Very cool. Maybe it could be also useful to include display and control eventhandlers added with displayAddEventHandler and ctrlAddEventHandler ? Just for perfection of this new command. But only if it's achievable.
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Jul 8 2022
Jul 7 2022
In T152896#2336191, @dedmen wrote:Another change in profiling branch yesterday.
Flares weren't showing up at day time because their brightness was too low.
So now brightness is upped if environment is very bright to make them show up
In T158770#2336189, @dedmen wrote:sounds like alt syntax for removeAction command. but I'm not sure how this is implemented, might be too hard to skip these actions
rev 149660 added support for mission and music EHs
This works as designed
Won't do
can you type me up some pseudocode example scripts?
Wire mode is fixed next dev branch, it can be combined with others.
You won't get phong shader
Okey yeah no. half of that code is enabled in diag builds, other half is not.. but you need both halves :D Seems like someone intended to enable this, but stopped half way through
There is a wireframe mode, "Wire".
We should just force enable that with all the other diag modes (except normal), that should be sufficient.
profiling branch v20
You won't be able to test it with codePerformance tho, the buffer is only 32 messages
Another change in profiling branch yesterday.
Flares weren't showing up at day time because their brightness was too low.
So now brightness is upped if environment is very bright to make them show up
sounds like alt syntax for removeAction command. but I'm not sure how this is implemented, might be too hard to skip these actions
Should be fixed in 149656
add note - in the ACE modded arsenal search is not case sensitive
@R3vo 3den or CT_TREE search in general?
Jul 6 2022
In T166230#2336000, @BIS_fnc_KK wrote:Rev. 149655 https://community.bistudio.com/wiki/getEventHandlerInfo
Let me know if more EH types should be included and why
stack trace would also be good with this, with variables also. like in diag_stacktrace
confirmed. can be closed
Rev. 149655 https://community.bistudio.com/wiki/getEventHandlerInfo
Let me know if more EH types should be included and why
@reyhard basically the ones from Stratis an Altis:
It seems likely that this patchnote is what broke the behavior, assuming it was working properly prior to v1.66 like OP says:
nope that only added a script command, it didn't change anything else.
can be closed?
Can't find any code that does this, and also cannot reproduce it trying to fly badly.
Maybe its something inside rotor lib library that we cannot influence
I mean neither 1 nor 2 are useful for vehicle handling. So I request a new command that allows manual control.
E.g.
veh setVehicleControls [steering, acceleration, handbrake]
veh setVehicleControls [-1, 1, false] //causes vehicle to turn fully left while moving forward at full speed, and no handbrake
Handbrake is not necessary but would be nice...
Setting offset seems to be simple.
The way it ends the previous animation is by forcing its progress to 100%. So offset would more likely be 0-1
- setDriveOnPath uses a new AI system that was introduced for cars and tanks. Boats don't use that new system. Won't do.
- Not sure what improvements you want there
Jul 5 2022
Fix dev branch today or next profiling branch
When you open dialog, it grabs input focus away from the game.
But inputAction returns action state inside game.
Which makes sense, as when you press walk or reload inside the dialog, you don't want to actually run or reload or shoot or whatever. The input goes to the dialog, not to the game.
Dev branch this week, it was the same issue as I expected
Fixed this weeks dev branch, please feedback
Even if we remove the @ prefix, many communities still use custom modsets/launchers and commonly rename modfolders, which would break this.
This style really only works for DLC (literally, currently).
This will not be fixed anymore, most mods anyway already moved over to using mod.cpp, which does the same, but independent of mod folder name.
I left this ticket lying around for so long because I didn't understand why you are requesting something that is already present...
You want it to take the "modDir"
Should be fixed with next data update
Jul 4 2022
our stuff thing, returns name of all selections that were found.
In this case otocvez AND poklop_gunner, but it returns only the first one.
New on-undo errors found:
Arma 3 2.09.149605
2nd video showing the issue on development branch.
Here's a video showing a simple repro of the rainParams issue. Only using a dedicated server run locally.
Server running on 2.08.149626.
What I was wondering about is that there is a "VirtualCurator_F" but also particular virtual curators for each side (like B_VirtualCurator_F, O_VirtualCurator_F, I_VirtualCurator_F and C_VirtualCurator_F). I would expect for them to have the sides they refer to instead of side logic. Why else would they be called that way?
Okay, so I placed a "B_VirtualCurator_F" with the init: diag_log format ["Side of placed B_VirtualCurator_F: %1", side this];
Then I placed a "ModuleCurator_F" with the init: diag_log format ["Side of assigned curator unit: %1", side getAssignedCuratorUnit this];
I also assigned the "B_VirtualCurator_F" as owner of the "ModuleCurator_F".
Jul 3 2022
Now compare grass configuration on tanoa to stratis instead of livonia.
@kju-PvPscene - Read my previous message again. I'm wondering which values you have used as reference since vanilla Island doesn't seem to follow any solid pattern