Ok i was able to get my mod attribute work but with one problem:
seems if iam leave value of the attribute by default (do not change it) then I will not be able to move markerOne above markerTwo untill change the value of markerTwo to any
Though I don't know if it's a error in command or Eden attributes or even in my mod's configuration
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Apr 20 2023
Apr 19 2023
Oh, I see it now, indeed it uses wrong axis
as can be seen here the weapon does not rotate around the mechanisms joint and clips into itself, vanilla arma 3. double checked.
https://i.imgur.com/kjCwjE2.jpg
https://imgur.com/Q1mmh46
Apr 18 2023
As I described in the ticked, it happens ONLY in CBA functions.
If it is not a CBA function bug for any reason, then it is the bug of CBA + something, so it may be important only for CBA developers, not for debugging from my side.
I would love to see this fixed at some point. It makes it pretty much impossible to have a gamepad setup that works for both wheeled and tracked vehicles, because of the conflicting limitations of the other steering bindings. That's a real shame, because gamepad steering is a lot nicer than keyboard and mouse.
As CBA devs pointed out to you, it's not a CBA issue.
Are you sure you're playing unmodded game? I just tested it and it seemed fine.
after having assembled drones disappear on me twice on a local server with 0 latency, I decided to make a repro for it.
Why is that related to locality? If I understand right, when you assemble a drone on your client it should spawn locally on your machine? So there should be no ownership transfer.
dev branch this week, prof v4.
The repro was incomplete. Executing script locally on vehicle owner is also delayed, and involving a third player would also show delay.
Only fixing the script executor <-> vehicle owner case wouldn't have fixed the real issue.
You actually found a bug here that existed since dynamic simulation was added about half a decade ago :D
That it requires a "entity" object and does not support "projectile" objects is not obvious
Had a look at it, looks like this blur is engine-driven, not scripted, once applied and unit dies, it never resets. Could be an easy fix - clean up effects on death.
Still an issue on Windows 10. It is really irritating as my mission about getting shot by a flak while jumping out of C-130 over and over again simply doesn't work because of this bug.
Apr 17 2023
If you mean the -1 issue - as you can see, all variables "privated" correctly, and there are no such variable names in upper scopes.
Also I mentioned that variables changes after the function call.
Current CBA realease has some problems with variables scopes - see the link above.
I have a feeling you're not privateing your vars, causing them to be changed by an inner function.
BIS_fnc_objectVar is suppossed to give me back a string name for a object. That it requires a "entity" object and does not support "projectile" objects is not obvious, especially as that kind of differentiation doesn't seem to exist in sqf, at least to my knowledge.
Alright will test with this setup as this is how people defined CfgRemoteExec in config.cpps:
In T171323#2425423, @SaMatra wrote:I wonder if its possible to fix this through config without changing the model?
Anyway, this is irrelevant to this ticket, there is default config in the game and it has class Server. If you want to inherit from it this is what you do.
I guess it is obsolete, but dont take my word for it https://community.bistudio.com/wiki?title=Arma_3:_CfgRemoteExec&diff=138136&oldid=138110
OK, let me explain. "local" even is for objects classed as "entity", you are passing the object classed as "shot", which is what projectiles and mines are. Shots don't have "local" EH hence you get no EH error. This is not a bug.
Apr 16 2023
As it happened the mission maker called function from EH which through some script error was also called from another EH
In my case, the EH added in CBA FrameHandler cycle. I have already encountered a couple of serious bugs in CBA functions, and more than once I regretted using them in complex scripts.
The first one: https://github.com/CBATeam/CBA_A3/issues/1570#issuecomment-1465218758
The second one happened in the same PFH loop, just a bit above:
But i'm not trying adding the "local" event to the object myself, i'm just calling BIS_fnc_objectVar, and inside Arma3 code (/temp/bin/A3/Functions_F/Objects/fn_objectVar.sqf..., line 53) its attempted to add the event.
Is that class server an undocumented feature?
2.14
Depends on what do you mean under "doing wrong"
You want to overwrite cfgremoteexec or extend it? If you wan tto extend then you have to inherit everything. Dunno which version, look through dev log
- this is not yet in 2.12, correct?
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)