Do the user mission employ https://community.bistudio.com/wiki/markAsFinishedOnSteam command?
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Dec 23 2019
Should be fixed in the next dev
Should be fixed in next dev
Dec 15 2019
Dec 9 2019
reproed
Could you please send us a detail repro and a video that shows what exactly you are doing?
Dec 8 2019
Dec 4 2019
Dec 1 2019
should be fixed in next dev
Nov 30 2019
Nov 29 2019
Congratulations on finding some old relic that haven't been used for 10 years. Yeah it is not functional.
Nov 27 2019
This means that the report is filed in internal system about missing functionality i.e. inability to get multiple selected items, that’s all.
Nov 25 2019
A combat mode of a unit depends on a combat of the group the unit is in, so in order to get combat mode of the unit you can get the combat mode of the current group the unit is in. When you move unit to another group, the unit behaviour is set by the new group, this is why combat mode you set on temp group won’t affect the unit in the new group. In short, "combatMode unit" does what you want already, returns combat mode the unit is subject to currently. I hope I made it clearer.
Nov 24 2019
It is what it is. If you would like to have unified return for every command make sure you clear inventory when entity dies, for example:
The command sets combat mode for a group, not individual AI units.
https://community.bistudio.com/wiki/combatMode
This is the intended behaviour. See orange note box at https://community.bistudio.com/wiki/lineIntersectsSurfaces
Oct 31 2019
In T146139#1975809, @Groove_C wrote:There is nothing to fix and it's not a bug.
It's the way it works now.
You have to make changes in your mission/server.
It's known since June 2019.
Read here
https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-194-performance-binary-feedback/?do=findComment&comment=3361079
Read here, by searching with "local"
https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/?page=55As server owner/admin, one should read info and stay informed!
It is a bug and it will be hot fixed, please don’t confuse people
Aug 28 2019
drawLocations param is added to map control config
Jul 24 2019
This feature was or will be removed until further notice
Jul 11 2019
A wise man once said, if you want a script command added to Arma, wait 5 years (not true)
Jun 4 2019
Done! "ExtensionCallback" EH https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3360608
May 13 2019
May 8 2019
should be fixed soon
May 2 2019
Cannot reproduce the crash 1.93.145618
Apr 16 2019
JIP year should be fixed in the next dev, changing date in the middle of the mission will require remote exec due the command having local effect https://community.bistudio.com/wiki/setDate
Apr 14 2019
Should be fixed, this or next dev update
16 years, we are getting closer!
Apr 2 2019
Should be fixed in the next dev
Jul 18 2017
BIS_fnc_relPos - DONE (getRelPos)
BIS_fnc_relativeDirTo - DONE (getRelDir)
BIS_fnc_inTrigger DONE (inArea)
BIS_fnc_isInsideArea DONE (inArea)
BIS_fnc_enemyTargets DONE (targets)
BIS_fnc_addStackedEventHandler DONE (mission EHs)
BIS_fnc_removeStackedEventHandler DONE (mission EHs)
BIS_fnc_conditionalSelect DONE (select alt syntax)
Jul 16 2017
A drawTriangle command will be available from Monday on DEV https://community.bistudio.com/wiki/drawTriangle which allows to construct a filled polygon from filled triangles
A drawTriangle command will be available from Monday on DEV https://community.bistudio.com/wiki/drawTriangle which allows to construct a filled polygon from filled triangles
A drawTriangle command will be available from Monday on DEV https://community.bistudio.com/wiki/drawTriangle which allows to construct a filled polygon from filled triangles
Jul 13 2017
Make BIS_fnc_addStackedEventHandler great again!
Jul 10 2017
Please check today's dev. All of the reported issues here should be fixed.
Jul 9 2017
In T124835#1631455, @Dystopian wrote:mod one. I use 2 addons: one to delete value and one to set array. Repro: try to use getNumber on config with array value.
In T124835#1631450, @Dystopian wrote:Also if I managed to set enableDebugConsole to array, I get
Warning Message: 'enableDebugConsole/' is not a value
on screen and in RPT on each console opening because of getNumber call on array value,
In T124835#1631156, @Dystopian wrote:Recent changes in dev branch (1.73.142299) don't allow use addon version with this line in RPT:
ArmA3\adds\enable_debug_console\config.cpp.enableDebugConsole: Cannot update non array from array
It's because of useless enableDebugConsole = 0; in config. By default getNumber returns 0 even without it.
Jun 27 2017
I was able to reproduce this, thanks.
