It's not a typo. getNumber can parse strings:
getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> "Acts_RU_Briefing_Turn" >> "speed") //will return 0.3093
It's not a typo. getNumber can parse strings:
getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> "Acts_RU_Briefing_Turn" >> "speed") //will return 0.3093
I don't know, but as far as I see there is no good reason. You could just as easily have all the select overloads, such as _string # [1,2]. Same way you could have _string + [1,2] (I know, it's not a valid syntax)
And - is a unary command, so _arr#-_index is not gonna be confusing either.
Any particular reason why? I mean # is used more often than select nowadays...
And I can't think of any limitations either 馃
# is not supported?
Ah I thought you said it crashed when you wanted to start the game.
Well try this then:
press Win + R and type this and press Ok:
%localappdata%\Bohemia_Interactive
Delete all folders that begin with arma3launcher.
Culture: zh-CN
UI Culture: zh-CN
The solution is presented on the following StackOverflow question:
https://stackoverflow.com/questions/50970449/error-800700c1-in-instantiating-an-object-for-microsoft-office-interop-excel-a
Deleting the file "C:\Program" fixes the issue.
Change the launcher language to English. If it still doesn't work, press Win + R and type this and press Ok:
%localappdata%\Arma 3 Launcher
Repair the game via Steam.
https://help.steampowered.com/en/faqs/view/0C48-FCBD-DA71-93EB
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
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...
Seems to happen in 3rd person only
Maybe you could combine both?! 馃槄
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
In T166230#2331914, @BIS_fnc_KK wrote:Get next event handler ID:
what for?
You don't use mods such as TFAR and ACRE2 correct? They use Teamspeak.
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鈥檛 fall down and there is no good default solution so mission makers could script one for themselves
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.
Oh sorry it was hidden in "older changes", and I didn't bother to expand...
But anyway, I can't reproduce this at all.
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.
yeah or some mod. Try disableAI "FSM".
Are you guys sure it's not due to some FSM?
Please change the title to Ghost objects (missing/invalid Geometry LOD) so that it's more clearly understood.
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".
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.
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.