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May 10 2016

MulleDK19 edited Steps To Reproduce on T79387: Control cannot raise weapon when crouched.
May 10 2016, 9:20 AM · Arma 3
MulleDK19 added a comment to T79380: If group owns a vehicle, "Get in" waypoint ignores "Load" waypoint synchronization.

Confirmed fixed on latest dev branch. Thank you!

May 10 2016, 9:19 AM · Arma 3
MulleDK19 added a comment to T79380: If group owns a vehicle, "Get in" waypoint ignores "Load" waypoint synchronization.

Still present. This is a MAJOR issue, that breaks any mission that has transporting.

Furthermore, this has prevented me from starting work on my tutorial series for a few years, and still is.

May 10 2016, 9:19 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T79380: If group owns a vehicle, "Get in" waypoint ignores "Load" waypoint synchronization.
May 10 2016, 9:19 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T79378: AIs walk hundreds of meters away after a "Get out" waypoint.
May 10 2016, 9:19 AM · Arma 3
MulleDK19 added a comment to T79376: Repairing helicopters while using RotorLib does not fix broken tail rotor.

This seems to have been fixed.

May 10 2016, 9:19 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T79376: Repairing helicopters while using RotorLib does not fix broken tail rotor.
May 10 2016, 9:19 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T79374: Cannot leave the engine on in vehicles that have driverCanEject = 0;.
May 10 2016, 9:19 AM · Arma 3
MulleDK19 added a comment to T79352: Exploit in createunit causes remote exec to bypass filters.

http://forums.bistudio.com/showthread.php?138736-Introducing-Server-side-Event-Logging-Blocking

May 10 2016, 9:17 AM · Arma 3
MulleDK19 added a comment to T79322: Raise Weapon keys don't bring the weapon up when crouched.

Upvote http://feedback.arma3.com/view.php?id=21141 instead. This is less active and will be closed.

May 10 2016, 9:16 AM · Arma 3
MulleDK19 added a comment to T79289: add "windSpeed" scripting command.

@firefly2442: It's a relatively new command.
But you can also use one of BIS' functions:
_windSpeed = wind call BIS_fnc_vectorMagnitude;

May 10 2016, 9:15 AM · Arma 3
MulleDK19 added a comment to T79289: add "windSpeed" scripting command.

No need to add a command for every tiny conversion needed.

Simply get the length/magnitude:
_windSpeed = vectorMagnitude wind;

May 10 2016, 9:15 AM · Arma 3
MulleDK19 added a comment to T79286: ingame help template says "currentWeaponMode" should return String, but it returns SCALAR.

It takes a unit.
It returns 0 if you pass it a vehicle.

May 10 2016, 9:15 AM · Arma 3
MulleDK19 added a comment to T79249: Remove the throttle acceleration when using advanced flight model.

Eh, what?

The problem is that if you use a joystick you can throttle from 0 to full instantly, but if you're using the keyboard it takes forever.

May 10 2016, 9:14 AM · Arma 3
MulleDK19 added a comment to T79249: Remove the throttle acceleration when using advanced flight model.

The same reason I'm not using a controller?

And it doesn't give me a more steady control at all. Just like mouse acceleration doesn't give any kind of control, at all...

May 10 2016, 9:14 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T79249: Remove the throttle acceleration when using advanced flight model.
May 10 2016, 9:14 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T79235: AI units toggle vehicle lights when they're not the driver.
May 10 2016, 9:14 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T79223: Crosshair can be seen outside of ACO sights when side stepping to the left.
May 10 2016, 9:13 AM · Arma 3
MulleDK19 added a comment to T79083: Issues of Soldier Movement in the ArmA3. Please fix this nonsenses.(4 video).

They used to run 24 km/h. Then people complained they ran too fast, so they made them run in slow motion.

Can't have both.

May 10 2016, 9:09 AM · Arma 3
MulleDK19 added a comment to T78921: Vibrating in first person view when lowering or raising rifle.

It's always been like that. Disable head bobbing if you don't want it.

