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- Nov 29 2015, 3:45 PM (433 w, 1 d)
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Sat, Mar 16
Fri, Mar 15
Wed, Mar 13
Mon, Mar 11
Sat, Mar 9
Revision: 151549
Thu, Mar 7
Wed, Mar 6
Revision: 151519
Mon, Mar 4
There is no designed support for nils or other missing params, the fact that it worked is a coïncidence. I will have a look if this could be turned into feature.
Wed, Feb 28
Is this post meant to be for Arma3?
Mon, Feb 26
Sun, Feb 25
Fri, Feb 23
Revision: 151464
Thu, Feb 22
it also doesnt happen every time
looks like gunner animation is not synced immediately. Jip wil see correct animation
Wed, Feb 21
This will require whole new JIP system, current system cannot do what is proposed in this ticket. So for now is won't fix
rev 151453
Does this happen on dev?
Does this happen on dev version?
Tue, Feb 20
Revision: 151444
Mon, Feb 19
Feb 17 2024
Feb 16 2024
Nah, probably due to race condition, when display is not ready but is assumed to be ready
Feb 13 2024
should be much faster
Feb 12 2024
the engine will try up to 50 times, the number of attempts is passed to the EH
Feb 11 2024
Feb 10 2024
@kju-PvPscene minPlayerDistance = 50; That means if you are closer than 50 m to the corpse or wreck it wont be removed. Please try with minPlayerDistance = 0; and report back
Feb 9 2024
Actually no need, Explosion has projectile on which you can use getShotParents.
Revision: 151391
ticket?
Make a ticket, if it is feasible in context of the event then why not. Keep in mind HitExplosion =/= Explosion
Also added shotInstigator param to events:
Revision: 151389
Feb 8 2024
should be fixed
I'm surprised it event works anyhow on dead unit. I wont touch it in fear it might break something else, so just kill unit after mission start rather than starting with health 0. Gonna close this as fixed
Feb 7 2024
lastEntityCausingDamage is the engine pullup, so adding instigator would require the whole new implementation, not likely happening any time soon
Revision: 151379
Feb 6 2024
As designed, the explosion doesnt have separate instigator as the shotShell has
Revision: 151378
Feb 5 2024
Maybe something that can be looked at
What about https://community.bistudio.com/wiki/uniqueUnitItems is this faster?
Feb 3 2024
On a different note:
setMagazineTurretAmmo is broken when there are 2 players in a vehicle, it does not like split locality.
Revision: 151373
Jan 30 2024
but you will have to execFSM with allowTerminate param
Jan 29 2024
Terminating FSM would mean removing it from scheduler on the next simulation so it would just stop running at unknown part of its execution. Is that what you are after? Isn't it better to have controlled FSM exit rather than "eject"?
You can always set an FSM variable that would direct your FSM to the exit state.
Jan 28 2024
Revision: 151327 setHitxxx commands extended
Jan 27 2024
Revision: 151324