@kju-PvPscene
In case this doesn't get implemented, you can use _units joinSilent _group. Though it shouldn't be used on the group leader, because the leader will leave the group and rejoin; one workaround is to temporarily set any unit as the leader (the unit doesn't have to be a member of the squad, so you can create a helper civilian unit for the entire mission), use joinSilent, then select the original leader, i.e:
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Arma 3 Activity
Aug 19 2020
Aug 18 2020
Fixed in 4989
Aug 17 2020
Ask @dedmen he should know
In T148480#2096846, @BIS_fnc_KK wrote:App version: 1.98.146.445
Fixes are in 146448
App version: 1.98.146.445
Fixes are in 146448
Aug 16 2020
when trying to fly to kajman, the error status stack buffer overrun .... time on HUD is 16-59-59. perfomance profiler branch!
addition a minute before that I ordered ammobox for vehicle when calling which frequent errors also occur...
next dev-branch whenever that will be.
Aug 15 2020
Almost always I have AI initially set to "SAFE", but after first contact (when gunshots ring out across the AO) the AI seldom update to "AWARE" by themselves, so I have to do it. If I don't, patrols stroll around with their guns lowered through areas with nearby audible contact. So either:
In T153245#2096474, @Pi wrote:As a sidenote
In T153245#2096294, @GamesByChris wrote:I would definitely like to see more love for the Zeus interface. Zeus is fun, but desperately needs more modules like the Achilles mod. Maybe just allow the Achilles key on just one of the official servers?
If BI is too busy, I'd be more than happy to take on the task of adding these new Zeus modules to the game. 😉
Iirc the reason that Achilles isnt allowed on the official servers is because
- Achilles has a module that lets you execute code similar to the Debug Console which the BI peeps dont want
- The BI peeps want the official servers to be a good starting point for new players and resemble the Vanilla game
From what I've heard from the official Discord that is exactly why
Aug 14 2020
As a sidenote
In T153245#2096294, @GamesByChris wrote:I would definitely like to see more love for the Zeus interface. Zeus is fun, but desperately needs more modules like the Achilles mod. Maybe just allow the Achilles key on just one of the official servers?
If BI is too busy, I'd be more than happy to take on the task of adding these new Zeus modules to the game. 😉
I think it'd be smarter to replace the "Delete all markers" module with an "add x to interface" module since that'd be a lot more universal.
It`s a shame to see Bohemia put such a good idea to waste. There is so much more that could be done with this game mode but they decide to ruin scripting and work on a 20$ mod. Not everyone has the time to join a unit or rent their own server to play with Zeus enhancing mods and most people who looked at the trailer for Arma 3 weren't expecting KOTH to be the dominant game mode. This list would definitely help Arma 3 Zeus, but there is still so much that Bohemia could do like, find out ways to combat trollers because they run rampant through the Zeus servers, add a larger player cap to Zues servers if you wanna play with just one faction, the ability to put down a full arsenal I know its a repeat but god damn is it desperately needed, etc.
Would 100% support this, in order to keep the game community alive and active this is definitely needed.
I'm all for hosting Vanilla based Ops and even hosting more often on Bohemia's Zeus servers. To see an update like this be implemented to Arma 3 would be extremely beneficially for the game's community.
+1 These enhancements would open up a whole new dimension of Zeusing possibilities. Stay cool, Lanker!
Definitely a +1 because this helps all Zeus players and gamemasters
This is needed so bad, +100%.
What whalen207 talked about would be great too!
Bruh, We fucking need this update, It is literally the only way Zeus will get any respect. +1
can be disabled with visionAid = 0; in difficulty
How in the hell has this not been fixed yet?
A new update for the Zeus gamemode would be great for the community. +1
One of the most important things Achilles adds for me is the ability to apply (certain) modules to selected entities with [ENTER]. It's rare that I want to change the simulation of one prop at a time or every prop on the map -- but it's very frequent that I want to change the simulation of a certain set of props.
I would definitely like to see more love for the Zeus interface. Zeus is fun, but desperately needs more modules like the Achilles mod. Maybe just allow the Achilles key on just one of the official servers?
We really need this update to Zeus. Especially for vanilla Arma with no scripting involved the base Zeus interface doesn't have many "must-have" modules. Adding these modules would be amazing for those who use vanilla Zeus or play on the Official Servers.
+1
Aug 13 2020
I didn't get any errors on v1.99.146550 either. But it is not possible to fully check in the game on servers (
No crash on v1.99.146550.
Using the profiling branch I am getting a status stack buffer overrun error.
Aug 12 2020
it was added to profile branch on 30 May
Aug 11 2020
In T148480#2074340, @BIS_fnc_KK wrote:The fix is added in 1.99.146447 please test on or after
Aug 10 2020
Then maybe wait till release, or maybe performance profiling branch. But the underlying issue is fixed, even if not available to you yet.
Aug 9 2020
No. This doesnt warrant new command
Aug 8 2020
Hi dedmen, I do not feel that adding this to the dev branch counts as resolving the issue as there is no Linux dev branch. Would you please release a new Linux dev build?
Thanks
Looks like all listed achievments work now
Fixed in description.ext in 1.99
Rest is very likely "won't fix"
My bad, never had any issues so far with this detail of SQF.
It's not a bug. That's how the expressions are prioritized.
round (3+4)/3 calculates round (7) first, then divides it by 3.
Is it possible to delete the ctrl and recreate it with the new style?
Yes to control style no to control set style. After control is created changing style may lead to crash
Maybe even extend that with alt syntax to do 'play-part-of-anim':
unit playAnim [moveName, from, to]
Yeah that's even better, but I don't think it's possible (afaik it would need a total overhaul of the animation system)
Exactly that kind of command has been on my whislist as well, but I thought I'd test the waters first with something I would have needed recently.
Aug 7 2020
Ending an animation is like jumping to the end of the animation. So why not extend your request to a more general case: