@Lex So, it's not a solution and not related to 0% CPU usage and/or GPU freeze + ALT key malfunction in Arma only.
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Jan 21 2018
It's an intended hard coded limitation.
Yrp! Same for me. It happens very often since 1.80 Vanilla. My left Alt key toggle also very often in altitude mode in 3den editor (I just have to strike ALT one more time to toggle in normal ALT behavior. Arma is the only one software to do this weird thing.
I also experience some heavier freeze with no possibility to ALT tab and work on task manager as in video. I can just shut down the PC and restart it!
Is it linked to French keyboard? I guess not. To video card? I'll see that with further NVIDIA drivers, but I guess not. So, What BI/Steam did with the keyboard interaction??? Why does these problems happen on Arma only?
Jan 20 2018
use setFuel 0 if you want to crash the helo.
Dec 18 2017
Arma III ver: 1.80 vanilla
Open editor, Tanoa map by default
add a player
add any vehicle (mine was HEMTT fuel but that doesn't matter)
run preview
in debug console:
Dec 16 2017
Sep 28 2017
Too much behaviors kill the behavior.
@MadogPL Tha's wrong. Game like Ghost Recon Wildlands had open NAT, and now strict NAT, on some providers, whatever the port you open.
The only solution I found is to make a DMZ which is strongly not recommended.
Sep 26 2017
+1
Huge topic.
You think about materials, but first of all, some vegetation are the best shield ever dreamed for units!
Note also, the global damage is totally weird and poorly related to hit parts. (you can fire at an offroad without increasing the damage value, destroying parts like engine, wheels or hull, then blow the car with a sudden full damage).
Check caliber/target/damage/hitpoints. it's nonsense!
Aug 13 2017
Let's razazel decide what he can do for that also.
Jul 26 2017
+1
And Zafir had this problem in 2015 also. Red fish memory?
Jun 2 2017
Ok, some complementary info after test:
Jun 1 2017
This command has a strange behaviour, repeatable, if used in nested loop:
Furthermore, trust me, it's awful to have first half joystick throttle for brake and only second half for thrust. Never ever saw that in real jet fighter life.
Sorry, I take the opportunity of the nebulous title, to ask if you please, the backpack menu in arsenal could be implemented in order to put some extra weapons, scopes, any items in fact, even uniform and vest.. into backpack (as you can do, picking them in game).
backpack in backpack?? Is it a mod? I didn't see that. As far as you try to place a backpack in another one, you obtain a shift between them.
May 30 2017
Yep! Could you add 64 in aiAmmoUsageFlags please?
Not a bug, new intended behavior by BI devs. You need to strike a key (see your settings) and restrike to refresh. Why not? IMHO it was far better before but it seems it's a community choice... to not have choice?
May 26 2017
May 23 2017
Back again... or not solved. Place any civilian helo with this code (init field). start and restart the game, or just make the helo respawnable. That doesn't work.
_veh setVariable ["color",X]; where X is a correct value within the number of skins, doesn't work neither.
May 20 2017
May 3 2017
+1
This is the main difficulty for scripting something consistent with Arma's engine.
Commands are not endless command. I mean. You are waiting for some evident result but many commands are struggling against the engine.
In a "perfect world", Arma's engine should work as is until a script runs a command acting on unit's behavior. At this time, this command should overrides the engines until another parameter or a cancel command.
The list of "disapppointing" commands is not exhaustive but consider:
Apr 29 2017
@harmdhast
Good question! I can understand the need to have non-interactive object (even at BI ;-) ), but I don't have any example of a good scenario which need different behaviors for objects in regard of their locality. I miss something because plenty of yours seem very enthusiasts. But what?
I guess it's same if you place a charge, and even throw a grenade (less annoying due to the imminence of the explosion).
In fact, the event handler "fired" will trigger as soon as you "put" a charge/mine, "throw" something, not waiting for the explosion.
And you're probably also under the sun-lights for the knowledge of enemy units.
Apr 27 2017
I'm noob. Could you give me an example in which you'd like to create a simple object on some clients (so locally, with no simulation) but not on everyone? For me, it's more an issue (like when people don't have the same addon and you can't see their gun or uniform) but I'm missing something...