May 10 2016, 9:04 AM · Arma 3
MulleDK19 added a comment to T78887: Aiming while crouched and moving causes body to get in way of view (Video).

Unable to reproduce. Looks like you're using a FOV mod, and that's what's causing it.

May 10 2016, 9:03 AM · Arma 3
MulleDK19 added a comment to T78868: Purchase Successful pop up window on screen while playing.

Also happened to me at one point after alt+tabbing back in.

May 10 2016, 9:03 AM · Arma 3
MulleDK19 added a comment to T78858: Disableai "move" won't allow for units rotate on the spot.

That is the intended behaviour of disableAI "MOVE";

It should not be made to behave any differently, as it would defeat its purpose entirely.

May 10 2016, 9:02 AM · Arma 3
MulleDK19 added a comment to T78554: Helicopter FDM Engine on bug.

Unable to reproduce 1.33.127551 DEV. Have not tried previous versions.

May 10 2016, 8:54 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T76156: Zeus - It is no longer possible to rotate the camera while moving an object.
May 10 2016, 7:53 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75995: Zeus - When rotating units, they're aligned perpendicular to the surface underneath them.
May 10 2016, 7:49 AM · Arma 3
MulleDK19 added a comment to T75993: 1.13.115909 - Bug with Leaning.

Duplicate of http://feedback.arma3.com/view.php?id=16207

May 10 2016, 7:49 AM · Arma 3
MulleDK19 added a comment to T75964: Cant activate trigger with trigger.

How would assigning true to a variable make it trigger?
You need to use the condition field of the trigger.

This belongs on the forums...

May 10 2016, 7:49 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75961: Zeus - Does not remove groups when deleting all the units in it.
May 10 2016, 7:48 AM · Arma 3
MulleDK19 added a comment to T75959: Get rid of the camera's pitch limit in Zeus.

Then, for the love of god, remove the limit and just disable editing if the camera is looking up.

_isLookingUp = [vectorDir curatorCamera, [0,0,1]] call BIS_fnc_dotProduct > 0.0;
if (_isLookingUp) then
{

// Whatever to disable editing.

};

May 10 2016, 7:48 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75959: Get rid of the camera's pitch limit in Zeus.
May 10 2016, 7:48 AM · Arma 3
MulleDK19 added a comment to T75944: New camera position presets took away tab shortcuts.

That's really Valve's problem, not yours. Shift+Tab is a common shortcut, and it was a bad idea to choose that as default.

Besides, ARMA supports changing the focus of controls both forwards and backwards already using Tab and Shift+Tab.

May 10 2016, 7:48 AM · Arma 3
MulleDK19 added a comment to T75944: New camera position presets took away tab shortcuts.

Cool. Could you make it Shift+Tab for backwards, though? To reflect how Tab/Shift+Tab works everywhere else.

May 10 2016, 7:48 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75944: New camera position presets took away tab shortcuts.
May 10 2016, 7:48 AM · Arma 3
MulleDK19 added a comment to T75943: When a jet is rotated and then raised up, it flies in it's original orientation.

Ya, it's impossible to get planes in the air.

May 10 2016, 7:48 AM · Arma 3
MulleDK19 added a comment to T75934: Ai command "Watch direction" has no radio message.

Confirmed.

May 10 2016, 7:48 AM · Arma 3
MulleDK19 added a comment to T75933: Variables declared in private statement but set to nil throw undefined variable error in scheduled space..

Confirmed.

In the meantime, this can be used as a work-around:
if (isNil "_var") then
{

nil;

}
else
{

_var;

};

May 10 2016, 7:48 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75925: Editor icon for Bar Gate does not represent its actual location.
May 10 2016, 7:48 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75924: If a player has hit the action to enter a vehicle right before Zeus locks it, player can't get out, and Zeus can't unlock it.
May 10 2016, 7:48 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75920: setWeaponReloadingTime has no effect, and contradicting documentation.
May 10 2016, 7:48 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75913: Lowering/raising weapon plays current entire moving animation (Automatic moving).
May 10 2016, 7:47 AM · Arma 3
MulleDK19 added a comment to T75910: Weird stance adjust when switching from low crouch sprint to low standing sprint..

