- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Advanced Search
May 10 2016
Both are numbers:
x = 123; typeName x
-> "SCALAR"
_x = 123; typeName _x
-> "SCALAR"
Maybe your public variables didn't arive when you executed ctrlSetPosition?
You should probably make a repro mission.
It is still work in progress.
Doesn't work with todays dev branch.
The version is 1.55.134043 though, so I'll wait patiently.
Works. 馃憤
I have to correct myself. Vehicles are not affected, but Static weapons are.
I attached a repro mission. Just enter the static grenade launcher and the Hunter GMG as gunner and fire.
The static grenade launcher will fire the 40mm grenades at 900 m/s velocity, which is way faster than the intended value.
The command is: isFilePatchingEnabled
pressing ESC causes some things to break such as chat window or loss of USB controller/joystick.
I've never experienced any of this. What do you mean by break? You don't see the chat while being in the pause menu? Does it show again if you close the menu again? If so, then I wouldn't consider this a bug and probably the smallest issue the game has. Same for the controller prolem you described.
Or could a 0.5 second delay be put into some code on a dev build to see if stability in increased.
This game does work not at all like you think it does. How is that supposed to solve anything?
Strange. There is still no crash recorded in that RPT file. It looks exactly like the game was aborted with Alt+F4. I'm running out of ideas.
You could try this:
- go to your games main directory:
C:\Games\Steam\steamapps\common\Arma 3
and delete these two folders (or make a backup):
Missions
MPMissions
- go to your profiles folder:
%USERPROFILE%\documents\Arma 3 - Other Profiles
then enter your main profile (you might want to do this for every profile, if you have more than one)
and delete the following folders:
missions
MPMissions
Saved
UserSaved
- finally go to:
%LOCALAPPDATA%/Arma 3
and delete the folder:
MPMissionsCache
- Start game
- Make it crash
- Go to %LOCALAPPDATA%/Arma 3
- Pick newest rpt file and upload it
Someone over in the CBA thread
Hi.
Yes please. Also don't only start the game, but let it crash and post the RPT then.
Yeah, I noticed that too. Apparently it's a campaign / set of missions.
https://forums.bistudio.com/topic/186001-sp-campaign-delta-force-altis/
Installation:
Extract "DFA.pbo" to your "Steam\SteamApps\common\Arma 3\Campaigns" folder.
The developer wrote that this is the way to install it, but I don't think you are supposed to throw any files inside the Campaigns folder (which doesn't even exist, you have to make one), similar to how you are not supposed to put files inside the Addons-folder.
ref: https://forums.bistudio.com/topic/168277-cba-community-base-addons-arma-3/page-31
Same with <TASK> getVariable <ARRAY>
You could add a local event to every unit in the group instead and check if it's the group leader. A group will always be local to the machine where it's leader is local afaik.
Kinda related to http://feedback.arma3.com/view.php?id=26682
Can confirm this issue. RPT says:
11:46:45 Error in expression <LOC getVariable ["Test", 2]>
11:46:45 Error position: <getVariable ["Test", 2]>
11:46:46 Error Generic error in expression
for me.
Wiki claims that the alternative syntax is supposed to work with locations:
Syntax:
varspace getVariable [name, defaultValue]
Parameters:
varspace: [Namespace]], Object, Display, Control, Group, Location, Task or Team Member
This was done intentionally. The same happens with paramS.
"Since Arma 3 v1.53.132691, onscreen errors are displayed for when the input is of the wrong type or size."
See: https://community.bistudio.com/wiki/param
The alternative is to use the isEqualType familiy of commands.
Same as http://feedback.arma3.com/view.php?id=26798.
Just for the record. The last repro example has the wrong syntax. It should be:
_checktype = cursortarget isKindOf "House_F"; hint str _checktype;
Downvoted.
This is expected behavior. The expression:
("U" call Foo)
is evaluated before:
if (false) throw
, because it has round brackets around it.
