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May 28 2018

GrumpyOldMan added a comment to T128144: Tanoa small dirt roads disappearing 1.82.

Road visibility seems to be linked to terrain view distance but in an odd relation, at 3km terrain view distance the road is invisible at 700m distance.

May 28 2018, 5:57 PM

Feb 9 2018

GrumpyOldMan created T127690: 5.1 audio - center channel too quiet in first person, third person working fine.
Feb 9 2018, 7:09 PM

Nov 27 2017

GrumpyOldMan added a comment to T76493: add script command to set/return the license plate of a civilian vehicle.

Seems to be implemented in current devbranch.
Thanks for that!

Nov 27 2017, 11:26 AM · Arma 3

Sep 8 2017

GrumpyOldMan created T126656: this setVariable ["BIS_enableRandomization", false]; - no longer working.
Sep 8 2017, 2:55 PM · Arma 3

Aug 28 2017

GrumpyOldMan created T126586: Debug console not printing errors.
Aug 28 2017, 6:12 PM · Arma 3

Aug 27 2017

GrumpyOldMan added a comment to T76493: add script command to set/return the license plate of a civilian vehicle.

Any chance of this ever going to happen?

Aug 27 2017, 8:33 AM · Arma 3

Aug 22 2017

GrumpyOldMan created T126535: captive command returns false on dead unit.
Aug 22 2017, 6:16 AM · Arma 3

Aug 16 2017

GrumpyOldMan created T126474: [Feature Request] mineActivated eventhandler.
Aug 16 2017, 12:56 PM · Arma 3

Aug 11 2017

GrumpyOldMan created T126440: disableAI "ALL" does nothing.
Aug 11 2017, 4:35 PM · Arma 3

Jun 18 2017

GrumpyOldMan updated the task description for T125696: targets - in game tooltip wrong syntax.
Jun 18 2017, 5:11 PM · Arma 3
GrumpyOldMan updated the task description for T125696: targets - in game tooltip wrong syntax.
Jun 18 2017, 5:10 PM · Arma 3
GrumpyOldMan created T125696: targets - in game tooltip wrong syntax.
Jun 18 2017, 5:09 PM · Arma 3

Jun 14 2017

GrumpyOldMan updated the task description for T125448: Can't edit missions from MP server browser - button missing.
Jun 14 2017, 4:59 AM · Arma 3

Jun 9 2017

GrumpyOldMan created T125464: setShotParents - reveals shot parent to enemies.
Jun 9 2017, 9:33 AM · Arma 3
GrumpyOldMan created T125448: Can't edit missions from MP server browser - button missing.
Jun 9 2017, 9:23 AM · Arma 3

Jun 2 2017

GrumpyOldMan created T125322: Pylons priority for gbu - no burst fire possible?.
Jun 2 2017, 5:06 PM · Arma 3

May 25 2017

GrumpyOldMan created T125033: Planes accelerate on ground with engine on and open dialog/menu.
May 25 2017, 9:03 PM · Arma 3

May 23 2017

GrumpyOldMan changed Severity from severity:none to severity:minor on T124949: missing script commands getVehicleRadar - getPylonLoadout.
May 23 2017, 5:53 PM · Arma 3
GrumpyOldMan created T124949: missing script commands getVehicleRadar - getPylonLoadout.
May 23 2017, 5:53 PM · Arma 3

May 20 2017

GrumpyOldMan updated the task description for T120462: CfgVehicles - transportFuel, ammo and repair: improper values.
May 20 2017, 10:08 AM · Arma 3
GrumpyOldMan renamed T120462: CfgVehicles - transportFuel, ammo and repair: improper values from CfgVehicles - transportFuel improper values to CfgVehicles - transportFuel, ammo and repair: improper values.
May 20 2017, 10:07 AM · Arma 3
GrumpyOldMan added a comment to T120462: CfgVehicles - transportFuel, ammo and repair: improper values.

Still the case in 1.70 Jets DLC release build, it's impossible to do some proper logistic scripts with most supply trucks having one trillion capacity.
Do you guys even know that people exploit this in multiplayer by using 2x bobcats next to each other?

