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May 10 2016

PhonicGames added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

Great job. Glad to see this implemented.

Now I'm hoping for 22000/20583(duplicate), either way I'm already happy ^^

May 10 2016, 9:34 AM · Arma 3
bux578 added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

Thanks for adding this, will try it.

"Now I'm hoping for 22000/20583(duplicate)"

I second this.

May 10 2016, 9:34 AM · Arma 3
Killzone_Kid added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

Early Christmas gift? :)

May 10 2016, 9:34 AM · Arma 3
japapatramtara added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

DEV. 133047(will be distributed tomorrow - 23.10.2015)

I've just modified commands:

addWeaponItem
addPrimaryWeaponItem
addSecondaryWeaponItem
addHandgunItem

they will find proper muzzle for given magazine now. Or you can specify muzzleName through addWeaponItem like:

player addWeaponItem["arifle_MXC_Holo_pointer_F",["30Rnd_65x39_caseless_mag",15,"muzzleName"]]

hope this change will help ;-)

May 10 2016, 9:34 AM · Arma 3
PhonicGames added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

Well, sorry for incredibly annoying you Killzone_Kid, it wasn't my intent.

Either way, adding magazines to another muzzle doesn't work as mentioned above.

e.g. player addWeaponItem ["arifle_MX_GL_ACO_F",["1Rnd_HE_Grenade_shell",1,"GL_3GL_F"]];

Also, what commy2 said.

May 10 2016, 9:34 AM · Arma 3
PhonicGames added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

Sounds great. Will there be a wiki entry for 'addWeaponItem' at one point too? It was never added.

Kind regards,
Sanchez

May 10 2016, 9:34 AM · Arma 3
commy2 added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

Oh, and the command doesn't work with binoculars at all. ("Laserdesignator" with "Laserbatteries" magazine)

player addWeapon "Laserdesignator";
player addWeaponItem [binocular player, "Laserbatteries"];

May 10 2016, 9:34 AM · Arma 3
PhonicGames added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

Polease Bohemia ;) Early Christmas gift..fix what you broke :P Noany hard feelings.

May 10 2016, 9:34 AM · Arma 3
PhonicGames added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

By the way, seems like japapatramtara (Bohemia Interactive - developer) 2014-12-10 08:34 never fixed the issue that he said would be solved in a week. I can confirm that muzzle magazines still don't work as Killzone_kid described.

May 10 2016, 9:34 AM · Arma 3
PhonicGames added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

Commands need wiki pages.

May 10 2016, 9:34 AM · Arma 3
Killzone_Kid added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

"Polease Bohemia ;) Early Christmas gift..fix what you broke :P Noany hard feelings."

Your comment is incredibly annoying. What exactly are you asking for?

May 10 2016, 9:34 AM · Arma 3
commy2 added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

What happened to this?

The commands are in stable branch since 8 months, but still broken for launchers. They also don't appear on the wiki. Can we use them without having to fear that they'll get removed or changed?

May 10 2016, 9:34 AM · Arma 3
japapatramtara added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

I can confirm a problem.. will be solved in a week

May 10 2016, 9:34 AM · Arma 3
Killzone_Kid added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".
  • spawn { player removeprimaryweaponitem "30Rnd_65x39_caseless_mag"; works sleep 1; player addprimaryweaponitem "30Rnd_65x39_caseless_mag"; works sleep 1; player removeprimaryweaponitem "1Rnd_HE_Grenade_shell"; works sleep 1; player addprimaryweaponitem "1Rnd_HE_Grenade_shell"; doesnt add back

}

this also doesnt work

player addweaponitem [primaryweapon player, "1Rnd_HE_Grenade_shell"];

