In T166230#2336000, @BIS_fnc_KK wrote:Rev. 149655 https://community.bistudio.com/wiki/getEventHandlerInfo
Let me know if more EH types should be included and why
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Jul 12 2022
Jul 12 2022
Leopard20 updated the task description for T150103: [Feature Request] New scripting command for reading animation parameters.
Leopard20 updated the task description for T150103: [Feature Request] New scripting command for reading animation parameters.
Leopard20 updated the task description for T150103: [Feature Request] New scripting command for reading animation parameters.
Jul 8 2022
Jul 8 2022
Leopard20 updated the task description for T166485: Change AGLS pos to AGL in BIS_fnc_moduleRespawnPosition and BIS_fnc_addRespawnPosition.
Leopard20 updated the task description for T166485: Change AGLS pos to AGL in BIS_fnc_moduleRespawnPosition and BIS_fnc_addRespawnPosition.
Leopard20 renamed T166485: Change AGLS pos to AGL in BIS_fnc_moduleRespawnPosition and BIS_fnc_addRespawnPosition from Change AGLS pos to AGL in BIS_fnc_moduleRespawnPosition to Change AGLS pos to AGL in BIS_fnc_moduleRespawnPosition and BIS_fnc_addRespawnPosition.
Jul 7 2022
Jul 7 2022
Jul 6 2022
Jul 6 2022
Leopard20 added a comment to T166230: [Feature Request] New scripting commands for validating event handlers.
Leopard20 updated the task description for T150072: [Feature Request] New scripting commands for vehicle handling (steering/gas/break).
Leopard20 updated the task description for T150072: [Feature Request] New scripting commands for vehicle handling (steering/gas/break).
Leopard20 updated the task description for T150072: [Feature Request] New scripting commands for vehicle handling (steering/gas/break).
Leopard20 updated the task description for T150072: [Feature Request] New scripting commands for vehicle handling (steering/gas/break).
Leopard20 added a comment to T150072: [Feature Request] New scripting commands for vehicle handling (steering/gas/break).
I mean neither 1 nor 2 are useful for vehicle handling. So I request a new command that allows manual control.
E.g.
veh setVehicleControls [steering, acceleration, handbrake]
veh setVehicleControls [-1, 1, false] //causes vehicle to turn fully left while moving forward at full speed, and no handbrake
Handbrake is not necessary but would be nice...
Jul 5 2022
Jul 5 2022
Leopard20 updated the task description for T150072: [Feature Request] New scripting commands for vehicle handling (steering/gas/break).
Leopard20 renamed T150103: [Feature Request] New scripting command for reading animation parameters from [Feature Request] New scripting command for reading animation parameters to [Feature Request] New scripting command for reading animation parameters and bone hierarchy.
Jul 3 2022
Jul 3 2022
Leopard20 updated the task description for T166409: [Feature Request] New syntax for `hideObject` command to hide specific LODs.
Leopard20 changed Severity from severity:none to severity:feature on T166409: [Feature Request] New syntax for `hideObject` command to hide specific LODs.
Leopard20 renamed T166409: [Feature Request] New syntax for `hideObject` command to hide specific LODs from [Feature Request] New syntax for `hideObject` command to [Feature Request] New syntax for `hideObject` command to hide specific LODs.
Leopard20 changed Category from category:general to category:scripting on T166409: [Feature Request] New syntax for `hideObject` command to hide specific LODs.
Jul 2 2022
Jul 2 2022
Leopard20 updated the task description for T166368: lineIntersectsSurfaces returns the parent selection instead of the selection itself.
Leopard20 changed Reproducibility from reproducibility:always to reproducibility:sometimes on T166368: lineIntersectsSurfaces returns the parent selection instead of the selection itself.
Jul 1 2022
Jul 1 2022
Leopard20 updated the task description for T166368: lineIntersectsSurfaces returns the parent selection instead of the selection itself.
Jun 30 2022
Jun 30 2022
Jun 29 2022
Jun 29 2022
Jun 28 2022
Jun 28 2022
Seems to happen in 3rd person only
Jun 26 2022
Jun 26 2022
Leopard20 updated the task description for T166230: [Feature Request] New scripting commands for validating event handlers.
Leopard20 added a comment to T166230: [Feature Request] New scripting commands for validating event handlers.
Maybe you could combine both?! 😅
Leopard20 added a comment to T166230: [Feature Request] New scripting commands for validating event handlers.
Actually I thought of a use case for that one.
Let's say you want to add handleDamage event handler, but you want your EH to be always on "top" (since only the last handle damage EH can override the damage)
So you can do something like:
if (getNextEventHandlerID [...] - _thisEventHandler > 1) then { //another EH is on top, so remove this one and readd to put it on top
Leopard20 updated the task description for T166230: [Feature Request] New scripting commands for validating event handlers.
