As designed, the explosion doesnt have separate instigator as the shotShell has
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Feb 6 2024
Revision: 151378
Feb 5 2024
Maybe something that can be looked at
What about https://community.bistudio.com/wiki/uniqueUnitItems is this faster?
Feb 3 2024
On a different note:
setMagazineTurretAmmo is broken when there are 2 players in a vehicle, it does not like split locality.
Revision: 151373
Jan 30 2024
but you will have to execFSM with allowTerminate param
Jan 29 2024
Terminating FSM would mean removing it from scheduler on the next simulation so it would just stop running at unknown part of its execution. Is that what you are after? Isn't it better to have controlled FSM exit rather than "eject"?
You can always set an FSM variable that would direct your FSM to the exit state.
Jan 28 2024
Revision: 151327 setHitxxx commands extended
Jan 27 2024
Revision: 151324
Jan 26 2024
Jan 21 2024
Revision: 151304
Revision: 151304
not sure, need to investigate, all I can say this is not a bug it is working as intended now
Jan 19 2024
looks like it doesnt fire if vehicle is not local
its a video stream - video +audio, it is not handled separately
just -window and -noPause (removing either or both still plays the audio)
Are you running exe with -nopause option?
151303 include crew
Jan 18 2024
you need to add crash report files
Revision: 151289
Jan 12 2024
Revision: 151278 Added alt syntax to getEntityInfo script command for fast access and isMan property
Revision: 151248
Revision: 151248
Revision: 151247
Revision: 151246
Jan 11 2024
~could you please update wiki
Jan 10 2024
Also use [this] call bis_fnc_unflipVehicle for all statements instead of just static weapons, this function works decently with all vehicles.
151259 getEntityInfo
Jan 9 2024
Should work after some future dev build
funny though we have canFire method that checks if vehicle is not dead and not upsidedown but it is not available in its pure form. A dedicated command should be helpful
Jan 8 2024
Revision: 151252
Jan 2 2024
Dec 29 2023
Dec 27 2023
It did not make it into hotfix
forceHitpointsDamageSync command
non-static building should now have the same values not nearly the same
Dec 25 2023
Dec 22 2023
Revision: 151241 repairing static building now repairs hitpoints for JIP as well
we'll see
handledamage alters damage locally after all the networking is done but thats not all. static building damage isaccumulative dam = olddam + newdam, now say new damage is 0 because you handed it, see where Im going? setHit is actually implementable
HandleDamage and static buildings is a won’t fix, but might fix setHitxxx instead
Revision: 151240 Static buldings fix
Dec 20 2023
Revision: 151237 save3DENPreferences command
Dec 19 2023
Revision: 151236
Revision: 151235 addWeaponTurret, addWeaponCargo, addWeaponCargoGlobal, addWeaponWithAttachmentsCargo, addWeaponWithAttachmentsCargoGlobal
Revision: 151234 addBackpackCargo, AddBackpackCargoGlobal