Having allDisplays return in correct order would work for me. What I meant by topmost was the rendering order and I thought this would be same as input focus. The reason I need the topmost display is so that I can add new controls to it via ctrlCreate so that those controls wont get hidden behind UI elements from other displays
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Oct 27 2024
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The game already has destroyable doors, they are glass doors. So I thought maybe allowing wooden doors to break wouldn't be such a big task.
May 2 2024
Maybe technically so but practically its collision too
May 1 2024
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I tried with the two EHs but this code did not prevent the tigris from shooting my pawnee:
Jan 27 2024
In T178591#2559564, @dedmen wrote:Newtarget is not feasible.
Target is already detected before its known. NewTarget triggers, while nearTargets still returns empty list.
Then when unit becomes known, it appears in nearTargets, but NewTarget wouldn't trigger, because the target has already been in the list, it was just updated. And for that we already have KnowsAboutChanged.
Looks like a won't do.
Jan 23 2024
In T178591#2558121, @dedmen wrote:You're writing about new command. But all I see is new eventhandler?
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Sep 20 2023
Dedmen can you please explain why it's not possible? Just so I know not to make impossible feature requests anymore :D
Sep 19 2023
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Jul 22 2023
In T173671#2473864, @dedmen wrote:You already have it. You posted it above
vehicles select { (_x iskindof "AllVehicles") };If you want to filter further for driveable/manable, you may want to also check for enableSimulation, and whether there are any crew seats available at all (Don't know how UGV/UAV behave in that regard)
Jul 4 2023
sorry no repro, was really random thing
ok, can we then get a command that returns only driveable/manable vehicles?
Jul 3 2023
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Jun 19 2023
I have 32GB RAM
and 11GB GPU mem
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In T167202#2349853, @BIS_fnc_KK wrote:Why do you have 2 dll processes?
Aug 20 2022
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Jul 6 2022
stack trace would also be good with this, with variables also. like in diag_stacktrace
Jun 28 2022
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Example of what kind of error dialog could be achieved by this feature:
Nov 15 2021
Oct 27 2021
In T161588#2250189, @BIS_fnc_KK wrote:Tested your example with join and joinSilent, the result is identical, group gets deleted
Oct 25 2021
If you empty the group from units with deleteVehicle command the group does not become null, but if you do it with joinSilent the group does become null. So there is this inconsistency with behaviors between those two commands. So I thought it might be a bug
Oct 24 2021
Sep 27 2021
Aug 14 2021
In T160224#2225214, @BIS_fnc_KK wrote:rev 148073
Also, what you are doing makes no sense, I mean saving mission config in profile namespace, same as saving display for use later. Mission config exists only while mission is running. New mission, new config instance. On top profile namespace is serialized and loaded on game start. way before any mission is started, so mission config saved to profile namespace will give you exactly nothing after you left mission.
Aug 13 2021
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Aug 3 2021
This ticket does not actually show the crash which I experienced because I was unable reproduce it in a new mission. Instead it shows how testVar failes to load from "cfgTestSave" and is null. Trying to use this null variable probably is what lead to crash