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May 10 2016

Killzone_Kid added a comment to T82261: Old problem: AI not able to execute the rearm/reloading command..

sorry was typo, opposite faction not action lol

May 10 2016, 10:57 AM · Arma 3
Killzone_Kid added a comment to T82261: Old problem: AI not able to execute the rearm/reloading command..

Just to add weaponless AI of opposite faction will not pick up a weapon if you leave one in front of it, could be related

May 10 2016, 10:57 AM · Arma 3
Killzone_Kid added a comment to T82241: Installing a mortar on the battlefield.

all videos are private

May 10 2016, 10:56 AM · Arma 3
Killzone_Kid added a comment to T82241: Installing a mortar on the battlefield.

The video is from early Alpha

May 10 2016, 10:56 AM · Arma 3
Killzone_Kid added a comment to T82215: new command: sortBy (indirect sorting of mixed arrays with selection and evaluation).

check example 4 https://community.bistudio.com/wiki/sort tonnes of custom sortings could be done with subarray sort.

May 10 2016, 10:55 AM · Arma 3
Killzone_Kid added a comment to T82208: "DropBag" action is broken.

"Weapon_Empty" works, no idea why you say it doesnt

May 10 2016, 10:55 AM · Arma 3
Killzone_Kid added a comment to T82208: "DropBag" action is broken.

Use Weapon_Empty class that doesnt autodelete or put something in normal weaponholder to stop it from getting deleted. Not a bug.

May 10 2016, 10:55 AM · Arma 3
Killzone_Kid added a comment to T82205: buildingpos's in Land_Cargo_Tower_V1_F bad.

Try

player setposATL (tower buildingpos x);

seems to be working better

ALso https://community.bistudio.com/wiki/buildingPos says ATL too

May 10 2016, 10:55 AM · Arma 3
Killzone_Kid added a comment to T82183: Drawing Icons on map is broken on DEV but good on STABLE. They "skip" and "tear" [2 VIDS].

The issue of icons stuttering on DEV and not on STABLE is fixed. One little issue remains, icons with angle == 0 stutter everywhere regardless. If angle is != 0 this doesnt happen. so angle == 0.01 stops stuttering. Would have been nice to get a fix.

May 10 2016, 10:54 AM · Arma 3
Killzone_Kid set Category to category:engine on T82183: Drawing Icons on map is broken on DEV but good on STABLE. They "skip" and "tear" [2 VIDS].
May 10 2016, 10:54 AM · Arma 3
Killzone_Kid added a comment to T82172: "lnbDeleteColumn" => CRASH CRASH and more CRASH!.

FFFFFFFFFFFFFFFFFIXED!

May 10 2016, 10:54 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T82172: "lnbDeleteColumn" => CRASH CRASH and more CRASH!.
May 10 2016, 10:54 AM · Arma 3
Killzone_Kid added a comment to T82162: Reloading While on Ladder Deletes Magazine.

reloading on lader should probably not alowed

May 10 2016, 10:54 AM · Arma 3
Killzone_Kid added a comment to T82161: createTrigger command not receiving third arguement.

current stable is 1.42. you can try new trigger syntax by switching to dev verson, it takes only a minute.

May 10 2016, 10:54 AM · Arma 3
Killzone_Kid added a comment to T82095: invisible weapons in the inventory.

@asurion First talk to the author of the mod and ask them to fix it, most likely broken because of misconfiguration in the mod

May 10 2016, 10:52 AM · Arma 3
Killzone_Kid added a comment to T82067: drawIcon3d is broken [list of problems].

Also when the font is larger than icon, the calculation of font positioning is wrong. Here left layout makes font go to the right, right makes it go to the right even more

onEachFrame {

    private "_private";
    _playerPos = getPosATL player;
    drawIcon3D [
        "\a3\ui_f\data\IGUI\Cfg\Radar\radar_ca.paa",
        [0,0,1,0.5],
        [_playerPos select 0,_playerPos select 1,2.3],
        5,
        5,
        direction player,
        "COMPASS",
        0,
        0.3,
        "PuristaMedium",
		"left",
		true
    ];

};

//^^^^^^^^^^^ draws to the RIGHT!!!!

