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May 10 2016

Killzone_Kid added a comment to T80063: Problems with Chat.

Got repro steps?

May 10 2016, 9:41 AM · Arma 3
Killzone_Kid added a comment to T80053: Wrong weapon types.

Just spoke with developer, this is intended behaviour. The class of the weapon doesnt change when you remove or add attachments.

My suggestion would be, always use base classes and if you want to add attachments you can always do that after you added weapon. Or use event handler to detect when attachment is separated and replace weapon class? In any case this is open for debate and further improvement.

EDOT: there are also weaponsItemsCargo and weaponsItems commands.

May 10 2016, 9:41 AM · Arma 3
Killzone_Kid added a comment to T80051: Script Command: getWeaponCargo has a bug.

So shall I resolve this ticket as no bug, since getWeaponCargo works as it should and the problem is with how guns with default attachments are handled by the engine?

May 10 2016, 9:41 AM · Arma 3
Killzone_Kid added a comment to T80051: Script Command: getWeaponCargo has a bug.

Cannot confirm.

wh = "weaponholdersimulated" createvehicle position player;
wh addWeaponCargoGlobal ["hgun_P07_F", 2];
wh addWeaponCargoGlobal ["hgun_P07_snds_F", 2];
hint str getWeaponCargo wh;

[["hgun_P07_F","hgun_P07_snds_F"],[2,2]]

May 10 2016, 9:41 AM · Arma 3
Killzone_Kid added a comment to T80047: No commands to add a weapon to cargo with custom attachments.

Our latest intelligence confirms that japa has this on his to do list. Unfortunatelly this is all we have received before transmission got cut off...

May 10 2016, 9:41 AM · Arma 3
Killzone_Kid added a comment to T80042: Command to return string of unit's description from editor.

Added: https://community.bistudio.com/wiki/roleDescription

May 10 2016, 9:40 AM · Arma 3
Killzone_Kid added a comment to T80042: Command to return string of unit's description from editor.

While I believe there should be command like this, there is a workaround

Give your unit name, for example: soldier1
Give your unit description, for example: "Heli Gunner"
In init field put: this setVariable ["soldier1", "Heli Gunner"];

to get description in game use

_unit getVariable vehicleVarName _unit

May 10 2016, 9:40 AM · Arma 3
Killzone_Kid added a comment to T80038: Battleye global ban code #bae38b.

Perhaps better to ask this on the forums.

May 10 2016, 9:40 AM · Arma 3
Killzone_Kid added a comment to T80017: onEachFrame draws one frame and stops looping.

Updated repro works for me no problem.

May 10 2016, 9:40 AM · Arma 3
Killzone_Kid added a comment to T80017: onEachFrame draws one frame and stops looping.

You maybe need to verify cache or something.

May 10 2016, 9:40 AM · Arma 3
Killzone_Kid added a comment to T80017: onEachFrame draws one frame and stops looping.

works for me

oneachframe {hintsilent str diag_frameno}

May 10 2016, 9:39 AM · Arma 3
Killzone_Kid added a comment to T80013: Ability to setObjectTexture on New Objects (PC and TV Screens).

PC screen can also get alt texture, just checked. Marking resolved.

May 10 2016, 9:39 AM · Arma 3
Killzone_Kid added a comment to T80013: Ability to setObjectTexture on New Objects (PC and TV Screens).

Have you tried it? I know setting on TV works.

May 10 2016, 9:39 AM · Arma 3
Killzone_Kid added a comment to T79999: "allowDamage false" and "enableSimulation false" aren't working properly when doing it with original map objects.

That is what this FT is for.

May 10 2016, 9:39 AM · Arma 3
Killzone_Kid added a comment to T79999: "allowDamage false" and "enableSimulation false" aren't working properly when doing it with original map objects.

Just tested myself, fences have some strange behaviour, my guess because of map optimisation. They cannot be hidden either. Knocking fence over and then setting damage to 0 might or might not put it up again. allowdamage and enablesimulation both have no effect.

May 10 2016, 9:39 AM · Arma 3
Killzone_Kid added a comment to T79999: "allowDamage false" and "enableSimulation false" aren't working properly when doing it with original map objects.

allowDamage should be executed on all clients for static objects and enableSimulation should be enableSimulationGlobal if you limit it to the server otherwise must execute on all clients too if just enableSimulation.

May 10 2016, 9:39 AM · Arma 3
Killzone_Kid added a comment to T79993: Highway #GdtSoil when using surfaceType.

