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Sep 26 2016

BIS_fnc_KK added a comment to T79720: str command does not escape nested double-quotes for strings.

return of the callextension is string already if it contains "2" then it will be compiled into a string. You should know what the database output for sure, you can do that by running database query on the database server and not rely on diag_log

Sep 26 2016, 10:08 AM · Arma 3
BIS_fnc_KK added a comment to T79720: str command does not escape nested double-quotes for strings.

I dont know specifics of your database setup but going from 2 to ""2"" is unlikely caused by single use of str. 2 to "2" or "2" to ""2"" maybe, but str doesnt double quotes like that not before not now.

Sep 26 2016, 9:43 AM · Arma 3
BIS_fnc_KK added a comment to T79720: str command does not escape nested double-quotes for strings.

Fixed str functionality only escapes " which are inside "". Nothing else has changed.

Sep 26 2016, 9:25 AM · Arma 3
BIS_fnc_KK added a comment to T79720: str command does not escape nested double-quotes for strings.

Torndeco is correct, the str command was always producing illegal strings under certain circumstances, but because it was an old bug it doesnt make it ok.

Sep 26 2016, 9:03 AM · Arma 3

Aug 25 2016

BIS_fnc_KK added a comment to T120060: PhysX simulation type bug with modeltoworld commands etc.

Well, I obviously cannot check what you are saying, as script you provided does nothing as it is.

Aug 25 2016, 7:38 PM · Arma 3
BIS_fnc_KK added a comment to T120060: PhysX simulation type bug with modeltoworld commands etc.

I am not sure how to use your repro, it seems out of context. However I have found this in the thread you linked:

Aug 25 2016, 7:06 PM · Arma 3
BIS_fnc_KK added a comment to T120060: PhysX simulation type bug with modeltoworld commands etc.

I doubt video alone without any repro helps in this case.

Aug 25 2016, 5:57 PM · Arma 3

Aug 24 2016

BIS_fnc_KK added a comment to T120060: PhysX simulation type bug with modeltoworld commands etc.

have you tried modelToWorldVisual and worldToModelVisual instead?

Aug 24 2016, 9:31 PM · Arma 3

Jul 21 2016

BIS_fnc_KK added a comment to T118522: Difficulty setting "autoReport" has no effect anymore.

FYI autoReport (former autoSpot) enables disables automatic reporting of spotted enemies by players only. AI is not affected by this setting. Works as designed as of 1.63.137638

Jul 21 2016, 12:03 PM · Arma 3

Jul 20 2016

BIS_fnc_KK added a comment to T118522: Difficulty setting "autoReport" has no effect anymore.

unit setSpeaker "NoVoice";

Jul 20 2016, 11:58 PM · Arma 3

Jun 28 2016

BIS_fnc_KK added a comment to T118737: Side (Independent unit) returns GUER.

Use WFSideText instead

Jun 28 2016, 12:01 AM · Arma 3

Jun 26 2016

BIS_fnc_KK added a comment to T73747: "year" doesn't sync when setDate is used on server restart.

I predict if this ticket left open for 21 years, the problem will go away by itself.

Jun 26 2016, 12:07 AM · Arma 3

Jun 17 2016

BIS_fnc_KK added a comment to T117691: BIS_fnc_taskState not working on a dedicated server.

Why are you running this on dedicated server? The task commands are designed to work with local player and I would expect on dedicated these commands simply do not exist.

Jun 17 2016, 8:12 PM · Arma 3

Jun 10 2016

BIS_fnc_KK added a comment to T117213: SetUnitloadout Item data not transferred to server during disconnect event handler.

Could you try this on DEV? It might be already fixed, you would be just wasting your time with stable.

Jun 10 2016, 11:01 AM · Arma 3

Jun 5 2016

BIS_fnc_KK added a comment to T117213: SetUnitloadout Item data not transferred to server during disconnect event handler.

Just tested this on dedicated. Everything is kept in the inventory of the dead body. Are you testing this on dev or stable? Could you provide repro mission?

Jun 5 2016, 4:24 PM · Arma 3
BIS_fnc_KK added a comment to T86105: Script error in team switching (TeamSwitch.sqf).

This should be fixed.

Jun 5 2016, 1:07 AM · Arma 3
BIS_fnc_KK added a comment to T85603: BIS_fnc_param causes recurring script bug for index -1.

