79048: Thermal view problem.

Chill man, this is not the only issue. Having said that, dev team is aware of this one too.

May 10 2016, 9:08 AM · Arma 3
Killzone_Kid added a comment to T79046: [DEV 1.29.127101] All *visual scripting commands do not work anymore!.

As pointed above commands have been renamed. Also visibleGetPosATL should be visiblePositionATL so don't pay too much attention to it :)

May 10 2016, 9:08 AM · Arma 3
Killzone_Kid added a comment to T79046: [DEV 1.29.127101] All *visual scripting commands do not work anymore!.

Oh that is what happened? To make it consistent with visiblePosition and visiblePositionASL?

May 10 2016, 9:08 AM · Arma 3
Killzone_Kid added a comment to T79046: [DEV 1.29.127101] All *visual scripting commands do not work anymore!.

confirmed, the whole bunch of newly added visual commands are missing

May 10 2016, 9:08 AM · Arma 3
Killzone_Kid added a comment to T79043: setPosATL causes object to disappear on Dev.

related to #20681. setPosATL is fine, it is getPosATL that is broken

May 10 2016, 9:08 AM · Arma 3
Killzone_Kid added a comment to T79039: getPosATL returns [xCoord, 0, 0].

fixed in today's dev

May 10 2016, 9:07 AM · Arma 3
Killzone_Kid added a comment to T79039: getPosATL returns [xCoord, 0, 0].

High priority now!

May 10 2016, 9:07 AM · Arma 3
Killzone_Kid added a comment to T79039: getPosATL returns [xCoord, 0, 0].

yeah

player setPosATL getPosATL player will send one in the ocean

player setPosATL (player modeltoworld [0,2,0]) works and will send player 2 meteres in front

May 10 2016, 9:07 AM · Arma 3
Killzone_Kid added a comment to T79039: getPosATL returns [xCoord, 0, 0].

Making this main ticket

May 10 2016, 9:07 AM · Arma 3
Killzone_Kid added a comment to T79039: getPosATL returns [xCoord, 0, 0].

getPosATL select 1 returns 0. Your object does not disappear it is misplaced

May 10 2016, 9:07 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T79006: setFatigue 0 does not reset fatigue immediately.
May 10 2016, 9:06 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T78995: shownUAVFeed should have been called > visibleUAVFeed, and showUAVFeed > forceUAVFeed.
May 10 2016, 9:06 AM · Arma 3
Killzone_Kid added a comment to T78973: scoreSide should be set to zero at the beginning of any mission + addScoreSide problem on dedicated.

Mp as well?

May 10 2016, 9:06 AM · Arma 3
Killzone_Kid added a comment to T78973: scoreSide should be set to zero at the beginning of any mission + addScoreSide problem on dedicated.

Good spot!

It is also broken in MP on dedicated. Obviously addScoreSide works only when executed on the server, and while on the server the score stays correct, on the client it increases by the last addScoreSide value every time player drops to the lobby and back: http://www.youtube.com/watch?v=oMiF-Hme_kI

It is broken for all sides. The MP table also lies on client.

However unit addScore and score unit, both work correctly.

May 10 2016, 9:05 AM · Arma 3
Killzone_Kid added a comment to T78959: introduce "WeaponReloaded", "WeaponSelected" and "HandleCameraView" event handlers.

Nah man it is cool, there things in Arma that even developers don't know about ;) Trying to figure out how to solve limitations is actually pretty interesting game in itself until you hit a wall, and like in this particular case, it is a bit futile. I personally couldn't find an acceptable workaround but this doesn't mean there isn't one.

May 10 2016, 9:05 AM · Arma 3
Killzone_Kid added a comment to T78959: introduce "WeaponReloaded", "WeaponSelected" and "HandleCameraView" event handlers.

@Johhnny I hereby challenge you to come up with decent workaround to these problems! To save you time, none of the anim event handlers trigger for gesture animations like reloading. Good luck!

