Try spawn instead of call. Calling creation of another display from debug console results in crash.
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May 10 2016
Can we please have scripting command to mimic ctrl t?
This is not a bug, you are creating infinite loop by opening gear from eh code which triggers eh again. Action gear triggers inventoryopened. You have to remove eh, check example on wiki.
@Iceman What did you do, added it to 10,000 iteration limit?
Doesnt crash on todays dev
This is interesting
while cursortarget on the truck is <NULL-object>, you can check its locality
local cursortarget
and isNull cursortarget is false!
more so, you cannot add action to cursortarget, but truck IS listed in vehicles and you can add action to truck there and it will show up on frozen truck.
1.29 dev confirmed
cursorTarget is <NULL-object> yet one can access truck's inventory and get in driver seat but cannot drive
also cannot get out of the truck after that and local cursortarget is false, so the truck belongs to server
Well found some kind of workaround
server:
_truck addEventHandler ["GetIn", {_this select 0 enableSimulationGlobal true}];
_truck enableSimulationGlobal false;
this will unfreeze the truck the moment someone gets in
works for me on todays dev
Those uniforms do not work with civilian units either. My bet is on those uniforms being misconfigured or not finished rather than on broken command.
Need more info about this ticket. Mainly what exactly is the problem here.
(allMissionObjects "") - (allMissionObjects "All")
This will return a lot of static objects that are map placed and cannot be removed like decals. On client it will also return tonnes of local objects, which are also terrain specific. Destruction effects like craters will remove themselves after sometime, looks like hardcoded too and are not available to be removed by deleteVehicle.
Client created triggers will transfer to the server when client leaves but those can be deleted no problem, just checked. Nothing unexpected here either.
Do you have a specific problem you are experiencing? Please do share. Otherwise I will go ahead and resolve this ticket as no bug.
Thanks
Intersect commands take position ASL but you feed them normal position.
closing then
Although I personally don't see the need for such command, if added, the name should be
isDamageAllowed
to keep with Arma SQF commands names convention.
Also allowdamage takes local argument, this means isDamageAllowed would query only local instance of the object. This would be pretty awkward.
I need an example of practical problem to answer that. Not sure if the example you provided makes a compelling case for such command, well at least I'm not sure why do you need to use it there.
Well fine, there might be a case when you might want to know if after changing locality the object is allowed to take damage on particular client, maybe. I'm not against new commands, was just curious about the usefulness of this particular one.
showHud false
You can do a check by yourself, write one then read to know if it is writable I suppose, not a huge workaround
EDIT: On second thought, this will require game restart as values are read from memory after assignment. At the moment saveProfileNamespace returns nothing, but making it return boolean (true) on successful file operation would probably be the easiest solution.
so +1
funny output but not something to be concerned with. closing
has been fixed awhile ago by japapatramtara. closing
Oooooh!!!! You are beast, man! You did not just fix double execution, you made the handler return the weaponholder as well when overridden, as it should! I'm more and more impressed by your dedication!
As far as I can tell short tap on RMB doesnt even have an action assigned. I couldn't find an action that is bound to RMB that after short tap would make inputAction "XXXXX" return anything but 0.
similar bug same principle: http://feedback.arma3.com/view.php?id=13733
Bump. For some reason this ticket disappeared from the front page even though made only yesterday.
It probably forces ai unit to leave rest state.
check this ticket http://feedback.arma3.com/view.php?id=19098
Why downvote? Nearobjects takes 10ms where as nearentities takes fraction of that with 5000 radius.
Thank you!
The issue is present again in the latest dev build. Cannot attach player to a building anymore so attaching player to a helicopter. Setting vectordir now does some chaotic turning and sets player back to default direction it was facing when attached.
This is bizarre. It works now even though there was no update, so basically it is the same version that I used for initial testing. I know for sure 1 more person had the same issue confirmed, but it is ok now. Dunno what to say.
sitrep is for both builds I think and dev build has the command. I corrected the wiki.
It was added to dev version when main branch was on lock down before the new version release maybe.
My tickets are all for dev version only, and I always select the dev version category when submit them, strange you don't see it.
Anyway about this ticket, this is not limited to enableSimulationGlobal but enableSimulation as well.
when next to a vehicle with enablesimulationglobal false, player can still access action menu and performs actions. While actions are not visible they are completed as enabling simulation back shows. Player will however rotate towards the vehicle and change position depending on what getin action is selected.