In T124835#1624052, @dedmen wrote:Nope again
In T124835#1626942, @Jigsor wrote:This change caused an additional problem. I can no longer see debug console while in editor through editor menu options Tools\Debug Console. enableDebugConsole not existing in description.ext so its not over riding there... no mods loaded. screen shots -
http://i.imgur.com/1ySXEP5.jpg
http://i.imgur.com/1owrYOP.jpg
This behavior of only being able to see the Cancel button is what it looks like in mission on dedi if not loged as admin and initiated by admin tool mod since you removed access for non loged in admins. It has to be related
Jun 26 2017
Should be fixed in tomorrow's DEV. Please check
Jun 21 2017
In 1.72 enableDebugConsole param could be defined in root of a mod. If no mission param is defined, this one will be used. Default is 0
May 26 2017
In T124835#1610058, @demicanadian wrote:I know that logged in admin sees debug console. But people with admin addon (signed by server's admin, with built in UID check to only allow specific people to use it) no longer do.
In T124835#1609385, @dedmen wrote:Looks scriptside to me:
<redacted for security reasons>
@BIS_fnc_KK you messed up https://feedback.bistudio.com/T125063
May 25 2017
Unfortunately Gnashes solution will require quite significant engine changes and cannot be done with just scripting and config.
May 22 2017
From today, enableDebugConsole description.ext param can be array containing UIDs of whitelisted users. It will also act as enableDebugConsole = 1
May 17 2017
There was security flaw in debug console that allowed to launch it without any permission with relatively short code. This has now been removed. Leaving this flaw would have been far worse for everyone running public servers than a little inconvenience for a few people that exploited this flaw for own benefit.
May 10 2017
This was the case of missing format. The correct format for this remote execution should be
May 4 2017
Should be fixed from tomorrow
Apr 30 2017
The check is in BIS_fnc_isDebugConsoleAllowed which is major condition in fn_debugConsoleExec.sqf
This change is scheduled for 1.70. Also whether or not execution is allowed now checked on both client and server. So it should be pretty safe to allow all modes as in example filter, as, unless configured for everyone, only logged in admin can execute it.
Apr 28 2017
Console has been improved and made more secure. It now uses own function for code execution which makes it easier to include it in BE ignore filters or CfgRemoteExec if necessary. For more information check https://community.bistudio.com/wiki/Mission_Editor:_Debug_Console_(Arma_3)#BattlEye_Filters
Apr 27 2017
The EH works fine, I have just tested it. What you have to realise that no event handler will fire if you add it after event it supposed to monitor. This EH monitors loading of the game from save and you are adding it after the game loaded.
Apr 20 2017
Done awhile ago with modifier to fullCrew command
Apr 7 2017
Added in today's dev
Added in today's dev
Apr 4 2017
Any reason you won't just add exception to BE filter?
Mar 21 2017
toFixed has as much precision as Arma engine would allow
For the future, consider using toFixed (Example 3) https://community.bistudio.com/wiki/toFixed
Mar 13 2017
In T67748#1582007, @jgaz-uk wrote:Found on 11/032017
You can take a Mortar apart & re assemble it if its in the mission to start with but ones in crates ( tube & tripod ) when assembled disappear into thin air for some reason?
To test; in editor select default Stratis, default playable unit. select Props, Equipment, dismantled weapons , from there put a Nato tube & a tripod down select play pick up one & select assemble & see what happens.
Mar 11 2017
Should be fixed in next update
Mar 2 2017
There is a function on dev that allows to set hit with dependency https://community.bistudio.com/wiki/BIS_fnc_setHitPointDamage
Mar 1 2017
should be fixed on dev
_textBox = findDisplay 46 createDisplay "RscDisplayEmpty" ctrlCreate ["RscText", -1];
Feb 18 2017
For me the command works correctly, you just need to specify max audible distance in config, otherwise default distance is too big.
Feb 6 2017
GroundWeaponHolder_Scripted and WeaponHolderSimulated_Scripted should be added to DEV branch soon.
Jan 27 2017
Once again unit in vehicle is not the same unit when outside of the vehicle, it is a proxy. eyePos of the unit in driver seat of Marshall is above the armour for example, not inside vehicle as you would expect. I think you are for a lot of surprises with this approach.
In T122945#1567395, @dedmen wrote:lineIntersectTest.zip3 KBDownloadMission FileReturn of the code in my First post is
[ [[6186.46,2053.06,7.58652],[0.968595,-0.000546404,0.248644],vehicle1,vehicle1], [[6185.95,2053.05,7.70261],[0.972278,0.0333286,0.231439],unit1,vehicle1] ]
Works fine for me. Are you sure that what you think is your unit is not a vehicle? Also there is no unit inside the vehicle, I hope you realise that, there is proxy of the unit. And as proxy it is returned accordingly with vehicle being its parent.
In T122856#1567305, @MOR wrote:so it's already in the dev build ? that's nice
https://community.bistudio.com/wiki/enableEnvironment notice the alt syntax
Patience, extended command is almost here https://community.bistudio.com/wiki/enableEnvironment
new extended syntax will allow to switch ambient life off https://community.bistudio.com/wiki/enableEnvironment
Not any more, check the next dev https://community.bistudio.com/wiki/enableEnvironment
Something something is coming *wink wink* https://community.bistudio.com/wiki/enableEnvironment
parseSimpleArray is added https://community.bistudio.com/wiki/parseSimpleArray