- User Since
- Nov 29 2015, 3:45 PM (221 w, 3 d)
Thu, Feb 6
This is a won’t fix. The player entering commander turret while leader is the drive will not be set as effective commander by default and so the option to use counter measures is not available. You can force this player to become effective commander by globally executing
Jan 17 2020
The display config name is stored on display itself, you can retrieve that an look up config for it https://community.bistudio.com/wiki/ctrlClassName
Jan 8 2020
Infistar is a user made anti cheat, contact the creator, this feedback tracker is for reporting issues with Arma 3
Jan 5 2020
does it crash if you run vanilla, without any mods?
Jan 4 2020
Looks like a separate issue, make a separate ticket please
works for me without delay
[vehicle player] spawn bis_fnc_planeEjection
Jan 3 2020
There is no trigger owner option in vanilla
Dec 31 2019
Dec 30 2019
Thank you for your opinion
Cannot be done, the way command is designed, only one unit can talk on 1 radio channel at a time. So in order to make both units talking simultaneously for remote listener, each unit has to talk on own channel. Added note here https://community.bistudio.com/wiki/kbTell
Dec 29 2019
@Groove_C then it should be fixed as well
Dec 27 2019
Ok makes sense, ropeAttachedObjects also removes null objects, lets see what we can do
By your logic the variable that contained object should become nil and not objNull when object is deleted. This is not how it works. You havent detached object so it is considered attached and returned in the array. detach object before you delete it, you are the designer
Why is this unexpected? When you delete object the reference to it becomes objNull.
Dec 26 2019
count (toArray (ctrlText _ctrl)) - text cursor at end
this will not work with non ASCII texts
Dec 24 2019
It is not a fix, it is a won’t fix
Are you implying that for now we should share non-Workshop missions in an unpacked form, as a workaround?
When you are publishing to workshop you are providing a picture separately AFAIK so what exactly is wrong with showing picture you uploaded to the workshop together with description you have given on the workshop when your mission is appearing in the section of scenarios which explicitly says that they are steam workshop missions? How is that conspiracy against the humanity by evil BI devs?
Dec 23 2019
I tend to think that the decision to kill user-entered overviewText and overviewImage in description.ext/Eden Attributes and replace them with Steam data was a corporate one, and no further thinking went into it
And you are wrong, there is a bug that stops reading data from pbo in Missions. If you put mission folder in Missions, it shows fine
Do the user mission employ https://community.bistudio.com/wiki/markAsFinishedOnSteam command?
Should be fixed in the next dev
Should be fixed in next dev
Dec 15 2019
Dec 9 2019
Could you please send us a detail repro and a video that shows what exactly you are doing?
Dec 8 2019
Dec 4 2019
Dec 1 2019
should be fixed in next dev
Nov 30 2019
Nov 29 2019
Congratulations on finding some old relic that haven't been used for 10 years. Yeah it is not functional.
Nov 27 2019
This means that the report is filed in internal system about missing functionality i.e. inability to get multiple selected items, that’s all.
Nov 25 2019
A combat mode of a unit depends on a combat of the group the unit is in, so in order to get combat mode of the unit you can get the combat mode of the current group the unit is in. When you move unit to another group, the unit behaviour is set by the new group, this is why combat mode you set on temp group won’t affect the unit in the new group. In short, "combatMode unit" does what you want already, returns combat mode the unit is subject to currently. I hope I made it clearer.
Nov 24 2019
It is what it is. If you would like to have unified return for every command make sure you clear inventory when entity dies, for example:
The command sets combat mode for a group, not individual AI units.