A small correction to the request. It would be useful to also get container where new item was taken from (to remove event handlers off it or delete its items or something).
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Apr 8 2023
Apr 7 2023
should work in Revision: 150460
CBA implementation for reference:
https://github.com/CBATeam/CBA_A3/blob/master/addons/events/fnc_playerEvent.sqf#L101-L119
In T165786#2325757, @Tenshi wrote:Thank you for reporting the issue.
We will see what we can do
Apr 6 2023
UIEx texture source has viewport adjustments. dev branch next week
Next dev and prof
Tested, looks fine. Won't bother with extending Disassembled event handler, not critical at all.
thanks looks all wrong I will have a look
Then I change marker_8 priority to 0.5
allMapMarkers result:
Please add several markers with default names provided by 3den e.g xxx_0, xxx_1 etc, and post allMapMarkers result, then change priority via your mod and post allMapMarkers result.
I just wanted to suggest you to add an attribute to the marker style settings for this commands, but I noticed that my commands from config of my mod do not work properly
Apr 5 2023
This has been noticed before and the answer seems to be that it is actually like this in real life. Speculatively, the wide-angle view has a large crosshair for quick acquisition, while the zoomed-in view has a fine crosshair for precise targeting without obstruction. I never did contact Bolkow to find out the real reason though.
side createVehicleCrew vehicle
group createVehicleCrew vehicle
Added in rev. 150443
I express my strong support for the proposed feature. The lack of intermediate positions while holding binoculars or launchers is not only unrealistic but also significantly impacts gameplay in various situations.
Apr 4 2023
Also I'd ditch this entire hardcoded UAV Terminal system and written my own with remoteControl but the command is absolutely terrible, my ticket T171207 has an example how player can be put into remote control without a proper way to revert it. And there are no getters for remote control either. Fixing remoteControl will also be appreciated.
In T171357#2426221, @BIS_fnc_KK wrote:have you looked at UAV actions via action command?
have you looked at UAV actions via action command?
It landed on dev branch last week
I think its better to bite the bullet and fix this, make drawRectangle/drawEllipse/drawIcon treat angle as world angle rather than UI angle, same as markers currently do.
Example of repro results, in this case 4 out of 100 drones teleported back to their original spot after assembly.
Apr 3 2023
In T171344#2425784, @BIS_fnc_KK wrote:if set velocity is part of vehicle update packet (probably is) then it will update when it updates which could be after ownership change which is immediate. Not sure what would be a good solution
This doesn't happen only with such quick scripted assembles, I was working with backpack drones recently and had them disappear twice on me during normal testing gameplay (Using Assemble from mouse wheel menu). What I've seen as client: drone appears before me for a few frames and then vanishes. When I checked its position it was very far and high away (out position probably) and falling down back to earth.
Updated repro, now properly shows bugged vehicles in the chat and puts them into fucked array.
if set velocity is part of vehicle update packet (probably is) then it will update when it updates which could be after ownership change which is immediate. Not sure what would be a good solution
Apr 2 2023
The group has deletewhenempty flag set to true now. Make another ticket for that other thing with repro
Didn't check what exactly changed yet (is group deleted or has delete when empty flag set?) but I noticed that you can't get that empty group when vehicle is dissembled unless you put it into a variable. Lets expand Disassembled event handler to also include reference to the group that deleted units had?
Duplicate
See Tenshi's answer in T162334
I wonder if its possible to fix this through config without changing the model?
Revision: 150435
I guess that can be something for the future then, I will take a look when dev branch gets updated then
It's not that they haven't had time, it's that most of BI's resources are now assigned to Reforger/A4/DayZ. The people on the team who would make animations are now busy making animations for other games. The few developers left on Arma 3 are mostly code and config specialists, not the developers who can make new assets like animations.