May 10 2016, 9:05 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T78959: introduce "WeaponReloaded", "WeaponSelected" and "HandleCameraView" event handlers.
May 10 2016, 9:05 AM · Arma 3
Killzone_Kid added a comment to T78957: putWeaponPool ignores items (can be deleted - bug is not existent, sorry).

closed at request

May 10 2016, 9:05 AM · Arma 3
Killzone_Kid added a comment to T78949: 5.56 and 6.5 are still too weak..

What difficulty settings is the game set at?

May 10 2016, 9:05 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T78947: Adding magazines to a weaponholder with "Item" in it, spams action menu with individual magazines pick up option [VIDEO].
May 10 2016, 9:05 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T78945: introduce "setWeaponMagazine" to directly manipulate weapon magazine.
May 10 2016, 9:05 AM · Arma 3
Killzone_Kid added a comment to T78942: Scripting Command to add a Weapon to a container with related data.

Duplicate of #20583

May 10 2016, 9:05 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T78941: introduce "addWeaponItemCargo" similar to "addMagazineAmmoCargo".
May 10 2016, 9:05 AM · Arma 3
Killzone_Kid added a comment to T78932: NO SOUND IN THE GAME ARMA 3.

duplicate of #20537

May 10 2016, 9:04 AM · Arma 3
Killzone_Kid added a comment to T78929: LaserTargetG is missing from config.

Resolved by engine side tweaking

May 10 2016, 9:04 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T78929: LaserTargetG is missing from config.
May 10 2016, 9:04 AM · Arma 3
Killzone_Kid added a comment to T78922: Make a Host game in port 2303, not show role selection.

But 2303 is Steam query port

2302 (Arma3 Game port) + (VON is now part of main gameport due to NAT issues)
2303 (STEAM query )
2304 (Steam port)
2305 (VON port - not used atm. but allocated)

you need 2302

May 10 2016, 9:04 AM · Arma 3
Killzone_Kid added a comment to T78917: onUnload handler of rscTitles nested classes is never called.

It should as if you run test on created display it ceases to exist after indicated duration. The interesting thing is, although display is created, it cannot be found with finddisplay, I think this is the reason "unload" is not fired.

May 10 2016, 9:04 AM · Arma 3
Killzone_Kid added a comment to T78917: onUnload handler of rscTitles nested classes is never called.

Confirmed. It looks like both unloads (config and scripted) are broken:

class rsctitles
{
class rsc
{

		idd = 12345;
		
		onload = "_d = _this select 0; _d displayAddEventHandler ['unload', {player sidechat 'unload scripted'}]; player sidechat str ['load', _d, finddisplay 12345];";
		onunload = "player sidechat 'unload config'";
		
		fadein = 0;
		fadeout = 0;
		duration = 5;
		class controls
		{
			class text: rscText
			{
				idc = 12345;
				text = "okwerewrewrewr";
				x = 0;
				y = 0;
				w = 1;
				h = 1;
			};
		};

};
};

May 10 2016, 9:04 AM · Arma 3
Killzone_Kid added a comment to T78913: Make pushBack command return index of inserted element.

Added in today's dev update, thank you!

May 10 2016, 9:04 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T78912: Persistent client crash after being connected to the local dedicated server.
May 10 2016, 9:04 AM · Arma 3
Killzone_Kid added a comment to T78885: Invisibility + invincibility.

Some, could be related, info:

If I create a "getIn" EH for a truck for example on the client and send PV to the server with crew of this truck when I get in ("passenger" in this case, don't want to mess up locality), and then compare crew of this truck on the server, something interesting happens..

If the truck is local to the client, crew of this truck on the server is [] at the moment I enter the truck, i.e. server has no clue truck is occupied. Server gets update a little bit later on.

If the truck is local to the server (while EH is still client side) the server idea of crew inside the truck and client idea of it are synchronised.