onEachFrame {

    private "_private";
    _playerPos = getPosATL player;
    drawIcon3D [
        "\a3\ui_f\data\IGUI\Cfg\Radar\radar_ca.paa",
        [0,0,1,0.5],
        [_playerPos select 0,_playerPos select 1,2.3],
        5,
        5,
        direction player,
        "COMPASS",
        0,
        0.3,
        "PuristaMedium",
		"center",
		true
    ];

};

//^^^^^^^^^^^ center

onEachFrame {

    private "_private";
    _playerPos = getPosATL player;
    drawIcon3D [
        "\a3\ui_f\data\IGUI\Cfg\Radar\radar_ca.paa",
        [0,0,1,0.5],
        [_playerPos select 0,_playerPos select 1,2.3],
        5,
        5,
        direction player,
        "COMPASS",
        0,
        0.3,
        "PuristaMedium",
		"right",
		true
    ];

};

//^^^^^^^^^^^ even more right

May 10 2016, 10:51 AM · Arma 3
Killzone_Kid added a comment to T82067: drawIcon3d is broken [list of problems].

The problem with text alignment seems to be connected to how it is calculated. If the icon width is taken as a measurement for text placement then when "left" align is selected the beginning of text should match the left limit of the icon. If "right" align is chosen, the *end* for text should match the right limit of the icon. At the moment it is the beginning of text that is matched, which results in wrong alignment.

May 10 2016, 10:51 AM · Arma 3
Killzone_Kid added a comment to T82067: drawIcon3d is broken [list of problems].

Another minor issue, that possibly needs to be addressed. The text alignment does not affect text on left and right arrows but does so on top and bottom one. Should probably ignore textAlign on arrows entirely.

May 10 2016, 10:51 AM · Arma 3
Killzone_Kid set Category to category:engine on T82067: drawIcon3d is broken [list of problems].
May 10 2016, 10:51 AM · Arma 3
Killzone_Kid added a comment to T82064: [FEATURE REQUEST] SetVectorDir relative.

In the mean time... http://killzonekid.com/arma-scripting-tutorials-attach-to-relative/

May 10 2016, 10:51 AM · Arma 3
Killzone_Kid added a comment to T82059: Animals/Agents not moving anymore (Not complete resolved).

disableAI "anim" stops freezing but it breaks animal idle behaviour. Basically the problem is with animations

May 10 2016, 10:50 AM · Arma 3
Killzone_Kid added a comment to T82044: Stepover glitch through doors.

reopening at OP' kind request

May 10 2016, 10:50 AM · Arma 3
Killzone_Kid added a comment to T81961: #login has no effect on dedicated server.

@InAUGral there is brute force protection in place after a few unsuccessful attempts there comes cooldown during which all input is ignored

May 10 2016, 10:47 AM · Arma 3
Killzone_Kid added a comment to T81961: #login has no effect on dedicated server.

looks like it is your ip on home network

May 10 2016, 10:47 AM · Arma 3
Killzone_Kid added a comment to T81959: Community need free ghillie suits !.

whats wrong with free usermade ghillies in free user made mods?

May 10 2016, 10:47 AM · Arma 3
Killzone_Kid added a comment to T81926: [Request] Create visual version of positionCameraToWorld, positionCameraToWorldVisual.

Confirmed, we would need one for render scope too

May 10 2016, 10:46 AM · Arma 3
Killzone_Kid added a comment to T81896: Player able to swim forever at "normal" pace without gaining any fatigue (fatigue exploit).

Sounds about right, that type of swimming is very economical IRL.

May 10 2016, 10:45 AM · Arma 3
Killzone_Kid added a comment to T81887: Free look in 3rd person does not behave as expected if vehicle is pitched or rolled significantly.

Yep. It kinda gets stuck at extreme angles.

May 10 2016, 10:45 AM · Arma 3
Killzone_Kid added a comment to T81869: Hand grenades are way underpowered.

what grenades are you throwing? Mini grenade is lighter you can throw it further and it deals less damage maybe this is the case?

May 10 2016, 10:44 AM · Arma 3
Killzone_Kid added a comment to T81862: fatigue system is not correct.

there must have been some tweaks to fatigue done again. noticed on dev default unit with just vest and rifle gets out of breath very quickly and recovers for way too long.