Apr 25 2017
And no more range data...
Apr 24 2017
Two problems:
- iron bushes;
- AI looking at targets through vegetation/smoke.
You can use two commands:
allowCrewInImmobile
canUnloadInCombat
Yep, extremely boring and immersion killing.
Apr 21 2017
+1
That makes a lot of sense! .. and a long road from:
Apr 20 2017
As you should read in BIKI, vehicle player returns an object, not a string.
Next time, read the BIKI. For a remaining question, do not hesitate to ask on BI forum.
Apr 11 2017
This problem seems more general with some objects which have some weird subclasses.
for example, same problem with prowler armed / non-armed. The non-armed one is armed (in game) if defined as simple object (editor).
Apr 10 2017
Apr 8 2017
It's directly linked with the 1.68 general problem of hit effects inconsistency.
Before 1.68, there were some logical links between calibers / armor / effects / HUD display (for hit points). The only damage global command was inconsistent as you obtained 0 for some cars almost totally destroyed by 7.62 (example).
Apr 7 2017
This remoteExec seems weird but it's probably the unique mean to avoid a security breach as far as you can can open the debug console locally (even if not enabled).
Apr 4 2017
Corrected slightly my script to avoid some duplications. For those who would like a workaround (MP compatible), waiting for BI changing their mind...
- you can pick up any uniform on corpse;
- you can pick up uniform on ground;
- for uniform in crate, you need to drop the uniform on ground, close/reopen inventory for grabbing it on ground. Just because, too many cases of uniforms containing some items, then inside a crate.
Apr 3 2017
It's a deeper problem than it appears!
Mar 31 2017
They don't make electric power neither! You can endless add realism against FPS.
Destroying a wind generator should let the nearest town in the dark.
Mar 26 2017
place it in initPlayerLocal.sqf (or make it local for each playable units)
Typical problem where BI made some hard coded choices for the engine despite the wishes of the script writers. See how much it's difficult to switch on/off lights on a car regardless of the behavior of the crew...
IMHO, the too preemptive engine makes things easier for official scenarios (I hope!) and doesn't care with custom ones.
I pleaded for allowing the wear of civilian uniforms and the short answer was: use forceAddUniform... Yeah, while in game, it's so easy!!
Mar 25 2017
Already described in other posts. You need to scroll at right bar then you can choose what you want. List becomes operative.
Mar 24 2017
Mar 23 2017
I was testing your steps, Vanilla context, just your scenario, when i realized two weird things in editor:
- formerly i named a unit u2. As I placed a countdown trigger for your addAction, no condition at all,... this didn't fire. Back in the editor, there was nothing named u2 anymore (and no u2 in left column entity of course) BUT i couldn't name the unit u2 again because this variable was already existing.. somewhere! First time I see that!
Mar 22 2017
I don't have this problem with addAction on AI or object, from Eden at least. Tested on a half-year old mission, addAction in unit init field or written in initServer.sqf.
Mar 21 2017
The problem is: is it serious to be able to see non simulated units???? I used the BI simulation manager module and it's far more convenient for at least these reasons:
- it's reversible, units appear/ disappear along with distances of players;
- you can't see what is sim disabled;
- units are easily excluded of this feature by adding a variable name (so the module considers them as permanent)
- you can decide if air AI assets are excluded or not.
Mar 14 2017
I don't know why BIKI doesn't mention AL EG for this command.
This could be useful to say how did you solve it. Make this forum a chance for other people who encounter the same problem as yours.
Mar 13 2017
Yes, there is a missing feature to choose the place of a unit inside a group. (and two missing commands for setter getter this place by script). If you are changing the role description, the only way (I found) is to edit the mission.sqm (not binarized) then you'll find your units, for example in a group of 8, classed item0 to item7. You can change their place , changing their class number. If your leader is item4, just make it item0 and change item0 to item4. You can sort as you want but be sure to keep item0... to item7 for your group. A simple error in a mission.sqm and the launch will fail. Not difficult but at your own risk.
PS: No need to move all lines of an item, just change the numbers in class names.
Mar 8 2017
Perhaps, BI could ask something to Steam... I can't imagine there is no clever link between BI and Steam teams... as far as Steam seems mandatory to run Arma....