+1 On Stratis asphalt roads are classified as dirt roads

May 10 2016, 9:39 AM · Arma 3
Killzone_Kid added a comment to T79992: Infinite Explosions.

would this do? http://feedback.arma3.com/view.php?id=13750

May 10 2016, 9:39 AM · Arma 3
Killzone_Kid added a comment to T79976: Laser batteries loaded in laser designator are not included in array returned by magazinesAmmoFull.

I can confirm this, but simple repro is always nice.

May 10 2016, 9:38 AM · Arma 3
Killzone_Kid added a comment to T79964: playsound3d command design issue.

When object is supplied but not a position, the position is taken from object, otherwise the position is taken from supplied position. That doesn't mean that when position is taken from object it is going to follow object when it changes position. The sound is generated at object position and it stays there.

May 10 2016, 9:38 AM · Arma 3
Killzone_Kid added a comment to T79937: Using <b><i>ctrlCreate</i></b> to create certain elements causes error "No entry 'config.bin/...'".

Use

RscMapControl or
RscMapControlEmpty

RscMap is not what you think it is.

May 10 2016, 9:37 AM · Arma 3
Killzone_Kid added a comment to T79937: Using <b><i>ctrlCreate</i></b> to create certain elements causes error "No entry 'config.bin/...'".

Changed to config, as base classes are missing essential params like x in this case.

May 10 2016, 9:37 AM · Arma 3
Killzone_Kid added a comment to T79903: ammobox commands not working in multiplayer.

As far as this ticket is concerned, this was not a bug.

@LeaKS123 your issue seems to be different. Please create new ticket and attach detailed repro.

May 10 2016, 9:36 AM · Arma 3
Killzone_Kid added a comment to T79900: Seperate keys for Engine On / Engine Off, Collision Lights On / Off, Wheel Brake Hold / Release.

exactly, currentDriver command is needed because of copilot enabled vehicles

May 10 2016, 9:36 AM · Arma 3
Killzone_Kid added a comment to T79900: Seperate keys for Engine On / Engine Off, Collision Lights On / Off, Wheel Brake Hold / Release.

Here is a kind of pseudo work around

this addAction ["", {
_this select 1 action [

		["EngineOn", "EngineOff"] select isEngineOn (_this select 0), 
		_this select 0

];
}, "", -10, false, true, "User1", "_this == driver _target"];
this addAction ["", {
_this select 1 action [

		["CollisionLightOn", "CollisionLightOff"] select isCollisionLightOn (_this select 0), 
		_this select 0

];
}, "", -10, false, true, "User2", "_this == driver _target"];

engine is bound to User Action 1
collision light to User Action 2

unfortunately there is no way to detect if copilot is current driver so this will not be available for copilot. Also it for some reason adds actions with no text to scrolling action menu so you will get 2 non selectable items added

May 10 2016, 9:36 AM · Arma 3
Killzone_Kid added a comment to T79850: setAmmo, ammo commands do not work on APC cannon turrets.

On DEV there is setMagazineTurretAmmo command so you will have to wait until next stable.

May 10 2016, 9:35 AM · Arma 3
Killzone_Kid added a comment to T79831: I mean Lecklerck off course Im sorry.

Try BIS forums http://forums.bistudio.com/index.php
Thanks

May 10 2016, 9:34 AM · Arma 3
Killzone_Kid added a comment to T79830: How to macke Leckreck for you ?.

Try BIS forums http://forums.bistudio.com/index.php
Thanks

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

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

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
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
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
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
Killzone_Kid added a comment to T79792: [FIXED, Mark as resolved]Taru first person view for loadmaster not completely fixed..

done!

May 10 2016, 9:33 AM · Arma 3
Killzone_Kid added a comment to T79791: "engineOn false" does not work for helicopters.

Oh, that ticket again... http://feedback.arma3.com/view.php?id=7804

Are you executing it where vehicle is local? Tried it just now with Huron and MH9 on dedi, works like charm.

May 10 2016, 9:33 AM · Arma 3
Killzone_Kid added a comment to T79790: [DEV] Removing and adding SmokeLauncherMag with xxxMagazine(s)Turret commands make Smoke Launcher unusable.

Takes about 60 sec for the launcher to become usable for me. Removing and adding weapon cuts this time to 2 sec

vehicle player removeMagazineTurret ["smokelaunchermag", [0,0]];
vehicle player removeWeaponTurret ["smokelauncher", [0,0]];
vehicle player addMagazineTurret ["smokelaunchermag", [0,0]];
vehicle player addWeaponTurret ["smokelauncher", [0,0]];

May 10 2016, 9:33 AM · Arma 3
Killzone_Kid added a comment to T79787: [ REQUEST ] command addItemToXXXX array.

