This problem seems more general with some objects which have some weird subclasses.
for example, same problem with prowler armed / non-armed. The non-armed one is armed (in game) if defined as simple object (editor).
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Apr 11 2017
Apr 10 2017
Apr 8 2017
It's directly linked with the 1.68 general problem of hit effects inconsistency.
Before 1.68, there were some logical links between calibers / armor / effects / HUD display (for hit points). The only damage global command was inconsistent as you obtained 0 for some cars almost totally destroyed by 7.62 (example).
Apr 7 2017
This remoteExec seems weird but it's probably the unique mean to avoid a security breach as far as you can can open the debug console locally (even if not enabled).
Apr 4 2017
Corrected slightly my script to avoid some duplications. For those who would like a workaround (MP compatible), waiting for BI changing their mind...
- you can pick up any uniform on corpse;
- you can pick up uniform on ground;
- for uniform in crate, you need to drop the uniform on ground, close/reopen inventory for grabbing it on ground. Just because, too many cases of uniforms containing some items, then inside a crate.
Apr 3 2017
It's a deeper problem than it appears!
Mar 31 2017
They don't make electric power neither! You can endless add realism against FPS.
Destroying a wind generator should let the nearest town in the dark.
Mar 26 2017
place it in initPlayerLocal.sqf (or make it local for each playable units)
Typical problem where BI made some hard coded choices for the engine despite the wishes of the script writers. See how much it's difficult to switch on/off lights on a car regardless of the behavior of the crew...
IMHO, the too preemptive engine makes things easier for official scenarios (I hope!) and doesn't care with custom ones.
I pleaded for allowing the wear of civilian uniforms and the short answer was: use forceAddUniform... Yeah, while in game, it's so easy!!
Mar 25 2017
Already described in other posts. You need to scroll at right bar then you can choose what you want. List becomes operative.
Mar 24 2017
Mar 23 2017
I was testing your steps, Vanilla context, just your scenario, when i realized two weird things in editor:
- formerly i named a unit u2. As I placed a countdown trigger for your addAction, no condition at all,... this didn't fire. Back in the editor, there was nothing named u2 anymore (and no u2 in left column entity of course) BUT i couldn't name the unit u2 again because this variable was already existing.. somewhere! First time I see that!
Mar 22 2017
I don't have this problem with addAction on AI or object, from Eden at least. Tested on a half-year old mission, addAction in unit init field or written in initServer.sqf.
Mar 21 2017
The problem is: is it serious to be able to see non simulated units???? I used the BI simulation manager module and it's far more convenient for at least these reasons:
- it's reversible, units appear/ disappear along with distances of players;
- you can't see what is sim disabled;
- units are easily excluded of this feature by adding a variable name (so the module considers them as permanent)
- you can decide if air AI assets are excluded or not.
Mar 14 2017
I don't know why BIKI doesn't mention AL EG for this command.
This could be useful to say how did you solve it. Make this forum a chance for other people who encounter the same problem as yours.
Mar 13 2017
Yes, there is a missing feature to choose the place of a unit inside a group. (and two missing commands for setter getter this place by script). If you are changing the role description, the only way (I found) is to edit the mission.sqm (not binarized) then you'll find your units, for example in a group of 8, classed item0 to item7. You can change their place , changing their class number. If your leader is item4, just make it item0 and change item0 to item4. You can sort as you want but be sure to keep item0... to item7 for your group. A simple error in a mission.sqm and the launch will fail. Not difficult but at your own risk.
PS: No need to move all lines of an item, just change the numbers in class names.
Mar 8 2017
Perhaps, BI could ask something to Steam... I can't imagine there is no clever link between BI and Steam teams... as far as Steam seems mandatory to run Arma....
Yep, agreed 100% I wrote about that on Jet DLC project.... Not sure to be heard. It's absolutely boring to get half throttle pad. The workaround binding both increase/decrease sides of the stick for power doesn't work.
There is also a remaining damage problem along with used caliber and vehicle type. Go directly to 2min10 of this video: https://www.youtube.com/watch?v=kd6ui-dRCto (One of my firsts, sorry).
This problem is similar to the action menu for commanding an AI to grab a weapon or jump into a vehicle. You're not supposed to know every vehicle or weaponholder/crate places but AI does.
Agreed. Not so much differences with a "Move" waypoint. The AI should patrol in range of the completion radius (for example, if not set to zero or minimum depending on type of units.).
It seems the same in 1.66, and for all disconnections. I use "onPlayerDiconnected" EH for deleting the abandoned AI.
Mar 6 2017
Thank you. This topic is very interesting. I have some heavier codes than this one. It was just to understand how are working parameters code inside the EH.