Confirmed.

May 10 2016, 7:47 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75901: Clearing ammo crates does not clear the capacity bar until OK is clicked.
May 10 2016, 7:47 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75900: Only the server player can see animals.
May 10 2016, 7:47 AM · Arma 3
MulleDK19 added a comment to T75896: Zeus Spawn Point doesn't affect player.

Unable to reproduce.

May 10 2016, 7:47 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75886: Units in player's group do not speak correctly without radio.
May 10 2016, 7:46 AM · Arma 3
MulleDK19 added a comment to T75868: losing items.

@AD2001: This is Mantis Bug Tracker. It's not a Bohemia product (mantisbt.org).

May 10 2016, 7:46 AM · Arma 3
MulleDK19 added a comment to T75847: Cannot aim down sights or use any optics with "Remote Control" Zeus module..

Confirmed. I've been able to bring up the sights once.

No mods.

May 10 2016, 7:46 AM · Arma 3
MulleDK19 added a comment to T75842: Allow Zeus to see briefing and tasks from player perspective.

Ya, I wanted this too.

But I think it'd be better to change the icons of the objectives on the map and in the edit tree view, to indicate the objective's status.

But I think it should display the task hints at the top of the screen when the status changes, so you can see what player's see, like with Sector Controls.

May 10 2016, 7:45 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75830: Implementation of modifier keys in controls is poor.
May 10 2016, 7:45 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75829: [Editor] Waypoint hints should show the waypoint name and description.
May 10 2016, 7:45 AM · Arma 3
MulleDK19 added a comment to T75826: Add a module which changes the Independent faction loyalty.

@Moricky:

I'm assuming you're talking about the existing units with (knowsAbout > 0)'s unwillingness to fire at new enemies (or stop firing at new friends). I haven't noticed any side effects other than that.

Anyways, I made a function that works around that problem:

MTP_fnc_setFriendship: http://pastebin.com/383qEeK3
MTP_fnc_setFriendshipGlobal: http://pastebin.com/Ab0a3tLr

Small video: http://youtu.be/CDkOhox5CEg

May 10 2016, 7:45 AM · Arma 3
MulleDK19 added a comment to T75826: Add a module which changes the Independent faction loyalty.

@Koala: That does NOT solve the issue.
That doesn't make sides allies.

It just adds units with uniforms of other sides.

Sector Control, etc. would report that BLUFOR had seized a sector, if the independent are on BLUFOR.

We don't want units from other sides to BE on other sides. We want them to be allies.

May 10 2016, 7:45 AM · Arma 3
MulleDK19 added a comment to T75826: Add a module which changes the Independent faction loyalty.

It should be a module that changes the friendship of all centers, so you can make BLUFOR/OPFOR allies, etc.

May 10 2016, 7:45 AM · Arma 3
MulleDK19 added a comment to T75819: Can't create IR Strobes with createVehicle command.

That's because there's no ammo type called "B_IR_Grenade". "B_IR_Grenade" is a magazine. You need the ammo. You're looking for "B_IRStrobe".

May 10 2016, 7:45 AM · Arma 3
MulleDK19 added a comment to T75817: Remote Control module does not work.

The Remote Control module isn't even there.

May 10 2016, 7:45 AM · Arma 3
MulleDK19 added a comment to T75811: Zeus - Game should not automatically issue radio messages.

I know it's intentional, and it makes sense for all the game types, except Game Master.

Otherwise, the lightning should have a warning too...

Isn't that the point of Game Master?

"Nothing in this scenario is predetermined. No playthrough is the same. EVERY STORY, LOCATION AND EXPERIENCE IS INVENTED AND CONTROLLED BY THE GAME MASTER. By Zeus."

May 10 2016, 7:45 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75811: Zeus - Game should not automatically issue radio messages.
May 10 2016, 7:45 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75810: Zeus - People do not get a notice for Sector Controls with multiple owners.
May 10 2016, 7:45 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75807: Info age seems to have no effect (Neither when set in the editor or through setTargetAge).
May 10 2016, 7:45 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75806: When weapon is lowered and releasing free look, body rotates to heads direction instead of the head rotating to body's direction.
May 10 2016, 7:45 AM · Arma 3
MulleDK19 added a comment to T75803: Allow GM to speak as a unit.

