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Apr 17 2023
Hello RED.Misfit.
Would it be possible to get a video of this and possible repro steps? We would like to know if this occurs only under specific circumstances.
Hello RED.Misfit.
Can you please provide us with a video of the problem?
Would it be possible to upload screenshot during daylight and possibly show us the coordinates on map?
Hello RED.Misfit.
Please try contacting the mod creator.
Thank you, this has been reported by a previous user and is being looked into.
Hello Snake1984.
We cannot produce the problem on our end.
Hello Arkensor.
According to the devs: The feature of custom titles is designed only for changing custom names of individual config object instances that are visible in property grid. It's not for faking class names in a class list although in script it looks like it might work so. Something like that isn't currently possible and we think it's also generally bad idea to show some fake class names instead of real class names. That would lead to a chaos.
Hello GlutenFreeVapes.
Unfortunately there are no plans to implement this in the future.
Fixed for 0.9.8 update.
Hello buddski.
We are unable to produce the issue on our end. Can you please upload a video of the problem for us?
Regards,
Geez
Fixed for 0.9.8
In T171323#2425423, @SaMatra wrote:I wonder if its possible to fix this through config without changing the model?
Hello Dakujuubi.
Is this on one of the official servers or community one? As this should not be possible on the official servers. On community this might be result of either disabling the basebuilding limits or using build anywhere mod.
Anyway, this is irrelevant to this ticket, there is default config in the game and it has class Server. If you want to inherit from it this is what you do.
I guess it is obsolete, but dont take my word for it https://community.bistudio.com/wiki?title=Arma_3:_CfgRemoteExec&diff=138136&oldid=138110
OK, let me explain. "local" even is for objects classed as "entity", you are passing the object classed as "shot", which is what projectiles and mines are. Shots don't have "local" EH hence you get no EH error. This is not a bug.
This is still going on @Geez we had someone get stuck trying to get a truck unflipped and it either glitched into the tree or got stuck on the bumper of the other truck
This is still happening @Geez along with now high CPU
@Geez you can pay me now to actually test your game, since I'm finding stuff you can't fix, I'll be sending BI and invoice if you guys chose not to.
In T171025#2419983, @GreyBeard73 wrote:i fixed it
Also connecting to this problem! Daze doesn't start, Bulldozer doesn't start, Workbench doesn't start, sometimes crashes them and sometimes black screen and nothing happens! Sometimes the PC reboots! Tried everything, nothing helps! What can it be and where to look for a solution!
Apr 16 2023
In T171581#2430228, @boosted412 wrote:
If a player hits another player with a gun swing (melee) that doesn't show the player prompting the swing
14:55:28 | Player "YasaNoa" (id=72D105176C85438544ED3FF1BC0A1B1F03684472 pos=<9347.6, 2004.5, 7.7>)[HP: 98.9] hit by Ruger1022 into LeftHand(46) for 10 damage (FirearmHit_Rifle)
Not much i could give, i would just be doing anything in DayZ and it would just foreclose on me with a status saying VIOLATION
workaround is using GetLowerRTime() for now
As it happened the mission maker called function from EH which through some script error was also called from another EH
In my case, the EH added in CBA FrameHandler cycle. I have already encountered a couple of serious bugs in CBA functions, and more than once I regretted using them in complex scripts.
The first one: https://github.com/CBATeam/CBA_A3/issues/1570#issuecomment-1465218758
The second one happened in the same PFH loop, just a bit above:
But i'm not trying adding the "local" event to the object myself, i'm just calling BIS_fnc_objectVar, and inside Arma3 code (/temp/bin/A3/Functions_F/Objects/fn_objectVar.sqf..., line 53) its attempted to add the event.
The Cumulative Volume of a vest includes volume of equipment in storage slots.
The cumulative volume of a vest is ignored when attaching equipment to a prefab in the loadout slot.
Is that class server an undocumented feature?
2.14
Depends on what do you mean under "doing wrong"
You want to overwrite cfgremoteexec or extend it? If you wan tto extend then you have to inherit everything. Dunno which version, look through dev log
- this is not yet in 2.12, correct?
- Bones button in anim editor should be toggle button as is written when you hover over it. But every press now show new bones dialog instead show/hide.
I actually played around a bit more and came up with this example. Note, compileFinal on an array is not working for me (expecting String,Code,Hashmap). See comments in code of what I am having issue with. If I want to make sub classes, I would either have to create each array by hand or through the following unless someone has a better implementation:
Not unless you do something wrong. (which is why posting your scripts will help)
Depends on what do you mean under "doing wrong". If it means just creating GetIn EH according to official wiki, and getting weird results, then I don't think I'm doing it wrong :)
Apr 15 2023
This is the correct behaviour as you are trying to add entity event handler to projectile https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Projectile_Event_Handlers
I really like this. I had already implemented using hashmaps in an OO type fashion for a project but, the main purpose was for inheritance. I am looking at changing up my project and seeing the pros/cons of using this. I like a lot of the features such as constructor/destructor and the sealed option. However, looking at my project and what I would have to change or add I run into a big con. Class definitions. I cant see a clean way to provide a simple base class and inherit from it without duplicating a bunch of class def arrays everywhere. That, or handling inserting new properties or methods to the def array in code which can break very easily. I'd type up an example but, it would become a much longer post. I hope you understand what I mean by an explosion of definitions could occur in a project. A proposed simple solution might be to allow using a hashmap as an alt definition
createhashmapobject (_baseClass merge [_newClass, true]) //true means can overwrite existing but only if valid as already implemented (e.g. not compileFinal'd, sealed, etc..)
Although child classes would be less bulky (only overriding whats needed), an even cleaner way to do it is to have class definitions in a config file and use the #str property as the type name. Reading from config can be done in a self-implemented function but, to have it natively would be awesome.