May 20 2017, 10:05 AM · Arma 3
GrumpyOldMan created T124900: Apex Preset - 'Use selected action' keybind not working as expected.
May 20 2017, 8:58 AM · Arma 3

Dec 4 2016

GrumpyOldMan created T121819: setAnimSpeedCoef not working on animals.
Dec 4 2016, 4:37 PM · Arma 3

Dec 1 2016

GrumpyOldMan added a comment to T120462: CfgVehicles - transportFuel, ammo and repair: improper values.

The CRV-6E Bobcat and Mi-290 Taru supply variants now also have a near infinite supply of ammunition, fuel and repair resources, just like the other supply vehicles in the game

Dec 1 2016, 5:49 PM · Arma 3

Nov 26 2016

GrumpyOldMan added a comment to T73846: AI controlled vehicles with collision lights are unable to use headlights/main lights.

Still no changes in 1.64.

Nov 26 2016, 5:13 PM · Arma 3
GrumpyOldMan added a comment to T76493: add script command to set/return the license plate of a civilian vehicle.

Nothing new here in 1.64.

Nov 26 2016, 5:08 PM · Arma 3

Oct 1 2016

GrumpyOldMan created T120462: CfgVehicles - transportFuel, ammo and repair: improper values.
Oct 1 2016, 8:12 PM · Arma 3

Jul 23 2016

GrumpyOldMan added a comment to T76756: Flares are useless (launcher).

Can you please edit your comments, otherwise this might get confusing with you stating you get an excellent amount of illumination with 1.62 while mentioning the usage of mods only at the very end of your comment.

Jul 23 2016, 6:50 PM · Arma 3
GrumpyOldMan added a comment to T76756: Flares are useless (launcher).

No idea what rogerx is talking about, in 1.62 Tanoa release build, vanilla arma 3 flares are not illuminating anything.
It has 0 effect on illumination if there's a flare up or not.

Jul 23 2016, 4:53 PM · Arma 3

Jul 15 2016

GrumpyOldMan created T119420: FlyInHeightASL broken - AI still copies ground elevation.
Jul 15 2016, 12:57 AM · Arma 3

Jul 13 2016

GrumpyOldMan created T119327: Flares illumination - Tweak needed.
Jul 13 2016, 8:12 AM · Arma 3

May 10 2016

GrumpyOldMan edited Steps To Reproduce on T83364: Animals (Camera Objects) lack animations..
May 10 2016, 11:35 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T83033: "BIS_fnc_animalBehaviour_disable" broken?.
May 10 2016, 11:24 AM · Arma 3
GrumpyOldMan added a comment to T80999: AI of NATO, FIA, CSAT not react on dangerous civilians with weapon! (1-video).

AAF shooting at civilians needs to be investigated further, do you have a quick reproduction mission to see what exactly is going on?
Might be related to the weird side relation that I've been experiencing in the past:
http://feedback.arma3.com/view.php?id=20036

You're right about the reaction to armed civilians, soldiers should react in a proper way, but as stated before, the game works in a way that the civilian side would always be the "no threat" side, you shouldn't take the meaning of "civilian" literally.

The civilians in A3 also run a different danger.FSM and won't act in a proper way either when being engaged, they will just try to flee or hide instead of trying to fight back.

If you want a proper reaction to armed "civilians" just add them to a side other than civilian.

May 10 2016, 10:17 AM · Arma 3
GrumpyOldMan added a comment to T80999: AI of NATO, FIA, CSAT not react on dangerous civilians with weapon! (1-video).

The sides in this game were never meant to take armed civilians into account.
In the past iterations armed civilian units were always under either west, east or resistance sides.

Mission makers need to take that into account when making missions with armed civilians (if you absolutely need a fourth hostile side that is).

As to your point that AI should see armed civilians as a thread I'd like to note that there are some countries where it's normal for civilians to be armed in public (Pakistan as a non US example).

May 10 2016, 10:17 AM · Arma 3
GrumpyOldMan added a comment to T80535: Some aircraft hangars are placed "backwards" on Stratis and Altis, cannot move aircraft out of hangar.

If it's only a few hangars, why not just add them to an array and rotate the direction by 180 degrees if the hanger is one of those reversed hangars?

May 10 2016, 9:56 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T78560: Bell tower sound is not positional.
May 10 2016, 8:54 AM · Arma 3
GrumpyOldMan added a comment to T78432: arma3 needs front-/rearspeaker position adjustment support for 5.1/7.1 surround.

