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May 10 2016
Duplicate of #34 (I was knocked unconscious and started sliding).
Please use the search function to check if an issue already exists before creating a new one.
Refer to the original to provide additional information on the issue.
Regards,
Johnny
This issue has already been resolved: #7832
Good to read that. Closing this ticket. Thank you. :)
Hi ocelot20,
this issue is pretty old already and I couldn't reproduce it. Could you please let us know if this is still an issue?
Also, when your issue should have been resolved (or "resolves itself") meanwhile, please close your tickets to prevent the feedback tracker from filling up needlessly. Thank you.
Kind regards,
Johnny
Hi,
this is considered as fixed:
#54 (Flashlight beam frozen in place)
Please submit a new ticket if the issue persists.
Regards,
Johnny
As of version 0.34.115106, this has been fixed many updates ago, already.
RESOLVED
Version 0.30.113860
Confirmed, casts no light.
Tested at moonless night with badly damaged lamp including large gas canister.
Tested indoor and outdoor.
Lamp is visibly on, but does not illuminate anything around.
If you have this message, simply redo the action when the character is not doing anything else. Then your character should do it.
Reopened, because according to the related posts, this is still an issue.
It allways takes the <i><b>"first"</b></i> one of these items (e.g. waterbottle) in your inventory.
"First" one is the upper or more left one of the respective objects. This also applies to objects which are in different parts of your inventory.
Example:
If you have a waterbottle in your pants and another one in your backpack, it allways takes the one in the pants first, because in your inventory, the pants are above the backpack. If you have two in your backpack, it allways takes the upper or more left one in your backpack.
Regards,
Johnny
Hmm, I just reckoned, if something works by 90%, why not implement the remaining 10%? I know it's a common uninformed phrase, but <i>shouldn't be that hard</i> in this case, is it?
Thanks anyway for your consideration.
Maybe this rather fits in the forums:
Shouldn't this already be considered fixed since "param" and "params" are in the stable branch?
To update this a bit:
ArmA 3 allows to <b><i>addMagazine</i></b> with a custom number of rounds, so this could be used as a workaround for <b><i>setMagazineAmmo</i></b>.
The ArmA 3 command <b><i>magazinesAmmo</i></b> returns all rounds for all magazines on a vehicle, grouped by class name. But it doesn't say anything about a single mag, like <b><i>magazineAmmo</i></b> does in DayZ.
"AFAIK" ;-)
To clearify, by "spawn" I mean <i>createVehicle ["someMag", ...]</i>.
Can you perform the same thing with the GroundWeaponHolder as with an ammo box? If so, my question would be, why they had to create a special command for DayZ. Plus, there could be cases where you might wanna change the amount of bullets in an already existing mag.
It's supposed to be used on magazine object - e.g. mags laying on the ground - not for mags in the inventory. In the mentioned script it's used to minimize the amount of usable rounds in a mag when it's thrown into a fire (backed by some random popping sound when a bullet explodes by the heat).
In Arma 3, I'd consider this useful for instance to spawn mags with a custom amount of rounds, because AFAIK you can currently only spawn full mags.
It is a DayZ command, but there are no links to a wiki or so. All the commands I posted here, I found looking at the DayZ source code. You can find it e.g. in
modules_dayz.pbo\scripts\event\event_ammo.sqf
Command "allPlayers" has just been added for the dev branch:
Granted, it's not a big issue, but I could also do
<b>vehicle player == vehicle</b>
or
<b>player in crew vehicle</b>
So why can you do <b>player in vehicle</b>, but not <b>player in group</b>?
Hell yeah! I'm desperately waiting for such a command!
I already thought it would be something like that. It's interesting though as this problem does not exist with other classes like "RscButtonMenu" or "RscText".
Can I look these configs up somewhere?
