BIS_fnc_KK
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Nov 29 2015, 3:45 PM (73 w, 8 h)

Recent Activity

Thu, Apr 20

BIS_fnc_KK added a comment to T77793: Introduce "getUnitsCargoFull" command.

Done awhile ago with modifier to fullCrew command

Thu, Apr 20, 1:52 PM · Arma 3

Fri, Apr 7

BIS_fnc_KK closed T78873: Expand "ctrlCreate" to look for classes in description.ext first as "Resolved".
Fri, Apr 7, 8:17 PM · Arma 3
BIS_fnc_KK changed Resolution from resolution:open to resolution:fixed on T78873: Expand "ctrlCreate" to look for classes in description.ext first.
Fri, Apr 7, 8:17 PM · Arma 3
BIS_fnc_KK claimed T78873: Expand "ctrlCreate" to look for classes in description.ext first.

Added in today's dev

Fri, Apr 7, 8:17 PM · Arma 3
BIS_fnc_KK added a comment to T116696: Extend the ctrlCreate scripting command to support missionConfigFile controls.

Added in today's dev

Fri, Apr 7, 8:16 PM · Arma 3
BIS_fnc_KK closed T116696: Extend the ctrlCreate scripting command to support missionConfigFile controls as "Resolved".
Fri, Apr 7, 8:15 PM · Arma 3

Tue, Apr 4

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

Any reason you won't just add exception to BE filter?

Tue, Apr 4, 4:35 PM · Arma 3

Mar 21 2017

BIS_fnc_KK added a comment to T123928: Internal Engine String Format Differences 32bit & 64bit.

toFixed has as much precision as Arma engine would allow

Mar 21 2017, 2:02 PM · Arma 3
BIS_fnc_KK added a comment to T123928: Internal Engine String Format Differences 32bit & 64bit.

For the future, consider using toFixed (Example 3) https://community.bistudio.com/wiki/toFixed

Mar 21 2017, 12:27 PM · Arma 3

Mar 13 2017

BIS_fnc_KK added a comment to T67748: Mortar weapon related bugs (since version 0.6).

Found on 11/032017

You can take a Mortar apart & re assemble it if its in the mission to start with but ones in crates ( tube & tripod ) when assembled disappear into thin air for some reason?

To test; in editor select default Stratis, default playable unit. select Props, Equipment, dismantled weapons , from there put a Nato tube & a tripod down select play pick up one & select assemble & see what happens.

Mar 13 2017, 1:06 AM · Arma 3

Mar 11 2017

BIS_fnc_KK closed T123706: Arma 3 Utilities cannot be started from Eden Menu Strip as "Resolved".
Mar 11 2017, 11:58 PM · Arma 3
BIS_fnc_KK added a comment to T123706: Arma 3 Utilities cannot be started from Eden Menu Strip.

Should be fixed in next update

Mar 11 2017, 11:57 PM · Arma 3
BIS_fnc_KK changed Category from category:scripting to category:edeneditor on T123706: Arma 3 Utilities cannot be started from Eden Menu Strip.
Mar 11 2017, 10:59 PM · Arma 3

Mar 2 2017

BIS_fnc_KK added a comment to T120705: When damage is applied to HitPoints via script, dependent Hitpoints do not update accordingly.

There is a function on dev that allows to set hit with dependency https://community.bistudio.com/wiki/BIS_fnc_setHitPointDamage

Mar 2 2017, 10:40 AM · Arma 3

Mar 1 2017

BIS_fnc_KK closed T82505: Selecting items in RscListBox wont work as expected when ListBox is created with ctrlCreate as "Resolved".
Mar 1 2017, 8:02 PM · Arma 3
BIS_fnc_KK added a comment to T82505: Selecting items in RscListBox wont work as expected when ListBox is created with ctrlCreate.

should be fixed on dev

Mar 1 2017, 8:02 PM · Arma 3
BIS_fnc_KK edited the description of T85374: No empty dialog class available per default for usage in combination with ctrlCreate etc. commands.
Mar 1 2017, 8:01 PM · Arma 3
BIS_fnc_KK added a comment to T85374: No empty dialog class available per default for usage in combination with ctrlCreate etc. commands.