May 10 2016, 10:44 AM · Arma 3
Killzone_Kid added a comment to T81838: Crashing upon joining games in multiplayer.

duplicate

May 10 2016, 10:43 AM · Arma 3
Killzone_Kid added a comment to T81814: Editor - Multiplayer browser - "No player was selected!".

try

scriptedPlayer = 1;

in description.ext as a work around for now

May 10 2016, 10:42 AM · Arma 3
Killzone_Kid added a comment to T81771: Add last played server(s) ident in MP list to access easily further..

a simple server history stored in profile namespace maybe?

May 10 2016, 10:41 AM · Arma 3
Killzone_Kid added a comment to T81760: setUnitRecoilCoefficient doesnt work!.

in latest 130835 it is still not fixed

May 10 2016, 10:41 AM · Arma 3
Killzone_Kid added a comment to T81760: setUnitRecoilCoefficient doesnt work!.

resolved in todays build

May 10 2016, 10:41 AM · Arma 3
Killzone_Kid added a comment to T81760: setUnitRecoilCoefficient doesnt work!.

confirmed, broken as fuuuu... :)

May 10 2016, 10:41 AM · Arma 3
Killzone_Kid added a comment to T81749: 'vehicle player' returns player object when player is in vehicle.

try

systemChat format ['%1', vehicle player == player]

and report back

May 10 2016, 10:40 AM · Arma 3
Killzone_Kid added a comment to T81749: 'vehicle player' returns player object when player is in vehicle.

How did you test that vehicle player returns player?

vehicle player == player returns true?

May 10 2016, 10:40 AM · Arma 3
Killzone_Kid added a comment to T81740: missionStart always same value on dedicated server.

Should be fixed in Monday DEV

May 10 2016, 10:40 AM · Arma 3
Killzone_Kid added a comment to T81738: New Command: lnbSetPictureColor.

There is such command already in game, not sure if on stable but definitely on DEV

lnbSetPictureColor [101, [0,1], [1,0,1,1]]

May 10 2016, 10:40 AM · Arma 3
Killzone_Kid added a comment to T81735: Don't DQ firing drills because of accelerated time.

maybe BI mission designer can override time acceleration key to make everyone happy? just a thought.

May 10 2016, 10:40 AM · Arma 3
Killzone_Kid added a comment to T81695: Implement redirectClient script command.

would be nice if client could be redirected as early as lobby, to help manage traffic if server reached limit, so if host has another server, redirect there

on second thought server playlist in server config could do.

May 10 2016, 10:39 AM · Arma 3
Killzone_Kid added a comment to T81686: Animations with "Acts" in name won't work on players.

Can confirm, you can hear the sound but player just stands there acting like nothing happened, while weeing in his pants.

May 10 2016, 10:38 AM · Arma 3
Killzone_Kid added a comment to T81678: Autonomous guns have reduced accuracy when they're being "suppressed".

there has to be option to disable ai suppression

May 10 2016, 10:38 AM · Arma 3
Killzone_Kid added a comment to T81656: A shot into an explosive specialist's backpack won't cause his explosives to explode..

Yeah man, those ARMA developers, they must be as dumb as a doornail. Let's correct this mistake:

http://www.youtube.com/watch?v=Hx9qtZHzncw

May 10 2016, 10:37 AM · Arma 3
Killzone_Kid added a comment to T81581: I can only see the terrain. All objects, buildings, walls, fences etc. are invisible..

check objectviewdistance in settings or just execute in debug console

setObjectViewDistance 2000

May 10 2016, 10:35 AM · Arma 3
Killzone_Kid added a comment to T81559: "InventoryOpened" EH does not provide full information on what containers were opened.

As a workaround, all nearby containers could be retrieved with nearSupplies command. It is guaranteed that the missing container will be among them. How you then handle it is up to you.

May 10 2016, 10:34 AM · Arma 3
Killzone_Kid added a comment to T81540: Fatigue is ruining some aspects of gameplay (add disable fatigue button).

You can always:

player enableFatigue false;

to disable it completely

May 10 2016, 10:34 AM · Arma 3
Killzone_Kid added a comment to T81539: CRASH: format["%1n", undefinedVariable]; in scheduled space with -showScriptErrors parameter.

confirmed

format["%1n", _undefVar] causes crash in scheduled environment

May 10 2016, 10:33 AM · Arma 3
Killzone_Kid added a comment to T81503: isLightOn doesn't recognize destroyed light bulbs for streetlamps.