Already possible. "Play Radio Message" module.

They just need to add more phrases to it.

May 10 2016, 7:45 AM · Arma 3
MulleDK19 added a comment to T75774: Allow "freezing" of Zeus mode (through setAccTime or disabling simulation for all Zeus placed objects).

@Varanon: "when using setAccTime 0 in Zeus mode". Zeus mode is a multiplayer mission, so speaking about using setAccTime 0 in Zeus, implies using it in multiplayer.

Doesn't matter that it can be executed in singleplayer. All missions can be executed in singleplayer.

May 10 2016, 7:44 AM · Arma 3
MulleDK19 added a comment to T75774: Allow "freezing" of Zeus mode (through setAccTime or disabling simulation for all Zeus placed objects).

Eeeeh. setTimeAccel? You mean setAccTime? Since when did setAccTime work in multiplayer? >.>

May 10 2016, 7:44 AM · Arma 3
MulleDK19 added a comment to T75770: Zeus AI always uses Combat as there behavior.

Wrong. They use the combat mode selected, unless under attack.
It takes a little for them to lower their weapons and walk after changing to relax, but they do change.

May 10 2016, 7:44 AM · Arma 3
MulleDK19 added a comment to T75769: Add all 3 campaign episodes as co-op.

Making a mission compatible with multiplayer isn't just a matter of flipping a switch. It makes it manyfold harder, and massively increases the time needed to make the mission.

That's why they decided not to make COOP in ARMA 3.

May 10 2016, 7:44 AM · Arma 3
MulleDK19 added a comment to T75767: Add god voice to Zeus.

Sure. I'm all for optionality. As long as I can have a thunderous voice, I don't care what everyone else have :P

Now that we're at it. Zeus should be able to show his face http://www.dneg.com/images/gallery_419_0.jpg

May 10 2016, 7:44 AM · Arma 3
MulleDK19 added a comment to T75767: Add god voice to Zeus.

@Koala: The game has volume sliders...

@Faultron: That's exactly what you are. As the official website says: "BECOME ZEUS".

May 10 2016, 7:44 AM · Arma 3
MulleDK19 added a comment to T75767: Add god voice to Zeus.

By that logic we should throw out ARMA 3, and just use ARMA 2, as everything can already be done with mods.

May 10 2016, 7:44 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75767: Add god voice to Zeus.
May 10 2016, 7:44 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75766: Waypoint type "OR" is broken.
May 10 2016, 7:44 AM · Arma 3
MulleDK19 added a comment to T75734: FIA As Independent Makes No Sense.

You can circumvent that too.

  1. Create a BLUFOR unit.
  2. Create one or more INDEPENDENT units, and group them to the BLUFOR unit.
  3. They now belong to BLUFOR.
  4. Remove the leader (the actual BLUFOR uniformed unit).
  5. All the grouped INDEPENDENT units stay BLUFOR.

Voilá. 100% INDEPENDENT units in a BLUFOR group.

http://i.imgur.com/h235yj0.jpg

Then to create more, you can just copy the existing ones, and the copy will also be BLUFOR, even when ungrouped.

May 10 2016, 7:43 AM · Arma 3
MulleDK19 added a comment to T75734: FIA As Independent Makes No Sense.

uuh, what? You just said it didn't make sense to have them on Independent. Grouping them to a blufor unit moves them to the blufor side.

May 10 2016, 7:43 AM · Arma 3
MulleDK19 added a comment to T75734: FIA As Independent Makes No Sense.

FIA were originally Independent units, and then Bohemia decided to throw them into BLUFOR.

You can still add them to blufor in Zeus. Simply spawn them, then group them to a BLUFOR unit.