Uh, why not use some 3rd party tool for that?
If you are having this issue in other games too (as you stated) then there are other solutions to your problem.

May 10 2016, 8:51 AM · Arma 3
GrumpyOldMan added a comment to T78400: "GrenadeHand_stone" - is actually not a stone and plays an explosion like a grenade.

Still the case in 1.48.

May 10 2016, 8:51 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T78400: "GrenadeHand_stone" - is actually not a stone and plays an explosion like a grenade.
May 10 2016, 8:51 AM · Arma 3
GrumpyOldMan added a comment to T78394: AI side relations are messed up - civilians hostile to blufor when indfor is hostile to everyone/friend to opfor.

Checked it again, it's still borked.
You can try it out for yourselfs with this little snippet:

_sidearray = [blufor,opfor,independent,civilian];

{
_getenemies = [_x] call BIS_fnc_enemysides;
systemchat format ["Enemies of %1: %2",str _x,_getenemies];

}foreach _sidearray;

Then set the independent behavior in the advanced intel tab.
Indfor friendly to Blufor:
"Enemies of WEST: [EAST]"
"Enemies of EAST: [WEST,GUER]"
"Enemies of GUER: [EAST]"
"Enemies of CIV: [EAST]"

So far, so good, working as expected.
This is where things start getting weird.

Indfor friendly to Opfor:
"Enemies of WEST: [EAST,GUER]"
"Enemies of EAST: [WEST]"
"Enemies of GUER: [WEST]"
"Enemies of CIV: [WEST]"
How the heck are civilians hostile to WEST? Doesn't make any sense.
Shouldn't blufor be the good guys for civilians per definition?

Indfor friendly to Everyone:
"Enemies of WEST: [EAST]"
"Enemies of EAST: [WEST]"
"Enemies of GUER: []"
"Enemies of CIV: []"
Weirdly civilians are now somehow friendly to opfor.

Indfor friendly to Nobody:
"Enemies of WEST: [EAST,GUER]"
"Enemies of EAST: [WEST,GUER]"
"Enemies of GUER: [EAST,WEST]"
"Enemies of CIV: [EAST,WEST]"
Now all of a sudden civilians are hostile to both opfor and blufor but NOT to indfor, even if indfor is set as friendly to nobody.

This is making it extremely hard to have 3 hostile factions without having civilian faction acting weird to the good guys.

Does that make any sense to anyone?

May 10 2016, 8:50 AM · Arma 3
GrumpyOldMan added a comment to T78394: AI side relations are messed up - civilians hostile to blufor when indfor is hostile to everyone/friend to opfor.

No, usually only when opfor is around.
So setting Indfor to either friendly to opfor or friendly to nobody will make civilians run away from blufor. Which shouldn't happen in any case at all, since blufor will never be a threat to civilians, according to the definition.

May 10 2016, 8:50 AM · Arma 3
GrumpyOldMan added a comment to T78394: AI side relations are messed up - civilians hostile to blufor when indfor is hostile to everyone/friend to opfor.

This ticket is not about if civilians should flee or not, it is about the nonsensical state of side relations between civilians and blufor.

May 10 2016, 8:50 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T78394: AI side relations are messed up - civilians hostile to blufor when indfor is hostile to everyone/friend to opfor.
May 10 2016, 8:50 AM · Arma 3
GrumpyOldMan added a comment to T78298: Blowing up/being hit with explosives inside vehicles is almost unaudible.

You can also place a hovering chopper above a car and notice how you can barely hear the chopper just 10m above the car.

May 10 2016, 8:48 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T78178: Enhance Radio Protocol to at least match the variety of Arma2 Radio Protocol.
May 10 2016, 8:45 AM · Arma 3
GrumpyOldMan added a comment to T78149: Static heavy weapons do not return fire at infantry at longer ranges (edited: Expand to all vehicle-based AI please).

This definitely needs some attention.
You can play as a blufor marksman and fire a few rounds at an OPFOR static HMG raised facing away from you at 300m distance.
It takes up to 20 rounds in broad daylight, standing upright without concealment for the AI to return fire.

May 10 2016, 8:44 AM · Arma 3
GrumpyOldMan added a comment to T78103: Character speed of movement extremely slow, aimnig faill in 1.24 update..

related:
http://feedback.arma3.com/view.php?id=19720

It's awkward to watch AI squads to run at crawling speeds when fatigued, removing any sense of tension during a combat situation.