This should be fixed. Please confirm.

Jun 5 2016, 1:06 AM · Arma 3
BIS_fnc_KK added a comment to T80675: ctrlDelete not deleting controls created in control groups using ctrlCreate.

This should be fixed now. Could anyone confirm please?

Jun 5 2016, 1:02 AM · Arma 3
BIS_fnc_KK added a comment to T116722: disableTIEquipment & disableNVGEquipment causes glitch for drivers of given vehicle.

Cannot reproduce. Could you please give specific instructions as to what vehicle for example.

Jun 5 2016, 1:00 AM · Arma 3

May 10 2016

BIS_fnc_KK added a comment to T86304: Launching mission directly to editor via starup parameters.

What kind of mission, saved from 2d or 3d editor?

May 10 2016, 1:02 PM · Arma 3
BIS_fnc_KK added a comment to T86302: getMissionConfigValue returns a hash instead of value.

Please read the description of the command

"Returns value of given scenario attribute from the 1st tier"

1st tier means it cannot access subclasses

May 10 2016, 1:02 PM · Arma 3
BIS_fnc_KK added a comment to T86302: getMissionConfigValue returns a hash instead of value.

https://community.bistudio.com/wiki/getMissionConfigValue supports string or array. You are not passing string, but some hybrid of string and config. Make sure it is either string or array.

May 10 2016, 1:02 PM · Arma 3
BIS_fnc_KK added a comment to T86261: Отсутствуют объекты.

Добавьте хотя бы один юнит на карту, после чего появятся дополнительные опции

May 10 2016, 1:01 PM · Arma 3
BIS_fnc_KK added a comment to T86261: Отсутствуют объекты.

Place a unit down first, then Empty category will appear.

May 10 2016, 1:01 PM · Arma 3
BIS_fnc_KK added a comment to T86243: Group cleanup not working for civ side.

Do you use createGroup command anywhere?

May 10 2016, 1:01 PM · Arma 3
BIS_fnc_KK added a comment to T86240: Clearing curSel for treeView controls does not work.

Which version are you testing this on? I have tried it on latest dev and when multiselect is enabled, tvSetCurSel can only select 1 row at a time, and if you select multiple rows manually, they all get deselected when [-1] option is supplied

May 10 2016, 1:01 PM · Arma 3
BIS_fnc_KK added a comment to T86240: Clearing curSel for treeView controls does not work.

The deselect all option [-1] was added recently and on BIKI is says since what version number it should be available. Are you testing this on version that is newer than the one it was added in?

May 10 2016, 1:01 PM · Arma 3
BIS_fnc_KK added a comment to T86239: Random kick to side select....

One way to be sure is to remove it from config and see if you still experience the same. Please report back if you find out more.

May 10 2016, 1:01 PM · Arma 3
BIS_fnc_KK added a comment to T86210: nearestObject returns itself if same classType is used.

Perhaps instead of using the original tank object for position, you can use array position which is offset from the tank and so that when you have another tank closer to that position it would return correct object. In the mean time you can also add a check that the object returned is not the same object as your original tank.

May 10 2016, 1:00 PM · Arma 3
BIS_fnc_KK added a comment to T86167: handleDamage event is wrong for units in far-away static weapons.

I just tried to preload object and did the trick

{1 preloadObject _x} foreach allunits

Unfortunately I'm not in a position to tell you if this is a bug or as designed.

May 10 2016, 12:59 PM · Arma 3
BIS_fnc_KK added a comment to T86154: Seagull spawn.

Yes I was just going to suggest to check availability of groups. Tested on dedicated and used all 144 available groups for blufor, and when tried to join as blufor - got seagull. Going to raise this issue internally.

May 10 2016, 12:58 PM · Arma 3
BIS_fnc_KK added a comment to T86154: Seagull spawn.

Have you tried this on DEV or RC already and it is still happening?

May 10 2016, 12:58 PM · Arma 3
BIS_fnc_KK added a comment to T86154: Seagull spawn.

Is this on Stable? There were at least 2 tweaks regarding seagull spawn on DEV, so once you get to test it please report back with feedback.

May 10 2016, 12:58 PM · Arma 3
BIS_fnc_KK added a comment to T86122: Hits not registering when rapid firing with a pistol.

This doesn't show much. Could you make a vid with bullet trace included so it is possible to see actually how many bullets hit the target and where?

