dev, don’t think it made it to rc
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Feb 8 2023
In T169734#2405319, @BIS_fnc_KK wrote:Any workaround?
both
veh setDamage 0
and
veh setHitpointDamage ["hitEngine", 0]should now work
Attached the compressed mdmp and bidmp of one of the crashes.
Any workaround?
both
veh setDamage 0
and
veh setHitpointDamage ["hitEngine", 0]
vehicle engineon true; does not work, isEngineOn turns false after that.
will be fixed in 2.14
"Drowned" mission EH added in rev 150299
Feb 7 2023
And no matter how many player's corpses there are on the map, any explosion near player's corpses will broadcast this effects on the screen current player
It will not necessarily be a mine - any explosion
Feb 6 2023
4 year later, Still being yelled at over AR fire that were moving cuz my Oval-then circle-then oval radar is turned off.
I thought that players would work as a kind of virtual camera on server side in this case, but that clears it up.
dedicated server is remote machine, there is no camera on it. Not sure if it ever fired on dedicated server.
I don't understand how this applies to my case.
Feb 5 2023
"Special multiplayer behaviour: When added to a remote unit or vehicle, this EH will only fire if said entity is within range of the camera. That range is determined by the fired ammo's highest visibleFire and audibleFire config value. In case of units, muzzle attachment coefficients are applied too."
The only solution I have is to replace by a scripted function checking vehicles every few secs:
Feb 4 2023
This would be possible to ammend with
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"