Maybe you could combine both?! 😅
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Jun 27 2022
Jun 26 2022
no, the use case is extremely limited and niche for the whole new command and all eh implementation afterward, besides you can already get next id by adding/removing any eh. Knowing if eh exists is much more useful
Actually I thought of a use case for that one.
Let's say you want to add handleDamage event handler, but you want your EH to be always on "top" (since only the last handle damage EH can override the damage)
So you can do something like:
if (getNextEventHandlerID [...] - _thisEventHandler > 1) then { //another EH is on top, so remove this one and readd to put it on top
In T166230#2331914, @BIS_fnc_KK wrote:Get next event handler ID:
what for?
Get next event handler ID:
Jun 25 2022
Attached preset - maybe you can check for fault i dunno lol
The preset "Zombie" was deleted through the launcher however the file remained physically there.
vanilla units without any mods video would be welcomed
Jun 23 2022
It seems to be a perfect solution !
Thx again !
dev-branch next week.
Deleting which you requested is not possible, but you can setType them to "Invisible" to get rid of them.
@Cyruz I suggested a good solution above. By default, this disappears, just like it would in real life. But in the properties of the object there should be a checkbox - "do not delete in case of destruction of buildings".
Or do you think that each user will have the skills of scripting knowledge?
In T165916#2330625, @Leopard20 wrote:You don't use mods such as TFAR and ACRE2 correct? They use Teamspeak.
I personally have a scripted solution that fixes floating bits after building destruction so it doesn't impact me, however just because your usecase wants this by default, others might not. As KZK said, it's not getting implemented so it's a mute point.
In T63050#2330713, @Cyruz wrote:If an object was placed floating, I'd rather it was kept floating. Admins/mission makers can script the rest, deleting stuff is undesired.
If an object was placed floating, I'd rather it was kept floating. Admins/mission makers can script the rest, deleting stuff is undesired.
You don't use mods such as TFAR and ACRE2 correct? They use Teamspeak.
In T165916#2330606, @BIS_fnc_KK wrote:Hi, unfortunately you haven’t posted any information about make and model of your headset, or anything that could help troubleshooting your issue.
In T165916#2330606, @BIS_fnc_KK wrote:Hi, unfortunately you haven’t posted any information about make and model of your headset, or anything that could help troubleshooting your issue.
Hi, unfortunately you haven’t posted any information about make and model of your headset, or anything that could help troubleshooting your issue.
any help would be greatly appreciated..getting annoyed with not being able to communicate verbally with other players in arma
Jun 22 2022
next dev "\A3\Data_f\snowflake16_ca.paa"
Should be fixed in 149592
Jun 21 2022
In T165916#2327335, @Tenshi wrote:Are you using a wired or bluetooth microphone?
Arma 3 has been known to cause some issues with bluetooth headsets.
Prefer crew firegeometry removed for all tanks and APCs. It would solve this: https://feedback.bistudio.com/T163706
It should also boost game performance.
Crew fire geometry should also be removed for UGV too. UGV shows crew sticking out if non UAV crew is added.
Jun 20 2022
In T63050#2328999, @Leopard20 wrote:In T63050#2328983, @BIS_fnc_KK wrote:Great post it on wiki
I was kinda hoping it could be added as an in-engine solution, but ok! 😅
getTerrainInfo
on stratis
[32,256,4,2048,0]
it cannot be. some objects may not be intended to fall by mission designer (weapon holders excluded as this is game generated every time someone drops stuff in houses) Sandbags are not game generated, you are free to take care of clean up too
In T63050#2328983, @BIS_fnc_KK wrote:Great post it on wiki
Great post it on wiki
Sample script (needs a bit of polish, such as proper bounding box check, making sure object is not physx, etc.):
addMissionEventHandler ["BuildingChanged", { params ["_building"]; { _obj = _x; _objPos = getPosASL _obj; _begPos = _objPos vectorAdd [0,0,0.5]; _endPos = +_objPos; _endPos set [2, getTerrainHeightASL _objPos - 1]; _touchesBuilding = false; _touchOffset = 0; { if (_x#3 == _building) then { _touchOffset = _objPos#2 - _x#0#2; _touchesBuilding = true; } else { if (_touchesBuilding) then { _obj setPosASL (_x#0 vectorAdd [0,0,_touchOffset]); _obj setVectorUp _x#1; break; } } } forEach lineIntersectsSurfaces [_begPos, _endPos, _obj, objNull, true, -1, "ROADWAY", "GEOM"]; } forEach nearestObjects [getPosWorld _building, [], boundingBoxReal _building # 2, true] }];
Before:
In T63050#2322819, @BIS_fnc_KK wrote:Physx objects and corpses are not deleted, they are unfrozen so they fall down with building rubble. non physx objects don’t fall down and there is no good default solution so mission makers could script one for themselves
Jun 19 2022
Weaponholders should fall down since 149572
I’m sure there is a bug somewhere how the light is calculated in relation to global light, but that is another matter and unlikely to change as this could affect a lot of missions. The command in question has very simple implementation this is why I couldn’t find anything wrong with it. -BIS_fnc_KK.
I use the getout eventhandler to detect when gunner gets out, since I'm not sure when would AI orders the gunner out. Eventually the eventhandler will fire for the gunner, even though they have no reason to get out.
Ooo... wow. I bow to your ingenuity! It would certainly be simpler to have a command for this, but until then, I think I might be re-writing my mod (ITN) to use this process. I guess I really do need to learn how to do vector math! :D
Jun 18 2022
If this doesn't get implemented, you can already do this with some vector math.
You need to create a simple object from the model of the weapon and cache all selection positions then delete it. You can use a hashmap for fast cache lookup.
I had no dedicated vanilla server to test if the issue persists there. But it worked in SP and MP mode when I started it from the editor with a modded arma.
In T165990#2327728, @BIS_fnc_KK wrote:But it works during day, just checked. Try VR and use "#lightreflector" instead as it gives more directional light so you can see boundaries better in daylight. Set it false and it is gone. Set it true and it is back. Dont know what you expect. BTW portable light when placed is on. Use https://community.bistudio.com/wiki/switchLight to turn it on off
We are done here then, can I get this ticket closed?
That bug is not related to vanilla animations.
BIS, thank you too, because you don't forget about A3
That bug is not related to vanilla animations
That bug is not related to vanilla animations. Whichever weapon mod you're using has buggy reload anims. It uses gestures in prone reload.
You should be able to do that yourself as player.
Jun 17 2022
Oh sorry it was hidden in "older changes", and I didn't bother to expand...
But anyway, I can't reproduce this at all.
I mentioned hunter, offroad 01 with turrets, I've also seen it happen with marid and slammer.
The command needs to completely stop AI in gunner and commander seats, from getting out, except in vehicle immobilization.
fixed in 149567
from my testing the null can be any element. isnt limited to first and last
Well, the nulls are not related to the agents in any way, they are the result of poor condition filtering
In T165935#2327773, @pcc wrote:I'm not using any AI mods. The AI groups are given a move waypoint. During combat sometimes the AI orders the gunner to get out for unknown reasons. Only happens on some vanilla vehicles.
@Leopard20 no (AI) mods active
I'm not using any AI mods. The AI groups are given a move waypoint. During combat sometimes the AI orders the gunner to get out for unknown reasons. Only happens on some vanilla vehicles.