May 10 2016, 12:57 PM · Arma 3
BIS_fnc_KK added a comment to T86103: execVM does not work anymore..

In debug console (Esc brings console) type

hint str isFilePatchingEnabled;

Exec. Should show you hint with "true". If it is false, then it is not enabled.

May 10 2016, 12:57 PM · Arma 3
BIS_fnc_KK added a comment to T86103: execVM does not work anymore..

Probably because of filePatching

run isFilePatchingEnabled to see if it is enabled
enable it with -filePatching exe startup param

did this fix your problem?

May 10 2016, 12:57 PM · Arma 3
BIS_fnc_KK added a comment to T86096: [RC] High Command is unusable..

Reported as fixed in internal, please wait for an update.

May 10 2016, 12:57 PM · Arma 3
BIS_fnc_KK added a comment to T86096: [RC] High Command is unusable..

It is being fixed, probably in the next RC

May 10 2016, 12:57 PM · Arma 3
BIS_fnc_KK added a comment to T86090: Add scripting command to get players slot id.

You can give description to the unit and read it with roleDescription command if that helps https://community.bistudio.com/wiki/roleDescription

May 10 2016, 12:56 PM · Arma 3
BIS_fnc_KK added a comment to T85975: Vehicles inventory space is not cleared when removing parachutes from default vehicle storage..

Should be fixed from 1.57.134270

May 10 2016, 12:53 PM · Arma 3
BIS_fnc_KK added a comment to T85975: Vehicles inventory space is not cleared when removing parachutes from default vehicle storage..

Ah, nice, let's find out why this happens then ;)

May 10 2016, 12:53 PM · Arma 3
BIS_fnc_KK added a comment to T85975: Vehicles inventory space is not cleared when removing parachutes from default vehicle storage..

Your code works just fine for me, tried it in the editor, all items get removed.

May 10 2016, 12:53 PM · Arma 3
BIS_fnc_KK added a comment to T85922: Request: Scripting command for lowering/rasing Weapon.

You can actually already control weapon with WeaponOnBack and WeaponInHand actions:
https://community.bistudio.com/wiki/Arma_3_Actions#WeaponInHand_.2F_WeaponOnBack

May 10 2016, 12:52 PM · Arma 3
BIS_fnc_KK added a comment to T85917: AI does not go to waypoints from high command.

Reported as fixed in internal, please wait for an update.

May 10 2016, 12:52 PM · Arma 3
BIS_fnc_KK added a comment to T85904: New getPos relative command syntax ignores Z value.

This is a design decision, the z will always be z of the ground for convenience. From BIKI page:

"Return Value:
Array - format [x,y,z], where z is land surface in format PositionAGL"

Same with getRelPos. When over water it will return negative z. Makes it easier to calculate an offset if needed.

One other reason is that BIS_fnc_relPos z is treated as AGL even if you supply different format, and as a result the new position may not be exactly horizontally away from origin anyway.

May 10 2016, 12:51 PM · Arma 3
BIS_fnc_KK added a comment to T85899: setVariable with thisList or (list trg) will cause it to update with the list.

This is because array is passed by reference. You need to make a copy using +.

player setVariable ["Test1", +thisList, true];

^^^^ should do the trick.

May 10 2016, 12:51 PM · Arma 3
BIS_fnc_KK added a comment to T85889: ctrlSetPosition doesn't work with variables as [x,y,w,h].

Seems like this is more of a scripting issue for the forum discussion. Going to resolve then.

May 10 2016, 12:51 PM · Arma 3
BIS_fnc_KK added a comment to T85876: createSoundSource is not syncronised.

I have maybe slightly disappointing news, this is not a bug but feature. When more than 1 sound is supplied in sounds[] array, a random sound is picked up and played. In multiplayer every PC would pick its own random sound and this is unlikely to change for the near future.

However the good news is that you as modder or mission designed have a choice how you want to configure your SFX sounds. You can put different sounds under different classnames, 1 for each instead of putting them all in 1 array, then select which sound class you would like to play at random. This will guarantee that the same sound it played everywhere.

For example: createSoundSource [selectRandom ["Sound_Alarm1","Sound_Alarm2","Sound_Alarm3"], position player, [], 0];

May 10 2016, 12:50 PM · Arma 3
BIS_fnc_KK added a comment to T85876: createSoundSource is not syncronised.

