Revision: 150526
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Apr 23 2023
I need a repro not involving a mod then I could look at it
not units controlling UAVs
UAV AI is the one controlling UAV, what you asked in the first place was inconsistent with the command name but useful for a quick check, otherwise you could have done all this via config look up.
Using this moment to put attention at the lack of a proper getters for remote control: T171357, T171207, as getControlledUAVUnit doesn't cover remote control done with remoteControl commands, only through terminals. Fixing remoteControl command is one thing, but at least having proper getters would be a great help.
What was the reason to have player\unit controlling the UAV return true with this command btw? Just to make command more broad? You can already do that with !isNull getConnectedUAVUnit player, while command name itself suggests that player\unit is UAV while they're just contolling a UAV. If you ask me, I'd revert that to only return true for vehicles and UAV units, not units controlling UAVs, for a better consistency.
Apr 22 2023
this can be closed
I changed the expression by this code and yep, its works as expected
[_this,_value] spawn { params['_this','_value']; waitUntil {is3DENPreview}; _this setMarkerDrawPriority _value; };
Is it possible to modify the setMarkerDrawPriority command so users don't have to do workarounds like this?
And do you want to include this new Eden Editor attribute to the vanilla game?
What happens if you change priority with delay? or waitUntil is3DENPreview
- i want marker_0 to foreground of marker_1 allMapMarkers result:["marker_0","marker_1","marker_2","marker_3","marker_4","marker_5","marker_6","marker_7","marker_8"]
- I set the priority of marker_0 to 0.1 ["marker_0","marker_1","marker_2","marker_3","marker_4","marker_5","marker_6","marker_7","marker_8"]
- set priority of marker_0 to 0.2 ["marker_0","marker_1","marker_2","marker_3","marker_4","marker_5","marker_6","marker_7","marker_8"]
- now I set priority of marker_1 to 0.1 ["marker_1","marker_0","marker_2","marker_3","marker_4","marker_5","marker_6","marker_7","marker_8"]
Just for reference use getPosWorld setPosWorld to save restore position
Hi, I need to see what happens with allMapMarkers in that video every step of the way
Apr 21 2023
Turns out, getModelInfo has "Placing point" now. This ticket can be closed.
Revision: 150521
Revision: 150521
I'd prefer position to be ASL\World and not AGL btw.
New command is great, but I'd also like to request tweaks to existing commands, here are the tickets:
T171744 - Have inAreaArray and inAreaArrayIndexes take ENTITY as argument like inArea does
T171699 - Have inPolygon take ENTITY as argument
T171524 - inAreaArray variant that takes both list of areas and list of positions to check
Apr 20 2023
wish it would be added.
In T171323#2431161, @POLPOX wrote:In T171323#2425423, @SaMatra wrote:I wonder if its possible to fix this through config without changing the model?
Apparently is possible with just config, I've done it before. This issue going to have no official fix anymore I suppose, though.
Great stuff, now I wish this was added officially, this asset is very much underused because its not flexible with the pylons
Ok i was able to get my mod attribute work but with one problem:
seems if iam leave value of the attribute by default (do not change it) then I will not be able to move markerOne above markerTwo untill change the value of markerTwo to any
Though I don't know if it's a error in command or Eden attributes or even in my mod's configuration
Apr 19 2023
Oh, I see it now, indeed it uses wrong axis
as can be seen here the weapon does not rotate around the mechanisms joint and clips into itself, vanilla arma 3. double checked.
https://i.imgur.com/kjCwjE2.jpg
https://imgur.com/Q1mmh46
Apr 18 2023
As I described in the ticked, it happens ONLY in CBA functions.
If it is not a CBA function bug for any reason, then it is the bug of CBA + something, so it may be important only for CBA developers, not for debugging from my side.
I would love to see this fixed at some point. It makes it pretty much impossible to have a gamepad setup that works for both wheeled and tracked vehicles, because of the conflicting limitations of the other steering bindings. That's a real shame, because gamepad steering is a lot nicer than keyboard and mouse.
As CBA devs pointed out to you, it's not a CBA issue.
Are you sure you're playing unmodded game? I just tested it and it seemed fine.
after having assembled drones disappear on me twice on a local server with 0 latency, I decided to make a repro for it.
Why is that related to locality? If I understand right, when you assemble a drone on your client it should spawn locally on your machine? So there should be no ownership transfer.
dev branch this week, prof v4.
The repro was incomplete. Executing script locally on vehicle owner is also delayed, and involving a third player would also show delay.
Only fixing the script executor <-> vehicle owner case wouldn't have fixed the real issue.
You actually found a bug here that existed since dynamic simulation was added about half a decade ago :D
That it requires a "entity" object and does not support "projectile" objects is not obvious
Had a look at it, looks like this blur is engine-driven, not scripted, once applied and unit dies, it never resets. Could be an easy fix - clean up effects on death.
Still an issue on Windows 10. It is really irritating as my mission about getting shot by a flak while jumping out of C-130 over and over again simply doesn't work because of this bug.
Apr 17 2023
If you mean the -1 issue - as you can see, all variables "privated" correctly, and there are no such variable names in upper scopes.
Also I mentioned that variables changes after the function call.
Current CBA realease has some problems with variables scopes - see the link above.
I have a feeling you're not privateing your vars, causing them to be changed by an inner function.
BIS_fnc_objectVar is suppossed to give me back a string name for a object. That it requires a "entity" object and does not support "projectile" objects is not obvious, especially as that kind of differentiation doesn't seem to exist in sqf, at least to my knowledge.
Alright will test with this setup as this is how people defined CfgRemoteExec in config.cpps:
In T171323#2425423, @SaMatra wrote:I wonder if its possible to fix this through config without changing the model?
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.
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
As it happened the mission maker called function from EH which through some script error was also called from another EH
In my case, the EH added in CBA FrameHandler cycle. I have already encountered a couple of serious bugs in CBA functions, and more than once I regretted using them in complex scripts.
The first one: https://github.com/CBATeam/CBA_A3/issues/1570#issuecomment-1465218758
The second one happened in the same PFH loop, just a bit above:
But i'm not trying adding the "local" event to the object myself, i'm just calling BIS_fnc_objectVar, and inside Arma3 code (/temp/bin/A3/Functions_F/Objects/fn_objectVar.sqf..., line 53) its attempted to add the event.
Is that class server an undocumented feature?
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