_textBox = findDisplay 46 createDisplay "RscDisplayEmpty" ctrlCreate ["RscText", -1];

Mar 1 2017, 8:00 PM · Arma 3

Feb 18 2017

BIS_fnc_KK changed Resolution from resolution:open to resolution:nobug on T83026: say3D distance mutch to far. (update 07.13.2015).
Feb 18 2017, 1:41 PM · Arma 3
BIS_fnc_KK added a comment to T83026: say3D distance mutch to far. (update 07.13.2015).

For me the command works correctly, you just need to specify max audible distance in config, otherwise default distance is too big.

Feb 18 2017, 1:41 PM · Arma 3

Feb 6 2017

BIS_fnc_KK added a comment to T79535: Add "GroundWeaponHolder_Scripted" class which allows for existence of empty holders.

GroundWeaponHolder_Scripted and WeaponHolderSimulated_Scripted should be added to DEV branch soon.

Feb 6 2017, 11:58 AM · Arma 3

Jan 27 2017

BIS_fnc_KK added a comment to T122945: lineIntersectsSurfaces ignores ignoreObj Parameter if inside a vehicle.

Once again unit in vehicle is not the same unit when outside of the vehicle, it is a proxy. eyePos of the unit in driver seat of Marshall is above the armour for example, not inside vehicle as you would expect. I think you are for a lot of surprises with this approach.

Jan 27 2017, 12:09 PM · Arma 3
BIS_fnc_KK added a comment to T122945: lineIntersectsSurfaces ignores ignoreObj Parameter if inside a vehicle.

lineIntersectTest.zip Mission File

Return of the code in my First post is

[
[[6186.46,2053.06,7.58652],[0.968595,-0.000546404,0.248644],vehicle1,vehicle1],
[[6185.95,2053.05,7.70261],[0.972278,0.0333286,0.231439],unit1,vehicle1]
]
Jan 27 2017, 11:11 AM · Arma 3
BIS_fnc_KK added a comment to T122945: lineIntersectsSurfaces ignores ignoreObj Parameter if inside a vehicle.

Works fine for me. Are you sure that what you think is your unit is not a vehicle? Also there is no unit inside the vehicle, I hope you realise that, there is proxy of the unit. And as proxy it is returned accordingly with vehicle being its parent.

Jan 27 2017, 10:36 AM · Arma 3
BIS_fnc_KK added a comment to T122856: enableEnvironment false; .

so it's already in the dev build ? that's nice

Jan 27 2017, 8:33 AM · Arma 3
BIS_fnc_KK added a comment to T120140: Command/Option needed to remove animals.

https://community.bistudio.com/wiki/enableEnvironment notice the alt syntax

Jan 27 2017, 1:00 AM · Arma 3
BIS_fnc_KK added a comment to T84272: Option to disable small animals.

Patience, extended command is almost here https://community.bistudio.com/wiki/enableEnvironment

Jan 27 2017, 12:59 AM · Arma 3
BIS_fnc_KK added a comment to T116778: Feature request : command enableEnvironmentPartial.

We heard you https://community.bistudio.com/wiki/enableEnvironment

Jan 27 2017, 12:58 AM · Arma 3
BIS_fnc_KK added a comment to T82375: After the upgrade 1.44 player sees a lot of ambient rabbits..

new extended syntax will allow to switch ambient life off https://community.bistudio.com/wiki/enableEnvironment

Jan 27 2017, 12:58 AM · Arma 3
BIS_fnc_KK added a comment to T122856: enableEnvironment false; .

Not any more, check the next dev https://community.bistudio.com/wiki/enableEnvironment

Jan 27 2017, 12:57 AM · Arma 3
BIS_fnc_KK added a comment to T117789: Related to enableEnvironment, please allow enabling/disabling of ambient life and ambient sounds separately .

almost here! https://community.bistudio.com/wiki/enableEnvironment

Jan 27 2017, 12:57 AM · Arma 3
BIS_fnc_KK added a comment to T79082: PLEASE add an option in the setting to switch off ALL visible ambient wildlife....