Ok, this certainly clears it up, lets see if this is a bug or a feature ;)

May 10 2016, 12:50 PM · Arma 3
BIS_fnc_KK added a comment to T85876: createSoundSource is not syncronised.

What do you mean by track selected? createSoundSource is like createVehicle command only for sounds. When you indicate what sound to create it is created from config globally, therefore it will be the same globally. Unless you have different sounds under the same name on different PCs (which is possible if everyone is running a different mod) this could not happen.

I tested the command just to be sure, executing this on 1 client:

createSoundSource ["Sound_Alarm", position player, [], 0];

plays alarm at the same place on all clients. Could you please provide more information with repro?

May 10 2016, 12:50 PM · Arma 3
BIS_fnc_KK added a comment to T85862: customChat command doesn't do anything....

life_radio_west = radioChannelCreate [[0, 0, 0.8, 0.8], "Police Channel", "%UNIT_NAME", [], false]; // ID 6

There you go, as per my previous post.

  1. you use wrong id, you should use life_radio_west which will be 1 not 6

so

player customChat [6, 'test']; should not work

but

player customChat [1, 'test']; should

May 10 2016, 12:50 PM · Arma 3
BIS_fnc_KK added a comment to T85862: customChat command doesn't do anything....

It starts from 1. Anyway, I'm going to resolve this as it works just fine when I tested. I'm sure you will figure out what you are doing wrong eventually ;)

May 10 2016, 12:50 PM · Arma 3
BIS_fnc_KK added a comment to T85862: customChat command doesn't do anything....

there are 2 conditions that must be fulfilled for custom channel to work correctly:

  1. It has to have correct units assigned to it. If unit is not assigned to the custom channel it cannot broadcast or listen on it
  1. The correct channel index should be used. Channel id (currentChannel) is not the index. The index is the id returned by radioChannelCreate. It starts from 1. when 1st time radioChannelCreate is executed it will be 1 not 6 or 7 or 8.

So

<unit assigned to this channel> customChat [<number from radioChannelCreate>, "whatever"]

works. If it doesn't work for you, you must be doing something wrong.

May 10 2016, 12:50 PM · Arma 3
BIS_fnc_KK added a comment to T85862: customChat command doesn't do anything....

So what you are saying that essentially what you are doing is:

player customChat [currentChannel, 'test'];

or did I misunderstand you?

May 10 2016, 12:50 PM · Arma 3
BIS_fnc_KK added a comment to T85862: customChat command doesn't do anything....

It works here. Have you added player to the list when you created the channel on the server? Also number 6, the channel number, is this the number you got from radioChannelCreate command or some other number?

May 10 2016, 12:50 PM · Arma 3
BIS_fnc_KK added a comment to T85861: assignTeam not broadcasted in MP.

I wouldn't bet on what was the reason behind this being local, maybe because it was meant for the leader's eyes only. It doesn't seem to be a bug, so I suggest maybe making a feature request so it can be reviewed as such and assigned priority.

May 10 2016, 12:50 PM · Arma 3
BIS_fnc_KK added a comment to T85861: assignTeam not broadcasted in MP.

BTW even when using in game UI the team information is not broadcast to another player, but you can rectify this by doing it yourself:

{

_x assignTeam "RED";

if (isPlayer _x) then
{

		[_x, "RED"] remoteExecCall ["assignTeam", _x];

};
}
forEach units group player;

May 10 2016, 12:50 PM · Arma 3
BIS_fnc_KK added a comment to T85861: assignTeam not broadcasted in MP.

Please have a look at updated description for assignTeam, this should clear things up a bit https://community.bistudio.com/wiki/assignTeam

May 10 2016, 12:50 PM · Arma 3
BIS_fnc_KK added a comment to T85850: remoteExec/remoteExecCall with target -2 does not execute locally in SP.

-2 means execute everywhere but the server. If you type in editor

hint str isServer;

the result would be "true", therefore it will not be executed. Does this resolve the issue for you?

May 10 2016, 12:49 PM · Arma 3
BIS_fnc_KK added a comment to T85843: onPlayerConnected (BIS_fnc_addStackedEventHandler) stops working.

Should be fixed in 1.55.134048, please test and report back

May 10 2016, 12:49 PM · Arma 3
BIS_fnc_KK added a comment to T85841: clientOwner reports wrong ID.

