In T176989#2528575, @BIS_fnc_KK wrote:I'm very confused. The ontimer and before destroy already have _this with position https://community.bistudio.com/wiki/ParticleArray. Please provide more info and repro example
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Nov 11 2023
Nov 11 2023
Nov 10 2023
Nov 10 2023
darknightx33x added a comment to T176989: [feature request] add vectorDir to particle effects and pass variables to ontimer/beforedestroy script.
darknightx33x added a comment to T176989: [feature request] add vectorDir to particle effects and pass variables to ontimer/beforedestroy script.
In T176989#2528527, @Leopard20 wrote:@BIS_fnc_KK I think they mean config one doesn't support vector dir/up like scripted ones
https://community.bistudio.com/wiki/Arma_3:_Particle_Effects
Leopard is correct. I'm referring to the config one he linked to. It does not have a documented vector dir/up ability like the particle array you are think of.
tested with setdamagejip_repro.Stratis, the mission is so old it had to be converted. Everything works on my end.
BIS_fnc_KK changed the status of T75188: Damage on static objects doesn't transfer to JIP players from Assigned to Feedback.
BIS_fnc_KK changed the status of T176989: [feature request] add vectorDir to particle effects and pass variables to ontimer/beforedestroy script from New to Need More Info.
BIS_fnc_KK added a comment to T176989: [feature request] add vectorDir to particle effects and pass variables to ontimer/beforedestroy script.
I'm very confused. The ontimer and before destroy already have _this with position https://community.bistudio.com/wiki/ParticleArray. Please provide more info and repro example
Leopard20 added a comment to T176989: [feature request] add vectorDir to particle effects and pass variables to ontimer/beforedestroy script.
@BIS_fnc_KK I think they mean config one doesn't support vector dir/up like scripted ones
https://community.bistudio.com/wiki/Arma_3:_Particle_Effects
BIS_fnc_KK added a comment to T176989: [feature request] add vectorDir to particle effects and pass variables to ontimer/beforedestroy script.
are you saying this tweak is not working? https://feedback.bistudio.com/T151354
BIS_fnc_KK changed the status of T176730: setDamage ignore useEffects parameter if executed on server side → will be default(true) even if set false. Server side in pre-init work problem from Need More Info to Feedback.
BIS_fnc_KK added a comment to T176730: setDamage ignore useEffects parameter if executed on server side → will be default(true) even if set false. Server side in pre-init work problem.
- should be fixed in Revision: 151146
BIS_fnc_KK added a comment to T176730: setDamage ignore useEffects parameter if executed on server side → will be default(true) even if set false. Server side in pre-init work problem.
Yes, I removed -autoinit from server start params and now am able to reproduce it
LouMontana closed Restricted Maniphest Task, a subtask of T163771: Enemy AI, will always know the location of the player who put the explosive/mine., as Resolved.
TRAGER added a comment to T176730: setDamage ignore useEffects parameter if executed on server side → will be default(true) even if set false. Server side in pre-init work problem.
Do you think this is why I can’t repro?
BIS_fnc_KK added a comment to T176730: setDamage ignore useEffects parameter if executed on server side → will be default(true) even if set false. Server side in pre-init work problem.
So the 1st client has to be the one that starts dedicated server? My dedicated starts on its own so every player joining is JIP. Do you think this is why I can’t repro?
SaMatra added a comment to T176730: setDamage ignore useEffects parameter if executed on server side → will be default(true) even if set false. Server side in pre-init work problem.
Seems to be related to my ticket again @ T172490 something isn't propagating scripted damage right over the network.
TRAGER added a comment to T176730: setDamage ignore useEffects parameter if executed on server side → will be default(true) even if set false. Server side in pre-init work problem.
@BIS_fnc_KK did you try to reJoin on server? Seems JIP can't get this bug, only who was in 'before mission start' stage or smth. Check this YT video https://youtu.be/zXYsIWcPdYM
First time missions start (from briefing to gameplay)
ESC → Abort → Continue (re-join or join-in-progress)
no bug then
TRAGER added a comment to T176730: setDamage ignore useEffects parameter if executed on server side → will be default(true) even if set false. Server side in pre-init work problem.
Reproed with new DEV rev. 151133
T176730.Stratis.pbo5 KBDownload
There is a .pbo version of repro mission, drop it into MPMissions, launch dedicated server and 1 client on DEV branch, start game. Cannot see any changes or fixes here
BUMP
Nov 9 2023
Nov 9 2023
TRAGER added a comment to T176730: setDamage ignore useEffects parameter if executed on server side → will be default(true) even if set false. Server side in pre-init work problem.
I tested this mission on the prof branch 151142 (with 1. fix)
BIS_fnc_KK changed the status of T176730: setDamage ignore useEffects parameter if executed on server side → will be default(true) even if set false. Server side in pre-init work problem from New to Need More Info.
BIS_fnc_KK added a comment to T176730: setDamage ignore useEffects parameter if executed on server side → will be default(true) even if set false. Server side in pre-init work problem.
I have tried your mission, I started dedicated server with it, then joined it with one client, all houses were destroyed. What am I doing wrong? Have you tried this on the latest dev? Maybe the fix that I did to the 1. fixed the 2. as well? Please report back
TRAGER added a comment to T176730: setDamage ignore useEffects parameter if executed on server side → will be default(true) even if set false. Server side in pre-init work problem.
there is repro mission to showcase the 2.
T176730.Stratis.zip2 KBDownload
- green house's logic exec: if (isServer) then {[nearestBuilding position this] findIf {_x setDamage [1,false]}}; (server execution, before mission start, terrain building - not Eden Editor) BUG!
- red house's logic exec: if (isServer) then {this spawn {waitUntil { time > 0 };[nearestBuilding position _this] findIf {_x setDamage [1,false]}}}; (same but after mission start) no bug!
- blue house's logic exec: [nearestBuilding position this] findIf {_x setDamage [1,false]} (global execution, before mission start, terrain building not Eden Editor) BUG!
- turn 180 deg!
- green, red houses have same code exec (depend color) but this is a Eden Editor placed objects, seems no bug if it's not a terrain object
BIS_fnc_KK changed the status of T176785: Eden Editor - player attribute reset after changing unit type and undoing from New to Feedback.
BIS_fnc_KK added a comment to T176785: Eden Editor - player attribute reset after changing unit type and undoing.
Should be fixed in Revision: 151144
Nov 8 2023
Nov 8 2023
I can confirm this has been fixed in profiling branch 2.14.151142.
Slowpokevg closed T158302: Many Vietnam structure objects are duplicates of vanilla objects as Resolved.
Slowpokevg closed T158438: Mosin ranging, a subtask of T158699: Mis-aligned sights on weapons and zeroing issues., as Resolved.
Nov 7 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.
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