HandleDamage is an event handler how can it broadcast anything?
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Nov 5 2023
Might be related T172490
Nov 4 2023
Nov 3 2023
Both A3 and A3 dedicated server are affected. This is a possible fix:
class CfgPatches { class Animations_Fix { requiredAddons[] = { "A3_Anims_F_Config_Sdr", "A3_Anims_F_Enoch" }; requiredVersion = 1.00; units[] = { }; weapons[] = { }; }; }; class CfgAddons { class PreloadAddons { class Animations_Fix { list[] = { "Animations_Fix" }; }; }; };
Also this is new with 2.14
In T176591#2522974, @dedmen wrote:I had a report from another user about this. But turns out his PBO's were actually broken and somehow windows server didn't throw him out for that.
What tools were used to pack/sign these PBO's?
It's because "followBone" attaches the object to the "memory" LOD, which doesn't match the visual LOD:
_w = currentWeapon player; _cfg = configFile >> "CfgWeapons" >> _w; _m = getText(_cfg >> "model"); _o = createSimpleObject [_m, [0,0,0]]; _o attachTo [player, [0,0,0], "proxy:\a3\characters_f\proxies\weapon.001", true]; _o setDir 90 onEachFrame { _w = primaryWeapon player; //update weapon info upon weapon switch if (_w != player getVariable ["last_weapon", "?"]) then { _cfg = configFile >> "CfgWeapons" >> _w; _m = getText(_cfg >> "model"); //if (_m select [0,1] == "\") then {_m = _m select [1]}; _o = createSimpleObject [_m, [0,0,0], true]; _off = _o selectionPosition [getText(_cfg >> "muzzlePos"), "memory"]; _off = _off apply {[_x]}; deleteVehicle _o; player setVariable ["offset", _off]; player setVariable ["last_weapon", _w]; player setVariable ["proxy", [ "proxy:\a3\characters_f\proxies\pistol.001", "proxy:\a3\characters_f\proxies\weapon.001", "proxy:\a3\characters_f\proxies\launcher.001", "proxy:\a3\characters_f\proxies\binoculars.001" ] select (([1, 4, 4096] find getNumber(_cfg >> "type")) + 1) ]; }; _offset = player getVariable ["offset", []]; _proxy = player getVariable ["proxy", ""]; player selectionVectorDirAndUp [_proxy, 1e15] params ["_vy", "_vz"]; _pos = player selectionPosition [_proxy, 1e15] vectorAdd[0.33,0,0]; _vx = _vy vectorCrossProduct _vz; _mat = matrixTranspose [_vx, _vy, _vz]; _pos = _pos vectorAdd flatten(_mat matrixMultiply _offset); _p1 = player modelToWorldVisualWorld _pos; _p2 = _p1 vectorAdd (player vectorModelToWorldVisual (_vy vectorMultiply 1000)); drawLine3D [ASLtoAGL _p1, ASLtoAGL _p2, [1,0,0,1]]; }
In T174022#2522941, @BIS_fnc_KK wrote:he can manually eject from seat to parachute
Should this be possible at all? Can you leave ejection seat in real life in flight?
note: Minidump has been generated into the file C:\Users\venui\AppData\Local\Arma 3\Arma3_x64_2023-10-12_22-46-44.mdmp
Not just when pressing cancel. Didn't trigger at all.
The trigger you get when pressing OK, is the second "Attributes changed" history entry.
0xDEAD means the game displayed a error message to you before it closed itself. What was the error message?
Fixed next dev branch
Found it. There was a missing return line in the unscheduled execution.
Because the scheduled execution actually returns nil intentionally, but the unscheduled should've exited earlier
As I wrote above. Its fixed on profiling branch.
I had a report from another user about this. But turns out his PBO's were actually broken and somehow windows server didn't throw him out for that.
What tools were used to pack/sign these PBO's?
In T174022#2522941, @BIS_fnc_KK wrote:Should this be possible at all? Can you leave ejection seat in real life in flight?
he can manually eject from seat to parachute
Should this be possible at all? Can you leave ejection seat in real life in flight?