It is your ticket, if you think it is not resolved then it is not resolved. As for "why not" commands, I know first hand how difficult it is to get even essential commands added or to fix broken ones. On the other hand, stranger things have happened in the past.

May 10 2016, 9:33 AM · Arma 3
Killzone_Kid added a comment to T79787: [ REQUEST ] command addItemToXXXX array.

So can we consider this resolved?

May 10 2016, 9:33 AM · Arma 3
Killzone_Kid added a comment to T79787: [ REQUEST ] command addItemToXXXX array.

What about

uniformContainer player addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag", 3];

Any good?

Or even

uniformContainer player addMagazineAmmoCargo ["30Rnd_65x39_caseless_mag", 3, 2];

if you want custom ammo count?

May 10 2016, 9:33 AM · Arma 3
Killzone_Kid added a comment to T79780: nearestBuilding ignores custom set buildings on Altis and Stratis but not on VR.

Yes it fails on Altis and on Stratis. You can use

nearestObject [player, "house"];

in the mean time

May 10 2016, 9:33 AM · Arma 3
Killzone_Kid added a comment to T79780: nearestBuilding ignores custom set buildings on Altis and Stratis but not on VR.

Works for me, just tested. Would you mind to post a repro?

Or try this:

Go on VR map, execute

"Land_u_House_Small_02_V1_dam_F" createvehicle position player;

then

hint str nearestBuilding player;

May 10 2016, 9:33 AM · Arma 3
Killzone_Kid added a comment to T79743: Imperial Measurement System.

Have you already tried http://community.bistudio.com/wiki/setSystemOfUnits ?

May 10 2016, 9:31 AM · Arma 3
Killzone_Kid added a comment to T79732: Please add the possibility of specifically detecting trees.

0.00089s (0.89ms) in the middle of a forest for me with 30 radius (22 trees counted)

May 10 2016, 9:31 AM · Arma 3
Killzone_Kid added a comment to T79732: Please add the possibility of specifically detecting trees.

what about:

trees = [];
{
if ((str _x) find ": t_" > -1) then {

		trees pushBack _x;

};
} forEach nearestObjects [player, [], 100];

May 10 2016, 9:31 AM · Arma 3
Killzone_Kid added a comment to T79730: Please make script HELP window bigger [PICTURE].

I had to load arma3.exe into hexeditor to read the rest.

May 10 2016, 9:31 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T79730: Please make script HELP window bigger [PICTURE].
May 10 2016, 9:31 AM · Arma 3
Killzone_Kid added a comment to T79720: str command does not escape nested double-quotes for strings.

EDIT: I see, compile does fail.

May 10 2016, 9:31 AM · Arma 3
Killzone_Kid added a comment to T79720: str command does not escape nested double-quotes for strings.

It seems all str command does is it places "" around the argument, that's all.
Because str deals with double quotes only you can use single quotes

_value = '--->""<---';

to work around the problem, or use format and form the string you send to extension exactly the way you want.

I doubt this is going to change as this is ancient command and it may break too many scripts. What needed is new command, parseString that would correctly parse all escaped " within.

May 10 2016, 9:31 AM · Arma 3
Killzone_Kid added a comment to T79720: str command does not escape nested double-quotes for strings.

Looks exactly like it should, what were you expecting the result would be?

May 10 2016, 9:31 AM · Arma 3
Killzone_Kid added a comment to T79701: rotor damage during slingloading with CSAT.

closing in favour of duplicate #24048

May 10 2016, 9:30 AM · Arma 3
Killzone_Kid added a comment to T79689: magazineTurretAmmo and setMagazineTurretAmmo do not function as expected if there are multiple magazines of the same type.

Also see this ticket http://feedback.arma3.com/view.php?id=22179 setMagazineTurretAmmo locality is also broken

May 10 2016, 9:30 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T79689: magazineTurretAmmo and setMagazineTurretAmmo do not function as expected if there are multiple magazines of the same type.
May 10 2016, 9:30 AM · Arma 3
Killzone_Kid added a comment to T79686: No command to get magazines (with ammo count) on vehicle turrets.

magazineTurretAmmo needs more work, there is a ticket already for that and afaik developer knows about it. What final version will be like we have to wait and see. Resolving this ticket because requested command exists

May 10 2016, 9:30 AM · Arma 3
Killzone_Kid added a comment to T79684: setObjectTexture no longer sets object texture!.

