just noticed that the other alt syntax is also missing for locations
<LOCATION> setVariable [<STRING>, <ANY>, <BOOL>]
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Mar 9 2017
May 10 2016
tbh this is the biggest BS i have ever had to read
the alternative syntax adds a default value thus it is not a C&P mistake on the wiki but more that somebody at BI forgot to C&P the default part for locations
i cannot see a valid reason why locations should not have default values in getVariable
nonsense
the reason for this is because not everybody has a 4k monitor with arma in 4k too
for sure it is unrealistic to zoom but its right now the only way to "see" stuff that is just onje pixel high and wide
as the headless client is also just some player your request is most likely not simple
not getting any hint window when i press F1 in the ingame editor or whilst ingame and in ESC menu
also that would not solve the problem of extracting informations from the supportInfo command
not needed
Killed EHs return the killer object which is pretty much telling you all you want to know
even if the killer was inside of a vehicle (in that case the commander of the vehicle is passed to you as param instead of the vehicle or the gunner btw.)
in my opinion no bug as ANY should detect ANY living object and not just AI objects
solution would be adding some class filter to the "custom conditioN"
{_x isKindOf "AllVehicles" && alive _x} count thisList > 0
And naturally
Stuff that works differently wont get touched a lot even if bugged
why you rely on the PID?
im not sure about CentOS actually but it should also be possible to simply start it in a screen + a script which auto restarts if the executable stops (instead of running it in background or restarting using a cronjob whatever)
its your filter for BE
BE works fine
your filter does not
alter your filter and it will work
yup
reproducible here
Using right now TrackIR Version 5.2.200 (Build 14548)
can deliver DXDiag if needed (+ the fancy other stuff you guys would need for it)
because this shit is really annoying (at least i finally know what causes it ...)
stop using them ... they are garbage anyway
those "stacked EHs" are BS anyway
https://community.bistudio.com/wiki/addMissionEventHandler
onEachFrame => "Draw3D"
onPlayerDisconnected => "HandleDisconnect"
onPlayerConnected => init.sqf if(!isDedicated && hasInterface) then {...}
onpreloadstarted & onpreloadfinished are kinda useless anyway as there is no real need for them
only thing that is still lacking some way of doing different is onMapSingleClick ...
let me introduce to you something new and fresh named SQF
https://community.bistudio.com/wiki/addEventHandler
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HandleDamage
dude
the fuck you do not understand on NO FUCKING BODY is having ANY clue what you want to tell anybody with this bug
its just a bunch of garbage
/voteban so that such shit cannot happen anymore ...
dude ...
this is the most horrible bug report i ever had to read
- No actual bug ever mentioned
- Information overload
- no steps to reproduce (this is no 'need help with my script' forum)
my recommendation to the mods: close this issue as cannot reproduce
to the bug reporter: add something to this ticket to make your problem clear or get over to the BI forums for help
the same evil shit that can be done by anybody using other SQF commands?
also there is a createVehicleLocal command where you could argue similar
@Chris Acrobat thats a workaround but as there is a createVehicleLocal command, there should also be a createUnitLocal command
just for general people comming over here
the medic animations are "automatically" looped when started using playAction
https://community.bistudio.com/wiki/playAction
https://community.bistudio.com/wiki/playAction/actions
"Ghost Hotel"??
maybe you should give a position and/or a screen where you show which building youre talking about
fyi
not getting the crash anymore since removing all DLLs from the dll folder
takes about one minue for me to get into that crash using this little way of reproducing:
- start the "Sling Loading" showcase mission
- move to the chopper
- (if not already crashed) get into the chopper
will attach my crash dumps too
just ask for more ... can get plenty of them
keyDown EH works like it should
it is already well known in the community that actionKeys is returning garbage and more as soon as you got anything but single key assigned (you do can have multiple keys set but each of theese have to be single keyed)
please also close http://feedback.arma3.com/view.php?id=19865 or give reporters the ability to do so by themself ...
well ... then the linux servers are still lacking much of documentation which is also not ... good
the only question remaining now is
why is the server not outputting the mods when they should be loaded
yep
there is a seperated BI forum thread about it:
http://forums.bistudio.com/showthread.php?180959-unexpected-script-runtime-issue-when-putting-much-code-into-variables-by-a-seperated
now to how everything gets callen, where what is defined, etc.
