Revision: 150282
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Arma 3 Activity
Jan 30 2023
class CfgRemoteExec { class Functions { inheritFromMods = 1; class Test {}; }; class Commands { inheritFromMods = 1; class say3d {}; }; };
if the current state is to remain the default, I can only see this:
In T169979#2402296, @BIS_fnc_KK wrote:Try it on DEV branch, there were some related fixes
What is your suggestion, considering backward compatibility?
But that doesnt make sense as a design - mods are uploaded by the server admin and as such to be considered "secure".
Not a bug but design decision, mission config has priority as it is looked up first, if found all other config look ups are skipped
Try it on DEV branch, there were some related fixes
In T169979#2401622, @BIS_fnc_KK wrote:cannot confirm
Hello please try the steps in this link: https://community.bistudio.com/wiki/Arma_3:_Unusual_Process_Exit#0xC0000005_-_ACCESS_VIOLATION
If that doesn't work we will need your crashlogs to see what's going on, for that we need your most recent .rtp and .mdmp of the same date.
Here is where to find them: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
thank you very much cant wait to mess around more with this
Jan 29 2023
obj enableAudioFeature ["building_interior", true];
obj enableAudioFeature ["building_interior", true];
obj enableAudioFeature ["building_interior", true];
Old syntax used to have that option. I will add it to the Arma 3 syntax
In T170046#2401989, @BIS_fnc_KK wrote: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
ill give an exsample for the reach pendent what im trying to do is have single segment rope that is 1.5m long
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
In T170046#2401971, @BIS_fnc_KK wrote:Could you explain what is the problem and usage? Currently segment length is calculated from totalLenght/nSegments
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
rip
as written above this is a non-issue and hence I will close this ticket.
With regard to the 2nd (unrelated) issue mentioned in the ticket, there are no options available below "Binarize the Scenario File" in the mission attributes with vanilla Arma 3 (no DLC's or mods running).
Regarding the post title's issue about editable Zeus objects:
Jan 27 2023
I love you
Negative count would now remove items, positive - add items rev.150276
No
Soon
class CfgPatches { class AnimFix { requiredAddons[] = { "A3_Anims_F_Config_Sdr" }; requiredVersion = 1.00; units[] = { }; weapons[] = { }; }; }; class CfgAddons { class PreloadAddons { class AnimFix { list[] = { "AnimFix" }; }; }; };
Please.
Jan 26 2023
We are going to need more information.
What game mode were you playing? server or singleplayer?
Also bleeding isn't a vanilla function in arma so which mods are you using?
The ticket is still actual. Eventually the amount of dead bodies (the size of allDead array) becomes bigger and bigger and restart is only way to purge it.
Jan 25 2023
Stuck on it "Recover intel" also. It is been two years and still not fixed? Sweeeeeet.
Thank you for reporting this issue.
We will see what we can do
Test completed, No mods, Single Player, Scenario Editor Huey set at Pleiku.
The initial test I did of this was at Pleiku, at the standard Green Hornets pads on Mike Force (BRO Nation #1 server). The issue is present regardless of landing location.
The pictures posted above were taken at Khe Sahn airbase (A Vietnam Story server)
Thanks for the explanation! Probably I was wrong, at least I couldn't reproduce this "bug" by launching a dedicated server on my local PC and connecting to/disconnecting from it many times. I'll keep watching and let you know if I can reproduce it.
Insert this code into, for example, initPlayerLocal.sqf:
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
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.