TitleNumber.ttile and TileNumber_normal.edds does'nt work when i erase on my folder but TileNumber_layer.edds & TileNumber_supertexture.edds work fine
The problem is that the normal version does not recognise the new version.
Can you fix this? or can you give me a solution?
Please
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Oct 1 2023
Sep 30 2023
Sep 28 2023
Sep 27 2023
Small update to ticket, based on BI_petanjek answer.
Seems like, currently everything acts like it should, except the fact that there is no proper component to be used for a tank / artillery / mortar shell. A component with proper replication. Sooo this bug report became a feature suggestion i guess?
Sep 26 2023
Sep 25 2023
Sep 24 2023
Sep 22 2023
Hello winse.
Can you please let us know once the next experimental releases if this is still an issue on there?
Regards,
Geez
Sep 20 2023
Sep 19 2023
Sep 18 2023
I've swapped SCR_ParticleEmitter to ParticleEffectEntity and this seems to work now.
Sep 15 2023
Sep 14 2023
Sep 13 2023
Hello gregfr_3d.
There are multiple issues, I will try to tell you exactly what you should do for each of them.
Sep 12 2023
Hello, first sorry for the delay.
Sep 11 2023
Sep 8 2023
Hello Plate.
We have been looking into this.
Are we correct in thinking that this will need to be available/iméplemented for the following?:
Further information: I found out this is because I am setting the parent of the slot entities themselves. I've fixed it by not doing this anymore and only doing the parent. Perhaps a way to tell a slot manager component to re-parent its spawned children would be useful?
Sep 5 2023
Sep 4 2023
Sep 3 2023
Aug 31 2023
Aug 30 2023
Sorry, please disregard. I believe I am doing something incorrect. My variables do seem to be updating correctly in Live Debug.
One thing to note is that the PreviewAnimationComponent is used inside of SCR_EditorImagePositionEntity. Here they use AnimationControllerComponent::SetIntVariable on line 413, but the PreviewAnimationComponent has an additional function called UpdateFrameStep which has a comment that says: "Perform one frame step to submit graph variable change".
Aug 29 2023
Hello BigBenREDUX.
This has been implemented for one of the future updates.
Aug 28 2023
In T174708#2490285, @Geez wrote:Hello Blackburn2015.
Would it be possible to provide more detailed repro for this? Possibly with some Addon on workshop or zip.
Hello Blackburn2015.
Would it be possible to provide more detailed repro for this? Possibly with some Addon on workshop or zip.
I've assigned this ptc to a few different prefabs in the Game Master FX mod and as long as this ptc was setup in them this problem occurred.
The one that works has the ptc defined in the derived prefab, the one that does not work has it defined through inheritance.
What do you mean? There are two prefabs, they reference different ptc, one works, one doesnt. (only the ptc path is different)
Can you try specifically giving the not working prefab the path for the particle affect path?
Aug 26 2023
Aug 24 2023
Aug 23 2023
And UI
And Scripts
Same for Prefabs/MP/Modes
Aug 22 2023
Aug 21 2023
The reason I'd like to see a feature like this is for situations where the base mission you're building off of may be broken in a way that requires editing or deleting original entities. In some cases, a broken mission could be fixed simply by deleting an entity, or editing the properties of an existing entity, like a waypoint, or an improperly configured player controller.
Aug 19 2023
Aug 18 2023
Aug 16 2023
Resolved for the next major update.
Resolved for one of the future updates!
Aug 15 2023
Aug 14 2023
Ok, then please support it. Sorting vectors in any reliable order is better than the current results. Sort by first coordinate if same then second, if same then third. So the same ordering that they would have if converted to a string first and then sorted by alphanumeric order.
Hello Arkensor.
This is the developer response: Hello, SortAttribute does not support vector type. From SortAttribute doc: "Supported member types for sorting are int, float, string and object".
Hello Arkensor.
The devs do not plan to add this.
Aug 13 2023
Hey guys, I'm currently trying to create some basic CRUD operations within Arma Reforger, and I'm desperately waiting for the X_now functions to finally work properly, when can we expect this to happen finally :)
Aug 11 2023
Aug 9 2023
Ok, I have been working with Reyhard and Dedmen on discord - I had followed the scripting tutorial and it had missed out several important points. Reyhard has updated the wiki page for the scripting tutorial and it is now clear what needs to be done - this is to ensure you have one of the valid module folders created with the a script within it open within the scripting editor. If this is not done, no code is executed. The tutorial also missed the compile of the scripts once created if the file that was open was one the user had created. This then gives me a working console.