Leopard20 added a comment to T166230: [Feature Request] New scripting commands for validating event handlers.
In T166230#2331914, @BIS_fnc_KK wrote:Get next event handler ID:
what for?
Leopard20 updated the task description for T166230: [Feature Request] New scripting commands for validating event handlers.
Leopard20 updated the task description for T166230: [Feature Request] New scripting commands for validating event handlers.
Leopard20 updated the task description for T166230: [Feature Request] New scripting commands for validating event handlers.
Jun 25 2022
Jun 25 2022
Leopard20 updated the task description for T166230: [Feature Request] New scripting commands for validating event handlers.
Leopard20 updated the task description for T166230: [Feature Request] New scripting commands for validating event handlers.
Jun 23 2022
Jun 23 2022
You don't use mods such as TFAR and ACRE2 correct? They use Teamspeak.
Jun 20 2022
Jun 20 2022
In T63050#2328983, @BIS_fnc_KK wrote:Great post it on wiki
Sample script (needs a bit of polish, such as proper bounding box check, making sure object is not physx, etc.):
addMissionEventHandler ["BuildingChanged", { params ["_building"]; { _obj = _x; _objPos = getPosASL _obj; _begPos = _objPos vectorAdd [0,0,0.5]; _endPos = +_objPos; _endPos set [2, getTerrainHeightASL _objPos - 1]; _touchesBuilding = false; _touchOffset = 0; { if (_x#3 == _building) then { _touchOffset = _objPos#2 - _x#0#2; _touchesBuilding = true; } else { if (_touchesBuilding) then { _obj setPosASL (_x#0 vectorAdd [0,0,_touchOffset]); _obj setVectorUp _x#1; break; } } } forEach lineIntersectsSurfaces [_begPos, _endPos, _obj, objNull, true, -1, "ROADWAY", "GEOM"]; } forEach nearestObjects [getPosWorld _building, [], boundingBoxReal _building # 2, true] }];
Before:
In T63050#2322819, @BIS_fnc_KK wrote:Physx objects and corpses are not deleted, they are unfrozen so they fall down with building rubble. non physx objects don’t fall down and there is no good default solution so mission makers could script one for themselves
Jun 19 2022
Jun 19 2022
Leopard20 updated the task description for T151907: [Feature Request] New scripting command: getTerrainInfo.
Leopard20 updated the task description for T151907: [Feature Request] New scripting command: getTerrainInfo.
Leopard20 updated the task description for T151907: [Feature Request] New scripting command: getTerrainInfo.
Leopard20 updated the task description for T151907: [Feature Request] New scripting command: getTerrainInfo.
Jun 18 2022
Jun 18 2022
Leopard20 added a comment to T166041: Feature Request: Allow scripts to reference memory points on proxied items (ex. lasers and scopes on rifles).
If this doesn't get implemented, you can already do this with some vector math.
You need to create a simple object from the model of the weapon and cache all selection positions then delete it. You can use a hashmap for fast cache lookup.
That bug is not related to vanilla animations. Whichever weapon mod you're using has buggy reload anims. It uses gestures in prone reload.
You should be able to do that yourself as player.
Jun 17 2022
Jun 17 2022
Leopard20 added a comment to T165935: [BUG/REQUEST] setUnloadInCombat [false,false] not always gets applied - override possible?.
Oh sorry it was hidden in "older changes", and I didn't bother to expand...
But anyway, I can't reproduce this at all.
Leopard20 added a comment to T165935: [BUG/REQUEST] setUnloadInCombat [false,false] not always gets applied - override possible?.
In T165935#2327773, @pcc wrote:I'm not using any AI mods. The AI groups are given a move waypoint. During combat sometimes the AI orders the gunner to get out for unknown reasons. Only happens on some vanilla vehicles.
Jun 16 2022
Jun 16 2022
Leopard20 added a comment to T165935: [BUG/REQUEST] setUnloadInCombat [false,false] not always gets applied - override possible?.
yeah or some mod. Try disableAI "FSM".
Jun 15 2022
Jun 15 2022
Leopard20 added a comment to T165935: [BUG/REQUEST] setUnloadInCombat [false,false] not always gets applied - override possible?.
Are you guys sure it's not due to some FSM?
Jun 12 2022
Jun 12 2022
Jun 9 2022
Jun 9 2022
Jun 7 2022
Jun 7 2022
Leopard20 updated the task description for T165735: [Feature Request] Faster animationPhase command.
Leopard20 updated the task description for T165735: [Feature Request] Faster animationPhase command.
