can be closed - seems to be a BI Zeus scenario specific problem. works fine in "normal" Zeus setups
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Apr 11 2023
Apr 10 2023
ok next dev
Apr 9 2023
Bump since SlotItemChanged EH is being added.
So no excuses left why not add this and MuzzleSwitched EH (https://feedback.bistudio.com/T151698) ;)
I feel that removing one by one is fine if EH exists. Its not like such removal happens each frame on a 100 units in scripts or in the engine itself, performance difference would be super tiny. Since the engine wasn't designed for such event handlers, this feels like a good solution.
Apr 8 2023
Ok added binoculars, but the EH is not firing on removeAssignedItems or removeAllWeapons. One of the solution would be to make engine remove items one by one if EH exists which will slow down the removal process. Not liking this. Ideas?
SlotItemChanged EH
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).
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.