It's return value (always "false") is thrown and passed as _expression. Can be easily tested by replacing the first
if (false)
with
if (true)
The current "try throw catch"-syntax is useless in my opinion. Even with the recent "improvements". It should be avoided altogether.
+1
Confirmed working. Great Job!
There is a get-command for the zeroing.
https://community.bistudio.com/wiki/currentZeroing
There is no set-command though.
It should correspond with these config entries:
discreteDistance[] = {100,200,300,400,500,600};
discreteDistanceInitIndex = 1;
zeroingIndex player;
-> 1
player setZeroingIndex 5;
The commands for the scope mode could be following the configs too. Example ARCO:
class OpticsModes {
class ARCO2collimator {...};
class ARCO2scope: ARCO2collimator {...};
};
getOpticsMode player;
-> "ARCO2collimator"
player setOpticsMode "ARCO2scope";
^ Then why is "primaryWeapon player" still the same rifle then? That doesn't change whether you are in a vehicle or not. Neither should the ammo.
What exactly is the purpose of having two different ways of using (a && b), one with and one without lazy eval.
The point of having both lazy and eager evaluation is that they are different.
Can confirm what Glowbal said. It only crashes when you use
"" splitString " ";
first.
The crash is reproducable every time on my end. Doesn't matter where I enter this code, it crashes.
I uploaded the .rpt and .bidmp file. Unfortunately it won't let me upload the .mdmp (file size too large?).
I also uploaded a single player mission which instantly crashes upon game start. (I put <"" splitString " "> into the init box of the player.)
You are having a similar issue as @chris579. append and pushBack are meant to manipulate already existing arrays. They ARE NOT replacements for ARRAY + ARRAY that are magically faster.
The reason they are faster is, as I said, that they don't create arrays but manipulate already existing ones.
Your first example has to be:
array1 append array2;
array1 append array3;
And the second one:
_allDeadAndThatGuy = allDeadMen;
_allDeadAndThatGuy pushBack man;
No it's not!
append doesn't return anything. If you only put ARRAY append ARRAY into the console, you obviously won't see anything. You have to use a pointer to a previously created array, so you can reference it later.
What you did can be compared to:
_arr = ["test0"];
_arr append ["test1"];
append doesn't return and therefore you don't see anything. The third line is the important one. That one is impossible with your set up, because you never saved the array pointer in a variable.
No bug.
Thats not how append is suppossed to work. You add an array to an already existing array.
Try this instead:
_arr = ["test0"];
_arr append ["test1"];
_arr
-> ["test0", "test1"]
For adding one element it's recommended to use pushBack instead:
_arr = ["test0"];
_arr pushBack "test1";
_arr
-> ["test0", "test1"]
https://community.bistudio.com/wiki/BIS_fnc_conditionalSelect
[[10,0,8,2,6,4], {_x > 5}] call BIS_fnc_conditionalSelect
e.g.
[10,0,8,2,6,4] select {_x > 5}
-> [10,8,6]
I noticed that the same happens with currentWeaponMode and edited the issue title and description.
I obviously searched for something similar but I couldn't find any other issue mentioning this. Good thing that they know though.
Do you have a link to their statement about it? I wasn't following their news / playing Arma at all in the last few months.
I don't see how it's a dup. Your issue seems to be with AI and high speeds, while mine happens when the player rotates the vehicle in place. Please read/try the repro steps I posted.
They are probably related though. I upvoted yours.
NVM, KK. I just read the post you made in the forums.
The uniforms model ("\A3\Characters_F_EPC\Civil\c_nikos_aged.p3d") has no pistol proxy in it's View Pilot-LOD.
The uniform "U_NikosAgedBody" can not be found in the Virtual Arsenal, because it's a protected class (scope = 1). However, the unit "C_Nikos_aged" can be set using the editor.
Repro Steps:
- place the following unit:
Faction: Civilians
Class: Men (Story)
Unit: Nikos (Formal)
- put this in the units init box:
this addWeapon "hgun_ACPC2_F"
- start mission
Sure, LoadOutChanged as it exists in VBS could be improved, but I don't see how another eventhandler that still doesn't cover inventory commands -and therefore the VA- really helps the situation.
