User Details
- User Since
- Apr 1 2013, 9:50 PM (611 w, 1 d)
Sep 9 2022
I have implemented a workaround to the affected script: https://github.com/A3Wasteland/ArmA3_Wasteland.Altis/commit/9cc182c6aff0dfa2f9f28925ce9d9ac9d2f60339
The versions I indicated are correct; their bug report is what's incorrect. My ATM locator script they referenced uses allMissionObjects for editor ATMs, but nearestObjects for terrain ATMs. Here's the script with the workaround: https://github.com/A3Wasteland/ArmA3_Wasteland.Altis/commit/9cc182c6aff0dfa2f9f28925ce9d9ac9d2f60339
I was able to work around this bug by using nearestTerrainObjects [[10655.9,12201.3,1.49722], ["HIDE"], 5] instead.
Oct 25 2021
That's highly unfortunate. This would have been way cleaner than the findDisplay 46 displayAddEventHandler ["KeyDown", {condition}] stuff that is required to override user input in vanilla missions.
Oct 22 2021
Nov 24 2020
6 and a half years later; better late than never!
Apr 4 2020
Aug 22 2018
Still happening in 1.84
Apr 8 2018
Apr 4 2018
Apr 3 2018
@Wulf - The same issue applies to the Prowler AT. Also related: https://feedback.bistudio.com/T128055
Jan 21 2018
Seems Microsoft has put some weird stuff in the Fall Creators Update, I've been having different issues with other apps, i.e. https://gitlab.com/tortoisegit/tortoisegit/issues/3087
Dec 2 2017
I published the fix on the aforementioned GitHub repository.
Jun 1 2017
May 31 2017
No.
May 27 2017
May 21 2017
Aspect ratio is back in v1.70, FoV is no longer reset when opening video options.
Just for the record, there is pretty much no benefit from having a static object like barriers in Simple Object state. It is mostly intended for physics-enabled objects, especially vehicles, so that they can be placed as props.
Usually, almost every hitpoint is affected by damage, even if just a little bit. For example, if you get hit in the chest, residual damage will also be applied to the head and limbs. It's weird but that's how it is.
May 17 2017
If there is a mismatch between the wiki and the game, it means the wiki is wrong, not the other way around.
May 9 2017
Same issue here, dev 1.71.141562
May 8 2017
Apr 30 2017
Oh! I thought it was just a variable, didn't notice the call... I was also thinking "that's not even possible", but just now I noticed the new admin command :)
I am looking at fn_debugConsoleExec.sqf from dev right now, I don't see any admin login check. It seems a hacker could use it to inject server code, hence why a mode filter is still preferable:
Excellent, this solution suits me, that way I can allow only mode 0 thru. remoteExecutedOwner is also a very nice command I've wanted for a long time.
Apr 6 2017
@sulim0010715 This is an English-only website. Go away. - Это англоязычный сайт. Уходи.
@razazel What does "reviewed" means? Is it getting fixed or not? I would appreciate if you guys could be just a little more explicit.
Apr 4 2017
An exception for the call command? This is a joke, right? While I'm at it, do you want me to rename my server to "HACKER PARTY"?
Apr 2 2017
Mar 26 2017
Yes, I know how to run it, but it doesn't meet my quality standards. I don't want item cloning, preventing it would require a server-based token system.
Yeah that's not really reliable thought, have 2 guys do it at the same time and it gets cloned.
Mar 25 2017
@Alwin : Look at this, somebody even made a mod that unlocks all uniforms for all sides: http://www.armaholic.com/page.php?id=25418
Mar 7 2017
Yeah ffs Bohemia please mute this useless garbage once and for all, it provides no relevant information whatsoever to end users, all it does is clog I/O and make everything else harder to analyze.
Feb 20 2017
@Alwin : Bohemia employee "Dan Musil" has previously stated that the impossibility to wear uniform of killed enemy is deliberate because apparently "it is against the Geneva Convention". That particular point makes no sense because you can commit an awful lot of other things in the game which are against the Geneva Convention, like bombing hospitals and execute POWs in inhumane ways. For custom missions, it would be nice to have an option in description.ext to allow anyone to wear every uniform in the game. I know certain uniforms can already be worn by all sides, like U_C_Poloshirt_blue.
Feb 5 2017
Geez, you guys at Bohemia really have a passion for creating issues out of thin air.
Aug 2 2016
I'm pretty sure BIS are not aware of it, seeing how they've been ignoring pretty much every bug report that isn't a crash.
Jul 15 2016
Obviously this is a (questionable) design decision by Bohemia, who expect CSAT to be pitted against enemies wearing Carrier Lites. But, the real problem here is that many people, including mod devs, may not be aware that the CSAT unis have armor while those from other factions have none. On top of that, players who do know about it will actively seek to play on the Opfor team so they can benefit from this advantage.
Jun 25 2016
Jun 18 2016
Jun 17 2016
Universal workaround for usage in a preInit function:
Nevermind, I found the problem, you need to use TouchOff instead of setDamage 1. This is for a suicide bomb script:
Jun 15 2016
+1
Jun 3 2016
If needed, workaround:
Jun 1 2016
May 27 2016
Definitely a vanilla bug. It seems like camera movement is not properly synchronized with rendering.
@Xeno : was there ever a report made on the old A3 tracker about this?
May 10 2016
<3
I don't care if more than one magazine can have the same amount of ammo, I just want to remove <b>at least one</b> of the magazines that contain a specific quantity of ammo (e.g. the youngest one / highest ID if there are many of them)
Let me explain. Let's say I have a vanilla static weapon with 3 full magazines containing 500 ammo. With my persistence system, saved data for this static weapon shows that in the previous session, there were 2 magazines left, each with 300 and 400 ammo. Now, I want to restore those magazines with their specific ammo count, but I would like to keep the static weapon's max resupply capability at 3 mags with 500 ammo. With those commands implemented, here's what I'd do:
<pre>
// set the ammo for the 3 initial mags at 0, then:
{
_mag = _x select 0; _ammo = _x select 1; _path = _x select 2; _staticWeapon removeMagazineTurretAmmo [_mag, 0, _path]; // remove one empty mag _staticWeapon addMagazineTurretAmmo [_mag, _ammo, _path]; // restore one saved mag
} forEach _savedMags;
reload _staticWeapon;
</pre>
And there ya go, now you have one 300-ammo mag, one 400-ammo mag, and one empty mag. So, if you bring an ammo truck near it, it will resupply it to the default 3 mags with 500 ammo. All is good, no id needed. Simple, clean, and effective. In the end, it's just about flexibility.
@<b>BIS_fnc_KK</b>: On a different note, I'm wondering - are you Killzone Kid? or a completely different guy?