but due the size of the projects i will stick to those section inbound in this problem (i will use github links so everyone can check the code without asking for it)
the functions are defined in 3 config.cpps:
https://github.com/X39/XLib/blob/master/X39_XLib_KeyCatcher/config.cpp
https://github.com/X39/XLib/blob/master/X39_XLib_ActionDialog/config.cpp
https://github.com/X39/XMS2/blob/dev_X39/X39_MS2_Scripting/config.cpp
registering of the button actions:
- (auto) https://github.com/X39/XLib/blob/master/X39_XLib_KeyCatcher/Functions/init.sqf
- (auto) https://github.com/X39/XLib/blob/master/X39_XLib_ActionDialog/Functions/init.sqf
2.1 https://github.com/X39/XLib/blob/master/X39_XLib_KeyCatcher/Functions/registerKey.sqf
3.1 https://github.com/X39/XMS2/blob/dev_X39/X39_MS2_Scripting/Functions/initModHelpers/addInteractionMenuEntries.sqf
3.1.1 https://github.com/X39/XLib/blob/master/X39_XLib_ActionDialog/Functions/registerAction.sqf
executing a button action
- initial key event registered by X39_XLib_KeyCatcher
- https://github.com/X39/XLib/blob/master/X39_XLib_KeyCatcher/Functions/cb_KeyDown.sqf
2.1 https://github.com/X39/XLib/blob/master/X39_XLib_ActionDialog/Functions/createDialog.sqf
2.2 https://github.com/X39/XLib/blob/master/X39_XLib_ActionDialog/Functions/initSystemVariables.sqf
2.3 https://github.com/X39/XLib/blob/master/X39_XLib_ActionDialog/Functions/initActions.sqf
2.3.1 depending on what button was pressed (and if the condition of the actions return true) different code registered in https://github.com/X39/XMS2/blob/dev_X39/X39_MS2_Scripting/Functions/initModHelpers/addInteractionMenuEntries.sqf will be executed
for the working part it is more or less the same but that you register the actions then directly inside the debug menu so you only got the https://github.com/X39/XLib/blob/master/X39_XLib_ActionDialog/Functions/registerAction.sqf call (no seperated one)
changed the design many times trying while to fix that problem
the first attempt did not contained any variable as you can solve everything without a single one (attachedObjects will return an empty array if no object is attached)
im using count because it is faster (at least it was ... not sure about now but im used to this by today ^^ works the same way but without the _forEachIndex variable) but ... yeah
already tried it with foreach too
-----edit-----
Also the code is working (just how/when/whatEvar it is registered using the registerAction function makes the difference)
can be closed due the comment i received on reddit ...
http://www.reddit.com/r/arma/comments/2bn5gu/sqf_i_surrender/
buttonSetAction does not supports SQF? the fuck BI?
raising new bug soon for this
there seems to be a "dead" process running in background callen tmp_0 or something like that (requires ~1,5KB RAM) ((cannot check as it is not happening again for me))
you simply need to close that one instead of steam (for me its more or less a generic issue of steam as sometimes steam simply not shuts down its very own overlay stuff)
you also should add as note that it is not always happening
bump
bump
bump
suddenly the article is only available on non english languages : /
http://de.wikipedia.org/wiki/J%C3%A4gersprache
google translate (yeah i know ... its inaccurate but ... yeah more simple then writing the entire article)
http://translate.google.de/translate?hl=de&sl=de&tl=en&u=http%3A%2F%2Fde.wikipedia.org%2Fwiki%2FJ%C3%A4gersprache
hope its now more clear why its not good to use "Waidmannsheil" ^^
did not faced it again yet
but also i am not playing online anymore on a constant base
as this is acknowledged
is there a way to get around that crash?
because its extremly annoying -.-*
ohh
it als could be verry interesting if its because of a version missmatch of the required runtime environment (got the pretty latests vc++ variants installed so)
kindly regards
X39
god damned -.-* totally forgot to backreport here (sorry)
still was not able to get the sound playing when giving true as parameter : /
works now
can be closed thus
im having problems with downloading the latest arma patch ... (steam removed entire ArmA folder and got slow connection ...)
will continue downloading tomorrow and validate then
still not working on stable/default branch
as far as i know
its an issue caused by mods
never faced it in pure vanilla arma tbh
from my point of view this can be closed thx to the breakOut (even thought it would be nice to have a proper RETURN command instead of being in need of naming each scope by yourself)
for general public:
take note that this is already possible using this modification
http://forums.bistudio.com/showthread.php?185254-Ares-Modules-expanding-Zeus-functionality-Release-Thread
for devs:
just because there is a modification does not means that you guys should not implement something more smooth!