@galzohar adduniform was always failing with restricted uniform in multiplayer. Lets say it was actually fixed by explicitly ignoring restricted uniforms now. This make it more consistent. New commands not just complete the change they also fix mp problem adduniform had.
addUniform behaviour has changed it will not put on restricted uniforms any more. use isUniformAllowed to check if the uniform is restricted or forceAddUniform to force add uniform.
What Iceman said, most likely interface is configured incorrectly in settings
To add, contrary to OP,
hint str(difficultyEnabled "autoSpot");
reports true when autospot = 0; in server difficulties config. On mercenary it is opposite, you cannot enable it, as it is always disabled, and reported as disabled even if you autoSpot = 1;
AutoSpot option is working in Arma 2, just tested, it detects server setting correctly and applies everywhere. The problem is with Arma 3, for some reason this is the only flag that doesn't work out of all flags. The value fro the autospot is taken from local config instead of network value.
Iceman iz da nice man
this setFormDir random 360
onPlayerConnected and onPlayerDisconnected are not supposed to work on client side, only server.
yeah it will work on client if client is the host, but on dedicated server it works only on the server.
Been like this for ages. There are global commands and there are corresponding local commands for markers. Use only one type or mix at your own risk.
Having bottle object in game would make it easy to script molotovs. +1
resolving as not a bug
@heeden02 add " at the end?
They are different types so it is expected I guess.
some valid points here ^^^
multiextension/multiuser I see it this way. Upon extension call, id is returned on submission. this id is then also passed back with result in _this array in extensionReady event handler.
Thanks .kju I found nothing.
What about isFlatEmpty?
what about "Respawn_TentA_F"?
"Respawn_TentA_F" createVehicle position player
Yeah but it could be the same object, just backpack
confirmed
execute provided script on client on dedicated server
look in the vehicle's inventory => empty
drop to lobby
back in game
check vehicle's inventory => full
today's dev
Fixed awhile ago, closing.
Today's fix note:
"Fixed: Admin commands "kick" and "exec ban" not working properly"
#kick -> fully fixed, works with player list number, name and UID
#exec ban -> fully BROKEN, doesnt work at all now, period.
You are the man! Thank you!
this works for me
It is fixed. However there are other issues with enableSimulaionGlobal worth looking into http://feedback.arma3.com/view.php?id=18994
Today's notes -> Fixed: hideObjectGlobal script command (was working in the opposite way)
When did it break? It was working fine since introduction of alt syntax, the only issue with it was that it wasnt working in SP...It still doesnt work in SP
@kju Im well aware that isserver returns true in sp, but this is not the server I had in mind. I can only speculate why hideobjectglobal is different. It was probably limited to the server execution in mp for security reason and this backfired in sp.
Here is your answer!
I can agree to that
if (isMultiplayer) then {
hideObjectGlobal
} else{
hideObject
}
Could be easily added internally. It took a few months to get alternative syntax for hideObjectGlobal. This only tells me that person who made hideObjectGlobal did not think from mission maker point of view. same goes for enableSimulationGlobal.
Does setObjectTextureGlobal also need to be executed on server only?
do hideObject and enableSimulation work? Both hideObjectGlobal and enableSimulationGlobal are server commands, and since in SP there is no server it is expected for the commands not to work.
it *is* reproducible on dev branch, and thank you :)
This is because this action is still broken http://feedback.arma3.com/view.php?id=17226 (reported beg of Feb)
Just so that you know, showHUD false; also disables action menu which you normally access with mouse wheel scroll. I doubt this is what happens when you say it works for you in SP. Most likely your difficulty setting in SP is different from the one in MP. I'm actually more concerned with amount of upvotes for this ticket, clearly description.ext doesnt have showHUD param, and it definitely does not support sqf.
I dont see how it worked in SP for you considering there is no command isClient in Arma, so the whole "then" scope with showHUD false; would have been ignored.
As mission designer you can give every player the choice to show HUD or not, it is entirely up to you
Copy pasted to my description.ext, same thing, error on mission load.
@Thaddel Im intrigued, please upload example.
Well you better attach your repro mission because adding showHUD false; to description.ext doesnt even let you start the mission as it immediately quits with error.
showHUD false is a scripting command, how exactly did you manage to use it in description.ext?
Thank you mr wizard! Impatiently waiting for the next Dev :)
I will make a vid, just hold on there bud ;-)
@BIS_Iceman here is the vid http://www.youtube.com/watch?v=8x6vkOX2MQs
Just reproed this ticket on video
BTW when you finished with this could you please have a look at http://feedback.arma3.com/view.php?id=18720 kinda urgent :)