Apparently the fact that clientOwner gets ++ed is "as designed". There was a reason for it no one remembers now. So you are probably better off finding a workaround. Works fine on dedicated though.

May 10 2016, 12:49 PM · Arma 3
BIS_fnc_KK added a comment to T85800: displayAddEventHandler stops working after loading a saved game..

You can use "Loaded" EH to detect mission loading from save https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Loaded

May 10 2016, 12:48 PM · Arma 3
BIS_fnc_KK added a comment to T85800: displayAddEventHandler stops working after loading a saved game..

Is it supposed to save or was this possible before? UI elements cannot be serialized, this is why there is even disableSerialization command. The display you are attaching EH to cannot be saved therefore EH will not save.

May 10 2016, 12:48 PM · Arma 3
BIS_fnc_KK added a comment to T85793: htmlLoad doesn't work with file from mission folder but works with URL.

A good repro is always good.

May 10 2016, 12:48 PM · Arma 3
BIS_fnc_KK added a comment to T85789: "canAdd" Scripting Command Affected by Weight/Stamina System Even When Disabled.

Apparently yes, the dragging works and overrides the limit. I have raised internal ticket about it.

May 10 2016, 12:48 PM · Arma 3
BIS_fnc_KK added a comment to T85789: "canAdd" Scripting Command Affected by Weight/Stamina System Even When Disabled.

You mean you can still drag items into your uniform even when the load bar at the bottom shows that it is full?

May 10 2016, 12:48 PM · Arma 3
BIS_fnc_KK added a comment to T85789: "canAdd" Scripting Command Affected by Weight/Stamina System Even When Disabled.

What do you mean by player is still able to hold at least half a dozen Navid boxes? What criteria you use to judge this?

May 10 2016, 12:48 PM · Arma 3
BIS_fnc_KK added a comment to T85789: "canAdd" Scripting Command Affected by Weight/Stamina System Even When Disabled.

Is it visual space? Because the bar at the bottom is representation of inventory capacity only not geometrical or visual but weight related. It is not a stamina bar but it will affect your stamina greatly when it is full. I hope this makes it more clear.

May 10 2016, 12:48 PM · Arma 3
BIS_fnc_KK added a comment to T85789: "canAdd" Scripting Command Affected by Weight/Stamina System Even When Disabled.

Each container has weight limit, i.e. how many items you can put in it depends on the summary weight of items. If container is limited to let's say 40 kg, this means when you want to put in it item that together with items already in the container will exceed 40kg, canAdd will return false.

This has nothing to do with stamina, which is a different system. In fact it is stamina that depends on the weight of your items in the container and not weight of items depends on stamina. So switching stamina off should not affect how many items you can put in the container.

However, as I mentioned already, you don't need canAdd command at all. You only need it if you want to make sure when you're adding items by script it is compatible with how inventory does it.

May 10 2016, 12:48 PM · Arma 3
BIS_fnc_KK added a comment to T85789: "canAdd" Scripting Command Affected by Weight/Stamina System Even When Disabled.

I'm sorry, but what is this ticket about? canAdd indeed depends on the overall weight of all added items, it works exactly in the way in game inventory does. If you can add item manually with inventory then canAdd will return true. If this doesn't suit your scenario you can simply avoid using canAdd. Does this solve your issue?

May 10 2016, 12:48 PM · Arma 3
BIS_fnc_KK added a comment to T85728: Action "UseMagazine" not working.

The id handling has changed as you can see from the ids themselves, they are all over 1000000 and it is quite possible that UseMagazine is still relying on old ids. Since new ids are WIP I could not tell you when this will be addressed.

May 10 2016, 12:46 PM · Arma 3
BIS_fnc_KK added a comment to T85728: Action "UseMagazine" not working.

Perhaps you could try fire command https://community.bistudio.com/wiki/fire

May 10 2016, 12:46 PM · Arma 3
BIS_fnc_KK added a comment to T85714: BIS_fnc_countCrew reports that offroads have 4 seats.

Fixed in internal, so wait until it is updated in the DEV

May 10 2016, 12:45 PM · Arma 3
BIS_fnc_KK added a comment to T85664: Revive system reloads all remaining mags at full. Please let's keep the exact amount of rounds..

Some features that are currently WIP will make this more reliable and consistent when released.

May 10 2016, 12:44 PM · Arma 3
BIS_fnc_KK added a comment to T85656: removeMagazineGlobal command not working in MP.

