I can confirm this has been fixed in profiling branch 2.14.151142.
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Nov 9 2023
Nov 8 2023
Nov 7 2023
we have looked into your issue and what you experienced is intended behavior, targeting computer doesn't work with manual fire.
Hence we will close this ticket.
Please test from Revision: 151133
the 1. shhould be fixed in Revision: 151132
the 2. Need to test investigate
[ diag_codePerformance [{player isNil "testnil"}] ,diag_codePerformance [{isNil{player getVariable "testnil"}}] ]
>
[[0.000365157,100000],[0.000616879,100000]]
Perfect, pretty much twice as fast!
Did some testing, works great!
Did some testing, works great. Doesn't sync as expected but also doesn't save in a save file, might be worth mentioning that on biki.
Nov 6 2023
No longer triggers on non-existent sections but still triggers for non-existent attributes. i.e:
"BogusSection" set3DENMissionAttribute ["BogusAttribute", ""] no EH trigger.
"Multiplayer" set3DENMissionAttribute ["BogusAttribute", ""] EH triggers.
Nov 5 2023
gotcha
In T172490#2523479, @BIS_fnc_KK wrote:HandleDamage is an event handler how can it broadcast anything?
Engine broadcasts result of HandleDamage at some point, not the event handler itself. The issue is that engine seems to ignore result of HandleDamage when storing damage values for map objects that will be sent to JIP clients, but correctly broadcasts them for existing clients. Logic:
- Building get damaged, should get 0.2 damage
- HandleDamage fires, adjusts damage to 0.1
- Engine broadcasts updated damage of 0.1 to existing clients
- Future JIP clients will still get original unmodified 0.2 damage