Jun 6 2022
Jun 6 2022
Leopard20 added a comment to T165453: Ghost objects (missing/invalid Geometry LOD) (to be continued).
Please change the title to Ghost objects (missing/invalid Geometry LOD) so that it's more clearly understood.
Jun 1 2022
Jun 1 2022
Leopard20 updated the task description for T165584: [Tweak] Make `allowCrewInImmobile` not dismount AI from upside-down vehicles.
May 26 2022
May 26 2022
You can use inAreaArray which is in-engine distance check and cheap.
First of all, distance from what to what? You can't make that using event handlers because event handlers only have 1 arg.
Second of all, the only reasonable thing to ask would be an event handler for object position changing, but even that will be too slow because most of the time objects change position every frame. You might as well use a per frame loop.
There's no such thing. Distance can't be checked by event handlers, because it's not an "event".
May 24 2022
May 24 2022
Leopard20 updated the task description for T150103: [Feature Request] New scripting command for reading animation parameters.
Leopard20 renamed T150103: [Feature Request] New scripting command for reading animation parameters from [Feature Request] New scripting command for getting the selectionName of animations to [Feature Request] New scripting command for reading animation parameters.
In T165117#2315512, @LSValmont wrote:In T165117#2314845, @Leopard20 wrote:In T165117#2314110, @LSValmont wrote:Having this would be awesome, another one is "[Feature Request] Forcing unit ragdoll despite it is playing an animation". You know when a unit playing a custom animation gets shot and killed but he still plays the animation even thou it is already dead.
That's related to poor animation setup. It's not a game bug. Whoever made the animation can fix it themselves.
It is the default BIS animations, for example "Acts_CrouchingCoveringRifle01":
[_flashBangVictim,"Acts_CrouchingCoveringRifle01"]remoteExec["switchMove",0,true];If the Ai unit is killed before the the animation is done then it will just continue playing the animation as if it was alive.
To prevent this you need to add a MPKilled EH with "_unit switchMove "";" (No need to remote exec this time because MPKilled runs on all clients.It is weird that a "Killed" event doesn't just over ride all and any animation the unit is playing at the moment and just goes into ragdoll like any other game.
May 23 2022
May 23 2022
In T165117#2314110, @LSValmont wrote:Having this would be awesome, another one is "[Feature Request] Forcing unit ragdoll despite it is playing an animation". You know when a unit playing a custom animation gets shot and killed but he still plays the animation even thou it is already dead.
May 20 2022
May 20 2022
Leopard20 renamed T165117: [Feature Request] Forcing object animation from [Feature Request] Focing object animation to [Feature Request] Forcing object animation.
May 17 2022
May 17 2022
In T164521#2307664, @BIS_fnc_KK wrote:An alternate syntax for the existing allGroups
not possible, nulars can have only 1 syntax
May 7 2022
May 7 2022
Leopard20 changed Severity from severity:none to severity:feature on T164731: [Feature Request] New syntax for switchMove.
Apr 30 2022
Apr 30 2022
Leopard20 renamed T164242: [Feature Request] New variant of vehicles command: allVehicles/buildings from [Feature Request] New variant of vehicles command: allVehicles to [Feature Request] New variant of vehicles command: allVehicles/buildings.
Apr 28 2022
Apr 28 2022
Mission is unavailable
Sorry. Uploaded the mission on FT.
Leopard20 edited Steps To Reproduce on T164570: setUnitRank is not JIP compatible for players that respawn.
Apr 27 2022
Apr 27 2022
Leopard20 renamed T164570: setUnitRank is not JIP compatible for players that respawn from setUnitRank is not JIP compatible to setUnitRank is not JIP compatible for players that respawn.
Apr 23 2022
Apr 23 2022
Apr 22 2022
Apr 22 2022
Leopard20 updated the task description for T151907: [Feature Request] New scripting command: getTerrainInfo.
Leopard20 updated the task description for T164260: [Feature Request] Command to return water level offset for maps that use tides.
Apr 21 2022
Apr 21 2022
In T164321#2300081, @AMark wrote:I didn't see anything on that page that can help.
So did you make sure you have installed DirectX 11 and VC++ 2013 Redist packages, and verified the game data via Steam?
Where could I find a list of all the required drivers?
You just need the normal drivers needed for running a game. The GPU and Audio drivers are probably all you need.
Your new Windows is probably missing some software needed to launch the game.
Make sure you have installed all drivers (GPU, etc.), DirectX and VC++ 2013 Redist package.
Apr 16 2022
Apr 16 2022
Leopard20 updated the task description for T164260: [Feature Request] Command to return water level offset for maps that use tides.
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