On topic:
This Rearm eventhandler seems as pointless as the Take and Put eventhandlers are.
Something like LoadOutChanged is what's really needed in my opinion.
https://resources.bisimulations.com/wiki/Category:VBS:_Event_Handlers#LoadOutChanged_.28Unit.29
ACE3 disables the pickup action, because it horrendously breaks with mine detector-type items:
http://feedback.arma3.com/view.php?id=20997
Items in ACE have to be of this type to show up in the Virtual Arsenal, because mine detectors are the only item type that have a neglible side effect
There is no way to add items that do nothing that is hard coded to the game:
http://feedback.arma3.com/view.php?id=23925
Those are not random mouth animations though. Sure the mimics could be adjusted, but my point was that the command setMimic itself is not broken. At least on living units, but that seems to be more of an issue with the ragdolls.
There are new keywords for Arma 3:
"neutral","dead","danger","hurt","aware","safe","combat"
Here examples. dead, danger, combat in order:
http://i.imgur.com/IsTdmCu.jpg
http://i.imgur.com/ddlmcAU.jpg
http://i.imgur.com/VCwN1YM.jpg
I have no problems with setMimic on living units. It doesn't work on dead units at all though.
Regardless of the scripting command, mimics should be implemented natively like they were in ArmA 2. This is one of these missing details that would greatly enhance the atmosphere of the game.
Command does not work with "weapons" on the binocular slot.
player addWeapon "Laserdesignator";
player addWeaponItem ["Laserdesignator", "Laserbatteries"];
player addWeapon "Laserdesignator";
player addWeaponItem ["Laserdesignator", ["Laserbatteries", 1]];
player addWeapon "Laserdesignator";
player addWeaponItem ["Laserdesignator", ["Laserbatteries",1,"Laserdesignator"]];
None of these above add the laser battery magazine.
Command is broken for launchers.
player addWeapon "launch_RPG32_F";
player addWeaponItem ["launch_RPG32_F", ["RPG32_F", 1]];
player addWeapon "launch_RPG32_F";
player addSecondaryWeaponItem "RPG32_F";
Both cause the launcher to reload and a generic reloading sound to play.
Oh, and the command doesn't work with binoculars at all. ("Laserdesignator" with "Laserbatteries" magazine)
player addWeapon "Laserdesignator";
player addWeaponItem [binocular player, "Laserbatteries"];
What happened to this?
The commands are in stable branch since 8 months, but still broken for launchers. They also don't appear on the wiki. Can we use them without having to fear that they'll get removed or changed?
Kinda related. There is no removeSecondaryWeaponItem or removeAllSecondaryWeaponItems command, even though the equivalents for primary weapons and handguns exist.
There is currently no secondary weapon item in the game, but mods like Bundeswehr Mod Arma3 do have some.
+= certainly is "interesting", but not really useable outside of a few exceptions at this point.
You could say that this report is a feature request for that.
Thats exactly the issue I described. The grenade launcher class is inherited and therefore += doesn't work as expected.
It doesn't. There is no difference whether you put stuff inside one config.cpp or into multiple aside from loading order.
Also for the record, += doesn't even work with "arrays with unkown previous values". In practice it ONLY works with Throw, because there is no reason to inherit from that class as every soldier uses it.
You can't for example add a custom silencer to the MX (compatibleItems[]), because the MXSW inherits from that.
Still the same issue with version 1.34.
That's intentional.
initServer and initHCLocal can be done with a simple postInit already. Just check for "isServer" (initServer) or "!hasInterface && !isServer" (HC).
playerDisconnect and playerDisconnectServer could be done with postInit too by adding a HandleDisconnect mission eventhandler.
https://community.bistudio.com/wiki/addMissionEventHandler
Edit: derp. Just noticed the date. Those are possibilies now though.