Class: 'SurvivorBase'
Entity name:'76561198266859115' id:3554605
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Arma 3 Activity
Jun 15 2024
Jun 14 2024
As it turned out, this was done by design see https://discord.com/channels/105462288051380224/108187245529268224/1251158707107139694
Can confirm in current dev, as script repro use steps
- enable revive system see steps to reproduce ↑↑
- start scenario as MP
- exec player setDamage 0.3
- use first aid kit or exec player addItemToVest "FirstAidKit";player action ["HealSoldierSelf", player];
- exec getDammage player
- result → 0, expected 0.25
- try again 1-5 steps in SP, result will 0.25
Jun 13 2024
Jun 12 2024
Jun 11 2024
Having a Weapon Muzzle Config Event version of the SlotItemChanged event handler would allow you to focus on the attachment changes for a specific weapon as opposed to having to listen to every change on the unit in order to find the event you're looking for. This would be extremely useful in cases where weapon classes must change in order to provide new animations that fit with the attachments added, similar to how RHS does their foregrip system.
Having a Weapon Muzzle Config Event version of the Weapon Changed event handler could prove to be useful in specifying scripts to run only when a specific weapon's muzzles are switched between as opposed to having to listen to every change on a unit and filtering them out.
Jun 10 2024
Actually nvm, wiki says ligthAttachObject is not suitable for use on moving objects.
Because actually we cannot read a sound or a video stored in a PBO with a DLL.
Jun 9 2024
Thank you Nikko, closing.
+1 on reading a binary file.
Array returns should be ignored and only focus on binary reading of the file as a string.
That command isn't for that type of camera locking. It's for when something's been locked with lockCameraTo, which is a different system to the aircraft camera stabilisation system.
Jun 8 2024
It seems that this eventhandler is currently not able to be given to a weapon class like reloaded or fired can. Here is what I was testing:
Jun 7 2024
Revision: 151880
Hello can you try the steps posted here:
https://community.bistudio.com/wiki/Arma_3:_Unusual_process_exit#0xC0000135_-_STATUS_DLL_NOT_FOUND undertale yellow
Jun 6 2024
Fixed in Dev build 151869. Authors feedback would be nice since the OG video is delisted.
Fixed in Dev build 151869.
Fixed in Dev build 151869.
Jun 4 2024
Tested with the latest profiling branch - has indeed been fixed. Tyvm!
Tested with the latest profiling branch - has indeed been fixed. Tyvm!
Appears to be working correctly with today's profiling branch update.
Another related issue is that backpack UGV which uses similar model and same texture re-textures differently, would love both vehicle and backpack to be made re-texturable together.
fairly sure this is intended and is quite useful - the command is mainly for debugging purposes after all
All this can be replaced by getCameraProjMatrix with https://community.bistudio.com/wiki/matrixMultiply
It would be so neat if that were a simple thing to do.
probaly a matrixFromTransform [position, direction] as a helper to get a position matrix.
and matrixInvMultiply?
Picture this: you're deep into an Arma 3 roleplay scenario. Your squad is gathered around a campfire, the flickering flames casting eerie shadows on your faces as you plan the next mission. Now, imagine those faces aren't just generic masks, but custom-crafted visages that reflect the personalities and histories of each character. Doesn't it make the story richer, the interaction more genuine?
will this get a fix some day? =)
Recommended Update:
- Separate the custom sound file size limit setting from the custom face size limit setting.
- Update the settings for Official Zeus servers to allow custom faces up to a reasonable, but HD size.
Would it be possible to get the custom faces and custom sounds separated in a QoL change, similar to the change done to VoN and Direct Chat, in order to enable the use of custom faces again, or would this prove too cumbersome and unnecessary as it is?
Jun 3 2024
Using findIf is even faster. Another implementation is:
params ["_array", "_value", ["_column", 0]]; private _valueArray = [_value]; private _column = [_column, 1]; _array findIf {_x select _column isEqualTo _valueArray };
params ["_array", "_value", ["_column", 0]]; private _index = {if(_x param [_column] isEqualTo _value) exitWith {_forEachIndex};} forEach _array; [_index, -1] select (isNil"_index");
This way is even faster.
Here is another way to code this function, proposed by Sa-Matra and this way is 20-25% faster:
Jun 2 2024
Would be very useful as a command.
Jun 1 2024
May 31 2024
May 30 2024
Tested today on dev 2.17.151835. Can confirm the fix is working. Thank you. Ticket can be closed.
Another crash report I got just now
Fixed in Dev build 151835.
May 29 2024
Didn't even realize to check the config.
May 28 2024
Would it be enough for you if getPlayerVoNVolume returned zero, when the player is muted?