Oh, I see, you want to set it from the editor INIT, then you must disable randomisation:

this setVariable ["BIS_enableRandomization", false];
this setObjectTexture [0,"#(rgb,8,8,3)color(1,0,0,1)"];

May 10 2016, 9:30 AM · Arma 3
Killzone_Kid added a comment to T79684: setObjectTexture no longer sets object texture!.

works for me

suv setobjecttexture [0,"#(rgb,8,8,3)color(1,0,0,1)"]

makes it red

May 10 2016, 9:30 AM · Arma 3
Killzone_Kid added a comment to T79683: No command to add magazine to vehicle turret with specific ammo count.

What about setMagazineTurretAmmo? ATM available on dev only.

May 10 2016, 9:30 AM · Arma 3
Killzone_Kid added a comment to T79683: No command to add magazine to vehicle turret with specific ammo count.

I will, when it is fixed: http://feedback.arma3.com/view.php?id=21331

May 10 2016, 9:30 AM · Arma 3
Killzone_Kid added a comment to T79682: There is no getVehicleAmmo command.

Resolved at OP's request

May 10 2016, 9:30 AM · Arma 3
Killzone_Kid added a comment to T79682: There is no getVehicleAmmo command.

Because setVehicleAmmo tops up ALL weapons, what should getVehicleAmmo return after you have all weapons topped up but 1 weapon empty?

May 10 2016, 9:30 AM · Arma 3
Killzone_Kid added a comment to T79682: There is no getVehicleAmmo command.

I am not talking about executing setVehicleAmmo 1 and then immediately call getVehicleAmmo, in this case it is fairly obvious what result would be. Im talking about having different amount of ammo in weapons after they have been used. What should getVehicleAmmo return? If main gun has 0 ammo, of one type, 30℅ ammo of another type and secondary gun has 99% of ammo. What should getVehicleAmmo return, a single number from 0 to 1 that is somehow meaningful or useful? Saying just because there is set variant there must be get variant is not enough I'm afraid in this case.

May 10 2016, 9:30 AM · Arma 3
Killzone_Kid added a comment to T79682: There is no getVehicleAmmo command.

What Benargee said, why do you need this command?

May 10 2016, 9:30 AM · Arma 3
Killzone_Kid added a comment to T79666: WeaponDisassembled event doesn't fire if static weapon is not local.

weapon doesn't disappear any more, but when weapon is remote WeaponDisassembled EH still never triggers

There is also another bug with duped weapon backpack

May 10 2016, 9:29 AM · Arma 3
Killzone_Kid added a comment to T79666: WeaponDisassembled event doesn't fire if static weapon is not local.

The issue is still an issue. What's more when weapon is remote and gets disassembled and assembled back and disassembled again, EH still doesnt fire.

Strangely WeaponAssembled EH does trigger, but as ticket says the mortar disappears after 10 or more seconds

May 10 2016, 9:29 AM · Arma 3
Killzone_Kid added a comment to T79658: Dead units cannot be removed from helicopter.

@caliban55 thanks for the tip, but as mulledk said, at least moveout should work.

May 10 2016, 9:29 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T79658: Dead units cannot be removed from helicopter.
May 10 2016, 9:29 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T79652: Vehicle "lock for player" doesn't work..
May 10 2016, 9:29 AM · Arma 3
Killzone_Kid added a comment to T79618: eventhandler "fired" and "firednear" don´t return muzzle.

Ok, will resolve it than unless there is something else

May 10 2016, 9:28 AM · Arma 3
Killzone_Kid added a comment to T79618: eventhandler "fired" and "firednear" don´t return muzzle.

You can use weaponAccessories command for it

_silencer = player weaponAccessories currentMuzzle player select 0;
hasSilencer = !isNil "_silencer" && {_silencer != ""};

Is this satisfactory?

May 10 2016, 9:28 AM · Arma 3
Killzone_Kid added a comment to T79600: Please give for player the opportunity to disable AutoSave..

It is up to mission maker https://community.bistudio.com/wiki/enableSaving

May 10 2016, 9:27 AM · Arma 3
Killzone_Kid added a comment to T79595: Command Request: Introduce a command to get in model vehicle seat coordinates.

Ok, as you wish, I am unresolving this.