This also doesnt work

player addWeaponItem [currentWeapon player,["1Rnd_HE_Grenade_shell",1,currentMuzzle player]];

same as this

player addWeaponItem ["arifle_MX_GL_ACO_F",["1Rnd_HE_Grenade_shell",1,"GL_3GL_F"]];

doesnt add either

and...
player addprimaryweaponitem ["1Rnd_HE_Grenade_shell",1,"GL_3GL_F"];

generic error in expression

May 10 2016, 9:34 AM · Arma 3
Killzone_Kid added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

Thank you master! there is this another issue...

player addWeapon 'launch_B_Titan_short_F';
player selectWeapon 'launch_B_Titan_short_F';
player addSecondaryWeaponItem (getArray (
configFile >> "CfgWeapons" >> 'launch_B_Titan_short_F' >> "magazines"
) select 0);

player gets launcher and it has magazine but there is a reload time delay
any chance to skip the loading bar?
reload immediately = true?

May 10 2016, 9:34 AM · Arma 3
japapatramtara added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

changes since DEV. 128618:

Added:
player addWeaponItem [weaponName,itemName(even magName)]
or
player addWeaponItem [weaponName,["magName",ammoCount,"muzzleName"]];

Also added:
removeSecondaryWeaponItem (same as removePrimaryWeaponItem)

changes:
addXXXWeaponItem/removeXXXWeaponItem now works also with magazines. Furthermore for AddXXXWeaponItems works additional syntax ["magName",ammoCount,"muzzleName"]

will be distributed tomorrow

May 10 2016, 9:34 AM · Arma 3
commy2 added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

Kinda related. There is no removeSecondaryWeaponItem or removeAllSecondaryWeaponItems command, even though the equivalents for primary weapons and handguns exist.
There is currently no secondary weapon item in the game, but mods like Bundeswehr Mod Arma3 do have some.

May 10 2016, 9:34 AM · Arma 3
bux578 added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

@japapatramtara
Thank you! Děkujeme!

Could you have a look at http://feedback.arma3.com/view.php?id=22000 It's similar. Not for players but for cargo. That would be awesome.

May 10 2016, 9:34 AM · Arma 3
Killzone_Kid added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

Maybe it will be better to expand existing addXXXWeaponItem, removeXXXWeaponItem to include magazines, since they already deal with cargo space of the weapon.

May 10 2016, 9:34 AM · Arma 3
Bohemia updated subscribers of T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".
May 10 2016, 9:34 AM · Arma 3
bux578 added a comment to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".

Of course not to forget: "addHandgunMagazine".

"removeSecondaryWeaponItem" is missing too.

May 10 2016, 9:34 AM · Arma 3
bux578 edited Steps To Reproduce on T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine".
May 10 2016, 9:34 AM · Arma 3
Bohemia added a project to T79827: Add script commands "addPrimaryWeaponMagazine" and "addSecondaryWeaponMagazine": Arma 3.
May 10 2016, 9:34 AM · Arma 3
Anthallas added a comment to T79826: "Out of memory" crash on autosave in "Lost signal" misson..

Hi.

I am responding here, because I get the exact same error message, but while playing multiplayer.

I have included the crash files, but mdmp file was not genereated. (arma3-crash.7z)

Interesting is, that everyone on the server experienced severe desych/lag, then my game crashed with the "Arma 3. Out of memory (requested 0 KB)". What is even more interesting, is that my friends game got really laggy, and then he was propelled many kilometers to the ocean(!). His game did not actually crash. He just died in game.

Also, I was running the server myself (on a different dedicated machine). Server was writing logs to stdout, because it was a child progress in a node app, so I don't have full logs any more. I did grab this though that looked really interesting:

ARMA STDERR says: 20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!

ARMA STDERR says: 20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!
20:34:52 Matrix is not valid as physx transform!

