Thought could be useful to determine/check which commit is done.
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Mar 26 2023
Mar 25 2023
Havent added _duration, what is the use case?
Revision: 150395
Mar 24 2023
Okay I will try that once its out. And one other thing, is it possible that this could be added to the weapon itself? Using the shotguns from contact DLC as example, the short barrel could be something like:
@Killzone_Kid all at 100%
Next dev branch, should work like this
class muzzle_snds_B: muzzle_snds_H { author="$STR_A3_Bohemia_Interactive"; _generalMacro="muzzle_snds_B"; displayName="$STR_A3_cfgWeapons_muzzle_snds_B0"; picture="\a3\Weapons_F\acc\Data\UI\icon_muzzle_snds_B_ca.paa"; model="\A3\weapons_f\acc\acca_snds_h_F"; class ItemInfo: ItemInfo { mass=12; class MagazineCoef {}; class AmmoCoef {}; soundTypeIndex=1; muzzleEnd="zaslehPoint"; alternativeFire="Zasleh2"; class MuzzleCoef {}; class SubmunitionCoef { coneAngleCoef = 1.f; // Shoot straight ahead }; }; inertia=0.2; };
factor gonna be
0 == original
1 == straight forward for 100% of shots
-1 == Double the original angle
-2 == 3x original angle
I chose the solution of basically running that script in engine.
Problem with that is that once all units of the group are deleted, the now empty group that still exists inside the layer, will not be returned anymore (as it cannot find it via the units).
If you need empty groups too, we would need to change that. But if you were fine with your script, this will work the same.
Mar 23 2023
Yeah I think this would be fine, even if it had to just be on weapons for the precalculation reason
In T169970#2421391, @dedmen wrote:We could simplify it by
submunitionDIrection = lerp(VZero, submunitionDirection, coneAngleFactor)
so the lower coneAngleFactor, the closer to straight ahead the submunition will be spawned, effectively shrinking the cone.. Would that work for you?
Could be that you placed the AI too close to the autorifleman. At close range they'll use full auto, but if they engage from longer range they're stuck on semi auto.
As of now
I have the exact same issue every time I play the Old Man scenario. I send here my save files from my last played Old Man scenario. I hope this helps (even because this "ticket" is already old.
Mar 22 2023
so you playSoundUI a class name from mission config? What audioOptions show for UI
@Killzone_Kid The XXX cfgSounds definition shown above as part of the mission desc.ext.
WW2_SITREP_Short what is?
_hm = createHashMapFromArray _class;
_hm call ["Method"];
-> `"testo"`
Yes. Exclude condition for mines probably intentional. But there is no other way to set position. So no way to script minefields.
createVehicle is not precise https://feedback.bistudio.com/T171096
Preventing modification should be somewhat easy.
compileFinal, if you put a final/read-only value, it cannot be overwritten.
Then you can also choose if you want it or not.
We should have alt syntax for compileFinal that takes code on right.. We should've had that a long time ago.
in briefing phase (time < 1) (via init.sqf)
Also updated
most likely intended as AT mine is kinda static, you place it once and it doesnt move, why waste resources? But I will have a look
Mar 21 2023
how do you play the sound?
@Killzone_Kid sorry for the late reply!
next dev
150371 next dev
submunitionConeAngle is only used to precalculate directions when the ammo's config is first loaded, if we want attachments to have multiplier on it, we would need to recalculate these on every shot.
That would be quite annoying.
Mar 20 2023
Fixed
Im unable to reproduce this issue.
150364 next dev branch (and probably perf to check for regressions)
Revision: 150361 setMarkerDrawPriority / markerDrawPriority
150362 next dev
Either geometry lod, or if you use visual then it hives you the maximum bbox of all visual lods.
As all visual lods should be based on the same object, all their bboxes should be same.
150359 this week dev
150359 this week dev
150358, next prof
Would've been good if that watch field for the players position would contain the players position, and if I'd know which terrain this was on
Mar 19 2023
I recently had an issue where buildings failed to receive scripted (HandleDamage-returned) damage for JIP players. I chose some building far from the action, damaged it, restarted the game, rejoined and it had wrong damage numbers. My guess was that game mixes up which entity should get which damages, maybe it does it the same with variables. It was pretty reproducible last time I observed it, I'll make a ticket some time.
So i've put a log on EntityCreated and BuildingChanged events, none of these have logged the "bugged" buildings.
Of course deleting and creating new ones will help. But I am faced need to place Marker1 on top of Marker2 but under Marker3 and I would like to use a comfortable script command for this
In T171035#2420636, @SaMatra wrote:To fix this issue, display your texture in normal UI somewhere before using it inside ui2texture. I have the ticket about this exact issue @ https://feedback.bistudio.com/T170766
should be in next dev
Does deleting and re-creating the marker again helps to bring it to foreground?
DATA Revision: 150353
On a side note, log function shows group have fade and scale close to 0.5 but not exactly. They're fine on next frame, looks like ctrlCommited return true one frame before animation actually finishes.
To fix this issue, display your texture in normal UI somewhere before using it inside ui2texture. I have the ticket about this exact issue @ https://feedback.bistudio.com/T170766
Mar 18 2023
Revision: 150352
In T171035#2420480, @BIS_fnc_KK wrote:What happens if you change to (rgb,256,256,1)
Revision: 150351 added basic set/getPlateNumber support to heli and plane
The use case is displaying high resolution textures in small sizes to avoid ugly aliasing.
What happens if you change to (rgb,256,256,1)
What about having it as procedural texture?
don’t hold your breath for it, I have tried to force the game to display lower res on textures and it proves to be more difficult than expected. Everything is geared towards showing you the best possible quality so telling the game you want to try higher quality might work but lower quality usually ignored. It also interconnected with video options texture quality. On top UI always uses max res because why not. What exactly is the use case, why can’t one use a thumbnail? maybe there is another simpler solution because right now it looks like too much work too little gain
Mar 17 2023
Here's a recording of the problem, at the moment of saving, the Collateral objective is still active (It's supposed to go the more civilian damage you cause, it goes from Active>Canceled>Failed).
After going through the mission I reload the save when the objective is supposed to be active, but it's cancelled instead. (Sometimes it straight out fails the objective after reloading a save)
Ah okay. I'll see if I can run some more testing to see if I am able to reproduce it more frequently.