looks like the parameter exists, it is called
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Nov 12 2023
Sync issue has already been fixed. Will look into the saving issue
Nov 11 2023
Should be fixed in Revision: 151148
Nov 10 2023
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
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.
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
@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
are you saying this tweak is not working? https://feedback.bistudio.com/T151354
- should be fixed in Revision: 151146
Yes, I removed -autoinit from server start params and now am able to reproduce it
Do you think this is why I can’t repro?
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?
Seems to be related to my ticket again @ T172490 something isn't propagating scripted damage right over the network.
@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
Reproed with new DEV rev. 151133
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
I tested this mission on the prof branch 151142 (with 1. fix)
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
there is repro mission to showcase the 2.
- 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
Should be fixed in Revision: 151144
Nov 8 2023
I can confirm this has been fixed in profiling branch 2.14.151142.
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.