So, something going wrong with the physx definitely sounds like something that might propel people couple kms into the ocean:)

Arma client version 1.36.128579
ArmA Linux Server, ver. 1.36.128579

May 10 2016, 9:34 AM · Arma 3
Frager added a comment to T79826: "Out of memory" crash on autosave in "Lost signal" misson..

hey,try increasing ur virtual memory,this should help..
How to increase virtual memory:
1)open my computer
2)open system properties
3)on the left there is something called(Advanced system settings)
4)window will pop up,open the advanced tab
5)on performance click settings
6)window will pop up,open advanced tab
7)virtual memory click change
8)choose ur drive(the drive u have arma 3 in)
9)custom size,change it(depends on ur drive space free EG:if u have 80 gb free,make the initial 19531 and the maximum size 27415 (u can change the virtual memory to anything)But remember the more it increases the more the game will perform better...
10)restart the game and try the game...hope it helps..
Sorry for my bad english

May 10 2016, 9:34 AM · Arma 3
UncleBlues added a comment to T79826: "Out of memory" crash on autosave in "Lost signal" misson..

Crush dumps uploaded.

Blues

May 10 2016, 9:34 AM · Arma 3
Iceman added a comment to T79826: "Out of memory" crash on autosave in "Lost signal" misson..

Hello,
Thank you for reporting the issue.
We need crash dump files from this folder for solve your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When the archive is smaller than 5000k, you can attach it here. When it is bigger, please use some free sharing service and post link here.

How to find correct crashdump file:
Try to make the crash happen
Look into crashdump folder
Upload crashdump with latest date in name (crashdump is rpt + bidmp + mdmp file with same name). Please try to provide as many crashdumps as possible, it helps us investigating the problem in a big way.

Thank you.

http://feedback.arma3.com/how-to-user.html

May 10 2016, 9:34 AM · Arma 3
Bohemia added a project to T79826: "Out of memory" crash on autosave in "Lost signal" misson.: Arma 3.
May 10 2016, 9:34 AM · Arma 3
UncleBlues edited Steps To Reproduce on T79826: "Out of memory" crash on autosave in "Lost signal" misson..
May 10 2016, 9:34 AM · Arma 3
Bohemia updated subscribers of T79825: New Object types.
May 10 2016, 9:34 AM · Arma 3
Reapzer edited Steps To Reproduce on T79825: New Object types.
May 10 2016, 9:34 AM · Arma 3
BL1P edited Steps To Reproduce on T79824: Cannot set weather to be none foggy or rainy over extended periods of time..
May 10 2016, 9:34 AM · Arma 3
Bohemia added a project to T79825: New Object types: Arma 3.
May 10 2016, 9:34 AM · Arma 3
Bohemia added a project to T79824: Cannot set weather to be none foggy or rainy over extended periods of time.: Arma 3.
May 10 2016, 9:34 AM · Arma 3
Bohemia updated subscribers of T79822: Please increase the texture resolution of all Titan Launchers, for players using Ultra Video settings..
May 10 2016, 9:34 AM · Arma 3
338Caliber edited Steps To Reproduce on T79823: Fragile Civilian Vehicles.
May 10 2016, 9:34 AM · Arma 3
Bohemia added a project to T79823: Fragile Civilian Vehicles: Arma 3.
May 10 2016, 9:34 AM · Arma 3
mickeymen edited Steps To Reproduce on T79822: Please increase the texture resolution of all Titan Launchers, for players using Ultra Video settings..
May 10 2016, 9:34 AM · Arma 3
Bohemia added a project to T79822: Please increase the texture resolution of all Titan Launchers, for players using Ultra Video settings.: Arma 3.
May 10 2016, 9:34 AM · Arma 3
Bohemia added a project to T79821: Character Skin Mismatch: Arma 3.
May 10 2016, 9:34 AM · Arma 3
Andrew-Voodoo- edited Steps To Reproduce on T79821: Character Skin Mismatch.
May 10 2016, 9:34 AM · Arma 3
mrzone64 added a comment to T79820: Game crash on startup on Nvidia 344.48 drivers with multi gpu mode enabled..

No, not better.

May 10 2016, 9:34 AM · Arma 3
Iceman added a comment to T79820: Game crash on startup on Nvidia 344.48 drivers with multi gpu mode enabled..