Mar 3 2017
Please could you precise how do you pass arguments in such EH as handleDamage, hit or teamSwitch?
for example, I had workable :
player addEventHandler ["HandleDamage",{
_unit = _this select 0; if (vehicle _unit isKindOf "plane") then {_dam = 0} else {_dam = _this select 2}; _dam
}];
so, i can't find a solution like:
fn_plane = {
_unit = _this select 0; if (vehicle _unit isKindOf "plane") then {_dam = 0} else {_dam = _this select 2}; _dam
};
player addEventHandler ["HandleDamage", _this call fn_plane];
or
player addEventHandler ["HandleDamage", {_this call fn_plane}];
or anything else.
I miss something but what?
Thanks
Jan 26 2017
Soft for helo and hard roll for all Unsung jets! Iknow, it's a mod... but popular. I asked for 2 possible settings if possible...
Jan 17 2017
No problem. Thanks for your attention. I really appreciate the time you took for answer.
Jan 13 2017
What I tried:
place a hunter (vanilla editor), select virtual equipment storage, verify there is a list of items with infinite amount;
in init field:
Dev solution is "object" oriented. I mean you must place crates in editor then choose virtual equipment storage.
pro: you can define any virtual "arsenal" you want,
cons: all crates are different, because it's not The full arsenal but simply the predetermined loaded equipment, set to infinite amount.
Example: a quad will return by default an infinite amount of FirstAidKit... you have to make all the rest of arsenal, even if selecting several crates at a time;
and furthermore, what motivated my request, you still have to script any spawned arsenal with tough functions to limit them.
It's so frustrating to see a limited arsenal (or something close) but to be unable to pick that for a script.
There is no easy way to script a "vanilla" limited arsenal without digging in cfgClasses, not saying the need to take into account some popular mods.
Jan 12 2017
Oh! thank you for this point, I understand you can filter what you need in crates with the "virtual" tab.
Jan 11 2017
Dec 10 2016
Prefer this command: sunorMoon
Aug 2 2016
Ah OK, finally I found this topic. Sorry for asking this question recently on BI forum. Problem known since January 2015 ?
Aug 1 2016
Yes, It's a vanilla bug! Place helicopter of plane units on Tanoa Map (airport) Make the enableSimulation false with Eden attributes. Add a trigger BLUFOR present (or else) firing at player with on act:
{_x enableSimulationGlobal true} forEach ((allMissionObjects "") select {_x inArea thisTrigger}) or vehicles or what you want to target the units.
If trigger is not firing (civil player instead of BLUFOR), the units are effectively enableSimulation false;
If trigger is firing, these (disabled sim) units explode.
Jul 25 2016
Problem is: when something is created, it's too late. BI will never go back for that lame duck idea. Just because it's harder to tell a developer he's wrong than forget one or two posts. All animals should be inserted in the existing module or in a environment tab on Eden , but... it' far above BI consideration.
Jul 15 2016
If you have some time...
Jul 9 2016
How do you figured stars being the same size through binoculars versus the naked eye?
May 31 2016
Thanks for the effort!
But:
- whatever new keys don't work for 3den camera
- New keys binding can work for camera (from console), but as arrows (very interesting for left handed) are hardcoded for the setting menu Focus, aperture, brightness... you can't use them without changing these settings. Too bad!
Just an info: New Unsung version doesn't return "house" for most of the huts. Barracks are OK, but Viet Huts are no more "house". (no more cursorTarget as well). Why such difference between Unsung A and B with a same map and same objects?
May 10 2016
So it's a weird design, imao.
A logical way is to have to order "regroup" after mission start, not "stop".
For example, place cars in your group, "none" as special, let the mission start.
Cars are moving as they can before you join.
If "none" units could stay where they are in editor, you could manage better orders.
Exact! FPS drop drastically when firing a machine gun. I thought it was a mod question but not. Same in Arma vanilla.
In such case, nearestObjects does the job! and have a look at nearEntities as well (faster).
Ceeeb, you're probably right but this could be corrected.
razazel. I added a video on youtube: https://www.youtube.com/watch?v=PmSHiGjYjRk
I don't understand the difficulty you have to reproduce: Edit a group, become a renegade (kill fellows or addrating -10000) check the group you're belonging to (and how the group leader knowsabout you).
The weird side is the consequences of that:
- you're in enemyside (enemy to all units) but in your group,
- Your group knowsabout you at max (4), every time, everywhere!,
- you know where the leader is, because you're keeping icons (not shown on video. I forgot to enable the game setting for icons).