Should be fixed in 1.55.133867

May 10 2016, 12:44 PM · Arma 3
BIS_fnc_KK added a comment to T85651: Paramdaytimeperiod.hpp not found. Unable_to_init_DXGI.

One of your missions is causing this, try to find out which one, so that you don't need to remove the whole folder. We are looking at what is causing this.

May 10 2016, 12:44 PM · Arma 3
BIS_fnc_KK added a comment to T85651: Paramdaytimeperiod.hpp not found. Unable_to_init_DXGI.

Back up your MPMission folders everywhere and then delete them. Did this solve it?

May 10 2016, 12:44 PM · Arma 3
BIS_fnc_KK added a comment to T85630: BIS_fnc_endMission has to be called twice because of double brackets.

Yep looks like this is what causing double brackets. So I'm going to resolve this then.

May 10 2016, 12:43 PM · Arma 3
BIS_fnc_KK added a comment to T85630: BIS_fnc_endMission has to be called twice because of double brackets.

Could you test this on current DEV please? I cannot reproduce this.

May 10 2016, 12:43 PM · Arma 3
BIS_fnc_KK added a comment to T85615: The ammo command report wrong value..

This has been already fixed in version v1.55.133505 and above of DEV branch and should appear in the next stable release.

May 10 2016, 12:43 PM · Arma 3
BIS_fnc_KK added a comment to T85575: Using <LOCATION> getVariable [<STRING>, <ANY>] will throw "Generic Error".

TASK and LOCATION both support only STRING argument:

"b:TASK getvariable STRING"
"b:LOCATION getvariable STRING"

This is why both throw error when ARRAY is passed. Both variants are also pretty old and alt syntax was simply never implemented. I resolved this ticket because according to its content, this is not a bug. But feel free to make a feature request to extend functionality.

May 10 2016, 12:41 PM · Arma 3
BIS_fnc_KK added a comment to T85575: Using <LOCATION> getVariable [<STRING>, <ANY>] will throw "Generic Error".

This is not a bug but rather a copy paste mistake on wiki. You can always check supported syntax either using in game help F1 or by looking it up with supportInfo command.

May 10 2016, 12:41 PM · Arma 3
BIS_fnc_KK added a comment to T85573: addMagazineTurretAmmo & removeMagazineTurretAmmo commands.

addMagazineTurret command will be extended to take additional argument with ammo count, this is in the works since last year. However removeMagazineAmmoCount is not going to work as you suggested, as this will most definitely require magazine id to identify the specific magazine, since more than one magazine can have the same amount of ammo.

May 10 2016, 12:41 PM · Arma 3
BIS_fnc_KK added a comment to T85573: addMagazineTurretAmmo & removeMagazineTurretAmmo commands.

<vehicle> addMagazineTurret [<magazine>, <turretpath>, <ammocount>]
Should be added in 1.55.133817

May 10 2016, 12:41 PM · Arma 3
BIS_fnc_KK added a comment to T85512: I try and run any Bohemia games but none of them work..

This is what BIKI says regarding your error:

0xC000012F - STATUS_INVALID_IMAGE_NOT_MZ
These errors are raised when the EXE or DLLs, either in the game folder or in the system folders, are corrupted. Possible solutions:

Verify the integrity of the game cache using Steam.
Re-install DirectX.
Uninstall the Visual C++ 2013 Redistributable package (x86 version), restart your computer and install the package again (do not use the Repair function).
Run the Windows System File Check tool to repair corrupted system files.
To identify the precise DLL that is causing an issue, download a 32-bit version of the Microsoft Dependency Walker and open arma3.exe with it. The corrupted library will be listed marked in the list.

More info is here: https://community.bistudio.com/wiki/Arma_3_Unusual_process_exit#0xC000012F_-_STATUS_INVALID_IMAGE_NOT_MZ

May 10 2016, 12:40 PM · Arma 3
BIS_fnc_KK added a comment to T85438: Give us ability to take toolbox in hands..

Sorry to ask, is this ACE3 related?

May 10 2016, 12:38 PM · Arma 3
BIS_fnc_KK added a comment to T85384: HideObjectGlobal doesn't work anymore in preview or SP mission or JIP in MP.

Fixed in today's dev.

May 10 2016, 12:36 PM · Arma 3
BIS_fnc_KK added a comment to T85371: Wrong createunit command causing memory error.