May 10 2016, 7:43 AM · Arma 3
MulleDK19 added a comment to T75730: Zeus Server Crash.

http://feedback.arma3.com/view.php?id=17361

May 10 2016, 7:43 AM · Arma 3
MulleDK19 added a comment to T75727: Sound does not stop when removing "Play Sound" module in Zeus.

Great, thanks, Karel!

May 10 2016, 7:43 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75727: Sound does not stop when removing "Play Sound" module in Zeus.
May 10 2016, 7:43 AM · Arma 3
MulleDK19 added a comment to T75720: Crashing a lot on Zeus.

I've deleted some of them. Not sure which ones belong to which crash, but I've attached all logs containing a crash while playing Zeus. Guess you can find the matching dump at the end of the logs.

May 10 2016, 7:43 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75720: Crashing a lot on Zeus.
May 10 2016, 7:42 AM · Arma 3
MulleDK19 added a comment to T75706: ZEUS Loadout/Equipment/Inventory Editor.

Seems it's lacking a lot of weapons. Eg. the Katiba.

May 10 2016, 7:42 AM · Arma 3
MulleDK19 added a comment to T75700: Lighting does not make sense.

It's spelling lighting. Lightning is something completely different.

May 10 2016, 7:42 AM · Arma 3
MulleDK19 added a comment to T75694: ZEUS: 2 essentials ideas.

Players can chat to Zeus (And vice versa), and they can press Y to ping him.

May 10 2016, 7:42 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75544: Shortcuts relying on modifier keys are not executed until the key is released.
May 10 2016, 7:38 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T75545: Information at the bottom in the editor (grid, coordinates, etc.) can be scrolled slightly.
May 10 2016, 7:38 AM · Arma 3
MulleDK19 added a comment to T75539: Multiplayer Group Markers/Crosshairs do not support realistic/tactical gamplay.

Uh. Yes you can. If people could just decide their difficulty individually it'd be extremely unbalanced.

The server decides the difficulty. If you don't want the markers, make or play on a server that doesn't have the difficulty set to easy.

May 10 2016, 7:38 AM · Arma 3
MulleDK19 added a comment to T75288: "setShadowDistance" somehow saves into profile.

I guess it's supposed to work as a temporal override like setViewDistance.

May 10 2016, 7:32 AM · Arma 3
MulleDK19 added a comment to T75214: Campaign Menu Overview Image.

Works fine for me?

http://i.imgur.com/dmXtlvZ.jpg

Just make sure your image is either JPG or PAA.
The path is relative to the game folder.

So, if your campaign description.ext is located at
Arma 3\Campaigns\Campaign1\description.ext

And your image is located at
Arma 3\Campaigns\Campaign1\cmp_overview.jpg

Your campaign class needs
overviewPicture = "Campaigns\Campaign1\cmp_overview.jpg";

May 10 2016, 7:30 AM · Arma 3
MulleDK19 added a comment to T74991: Add a Integer++ (Integer = Integer + 1) command to the game.

@KGrimes: That's like saying a harvester is a bad solution just because people don't know how to use it.

inc "_i"; is far more readable than _i = _i + 1; or _i=_i+1; for that matter.

May 10 2016, 7:25 AM · Arma 3
MulleDK19 added a comment to T74991: Add a Integer++ (Integer = Integer + 1) command to the game.

@KGrimes: Counters are used often in programming, and they usually increase by one.

That's why most languages support a simple incrementation (or decrementation) of variables.

eg. C++, C#, etc:
for (int i = 0; i < 10; i++)
{
}

Which is a lot faster to type than eg.
for (int i = 0; i < 10; i = i + 1)
{
}

And it's also prettier.
This is to specifically increment/decrement a variable by 1. If you need more, many languages also provide a += operator, so you don't have to type i = i + 5; but just i += 5; (assign the current value of i + 5 to i).

And even though the syntax for SQF has to be different than what you'll usually see in other languages, it still is faster to type eg. inc "_i";

And += can actually be added with the same syntax as you'd expect in other languages, albeit as a special construct, like the assignment operator (The assignment operator is the only operator in SQF that isn't technically an operator).

