In T170775#2415450, @killerswin2 wrote:if Possible, maybe also add a 4x4 matrix, so that we can use Euler Angles more naturally. 4X4 matices would also allow for Translation, Rotation, Scale, Projection, or a big favorite of mine, Look-At Matrix. An addition for 4x4 is also having a model-view matrix which positions and orients the object in the world space.
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Mar 4 2023
Mar 4 2023
Leopard20 updated the task description for T170775: [Feature Request] New command to return all object vectors.
Ah good one, always wanted to add vectorSide
Mar 3 2023
Mar 3 2023
killerswin2 added a comment to T170647: [Feature Request] OOP support for SQF using hashmaps (with destructor support).
Well if this is gonna be implemented, could we get hashmap serialization. It would make creating the objects easier.
killerswin2 added a comment to T170647: [Feature Request] OOP support for SQF using hashmaps (with destructor support).
Ah, that's right is all polymorphic.
if Possible, maybe also add a 4x4 matrix, so that we can use Euler Angles more naturally. 4X4 matices would also allow for Translation, Rotation, Scale, Projection, or a big favorite of mine, Look-At Matrix. An addition for 4x4 is also having a model-view matrix which positions and orients the object in the world space.
Leopard20 added a comment to T170647: [Feature Request] OOP support for SQF using hashmaps (with destructor support).
is a good start but we might want to construct the object with a copy of the object,
Leopard20 updated the task description for T170775: [Feature Request] New command to return all object vectors.
Leopard20 updated the task description for T170775: [Feature Request] New command to return all object vectors.
TacticalJesus updated the task description for T170770: Game will not run properly after x3 reinstalls. "can't find '58D0FB3206B6F859' addon! Check setup guidelines!".
Worm76251 added a comment to T168103: [Feature Request] Make it possible to customize a laser sight's laser attributes.
Is there any chance this can be updated to include modifying beam thickness and length for IR lasers as well? Code currently only allows you to modify thickness of visible lasers.
killerswin2 added a comment to T170647: [Feature Request] OOP support for SQF using hashmaps (with destructor support).
+1, We actually have plans to do this in Antistasi with our new task management framework. createObjectFromClass is a good start but we might want to construct the object with a copy of the object, or steal the resources of the another object to create a new object. I.E. maybe two more commands?
Ah, no worries then, want to mark this as resolved then? I'll just go make do with some real bounding box calculations then.
Mar 2 2023
Mar 2 2023
littleberry added a comment to T168103: [Feature Request] Make it possible to customize a laser sight's laser attributes.
Thanks. I had the color value up to 1000 and couldn't see it so I thought I must have missed something. Works now.
• WilliamLeach added a comment to T170723: Error code - No entry 'bin\CfgVehicles/Plane_Fighter__01....'.
In T170710#2414225, @dedmen wrote:Your windows profile/user name could not be found
As a workaround you can use the -name= start parameter, to set your name manually
I also had a need for such feature and found a hacky workaround. The way to solve it is to attach through a intermediary local object (createVehicleLocal)
I already pushed up this in the Arma Discord just in case I will write it here
https://discord.com/channels/105462288051380224/105466812870713344/1071416821938401300
CfgVehicles → Land_Scaffolding_F
class EventHandlers { init="(_this # 0) enableAudioFeature ['building_exterior', true];"; };
to make this object fixed by default
And the same will be good for Land_BagBunker_Tower_F see T122026
Its a bluetooth headset from JLAB. The crashes seem to be only happening when I join certain public servers. I have no issues with private/white listed servers.
namenai added a comment to T168103: [Feature Request] Make it possible to customize a laser sight's laser attributes.
Yeah so what I did was the following
bump
mickeymen edited Steps To Reproduce on T170679: AI doesn't leave static weapon, if that weapon has no ammo (he stay there forever!).
Mar 1 2023
Mar 1 2023
Hi thanks for your advice!
We can close this, I verified the files in Steam twice and it worked the second time. I am no longer receiving the error code
The first error code I receive when launching the game is - Addon 'A3_Data_F_Destroyer_Loadorder' requires addon 'A3_Boat_F_Destroyer'
The second error code I receive before I reach the main menu is - 'No Entry Bin cfgvehicles etc.'
littleberry added a comment to T168103: [Feature Request] Make it possible to customize a laser sight's laser attributes.
namenai, were you able to get the laser's dot to show up during day time? I haven't had any luck with that.
Leopard20 added a comment to T170647: [Feature Request] OOP support for SQF using hashmaps (with destructor support).
Problem, how to set a CODE type variable, if CODE type is used to identify a method
still the same.
dedmen added a comment to T150837: config based AnimationSources using source = 'wheel' do not work for remote vehicles in multiplayer (breaks UVAnimations).
The jets issue is actually completely separate and has two bugs in it that break it.
Selected Audio Output: Headset Earphone (Arctis 7 Chat) - Channels: 1, Freq: 48000
Can you try setting your headset to stereo?
Also there are known issues with USB Headsets on Windows 10/11, I think this is a USB Headset? Maybe try with a non-USB audio output
dedmen changed the status of T170477: Game crashes when trying to launch from New to Need More Info.
The latest crash reports inside your uploaded file are from 24th january.
In general the latest file in there is from 11th feburary and there everything was absolutely fine.