Maybe some sort of "areal shooting" for all AI units so that they will cover an area with bullets etc. until they are told to stop?
checking old issues i have created
can be closed as AllVariables got introduced
not sure about arma internal but as far as i know the engine RPM is just some sort of eyecandy for ArmA as it has no affect on the flight system
(correct me if im wrong)
yep
but im on your side :F
the instroments should be there (+ TOH inside of ArmA should be possible at least through a expansion pack or something like that ... just hate the default controlls)
downvote
its true that the new scopes are not optimal implemented but they are in most cases A WAY better then the old 2d system
as this handles ALL scopes and not specific ones (not only the high zoomed) this ticket is a way over the required
reverting the optics is not the way
improoving the current implementation is MUCH better!
using PiP for example (and yes ... i know about #2510)
at the end
you need to hope that people wont abuse in pvp currently and wait till BI decides (or the community does with a mod for that)
make sure that you match the system requirements ^^
'Error E_OUTOFMEMORY"'
http://www.arma3.com/buy#requirements
its not a bug
its a feature of every game my friend
the FPS gets lower as more complex a scene gets ^^
meaning:
more objects = more polygons to render = more worse performance
does not matters
it was stupidness that i havent removed the code out of the mission
thats true
but the game should not crash anyway!
crash also happens with a mission which is not using custom addons
update 1:
when another player joins after step 2
the game of player 1 crashes instead of the server
update 2:
located the issue
i will edit the ticket to let it match the exact bug now
bump
it is for a radial menu
(see http://forums.bistudio.com/showthread.php?173237 for the mod i need it for)
but there are also other advanced usecases for such a thing (all in combination with display event handlers for manual tracking of mouse position)
will be easy when extending SteamWorkshop so that mod download via SteamWorkshop is possible :F
voted up anyway
thats one of those reasons why the community sticks to mods like ACRE and now new TFR
they provide a better immersion to everything + radio channels with working radios
but i still upvote this as the current state is really nothing good (and it should not be that hard to add a distance modification to the digital sound)
seconds thing should be related with custom scripts
test it in editor without anything else running (should solve your issue there)
the first part is more or less expected behaviour as the AudioDevice gets removed and windows removes the logical device for it too
pluging it in again wont work as ArmA will still work with the old, non existing device
the only way to fix this would be to check if the device is still available and take a new one after OR to allow the device change in options
bump
same here
maybe it had to do with the date + 64bit combo
for me the issue disappeared today without being able to reproduce anymore ... strange somehow
@KGrimes
just leave him alone in his small world ...
(think hes also one of those guys who thought "JAVA is a stupid idea and a giant security problem!")
yeah yeah stupit
check the set function you hero ...
"Add a Integer++ (Integer = Integer + 1) command to the game"
read the title ...
its about adding the ++ syntax because its some sort of industrial standart (missleading ... its more that its in nearly ALL programming languages used by the industry)
also it would be possible with SQF:
just try it in your debuger:
_var1 = 1; _var2 = 2; hint str (_var1+_var2);
this code will still compile and work like expected
also try this:
_var+ = 12;
_var+ is not a valid variable name meaning that you get a script error
so:
_var++ can be assumed as command structure where "_var" is the parameter and "++" the command
but yeah
youre right
i dont know anything about SQF
the only thing that this command would require is that the parameter is now left and not right
i promise you that it is possible
also
i got knowledge about SQF my friend
but seems like you dont got any knowledge in programming general
bump
so where you got your nice sweet knowledge from?
try any other language like c++ for exmaple
im pretty sure it is possible
as i dont want to open another ticket i will add this here to this ticket as comment (please say if i shall open another ticket for this)
The EventHandler is fired for zones which where not hit!
As you can see on this output of a HandleDamage, {"diag_log _this"} EH (HeadShot, middle of head from back):
"[B Alpha 2-1:1,"head",5.66726,<NULL-object>,"B_65x39_Caseless"]"
"[B Alpha 2-1:1,"",0.406582,B Alpha 1-1:1 (Cpt. HM Murdock),"B_65x39_Caseless"]"
"[B Alpha 2-1:1,"",0.856582,B Alpha 1-1:1 (Cpt. HM Murdock),"B_65x39_Caseless"]"
"[B Alpha 2-1:1,"head",6.11726,B Alpha 1-1:1 (Cpt. HM Murdock),"B_65x39_Caseless"]"
"[B Alpha 2-1:1,"body",0.454324,B Alpha 1-1:1 (Cpt. HM Murdock),"B_65x39_Caseless"]"
"[B Alpha 2-1:1,"hand_l",0.459766,B Alpha 1-1:1 (Cpt. HM Murdock),"B_65x39_Caseless"]"
"[B Alpha 2-1:1,"leg_l",0.450194,B Alpha 1-1:1 (Cpt. HM Murdock),"B_65x39_Caseless"]"
as you can see
there are zones fired which are not even hit! (like leg_l)
This results in giant problems when resolving the output of the HandleDamage EH
please fix this asap ^^
thx
X39
Check your graphical menu again ^^
its still inside:
16:9 - 1768x992
"Dynamic View Distance" gets a + (including the editor part of it)
bump
"Its always pain in the ass when trying to make a good plan for rushing in if youre not able to set up a good marker plan (or it takes you 2 hours to do)"
was not meant in that way ... its just a horrible implementation! You cant say that the current implementation is better then the editor
just as a small note
the solution is to generally change the item type of the medKit which is not acceptable!
there should be a script command or something like that for this!