@SaMatra Is this something you could help with?
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Mar 12 2023
I cannot reproduce the crash, the scripts start and finish so at any point my pc has only 30. If I open debug console and leave it open they start to accumulate and scripts are created but not executed, is this the case? Do you crash when you open debug console and leave it on?
Mar 10 2023
you create trigger every 0.1 seconds what do you think is going to happen in 1 minute 20 seconds?
Mar 8 2023
Revision: 150340 vectorSide, vectorSideVisual. I will look at matrix commands later
Mar 5 2023
A bit more context please, possibly with pictures
Mar 4 2023
Ah good one, always wanted to add vectorSide
Mar 3 2023
Mar 1 2023
repro please
Feb 27 2023
Cant tell what is scripted and what is vanilla on that video. Can you make an Eden repro showing the problem?
0xC0000005 - ACCESS_VIOLATION
Can also be STATUS_ACCESS_VIOLATION.
Feb 26 2023
It cannot be just fixed as it may break missions where people used workarounds. It has to be a new map control or something
is this the same issue? https://feedback.bistudio.com/T169976
Feb 24 2023
also true if unit is UAV pilot(gunner) or remote controlling one
Feb 23 2023
Feb 20 2023
Because you use hard limits. If you have something that changes from 0 to 120000 gradually and you set it to cut off at 266, everything from 267 to 120000 would return 266, which in your formula is 0 due to linearConversion.
max and min would create hard limit that would seem like a jump, this is why you have linearConversion that does interpolation smoothly. Get rid of max and min and you wont see instant jumps to 0
as wiki shows second element can go up to 28526.2, if you limit it to 166 it is expected it will seem as instant jump
won’t fix
Feb 19 2023
Feb 16 2023
Feb 15 2023
Repro?
Feb 14 2023
Need an example script to test
Feb 12 2023
rev 150310
Feb 10 2023
Feb 8 2023
dev, don’t think it made it to rc
Any workaround?
both
veh setDamage 0
and
veh setHitpointDamage ["hitEngine", 0]
will be fixed in 2.14
"Drowned" mission EH added in rev 150299
Feb 6 2023
dedicated server is remote machine, there is no camera on it. Not sure if it ever fired on dedicated server.
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
rev 150290 "building_exterior" for enableAudioFeature
Feb 2 2023
next dev
playsoundUI can do it
Feb 1 2023
I guess this can be resolved as we now have allObjects?
playSound doesnt have direct volume control property. What exactly do you need?
They are the same sound files, should be fixed in the dev after next
Jan 31 2023
The surface is type and type is every object of the same type plus it persists through the exe lifetime
Jan 30 2023
Revision: 150284 (no to negative index)
Revision: 150283 added "as" to "import"
Revision: 150282
What is your suggestion, considering backward compatibility?
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
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