@BIS_fnc_KK please check this
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Arma 3 Activity
Feb 16 2023
Feb 15 2023
Repro?
I think this is still a valid request for other purposes, but it turns out you can already make control groups as a built-in feature. Ctrl+<number> to create, <number> to select. It's not documented right now but it does exist.
+1
Feb 14 2023
Will this be done for addWeaponWithAttachmentsCargo too? This command is needed to script removing a specific weapon with attachments from a crate.
Eden Menustrip -> View -> Interface -> Controls Hint
Need an example script to test
Comands works fine in RC 2.12.150301, JIP, dedi server
Can be closed, thanks!
RC 2.12.150301 confirm all fixed
Can be closed, thanks!
Confirm fix in RC 2.12.150301
Can be closed, thanks!
Feb 13 2023
Works fine for me now.
Feb 12 2023
rev 150310
Late to the party, but it is really obvious that the selection doesn't exist when the return value is simply [0,0,0]. As Leopard20 said, it is really hard to justify this log spam in my opinion.
Feb 11 2023
a variable counterpart for "getOrDefaultCall" would be fantastic
Feb 10 2023
Sorry for the late answer. It works now fine, thanks.
Feb 9 2023
ScriptError inside a config file indeed.
It happened so early in the game start that the world didn't exist yet. And eventhandlers are stored in the world, and we added a ScriptError eventhandler
from my experience, the mods that this has occurred with are:
lago melee system
bullet in chamber
project infinite inspect weapons
i believe it has something to do with the cfgmods parser because it fails at that step during the startup process
diag shows following error unique to this:
d:\bis\source\dev\futura\el\evaluator\expresscompiler.cpp(4384)(func: GameState::CompileConstants) [AssertNoDlg] MainThread=8712 globals
i haven't been able to pinpoint exactly what is causing it or the correct commonality between the above mods. and there are many more that are causing this but it is taking me way too long to track them all down.
Feb 8 2023
dev, don’t think it made it to rc
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: