Page MenuHomeFeedback Tracker

AgentRev
User

Projects

User does not belong to any projects.

User Details

User Since
Apr 1 2013, 9:50 PM (611 w, 1 d)

Recent Activity

Sep 9 2022

AgentRev added a comment to T167429: allMissionObjects "custom" broken since 2.10 update.

I have implemented a workaround to the affected script: https://github.com/A3Wasteland/ArmA3_Wasteland.Altis/commit/9cc182c6aff0dfa2f9f28925ce9d9ac9d2f60339

Sep 9 2022, 10:36 AM · Arma 3
AgentRev added a comment to T167444: nearestObjects no longer finding certain terrain objects after last hotfix.

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

Sep 9 2022, 10:28 AM · Arma 3
AgentRev added a comment to T167444: nearestObjects no longer finding certain terrain objects after last hotfix.

I was able to work around this bug by using nearestTerrainObjects [[10655.9,12201.3,1.49722], ["HIDE"], 5] instead.

Sep 9 2022, 7:07 AM · Arma 3
AgentRev edited Steps To Reproduce on T167444: nearestObjects no longer finding certain terrain objects after last hotfix.
Sep 9 2022, 6:54 AM · Arma 3
AgentRev created T167444: nearestObjects no longer finding certain terrain objects after last hotfix.
Sep 9 2022, 6:53 AM · Arma 3

Oct 25 2021

AgentRev added a comment to T161546: Add ability to override user actions via addUserActionEventHandler.

I guess Dedmen fears abuse by script kiddies?

Oct 25 2021, 8:29 PM · Arma 3
AgentRev added a comment to T161546: Add ability to override user actions via addUserActionEventHandler.

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 25 2021, 7:36 PM · Arma 3

Oct 22 2021

AgentRev updated the task description for T161546: Add ability to override user actions via addUserActionEventHandler.
Oct 22 2021, 7:15 AM · Arma 3
AgentRev updated the task description for T161546: Add ability to override user actions via addUserActionEventHandler.
Oct 22 2021, 7:13 AM · Arma 3
AgentRev updated the task description for T161546: Add ability to override user actions via addUserActionEventHandler.
Oct 22 2021, 7:13 AM · Arma 3
AgentRev updated the task description for T161546: Add ability to override user actions via addUserActionEventHandler.
Oct 22 2021, 7:12 AM · Arma 3
AgentRev created T161546: Add ability to override user actions via addUserActionEventHandler.
Oct 22 2021, 7:11 AM · Arma 3

Nov 24 2020

AgentRev added a comment to T76960: fileExists command.

6 and a half years later; better late than never!

Nov 24 2020, 11:30 PM · Arma 3

Apr 4 2020

AgentRev added a comment to T80668: setObjectTextureGlobal causing "Cannot load texture" errors when used with valid mission files.

try using getMissionPath

Apr 4 2020, 11:48 AM · Arma 3

Aug 22 2018

AgentRev added a comment to T127581: Game freeze on alt-tab during heavy asset loading in Fullscreen mode.

Still happening in 1.84

Aug 22 2018, 12:20 PM · Arma 3

Apr 8 2018

AgentRev updated the task description for T128087: Ejection bug leaves user input disabled.
Apr 8 2018, 1:07 AM · Arma 3
AgentRev updated the task description for T128087: Ejection bug leaves user input disabled.
Apr 8 2018, 12:58 AM · Arma 3
AgentRev created T128087: Ejection bug leaves user input disabled.
Apr 8 2018, 12:56 AM · Arma 3

Apr 4 2018

AgentRev updated the task description for T128055: [Tanks DLC] Third-person camera center of rotation of many vehicles placed too far forward.
Apr 4 2018, 6:05 AM · Arma 3
AgentRev renamed T128055: [Tanks DLC] Third-person camera center of rotation of many vehicles placed too far forward from [Tanks] Third-person camera center of rotation of many vehicles placed too far forward to [Tanks DLC] Third-person camera center of rotation of many vehicles placed too far forward.
Apr 4 2018, 6:03 AM · Arma 3
AgentRev renamed T128055: [Tanks DLC] Third-person camera center of rotation of many vehicles placed too far forward from Third-person camera center of rotation of many vehicles placed too far forward to [Tanks] Third-person camera center of rotation of many vehicles placed too far forward.
Apr 4 2018, 6:03 AM · Arma 3
AgentRev updated the task description for T128055: [Tanks DLC] Third-person camera center of rotation of many vehicles placed too far forward.
Apr 4 2018, 6:02 AM · Arma 3

Apr 3 2018

AgentRev updated the task description for T128055: [Tanks DLC] Third-person camera center of rotation of many vehicles placed too far forward.
Apr 3 2018, 8:00 AM · Arma 3
AgentRev updated the task description for T128055: [Tanks DLC] Third-person camera center of rotation of many vehicles placed too far forward.
Apr 3 2018, 7:56 AM · Arma 3
AgentRev added a comment to T127890: Tanks DLC - Nyx (AT) can't lock missiles if there's no line of sight between hull and target.

@Wulf - The same issue applies to the Prowler AT. Also related: https://feedback.bistudio.com/T128055

Apr 3 2018, 7:53 AM · Arma 3
AgentRev updated the task description for T128055: [Tanks DLC] Third-person camera center of rotation of many vehicles placed too far forward.
Apr 3 2018, 7:34 AM · Arma 3
AgentRev updated the task description for T128055: [Tanks DLC] Third-person camera center of rotation of many vehicles placed too far forward.
Apr 3 2018, 7:33 AM · Arma 3
AgentRev created T128055: [Tanks DLC] Third-person camera center of rotation of many vehicles placed too far forward.
Apr 3 2018, 7:30 AM · Arma 3

Jan 21 2018

AgentRev updated the task description for T127581: Game freeze on alt-tab during heavy asset loading in Fullscreen mode.
Jan 21 2018, 7:44 PM · Arma 3
AgentRev added a comment to T127581: Game freeze on alt-tab during heavy asset loading in Fullscreen mode.

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

Jan 21 2018, 6:44 PM · Arma 3
AgentRev updated the task description for T127581: Game freeze on alt-tab during heavy asset loading in Fullscreen mode.
Jan 21 2018, 6:38 PM · Arma 3
AgentRev updated the task description for T127581: Game freeze on alt-tab during heavy asset loading in Fullscreen mode.
Jan 21 2018, 4:26 AM · Arma 3
AgentRev updated the task description for T127581: Game freeze on alt-tab during heavy asset loading in Fullscreen mode.
Jan 21 2018, 1:45 AM · Arma 3
AgentRev updated the task description for T127581: Game freeze on alt-tab during heavy asset loading in Fullscreen mode.
Jan 21 2018, 1:23 AM · Arma 3
AgentRev updated the task description for T127581: Game freeze on alt-tab during heavy asset loading in Fullscreen mode.
Jan 21 2018, 12:58 AM · Arma 3
AgentRev updated the task description for T127581: Game freeze on alt-tab during heavy asset loading in Fullscreen mode.
Jan 21 2018, 12:55 AM · Arma 3
AgentRev updated the task description for T127581: Game freeze on alt-tab during heavy asset loading in Fullscreen mode.
Jan 21 2018, 12:54 AM · Arma 3
AgentRev updated the task description for T127581: Game freeze on alt-tab during heavy asset loading in Fullscreen mode.
Jan 21 2018, 12:53 AM · Arma 3
AgentRev updated the task description for T127581: Game freeze on alt-tab during heavy asset loading in Fullscreen mode.
Jan 21 2018, 12:49 AM · Arma 3
AgentRev updated the task description for T127581: Game freeze on alt-tab during heavy asset loading in Fullscreen mode.
Jan 21 2018, 12:48 AM · Arma 3
AgentRev updated the task description for T127581: Game freeze on alt-tab during heavy asset loading in Fullscreen mode.
Jan 21 2018, 12:47 AM · Arma 3
AgentRev created T127581: Game freeze on alt-tab during heavy asset loading in Fullscreen mode.
Jan 21 2018, 12:42 AM · Arma 3

Dec 2 2017

AgentRev added a comment to T127233: Arma 3 Recent Update - Server Errors.

I published the fix on the aforementioned GitHub repository.

Dec 2 2017, 3:36 AM · Arma 3

Jun 1 2017

AgentRev created T125298: Very slow rudder on A-149 Gryphon.
Jun 1 2017, 9:53 PM · Arma 3

May 31 2017

AgentRev added a comment to T82940: Deleting non-local object produces RPT spam.

No.

May 31 2017, 8:08 PM · Arma 3

May 27 2017

AgentRev updated the task description for T124732: "Full thrust" control action.
May 27 2017, 4:45 AM · Arma 3

May 21 2017

AgentRev added a comment to T121809: FOV reverting back to default.

Aspect ratio is back in v1.70, FoV is no longer reset when opening video options.

May 21 2017, 11:21 PM · Arma 3
AgentRev updated the task description for T124732: "Full thrust" control action.
May 21 2017, 6:55 PM · Arma 3
AgentRev added a comment to T124923: Option to set simple object disappeared in 1.70.

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.

