Basically a can of worms but I think it can be improved
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Wed, Nov 6
I will take another look
Mon, Nov 4
Does this happen in 2.18 vanilla?
Retested with current profiling branch version: 2.18.152307
Sat, Nov 2
setUnitLoadout will now fail if unit is switching weapon
isSwitchingWeapon command added
I cannot reproduce this bug
Fri, Nov 1
Is the grid position not matching map grid square?
Mon, Oct 28
Revision: 152328
Revision: 152324
player setObjectTexture [0, "#reset"]; - sets default texture
player setObjectMaterial [0, "#reset"]; - sets default material
Sun, Oct 27
Revision: 152324
player getObjectTextures []; - default textures
Revision: 152322
Fri, Oct 25
Revision: 152319
Ok the problem is that after player is removed from the channel, this channel is muted so customchat doesnt work, when player is added back the channel is made audible again but not immediately, this is why adding sleep before customchat works. I will force it to update quicker
If you wait after adding or removing player before sending chat it works. I am going too see if this can be improved
Tue, Oct 22
Revision: 152303
14:25:57 "Client applied velocity [0,0,100]"
14:25:57 "Server applied velocity [0,0,100]"
14:25:57 "Client velocity [0,0,94.8551]"
14:25:57 "Client velocityModelSpace [-54.7455,-54.7723,54.776]"
14:25:57 "Server velocity [0,0,94.8551]"
14:25:57 "Server velocityModelSpace [-54.63,-54.6486,55.0144]"
14:26:06 "Client applied velocity [0,0,100]"
14:26:07 "Server applied velocity [0,0,99.9183]"
14:26:07 "Client velocity [0,0,95.0184]"
14:26:07 "Client velocityModelSpace [-54.8397,-54.8667,54.8703]"
14:26:07 "Server velocity [0,0,94.9368]"
14:26:07 "Server velocityModelSpace [-54.583,-54.6015,54.967]"
Sat, Oct 19
Revision: 152295
Fri, Oct 18
Revision: 152294
Thu, Oct 17
rev 152283
I found the revision when something changed that caused this, but this was back in May, you guys dont use dev at all?
Wed, Oct 16
This is not a bug, side of dead or unconcious player is CIV, use
Tue, Oct 15
I will let you know after I try with the actual hut, I have the CDLC now
Mon, Oct 14
the damage starts happening with 12.7mm, but that is expected
I can dismantle a building with 0.6 armor hit point with MG but not rifle and it is the same for me on 2.16 and 2.18
works in internal, try profiling should be fixed there too
Thu, Oct 10
fixed in internal
If this is related to uniform then there is a fix in works
Wed, Oct 9
Revision: 152256
In T185228#2681005, @TRAGER wrote:
Aug 22 2024
Aug 16 2024
Aug 12 2024
Why do you need the _thisscript in here?
Aug 11 2024
Vehicle chat changes reverted due to alternative use cases for the channel Revision: 152113
Aug 10 2024
Aug 5 2024
With standard marker tools available on the map
In T183374#2647800, @MaxP wrote:No, of course no :)
I specifically tested with the marker rotated.
Revision: 152084
is the marker created with dir 0?
Aug 4 2024
1, 2 yes
3 no
Aug 3 2024
if shell is scripted maybe. The shell sound starts playing about 5 seconds before it hits the ground, the time is calculated via speed and distance, so if shell is scripted it might not play the effect
Aug 1 2024
rev 152072
Ok, a compromise, both drawRectangle and drawElipse will be defaulted to follow map but will have optional bool not to follow, since the most common usage is to mark area so it doesnt make sense it will not rotate with map. drawIcon will not be changed, because most common use to mark something with icon you want to stay vertical like tactical ping for example. This could be changed with adding ctrlMapDir to angle
Jul 31 2024
In T165080#2425929, @SaMatra wrote:I think its better to bite the bullet and fix this, make drawRectangle/drawEllipse/drawIcon treat angle as world angle rather than UI angle, same as markers currently do.
The ping should be fixed in Revision: 152064
this has been fixed already, please double check before making new tickets
apparently this was fixed on 12th of July so it should have been in the dev after that, this ticket is dated 30th of July. The debriefing was also fixed awhile ago.
yes I can hardly hear it, but the controller value is 0 so it is some sound engine problem which Im not sure I can fix
boolean is now true when medic
Revision: 152061
Revision: 152061
Jul 30 2024
HangleHeal should be attached to the injured and will only be triggered where healer is LOCAL. So adding it in init field of the unit is ok
not sure what the video shows, I tested it just now on onternal no issues