???
attachTo can already attach to selection. And you can rotate it after attaching. Wiki even has example of that https://community.bistudio.com/wiki/attachTo
I don't get this? what is missing? As far as I can see its already all there
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Apr 25 2024
Air effects are included by class Air so base class for air vehicles.
"but when flying over that material"
Dust effects are for wheels, not flying. Rolling wheels only. Only when the vehicle has https://community.bistudio.com/wiki/isTouchingGround and moves, then dust is spawned at the wheels.
MissionEventhandlers make sense.
You can already see in your chat display bottom left, who is transmitting right?
The access code is no longer needed, as the update was officially released.
The MacUpdate216RC is not working nno longer. Is there any new solutions?
Unlikely
looks like a random one-time crash. Nothing actionable.
createSoundSource already takes array.
Can we just add a "localOnly" parameter to it? should be fine right?
Since source for roadkill damage changed from being a driver to an actual vehicle, damage from physx objects is still unit itself.
v = createVehicle ["Land_ToiletBox_F", player modelToWorld [0,10,0]]; pos = getPos v; onEachFrame {v setPos pos; v setVelocity [0,100,0]}; u = group player createUnit [typeOf player, v, [], 0, "CAN_COLLIDE"];
Here is a repro script to kill a unit with PhysX object.
v = createVehicle ["C_Hatchback_01_F", player modelToWorld [0,10,0]]; pos = getPos v; onEachFrame {v setPos pos; v setVelocity [0,100,0]}; u = group player createUnit [typeOf player, v, [], 0, "CAN_COLLIDE"];
Same repro with a vehicle instead of object properly attributes the vehicle as damage source
__FILE_NAME__ __FILE_SHORT__
getArtilleryComputerSettings sounds good place to put this.
The position is stored in global UI, "GetAtilleryTarget"
the settings command could also return a reference to the UI display? Like shownArtilleryComputer checks.
Its actually a dialog, the dialog that https://community.bistudio.com/wiki/dialog checks. That could've also just returned the dialog display (which can then be checked for null), but alas we have 20 years of tech debt.
This seems to have been done on purpose, back in 2018.
In T180323#2597801, @reyhard wrote:Those are not visible in game and that's why they are not defined. I guess I could try hiding those magazines better in Eden box editor if they are visible over there
They aren't visible in Eden, but these wrong icons are explicitly defined in the config. Maybe just remove these definitions so there are no pictures for them at all.
Those are not visible in game and that's why they are not defined. I guess I could try hiding those magazines better in Eden box editor if they are visible over there
There is a CommandChanged group EH, but that only works for commands, which is unfortunate when lots of things just aren't commands, see below.
The only crashes in your report are from december, where the game crashed when you were shutting it down.
There are no logs newer than december in there.
next prof/dev
You can do via:
connectToServer [_ip,_port - 1,_password];
I wonder if we can just get general engine-driven calculation for predicted projectile hit position? This way you could run it in Fired to find out where AI was firing. This will differ a bit from where AI *wanted* to fire though.
Apr 24 2024
Nice. I guess its fine with closing the ticket until there somebody has a really big need for single-return syntax.
getModelInfo player
0.000409759
0.000415021
0.000424912
Command return is very different in nature - model name string, skeleton boolean, placing point vector, mass number. Pretty sure in 99.9% cases you'll only ever use a single value (like I do in all my usages), thus the suggestion to have it return only wanted value. I don't REALLY need it but it would be nice to have.
Ok authors can easy add this thing by scripting WeaponDeployed EH
also distance change ignores too https://youtu.be/MaslgfvHtwc
I don't see the need to spam commands for every place where this pattern appears.
I'd rather improve the performance of getModelInfo instead.
The sound was considered annoying and was intentionally disabled in mid-2018 (Data131653).
Man::Sound weaponInstance
The problem is that everytime a user is added/removed/changed(ready status) in that list, the scrollbar is reset.
Quite hard to reproduce, without battleye on a dev build.
Need example mission with such a pylon based weapon.
Optimally with script that demonstates the issue
You can add that yourself if you wish.
We will not. The _fnc_scriptName in CfgFunctions is also not automatically added, its in the CfgFunctions init script which prepends a header to every script.
If you want that, you have to script it yourself, just like CfgFunctions does.
Please follow this https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
We need the log files.
Thats what I deserve for copy pasting code and then only fixing a bug in one of the two.
There is also a memory leak in there, on every save for every hashmap serialization.
I can actually measure the one function that runs there. And I can see the difference but it's so extremely small.
Well it would make sense that you cannot play a game that doesn't exist on playstation, on playstation.
It is a setting, in the Video options under the Display tab.
There are Todo's in code in multiple places saying that Form needs to be handled.
This feature was never actually implemented. Its unlikely that it will.
Please follow this: https://feedback.bistudio.com/w/ft_a3_howto/gamecrash/
And please don't dump a huge amount of text into a text field. You can upload files here too.
Apr 23 2024
I think during combat injured AI after getting order 'get treat from medic' must take prone position and medic on healing start needs proning too. All animations will applied by auto, just force the wounded man to prone after the medic has received the order to treat him, the medic himself will also prone before treating him, or he will run as usual, go prone a few meters away and crawl to the wounded man…
In any case, AI should not be frozen like it is happens now
Same as T166771
Fixed in Dev build 151725. Heal action was tweaked it should be better.
Not possible.
FSR 1 might be the maximum doable.
Apr 22 2024
Fixed in Dev build 151725.
Fixed in Dev build 151725.
Fixed in Dev build 151725.
Fixed in Dev build 151725.
Apr 21 2024
Apr 20 2024
Hmm had to agree that it is a good idea to have an EH to detect if someone starts to speak or stops.
Apr 19 2024
If you want to play with more realistic in-game radio use TaskForce Arrowhead Radio (TFAR) and a TS3 server.
In T180569#2595065, @Karmavil wrote:@cryptearth I'm pretty sure your interface size is set to Small.
Go to Options -> Video -> Display and set Interface size to Normal.
Restart the game.If I set it to small I see the text correctly, no typos.
Sad, because a typo would be a much more easy fix.Any recommendation to update the title of this report so it reflects better what's the issue?
It is small issue, not a big deal
Should be already fixed on current Stable.
The radio protocol has parts of that - however the effort and complexity to make that part of the VON system is likely not low.
BattlEye would need to add it on their end.
Probably into their existing BE server config.
Very unlikely.
static noise and transmission quality maybe. Rest no.
Apr 18 2024
Yeah, completely broken in game