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Nov 17 2023
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Nov 12 2023
Oh yeah, I literally forgot that, yeah that would "fix" this too.
https://community.bistudio.com/wiki/remoteControlled
https://community.bistudio.com/wiki/isRemoteControlling
This was recently added too
focusOn that is introduced in 2.15 solved this ticket partially, but I'd like to see more commands for such things.
Undamaged model inside ruins has been fixed in game engine rev. 151158, no need to remoteExec setDamage and setHitPointDamage see https://feedback.bistudio.com/T176730
In T172144#2529324, @Leopard20 wrote:Sync issue has already been fixed. Will look into the saving issue
I hope command doesn't broadcast and its just synced in generic update message. Personally I'd preferred if it wasn't synced at all, but I'm fine with either.
looks like the parameter exists, it is called
Sync issue has already been fixed. Will look into the saving issue
Nov 11 2023
Should be fixed in Revision: 151148
Nov 10 2023
In T176989#2528575, @BIS_fnc_KK wrote:I'm very confused. The ontimer and before destroy already have _this with position https://community.bistudio.com/wiki/ParticleArray. Please provide more info and repro example
In T176989#2528527, @Leopard20 wrote:@BIS_fnc_KK I think they mean config one doesn't support vector dir/up like scripted ones
https://community.bistudio.com/wiki/Arma_3:_Particle_Effects
Leopard is correct. I'm referring to the config one he linked to. It does not have a documented vector dir/up ability like the particle array you are think of.
tested with setdamagejip_repro.Stratis, the mission is so old it had to be converted. Everything works on my end.
I'm very confused. The ontimer and before destroy already have _this with position https://community.bistudio.com/wiki/ParticleArray. Please provide more info and repro example
@BIS_fnc_KK I think they mean config one doesn't support vector dir/up like scripted ones
https://community.bistudio.com/wiki/Arma_3:_Particle_Effects
are you saying this tweak is not working? https://feedback.bistudio.com/T151354
- should be fixed in Revision: 151146
Yes, I removed -autoinit from server start params and now am able to reproduce it
Do you think this is why I can’t repro?
So the 1st client has to be the one that starts dedicated server? My dedicated starts on its own so every player joining is JIP. Do you think this is why I can’t repro?
Seems to be related to my ticket again @ T172490 something isn't propagating scripted damage right over the network.
@BIS_fnc_KK did you try to reJoin on server? Seems JIP can't get this bug, only who was in 'before mission start' stage or smth. Check this YT video https://youtu.be/zXYsIWcPdYM
First time missions start (from briefing to gameplay)
ESC → Abort → Continue (re-join or join-in-progress)
no bug then
Reproed with new DEV rev. 151133
There is a .pbo version of repro mission, drop it into MPMissions, launch dedicated server and 1 client on DEV branch, start game. Cannot see any changes or fixes here
BUMP
Nov 9 2023
I tested this mission on the prof branch 151142 (with 1. fix)
I have tried your mission, I started dedicated server with it, then joined it with one client, all houses were destroyed. What am I doing wrong? Have you tried this on the latest dev? Maybe the fix that I did to the 1. fixed the 2. as well? Please report back
there is repro mission to showcase the 2.
- green house's logic exec: if (isServer) then {[nearestBuilding position this] findIf {_x setDamage [1,false]}}; (server execution, before mission start, terrain building - not Eden Editor) BUG!
- red house's logic exec: if (isServer) then {this spawn {waitUntil { time > 0 };[nearestBuilding position _this] findIf {_x setDamage [1,false]}}}; (same but after mission start) no bug!
- blue house's logic exec: [nearestBuilding position this] findIf {_x setDamage [1,false]} (global execution, before mission start, terrain building not Eden Editor) BUG!
- turn 180 deg!
- green, red houses have same code exec (depend color) but this is a Eden Editor placed objects, seems no bug if it's not a terrain object
Should be fixed in Revision: 151144
Nov 8 2023
I can confirm this has been fixed in profiling branch 2.14.151142.