Or maybe call it setCustomEntityInfo by analogy with getEntityInfo, getModelInfo commands
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Apr 6 2024
I'd like to also ask for custom picture.
Apr 5 2024
In T175562#2590856, @dedmen wrote:isADS would be https://community.bistudio.com/wiki/cameraView == "GUNNER"? If so then I don't think I can do that. That wouldn't work for AI's which don't have camera, and would also be a problem in MP.
That would always return the state of the players camera. I could check if the unit holding the weapon == cameraOn. In all other cases it would always be zero?
You'd have to combine it with isselected anim source, to make sure you don't animate when player is in ADS somewhere else.
I'm pretty sure that remote units camera state is broadcasted because it changes for you automatically when you watch remote players with _remotePlayer switchCamera "INTERNAL" it follows whatever camera view that player is having on their client.
Apr 3 2024
Mar 22 2024
Repro
Mar 21 2024
Not sure if this can be considered resolved, it doesn't solve the issue where it matters the most.
Version with RHS tank, still broken.
Mar 19 2024
Mar 10 2024
Feb 21 2024
Okay, here is the repro:
Feb 11 2024
Feb 9 2024
In T178958#2565016, @BIS_fnc_KK wrote:Make a ticket, if it is feasible in context of the event then why not. Keep in mind HitExplosion =/= Explosion
ENTITY Explosion is called alongside ENTITY HitPart has projectile entity and source in it, might as well have instigator there.
In T178958#2564970, @BIS_fnc_KK wrote:Also added shotInstigator param to events:
ammo HitPart
ammo AmmoHit
entity HitPart
ammo HitExplosion
0nFlare.sqs
Feb 8 2024
Repro RPT example:
Server:
22:20:45 ############################################################# 22:20:45 # ProjectileCreated: 10: rocket_rpg7.p3d (R_PG7_F) 22:20:45 local = true 22:20:45 source = B Alpha 1-1:1 (Sa-Matra) (B_RangeMaster_F) 22:20:45 instig = B Alpha 1-1:1 (Sa-Matra) (B_RangeMaster_F)
Client:
22:20:45 ############################################################# 22:20:45 # ProjectileCreated: 10: rocket_rpg7.p3d (R_PG7_F) 22:20:45 local = false 22:20:45 source = B Alpha 1-1:1 (Sa-Matra) REMOTE (B_RangeMaster_F) 22:20:45 instig = <NULL-object> ()
Feb 7 2024
Is this related to lack of vehicle or instigator on the entity in lastEntityCausingDamage @ T178711? I think it would be correct for entities to store both last damage vehicle and instigator and then use it for proper Killed event handler arguments and these explosions parents.
Feb 3 2024
Feb 2 2024
Okay, after lots of testing, here is a patch that fixes all vanilla flare issues:
class CfgAmmo { class FlareCore; class FlareBase:FlareCore { intensity = 500000; }; class Flare_82mm_AMOS_White:FlareCore { intensity = 1000000; effectFlare = "FlareShell"; }; };
40mm flares inherit from FlareBase. From my tests 100k intensity (that RHS has) is nowhere close to OA or early A3 GL flare brightness, I tested 500k and it seems to be too bright it seems to be close to whatever original A3 had:
original A3:
500k intensity for 40mm flare (what I suggest to have):
250k intensity for 40mm flare (not enough, 100k is even less):
Here is what RHS does it:
class rhs_ammo_flare_m485: F_40mm_White { intensity = 100000;
and vanilla config only has intensity defined in 2 classes, checked with
"'intensity' in (configProperties [_x, 'true', false] apply {toLower configName _x})" configClasses (configFile >> "CfgAmmo") apply {[configName _x, getNumber(_x >> "intensity")]}
Jan 27 2024
Jan 26 2024
Jan 19 2024
Test script snippet to reproduce the issue with visible values
t = 0; st = 0; z = 0;
Jan 18 2024
Works great, can be closed as resolved
Jan 11 2024
Jan 4 2024
Here is a suggestion on how getVariableCall can be incorporated into existing command with backwards capability and also address original ticket idea:
getVariable ["var", {123}] // Return {123} code if "var" is not found getVariable ["var", {123}, false] // Call {123} if "var" is not found and just return it getVariable ["var", {123}, true] // Call {123} if "var" is not found, write into "var" and return it
Perhaps it can also work with non-code 2nd argument and true 3rd argument. You'll need code returning code if you'll want to default set the code though.
Dec 28 2023
Looks like its fixed @ T120107
Dec 22 2023
In T172490#2546510, @BIS_fnc_KK wrote:handledamage alters damage locally after all the networking is done but thats not all. static building damage isaccumulative dam = olddam + newdam, now say new damage is 0 because you handed it, see where Im going? setHit is actually implementable
In T172490#2546504, @BIS_fnc_KK wrote:HandleDamage and static buildings is a won’t fix, but might fix setHitxxx instead
Dec 17 2023
In T171357#2544976, @BIS_fnc_KK wrote:how do you see this? there could be many players connected but the connection is processed locally so all you can do is check if a particular player is connected to uav where player is local
There is isUAVConnected that checks it and it works in multiplayer, remote units get true when somebody is connected, isn't there a link from UAV to whoever is connected to it? Thought it is technically possible to have several players connected through a bug, then this command won't tell the full picture. Is there any other list in the game that could help with this, apart from iterating through every unit? Add an event handler that fires when somebody connects and disconnects their terminal so such list can be tracked by script perhaps?
In T171357#2481618, @BIS_fnc_KK wrote:
- is done in T171207
Ticket can be closed as resolved.
Dec 13 2023
Tested, works great now!
