- this is not yet in 2.12, correct?
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Apr 16 2023
I actually played around a bit more and came up with this example. Note, compileFinal on an array is not working for me (expecting String,Code,Hashmap). See comments in code of what I am having issue with. If I want to make sub classes, I would either have to create each array by hand or through the following unless someone has a better implementation:
Not unless you do something wrong. (which is why posting your scripts will help)
Depends on what do you mean under "doing wrong". If it means just creating GetIn EH according to official wiki, and getting weird results, then I don't think I'm doing it wrong :)
Apr 15 2023
This is the correct behaviour as you are trying to add entity event handler to projectile https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Projectile_Event_Handlers
I really like this. I had already implemented using hashmaps in an OO type fashion for a project but, the main purpose was for inheritance. I am looking at changing up my project and seeing the pros/cons of using this. I like a lot of the features such as constructor/destructor and the sealed option. However, looking at my project and what I would have to change or add I run into a big con. Class definitions. I cant see a clean way to provide a simple base class and inherit from it without duplicating a bunch of class def arrays everywhere. That, or handling inserting new properties or methods to the def array in code which can break very easily. I'd type up an example but, it would become a much longer post. I hope you understand what I mean by an explosion of definitions could occur in a project. A proposed simple solution might be to allow using a hashmap as an alt definition
createhashmapobject (_baseClass merge [_newClass, true]) //true means can overwrite existing but only if valid as already implemented (e.g. not compileFinal'd, sealed, etc..)
Although child classes would be less bulky (only overriding whats needed), an even cleaner way to do it is to have class definitions in a config file and use the #str property as the type name. Reading from config can be done in a self-implemented function but, to have it natively would be awesome.
Well you can post your entire mission with all the scripts so the devs can investigate the scripts directly.
Cannot happen by design, you can prove the engine wrong by adding a repro to this ticket.
Unfortunately, I have no enough skills to reproduce it in editor, it can only be reproduced in my mission, and I understand that it would be very hard for devs to reproduce it without knowing such info.
Thanks for the suggestion Surge_Stamina. I will definitely try it!
I Know this tread might be a bit old but i recently found a workaround to the "0 insurgents to call" issue :
Are you saying _unit becomes a number? Cannot happen by design, you can prove the engine wrong by adding a repro to this ticket.
This bug still exist.
I found one explanation for this problem, it maybe have to do with group and group leader "command" ?? Not 100% sure.
Apr 14 2023
Once again I had a need for this command, trying to make a hack fix to fix broken remote control (if somebody disassembles drone you're controlling, your player always remains in vehicle for everyone except you) I need to find a vehicle that backpack assembles to on "WeaponDisassembled" event handler, so I can broadcast it to players that used to control this drone, to do a hack to fix their broken state. Turns out in some locality combinations none of allObjects combinations work if you do _backpack == objectParent _x check on each. Yes I shouldn't be doing this hack fix in a first place but I can't wait months for something to get fixed and be available on stable. Though same could be said about this command too.
PLZ FIX
Thought that having a getter to return JIP queue attached to an entity will be useful too:
ARRAY = getRemoteExecutedJIP ENTITY which will return array of JIP handles that match this vehicle
I have a need for such command too, comparing unit and even units against list of areas is what I constantly do in my mission.
Apr 13 2023
Hi, do I understand it correctly that this comes with the next update? Or is it not sure yet? (sorry, no feedback tracker pro)
Present and correct in 2.12.
It looks like i solved my issue by my self.
The error is still persistent.
Is there any news on this?
Thanks! Some interesting creative ideas from papa's burgeria and everyone is responding.
Apr 12 2023
Apr 11 2023
This command was added in 2.12 and is fully functional.
can be closed - seems to be a BI Zeus scenario specific problem. works fine in "normal" Zeus setups
Apr 10 2023
ok next dev
Apr 9 2023
Bump since SlotItemChanged EH is being added.
So no excuses left why not add this and MuzzleSwitched EH (https://feedback.bistudio.com/T151698) ;)
I feel that removing one by one is fine if EH exists. Its not like such removal happens each frame on a 100 units in scripts or in the engine itself, performance difference would be super tiny. Since the engine wasn't designed for such event handlers, this feels like a good solution.
Apr 8 2023
Ok added binoculars, but the EH is not firing on removeAssignedItems or removeAllWeapons. One of the solution would be to make engine remove items one by one if EH exists which will slow down the removal process. Not liking this. Ideas?
SlotItemChanged EH