It feels like they're about to collapse after running for only 150-200m or 40 seconds...

May 10 2016, 8:43 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T78078: AI units not aware of their own fatigue, crawling all over the place.
May 10 2016, 8:42 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T78020: doArtilleryFire/commandArtilleryFire unreliable.
May 10 2016, 8:40 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T78019: Direction Indicator of Artillery Vehicles (except mortars) stuck at 15.
May 10 2016, 8:40 AM · Arma 3
GrumpyOldMan added a comment to T77945: Sprinting is impossible for unarmed AI.

Probably related to this ticket:
0012505

Also some forum threads for further reference:
http://forums.bistudio.com/showthread.php?160942-Make-AI-sprint
http://forums.bistudio.com/showthread.php?186594-unarmed-AI-can-t-sprint

May 10 2016, 8:39 AM · Arma 3
GrumpyOldMan added a comment to T77945: Sprinting is impossible for unarmed AI.

Still impossible in stable branch 1.46.

May 10 2016, 8:39 AM · Arma 3
GrumpyOldMan added a comment to T77945: Sprinting is impossible for unarmed AI.

Just took a look into the animation preview, there don't seem to be any working sprinting animations except in the <unknown> category, is that a config mishap perhaps?
Thread for reference:
http://forums.bistudio.com/showthread.php?181024-Force-unarmed-AI-to-sprint-how&p=2739388#post2739388

May 10 2016, 8:39 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T77945: Sprinting is impossible for unarmed AI.
May 10 2016, 8:39 AM · Arma 3
GrumpyOldMan added a comment to T77841: ETA and Distance Scale interface options..

"that involves math a fifth-grader can grasp"

this statement and the fact that what you want is easily achievable with scripts make it more than unlikely being implemented by the devs.

On a sidenote: If you know your average speed and the distance to your destination you can already give an approximate duration until you get there.
Let's assume you're running at 20km/h, with 4km to your destination, that's not even hard to guess.

I'm sure if you open a thread on the mission editing and scripting sections there's plenty of people who can write you a script for that, if you want to implement it into your missions.

May 10 2016, 8:36 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T77834: Import Tomahawk Cruise Missile from Arma2.
May 10 2016, 8:36 AM · Arma 3
GrumpyOldMan added a comment to T77735: Expand the bodyDisposeManager system to work with ai units.

As KK suggested, this would be a most welcome addition!

May 10 2016, 8:33 AM · Arma 3
GrumpyOldMan added a comment to T77480: Support module broken for artillery (virtual and unit placed). Get the same error trying to call in mor.

They definitely made some stealth changes to artillery, no idea to what extend.
If you hop into the SPA pieces the bearing indicator is stuck at 15, while in the mortar it's working just fine.
Also the doArtilleryFire/commandArtilleryFire seem to be less reliable now (guns will turn into the right direction, rubber band a bit and then swerve back without firing a single round)

probably related:
http://feedback.arma3.com/view.php?id=19661
http://feedback.arma3.com/view.php?id=19662

May 10 2016, 8:27 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T77389: Add the possibility to prevent those "purchase DLC" hints from popping up - Immersion.
May 10 2016, 8:25 AM · Arma 3
GrumpyOldMan added a comment to T77389: Add the possibility to prevent those "purchase DLC" hints from popping up - Immersion.

It's not about me in particular, it's about anyone who is playing the mission. If you're using DLC assets in a mission and the player who is playing the mission doesn't own that particular DLC asset he will see the "purchase DLC" popups all the time.
It's also not about the cart DLC but about all DLCs to come.
Should have been more clear in the description.

May 10 2016, 8:25 AM · Arma 3
GrumpyOldMan added a comment to T77242: [Feature Request] - Wine & Beer bottles for Shooting Practice!.

there are already small objects like soda cans or plastic bottles for this purpose.
their physx behavior when being fired at is lacking though.

May 10 2016, 8:22 AM · Arma 3
GrumpyOldMan added a comment to T76756: Flares are useless (launcher).

Just tested the 40mm, 82mm and the Zeus GM flares in the current stable branch,
none of them illuminate the area, they're barely noticeable.

May 10 2016, 8:08 AM · Arma 3
GrumpyOldMan added a comment to T76756: Flares are useless (launcher).