Hello,
there is unfortunately nothing which can be done to prevent DEVICE_REMOVED crashes as these are in DirectX or GPU drivers.
Sorry for inconveniences.

May 10 2016, 9:34 AM · Arma 3
Benargee added a comment to T79820: Game crash on startup on Nvidia 344.48 drivers with multi gpu mode enabled..

344.60 is out now. Is it any better for you now?

May 10 2016, 9:34 AM · Arma 3
Benargee added a comment to T79820: Game crash on startup on Nvidia 344.48 drivers with multi gpu mode enabled..

They new drivers suck all around. FPS drops ever since. single 670.

May 10 2016, 9:34 AM · Arma 3
Bohemia added a project to T79820: Game crash on startup on Nvidia 344.48 drivers with multi gpu mode enabled.: Arma 3.
May 10 2016, 9:34 AM · Arma 3
mrzone64 edited Steps To Reproduce on T79820: Game crash on startup on Nvidia 344.48 drivers with multi gpu mode enabled..
May 10 2016, 9:34 AM · Arma 3
SgtBenmayor edited Steps To Reproduce on T79819: the file Arma 3 - other profiles is corrupt.
May 10 2016, 9:34 AM · Arma 3
DenisP added a comment to T79818: LRPS scope: remove central dot from reticle and add third zoom level.

I agree. The magnification should be increased to x150

May 10 2016, 9:34 AM · Arma 3
Bohemia added a project to T79819: the file Arma 3 - other profiles is corrupt: Arma 3.
May 10 2016, 9:34 AM · Arma 3
AgentRev edited Steps To Reproduce on T79818: LRPS scope: remove central dot from reticle and add third zoom level.
May 10 2016, 9:34 AM · Arma 3
Benargee added a comment to T79817: Description.ext option to disable Weapon Inertia.

I dont mind it, but I love having options.

May 10 2016, 9:34 AM · Arma 3
Bohemia added a project to T79818: LRPS scope: remove central dot from reticle and add third zoom level: Arma 3.
May 10 2016, 9:34 AM · Arma 3
AgentRev edited Steps To Reproduce on T79817: Description.ext option to disable Weapon Inertia.
May 10 2016, 9:34 AM · Arma 3
Bohemia added a project to T79817: Description.ext option to disable Weapon Inertia: Arma 3.
May 10 2016, 9:34 AM · Arma 3
R3vo edited Steps To Reproduce on T79816: No rain sound in Virtual Reality.
May 10 2016, 9:34 AM · Arma 3
Bohemia added a project to T79816: No rain sound in Virtual Reality: Arma 3.
May 10 2016, 9:34 AM · Arma 3
Benargee edited Steps To Reproduce on T79815: Custom Marker Manipulation (Shift + LMB Marker).
May 10 2016, 9:34 AM · Arma 3
Bohemia added a project to T79815: Custom Marker Manipulation (Shift + LMB Marker): Arma 3.
May 10 2016, 9:34 AM · Arma 3
Bohemia updated subscribers of T79815: Custom Marker Manipulation (Shift + LMB Marker).
May 10 2016, 9:34 AM · Arma 3
LJacobs added a comment to T79814: Missing texture ironsight of the MX GL when equiped with a MCRO sight.

I did and i know it is not hard to fix like i said it is just a layer issue the front iron sight is assigned the wrong layer causing it to display the default scene colour. They already fixed it on the MK20 so they can do it on the other guns.

May 10 2016, 9:34 AM · Arma 3
Bohemia added a project to T79814: Missing texture ironsight of the MX GL when equiped with a MCRO sight: Arma 3.
May 10 2016, 9:34 AM · Arma 3
LJacobs added a comment to T79814: Missing texture ironsight of the MX GL when equiped with a MCRO sight.

It is a major problem in my opinion so they need to fix it i dont care how.

