Not sure I understand. It stretches because it doesnt matter what initial length is because itwill be adjusted when the ropeis generated and the length of the segment will be the total length of the rope divided on number of segments
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Jan 29 2023
Could you explain what is the problem and usage? Currently segment length is calculated from totalLenght/nSegments
Jan 28 2023
CfgSurfaces >> SurfIntWood for example
I will close it as won't fix since there is no sinple solution that wont impact on performance. If you want a placeable object that would be detected as insideBuilding, mod it and change the surface from "wood" for example to "int_wood"
Current sound selection is done via checking the surface sound name, if it starts with int_ then it is internal, if not then it is external, simple and cheap. the pallet inside is detected as outside because of that
cannot confirm
You can now just add it to icon dir
Not exactly what is requested but along the same lines to complement items and magazines command added backpacks command rev 150277
not worth it, use apply
Jan 27 2023
Negative count would now remove items, positive - add items rev.150276
No
Soon
Jan 26 2023
Jan 25 2023
I can update infoPanel command, please provide me some sort of testing code
The global channel is never disabled for admin or server host could you provide the steps to reproduce please
Jan 22 2023
there is no sound file AFAIR I tried to play it and no sound came out, thanks for confirming, will look into it
In T117205#2399176, @Schatten wrote:Still not fixed.
Sometimes it works, sometimes doesn't, you even don't need to go back to lobby, and rejoin a mission.
Jan 16 2023
fixed in next dev probably
fixed in next dev probably
fixed in next dev probably
Jan 14 2023
rev 150215
Jan 13 2023
Jan 12 2023
would have been very handy and cheap way to detect i you are in a building :|
Jan 11 2023
Although the MRAWS launcher uses the same sounds sets
they don't
It is weapons and ammo sound controller only, we don't have those returned
Jan 10 2023
rev 150196
rev 150185
Jan 9 2023
Will extend objectParent
Jan 8 2023
Jan 4 2023
Jan 2 2023
Jan 1 2023
After looking at the mechanics, there is no easy way of fixing it because of the order of things happening, so do use init as workaround.
The problems seems to be that animate command doesnt work on some objects spawned by 3DEN on dedicated. Good find
rev 150165
rev 150164
Dec 31 2022
getUnloadInCombat rev150163
equipmentDisabled rev.150162
getForcedSpeed rev 150161
rev 150153 (slightly different)
Dec 30 2022
rev 150160
rev 150159
rev 150158
revision 150157
Dec 29 2022
Could you provide a couple of examples
type canslingload type
for success and for failure
Dec 28 2022
Dec 26 2022
It's for diagnostic branch, dunno if available on perfprof @dedmen
Dec 25 2022
are you creating simulated weaponholder by script elsewhere and when player is close to it you get rpt message?
Dec 23 2022
When you approach rearm vehicle in a tank that needs rearming for example you have automatic rearming engaged, at the same time you have a manual option for rearming. What is the manual option all about? @MDCCLXXVI
Dec 22 2022
Dec 1 2022
In T167056#2385841, @Wetzer wrote:What do you mean? The detection radius cannot be less than vehicle precision, because of the path planning, it will plan path in chunks of the size of vehicle precision so it cannot be less. If you you think the precision is too rough, make a mod and change it, since it is config value it cannot be changed on per vehicle basis.
The idea is not to change vehicle precision itself. the idea is to make it changeable if the value is taken into account for path planning at all. The default would be "yes". When mission creator decides by additional optional parameter of completion radius to switch off precision value, the path planning would take into account only the given completion radius of the specific waypoint.