best to reach out on the arma discord in the A3 launcher channel
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Mar 24 2024
Mar 20 2024
Feb 14 2024
works 馃憦
Feb 12 2024
very much appeciated!
Feb 10 2024
Feb 8 2024
Jan 28 2024
AFAIK forgetTarget is only temporary - aka when the enemy is still within view/distance/can be noticed again, the enemy will become known again
Jan 26 2024
Jan 25 2024
@dedmen Thank you for checking!
Jan 22 2024
thanks
Jan 20 2024
@BIS_fnc_KK so basically in other words the audio of the video play cannot be influenced?
Jan 19 2024
@BIS_fnc_KK as written it happens for both -noPause used or not used
Jan 18 2024
@dedmen the link is to this ticket itself?
Jan 16 2024
@dedmen internal has LWIN+R ALT+V to end it - maybe its easy enough to expose.
Good point that scripted WP removal could also lead to that. Atm its quite hard to debug as mention - WaypointCompleted group eventhandler would make this also easier: #T178427
thanks a lot!
Jan 14 2024
Jan 11 2024
[AF] veteran29
I recall he was doing it for some command depending on input/element size too, so should be doable for inAreaArray too.
Jan 7 2024
Note that this about the maxSoldierLoad limit (see https://community.bistudio.com/wiki/Arma_3:_Stamina#Functionality)
Related: T127184
confirmed
Jan 2 2024
can be closed
Dec 28 2023
works
same as T161306 ?
fairly sure reyhard mentioned it available in the internal exe - so "only" would need to be made available to dev/dig branches too
Dec 22 2023
It would be very useful also for dynamic difficulty adjustment - ie old WW2 tanks have no turret stabilization and thus its very hard for non tank experts
Dec 14 2023
Dec 11 2023
also there is behaviour and combat mode - two different things but the naming isnt used consistently: https://community.bistudio.com/wiki/behaviour
might be the wiki linking the wrong one from here: CombatModeChanged: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#CombatModeChanged
did you check via sqf commands after a slight delay yet? it could be the EH triggers before the combat mode change happens
Dec 8 2023
Dec 4 2023
@lala00 sorry or the belated response!
Nov 26 2023
Nov 10 2023
@tsalaroth thanks for the follow-up
Oct 24 2023
@gtgt40 some progress update
@tsalaroth is this still true?
did you bring this up also in the Arma 3 discord yet?
Oct 9 2023
@chrisg507 in cadet mode there is friendly fire protection (aka no damage)
Sep 19 2023
@gtgt40 sorry for the poor experience!
Aug 19 2023
By default RFS/AI tweaks are not activate.
Aug 15 2023
@R3vo any good ideas how to address this?
@PiepMGI sorry only saw this report today - this is in custom mission, right?
Jul 26 2023
Jul 25 2023
Jul 3 2023
thanks!
very nice - thank you 馃憤
very nice - thank you 馃憤
Jul 1 2023
--------------------------------------------------------------------------------------------------*/
#define CAN_USE_MEDIKIT(unit) (unit getUnitTrait "Medic" && {'Medikit' in items unit})
#define CAN_USE_MEDIKIT2(unit,target) (unit getUnitTrait "Medic" && {('Medikit' in items unit || {(!isNull target && {'Medikit' in items target})})})
#define CAN_USE_FAK(unit) ('FirstAidKit' in items unit)
#define CAN_USE_FAK2(unit,target) ('FirstAidKit' in items unit || {(!isNull target && {'FirstAidKit' in items target})})
May 18 2023
@reyhard would it be possible to share the correct computation and put it onto the BIKI please
Apr 30 2023
we figured this is probably due PX simulation keep running when a player is close
Apr 29 2023
Apr 21 2023
Apr 17 2023
Alright will test with this setup as this is how people defined CfgRemoteExec in config.cpps:
Apr 16 2023
Is that class server an undocumented feature?
- this is not yet in 2.12, correct?
Apr 15 2023
Apr 11 2023
can be closed - seems to be a BI Zeus scenario specific problem. works fine in "normal" Zeus setups
Mar 31 2023
Would this also help with textures used by UI, particles or even game assets?
Mar 27 2023
awesome - much appreciated!
So Eden changed the type names, but the ENUM wasnt updated accordingly? That said changing such ENUM should be quite risky..
Mar 24 2023
@Killzone_Kid all at 100%
Mar 23 2023
Mar 22 2023
@Killzone_Kid The XXX cfgSounds definition shown above as part of the mission desc.ext.