In T176022#2509767, @Leopard20 wrote:I see what you mean now. I thought you're talking about the EH.
You should've mentioned that in the issue description
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Oct 8 2023
Oct 8 2023
Oct 7 2023
Oct 7 2023
Leopard20 changed the status of T176022: HE shotShell projectiles create fake explosions each time they pass through foliage from Need More Info to Assigned.
SaMatra added a comment to T176022: HE shotShell projectiles create fake explosions each time they pass through foliage.
Leopard20 added a comment to T176022: HE shotShell projectiles create fake explosions each time they pass through foliage.
I see what you mean now. I thought you're talking about the EH.
You should've mentioned that in the issue description
SaMatra added a comment to T176022: HE shotShell projectiles create fake explosions each time they pass through foliage.
In T176022#2509736, @Leopard20 wrote:
Shot HitExplosion doesn't seem to trigger for tree hits like this at all, only shot HitPart does. If you'll place a quad under a tree it will also trigger entity HitPart but without any damage. Either way, EHs are not the issue, the issue is that tank shell explodes in (visually) full strength each time it passed through a bush or a tree. Its a latest dev build but this issue existed for years (tested in 1.10 recently, same picture there)
Leopard20 changed the status of T176022: HE shotShell projectiles create fake explosions each time they pass through foliage from New to Need More Info.
Cannot reproduce. Do you mean the HitExplosion EHs? Also which branch are you testing on? It should be Dev
In fact it's the opposite for me. Sometimes HitExplosion doesn't trigger?
Yeah, looks like ammo count is engine-hardcoded. Perhaps there could be a scripting command to return it by ListBox index. Maybe let us draw similar bar on any ListBox and ListNBox too?
NUMBER = CONTROL lbBar INDEX
CONTROL lbSetBar [INDEX, NUMBER]
with values ranging from 0 to 1
You can't get the ammo count though.
Value returns some number that seems to make no sense; sometimes some mags return 127 (at least with LBDrag event) whereas usually it returns the number the item is in the list, data returns classname.
I think this command is obsolete in A3. You can get gear info with lbData and lbValue from A3's inventory lists. Check RscDisplayInventory config for inventory IDCs of lists.
SaMatra added a comment to T175895: There needs to be an efficient way to detect and remove fallen trees.
Speaking of model type property, is there a way to get it through scripting command at all? Maybe add it into getModelInfo too?
SaMatra added a comment to T175895: There needs to be an efficient way to detect and remove fallen trees.
Aren't vehicle tire marks local and disappear as soon as camera goes away? Unless its different scripted tire marks.
Oct 6 2023
Oct 6 2023
FlyingSaucer added a comment to T175895: There needs to be an efficient way to detect and remove fallen trees.
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.
ampersand38 renamed T175963: bis_fnc_timeline_unpause does not exist, but is called by bis_fnc_timeline_play from bis_fnc_timeline_unpause does not exist to bis_fnc_timeline_unpause does not exist, but is called by bis_fnc_timeline_play.
Oct 5 2023
Oct 5 2023
Leopard20 added a comment to T175895: There needs to be an efficient way to detect and remove fallen trees.
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.
Lukyy changed the status of T175511: M249 reflector sight doesn't allow switching to iron sights, while 4x20 scope does from New to Acknowledged.
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 (-:
Wetzer added a comment to T175895: There needs to be an efficient way to detect and remove fallen trees.
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
Oct 4 2023
FlyingSaucer updated the task description for T175895: There needs to be an efficient way to detect and remove fallen trees.
SaMatra added a comment to T120107: HitPart EH does not return projectile object for unguided rockets.
Looks good so far! I work with HitPart right now and report if issues are found.
FlyingSaucer added a comment to T173567: Several LOD related errors while viewing vegetation through scopes and binoculars.
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.
Leopard20 changed the status of T172847: [Feature Request] EntityDeleted mission event handler from Assigned to Feedback.
Revision: 151052
Oct 3 2023
Oct 3 2023
P.S. Ah, ok, this is how SQF realy works :)
I need to live with it now.
Leopard20 changed Resolution from resolution:nobug to resolution:notabug on T175874: Possible variable leak from a function.
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.
Wetzer updated the task description for T175853: Zeus: Change Combat Mode after AI has contact to enemy doesn't work.
Wetzer edited Steps To Reproduce on T175853: Zeus: Change Combat Mode after AI has contact to enemy doesn't work.
Wetzer updated the task description for T175853: Zeus: Change Combat Mode after AI has contact to enemy doesn't work.
Wetzer updated the task description for T175853: Zeus: Change Combat Mode after AI has contact to enemy doesn't work.
Wetzer updated the task description for T175853: Zeus: Change Combat Mode after AI has contact to enemy doesn't work.
Wetzer edited Steps To Reproduce on T175853: Zeus: Change Combat Mode after AI has contact to enemy doesn't work.
Is there any chance that this could be fixed?
Oct 2 2023
Oct 2 2023
Leopard20 changed the status of T120107: HitPart EH does not return projectile object for unguided rockets from Assigned to Feedback.
Revision 151053
Wetzer edited Steps To Reproduce on T175853: Zeus: Change Combat Mode after AI has contact to enemy doesn't work.
Leopard20 changed the status of T175748: Query starting with "mod" prefix in Editor is detected as a PBO classname search from Assigned to Feedback.
Oct 1 2023
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
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
Hungry changed Reproducibility from reproducibility:none to reproducibility:sometimes on T175821: Dead Bodies fall under the map.
Sep 29 2023
Sep 29 2023
eeArmaReport_Log_20230929T021519_marwa.zip44 MBDownload
logs of another crashSep 28 2023
Sep 28 2023
BIS_fnc_KK changed the status of T175731: Neverending cook off tank explosions in Multiplayer from New to Feedback.
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.
SoulMasterOpus renamed T175661: CfgFunctions `recompile = 1` stops functions from being compiled to missionNamespace in 3DEN from CfgFunctions `recompile = 1` makes function only available in a mission to CfgFunctions `recompile = 1` stops functions from being compiled to missionNamespace in 3DEN.
Fixed in 2.12
this only start happening only after last update , however Thank you for checking it
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