Here is the code I used:

Client

truck = cursortarget; publicvariable "truck"; truck addeventhandler ["getIn", {inVeh = crew truck; publicVariable "inVeh"; 0 = 0 spawn {sleep 1; player action ["Eject", truck]; sleep 1; player action ["getInCargo", truck];}}];

Server

"inVeh" addPublicVariableEventHandler {diag_log [crew truck, _this select 1]}

if truck is local to the client the result is:

[[],[B Alpha 1-1:1 (KK) REMOTE]]
[[],[B Alpha 1-1:1 (KK) REMOTE]]
[[],[B Alpha 1-1:1 (KK) REMOTE]]
[[],[B Alpha 1-1:1 (KK) REMOTE]]
[[],[B Alpha 1-1:1 (KK) REMOTE]]
[[],[B Alpha 1-1:1 (KK) REMOTE]]
[[],[B Alpha 1-1:1 (KK) REMOTE]]
[[],[B Alpha 1-1:1 (KK) REMOTE]]
[[],[B Alpha 1-1:1 (KK) REMOTE]]
[[],[B Alpha 1-1:1 (KK) REMOTE]]

if truck is local to the server

[[B Alpha 1-1:1 (KK) REMOTE],[B Alpha 1-1:1 (KK) REMOTE]]
[[B Alpha 1-1:1 (KK) REMOTE],[B Alpha 1-1:1 (KK) REMOTE]]
[[B Alpha 1-1:1 (KK) REMOTE],[B Alpha 1-1:1 (KK) REMOTE]]
[[B Alpha 1-1:1 (KK) REMOTE],[B Alpha 1-1:1 (KK) REMOTE]]
[[B Alpha 1-1:1 (KK) REMOTE],[B Alpha 1-1:1 (KK) REMOTE]]
[[B Alpha 1-1:1 (KK) REMOTE],[B Alpha 1-1:1 (KK) REMOTE]]
[[B Alpha 1-1:1 (KK) REMOTE],[B Alpha 1-1:1 (KK) REMOTE]]
[[B Alpha 1-1:1 (KK) REMOTE],[B Alpha 1-1:1 (KK) REMOTE]]
[[B Alpha 1-1:1 (KK) REMOTE],[B Alpha 1-1:1 (KK) REMOTE]]
[[B Alpha 1-1:1 (KK) REMOTE],[B Alpha 1-1:1 (KK) REMOTE]]
[[B Alpha 1-1:1 (KK) REMOTE],[B Alpha 1-1:1 (KK) REMOTE]]

Maybe this desync depending on locality of the vehicle is somehow responsible for this bug?

May 10 2016, 9:03 AM · Arma 3
Killzone_Kid added a comment to T78885: Invisibility + invincibility.

I observed similar problem in Arma 2, probably old bugs.

May 10 2016, 9:03 AM · Arma 3
Killzone_Kid added a comment to T78881: add possibility to enable group object persistency.

Must be quite recent addition.

gr = group player; current group
[player] join grpNull;
leave group
hint str gr; //<Group-NULL>

May 10 2016, 9:03 AM · Arma 3
Killzone_Kid added a comment to T78880: "InventoryOpened" EH gets self-removed after 1st firing.

Sorry, my fault should have specified, MP only problem:

http://www.youtube.com/watch?v=ot4xybiy6bQ

May 10 2016, 9:03 AM · Arma 3
Killzone_Kid added a comment to T78880: "InventoryOpened" EH gets self-removed after 1st firing.

New info!

Override of the inventoryopened is also broken in MP

player addeventhandler ["InventoryOpened", {player sidechat str ["op",time]; true}];

player is able to open inventory

In SP everything is fine.

May 10 2016, 9:03 AM · Arma 3
Killzone_Kid added a comment to T78880: "InventoryOpened" EH gets self-removed after 1st firing.

Not a bug

May 10 2016, 9:03 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T78880: "InventoryOpened" EH gets self-removed after 1st firing.
May 10 2016, 9:03 AM · Arma 3
Killzone_Kid added a comment to T78876: When prone, Sniper can not move forward left after removeallweapons this; is added to its init field.