May 10 2016, 9:34 AM · Arma 3
LJacobs edited Steps To Reproduce on T79814: Missing texture ironsight of the MX GL when equiped with a MCRO sight.
May 10 2016, 9:34 AM · Arma 3
TakeHomeTheCup added a comment to T79814: Missing texture ironsight of the MX GL when equiped with a MCRO sight.

Haha, it can't be that hard to fix...
Try explaining how its happening in the first place.

May 10 2016, 9:34 AM · Arma 3
Adanteh added a comment to T79813: Using removeMagazine on throwable prevents use of remaining throwables of that type.

For anyone having problems with this, you can do a workaround by removing one more magazine than needed and then adding back one using addMagazine. That'll re-enable the usage of that type.

May 10 2016, 9:34 AM · Arma 3
Bohemia updated subscribers of T79813: Using removeMagazine on throwable prevents use of remaining throwables of that type.
May 10 2016, 9:34 AM · Arma 3
Adanteh edited Steps To Reproduce on T79813: Using removeMagazine on throwable prevents use of remaining throwables of that type.
May 10 2016, 9:34 AM · Arma 3
Bohemia added a project to T79813: Using removeMagazine on throwable prevents use of remaining throwables of that type: Arma 3.
May 10 2016, 9:34 AM · Arma 3
austin_medic added a comment to T79812: Sub-Surface structures.

I'd assume this could be possible in terrain builder to create a diagonal "sink hole" then pretend thats a tunnel, and build your facility into the side of a hill or something since it would all need to be above sealevel.

Being able to do things like trenches and stuff without them being above ground would be nice, but I don't think its possible with how far the engine has evolved already (RV needs to go into retirement after they're done with A3 and DayZ in my opinion), alot of the code for handling terrain is probably burried real deep, and it would be a hassleto rip it all out to redo it.

May 10 2016, 9:33 AM · Arma 3
Bohemia updated subscribers of T79812: Sub-Surface structures.
May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79812: Sub-Surface structures: Arma 3.
May 10 2016, 9:33 AM · Arma 3
Reapzer edited Steps To Reproduce on T79812: Sub-Surface structures.
May 10 2016, 9:33 AM · Arma 3
Unknown Object (User) edited Steps To Reproduce on T79811: Good not smooth shadow.
May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79811: Good not smooth shadow: Arma 3.
May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79810: Namespaces should support public parameter with setVariable command: Arma 3.
May 10 2016, 9:33 AM · Arma 3
Iceman77 edited Steps To Reproduce on T79810: Namespaces should support public parameter with setVariable command.
May 10 2016, 9:33 AM · Arma 3
Iceman added a comment to T79809: Arma 3 'Adapt' Campaign Mission 5 is bugged, I cant continue after eliminating all the guards..

Hello,
this will be fixed in Tuesday's patch, sorry for inconvenience.

May 10 2016, 9:33 AM · Arma 3
Ethiden added a comment to T79809: Arma 3 'Adapt' Campaign Mission 5 is bugged, I cant continue after eliminating all the guards..

It helped, thank you.

May 10 2016, 9:33 AM · Arma 3
Fireball added a comment to T79809: Arma 3 'Adapt' Campaign Mission 5 is bugged, I cant continue after eliminating all the guards..

Mass-closing all resolved issues not updated in the last month.

Please PM me in BI Forums (http://forums.bistudio.com/member.php?55374-Fireball) if you feel your bug was closed in error.

May 10 2016, 9:33 AM · Arma 3
DenisP added a comment to T79809: Arma 3 'Adapt' Campaign Mission 5 is bugged, I cant continue after eliminating all the guards..

It is a common bug, I had it as well.

Unfortunately, one or two of the AAF guards clip into the rocks below the main guard tower, and as such you have to clip into the rock in order to kill them. See if it helps.

