It is possible to script this on your own.
For example:
round(1e2*2/3)/1e2
Will give you what you wanted for: round [2/3, 2]
It is possible to script this on your own.
For example:
round(1e2*2/3)/1e2
Will give you what you wanted for: round [2/3, 2]
It seems likely that this patchnote is what broke the behavior, assuming it was working properly prior to v1.66 like OP says:
This affects End Game Spectator and its derivatives. When spectating any non-local unit in first person, if their NVGs are on, you will not see any NVG effect -- mostly. Every ~18.5 seconds, you'll see a flash of the NVG overlay and green filter, but only for a few frames. Then it goes away again. In dark environments, first person POV quickly becomes completely unusable in EGS and derivatives due to a lack of working NVG modes. They can't even be manually enabled using camUseNVG.
Most mass kicks now relate to a bad basic.cfg setup.
We run a Exile server and have the same problem and i can't find any possible reason for this problem.
Solved. With directx end user runtimes
i think to find problem. Check if your profil's files isn't "read only"
One more suggestion --
running the following code
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If the engine could accept an array of these 'aim at' points so that you could actually mark on the model the points to attack in order of best to least favored ([zamerny (best), zamerny_1, zamerny2, ...zamerny_N]), that would be neat.
In T151123#2077984, @Warseal wrote:Bought the game 25 hours ago been spending 16-20 of those hours trying to get help why this game crashs and when it did work information that makes some type of since how it is played. yes I read the manual and yes I played the toriturial which was as confusing as the manual. Im thinking a BA in gaming tech might help me but im just a customer not a computer tech. So here what the game does NOW when I turn it on.
I have the same issue
Undoubtedly this would be complex issue, and most likely undoable but just throwing it out there.
I didn't do much of actual testing how the command itself works, mainly went by the wiki description and some experiences from the olden times.
The XXXTarget commands only reveal an unit and make the unit(s) watch/glance at it.
hi i have same problem, and game crash with mods disabled
Appears to work perfectly. Thanks :)
With no event handler added, my messages always say "Der Chat wurde deaktiviert, deine Nachricht wurde nicht gesendet." in the chat feed, even though I'm not typing that. Also it doesn't broadcast the message but that makes sense if it were actually disabled.
With the event handler added and returning nil or false, same result as above.
With the event handler added and returning true, it changes the message to that sentence above and doesn't print anything in chat, so the blocking of messages does work correctly.
We need all of this in Zeus, right now what we have feels very surface level. Its usable and you can do a lot with it but we need more stuff like this to make it more interesting and fun for Zeus players as a whole.
If retrocompatibility is a concern then another idea would be to add a new config entry:
class MyEdit: RscEdit { allowedChars[] = {48, 49, 50, 51, 52, 53, 54, 55, 56, 57}; };
Still present in 1.98, would be keen to see this fixed.
Yes, it indeed seems to work better now. Huge thanks! 👍
Fixed in 2.01.146606 please, close it
The verification is successful and there is no problem.
Try verifying the game cache via Steam.
I get an error every time, I want to play but I can’t play
@BIS_fnc_KK
Yes, it does work better. Thanks.
Just a question: Is it possible to update the command so that it returns the target even if the unit is not engaging? (For example, if combat mode is "GREEN" or "BLUE")
@BIS_fnc_KK
Please add the command to the wiki as well. I though it isn't implemented yet (v2.01.146606), but it is.
Its available as of today.
This also seems to be the case with a significant number of other functions in this library including BIS_fnc_addRespawnInventory, BIS_fnc_addRespawnPosition, and BIS_fnc_getRespawnPositions.
I can confirm that this issue is still occurring. The furniture being thrown around the house seems to occur when fast travelling to it. I too have had other areas spawn additional radios, such as the L'Ensemble camp to the southwest of the Old Man's home, though not to the extent of the radios in the main house. Here are some pictures:
createSimpleObject has local parameter since v1.95.145741
@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:
Fixed in 4989
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
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.