A [player] join grpnull, or something like that, seems to me a good idea.
Sounds great! Thanks KK.
Any way to avoid magazines ammo counts overwritten with the revive system?
Please see also: http://feedback.arma3.com/view.php?id=26273
Ok, gents, I found a solution:
Glancing at FSM's artillery module, I catch the idea to refresh this variable: BIS_SUPP_refreshMainWindow;
Just added a line in my script and it works fine:
player spawn {
_unit = _this;
while {true} do {
sleep 2;
waituntil {sleep 2; (backpack _unit == "B_AssaultPack_Kerry")}; if !( request in synchronizedObjects arty) then { arty synchronizeObjectsAdd [request]; call BIS_SUPP_refreshMainWindow; hint "support added"; }; waituntil {sleep 2; (backpack _unit != "B_AssaultPack_Kerry")}; request synchronizeObjectsRemove [arty]; hint "support removed"; };
}
Could you just make this possibility persistent in your FSM module?
Thanks
Hi, any news about this issue?
Knocking your head on the wall of realism is not a solution. OK, in real life I'm unable to run with my after-school snack. Not too serious cause I don't go to school any more!
As for every disappointing gameplays, cheaters and even adult scripters find solutions to bypass these points. It takes few time to have your own addon and no more problem with fatigue/stamina, even if some servers kick you (not so much).
The problem is: how BI can satisfy most of players, avoiding such bastard solutions?
What about home made (but great mods) with plenty of magical equipments (extra-huge backpacks, light weight machine guns with Uranium bullets, light but super-efficient armored vests...?
The answers are:
1 - a charter for "compatible" or "BI consistent" addons which complies to the vanilla statements (equivalence in weight, armor, capacity, velocity, power)..
Scripters should declare to be compliant with this charter (something like signature for addons);
2 - Difficulty settings, BI in charge of that point...
No advantage:
- You can spawn units when you need it. It's better than hiding units at start;
- Your "reanimation" script is very heavy!
you should clean your launch parameters. Keep -noSplash and -skipintro if you want but erase all others. Be confident in Arma launcher to make anything goes well at start. I didn't say that few months ago, and i'm not sure for future versions, but launcher is fine yet.
G00golplexian, I named units/objects to hide, in editor, (in order to reveal them further with a script) but this is not the same solution as for bis_fnc_setTask issue, unfortunately.
Furthermore, hideObject is not a solution when you're trying to script a SP/COOP mission :)
If you have time, just in basic preview/SP, add a some_object hideObjectGlobal true with editor, car, helo or any vehicle. Jump into it and have a good time!
In MP, as i wrote, JIP is broken if JIP doesn't run the hideObjectGlobal. That means you have choice between:
- firing hideObjectGlobal on server (i tried only hosted one) and JIP can see the "hidden" object;
- firing hideObjectGlobal in init, for everyone, and JIP will reset the object status if this one has evolved via scripts. A revealed object will return hidden.
And please, remove all orders (in action menu 6) for an AI grabbing any weapons, in any direction and any distance. It's just weird! You don't know where weapons are but you order an AI to take it and AI knows where it is! Not worthy for Arma3.
In addition to my previous post, as i kept shadow lines errors (black lines or triangles) on some modded units (RHS, Unsung), I downgraded to 355.60 ! No error with this "old" version of NVIdia's drivers. All versions above induce weird shadows on these units at each shadow setting.
Not sure to understand how compatibility works NVidia? BI? or NVidia/BI?
The facts are here!
I finally downgraded to 355.98 to get a stable durable NVidia config on my laptop.
I guess a problem with last W10 update + last NVidia drivers. These configs don't manage the 2 graphic cards in a laptop and probably try to enable stereoscopic 3D.
No need to downgrade W10 but NVidia driver.
355.98 works with many mods like RHS CUP R3F and more.
NB: Just remaining bugs on mod such RHS: Black line or triangle comming from primary weapon or RHS unit depending on distance and terrain mask.
DXGI removed also. I downgraded to 358.91 NVidia driver and it seems better. I don't know who is playing the tightrope walker, NVidia or BI, but it's very hard to get a stable non-regressive game!
totally agree with this ticket which should be as feature request. There are somethings to do here because AI's continue to fight, aim and keep their skill even if they are drastically wounded (say damage 0.7).
Ceeb, it's not the problem!
Problem is BI should have a far better quality process for backward (retro) compatibility. Don't say scripts are poorly written. One of the major value of Arma is the community work and the possibility of creation.
It's very damageable when some versions like 1.48 or 1.54 ruin all efforts of the best community writers.