It takes around 8 mk6 white flares to achieve an acceptable (still too dark) level of illumination.
See image.

May 10 2016, 8:08 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T76755: Units will report unarmed civilians as "Rifleman" or "Soldier" .
May 10 2016, 8:08 AM · Arma 3
GrumpyOldMan added a comment to T76751: HDAO-shadows visible through signs.

Can confirm this, uploaded 2 images.

May 10 2016, 8:08 AM · Arma 3
GrumpyOldMan added a comment to T76702: AI won't use Rocket Launchers against Trucks / MRAPS / Offroads etc..

Good to hear!

Thanks!

May 10 2016, 8:06 AM · Arma 3
GrumpyOldMan added a comment to T76667: Sides infependent != guer.

related:
http://feedback.arma3.com/view.php?id=17976

May 10 2016, 8:05 AM · Arma 3
GrumpyOldMan added a comment to T76662: Locations attributes undefined.

Upvoted.
On a sidenote most location classes are unused in A3, locations like "FlatArea","ViewPoint","RockArea" and all Vegetation locationtypes are unused and will return [0,0,0] when used as a filter for locationtypes.

May 10 2016, 8:05 AM · Arma 3
GrumpyOldMan added a comment to T76644: Maximum achievable horizontal speed during freefall way too low.

What's the current standing on this?
Would make para insertions more viable since you can cover some ground when inserting from greater altitudes when not being limited to 55km/h.

May 10 2016, 8:05 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T76644: Maximum achievable horizontal speed during freefall way too low.
May 10 2016, 8:05 AM · Arma 3
GrumpyOldMan added a comment to T76644: Maximum achievable horizontal speed during freefall way too low.

Still an issue in 1.22.

May 10 2016, 8:05 AM · Arma 3
GrumpyOldMan added a comment to T76644: Maximum achievable horizontal speed during freefall way too low.

Uploaded 2 screenshots, in Arma2 you could reach speeds up to 270km/h+

May 10 2016, 8:05 AM · Arma 3
GrumpyOldMan added a comment to T76613: GET IN / LOAD AI and empty helicopter not working.

Why is this a ticket?
How about you try it in the mission editing and scripting forum first?

May 10 2016, 8:04 AM · Arma 3
GrumpyOldMan added a comment to T76588: Vehicles jump too easily and too far..

If you play around with the setmass command the ifrit feels best when setting it's mass to 22-24,000
This obviously will mess up the suspension but makes it apparent that either the mass values are way off in the game or not properly implemented (either from a config or physx point of view)

May 10 2016, 8:04 AM · Arma 3
GrumpyOldMan added a comment to T76583: All sound from CfgSFX are missing.

Is there any chance that these sounds will get accessible again?

May 10 2016, 8:03 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T76583: All sound from CfgSFX are missing.
May 10 2016, 8:03 AM · Arma 3
GrumpyOldMan added a comment to T76555: Status Indicator Light/LED for Scripting.

Maybe I'm not getting your point but do you basically want to display trigger states using a colored lightsource in game?
This would be possible to do with simple scripts.

May 10 2016, 8:03 AM · Arma 3
GrumpyOldMan added a comment to T76548: Command to Make Passengers Static with Minimal Head Movement.

Could be a good addition, I hate it having my hand in the face every 3 seconds.

May 10 2016, 8:03 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T76547: Bombs will accelerate forever in freefall.
May 10 2016, 8:03 AM · Arma 3
GrumpyOldMan added a comment to T76542: Feature Request: Ability to check if certain player speaks in VON.

Would be useful in many situations. Auto-kick hot mics anyone?

May 10 2016, 8:03 AM · Arma 3
GrumpyOldMan added a comment to T76528: Add a Laser Designate waypoint.

As far as I know AI already designates possible targets if they got a designator + batteries and there's a friendly vehicle with GBU12s around.

May 10 2016, 8:02 AM · Arma 3
GrumpyOldMan added a comment to T76526: Cannot hear my own gunfire.

Just taking a guess here but check if your windows audio settings are set to stereo if you use stereo speakers/headphones. If it's set to 5.1 and you don't have a proper 5.1 system you won't hear the center channel, where your own gunsounds are getting played.

May 10 2016, 8:02 AM · Arma 3
GrumpyOldMan added a comment to T76525: buzzard autopilot fails since 1.14.