This command is for vehicles, not a bug. https://community.bistudio.com/wiki/isLightOn "Returns true if vehicle headlights are on otherwise false."

May 10 2016, 10:33 AM · Arma 3
Killzone_Kid added a comment to T81444: Allow option for self healing to 100% via FAK (Single Player Campaign).

Or even easier, make a mod and change the values in CfgDifficulties, launch game with mod - done.

May 10 2016, 10:31 AM · Arma 3
Killzone_Kid added a comment to T81444: Allow option for self healing to 100% via FAK (Single Player Campaign).

@ErikTViking

paste this in init field of the player

0 = this addEventHandler ["HandleHeal", {
_this spawn {

		_injured = _this select 0;
		_healer = _this select 1;
		_damage = damage _injured;
		if (_injured == _healer) then {
			waitUntil {damage _injured != _damage};
			if (damage _injured < _damage) then {
				_injured setDamage 0;
			};
		};

};
}];

This should fix you to 100% every time. Can I close this as resolved?

May 10 2016, 10:31 AM · Arma 3
Killzone_Kid added a comment to T81410: Items and magazines vanish after interacting with gear on dead body.

Todays dev...Fixed: Right mouse button interaction with dead bodies in the inventory causes items to disappear

May 10 2016, 10:30 AM · Arma 3
Killzone_Kid added a comment to T81410: Items and magazines vanish after interacting with gear on dead body.

soon

May 10 2016, 10:30 AM · Arma 3
Killzone_Kid added a comment to T81394: No shadows projected on the ground during night time.

Duplicate of #4180

May 10 2016, 10:29 AM · Arma 3
Killzone_Kid added a comment to T81371: Kicked or banned from every Wasteland server.

perhaps you should talk to server owners about it or maybe post on official forums

May 10 2016, 10:28 AM · Arma 3
Killzone_Kid added a comment to T81370: isWalking player; always returns false.

fixed in todays dev

May 10 2016, 10:28 AM · Arma 3
Killzone_Kid added a comment to T81370: isWalking player; always returns false.

Can confirm isWalking always returns false, no matter if walk is toggled or forced with forceWalk command

May 10 2016, 10:28 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T81368: Num pad keys 1, 4, 7 override 3, 6, 9.
May 10 2016, 10:28 AM · Arma 3
Killzone_Kid added a comment to T81361: HintC does not work at all..

It works, just needs a little delay in front if executed in debug console

  • spawn {sleep 0.01; hintC "Press W to move forward"};
May 10 2016, 10:28 AM · Arma 3
Killzone_Kid added a comment to T81355: I have a question about the Secondary Weapon function key in the controls menu..

Please use the official forums for these questions, this site is mostly to report bugs.

May 10 2016, 10:28 AM · Arma 3
Killzone_Kid added a comment to T81346: Error Undefined variable in expression: _priornew.

Oukej, this could be related to AIs, and probably error from one of the AI handling scripts or FSM.

May 10 2016, 10:28 AM · Arma 3
Killzone_Kid added a comment to T81346: Error Undefined variable in expression: _priornew.

Getting under fire? I cannot say exactly the cause but it was happening to me when there were opfor AIs shooting at blufor and me while there was a civilian there in the middle. it was not happening all the time.

May 10 2016, 10:28 AM · Arma 3
Killzone_Kid added a comment to T81346: Error Undefined variable in expression: _priornew.

saw this too, but havent seen it with latest dev. it this still happening?

May 10 2016, 10:28 AM · Arma 3
Killzone_Kid added a comment to T81330: Vehicle clock scripts running on dedicated server.

neither you need this on HC

May 10 2016, 10:27 AM · Arma 3
Killzone_Kid added a comment to T81284: Huron & Wildcat Crashes Editor.

resolving as not a bug

May 10 2016, 10:26 AM · Arma 3
Killzone_Kid added a comment to T81264: Glitched FIA quadbike texture.

"just someone with reasonably good eyesight..."

This camo *looks* like someone applied wrong texture. But since it is in the VGarage, closing this.

May 10 2016, 10:25 AM · Arma 3
Killzone_Kid added a comment to T81264: Glitched FIA quadbike texture.

