I mean it has to be something practical. The best thing would be if a falling tree fired an event that contained its id so you could do whatever you wanted with it (removing it or even unfalling it), either immediately, or store it in a list to deal with later.
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Oct 7 2023
Oct 6 2023
Oct 5 2023
Depends what you mean by "way". You can check damage in namedProperties of the object. If it's "tree" and object is already dead, it has fallen. You can "remove" it by hiding it.
But admittedly detecting it in a running mission is difficult without loops.
Thank you for the report, we'll look into it.
wiki amended at Event Handlers - MusicStop
indeed, playMusic "" cannot stop music if no music is playing (-:
Or another idea: Fallen trees are treated (optional) as real objects with a health bar. Fallen trees can now be destroyed by explosives, zeus or other things (I see a chain saw mod incoming...).
The question is, if music is not playing, can it be stopped? I will pass this ticket to our wiki guru to see if this can be clarified, thanks for reporting.
Oct 4 2023
Looks good so far! I work with HitPart right now and report if issues are found.
Something seriously needs to be done about this. Looking through a scope makes the game look like it's from the late 90's.
soooo.... playMusic "" is supposed to trigger a "MusicStop" Eventhandler if i understand the wiki right.
Revision: 151052
Oct 3 2023
P.S. Ah, ok, this is how SQF realy works :)
I need to live with it now.
Not a bug. Read this:
https://community.bistudio.com/wiki/Variables
TL;DR, prefix your local variable initializations with private to prevent what you describe as "leak" (which is actually a feature in SQF)
fnc_getitems = { private _magstoremove = [123]; [_magstoremove] };
Another nice to have would be:
Having the same issue here. Attempts to import a preset by dragging and dropping the html file into the launcher, selecting 'import' from the preset drop-down in the top-right, and selecting 'import list of mods from a file' from the '...more' option all provide the same "Unable to import preset" error message.
Is there any chance that this could be fixed?
Oct 2 2023
Revision 151053
Oct 1 2023
Currently having same issue. Full install of game and mods was a viable method however this issue is now persisting through multiple fresh installs.
Sep 30 2023
Also you seem sorta lost/not to have read the ticket. This ticket is specifically a list of functionality that I'm requesting in the context of what I believe is missing in order to make a multiplayer 3DEN mod.
That event isn't required, you can achieve the same effect by combing the init and onMissionPreviewEnd events.
Note that while init does pass the display as param, onMissionPreviewEnd doesn't which is easily fixed by running findDisplay 313 (313 is 3DEN display).
onEditorActive - triggered every time 3DEN editor is opened
Sep 29 2023
Sep 28 2023
Thanks for comprehensive report, should be fixed in Revision: 151051 (and hopefully hotfixed with the next update)
In T174235#2505310, @Mamith wrote:You seem to misunderstand. I am not talking about a guard as a unit. I am talking about the guard waypoint. These are two different things.
Fixed in 2.12
this only start happening only after last update , however Thank you for checking it
Sep 27 2023
Just applying the callsign stuff to the existing speaker indicator, the same way it applies to text chat. (see also https://community.bistudio.com/wiki/radioChannelSetCallSign)
2.10
I have said it wrong in the first thread the game freezes I counted that as a crash I am not sure on how arma 3 goes with the ungrouping of units but the overall problem was that I had units synced to a trigger which activated them and when I went into zeus whenever i unsynced said units it would just freeze the game doesn't crash it just freezes it only turns off when I press alt + f4 or start clicking into the program then it turns white
can you photoshop some image showing how you imagine it to look like?