Yep, agreed 100% I wrote about that on Jet DLC project.... Not sure to be heard. It's absolutely boring to get half throttle pad. The workaround binding both increase/decrease sides of the stick for power doesn't work.
There is also a remaining damage problem along with used caliber and vehicle type. Go directly to 2min10 of this video: https://www.youtube.com/watch?v=kd6ui-dRCto (One of my firsts, sorry).
This problem is similar to the action menu for commanding an AI to grab a weapon or jump into a vehicle. You're not supposed to know every vehicle or weaponholder/crate places but AI does.
Agreed. Not so much differences with a "Move" waypoint. The AI should patrol in range of the completion radius (for example, if not set to zero or minimum depending on type of units.).
It seems the same in 1.66, and for all disconnections. I use "onPlayerDiconnected" EH for deleting the abandoned AI.
Mar 6 2017
Thank you. This topic is very interesting. I have some heavier codes than this one. It was just to understand how are working parameters code inside the EH.
Mar 3 2017
Please could you precise how do you pass arguments in such EH as handleDamage, hit or teamSwitch?
for example, I had workable :
player addEventHandler ["HandleDamage",{
_unit = _this select 0; if (vehicle _unit isKindOf "plane") then {_dam = 0} else {_dam = _this select 2}; _dam
}];
so, i can't find a solution like:
fn_plane = {
_unit = _this select 0; if (vehicle _unit isKindOf "plane") then {_dam = 0} else {_dam = _this select 2}; _dam
};
player addEventHandler ["HandleDamage", _this call fn_plane];
or
player addEventHandler ["HandleDamage", {_this call fn_plane}];
or anything else.
I miss something but what?
Thanks
Jan 26 2017
Soft for helo and hard roll for all Unsung jets! Iknow, it's a mod... but popular. I asked for 2 possible settings if possible...
Jan 17 2017
No problem. Thanks for your attention. I really appreciate the time you took for answer.
Jan 13 2017
What I tried:
place a hunter (vanilla editor), select virtual equipment storage, verify there is a list of items with infinite amount;
in init field:
Dev solution is "object" oriented. I mean you must place crates in editor then choose virtual equipment storage.
pro: you can define any virtual "arsenal" you want,
cons: all crates are different, because it's not The full arsenal but simply the predetermined loaded equipment, set to infinite amount.
Example: a quad will return by default an infinite amount of FirstAidKit... you have to make all the rest of arsenal, even if selecting several crates at a time;
and furthermore, what motivated my request, you still have to script any spawned arsenal with tough functions to limit them.
It's so frustrating to see a limited arsenal (or something close) but to be unable to pick that for a script.
There is no easy way to script a "vanilla" limited arsenal without digging in cfgClasses, not saying the need to take into account some popular mods.
Jan 12 2017
Oh! thank you for this point, I understand you can filter what you need in crates with the "virtual" tab.
Jan 11 2017
Dec 10 2016
Prefer this command: sunorMoon
Aug 2 2016
Ah OK, finally I found this topic. Sorry for asking this question recently on BI forum. Problem known since January 2015 ?
Aug 1 2016
Yes, It's a vanilla bug! Place helicopter of plane units on Tanoa Map (airport) Make the enableSimulation false with Eden attributes. Add a trigger BLUFOR present (or else) firing at player with on act:
{_x enableSimulationGlobal true} forEach ((allMissionObjects "") select {_x inArea thisTrigger}) or vehicles or what you want to target the units.
If trigger is not firing (civil player instead of BLUFOR), the units are effectively enableSimulation false;
If trigger is firing, these (disabled sim) units explode.
Jul 25 2016
Problem is: when something is created, it's too late. BI will never go back for that lame duck idea. Just because it's harder to tell a developer he's wrong than forget one or two posts. All animals should be inserted in the existing module or in a environment tab on Eden , but... it' far above BI consideration.
Jul 15 2016
If you have some time...
Jul 9 2016
How do you figured stars being the same size through binoculars versus the naked eye?
May 31 2016
Thanks for the effort!
But:
- whatever new keys don't work for 3den camera
- New keys binding can work for camera (from console), but as arrows (very interesting for left handed) are hardcoded for the setting menu Focus, aperture, brightness... you can't use them without changing these settings. Too bad!