Reopening. This happens on DEV, one of the random textures is not quite a quadbike texture

May 10 2016, 10:25 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T81255: Quadbike visual wheel damage is poor and unacceptable.
May 10 2016, 10:24 AM · Arma 3
Killzone_Kid added a comment to T81250: allUnitsUAV command is broken, doesnt returns all units UAV [VIDEO].

changing to won't fix to and closing

May 10 2016, 10:24 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T81250: allUnitsUAV command is broken, doesnt returns all units UAV [VIDEO].
May 10 2016, 10:24 AM · Arma 3
Killzone_Kid added a comment to T81250: allUnitsUAV command is broken, doesnt returns all units UAV [VIDEO].

Seems allUnitsUAV returns vehiclesUAV instead of units. May I ask why such misleading name to cause tonnes of confusion? Or is it supposed to return units after all?

There is allUnits, playableUnits, switchableUnits and just units commands that all return UNITS, then you have allUnitsUAV that returns VEHICLES???

May 10 2016, 10:24 AM · Arma 3
Killzone_Kid added a comment to T81242: Dev Team focused on DLC instead of fixing the game bug..

than you for your report, but perhaps it is more suitable for the forum post on BIS forums

May 10 2016, 10:24 AM · Arma 3
Killzone_Kid added a comment to T81237: Leonard Nimoy is dead - May he never be forgotten.

amen!

May 10 2016, 10:24 AM · Arma 3
Killzone_Kid added a comment to T81230: Running with binoculars is too fast.

There is not too much difference in holding binocs or holding handgun and running. Fatigue:

rifle - 0.14 in 10 secs
handgun - 0.11 in 10 secs
binocs - 0.09 in 10 secs

so far it is similar to speed changes.

I am not sure why you keep on saying how it is extreme and overwhelming when you can just measure it and see that it is not.

May 10 2016, 10:24 AM · Arma 3
Killzone_Kid added a comment to T81230: Running with binoculars is too fast.

it is players choice to take binoculars out and run, this is not a default mechanics so you cannot really say - the game is therefore unrealistic. if a player decides to kill himself by jumping of a roof in game, are you going to protest this and say this is unrealistic and try to block access to all roofs? i think your argument against people runnig with binoculars is a bit weak. because no weapon cannot be selected by default action people go for the next best thing. and yes if you want to sprint irl it would probably be a good idea to put weapon on back.

May 10 2016, 10:24 AM · Arma 3
Killzone_Kid added a comment to T81230: Running with binoculars is too fast.

Well having handgun in hand and having binocs in hand should be equal in speed as only one hand is engaged at a time. But having hands free makes it easier to run rather than you have to hold something with both, so the speed increase and even stamina would be kinda justified

May 10 2016, 10:24 AM · Arma 3
Killzone_Kid added a comment to T81230: Running with binoculars is too fast.

just measured:

rifle in hand - 18 km/h
pistol in hand - 19 km/h
binocs in hand - 22 km/h
nothing in hand - 24 km/h

Not sure you can call it stupidly fast

May 10 2016, 10:23 AM · Arma 3
Killzone_Kid added a comment to T81229: Allow ctrlAddEventHandler to pass arguements.

Can you give an example of what you have in mind because I'm pretty sure there is a way to do it, maybe not exactly how you imagined it.

May 10 2016, 10:23 AM · Arma 3
Killzone_Kid added a comment to T81228: min. rope leng'ht' from 0.5 to 0.1 or increase of force of rope?.

related: http://feedback.arma3.com/view.php?id=21419

May 10 2016, 10:23 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T81216: AnimStateChanged EH does not return "stop" state if the move key is pressed shortly [VIDEO].
May 10 2016, 10:23 AM · Arma 3
Killzone_Kid added a comment to T81171: Client simulation servertime and position freezes [VIDEO].

Also just running oneachframe loop on client and logging servertime duplicates on client works

May 10 2016, 10:22 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T81171: Client simulation servertime and position freezes [VIDEO].
May 10 2016, 10:22 AM · Arma 3
Killzone_Kid added a comment to T81096: Failed to start "UNKNOWN ERROR".

duplicate of http://feedback.arma3.com/view.php?id=22734

May 10 2016, 10:20 AM · Arma 3
Killzone_Kid added a comment to T81093: Adjust 3rd person view to limit exploits.

you can already disable 3rd person view in difficulty settings on server

May 10 2016, 10:20 AM · Arma 3
Killzone_Kid added a comment to T81092: Failed to start "UNKNOWN ERROR".