Confirmed. Could be related to config as missing animation without weapon.

May 10 2016, 9:03 AM · Arma 3
Killzone_Kid added a comment to T78874: AddMagazine Array Support for AddMagazineGlobal.

BTW addMagazine array appears to be global in argument and effect

May 10 2016, 9:03 AM · Arma 3
Killzone_Kid added a comment to T78874: AddMagazine Array Support for AddMagazineGlobal.

before we go any further we need to investigate this: http://feedback.arma3.com/view.php?id=20509#c80030

May 10 2016, 9:03 AM · Arma 3
Killzone_Kid added a comment to T78873: Expand "ctrlCreate" to look for classes in description.ext first.

Could the createDisplay also be extended to mission config please? #17311

May 10 2016, 9:03 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T78873: Expand "ctrlCreate" to look for classes in description.ext first.
May 10 2016, 9:03 AM · Arma 3
Killzone_Kid added a comment to T78872: Exit without save.

+1 there is already separate Save option on exit menu, so at the moment it is either have "save" option and "exit+save" option or have no "save" option and "abort" without saving

suggestion:

in description.ext

saving = 0; both saving disabled
saving = 1;
both saving enabled
saving = 2; //"save" button is available but instead of "exit + save" there is abort button

May 10 2016, 9:03 AM · Arma 3
Killzone_Kid added a comment to T78867: Magazines are not synced between client / server with addMagazine/addMagazineCargo.

@neokikka I can confirm what Deathlyrage is saying about addMagazineGlobal dupes. I was testing it with 1 HC and 1 player on dedi and it was adding 2 mags instead of one. I guess with just 1 client on dedi you will not see duplication

May 10 2016, 9:03 AM · Arma 3
Killzone_Kid added a comment to T78867: Magazines are not synced between client / server with addMagazine/addMagazineCargo.

But this is exactly how it is now after second testing, only for some reason it failed the first time I tested. Need more feedback.

May 10 2016, 9:03 AM · Arma 3
Killzone_Kid added a comment to T78867: Magazines are not synced between client / server with addMagazine/addMagazineCargo.

I have retested this again and for some reason addMagazine effect appears to be global again, that is few hours later. Reverted changes to BIKI, changing to feedback, this needs more investigation.

May 10 2016, 9:03 AM · Arma 3
Killzone_Kid added a comment to T78867: Magazines are not synced between client / server with addMagazine/addMagazineCargo.

Thanks

May 10 2016, 9:03 AM · Arma 3
Killzone_Kid added a comment to T78867: Magazines are not synced between client / server with addMagazine/addMagazineCargo.

Thanks for pointing this out with addMagazine and I've corrected BIKI description https://community.bistudio.com/wiki/addMagazine. As for addMagazineCargo, it is supposed to have local effect, which is correctly documented on BIKI.

Let me know if this is satisfactory so I can resolve this ticket.

May 10 2016, 9:03 AM · Arma 3
Killzone_Kid added a comment to T78844: Game crashing after loading screen on a private server.

Duplicate of #20487

May 10 2016, 9:02 AM · Arma 3
Killzone_Kid added a comment to T78824: Add command to force open GPS.

Edited the title to make it more clear, changed category.

May 10 2016, 9:01 AM · Arma 3
Killzone_Kid added a comment to T78813: Controls Overhaul and New command / action menu.

"Just take a look at the Fast Forward control under Plane Controls... That control makes your plane nose go down."

In my config, which is default, there is no key under plane controls assigned to actual "Fast Forward" option. If you are talking about W, then W under plane controls is assigned to "Nose Down".

May 10 2016, 9:01 AM · Arma 3
Killzone_Kid added a comment to T78808: person using mod of uniforms or weapons can appear with underwear and with invisible weapon for other player.