Duplicate of :
http://feedback.arma3.com/view.php?id=17661

On a sidenote this happens on every airport on altis, only with the buzzard. On stratis airfield the buzzard is landing just fine.

May 10 2016, 8:02 AM · Arma 3
GrumpyOldMan added a comment to T76513: H-barrier Wall/Corridor/Corner/Watchtower - weird textures.

Still the case on 1.22
Compare the visual quality of the H-Barrier Wall on the left with the H-Barrier [Big, 4 blocks] and the H-Barrier [3 blocks] on the right in the last picture.

May 10 2016, 8:02 AM · Arma 3
GrumpyOldMan added a comment to T76513: H-barrier Wall/Corridor/Corner/Watchtower - weird textures.

Hard to believe it's the shadow causing this, if you look at the texture between the netting it looks like the resolution of the h-barrier wall texture is at 8bit or less, if you compare it to the other h-barrier standing right next to it.
Very obvious to see it in the last picture.

May 10 2016, 8:02 AM · Arma 3
GrumpyOldMan added a comment to T76513: H-barrier Wall/Corridor/Corner/Watchtower - weird textures.

Is there even anyone where this doesn't look completely out of line with the other H-barrier textures? Hard to believe it's just me having some stencil shadow issues like FrankHH stated, since all other barriers are looking fine.

May 10 2016, 8:02 AM · Arma 3
GrumpyOldMan added a comment to T76513: H-barrier Wall/Corridor/Corner/Watchtower - weird textures.

Switched to devbranch to check it, they are still ugly and compared to my screenshots (uploaded picture) there doesn't seem to be any difference in the shadows too.

So the issue is still there, on the current devbranch 1.19.123830.

May 10 2016, 8:02 AM · Arma 3
GrumpyOldMan added a comment to T76513: H-barrier Wall/Corridor/Corner/Watchtower - weird textures.

Can you please explain how shadows make the H-barrier wall, corner and watchtower look like the pictures I posted?

May 10 2016, 8:02 AM · Arma 3
GrumpyOldMan added a comment to T76513: H-barrier Wall/Corridor/Corner/Watchtower - weird textures.

Any updates on this?
The texture quality difference is really big, an eyesore compared to the rest of A3s graphics.

May 10 2016, 8:02 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T76513: H-barrier Wall/Corridor/Corner/Watchtower - weird textures.
May 10 2016, 8:02 AM · Arma 3
GrumpyOldMan added a comment to T76493: add script command to set/return the license plate of a civilian vehicle.

From the looks this seems to be assigned now,
in hope that a funtion for it will be implemented, is it by any means possible to make vehicles that are being spawned mid-mission to have working numberplates aswell?

Cheers

May 10 2016, 8:01 AM · Arma 3
GrumpyOldMan added a comment to T76493: add script command to set/return the license plate of a civilian vehicle.

Still the case in 1.46 stable branch.

May 10 2016, 8:01 AM · Arma 3
GrumpyOldMan added a comment to T76493: add script command to set/return the license plate of a civilian vehicle.

Would it be possible to save the license plate of a vehicle via setvariable "BIS_fnc_licenseplate" or similar?

It could work the same way like setting the go-karts numbers:
this setVariable ['number', XX];

This would be a neat little feature.

May 10 2016, 8:01 AM · Arma 3
GrumpyOldMan added a comment to T76493: add script command to set/return the license plate of a civilian vehicle.

Any further input on this?
Would be nice to have for certain missions (only get the vehicle license plate as hint where to find a target etc.)

May 10 2016, 8:01 AM · Arma 3
GrumpyOldMan added a comment to T76493: add script command to set/return the license plate of a civilian vehicle.

Just did some further testing, if you spawn civilian vehicle mid mission they won't have any license plates at all.

May 10 2016, 8:01 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T76493: add script command to set/return the license plate of a civilian vehicle.
May 10 2016, 8:01 AM · Arma 3
GrumpyOldMan added a comment to T76448: Add new command "isEqualTo" for binary comparison.

This is making me happier than I want to admit.

May 10 2016, 8:00 AM · Arma 3
GrumpyOldMan added a comment to T76445: Request for command "getArtillerySolutions".

This would be a great addition.

May 10 2016, 8:00 AM · Arma 3