New alt syntax seems to be working. 👍
Thanks.
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Arma 3 Activity
Jan 13 2024
Jan 12 2024
Markers do not have an "Owner"
They have a Creator, which is stored ine the Marker name.
Revision: 151278 Added alt syntax to getEntityInfo script command for fast access and isMan property
Revision: 151248
Revision: 151248
Revision: 151247
Revision: 151246
Jan 11 2024
~could you please update wiki
[AF] veteran29
I recall he was doing it for some command depending on input/element size too, so should be doable for inAreaArray too.
Jan 10 2024
Also use [this] call bis_fnc_unflipVehicle for all statements instead of just static weapons, this function works decently with all vehicles.
151259 getEntityInfo
Jan 9 2024
Should work after some future dev build
In T178157#2551091, @ModernistTT wrote:Is anyone able to do this? Or is it not possible. Would love to see this in-game.
bis_fnc_unflipVehicle has an undefined variable
p:\a3\functions_f\Vehicles\fn_unflipVehicle.sqf
Author: reyhard Description: Safely unflips selected vehicle
funny though we have canFire method that checks if vehicle is not dead and not upsidedown but it is not available in its pure form. A dedicated command should be helpful
Jan 8 2024
Fixed in Dev build 151218.
Revision: 151252
Jan 7 2024
зависла ира не работают кнопки вообще ничего взял гранатомет хотел его зарядить и все зависло ничего не работает
Note that this about the maxSoldierLoad limit (see https://community.bistudio.com/wiki/Arma_3:_Stamina#Functionality)
Related: T127184
confirmed
Jan 6 2024
Jan 5 2024
Is anyone able to do this? Or is it not possible. Would love to see this in-game.
Any chance anyone has gotten an opportunity to have a deeper look into this to see whether it may be possible? I did some further testing, as I had a feeling perhaps the _SKY suffix may have something to do with it. Unfortunately, it appears that is not the case, as my attempts to replace any _SKY horizont files with _CA files resulted in similar issues, just without transparency.
Jan 4 2024
My Stuff :
OS: Windows 10 Home
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.
Fix the launchers so Steam Workshop Mods work on Steam OS.
Jan 3 2024
Yeah, I'm using a lot of those to make a faction pack composition for public Zeus. I don't think adding the hidden textures in-arsenal for stuff like uniforms which we can use SetObjectTexture on is necessary, but for things like headgear and vests, it's definitely necessary.
Agreed. There's really not a reason they shouldn't be added. There's other items too I'd like to see added back - but I don't want to push my luck lol
I'll always be in favour of making hidden texture variants into real items - especially for vests and helmets where setObjectTexture can't be used.
Another thing that may be useful - with the redirect, get it to check the server mod list if it's a modded server and load mods on the fly.