Didn't even realize to check the config.
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May 29 2024
May 25 2024
Apr 26 2024
Sort of I guess, problem is two-fold:
I'm almost completely mathematically illiterate :D
Should have worded it better but what NikkoJT said, attach from child object selection to parent object selection.
Mar 22 2024
Mar 8 2024
Non-shameless bump.
Any reason this could not be done, to a layman sounds like not too much of an hassle?
Jan 26 2024
Jan 13 2024
New alt syntax seems to be working. 👍
Thanks.
Jan 5 2024
Jan 4 2024
Dec 29 2023
Dec 14 2023
Dec 10 2023
Oct 7 2023
You can't get the ammo count though.
Value returns some number that seems to make no sense; sometimes some mags return 127 (at least with LBDrag event) whereas usually it returns the number the item is in the list, data returns classname.
Oct 6 2023
Oct 3 2023
Is there any chance that this could be fixed?
Aug 20 2023
Aug 19 2023
Aug 15 2023
Aug 13 2023
Bump ancient.
Would be nice to have to company the reload alt syntax
Jul 24 2023
May 11 2023
Apr 15 2023
Apr 9 2023
Bump since SlotItemChanged EH is being added.
So no excuses left why not add this and MuzzleSwitched EH (https://feedback.bistudio.com/T151698) ;)
Feb 18 2023
shameless bump...
Feb 16 2023
That new enableAudioFeature seems to be working fine. 👍
Jan 31 2023
I was about to suggest setObjectSurface command, but that works too :P
(not that setObjectSurface wouldn't have it's uses for someone I suppose)
Jan 27 2023
I love you
Jan 20 2023
This has actually been plaguing the game since the soundupdate years ago that added these features, you can test this with the same pallet example:
- place pallet inside a building like TRAGER did
- preview, go in the building (terrain object), fire a shot -> gun interior sounds play
- go over the pallet and fire -> no interior sounds
Jan 8 2023
Jan 5 2023
Sep 16 2022
So a metric ton of new eventhandlers added but still no to this? :(
Or am I just blind and dumb as usual..
Apr 14 2022
Feb 19 2022
Jan 8 2022
Did some quick testing and seems to work.
Nov 19 2021
Sad sound panda :(
Oct 23 2021
@BIS_fnc_KK
Completely shameless bump in form of a question: did you find out this is feasible to do?
Oct 20 2021
Yes please.
This probably should return things like the knowsAbout value and such? And stuff the command targetKnowledge returns?
Sep 27 2021
Sep 11 2021
Seems to me that these are working fine, thanks once again :)
Sep 6 2021
Shameless bump and further counter argument: CBA playerEvent doesn't work for the AI because playerEvent.
Same goes for the weaponSwitch event request: https://feedback.bistudio.com/T151696
Aug 31 2021
@BIS_fnc_KK
Really badly worded :D but tried to say that the only existing command to get info about vehicle carried stuff is the "rearm ammo cargo" an ammo vehicle carries (getAmmoCargo), no command to get what the vehicle carries in the "inventory".
Aug 28 2021
Apparently the mass value has nothing to do with weight (which is correct though because mass != weight), what a ex-BI dev said it's calced with something like model volume * some arbitrary object density value pulled out of thin air.
Aug 27 2021
Just read the discord discussion about this, a wee bit messy indeed.
So ounce is good I guess, although as the density is arbitrary then the ounce thing also gets messy I suppose.
I was told the the mass of things like weapons is something arbitrary; I had a short discussion about this with Dedmen some months ago on arma discord community_wiki channel and the answer was "mass is a arbitrary unit, not a weight".
So I assume the formula that calcs the load is based on the arbitrary unit used for the mass of inventory objects, whatever that may be.
Aug 20 2021
Aug 12 2021
Yes.
Non-full mag in main muzzle and non-full mag in secondary muzzle:
- only reloads the main muzzle, secondary muzzle stays untouched.
- If secondary muzzle is selected only hand gesture is played, none of the weapon anims play (as the main muzzle mag gets reloaded). If main muzzle is selected all anims play correctly
Aug 5 2021
Appears to be working fine. Thanks!
Aug 1 2021
Jul 30 2021
I suppose this should be closed as #lightreflector in da house 🤔
Jul 15 2021
Yet another shameless bump.
Just to note just the first soundDuration <file> would suffice obviously, the rest was just crazy talk...
Jul 10 2021
And another shameless bump..
Similar requests have been made several times in addition to this one so clearly there would be use for this. 🤔
Seems to be working fine. Much appreciated.
Jul 2 2021
Shameless bump; any hope we might be getting this one?
Jun 26 2021
Appears to be working fine, thanks.
May 2 2021
Wouldn't mind if also a command to return all ehs handlers of any type would be added, similar to what diag_allMissionEventhandlers does but for the rest of the types, and return would be in format of something like:
["eh type", [handler ids], "eh type 2", [handler ids].. ]
Mar 18 2021
Jan 20 2021
Jan 18 2021
Dec 9 2020
Seems that since this is a normal addaction action it's faded out according to class CfgInGameUi -> class PlayerInfo dimmStartTime/dimmEndTime 🤔
Dec 3 2020
This would be useful, would be neat if it also returned what some remoteExecCalled function/command might return 🤔
Nov 30 2020
Maybe add createSoundSource into the list as well 🤔
Nov 2 2020
It's nice to have this lock all inventories though so don't go "fixing" that :P
Nov 1 2020
Oct 30 2020
This is basically a duplicate of my slightly older suggestion, so gonna be an a-hole and bump it here if we'd get both of these events 😛
https://feedback.bistudio.com/T151695
Oct 22 2020
'action' is some old OFP era relic I guess, it also seems to have a length limit so if you're in a bad habit like me and writing code into those config events you might end up scratching your head when code breaks with weird errors
Oct 13 2020
Oct 10 2020
Aug 31 2020
Aug 26 2020
Undoubtedly this would be complex issue, and most likely undoable but just throwing it out there.
I didn't do much of actual testing how the command itself works, mainly went by the wiki description and some experiences from the olden times.
Aug 22 2020
Yes, it indeed seems to work better now. Huge thanks! 👍
Aug 17 2020
Aug 8 2020
Exactly that kind of command has been on my whislist as well, but I thought I'd test the waters first with something I would have needed recently.
Aug 7 2020
Aug 6 2020
Aug 2 2020
Jul 31 2020
Jul 27 2020
Jul 13 2020
Jul 11 2020
I had exactly the same experience as Leopard20. Objnull until I assigned the target, AI calling out targets but all was objnull until I assigned it. The only difference to assignedTarget was that after the target was killed assignedTarget went null but this command still returned the target.
Jul 9 2020
Jun 15 2020
Jun 14 2020
Jun 13 2020
Jun 12 2020
I know about the CBA stuff but would argue that engine solution would always be better.