May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79809: Arma 3 'Adapt' Campaign Mission 5 is bugged, I cant continue after eliminating all the guards.: Arma 3.
May 10 2016, 9:33 AM · Arma 3
Ethiden edited Steps To Reproduce on T79809: Arma 3 'Adapt' Campaign Mission 5 is bugged, I cant continue after eliminating all the guards..
May 10 2016, 9:33 AM · Arma 3
Kalthramis edited Steps To Reproduce on T79808: Missing Helicopter Menu/UI Options as Zeus.
May 10 2016, 9:33 AM · Arma 3
Kalthramis added a comment to T79808: Missing Helicopter Menu/UI Options as Zeus.

This is still present and has not been reviewed yet.

May 10 2016, 9:33 AM · Arma 3
Bohemia updated subscribers of T79808: Missing Helicopter Menu/UI Options as Zeus.
May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79808: Missing Helicopter Menu/UI Options as Zeus: Arma 3.
May 10 2016, 9:33 AM · Arma 3
PolarisUK added a comment to T79807: onDrop Doesn't Fire on Controls Inside a CT_CONTROLS_GROUP.

Can this please be fixed? It's a really annoying oversight for complex dialogs...

May 10 2016, 9:33 AM · Arma 3
PolarisUK edited Steps To Reproduce on T79807: onDrop Doesn't Fire on Controls Inside a CT_CONTROLS_GROUP.
May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79807: onDrop Doesn't Fire on Controls Inside a CT_CONTROLS_GROUP: Arma 3.
May 10 2016, 9:33 AM · Arma 3
Moricky added a comment to T79806: Dialog Control Groups (CT_CONTROLS_GROUP) Internal Area Scaling Depending on Contents.

That's intended behavior, controls group should not scale based on their contents. In many situations, you'll want it to remain static, while the content is scrollable (notable examples: diary text, field manual, functions viewer, welcome screen, etc.)

Since you are in control of its content, you can resize it manually (using https://community.bistudio.com/wiki/ctrlSetPosition), ideally applying some limits so it won't overflow outside of the screen.

May 10 2016, 9:33 AM · Arma 3
PolarisUK added a comment to T79806: Dialog Control Groups (CT_CONTROLS_GROUP) Internal Area Scaling Depending on Contents.

I believe I explained a little incorrectly, I was referring to the scrollable overflow are rather than the actual controls group itself, but looking at those examples I see that the intended use is slightly different than I imagined. But I'll find a work around. Thank you for the reply.

May 10 2016, 9:33 AM · Arma 3
PolarisUK added a comment to T79806: Dialog Control Groups (CT_CONTROLS_GROUP) Internal Area Scaling Depending on Contents.

The fact that onDrop doesn't fire on controls inside a controls group does need addressing though I think. I've made a mission and uploaded it to this bug report:

http://feedback.arma3.com/view.php?id=21449

May 10 2016, 9:33 AM · Arma 3
Iceman added a comment to T79805: exceptional gameplay that equals vietcong (at last)!.

Thank you for the feedback!

May 10 2016, 9:33 AM · Arma 3
PolarisUK edited Steps To Reproduce on T79806: Dialog Control Groups (CT_CONTROLS_GROUP) Internal Area Scaling Depending on Contents.
May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79806: Dialog Control Groups (CT_CONTROLS_GROUP) Internal Area Scaling Depending on Contents: Arma 3.
May 10 2016, 9:33 AM · Arma 3
Bohemia updated subscribers of T79804: Precache assets on map load.
May 10 2016, 9:33 AM · Arma 3
Goomer edited Steps To Reproduce on T79804: Precache assets on map load.
May 10 2016, 9:33 AM · Arma 3
Bohemia added a project to T79805: exceptional gameplay that equals vietcong (at last)!: Arma 3.
May 10 2016, 9:33 AM · Arma 3
DC edited Steps To Reproduce on T79805: exceptional gameplay that equals vietcong (at last)!.
May 10 2016, 9:33 AM · Arma 3