Please disregard this post, i managed to make it work.
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Jun 7 2022
Jun 6 2022
In T63050#2322629, @NikkoJT wrote:However, the idea of such a system is still flawed.
Sorry, no deletion planned, too risky and could be undesirable. You will just have to add it by script in BuildingChanged event handler
If such a system were to be implemented it would make more sense for the object deletion flag to be opt-in, rather than opt-out. This would avoid issues with backwards compatibility.
In T63050#2322623, @NikkoJT wrote:Some static objects, such as sandbag walls, don't have physics simulation at all - they're always fixed in place. You could place one in midair to begin with and it would stay there. The only possible solution for these objects would be to delete them when the building is destroyed, and it wouldn't be safe for the engine to do that automatically (it could accidentally delete something the missionmaker doesn't want it to). The best way to handle those is for the missionmaker to use an event handler or trigger to delete them when the building is destroyed.
Some static objects, such as sandbag walls, don't have physics simulation at all - they're always fixed in place. You could place one in midair to begin with and it would stay there. The only possible solution for these objects would be to delete them when the building is destroyed, and it wouldn't be safe for the engine to do that automatically (it could accidentally delete something the missionmaker doesn't want it to). The best way to handle those is for the missionmaker to use an event handler or trigger to delete them when the building is destroyed.
Please change the title to Ghost objects (missing/invalid Geometry LOD) so that it's more clearly understood.
In T63050#2307214, @BIS_fnc_KK wrote:Should be fixed in 149354
Jun 4 2022
- Land_Limestone_01_01_F
Jun 3 2022
Hello,
Could you follow these steps: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
That way we can see what might be causing the issue
Profiling branch on monday
Jun 2 2022
In T73168#2306607, @BIS_fnc_KK wrote:Leaving ragdoll simulation on the dead bodies is costly, however Im going to add scripted solution to be able to temporary enable ragdoll on dead bodies
Jun 1 2022
They also disembark if the vehicle is in the air and is not upright (such as attaching a tank to a plane then doing rolls with the plane, tank crew will disembark)
May 31 2022
May 30 2022
Arma 3 Launcher Exception Log
May 27 2022
9 years late, the issue persists.
This issue persists.
Thanks for the advice, but I don't use the trigger, I only do everything via scripts.
To get in context. I use distance control to save resources. From a certain distance (or action) to the player, the unit is only activated (simulated) and visible. In that, Eventhandler would save a lot of work.
I guess if you want to execute something when someone gets close to a object/unit you could use:
setTriggerArea
Create an area the of the size that you need, then when a player walks into the area you can execute code?
I dont do much scripting so there might be limits i'm overlooking
May 26 2022
legend
You can use inAreaArray which is in-engine distance check and cheap.
to me the main question is does it still have a perf impact (if you delete an agent - so does this command just list obsolete references or is there more at play) [would be relevant when using and deleleting hundreds of agents)
I'm aware of those limits. I meant from a player or a group of players. Of course, comparing distances with each object is nonsense. Yes, I use a loop, but when you compare distances to 100 or more objects at once, it's really performance-intensive and complex (even if you have them in one array).
First of all, distance from what to what? You can't make that using event handlers because event handlers only have 1 arg.
Second of all, the only reasonable thing to ask would be an event handler for object position changing, but even that will be too slow because most of the time objects change position every frame. You might as well use a per frame loop.
As? It could detect from a certain distance, so it would be an event.
I have many ways to use it and the current way is terribly limiting. It would help me a lot.
There's no such thing. Distance can't be checked by event handlers, because it's not an "event".
Are these nulls needed, used anywhere? Can just exclude them from return
In T73168#2316724, @BIS_fnc_KK wrote:and what does stop you from trying it out?
@Killzone_Kid worth to investigate youself ?
May 25 2022
and what does stop you from trying it out?
Maybe a setting for this in enfusion as well? 😍
Fixed on dev branch, please ping me on discord if its not fixed, I didn't have time to make a testmod to test it.
Or maybe you can make a test mod so our QA can test
I wander if a vehicle touching (driving over) a dead body gets thrown into hyperspace when the awake command is used on that body at that specific time...
May 24 2022
Fixed in Rev. 149403
RainParticles and setRain now both have ability to simulate snow. The last bit of immersion is muting birds and insects sounds during snow would be updated with next data update
Can you explain what you mean by "cannot handle"?
And "it persists", you mean the whole thermal stays black and never recovers?
In T165117#2315512, @LSValmont wrote:In T165117#2314845, @Leopard20 wrote:In T165117#2314110, @LSValmont wrote:Having this would be awesome, another one is "[Feature Request] Forcing unit ragdoll despite it is playing an animation". You know when a unit playing a custom animation gets shot and killed but he still plays the animation even thou it is already dead.
That's related to poor animation setup. It's not a game bug. Whoever made the animation can fix it themselves.
It is the default BIS animations, for example "Acts_CrouchingCoveringRifle01":
[_flashBangVictim,"Acts_CrouchingCoveringRifle01"]remoteExec["switchMove",0,true];If the Ai unit is killed before the the animation is done then it will just continue playing the animation as if it was alive.
To prevent this you need to add a MPKilled EH with "_unit switchMove "";" (No need to remote exec this time because MPKilled runs on all clients.It is weird that a "Killed" event doesn't just over ride all and any animation the unit is playing at the moment and just goes into ragdoll like any other game.
should be fixed with next update
In T165117#2314845, @Leopard20 wrote:In T165117#2314110, @LSValmont wrote:Having this would be awesome, another one is "[Feature Request] Forcing unit ragdoll despite it is playing an animation". You know when a unit playing a custom animation gets shot and killed but he still plays the animation even thou it is already dead.
That's related to poor animation setup. It's not a game bug. Whoever made the animation can fix it themselves.
May 23 2022
Happy to hear you found the problem and solution
I'll close the ticket
Should be added in 149393
In T165245#2314827, @BIS_fnc_KK wrote:Could you provide repro? i.e. hpp version that is not possible to create by script?
In T165245#2314827, @BIS_fnc_KK wrote:Could you provide repro? i.e. hpp version that is not possible to create by script?
In T165117#2314110, @LSValmont wrote:Having this would be awesome, another one is "[Feature Request] Forcing unit ragdoll despite it is playing an animation". You know when a unit playing a custom animation gets shot and killed but he still plays the animation even thou it is already dead.
Could you provide repro? i.e. hpp version that is not possible to create by script?