Yup, the damage needed for the repair to start is too high. Most of the time leaving a vehicle in a disabled state that can only be partly fixed by an Engineer or a Repair Specialist.
Jul 2 2017
Aug 24 2016
Jul 12 2016
Has been fixed with the new Apex release.
Jun 18 2016
The issue is the if statement, as it would need to trigger for the function to work on a dedicated server, but it won't as it checks for an empty string that taskState command doesn't ever return.
As for example BIS_fnc_taskCompleted works completely fine on a dedicated server as it's written simply like this:
/* Author: Jiri Wainar
Jun 12 2016
May 10 2016
Well to my knowledge it's not really a framerate killer, as I'm able to use it quite happily with FPS being 55-60 in an empty world. That is until a smoke grenade is thrown or I look the sea from certain angles.
And this is about FSAA and smoke affecting performance, so I really don't see how my specs come into account.
The only thing we are interested in is that if it happens to other people too, or is it just a one off thing.
Well as I said I haven't used it myself and the description says:
"If true, units can be in a vehicle with broken tracks/wheels."
So you have to test it yourself.
I suspect your mission is made only in editor view as you said you're not advanced user.
That would mean that you place:
this allowCrewInImmobile true;
Into all vehicle init lines you want to be affected by it. These init lines can be found in the menu when you double click them.
Ofc I haven't used it and only went with this knowledge of it working:
Description: If true, units can be in a vehicle with broken tracks/wheels.
Syntax: vehicle allowCrewInImmobile bool
Well if I want to get creative why don't I just take my whole cutlery out and play this game? :P
Just because microphone is an option it doesn't mean that chat functions shouldn't be improved.
And to my knowledge creating a key that does this isn't an overwhelming task, but still gives gaming enjoyment to those who don't want to keep pressing a button on a simple walk from A to B.