May 10 2016, 7:25 AM · Arma 3
MulleDK19 added a comment to T74991: Add a Integer++ (Integer = Integer + 1) command to the game.

@KGrimes: It's not about performance. It's about readability and easyness.
inc "_i"; is not a replacement for _i = _i + 1. It's an addition. People who don't want to use the easy way, can use the cumbersome way.

May 10 2016, 7:25 AM · Arma 3
MulleDK19 added a comment to T74991: Add a Integer++ (Integer = Integer + 1) command to the game.

X39: "the only thing that this command would require is that the parameter is now left and not right"

And THAT is EXACTLY why it's not possible in SQF.

SQF is strictly expression based. The "commands" are operators, which can be either, nullary, unary or binary (except for = which is a special construct).

_var++ makes as little sense as 5 +;

You cannot have a unary operator that takes only a left hand side operand.

And you couldn't make ++ an operator either, and do ++i, because + is already a unary operator, and ++_i is explicitly +(+(_i)). (Just like --_i is explicitly -(-(_i)) that is, negate negate _i)

Which brings me back to my first post.

inc "_i";

inc is unused, and it needs to be within strings, as if you used inc _i; and _i is 5, then _i evaluates to 5, and the expression would be inc 5; which makes no sense.

May 10 2016, 7:25 AM · Arma 3
MulleDK19 added a comment to T74991: Add a Integer++ (Integer = Integer + 1) command to the game.

@X39: Set is a BINARY operator. What's your fucking point?

May 10 2016, 7:25 AM · Arma 3
MulleDK19 added a comment to T74991: Add a Integer++ (Integer = Integer + 1) command to the game.

X39: That's because you don't know SQF.

May 10 2016, 7:25 AM · Arma 3
MulleDK19 added a comment to T74991: Add a Integer++ (Integer = Integer + 1) command to the game.

X32: Yet you keep claiming it's possible with the traditional syntax, while it's not.

If you knew SQF you'd know that the syntax _i++ is impossible. It's down right senseless in SQF.

May 10 2016, 7:25 AM · Arma 3
MulleDK19 added a comment to T74991: Add a Integer++ (Integer = Integer + 1) command to the game.

That specific syntax won't be possible.

It'd have to be

inc "_i";

May 10 2016, 7:25 AM · Arma 3
MulleDK19 added a comment to T74617: Allow waypoints to activate task modules.

It could be that it's not supported due to limitations.

What you can do instead is either create a trigger that's as big as the completion radius of the waypoint (or 1 if the completion radius is 0), which then triggers when the player gets to the same position as the waypoint.

Or a better way would be to create a trigger that has a condition of a bool. Then set the bool to true in the waypoint's activation field.

1: http://img706.imageshack.us/img706/3774/eja8.png
2: http://img541.imageshack.us/img541/7418/40mb.png
3: http://img600.imageshack.us/img600/2057/bnix.png

May 10 2016, 7:16 AM · Arma 3
MulleDK19 added a comment to T74590: EH "GetIn" & "GetOut" does not fire for the object "player".

It's pretty clear from the Wiki description that it needs to be attached to a vehicle.

And if the description wasn't clear enough it couldn't be more clear from the parameters passed to the handler.

VEHICLE: Object - Vehicle the event handler is assigned to
position: String - Can be either "driver", "gunner", "commander" or "cargo"
UNIT: Object - Unit that entered the vehicle

May 10 2016, 7:15 AM · Arma 3
MulleDK19 added a comment to T74590: EH "GetIn" & "GetOut" does not fire for the object "player".

Okay, I can't make another reply to this without using the words "stupid", "retard" or "simpleton".

May 10 2016, 7:15 AM · Arma 3
MulleDK19 added a comment to T74590: EH "GetIn" & "GetOut" does not fire for the object "player".

Uh, this isn't a bug.

You attach the event handler to the vehicles, not the units.
The player is not a vehicle, so it makes no sense to get a callback when someone enters the player.

May 10 2016, 7:15 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T74566: Pressing one of the lean keys while sprinting makes the character run in slow motion.
May 10 2016, 7:14 AM · Arma 3