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Apr 27 2023
Good day!
Apr 26 2023
The range is -pi to pi
I don't want to spam new anim sources. Any idea for a default that would work?
That feels weird to me, I'd just keep it the same for customWaypointDirection?
I think we should just take driver as a priority, it will be better from a gameplay perspective. The waypointDirection approach feels weird and is most likely a remnant of something old.
One weird thing.
waypointDirection takes the codriver first, and if codriver is empty, then takes the driver.
That feels weird to me, I'd just keep it the same for customWaypointDirection?
Apr 25 2023
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
The in-game part needs to wait for next DLC update to be released.
Yeah, Steam Workshop has now a tag for the map. Now it is just missing the ingame ability to tag it. Thanks!
Change has been made in the backend; please check it is available for you.
Well, the problem seems to be in a3\weapons_f_orange\ammo\data\leaflet_dirt_nohq.paa
I changed the path to this texture in the original leaflet_old_super.rvmat file In class Stage1 to any other and it works the problem doesn't present more
Apr 24 2023
Apr 23 2023
I looked it up and in order make eden support this feature new attribute needs to be added and then it needs to be synced with the rest of attributes and add ui priority box and then localize and and... Basically too much work. So chances are it wont be done so you just have to make sure you use this command in mission, i.e. after allMapMarkers is populated
oh no, I don't know how I can get this kind of problem without creating a new class in Eden's config i.e. without creating a mod
Ok, but for the future please explain why do you need this or that change with concrete examples to avoid situations like this. tweaked Revision: 150527
In T170425#2433944, @BIS_fnc_KK wrote:not units controlling UAVs
UAV AI is the one controlling UAV, what you asked in the first place was inconsistent with the command name but useful for a quick check, otherwise you could have done all this via config look up.
Revision: 150526
I need a repro not involving a mod then I could look at it
not units controlling UAVs
UAV AI is the one controlling UAV, what you asked in the first place was inconsistent with the command name but useful for a quick check, otherwise you could have done all this via config look up.
Using this moment to put attention at the lack of a proper getters for remote control: T171357, T171207, as getControlledUAVUnit doesn't cover remote control done with remoteControl commands, only through terminals. Fixing remoteControl command is one thing, but at least having proper getters would be a great help.
What was the reason to have player\unit controlling the UAV return true with this command btw? Just to make command more broad? You can already do that with !isNull getConnectedUAVUnit player, while command name itself suggests that player\unit is UAV while they're just contolling a UAV. If you ask me, I'd revert that to only return true for vehicles and UAV units, not units controlling UAVs, for a better consistency.
Apr 22 2023
this can be closed
I changed the expression by this code and yep, its works as expected
[_this,_value] spawn { params['_this','_value']; waitUntil {is3DENPreview}; _this setMarkerDrawPriority _value; };
Is it possible to modify the setMarkerDrawPriority command so users don't have to do workarounds like this?
And do you want to include this new Eden Editor attribute to the vanilla game?
What happens if you change priority with delay? or waitUntil is3DENPreview
- i want marker_0 to foreground of marker_1 allMapMarkers result:["marker_0","marker_1","marker_2","marker_3","marker_4","marker_5","marker_6","marker_7","marker_8"]
- I set the priority of marker_0 to 0.1 ["marker_0","marker_1","marker_2","marker_3","marker_4","marker_5","marker_6","marker_7","marker_8"]
- set priority of marker_0 to 0.2 ["marker_0","marker_1","marker_2","marker_3","marker_4","marker_5","marker_6","marker_7","marker_8"]
- now I set priority of marker_1 to 0.1 ["marker_1","marker_0","marker_2","marker_3","marker_4","marker_5","marker_6","marker_7","marker_8"]
Just for reference use getPosWorld setPosWorld to save restore position
Hi, I need to see what happens with allMapMarkers in that video every step of the way
Apr 21 2023
Turns out, getModelInfo has "Placing point" now. This ticket can be closed.
Revision: 150521
Revision: 150521
I'd prefer position to be ASL\World and not AGL btw.
New command is great, but I'd also like to request tweaks to existing commands, here are the tickets:
T171744 - Have inAreaArray and inAreaArrayIndexes take ENTITY as argument like inArea does
T171699 - Have inPolygon take ENTITY as argument
T171524 - inAreaArray variant that takes both list of areas and list of positions to check
Apr 20 2023
wish it would be added.
In T171323#2431161, @POLPOX wrote:In T171323#2425423, @SaMatra wrote:I wonder if its possible to fix this through config without changing the model?
Apparently is possible with just config, I've done it before. This issue going to have no official fix anymore I suppose, though.
Great stuff, now I wish this was added officially, this asset is very much underused because its not flexible with the pylons
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
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.