OK, will do that. Thanks for your consideration. :)
OK, I'll do as soon as I get the chance. I've just tested it on Altis so far, but I did do it the exact way as I described and <i>typeOf cursorTarget</i> gave me another className than <i>typeOf nearestBuilding player</i> even though I stood right in front of a building.
Plus, <i>cursorTarget distance nearestBuilding player</i> was more than 70 meters in that test scenario.
It probably works on the VR map, because the placed building might be the only one there and there's no map of that kind like Altis or Stratis.
This ticket has been acknowledge just 1.5 months ago, but ... hmm ... how to say that without making the impression of being very unpatient ... any ETA ... probably? :)
@ruPaladin, you're not the only one having game crash problems and this ticket is not the only one in the FT.
I know how annoying this can be, I'm having memory problems too as soon as I want to run the game and a server paralelly...
I've already been chided by a moderator for bumping a ticket. I've learned my lesson. You shouldn't make the same mistake...
@KK, don't worry, I looked at your image. But as I haven't used a UAV/UGV ingame yet, it still doesn't affect what I've written.
I can see the action title <i>"Release UAV controls"</i>. But what problem does the image show? I mean, is it possible that "UAV" and "UGV" appear in the action menu at the same time?
I'm really sorry if I seem stupid here, but I'd be glad if you could explain. Probably, I'm just to blind to see it.
To your suggestion: How about something like "Stop remote control"?
Honestly, I don't really see the problem here. Granted, "UAV" and "UGV" are quiet close and for better distinction it would be wise to rename one.
But renaming a "UAV" to "drone", because "drone" was better known ... (that rhymes, doesn't it ^_^), would in my eyes not be justified.
We've accepted words like "UFO", "ACL" and "RPG" though especially the last one is the short term for both "Roleplay Game" and a russian rocket launcher.
And with the latest US war strategies, everyone should by now know what a "UAV" is.
I'm guessing this is still dev branch, because I neither feel unable to perform that nor to find the respective changelog.
By "expand" you mean e.g. changing <i>"ctrlSetForegroundColor"</i> so it can alter progress bar color as well?
I know. I tried it with both, but <i>ctrlSetForegroundColor</i> seemed most "compatible" with my intention.
But you're right. All in all it's reasonable to extend not only one specific command, but all related as well.
Pardon me, Sir. I've just started learning SQF half a year ago and though I consider myself pretty capable already, I still admire your skill and what you've presented on your website so far which is why I still very often accept your word as fact (except for this ticket ... so far ;o) ).
So excuse me if I'm not familiar with certain SQF quirks and limits. The sad thing is that the SQF basics are confidential, so we won't find out how in detail the commands "publicVariable" or "move" work which I personally am very interested to know.
Anyway, I'll develop and try and probably make the same experiences as you. But as nobody's perfect, neither are you and me. ;-)
Best regards,
Johnny
P.S.: I'd like to say "Challenge accepted", but you know ... your word and fact and such. ^_^
I haven't used event handlers alot so far, but to my understanding, you should be able to create an event handler fireing on <i>"AnimChanged"</i> and/or <i>"AnimDone"</i> and/or <i>"AnimStateChanged"</i>.
Then you could simply check which animation has been made and if it was the reload animation (don't know the anim code right away), you execute your desired code on <i>"AnimDone"</i>.
Well ... but ... fuck. XD
Alright, nevermind. Close this thing.
Alright, I'm stumped. :-/
If all of these "tests" didn't have any positive result, I don't know what else to do. Maybe then you need to wait for <b>Iceman</b> who this issue is assigned to. I'm sorry.
As I noticed myself, sometimes it may take a lot of time, even more than a minute, until the server actually shows up as there are millions of servers out there.
If you were that patient, nevermind. I have only once created a mission ingame (Zeus), so I don't really remember the procedure. But as I know from "precreated" missions, it might under certain circumstances happen that instead of the desired name, the computername shows up as server name. Heffer23 can see that on his local machine in the "LAN" tab, but I don't know if that applies for ingame created missions as well.