The good news is you can always try again after you upgraded your PC

May 10 2016, 10:20 AM · Arma 3
Killzone_Kid added a comment to T81087: Please port these scripting commands from DayZ to ArmA 3!.

"there could be cases where you might wanna change the amount of bullets in an already existing mag."

see

"For this you need to know exact id of the magazine and AFAIK this is WIP in Arma 3, so not really usable.
"

You can change ammo in loaded mag, since you can id as the mag loaded into weapon.

"To clearify, by "spawn" I mean createVehicle ["someMag", ...]."

It will still need to create weaponholder, so might just do it yourself.

May 10 2016, 10:19 AM · Arma 3
Killzone_Kid added a comment to T81087: Please port these scripting commands from DayZ to ArmA 3!.

"_rounds = magazineAmmo magazine"

What is magazine param? Object? Then you can forget about it as Arma 3 has no such mechanics yet. String classname? Then how do you expect engine to understand which magazine you want ammo for if player has several mags with the same classname?

May 10 2016, 10:19 AM · Arma 3
Killzone_Kid added a comment to T81087: Please port these scripting commands from DayZ to ArmA 3!.

"because AFAIK you can currently only spawn full mags."

You sure about that?

https://community.bistudio.com/wiki/addMagazineAmmoCargo

May 10 2016, 10:19 AM · Arma 3
Killzone_Kid added a comment to T81087: Please port these scripting commands from DayZ to ArmA 3!.

the reason I asked was because how you're supposed to know to which magazine to add ammo? For this you need to know exact id of the magazine and AFAIK this is WIP in Arma 3, so not really usable.

May 10 2016, 10:19 AM · Arma 3
Killzone_Kid added a comment to T81087: Please port these scripting commands from DayZ to ArmA 3!.

"magazine setMagazineAmmo number"

Is this Dayz command? do you have a link?

May 10 2016, 10:19 AM · Arma 3
Killzone_Kid added a comment to T81082: allTurrets-command working upside down.

confirmed

in Kuma for example:

hint str (allTurrets vehicle player); []
hint str (allTurrets [vehicle player, false]);
[]

hint str (allTurrets [vehicle player, true]); [[0],[0,0]]

human turrets listed as main turrets

May 10 2016, 10:19 AM · Arma 3
Killzone_Kid added a comment to T81064: Being able to use binoculars on vehicles, also as driver..

you can use binocs in ffv positions in helis. as for being able to use on quads +1

May 10 2016, 10:19 AM · Arma 3
Killzone_Kid added a comment to T81051: Make Ctrl + R (Reload) cycle between different magazine types like Ctrl + G cycles through different grenade types.

In case with grenadier, this should change underbarrel grenade type, when grenade launcher is selected

May 10 2016, 10:18 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T81051: Make Ctrl + R (Reload) cycle between different magazine types like Ctrl + G cycles through different grenade types.
May 10 2016, 10:18 AM · Arma 3
Killzone_Kid added a comment to T81022: Headless Client gamelogic does not show in playableUnits array.

You can already return hc with allmissionobjects. Adding it to playableunits might break many older scripts.

May 10 2016, 10:18 AM · Arma 3
Killzone_Kid added a comment to T81004: Display of basic building floor plan and height of floor(s) needed in 2D editor..

3D Editor is already on the way

May 10 2016, 10:17 AM · Arma 3
Killzone_Kid added a comment to T80969: VehicleVarName && setVehicleVarName does not work as intended.

The command works as intended, and no changes will be made to it because of backwards compatibility. Going to close this to stop unnescessary bumping.

May 10 2016, 10:16 AM · Arma 3
Killzone_Kid added a comment to T80969: VehicleVarName && setVehicleVarName does not work as intended.

This is not a bug, detailed explanation of how command works is in the command description on BIKI page

May 10 2016, 10:16 AM · Arma 3
Killzone_Kid added a comment to T80965: Heat behind window shouldn't be detected with FLIR.

Is there a scientific basis for why unit behind a glass should not be detectable on thermal?

May 10 2016, 10:16 AM · Arma 3