I'm sure there is something to do for that: avoiding loss of functionalities (see feedback!) and now map objects.
btw: in vanilia arma - altis - no addon:
http://feedback.arma3.com/view.php?id=26874
http://feedback.arma3.com/view.php?id=26798
@Barbolani
JIP doesn't mean player coming from nowhere. Name all your playable units.
Spawned supports work in SP/MP as far as variables are defined.
+1 confirmed.
It could be simpler to list what goes well after 1.54
I did an HUD addon showing a "nearestbuilding" icon. Could you fix this command, please? The aim is to avoid one more heavy code instead of a smart command.
It's just the most visible part of an iceberg. Global commands are broken for finding textures, sounds in custom paths, depending on host/client status and the way used to broadcast the data (global, remoteExec).
Hard work to make it all this stuff in good order but BI should communicate about that.
Just of fun:
https://www.youtube.com/watch?v=a_vauMVfZog
This video is 9 months old and issued from script, not actual bug.
"It seems that it happens when the uniform was taken from dead body."
I experienced that using bis_fnc_saveInventory then bis_fnc_loadInventory after respawn. Uniform is not "physically" taken from a corpse but its type saved/loaded in a missionnameSpace variable.
Seen also on hosted server for light scenarios. It seems some events like pop-up tasks , uniforms refresh after respawn and so on are more deeply scheduled, then take time to be displayed/broadcasted.
related: http://feedback.arma3.com/view.php?id=26798 ?
Enough is enough. You want the last word? Please, have it! I've other things to do with script than sterile talk here. You play with words. Say there is no backward compatibility, just shit changes for workable commands/functions which are no more workable for community scripts and need tons of tickets each time a big version is released. All is fine! Answers are known: indefinite "new", "resolved" when duplicated and "reviewed" when in your dream. To be honest, sometimes "resolved" means resolved and "new" means new.
@ Barbolani: his master's voice. Don't treat other players as Rambo and don't suggest to have a tour on other games! I spent hundred hours on Arma3 which is probably the most interesting game i play... and i script everyday for it! See my posts on armaHolic. I'm familiar with commands and functions. So, my advice is almost as worthy as yours. When i script for friends, the playability is reached with AI skill < 0.2 in vegetation environment like Kunduz map.
And when I write for backward compatibility, it's not for stamina only but all commands which are broken after 1.48 or 1.54: bis_fnc_setTask (patched now) , some house classes disappeared, inputAction (with ctrl) since 1.48, hideObject (in preview/SP)... and all issues with servers. Just have a look at feedback!
For sure, if you don't write a line of script, you don't worry with this problem.
What about sway, fatigue and stamina for enemy AI's. I have hundreds hours of play in Arma and I'm still amazed by the skill (even at idle) of Ai's. They have far better view, far better lunges and far better stamina than players. Did they have weapon sway?...
Master of Blubb, did you hear about backward (or retro) compatibility? The less a professional team should pay attention for unless willing to ruin thousands hours of work for community.
Days after days, i wonder if there is a quality process at BI. I'm not so sure.
How many commands, functions are any more working and need "patches"? a lot if you browse feedback tracker.
Difficulties are for what we want. And, frankly, it's the right term and the right place to set the difficulty of walk. But BI could add a parameter as well.
upvoted because BI didn't manage these features along with difficulties. There are 4 difficulties (at least). That should mean the way to please any players.
I would like to be sure Arma's engine is able to make difference between 2 vehicles, one equipped with thermal cams, the other not!
Same for Lights on by night, in regard of "knowsabout" on each side (hunter/target).
Ai knowsabout increases fast when seeing a new enemy (player for example). This was linked to distance but i'm not sure it's still the case.
In absolute, distance, stance, noise (walking, firing,speaking..), night vision, day blurring,obstacles of course, but also status (wounded)... should lead to a rate of knowsabout and a max knowsabout;
max knowabout (4) is held for 6 minutes if i'm right, even if the player hides behind a wall and try to surround the unit. The knowsabout should decrease instantaneously from 4 to 1.6 (or accurate with the simple loss of sight), then regularly to 0;
Presently, knowsAbout falls from 4 to 0 after the 6? minutes delay. A more progressive level could be fine.
You should change your title. I guess the problem is the pop-up message, not the functionality. Right?
Just a couple of things:
- if you disable stamina, you disable fatigue also (player enableStamina false);
- if you are bare underwear (without watch or even map), your default stamina is at 60. That roughly means if you sprint during 60 sec you'll get max fatigue (=1) and you recover 0 fatigue in 30 sec at rest;
- Don't bother yourself with stamina, just limit fatigue! Stamina will follow.
