Anyway, this is irrelevant to this ticket, there is default config in the game and it has class Server. If you want to inherit from it this is what you do.
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Apr 17 2023
I guess it is obsolete, but dont take my word for it https://community.bistudio.com/wiki?title=Arma_3:_CfgRemoteExec&diff=138136&oldid=138110
OK, let me explain. "local" even is for objects classed as "entity", you are passing the object classed as "shot", which is what projectiles and mines are. Shots don't have "local" EH hence you get no EH error. This is not a bug.
Apr 16 2023
2.14
Depends on what do you mean under "doing wrong"
You want to overwrite cfgremoteexec or extend it? If you wan tto extend then you have to inherit everything. Dunno which version, look through dev log
Apr 15 2023
This is the correct behaviour as you are trying to add entity event handler to projectile https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Projectile_Event_Handlers
Are you saying _unit becomes a number? Cannot happen by design, you can prove the engine wrong by adding a repro to this ticket.
Apr 14 2023
Apr 10 2023
ok next dev
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
Apr 7 2023
should work in Revision: 150460
Apr 6 2023
thanks looks all wrong I will have a look
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.
Apr 5 2023
side createVehicleCrew vehicle
group createVehicleCrew vehicle
Apr 4 2023
have you looked at UAV actions via action command?
Apr 3 2023
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
Revision: 150435
Apr 1 2023
Mar 31 2023
allObject is just that all objects would be strange to call it all objects and remove some objects the engine collections already include. But what you ask is for the getter to SPECIFICALLY return out of world objects and ONLY out of world objects. I won’t add that. Using other vehicle commands on backpack you know is a vehicle makes sense, but ok, you can still do it via storing a variable on backpack.
the vehicle is removed from world when it is packed I dont want to make a specific getter for asset that is not supposed to be exposed with api. The fact that it is available via variable reference was overlooked but due to back compatibility would now remain. I am actually trying to make it usable by wider user base, set/getVehicleAmmo is a good example. I can add that and god knows when I will be around that part of the code again, so if you give the list I can do it in one go
In fact it doesnt matter if it is unitBackpack or backpackcontainer or a variable with reference to backpack, it matters what you gonna use it for, like I said for setVehicleAmmo I can make it to look for the vehicle and rearm it. So my question stands, what other commands you want to use on backpack vehicle
Do you suggest having unitBackpack return assembled vehicle instead of backpack entity?
Sure I can. Would this be enough? any other commands you want to use on assembled vehicle apart from setVehicleAmmo?
I can make it rearm with
What is the use case? How would this benefit wider audience?
Now you lost me
getBackpackVehicle unitBackpack player
Mar 30 2023
How bad, and what is the alternative? Mind you any radical change and we gonna have a lot of people complaining about that too
Mar 29 2023
Mar 28 2023
Revision: 150408
Revision: 150403
Cannot confirm. The speed for append on my laptop is very much the same or slightly faster than insert
the command takes game value and returns associated with it type name very much like dedmen suggested you create your own implementation.
Mar 27 2023
Revision: 150399
What about createMine?
repro + times please
Mar 26 2023
Revision: 150396
Mar 25 2023
Havent added _duration, what is the use case?
Revision: 150395
Mar 22 2023
so you playSoundUI a class name from mission config? What audioOptions show for UI
WW2_SITREP_Short what is?
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?
next dev
Mar 20 2023
Revision: 150361 setMarkerDrawPriority / markerDrawPriority
Mar 19 2023
should be in next dev
DATA Revision: 150353
Mar 18 2023
Revision: 150352
Revision: 150351 added basic set/getPlateNumber support to heli and plane
What happens if you change to (rgb,256,256,1)
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
Sounds like hardware problem