@kju-PvPscene
In case this doesn't get implemented, you can use _units joinSilent _group. Though it shouldn't be used on the group leader, because the leader will leave the group and rejoin; one workaround is to temporarily set any unit as the leader (the unit doesn't have to be a member of the squad, so you can create a helper civilian unit for the entire mission), use joinSilent, then select the original leader, i.e:
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Advanced Search
Aug 20 2020
Aug 19 2020
Aug 13 2020
No crash on v1.99.146550.
Aug 8 2020
It's not a bug. That's how the expressions are prioritized.
round (3+4)/3 calculates round (7) first, then divides it by 3.
Is it possible to delete the ctrl and recreate it with the new style?
Maybe even extend that with alt syntax to do 'play-part-of-anim':
unit playAnim [moveName, from, to]
Yeah that's even better, but I don't think it's possible (afaik it would need a total overhaul of the animation system)
Aug 7 2020
Ending an animation is like jumping to the end of the animation. So why not extend your request to a more general case:
Aug 6 2020
Hmm. I didn't notice that (although it doesn't cause any problems for my use). Thanks for the tip.
Aug 5 2020
Have you tried verifying the game data through Steam?
Aug 3 2020
@BIS_fnc_KK
Thanks! Can't wait to try them out!
Jul 31 2020
when unit rejoins, it keeps its combat mode from previous group
Yeah, but please do not "fix" that. Otherwise there's no way to change the combat mode of individual units using scripts.
If it's not possible to change combatMode to return the combat mode of an individual unit, please add a new command.
I'm not a dev. Ask someone else.
Jul 28 2020
Jul 27 2020
Currently, it is also not possible to stop the AI from scanning the horizon without ordering it to watch a certain direction - which it will then also do indefinitely.
Jul 24 2020
Duplicate of https://feedback.bistudio.com/T152304
Jul 20 2020
@mickeymen
If you want the missile to "run out of fuel", change the thrustTime parameter, similar to how I changed the timeToLive parameter in the above code (though I'm not sure if it works for guided missiles).
@mickeymen
As Dedmen said, the missile's flight pattern is very close to a real life missile, and given the fact that Arma is a milsim, those changes are not needed.
Jul 19 2020
@BIS_fnc_KK
Is vectorAdd supported too? I didn't see the change note on the wiki (only vectorDiff is mentioned):
https://community.bistudio.com/wiki/vectorAdd
https://community.bistudio.com/wiki/vectorDiff
In T152657#2089190, @BIS_fnc_KK wrote:[1,1] vectorCos [1,1] = 1
[1,1,1] vectorCos [1,1,0] = 0.816497You can resize any 3d vector prior to operation https://community.bistudio.com/wiki/resize the resizing is lightning fast
@BIS_fnc_KK
Thank you, but just a question (this question applies to all of my requests but I'm asking just one here).
Jul 18 2020
Jul 16 2020
Are you sure you're not using any mods that can break this? Everything works normally on the latest dev build (I shot a Titan AT in the air, and it exploded after 22 seconds), so either your issue has already been fixed, or is invalid (I think the latter is more likely)
Jul 13 2020
Jul 12 2020
Jul 10 2020
You can uninstall DLCs from Steam, if that's what you mean.
Right click on the game in Steam > Properties > DLC
Jul 9 2020
@dedmen
The command isn't working.
A lot of people are reporting weird crashes on Win 10 lately. It might be worth investigating.
you dont need to to make a ticket about BIKI information
I know that command. I just thought accTime also returned 0 when the game is paused. I'm almost 100% sure it did return 0 in one of the builds. I'm not sure which, but I could use accTime==0 instead of isGamePaused. Also my manual time progression code (alternative to time, and almost identical to CBA_missionTime) was working ok. But now I indeed have to use isGamePaused.
Jul 8 2020
Jul 7 2020
@BIS_fnc_KK
This one is pretty easy to fix. It just needs removing a few lines from cfgMoves (in anims_f.pbo).