As scripting foreach playableUnits, foreach allPlayers can provide weird results for broadcasting a code, you can use:
fnc_stamina = {while {alive player} do {scopename "fatigued"; sleep 0.5; waituntil {sleep 0.5; getFatigue player > 0.4 }; player setFatigue 0.4}; breakTo "fatigued"}; [[],fnc_stamina] remoteExec ["spawn",0,true]
This above limits fatigue to 0.4 and stamina will follow as well. You keep a little bit of realism and the stamina bar.
Furthermore, if weapon sway is boring you, you have a new command for that:
just add at beginning of fnc_stamina (out of while loop):
player setCustomAimCoef 0.4 (or any value between 0 to 1 (max sway))
This code must be in init.sqf, or in an unconditional trigger, or an addon, or in debug console if enabled during game (see enableDebugConsole possibilities in description.ext)
V 1.54 comes with new commands. See https://community.bistudio.com/wiki/Arma_3_Stamina
Some scripters could change things for their MP missions. I'm writing an addon for making things more playable but as you know, addon must be accepted by server admin. Let me know if that sounds great for you.
Yes, where you can in fact! Init.sqf, unconditional trigger (without "this" in cond field), or creating a small addon (cfgpatches).. even in debug console if accessible.
If you want to reduce more, say 20%, you'll probably have to increase the loop frequency (that means lower sleep: sleep 1; or sleep 0.5). The good way to test is to run your mission with different sleep & fatigue values and watch your brand new stamina bar. If loop frequency is ok, you'll see very small adjustment while limit is reached (% of fatigue bar).
To completely remove fatigue: player enableFatigue false;
To reduce weapon sway, there is an addon:
http://www.armaholic.com/page.php?id=26266
I totally agree with you. Some unconditional people think ARMA is a war simulator. But it's a game! BI created VBS3 (not the same price!) for sim. I don't understand why it's an evidence displaying or not mines, displaying tags or crossair but there is no chance to have a stamina/fatigue/weapon sway cursor along with difficulty setting.
My aim is not to ruin BI dev work but save some hard works done by Arma's scripter community. A hobby is a hobby but wasting time isn't really fine for anyone!
I have also some errors I didn't see before:
14:32:14 Error in expression <target,_isPersistent];
}
else
{
_params remoteExec [_functionName,_target,_isPer>
14:32:14 Error position: <remoteExec [_functionName,_target,_isPer>
14:32:14 Error Type Bool, expected Number, Side, Object, Group, String
14:32:14 File A3\functions_f\MP\fn_MP.sqf, line 46
I don't know if it's about:
_player = allPlayers select 0;
if (!isPlayer leader _player) then { { if (isPlayer _x && {!isServer or (isServer && count allPlayers <2)}) exitWith { [group _x, _x] remoteExec ["selectLeader", groupOwner (group _x)]; }; } forEach units _player; };
I guess a problem with groupOwner (group _x) I didn't have before.
@ JCae2798:
If Arma is a military simulator, it only worths its bunch of Dollars! I'm rather sure you never saw a simulator.
But if Arma is a game, this false good idea of stamina/fatigue ruins plenty of scenarios. This should be adapted for players (you know the guys who wants to play a good game without pain in the ass while crossing a wide map).
At least, fatigue/stamina should be a difficulty setting... in respect of all kinds of players and dev team.
It seems better for bis_fnc_setTask. Not a start of mission but in game, after several minutes and some tasks completed without pop-up.
No more in 1.54. Thanks
RIP bis_fnc_setTask since 1.54.
All my MP missions don't have scripted tasks anymore!
I preached in desert for stamina/fatigue difficulty setting but when a developer is proud of its work, it's impossible to issue a customized version for the pleasure of the most of players.
With the respawn / revive system, player is killed, he becomes !alive very shortly, then alive but incapacitated during revive slot then !alive if this slot expires before player being healed, then alive after respawn.
I guess it's one of the reason BI created the variable "BIS_revive_incapacitated" to check if player is in incapacitated condition.
I agree with you. This alive/not alive shaker is weird for EH behavior.
Tutsi, it's not the same problem.
My problem is no more here today. Just to precise something which could happen again:
I have several subscribed MP missions which recently (since last beta Steam interface) fail to download (after a very short access to Steam) and return a message: Downloading failed, try again.
It seems like a bad access to Steam. But missions remain visible and selectable in MP screen "create game", in orange font, and even, the site is reachable via blued button "workshop".
So it seems weird to access to Steam, have a beginning of download, then an error, on several "unchanged pbo" missions.
I can't reproduce this error today...