So I tested more, the rainParams on the dedicated server is not empty array as you claimed. It can be manually broadcast to the client. The params are not meant to be changed and they do not change therefore the game is not syncing them. I am not sure if I want to do anything about it, the syncing can be done by script. The rain intensity does sync across network so intensity of snow will change too and for jip
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Arma 3 Activity
Jul 3 2022
I cannot confirm this, here is diag_log of rainParams from dedicated
Yeah I am not sure I understand what you refer to
The Virtual Entity is the assigned curator unit. Therefore that comes to the same return value. I am not talking about the side if a curator entity, but instead of the virtual entity called "Zeus (BLUFOR)". If you wish, I can provide the classname to avoid miscommunication.
Jul 2 2022
The grass on the Stratis is very low so it doesn't obstruct the view, but the Altis uses grass configurations from the Stratis, although the grass on the Altis is very thick and obstructs the view. We need to revise the value of grass in Altis, because thick grass in Livonia has a value of 0.3 and 0.55, and in Altis, thick grass has a value of 0.05 and 0.1, how is that? And this happened because when they changed the grass in Altis, they probably did not change the value of the configurations. And bots can see through the grass.
Jul 1 2022
perhaps you want the side of https://community.bistudio.com/wiki/getAssignedCuratorUnit
@reyhard can you share some specifics how grassCover should be configured? we have used BI definitions as reference.. :D
Jun 30 2022
Yes, it is quite hard since both Tanoa, Livonia & rest of islands are using different systems for deciding what value should be used for grassCover. Livonia is using some completely out of the space values and this should be adjusted in first place yet this has to be properly tested and analyzed in first place, which takes time - especially since all islands would have to be changed to use some sensible common system (Livonia is very bad example).
Is it really that hard to fix grass configurations? This spoils the players' experience of the game.
https://community.bistudio.com/wiki/Arma_3:_CfgSurfaces_Config_Reference#AIAvoidStance
https://community.bistudio.com/wiki/Arma_3:_CfgSurfaces_Config_Reference#grassCover
rev 149621
Jun 29 2022
thanks!
Destruction for this has animation but not ruin to spawn, and EH was tied to ruin. Now it fires with objNull for ruin
Jun 28 2022
Seems to happen in 3rd person only
@Mateuus - No. I lost interest in the project. It was a shame. This blocker issue caused my loss of interest. I found it extremely annoying BIS did not want to help me and treated this issue like I am some common idiot not worthy of using their API. Seriously, why not help me? I would only continue to support the game. Lol. Whatever. Not worth my time…
Jun 27 2022
@moosemilker did you manage to solve it
@BIS_fnc_KK do you mind sharing if this was some object specific issue? aka could this also affect other buildings?
Thank you for reporting the problem.
I've passed it along we will see what we can do.
Sorry your report only has .rpt files, not crash files. (.mdmp and .bidmp)
Your most recent .rpt seems to be of a in progress session.
The second seems to have been shut down normally
And the third has CBA installed, do you also crash without mods installed?
In T166035#2331729, @Dwarden wrote:vanilla units without any mods video would be welcomed
Doesn’t work like that. Anyway if dedmen won’t grab it remind me beginning of july
Jun 26 2022
Maybe you could combine both?! 😅
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