May 21 2017, 6:47 PM · Arma 3
AgentRev added a comment to T124814: handleDamage EH triggers for every hitpoint, instead of just hitpoints damaged from an event.

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 21 2017, 1:39 AM · Arma 3

May 17 2017

AgentRev updated the task description for T124821: ASLtoASLW command.
May 17 2017, 1:08 AM · Arma 3
AgentRev created T124821: ASLtoASLW command.
May 17 2017, 1:04 AM · Arma 3
AgentRev added a comment to T124814: handleDamage EH triggers for every hitpoint, instead of just hitpoints damaged from an event.

If there is a mismatch between the wiki and the game, it means the wiki is wrong, not the other way around.

May 17 2017, 12:46 AM · Arma 3

May 9 2017

AgentRev updated the task description for T124732: "Full thrust" control action.
May 9 2017, 8:06 AM · Arma 3
AgentRev added a comment to T124273: setPylonLoadOut turret path parameter doesn't working(Dev build).

Same issue here, dev 1.71.141562

May 9 2017, 8:04 AM · Arma 3
AgentRev updated the task description for T124737: Add pylon ID to magazinesAllTurrets output.
May 9 2017, 3:49 AM · Arma 3
AgentRev created T124737: Add pylon ID to magazinesAllTurrets output.
May 9 2017, 3:24 AM · Arma 3

May 8 2017

AgentRev renamed T124732: "Full thrust" control action from "Full thrust" action control to "Full thrust" control action.
May 8 2017, 11:16 AM · Arma 3
AgentRev renamed T124732: "Full thrust" control action from "Max thrust" action control to "Full thrust" action control.
May 8 2017, 9:37 AM · Arma 3
AgentRev created T124732: "Full thrust" control action.
May 8 2017, 9:25 AM · Arma 3

Apr 30 2017

AgentRev added a comment to T124172: Debug Console "Local Exec" incorrectly uses remoteExec, triggers BattlEye.

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 :)

Apr 30 2017, 11:33 PM · Arma 3
AgentRev added a comment to T124172: Debug Console "Local Exec" incorrectly uses remoteExec, triggers BattlEye.

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:

Apr 30 2017, 10:01 PM · Arma 3
AgentRev added a comment to T124172: Debug Console "Local Exec" incorrectly uses remoteExec, triggers BattlEye.

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 30 2017, 8:49 PM · Arma 3

Apr 6 2017

AgentRev added a comment to T124172: Debug Console "Local Exec" incorrectly uses remoteExec, triggers BattlEye.

@sulim0010715 This is an English-only website. Go away. - Это англоязычный сайт. Уходи.

Apr 6 2017, 1:03 PM · Arma 3
AgentRev added a comment to T124172: Debug Console "Local Exec" incorrectly uses remoteExec, triggers BattlEye.

@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 6 2017, 12:31 PM · Arma 3

Apr 4 2017

AgentRev added a comment to T124172: Debug Console "Local Exec" incorrectly uses remoteExec, triggers BattlEye.

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 4 2017, 4:52 PM · Arma 3

Apr 2 2017

AgentRev updated subscribers of T124172: Debug Console "Local Exec" incorrectly uses remoteExec, triggers BattlEye.

@Gigatek

Apr 2 2017, 2:40 AM · Arma 3
AgentRev created T124172: Debug Console "Local Exec" incorrectly uses remoteExec, triggers BattlEye.
Apr 2 2017, 2:39 AM · Arma 3

Mar 26 2017

AgentRev added a comment to T117967: [APEX] Independent faction missing capabilities with APEX for sandbox gamemodes.

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.

Mar 26 2017, 4:47 AM · Arma 3
AgentRev added a comment to T117967: [APEX] Independent faction missing capabilities with APEX for sandbox gamemodes.

Yeah that's not really reliable thought, have 2 guys do it at the same time and it gets cloned.

Mar 26 2017, 12:13 AM · Arma 3

Mar 25 2017

AgentRev added a comment to T117967: [APEX] Independent faction missing capabilities with APEX for sandbox gamemodes.

@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 25 2017, 10:24 PM · Arma 3

Mar 7 2017

AgentRev added a comment to T82940: Deleting non-local object produces RPT spam.

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.

Mar 7 2017, 10:40 PM · Arma 3

Feb 20 2017

AgentRev added a comment to T117967: [APEX] Independent faction missing capabilities with APEX for sandbox gamemodes.

@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 20 2017, 5:27 PM · Arma 3

Feb 5 2017

AgentRev added a comment to T121809: FOV reverting back to default.

Geez, you guys at Bohemia really have a passion for creating issues out of thin air.