This is intended behaviour, if a player hasn't got a weapon mod for example he cannot see when other players using this weapon.

May 10 2016, 9:01 AM · Arma 3
Killzone_Kid added a comment to T78796: Broken command "waitUntil".

Waituntil needs to be executed in scheduled environment, which debug console execution field is not. Use spawn for that matter from debug console:

  • spawn {t = time + 3; waitUntil {time > t}; hint "Alright!"};
May 10 2016, 9:00 AM · Arma 3
Killzone_Kid added a comment to T78790: Add Women to the game.

I say add wigs and women clothes! :)

May 10 2016, 9:00 AM · Arma 3
Killzone_Kid added a comment to T78784: getLandContactPos command.

You might want to wait until Monday and see if this is what you are after: http://feedback.arma3.com/view.php?id=20274

May 10 2016, 9:00 AM · Arma 3
Killzone_Kid added a comment to T78745: ctrlModelUp/ctrlModelDirection are not normalized and depend on scale which cannot be read.

fixed with new commands

https://community.bistudio.com/wiki/ctrlModelDirAndUp
https://community.bistudio.com/wiki/ctrlSetModelDirAndUp

May 10 2016, 8:59 AM · Arma 3
Killzone_Kid added a comment to T78745: ctrlModelUp/ctrlModelDirection are not normalized and depend on scale which cannot be read.

related:

http://feedback.arma3.com/view.php?id=20385
http://feedback.arma3.com/view.php?id=20386

May 10 2016, 8:59 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T78745: ctrlModelUp/ctrlModelDirection are not normalized and depend on scale which cannot be read.
May 10 2016, 8:59 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T78744: ctrlPosition does not match config position[] for object container (type 82).
May 10 2016, 8:59 AM · Arma 3
Killzone_Kid added a comment to T78744: ctrlPosition does not match config position[] for object container (type 82).

related:

http://feedback.arma3.com/view.php?id=20387
http://feedback.arma3.com/view.php?id=20385

May 10 2016, 8:59 AM · Arma 3
Killzone_Kid added a comment to T78743: ctrlScale/ctrlSetScale doesn't work with objects in object container (type 82).

fixed with new commands

https://community.bistudio.com/wiki/ctrlModelScale
https://community.bistudio.com/wiki/ctrlSetModelScale

May 10 2016, 8:59 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T78743: ctrlScale/ctrlSetScale doesn't work with objects in object container (type 82).
May 10 2016, 8:59 AM · Arma 3
Killzone_Kid added a comment to T78743: ctrlScale/ctrlSetScale doesn't work with objects in object container (type 82).

related:

http://feedback.arma3.com/view.php?id=20387
http://feedback.arma3.com/view.php?id=20386

May 10 2016, 8:59 AM · Arma 3
Killzone_Kid added a comment to T78739: FOV slider.

Have you tried http://killzonekid.com/how-to-change-fov-in-arma-the-easy-way/

May 10 2016, 8:59 AM · Arma 3
Killzone_Kid added a comment to T78718: This Additem & Weapon Duplication.

Yeah japa probably made those global. The thing is, people should be careful using init.

May 10 2016, 8:59 AM · Arma 3
Killzone_Kid added a comment to T78718: This Additem & Weapon Duplication.

Is it MP problem?

May 10 2016, 8:58 AM · Arma 3
Killzone_Kid added a comment to T78699: setTimeMultiplier not reset between SP missions.

It has been fixed on dev

May 10 2016, 8:58 AM · Arma 3
Killzone_Kid added a comment to T78679: Missing script command "playerControlled".

It has been removed soon after it was announced.

May 10 2016, 8:57 AM · Arma 3
Killzone_Kid added a comment to T78654: setHit and setHitPointDamage doesn't work for Civilian SUVs.

setHit takes selection, setHitPointDamage takes hitpoint,

so it is either setHit ["motor"... or setHitPointDamage ["hitEngine....