Dec 12 2023
Dec 9 2023
Semi-related ticket: T177724
This also happens in RHS, when you fire HEDP grenade ammo rhsusf_40mm_HEDP (shotShell), it has submunitionAmmo = "rhs_ammo_40mmHEDP_penetrator"; (shotBullet) which is also duplicated. It does damage only on one client but effects are multiplied by number of clients (lots of craters and thick smoke deleting all smokes from the scene due to hitting cloudlets limit).
Dec 7 2023
Can make a repro with event handlers logging if needed.
Nov 30 2023
Better repro mission:
Nov 26 2023
I'd prefer this to be a fully local setting.
Nov 24 2023
In T172144#2536389, @Leopard20 wrote:@SaMatra can you please test the latest dev branch? both issues should be fixed now
Tested, both network sync and save-load work properly now.
Nov 21 2023
Confirmed, units with VisualSensor see targets through objects, including in repro, knowsAbout return 4 right away
Nov 19 2023
Nov 15 2023
Nov 12 2023
https://community.bistudio.com/wiki/remoteControlled
https://community.bistudio.com/wiki/isRemoteControlling
This was recently added too
In T172144#2529324, @Leopard20 wrote:Sync issue has already been fixed. Will look into the saving issue
I hope command doesn't broadcast and its just synced in generic update message. Personally I'd preferred if it wasn't synced at all, but I'm fine with either.
Nov 11 2023
Nov 10 2023
Seems to be related to my ticket again @ T172490 something isn't propagating scripted damage right over the network.
Nov 7 2023
[ diag_codePerformance [{player isNil "testnil"}] ,diag_codePerformance [{isNil{player getVariable "testnil"}}] ]
>
[[0.000365157,100000],[0.000616879,100000]]
Perfect, pretty much twice as fast!
Did some testing, works great!
Did some testing, works great. Doesn't sync as expected but also doesn't save in a save file, might be worth mentioning that on biki.
Nov 5 2023
In T172490#2523479, @BIS_fnc_KK wrote:HandleDamage is an event handler how can it broadcast anything?
Engine broadcasts result of HandleDamage at some point, not the event handler itself. The issue is that engine seems to ignore result of HandleDamage when storing damage values for map objects that will be sent to JIP clients, but correctly broadcasts them for existing clients. Logic:
- Building get damaged, should get 0.2 damage
- HandleDamage fires, adjusts damage to 0.1
- Engine broadcasts updated damage of 0.1 to existing clients
- Future JIP clients will still get original unmodified 0.2 damage
Might be related T172490
Oct 26 2023
Oct 21 2023
Oct 16 2023
In T176047#2510948, @BIS_fnc_KK wrote:no, dont think so, you get a bunch of throw muzzles always present, specific for the throwable magazine
Looks like some problem with the command @ T176248
Oct 13 2023
Oct 10 2023
Personally the most needed command for me is to check is fuseDistance condition was satisfied. I'd be fine with a BOOL check but perhaps somebody else could use distance traveled NUMBER. PLZ ADD.
Oct 9 2023
In T176047#2510681, @BIS_fnc_KK wrote:When do you need the muzzle param?
Not sure about real use case, but can't you have 2 different muzzles that take same 1 grenade magazine somehow? I guess we might ignore this hypothetical scenario and just select by magazine.
Oct 8 2023
Oct 7 2023
In T176022#2509767, @Leopard20 wrote:I see what you mean now. I thought you're talking about the EH.
You should've mentioned that in the issue description
In T176022#2509736, @Leopard20 wrote:
Shot HitExplosion doesn't seem to trigger for tree hits like this at all, only shot HitPart does. If you'll place a quad under a tree it will also trigger entity HitPart but without any damage. Either way, EHs are not the issue, the issue is that tank shell explodes in (visually) full strength each time it passed through a bush or a tree. Its a latest dev build but this issue existed for years (tested in 1.10 recently, same picture there)
Yeah, looks like ammo count is engine-hardcoded. Perhaps there could be a scripting command to return it by ListBox index. Maybe let us draw similar bar on any ListBox and ListNBox too?
NUMBER = CONTROL lbBar INDEX
CONTROL lbSetBar [INDEX, NUMBER]
with values ranging from 0 to 1
I think this command is obsolete in A3. You can get gear info with lbData and lbValue from A3's inventory lists. Check RscDisplayInventory config for inventory IDCs of lists.
Speaking of model type property, is there a way to get it through scripting command at all? Maybe add it into getModelInfo too?
Aren't vehicle tire marks local and disappear as soon as camera goes away? Unless its different scripted tire marks.
Oct 4 2023
Looks good so far! I work with HitPart right now and report if issues are found.
Sep 24 2023
Found the issue, BIS_fnc_fire has to be RE-allowed. I expected it to be engine-driven.
Sep 23 2023
Looks like T-100X doesn't work in MP at all anymore. No matter what I do, just doesn't shoot. Server-created vehicle, client-created, locality combos, AIs on other seat, never shoots.
Sep 15 2023
Perhaps a scripting command to pull burst counter out of the soldier\weapon\mag instead?
This is just how the game works under the hood. When you disassemble a drone into a backpack, it gets hidden (moves out) so vehicle retains all of its properties - weapons, ammo, fuel, damage, variable space, variables keep pointing to it, etc.
Sep 13 2023
Sep 11 2023
This wreck has been in the game since beta and I remember people asking to bring this van back a lot of times. I guess it was just not up to A3 quality and wasn't included in the final game. Now that T-100X was dug out of pre-alpha content stash, maybe somebody could shed some light on this van too.
Still need this feature.
Still very much needed.
Still an issue.
Looks like everything is fixed, can be closed as resolved.
Fixed, can be closed as resolved.
Tested, works good. Can be closed as resolved.