Feb 5 2017, 8:58 AM · Arma 3

Aug 2 2016

AgentRev added a comment to T80668: setObjectTextureGlobal causing "Cannot load texture" errors when used with valid mission files.

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.

Aug 2 2016, 11:44 AM · Arma 3

Jul 15 2016

AgentRev changed Category from category:server to category:settings on T117205: disableChannels settings cease to work when leaving/rejoining mission.
Jul 15 2016, 4:10 PM · Arma 3
AgentRev added a comment to T83494: Opfor CSAT unform to much armor.

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.

Jul 15 2016, 3:33 PM · Arma 3

Jun 25 2016

AgentRev edited Steps To Reproduce on T80668: setObjectTextureGlobal causing "Cannot load texture" errors when used with valid mission files.
Jun 25 2016, 4:52 PM · Arma 3
AgentRev updated the task description for T80668: setObjectTextureGlobal causing "Cannot load texture" errors when used with valid mission files.
Jun 25 2016, 4:51 PM · Arma 3

Jun 18 2016

AgentRev changed Category from category:dedicatedserver to category:server on T117205: disableChannels settings cease to work when leaving/rejoining mission.
Jun 18 2016, 12:05 AM · Arma 3

Jun 17 2016

AgentRev added a comment to T117205: disableChannels settings cease to work when leaving/rejoining mission.

Universal workaround for usage in a preInit function:

Jun 17 2016, 11:53 PM · Arma 3
AgentRev renamed T118166: [Solved] addOwnedMine does not properly credit player for kills from addOwnedMine does not properly credit player for kills to [Solved] addOwnedMine does not properly credit player for kills.
Jun 17 2016, 10:32 PM · Arma 3
AgentRev added a comment to T118166: [Solved] addOwnedMine does not properly credit player for kills.

Nevermind, I found the problem, you need to use TouchOff instead of setDamage 1. This is for a suicide bomb script:

Jun 17 2016, 10:32 PM · Arma 3
AgentRev edited Steps To Reproduce on T118166: [Solved] addOwnedMine does not properly credit player for kills.
Jun 17 2016, 9:51 PM · Arma 3
AgentRev updated the task description for T118166: [Solved] addOwnedMine does not properly credit player for kills.
Jun 17 2016, 9:51 PM · Arma 3
AgentRev created T118166: [Solved] addOwnedMine does not properly credit player for kills.
Jun 17 2016, 9:44 PM · Arma 3

Jun 15 2016

AgentRev added a comment to T117967: [APEX] Independent faction missing capabilities with APEX for sandbox gamemodes.

+1

Jun 15 2016, 11:26 PM · Arma 3
AgentRev added a comment to T117967: [APEX] Independent faction missing capabilities with APEX for sandbox gamemodes.
Jun 15 2016, 11:25 PM · Arma 3

Jun 3 2016

AgentRev added a comment to T117130: Can't use chat in lobby with disableChannels present.

If needed, workaround:

Jun 3 2016, 11:42 PM · Arma 3
AgentRev created T117205: disableChannels settings cease to work when leaving/rejoining mission.
Jun 3 2016, 11:20 PM · Arma 3

Jun 1 2016

AgentRev updated the task description for T117069: Stackable inGameUI event handlers.
Jun 1 2016, 6:20 PM · Arma 3
AgentRev created T117069: Stackable inGameUI event handlers.
Jun 1 2016, 6:10 PM · Arma 3

May 27 2016

AgentRev added a comment to T116765: Remote controlling turret on multiplayer has camera shake/jiggling.

Definitely a vanilla bug. It seems like camera movement is not properly synchronized with rendering.

May 27 2016, 10:55 PM · Arma 3
AgentRev created T116816: allowedDamage command.
May 27 2016, 10:47 PM · Arma 3
AgentRev created T116815: UAV icons are shown on map with mapContent=0;.
May 27 2016, 10:41 PM · Arma 3
AgentRev added a comment to T116804: "HitPartLocal" event handler.

@Xeno : was there ever a report made on the old A3 tracker about this?

May 27 2016, 10:22 AM · Arma 3
AgentRev created T116804: "HitPartLocal" event handler.
May 27 2016, 7:42 AM · Arma 3

May 10 2016

AgentRev added a comment to T85573: addMagazineTurretAmmo & removeMagazineTurretAmmo commands.

<3

May 10 2016, 12:41 PM · Arma 3
AgentRev added a comment to T85573: addMagazineTurretAmmo & removeMagazineTurretAmmo commands.

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?

May 10 2016, 12:41 PM · Arma 3
AgentRev set Category to category:scripting on T85573: addMagazineTurretAmmo & removeMagazineTurretAmmo commands.
May 10 2016, 12:41 PM · Arma 3