Revision: 151123
Added new bool parameter to cutRsc/cutText/cutObj
cutRsc/cutObj [class, effect, speed, showInMap, drawOverHUD] cutText [class, effect, speed, showInMap, isStructuredText, drawOverHUD]
Revision: 151123
Added new bool parameter to cutRsc/cutText/cutObj
cutRsc/cutObj [class, effect, speed, showInMap, drawOverHUD] cutText [class, effect, speed, showInMap, isStructuredText, drawOverHUD]
When player eject he fly in seat a 350m, in that time he can manually eject from seat to parachute:
Ejection_Seat_Base_F → UserActions → Ejection_Seat_Eject statement = "[this] spawn BIS_fnc_ejectionSeatRelease";
Using that action(function) will insta kill pilot due collision hit Pilot ↔ Ejection Seat
But if destroy building complete using cursorObject setDamage 1; the sound will be full
SHould be able to do this with
T171471 but w/o 2. problem note
In general naming of script commands for 3DEN is already inconsistent, like these are all entity specific:
With SFM we allow all helicopters to sling-load more than they should for game play purposes.
Thinking, is that naming bad? should it be get3DENEntityLayer/get3DENEntityParent ?
Though I wouldn't know of why we would have any non-Entity ones
Incredibly useful, finally those scripted workarounds can be discarded and performance can improve as a result ;) Gonna be testing this asap
I think this will help
Have made a repro mission showing the problems of these scripts, download this mission and run it on a dedicated server
Ok that's good to hear! Thanks for the update.
I just tried and I cannot reproduce it anymore. It might have been a one-time glitch, or an update fixed it, but it is definitely no longer there.
Sorry for the false alarm.
Thanks for the report Alwarren.
Revision: 151117
set/getFuelConsumptionCoef
An other solution that would work fine for me is an EH for when dragging is done, this way I wouldn't need to add 1 to 2 frames of delay.
Ah I didn't think of that, ofc if attribute changed handles undo, you can handle everything. I have not tested if that works, please confirm if thats working.
Doesnt trigger for waypoints and units.
For making sure undo/redo can be synced as long as the position change of that entity triggers an OnEntityAttributeChanged its fine.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you! It works while the pilotcamera is active. Is there a possibility of it working while the player is not in the pilotcamera view?
That is, the value returned by getPilotCameraOpticsMode updates, but the pip cameras do no update until the player goes into the camera.
setTurretOpticsMode does update immediately in pip.
https://www.youtube.com/watch?v=7WP2c-SzsBM
Revision: 151113 added support for group too
Full reboot same issue with return results. Even though it seems the MyVar assignment seems to be working now.
Ok, something weird is definitely happening. Because now the code IS executing but still not returning anything. I haven't done a reboot or anything. Just restarted Arma 3 (which I had restarted several times when I discovered my issue). I have no proof of yesterday when it wouldn't set MyVar nor return anything... I wish I had taken screenshots. But here is proof today that I cannot return a value which was half my issue yesterday.
_def = [ ["#type","Test"], ["#flags",["unscheduled"]], ["HintTest", { hint "Test"; MyVar = 1;}] ]; _obj = createHashmapObject [_def]; _obj call ["HintTest"]; // returns <null> - MyVar never gets assigned
Can't reproduce
Fixed on dev-branch yesterday, and profiling branch
Revision: 151112
Revision: 151110 added support for
After doing some testing on the current profiling branch (2.14.151108) here are some things I found
I had the same issue I think there's a problem with the launcher
It would save me a lot of trouble with my project, and it's kinda holding me back with my mod. I currently have to attach a custom Draw3D handler to render that IR laser without a dot using drawLaser command under specific conditions just for that one case. I wish I could just tell it that beamThickness must be 0 and dotSize must be 0.15 and have the same results as we have with colored laser attachments, except in IR.
Chat is controlled by script, showChat command. Eden script changes are too complex and hardcoding it in sounds meh.
I should probably hardcode it. Postponed to later maybe.
Now, for the first case, we can trigger the eventhandler (and let you abort it) before we enter MP mode.
That is easier to implement. But that means if you block it, the player never starts up the server host and cannot switch to MP mode. But I think that's what you'd want anyway?
Current state will be in tomorrows Profiling branch (and dev branch) updates. I just briefly tested stuff, there might be bugs in there.
In T176371#2518334, @BIS_fnc_KK wrote:Should be fixed in Revision: 151097
2.6 Allow 1.5 (load3DENScenario) to be used from main menu
Should be fixed in Revision: 151097
did you bring this up also in the Arma 3 discord yet?
Done by this point
Replaced by OnEditableObjectAdded https://feedback.bistudio.com/T175775#2518321
For the unit created.
Do you want duplicate fires then?
OnPasteUnitOrig
OnPaste
OnEntityDragged
For all Rotation/Move of entity. But again there is the question with undo history. It doesn't re-fire if a drag was undo/redo'd.
What do?
OnMissionAttibuteChanged gets two parameters.
The attribute type (Intel, Multiplayer, GarbageCollection, Scenario, Preferences) and the attribute classname
OnEntityAttributeChanged (notice the changed name from your proposal)
gets two arguments, entity and the classname of the attribute
12:13:47 [B Alpha 1-1:1,"Name"] 12:13:47 [B Alpha 1-1:1,"Init"] 12:13:47 [B Alpha 1-1:1,"Position"] 12:13:47 [B Alpha 1-1:1,"Description"] 12:13:50 [B Alpha 1-1:1,"unitName"] 12:13:50 [B Alpha 1-1:1,"speaker"] 12:13:50 [B Alpha 1-1:1,"pitch"]
Though, I didn't edit speaker/pitch values, it fires anyway 🤔
For multiplayer (Via Play->Preview in MP menu) there are two possibilities here.
@BIS_fnc_KK Would that same logic be applied to https://community.bistudio.com/wiki/setObjectScale? If I setObjectScale on a local simpleObject other players won't receive the broadcast?
Is there a way to know if the data was broadcast to clients without seeing a visual change somehow?
Indeed this would be useful. Code that returns TRUE should also interrupt default action just like current command does.
It would be convenient to have this, since inGameUISetEventHandler is the best/only way to detect the use of action menu actions, and not being stackable means it's not very safe to use.