May 10 2016, 9:27 AM · Arma 3
Killzone_Kid added a comment to T79595: Command Request: Introduce a command to get in model vehicle seat coordinates.

I think this is more of a config issue, as we do have the means to retreve this informatin whenever alvailable. Would you like to make another ticket regarding config problem?

May 10 2016, 9:27 AM · Arma 3
Killzone_Kid added a comment to T79595: Command Request: Introduce a command to get in model vehicle seat coordinates.

The command is selectionPosition, the problem is the absense of actual selections for the seats.

May 10 2016, 9:27 AM · Arma 3
Killzone_Kid added a comment to T79595: Command Request: Introduce a command to get in model vehicle seat coordinates.

On further testing, selectionPosition can be used to retrieve memory point positions just fine. Those could be found in config

MH-9

heli selectionPosition "pos driver";
heli selectionPosition "pos codriver";
heli selectionPosition "pos cargo lf";
heli selectionPosition "pos cargo l";
heli selectionPosition "pos cargo lr";
heli selectionPosition "pos cargo rf";
heli selectionPosition "pos cargo r";
heli selectionPosition "pos cargo rr";

Going to resolve this.

May 10 2016, 9:27 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T79585: Bugs and improvements to helicopter destruction.
May 10 2016, 9:26 AM · Arma 3
Killzone_Kid added a comment to T79574: Zeus - Setting owner to #adminLogged does not currently work on dedicated servers..

Duplicate #21163

May 10 2016, 9:26 AM · Arma 3
Killzone_Kid added a comment to T79573: Weapon does not raise when crouched..

Duplicate of #21141

May 10 2016, 9:26 AM · Arma 3
Killzone_Kid added a comment to T79569: Structures show up incorrectly in multiplayer.

Is playing with your friends the main factor here or does this happen on others servers too?

May 10 2016, 9:26 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T79549: setVelocity makes static objects move while standing still.
May 10 2016, 9:25 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T79548: After small PhysX object enters rest state velocity is always [0,0,0] even when it moves..
May 10 2016, 9:25 AM · Arma 3
Killzone_Kid added a comment to T79546: Make 1st person weapon holding match 3rd person weapon holding.

The problem here is that 1st person view doesnt match 3rd person. Current 3d person shows player aiming down sights at all times even if he is hip firing. Bringing weapon chest level when not in ADS, just like 1st person shows, in 3rd person would already make it less hostile and more distinguishable for an observer.

May 10 2016, 9:25 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T79543: When 1 weaponholder overlaps another weaponholder, it does not get autodeleted when empty [VIDEO].
May 10 2016, 9:25 AM · Arma 3
Killzone_Kid added a comment to T79542: assign/unassignItem doesnt work with Binocular, Rangefinder or Laserdesignator.

Just to add. If I save assignedItems into array and store it for later and then I want to restore those items into respective slots, Binocular, Rangefinder or Laserdesignator will fail. I will need to screen assignedItems for Binocular, Rangefinder or Laserdesignator and remove those.

Alternatively excluding Binocular, Rangefinder or Laserdesignator from items and assignedItems and add/removeItem would also solve this ticket, however at this time this may already cause too many scripts to break.

May 10 2016, 9:25 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T79542: assign/unassignItem doesnt work with Binocular, Rangefinder or Laserdesignator.
May 10 2016, 9:25 AM · Arma 3
Killzone_Kid added a comment to T79535: Add "GroundWeaponHolder_Scripted" class which allows for existence of empty holders.

Oh I see, means Weapon_Empty now can show multiple items. Thanks. That note on CL was actually quite vague. Thanks again.

May 10 2016, 9:25 AM · Arma 3
Killzone_Kid added a comment to T79535: Add "GroundWeaponHolder_Scripted" class which allows for existence of empty holders.

"It has been actually done on 28/11 in dev branch by this change, could You, please, give it a try?"

wh = "GroundWeaponHolder_Scripted" createvehicle position player;
hint str wh; //<obj-null>

May 10 2016, 9:25 AM · Arma 3
Killzone_Kid added a comment to T79535: Add "GroundWeaponHolder_Scripted" class which allows for existence of empty holders.

Yeah, this is great, but this will only solve the autodelete bug with Weapon_Empty class. The problem I see is that Weapon_Empty inherits from WeaponHolder_Single_F, which would only show 1 item, where as GroundWeaponHolder_Scripted would behave as GroundWeaponHolder and show multiple items.

Also off topic, is there a way to make _Single weaponholders to be limited to single items?