Revision: 151123
Added new bool parameter to cutRsc/cutText/cutObj
cutRsc/cutObj [class, effect, speed, showInMap, drawOverHUD] cutText [class, effect, speed, showInMap, isStructuredText, drawOverHUD]
When player eject he fly in seat a 350m, in that time he can manually eject from seat to parachute:
Ejection_Seat_Base_F → UserActions → Ejection_Seat_Eject statement = "[this] spawn BIS_fnc_ejectionSeatRelease";
Using that action(function) will insta kill pilot due collision hit Pilot ↔ Ejection Seat
But if destroy building complete using cursorObject setDamage 1; the sound will be full
Nov 2 2023
SHould be able to do this with
T171471 but w/o 2. problem note
Nov 1 2023
In general naming of script commands for 3DEN is already inconsistent, like these are all entity specific:
- add3DENConnection/remove3DENConnection/get3DENConnections
- clear3DENInventory/save3DENInventory
With SFM we allow all helicopters to sling-load more than they should for game play purposes.
Thinking, is that naming bad? should it be get3DENEntityLayer/get3DENEntityParent ?
Though I wouldn't know of why we would have any non-Entity ones
Oct 31 2023
Incredibly useful, finally those scripted workarounds can be discarded and performance can improve as a result ;) Gonna be testing this asap
I think this will help
Have made a repro mission showing the problems of these scripts, download this mission and run it on a dedicated server
follow the steps in the Video to get these problems
Ok that's good to hear! Thanks for the update.
Oct 30 2023
I just tried and I cannot reproduce it anymore. It might have been a one-time glitch, or an update fixed it, but it is definitely no longer there.
Sorry for the false alarm.
Thanks for the report Alwarren.
Revision: 151117
set/getFuelConsumptionCoef
An other solution that would work fine for me is an EH for when dragging is done, this way I wouldn't need to add 1 to 2 frames of delay.
Ah I didn't think of that, ofc if attribute changed handles undo, you can handle everything. I have not tested if that works, please confirm if thats working.
Doesnt trigger for waypoints and units.
For making sure undo/redo can be synced as long as the position change of that entity triggers an OnEntityAttributeChanged its fine.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Oct 29 2023
Oct 28 2023
Oct 27 2023
Oct 26 2023
Thank you! It works while the pilotcamera is active. Is there a possibility of it working while the player is not in the pilotcamera view?
That is, the value returned by getPilotCameraOpticsMode updates, but the pip cameras do no update until the player goes into the camera.
setTurretOpticsMode does update immediately in pip.
https://www.youtube.com/watch?v=7WP2c-SzsBM
Revision: 151113 added support for group too
Full reboot same issue with return results. Even though it seems the MyVar assignment seems to be working now.
Ok, something weird is definitely happening. Because now the code IS executing but still not returning anything. I haven't done a reboot or anything. Just restarted Arma 3 (which I had restarted several times when I discovered my issue). I have no proof of yesterday when it wouldn't set MyVar nor return anything... I wish I had taken screenshots. But here is proof today that I cannot return a value which was half my issue yesterday.
_def = [ ["#type","Test"], ["#flags",["unscheduled"]], ["HintTest", { hint "Test"; MyVar = 1;}] ]; _obj = createHashmapObject [_def]; _obj call ["HintTest"]; // returns <null> - MyVar never gets assigned
Can't reproduce
Fixed on dev-branch yesterday, and profiling branch
Revision: 151112
Oct 25 2023
Revision: 151110 added support for
After doing some testing on the current profiling branch (2.14.151108) here are some things I found
I had the same issue I think there's a problem with the launcher
It would save me a lot of trouble with my project, and it's kinda holding me back with my mod. I currently have to attach a custom Draw3D handler to render that IR laser without a dot using drawLaser command under specific conditions just for that one case. I wish I could just tell it that beamThickness must be 0 and dotSize must be 0.15 and have the same results as we have with colored laser attachments, except in IR.