I think that drawEllipse/drawRectangle shapes not being rotated along with the map is a bug. These are map shapes, no display shapes and their coordinates and dimensions should be relative to the map. I'll have a fix in the mission but this should be addressed on engine level if you ask me.
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Advanced Search
Feb 26 2023
Feb 19 2023
Feb 17 2023
Feb 16 2023
Feb 15 2023
Dec 27 2022
Did a brief testing, works good.
Tested, works great!
Did some testing, works as expected so far.
Tested seemingly all possible scenarios, including MP cases, new alt syntaxes all work perfectly, no issues found.
Did some tests, including MP with different locality, no issues found. Works good!
Did some short tests, works great so far, no issues in MP with JIP players.
Looks great in game under different lighting, fits other vanilla content great, as expected with it being part of original vanilla content.
Nov 14 2022
Sep 11 2022
Sep 8 2022
Sep 7 2022
nils for out of bounds _index might not be really needed as there is
vehicle magazinesTurret [turretPath, includeEmpty]
to get empty magazines so you can find the count yourself.
Maybe its time to finally fix this command. Lets be honest, 99% of usages of this command are to get currently loaded magazine. Who needs *random* magazine ammo count? Lets make this command prioritize loaded magazines.
Sep 6 2022
Sep 2 2022
An idea for a better name for the command: isEqualRef to be in line with existing isEqualTo
Aug 31 2022
Aug 28 2022
What I propose after more tests:
So in total:
- You can have LDs working in seats without any units in them as long as there is unit somewhere in the vehicle (and turret is local to them maybe?)
- You can have LTs from both turret LD and personal LD, but turret LD will delete after a bit.
In T167317#2351973, @BIS_fnc_KK wrote:This is what I thought, that only current target matters therefore whatever unit tracking now is what should be returned, for simplicity and consistency, no?
In T167317#2351957, @BIS_fnc_KK wrote:So when player is tuned out and using personal LD it would return that target and if turned in and using vehicle LD it would return that target, sounds consistent?
Here is repro to have two laser targets at once which this change to scripting command won't cover:
Right now:
laserTarget playerOnFoot => Target if laser designator is fired
laserTarget playerInVehicle => Always null
laserTarget vehicle => Target if primary turret designator is fired
Just tested that, it is indeed a case, you can have both laser designator on a turret, then turn out and use your own laser designator, both laser targets will exist at the same time and only one will be accessible after proposed changes to the command.
If we are to change original command behavior, then I would also make laserTarget iterate through turrets to find first laser target, so you can safely execute it on Strider and return laser target from commander.
Yes, this will make all laser targets accessible.
In T167317#2351937, @BIS_fnc_KK wrote:What about querying a particular unit in the vehicle, does it work for different gunners with laser targeting devices in the same vehicle?
No it doesn't, laserTarget always returns null when executed on a unit that's on in turret with enabled laser designator.
Fixed as of 2.10, please set to resolved.
Aug 27 2022
Jun 15 2022
In T150204#2326593, @kju-PvPscene wrote:@SaMatra please make a new request - otherwise this will get missed
Jun 14 2022
Would be great if systemTime accepted time offset argument so we can easily display server time. The idea is following: Get how much your time is offset from the server and feed the number of hours as arguments into the command. Yes, you can calculate all that with SQF, but when you need to display timer constantly, this eats a bit of CPU time when it could be handled by the engine very efficiently.
<Array> = systemTime <Number>
Jun 11 2022
Still needs a fix
Mar 18 2022
Sure, this can work.
Are new commands isMissionProfileNamespaceLoaded, missionProfileNamespace and saveMissionProfileNamespace result of this ticket? If so, how are they connected to the mission itself? Through the mission filename? If so, then it won't fit for our purposes because we use different mission filenames for different communities (to avoid mission re-download when switching servers) like:
KingOfTheHill_by_Sa-Matra_for_CODE4.Altis.pbo
KingOfTheHill_by_Sa-Matra_for_ARMASU.Altis.pbo
but we need a namespace accessible between these different mission files but within our mission's "universe".
Mar 17 2022
Mar 16 2022
Dec 21 2021
Feb 24 2021
Nov 1 2020
Oct 28 2020
6 years later and its still an issue.
Sep 13 2017
Cursor might not be in center of the screen
allowDamage doesn't stop that.
Apr 10 2017
Can be considered fixed, even though command returns false instead of nil, HandleDisconnect events added after it have priority over BIS_fnc_initRespawn.
Mar 21 2017
Still an issue.
Mar 17 2017
Here is addon with temporary fix that you need to include in -serverMod= of your server (or -mod= for non-dedi server)
Jan 26 2017
Problem is still actual in 2017, 4 years later, walls appear orange on lower LODs and have glitchy looking black polygon on even lower LOD.
Thank you! Can my 4 years old ticket https://feedback.bistudio.com/T67309 also get some attention, it has similar issue with immersion-breaking visual appearance over different LODs
Jan 16 2017
Dec 10 2016
Still not solved, if you have body near crate and open body inventory, EH returns body and null object, while both body and crate are available in the inventory menu.
Aug 12 2016
Yeah, I missed introduction of this command, it looks like a proper solution for this case, thank you!
Aug 10 2016
Thanks, I've checked it on dev branch and both event handlers now include firing unit with indirect damage. I will really appreciate if firing unit can also be included into HitPart and Fired event handlers so we can track projectiles after they're fired on clients, not only when they hit. Thank you.
Aug 9 2016
May 10 2016
Isn't assignedTarget what you're looking for?
Good find, KK. Still a bug though.
You can check driver turret locality with "local" command.
Might be because of #19426
Thanks, i'll check it
Wish it was mission description.ext setting instead
I'd suggest to extend current addMagazineTurret command instead:
Full magazine: <vehicle> addMagazineTurret [<magazine>, <turret_path>]
Custom magazine: <vehicle> addMagazineTurret [<magazine>, <turret_path>, <ammo>]
I agree with Killzone_Kid here, having GroundWeaponHolder_Scripted that behaves identically to GroundWeaponHolder (lets players put stuff in it through Inventory UI and displays what inside) but does not auto-deletes when empty will be definitely useful addition and I personally see use for such object in my missions (Wasteland specifically)
While was writing comment, test server crashed again. Attached another report.
Edit: I just realized that I didn't fully read the steps. It was too late yesterday. Fixed, sorry.
Crash right at server start. Happens very often for me, with DEV version as well, have several of these crash dumps, attached most recent one, stable version: arma3server_2014-10-02_22-53-06.rar
Would be great if loudness would be defined in the uniform config
Thanks for reply. I updated my previous comment with more details.
During one of the tests we had 100k desync\desync chain just by respawning simultaneously. Some helicopters\vehicles were destroyed about 5 minutes prior to it though. Is this situation related to helicopterUpdate too? Unfortunately we did not manage to reproduce it later but desync was clearly happening right after we all died. What is interesting is that 5 of us died at the same time sometimes 1 body sank underground, sometimes 2 bodies, sometimes none, it definitely looked like something is wrong with remains collector.