Revision: 151444
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Arma 3 Activity
Feb 20 2024
Feb 19 2024
I presume they are not present on a dedicated server at all assuming tire marks and footprints are purely visual. Is this correct?
Feb 18 2024
Feb 17 2024
This was fixed years ago. Close.
Feb 16 2024
Nah, probably due to race condition, when display is not ready but is assumed to be ready
Scratch that - I am very confused on what is happening right now?
Feb 15 2024
No, that's correct. "Lase" is the verb. To lase something is to use a laser on it. "I'm going to lase the target", "I'm currently lasing the target", "I have lased the target".
Feb 14 2024
It'd be nice if you could have a target ignored by everyone except a certain unit or group, without having to do ignoreTarget with all the other groups or units that should ignore it.
works 👏
Feb 13 2024
should be much faster
Feb 12 2024
very much appeciated!
_self set ["#base.#create", DICE_fnc_hmo_onCreate];
you really want T178693 so we'll do that there
Destroy task. transitions into a so called "Brown Move" when it cannot find the target.
They then issue a move order to the targets last known position.
the engine will try up to 50 times, the number of attempts is passed to the EH
Feb 11 2024
related T149294
keep crash...
If there is new stuff then probably a new ticket for that (link it to this one tho)
Just double checking, with "stuff" you also mean bugs, feedback and or answering questions you posted in your latest update?
Feb 10 2024
@kju-PvPscene minPlayerDistance = 50; That means if you are closer than 50 m to the corpse or wreck it wont be removed. Please try with minPlayerDistance = 0; and report back
Feb 9 2024
Actually no need, Explosion has projectile on which you can use getShotParents.
Revision: 151391
Thank you, works like a charm!
ticket?
In T178958#2565016, @BIS_fnc_KK wrote:Make a ticket, if it is feasible in context of the event then why not. Keep in mind HitExplosion =/= Explosion
ENTITY Explosion is called alongside ENTITY HitPart has projectile entity and source in it, might as well have instigator there.
Make a ticket, if it is feasible in context of the event then why not. Keep in mind HitExplosion =/= Explosion
In T178958#2564970, @BIS_fnc_KK wrote:Also added shotInstigator param to events:
ammo HitPart
ammo AmmoHit
entity HitPart
ammo HitExplosion
0nFlare.sqs
Also added shotInstigator param to events:
Revision: 151389
Feb 8 2024
Repro RPT example:
Server:
22:20:45 ############################################################# 22:20:45 # ProjectileCreated: 10: rocket_rpg7.p3d (R_PG7_F) 22:20:45 local = true 22:20:45 source = B Alpha 1-1:1 (Sa-Matra) (B_RangeMaster_F) 22:20:45 instig = B Alpha 1-1:1 (Sa-Matra) (B_RangeMaster_F)
Client:
22:20:45 ############################################################# 22:20:45 # ProjectileCreated: 10: rocket_rpg7.p3d (R_PG7_F) 22:20:45 local = false 22:20:45 source = B Alpha 1-1:1 (Sa-Matra) REMOTE (B_RangeMaster_F) 22:20:45 instig = <NULL-object> ()
should be fixed
I'm surprised it event works anyhow on dead unit. I wont touch it in fear it might break something else, so just kill unit after mission start rather than starting with health 0. Gonna close this as fixed
With an eye on #constrList constituency, might also default member #type #create functions with a sensible default along similar lines. i.e.
_self getOrDefault ["#create", {_this}];
Again, could be #flag opted in either way, assuming early adoption, breaking changes, etc.
Feb 7 2024
lastEntityCausingDamage is the engine pullup, so adding instigator would require the whole new implementation, not likely happening any time soon