This might have many reasons as you didn't provide any information on your server config and startup.
If you didn't already try, give your friends your IP address so they can connect to your server via direct connection.
You can find your IP by opening the windows command promt (WinKey -> type "cmd") and executing "ipconfig". Among all the appearing lines, the important one is the "IPv4-Adresse", one of the very first lines.
The port is by default 2302.
Seems senseful. That's one of the annoying things though. Obviously BI has a way to do certain things like AI pathfinding on roads and such. But because this is classified information, no "non-Bohemian" can actually participate in improving SQF as for instance path finding is always an issue. :-(
Hey Killzone Kid!
Just to do a short act of worshiping, I'm very impressed of your skripting skills judgin from what you post on your site. Kudos! ;-)
Now for <b>nearestObjects</b> function, it returned some "sharpe stone" or so, but for the trees it only gave me one tree so far, the <i>t_ficusb1s</i>. I tested it standing between two different trees (basketball court in Kavala), yet it only returns the ficus. It also returns me two ficusses (or whatever the plural is) if I'm standing between two of them, but no other trees.
I'm wondering why, because I used it just as it is in the wiki (only with a 10 meter radius).
Btw, I don't know how many people have already asked you, but do you have an email, XMPP-address or another chat possibility? I might have some questions...
If you are in the DayZ forum, you can find me as "Heeeere's Johnny".
Best regards,
Johnny
Oh! Strange, but ... ok. Good thing to know. Thanks!
(Still, any way to contact you for some more questions?)
EDIT: OK, rocks and trees do work. But still, I can't get any bushes or grass. Except for actual terrain structures like roads or soil, I don't get why it doesn't return any bushes or grass... seemingly...
Duplicate of #19125 (Some objects disappear when viewed through window).
Please close duplicate reports and add your information to the original.
Regards,
Johnny
Duplicate of #19125 (Some objects disappear when viewed through window).
Please close duplicate reports and add your information to the original.
Regards,
Johnny
Duplicate of #5610 ([Feature Request] Accessing inventory while in a vehicle).
Please close duplicate reports and provide your information to the original post.
Regards,
Johnny
Is this issue not solved or why is it still open? Just wondering...
In DayZ, there is this command <b><i>setMagazineAmmo</i></b>.
Usage:
_magazine <i>setMagazineAmmo</i> _quantity;
I don't know if that would work for vehicle turrets too, but it might be nice to have it in ArmA 3 as well. :)
Seems to be a general bug since it's happening in DayZ, too:
https://feedback.dayz.com/view.php?id=9590
Is there a possibility to have a look into the path finding process? Because except for some SQF commands like <b>nearRoads</b>, I couldn't find anything, not in the pbo files or anywhere else.
My server log gets spammed with this:
<i>a3\structures_f_heli\vr\helpers\sign_sphere100cm_f.p3d: No geometry and no visual shape</i>
when creating spheres on the server in a Multiplayer mission.
Happens for intance when using the debug version of "Automated Doors"
https://forums.bistudio.com?showtopic=183298
Absolutely agreed. Though I have a syntax highlighting in Notepad++, I don't always want to write in there and then copy paste it over and over again.
May 9 2016
Is there a possibility to have a look into the path finding process? Because except for some SQF commands like <b>nearRoads</b>, I couldn't find anything, not in the pbo files or anywhere else.
I'm very interested in improving it, because I'm trying to work around the AI path finding for months now, without any success. It's like we as scripters are forced to use the path finding as-is without even having a chance to try to do make it better.
Since path finding seems to be a very annoying issue, it would be very senseful to have the community help with the path finding process.
This ticket is 2+ years old now and nothing has changed.
Please, remove the weapons from the action menu. There are action keys and key combos to switch weapons. Having it in the action menu only has the frustrating side effect of accidently hitting the switch weapon action while you only wanted to open a door or something.