This would be possible to ammend with
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Arma 3 Activity
Feb 4 2023
rev 150292
Feb 3 2023
As noted also with T170145, having non simulated groups being returned also would be useful, so maybe only exclude them with additional optional parameter?
That command would be really useful to save alot of time, even outside perframe execution. If you have a good amount of units/groups around a certain place, it takes a good chunk of time.
No, it happens not anymore since i started T159875, as around this time the behaviour seemed to have changed, which i noticed because my workarounds for this issue which worked well for some time suddenly did not work properly anymore.
rev 150290 "building_exterior" for enableAudioFeature
works as expected - can be closed
this seems no longer to be true from our testing/usage. is it still for you @Ron4Swat ?
Feb 2 2023
This is so amazing. Arma for life!
next dev
playsoundUI can do it
Feb 1 2023
To be able to play cfgsounds, through script with volume control that respects a global mixer volume
I guess this can be resolved as we now have allObjects?
playSound doesnt have direct volume control property. What exactly do you need?
Well, after a week of testing I couldn't reproduce this "bug". Seems I was confused by the fact that when I logged in as admin global channel was available.
Again, thanks for the explanation, @BIS_fnc_KK (makes sense to update BIKI), and sorry for the false alarm.
They are the same sound files, should be fixed in the dev after next
Jan 31 2023
Another fix (also fixes tactical movement):
@BIS_fnc_KK, thanks!
The surface is type and type is every object of the same type plus it persists through the exe lifetime
I was about to suggest setObjectSurface command, but that works too :P
(not that setObjectSurface wouldn't have it's uses for someone I suppose)
Jan 30 2023
Revision: 150284 (no to negative index)
Revision: 150283 added "as" to "import"
Revision: 150282
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