In fact for SUV it is

car setHit ["engine", 1]

or

car setHitPointDamage ["hitengine", 1]

Also make sure vehicle is local to the comp where command is executed

May 10 2016, 8:56 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T78652: Animals die visually with great delay [VIDEO].
May 10 2016, 8:56 AM · Arma 3
Killzone_Kid added a comment to T78650: Commands that should possibly be removed because of non-functionality.

https://community.bistudio.com/wiki/getChosenCont

Fully functional command that has been removed in latest dev. Not what I had in mind when I made this ticket...

May 10 2016, 8:56 AM · Arma 3
Killzone_Kid added a comment to T78650: Commands that should possibly be removed because of non-functionality.

@SilentSpike shownGPS works as intended, I have updated BIKI description because it was too confusing

May 10 2016, 8:56 AM · Arma 3
Killzone_Kid added a comment to T78650: Commands that should possibly be removed because of non-functionality.

removed inGameUIsetEventHandler as it has been discovered working, info on biki.

removed camSetDir as there maybe a chance to fix it

May 10 2016, 8:56 AM · Arma 3
Killzone_Kid added a comment to T78650: Commands that should possibly be removed because of non-functionality.

removed playGesture and switchGesture from the list as those are supposed to be functional and require gestures from gesture config, which are none in A3

May 10 2016, 8:56 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T78650: Commands that should possibly be removed because of non-functionality.
May 10 2016, 8:56 AM · Arma 3
Killzone_Kid added a comment to T78650: Commands that should possibly be removed because of non-functionality.

Added setPosASL2 to the list

May 10 2016, 8:56 AM · Arma 3
Killzone_Kid added a comment to T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it..

@SaMatra unless there is also value in having it in simulation scope just render would probably be enough, though I wont say no to more :)

May 10 2016, 8:56 AM · Arma 3
Killzone_Kid added a comment to T78632: Using getPos and then setPos (getPosASL and setPosASL) on object moves it..

@japapatramtara one question mr wizard, what scope these new commands will operate, simulation or render? Render is better imo.

May 10 2016, 8:56 AM · Arma 3
Killzone_Kid added a comment to T78625: Gear dissapears after someone reconnect or respawn. Just killed my coop mission..

It is simple, remove commands are global, so when init executed for jip, removal happens globally. Limit it to server and it wont trigger for jip.

May 10 2016, 8:56 AM · Arma 3
Killzone_Kid added a comment to T78625: Gear dissapears after someone reconnect or respawn. Just killed my coop mission..

Put if (isServer) then { ...your code....} in init

May 10 2016, 8:56 AM · Arma 3
Killzone_Kid added a comment to T78574: Add API commands to disable vanilla features.

Ability to disable various elements of UI would be most welcome too.

May 10 2016, 8:55 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T78573: KIA pose can be exploited [VIDEO].
May 10 2016, 8:55 AM · Arma 3
Killzone_Kid added a comment to T78547: Action Menu is unaccessible for scripting.

Not directly no, but maybe you can lock vehicle/seat with player in it?

May 10 2016, 8:54 AM · Arma 3
Killzone_Kid added a comment to T78547: Action Menu is unaccessible for scripting.

You can add actions to it with addAction and disable it with showHud false. Other than that it is hardcoded in engine.

May 10 2016, 8:54 AM · Arma 3
Killzone_Kid added a comment to T78543: Init event doesn't fire after createVehicle.

In my understanding, you cannot add init event handler with script only with class config. It is like with ui event handler onLoad. You can add it to display in config, but when you actually have display opened so you can add it with displayAddEventHandler it is pointless.

May 10 2016, 8:54 AM · Arma 3
Killzone_Kid added a comment to T78543: Init event doesn't fire after createVehicle.

closing

May 10 2016, 8:54 AM · Arma 3
Killzone_Kid added a comment to T78543: Init event doesn't fire after createVehicle.

So you are trying to add init handler from init hander?

May 10 2016, 8:54 AM · Arma 3