rev 149886
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Sep 4 2022
Sep 2 2022
rev 149883 getCorpse
rev 149882
Sep 1 2022
I’m like 99.9% sure you made mistake
rev 149877
Aug 31 2022
unless there is a bug so i will set it to feedback
rev 149876
rev.149874 fullCrew output is extended
Look, unassignVehicle unassigns unit role and unit diembarks
leavevehicle unassigns vehicle from every member of the group and units disembark, aditionally leavevehicle un-addVehicle from the group
Also the disembark happens not straight away. Command unassigns the crew from their vehicle positions then after a bit they disembark. IMO looks like intended
I cannot see explicit order to disembark anywhere so it is probably the result of the effect of removing vehicle from the group use
Aug 30 2022
one removes all assigned vehicles
rev. 149858
next dev update probably
Aug 29 2022
rev 149852
rev. 149851
rev.149842 isSameAs
Aug 28 2022
Should be fixed in rev.149837
its fine, reproed, but it is weird indeed
Got it. Try with default rifleman
I ran your repro it returns player object
Should be fixed in rev.149836
<Vehicle> laserTarget <Turret> should be doable
This is what I thought, that only current target matters therefore whatever unit tracking now is what should be returned, for simplicity and consistency, no?
So when player is tuned out and using personal LD it would return that target and if turned in and using vehicle LD it would return that target, sounds consistent?
Just thought about a case, what if turret has laser designator but player can also turn out and use their weapons as FFV turret and use their personal laser designator?
Works fine in 2.11, could you please confirm this works on dev? @keel
So would fixing that be sufficient?
Should be fixed in rev.149832
What about querying a particular unit in the vehicle, does it work for different gunners with laser targeting devices in the same vehicle?
Should be fixed in rev.149831
Aug 27 2022
quite some time ago
Aug 26 2022
After looking into it, I can tell you that this is not a bug, this has been done deliberately in the code to have HC stand out for some reason. On top, changing this behaviour may break not only engine handling but existing missions where people might have used this peculiarity to identify HCs. In short is a won't fix. If you really need to have owner of the headless client, send it via param with callback.
It used to work before but not anymore.
I just tested it on 2.08 and there is no difference, delay doesn't work in this scenario. Please make another ticket as I am going to close this one as resolved
Ok issue 2 cannot repro with spawn or without it works as expected
@veteran29 I must have looked at it dozen of times and couldn't see it. A typo! Issue1 is sorted, gonna investigate issue 2
In T123940#2351226, @celticalliance wrote:Just tried the Respawn vehicle module after the mentioned fix and I can confirm vehicles do respawn every time now, but I think there's a new issue now. The delay before the vehicle respawns doesn't work. Right now every time you reach the abandoned distance the vehicle does respawn but not with the delay you have set. It just respawns immediately.
Could you provide concrete repro steps for both issues?
Could you give me quick repro?
Which error messages? @Reticuli
Aug 25 2022
@Sam_Fisher Could you elaborate? The change should not have affected the legacy functionality
Aug 24 2022
but for me the vehicles still respawn empty
Aug 22 2022
Aug 21 2022
You can do this already
Why do you have 2 dll processes?
Aug 16 2022
What game are you playing?
Aug 9 2022
No its not
In config everything is a string even if it doesn’t have quotes, what matters is what engine turns it into afterwards. I think we can leave this one unless there is something in that pbo that does cause issues. Don’t fix it if it ain’t broken
could you try it on dev please? It could have been fixed indirectly
Aug 8 2022
Cannot repro. What game version do you test it on?