13:16:50 DX11 error : CreateTexture2D failed : DXGI_ERROR_DEVICE_REMOVED
13:16:50 DX11 - device removed - reason: DXGI_ERROR_DRIVER_INTERNAL_ERROR
13:16:50 DX11 error : CreateTexture2D failed : DXGI_ERROR_DEVICE_REMOVED
13:16:50 DX11 - device removed - reason: DXGI_ERROR_DRIVER_INTERNAL_ERROR
dedmen set Ref Ticket to AIII-55530 on T164238: Scaffolding is a open object but with 'interior' SFX.
dedmen set Ref Ticket to AIII-55540 on T167073: inside configured radius the tail sound on SPG-9 shot will 2D for all players.
dedmen set Ref Ticket to AIII-55543 on T169972: Wrong inheritance class for Small Churches from Contact expansion.
dedmen set Ref Ticket to AIII-55545 on T150796: Ifrit and Strider tire sound is played non-spatially.
dedmen set Ref Ticket to AIII-55551 on T170161: receiving mine's explosion feedback after respawn at long range.
dedmen set Ref Ticket to AIII-55553 on T169734: Vehicles damaged underwater become permanently disabled.
dedmen set Ref Ticket to AIII-54258 on T84869: Killed/MPkilled eventhandler does not trigger when helicopter is sunk into water.
dedmen set Ref Ticket to AIII-55564 on T139493: Eden Editor event handlers don't execute when started through launcher parameters.
dedmen set Ref Ticket to AIII-55567 on T170535: inAreaArray variant to return indexes: inAreaArrayIndexes.
Headset (JLab Studio Pro Hands-Free AG Audio) - Channels: 1, Freq: 16000
dedmen closed T170631: Sync error 0x0000Dead - Unknown (cannot get past the menu screen as it crashes due to a sync error) as Resolved.
"The cloud operation was unsuccessful"
Thats an error with microsoft OneDrive.
Type it into google to find fixes, most likely turn off OneDrive
Looking at your RPT being spammed with
Yes its all already possible, its a question of convenience of doing it with a single command.
Why not just make your own?
dedmen set Ref Ticket to AIII-55574 on T170647: [Feature Request] OOP support for SQF using hashmaps (with destructor support).
dedmen added a comment to T170647: [Feature Request] OOP support for SQF using hashmaps (with destructor support).
I see how you set variables and such.
Problem, how to set a CODE type variable, if CODE type is used to identify a method
dedmen changed the status of T170663: 0xc0000005 - STATUS-ACCESS-VIOLATION from New to Need More Info.
Please attach the actual crash report like described here: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
canVehicleCargo doesn't just depend on the class
It also depends on the mass (which can be adjusted per instance by script), the other cargo inside the vehicle, if there is space in the vehicle (for this the model needs to be loaded to check the memory points)
so you'd essentially have to spawn a invisible vehicle internally, run the check against it and delete it again.
https://community.bistudio.com/wiki/lockCameraTo may be used as workaround. But you'd have to spam it, and it would need a unit in the seat
Your windows profile/user name could not be found
As a workaround you can use the -name= start parameter, to set your name manually
RSandiford added a comment to T170711: InventoryOpened Event Handler does not receive link to WeaponHolderSimulated that is displayed.
Correction: sometimes I can see contents of both weapon holders when accessing corpse: e.g. when I shoot solder in the torso from behind, but not when shooting in the head from behind. So perhaps it is to do with how far from the character the weapons fall.
dedmen set Ref Ticket to AIII-55571 on T170658: Add "allUnitsKilled" or "notAlive" group eventhandler.
mickeymen updated the task description for T169320: AI-subordinate with launcher will ignore of player commanding, unmask the player and his squad.
mickeymen updated the task description for T169320: AI-subordinate with launcher will ignore of player commanding, unmask the player and his squad.
mickeymen renamed T169320: AI-subordinate with launcher will ignore of player commanding, unmask the player and his squad from Subordinate AI will out of control of the player commander (triple ignore of player commanding) to AI-subordinate with launcher will ignore of player commanding.
mickeymen added a comment to T170679: AI doesn't leave static weapon, if that weapon has no ammo (he stay there forever!).
also put yourself as the commander of this gunner nearby. When the game starts your gunner will say "no ammo" but will never leave his static weapon!
Expected Behavior: The gunner of any static weapon without ammo must exit and remain nearby.
mickeymen added a comment to T170679: AI doesn't leave static weapon, if that weapon has no ammo (he stay there forever!).
what repro do you need?
just place any static machine gun with gunner in the map and deprive it of ammo in the object properties
namenai updated the task description for T169970: [Feature Request] Muzzle attachments to effect submunitionConeAngle.
BIS_fnc_KK added a comment to T170679: AI doesn't leave static weapon, if that weapon has no ammo (he stay there forever!).
repro please
namenai added a comment to T168103: [Feature Request] Make it possible to customize a laser sight's laser attributes.
Is it possible to add a setting to make the laser less opaque I think they would look better if more solid lines, and to have the dot show in day (like show flare in day for reflector class).
namenai changed Category from category:config to category:general on T169970: [Feature Request] Muzzle attachments to effect submunitionConeAngle.
Skippie added a comment to T160615: Nested #if statements with __has_include keyword result in 'Preprocessor failed with error - invalid filename(empty filename)'.
Yes, it is now all working, thank you developers for your hard work!
ArmaReport_Log_20230301T001721_User.zip144 KBDownload
Feb 28 2023
Feb 28 2023
mickeymen added a comment to T167056: Setting "Completion Radius" inside any waypoint not will work for AI-groups.
Historic day!
mickeymen renamed T170679: AI doesn't leave static weapon, if that weapon has no ammo (he stay there forever!) from AI doesn't leave static weapon, if that weapon has no ammo to AI doesn't leave static weapon, if that weapon has no ammo (he stay there forever!).
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