May 10 2016, 9:25 AM · Arma 3
Killzone_Kid added a comment to T79535: Add "GroundWeaponHolder_Scripted" class which allows for existence of empty holders.

Just to add WeaponHolder_Single_limited_magazine_F for example that is both single and limited has

transportMaxItems = 0;
transportMaxMagazines = 1;
transportMaxWeapons = 0;

params will still allow to place > 1 magazines in it both with script and UI

wh = "WeaponHolder_Single_limited_magazine_F" createvehicle position player; wh addMagazineCargoGlobal [currentmagazine player, 5]

May 10 2016, 9:25 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T79535: Add "GroundWeaponHolder_Scripted" class which allows for existence of empty holders.
May 10 2016, 9:25 AM · Arma 3
Killzone_Kid added a comment to T79531: using addScore command inside HandleScore event handler wil crash the game every time.

Since handlescore is now triggered for addscore, this is logical outcome - endless loop

May 10 2016, 9:25 AM · Arma 3
Killzone_Kid added a comment to T79512: count instead of foreach not works now.

It is not the count. pushBack has been expanded and returns the index of last element inserted, which is Number, and count expects either Nothing or Boolean.

b = []; {0 = b pushBack _x} count allUnits

assigning result of pushBack to 0 will make it return nothing.

May 10 2016, 9:24 AM · Arma 3
Killzone_Kid added a comment to T79508: Please add an engine operation for moving objects along a path / in a specific direction.

well with setVelocityTransformation, you set start position and orientation of the object, end position and orientation of the object and then you change the last param from 0 to 1 and the object will move from start to end. How smooth depends on the step you will use iterating from 0 to 1

May 10 2016, 9:24 AM · Arma 3
Killzone_Kid added a comment to T79508: Please add an engine operation for moving objects along a path / in a specific direction.

There is setVelocityTransformation for for these kind of things

May 10 2016, 9:24 AM · Arma 3
Killzone_Kid added a comment to T79505: HandleScore always showing 1 when triggered with addScore.

there was recent note on changelog, stating that HandleScore can now be triggered by script. This was added deliberately, addScore didnt trigger handlescore before.

May 10 2016, 9:24 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T79505: HandleScore always showing 1 when triggered with addScore.
May 10 2016, 9:24 AM · Arma 3
Killzone_Kid added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

Dont forget badmin and madmin :-)

May 10 2016, 9:23 AM · Arma 3
Killzone_Kid added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

@highhead you can make it call back the function you need after check. But yea isAdmin is needed, I see Iceman is on the case!

May 10 2016, 9:23 AM · Arma 3
Killzone_Kid added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

"You still cannot use #kick playerID or #kick playerName."

Yes you can

pressing the kick button on the map will kick you by uid:

with uiNamespace do {
ctrl = findDisplay 12 ctrlCreate ["RscButton", -1];
ctrl ctrlSetPosition [0,0,0.5,0.1];
ctrl ctrlCommit 0;
ctrl ctrlSetText "Kick";
ctrl ctrlAddEventHandler ["ButtonDown",
{

		if (serverCommandAvailable "#kick") then {
			serverCommand format ["#kick %1", getplayeruid player];
		} else {
			hint "You need to be logged in as admin to do this";
		};

}];
};

May 10 2016, 9:23 AM · Arma 3
Killzone_Kid added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

Actually just managed to make both commands work, so don't panic. Hold on while I wrap it in some script solution.

May 10 2016, 9:23 AM · Arma 3
Killzone_Kid added a comment to T79495: ServerCommandAvailable "#kick" (or more attributes) not returning true/false correctly anymore.

Yep, the good news is you can execute admin commands kick, lock etc, which work when executed from UI event handler, i.e. button push, UI load etc. So one can make own admin interface available to anyone, but only logged in admin can use it.

here is my "hacky" way to execute those commands:

with uiNamespace do {
ctrl = findDisplay 46 ctrlCreate ["RscMapControlEmpty", -1];
ctrl ctrlsetposition [0,0,0,0];
ctrl ctrlCommit 0;
eh = ctrl ctrlAddEventHandler [

		"Draw",
		{
			with uiNamespace do {
				hint str servercommandavailable "#logout"; 
				ctrl ctrlRemoveEventHandler ["Draw", eh]; 
				0 = ctrl spawn {
					disableserialization; 
					ctrlDelete _this
				};
			}
		}

];
};

but as zx64 suggested, isAdmin might be a good solution for simplicity

May 10 2016, 9:23 AM · Arma 3