Should be fixed in tomorrow's dev, please check

May 10 2016, 12:36 PM · Arma 3
BIS_fnc_KK added a comment to T85368: this addMagazines in init field of a ammobox or unit stopped working.

addMagazines is the wrong command to be used on ammo boxes. Use addMagazineCargoGlobal instead

May 10 2016, 12:36 PM · Arma 3
BIS_fnc_KK added a comment to T85317: New createObject command, exact spawning of vehicles.

Have you tried spawning object in away location, then setting desired object orientation there before moving it to the exact position?

May 10 2016, 12:34 PM · Arma 3
BIS_fnc_KK added a comment to T85294: remoteExec no longer returns JIP_ID string.

The custom JIP ID should be returned by the remoteExec/Call commands just as well in tomorrow DEV build, please check and report back.

May 10 2016, 12:33 PM · Arma 3
BIS_fnc_KK added a comment to T85294: remoteExec no longer returns JIP_ID string.

I agree this is not entirely polished and could do with a few tweaks. However when you provide your own string for JIP ID, this is basically your unique id, which you can use later to manage JIP queue, so returning it, would be just copying input to output (not the worst idea actually). Otherwise you can request random one, which you can then store and use to manage JIP queue.

May 10 2016, 12:33 PM · Arma 3
BIS_fnc_KK added a comment to T85294: remoteExec no longer returns JIP_ID string.

As per description on https://community.bistudio.com/wiki/remoteExec

"Return Value: ... Otherwise this is an unique JIP ID..."

and

"JIP (Optional): ... If true, function generates a unique ID...."

Basically, JIP ID returned only when JIP param is true. TBH I don't remember it returning JIP string under any other condition.

May 10 2016, 12:33 PM · Arma 3
BIS_fnc_KK added a comment to T85240: House types are no longer in "House_F".

In today's DEV nearestbuilding correctly returned the house shukari posted. Any other reproes where nearestbuilding fails?

May 10 2016, 12:31 PM · Arma 3
BIS_fnc_KK added a comment to T85240: House types are no longer in "House_F".

Confirmed, though nearestbuilding detects something else. nearestobject [player, "house"] seems to detect the correct house.

nearestTerrainObjects [position player, ["house"], 50]

seems to work as well

May 10 2016, 12:31 PM · Arma 3
BIS_fnc_KK added a comment to T85240: House types are no longer in "House_F".

"Will there be a fix to get those houses aimed with cursortarget?"

There will be a new scripting command "cursorObject" that should take care of this as "cursorTarget" is not quite suitable for this kind of detection by design.

May 10 2016, 12:31 PM · Arma 3
BIS_fnc_KK added a comment to T85240: House types are no longer in "House_F".

Works on houses created by script, have you got coordinates to where on the map you are testing it?

May 10 2016, 12:31 PM · Arma 3
BIS_fnc_KK added a comment to T85200: B_G_Offroad_01_repair_F sometimes has no driver door.

As this is Guerrilla Offroad, sometimes it might not have driver door :) This is by design, not a bug.

May 10 2016, 12:29 PM · Arma 3
BIS_fnc_KK added a comment to T85187: New "if ... throw" implementation is broken.

There are 3 templates for IF command now

IF BOOL THEN CODE (ELSE CODE)
IF BOOL THEN ARRAY and
IF BOOL THROW ANYTHING

compiler must find a match in templates for your expression otherwise it throws an error. It reads the code forward but it needs to know all the arguments like for example is it a CODE after THEN? Because you can use variable, doesnt have to be block with curly brackets.

if (true) then BIS_fnc_whatever

BIS_fnc_whatever needs to be evaluated. So when you use throw like this, its argument needs to be evaluated just as well.

Also let me remind you that original throw functionality has not changed a bit, you can still

if (false) then {throw (123 call abc)}

and abc will never execute.

PS just to make sure everyone understands this

if (false) throw <whatever>

throw above does not throw anything, command never executes.

May 10 2016, 12:29 PM · Arma 3
BIS_fnc_KK added a comment to T85187: New "if ... throw" implementation is broken.

"You are saying its expected behaviour for performance reasons ???"

It is just normal behaviour.

abc =
{
systemchat str _this;
{}
};

if (false) then (123 call abc);

Expression after then is still evaluated and function is called. This is normal.

May 10 2016, 12:29 PM · Arma 3