Just an info: New Unsung version doesn't return "house" for most of the huts. Barracks are OK, but Viet Huts are no more "house". (no more cursorTarget as well). Why such difference between Unsung A and B with a same map and same objects?
May 10 2016
So it's a weird design, imao.
A logical way is to have to order "regroup" after mission start, not "stop".
For example, place cars in your group, "none" as special, let the mission start.
Cars are moving as they can before you join.
If "none" units could stay where they are in editor, you could manage better orders.
Exact! FPS drop drastically when firing a machine gun. I thought it was a mod question but not. Same in Arma vanilla.
In such case, nearestObjects does the job! and have a look at nearEntities as well (faster).
Ceeeb, you're probably right but this could be corrected.
razazel. I added a video on youtube: https://www.youtube.com/watch?v=PmSHiGjYjRk
I don't understand the difficulty you have to reproduce: Edit a group, become a renegade (kill fellows or addrating -10000) check the group you're belonging to (and how the group leader knowsabout you).
The weird side is the consequences of that:
- you're in enemyside (enemy to all units) but in your group,
- Your group knowsabout you at max (4), every time, everywhere!,
- you know where the leader is, because you're keeping icons (not shown on video. I forgot to enable the game setting for icons).
A [player] join grpnull, or something like that, seems to me a good idea.
Sounds great! Thanks KK.
Any way to avoid magazines ammo counts overwritten with the revive system?
Please see also: http://feedback.arma3.com/view.php?id=26273
Ok, gents, I found a solution:
Glancing at FSM's artillery module, I catch the idea to refresh this variable: BIS_SUPP_refreshMainWindow;
Just added a line in my script and it works fine:
player spawn {
_unit = _this;
while {true} do {
sleep 2;
waituntil {sleep 2; (backpack _unit == "B_AssaultPack_Kerry")}; if !( request in synchronizedObjects arty) then { arty synchronizeObjectsAdd [request]; call BIS_SUPP_refreshMainWindow; hint "support added"; }; waituntil {sleep 2; (backpack _unit != "B_AssaultPack_Kerry")}; request synchronizeObjectsRemove [arty]; hint "support removed"; };
}
Could you just make this possibility persistent in your FSM module?
Thanks
Hi, any news about this issue?
Knocking your head on the wall of realism is not a solution. OK, in real life I'm unable to run with my after-school snack. Not too serious cause I don't go to school any more!
As for every disappointing gameplays, cheaters and even adult scripters find solutions to bypass these points. It takes few time to have your own addon and no more problem with fatigue/stamina, even if some servers kick you (not so much).
The problem is: how BI can satisfy most of players, avoiding such bastard solutions?
What about home made (but great mods) with plenty of magical equipments (extra-huge backpacks, light weight machine guns with Uranium bullets, light but super-efficient armored vests...?
The answers are:
1 - a charter for "compatible" or "BI consistent" addons which complies to the vanilla statements (equivalence in weight, armor, capacity, velocity, power)..
Scripters should declare to be compliant with this charter (something like signature for addons);
2 - Difficulty settings, BI in charge of that point...
No advantage:
- You can spawn units when you need it. It's better than hiding units at start;
- Your "reanimation" script is very heavy!
you should clean your launch parameters. Keep -noSplash and -skipintro if you want but erase all others. Be confident in Arma launcher to make anything goes well at start. I didn't say that few months ago, and i'm not sure for future versions, but launcher is fine yet.
G00golplexian, I named units/objects to hide, in editor, (in order to reveal them further with a script) but this is not the same solution as for bis_fnc_setTask issue, unfortunately.
Furthermore, hideObject is not a solution when you're trying to script a SP/COOP mission :)
If you have time, just in basic preview/SP, add a some_object hideObjectGlobal true with editor, car, helo or any vehicle. Jump into it and have a good time!
In MP, as i wrote, JIP is broken if JIP doesn't run the hideObjectGlobal. That means you have choice between:
- firing hideObjectGlobal on server (i tried only hosted one) and JIP can see the "hidden" object;
- firing hideObjectGlobal in init, for everyone, and JIP will reset the object status if this one has evolved via scripts. A revealed object will return hidden.