Something something is coming *wink wink* https://community.bistudio.com/wiki/enableEnvironment

Jan 27 2017, 12:56 AM · Arma 3
BIS_fnc_KK added a comment to T74927: Add "parseArray" command.

parseSimpleArray is added https://community.bistudio.com/wiki/parseSimpleArray

Jan 27 2017, 12:54 AM · Arma 3

Jan 5 2017

BIS_fnc_KK added a comment to T75575: Need Command to Enable AI to Stand Still and Rotate.

Perhaps this is due to no AI pathing existing on the roof, so they wander?

MP or SP?
if MP

does it work in SP?
do you execute command where unit is local?

This is on MP. Did not try in SP. Execution is done by server-side scripts that spawn in units via DMS Mission system for Exile (https://github.com/Defent/DMS_Exile) and immediately then try to execute my examples from above. So I assume they should still be local to the server.

Jan 5 2017, 6:05 PM · Arma 3

Dec 23 2016

BIS_fnc_KK added a comment to T75575: Need Command to Enable AI to Stand Still and Rotate.

Perhaps this is due to no AI pathing existing on the roof, so they wander?

Dec 23 2016, 1:30 AM · Arma 3

Dec 15 2016

BIS_fnc_KK added a comment to T81559: "InventoryOpened" EH does not provide full information on what containers were opened.

Should be fixed since 1.67.139727

Dec 15 2016, 1:50 PM · Arma 3

Dec 12 2016

BIS_fnc_KK added a comment to T63879: setUnconscious may be buggy.

Thanks, reproduced

Dec 12 2016, 4:53 PM · Arma 3
BIS_fnc_KK added a comment to T63879: setUnconscious may be buggy.

It works ok for me in the latest dev. Have you got a repro?

Dec 12 2016, 11:16 AM · Arma 3

Dec 11 2016

BIS_fnc_KK closed T80675: ctrlDelete not deleting controls created in control groups using ctrlCreate as "Resolved".
Dec 11 2016, 12:22 PM · Arma 3
BIS_fnc_KK closed T85603: BIS_fnc_param causes recurring script bug for index -1 as "Resolved".
Dec 11 2016, 12:21 PM · Arma 3

Nov 14 2016

BIS_fnc_KK added a comment to T80863: Introduce ctrlGroup and ctrlGroupControls commands.

ctrlParent returns the parent display, regardless if the control is in a group or not.

Nov 14 2016, 2:19 PM · Arma 3

Nov 8 2016

BIS_fnc_KK closed T82241: Installing a mortar on the battlefield as "Resolved".
Nov 8 2016, 7:20 PM · Arma 3

Nov 1 2016

BIS_fnc_KK closed T81559: "InventoryOpened" EH does not provide full information on what containers were opened as "Resolved".
Nov 1 2016, 10:38 PM · Arma 3
BIS_fnc_KK added a comment to T81559: "InventoryOpened" EH does not provide full information on what containers were opened.

"InventoryOpened" now returns second connected container

Nov 1 2016, 10:38 PM · Arma 3
BIS_fnc_KK closed T84570: Extend "InventoryOpened" event handler as "Resolved".
Nov 1 2016, 10:36 PM · Arma 3
BIS_fnc_KK added a comment to T84570: Extend "InventoryOpened" event handler.

"InventoryOpened" now returns second connected container

Nov 1 2016, 10:36 PM · Arma 3
BIS_fnc_KK added a comment to T86357: New command: connectedContainers.

"InventoryOpened" now returns second connected container

Nov 1 2016, 10:35 PM · Arma 3
BIS_fnc_KK closed T120748: [Dev branch] Game freezes on pushBack command as "Resolved".
Nov 1 2016, 9:13 PM · Arma 3
BIS_fnc_KK added a comment to T120748: [Dev branch] Game freezes on pushBack command.

The problem is with this:

Nov 1 2016, 9:12 PM · Arma 3

Oct 30 2016

BIS_fnc_KK added a comment to T120705: When damage is applied to HitPoints via script, dependent Hitpoints do not update accordingly.

This is not going to work and will change functionality of setHitXXXX commands which will result in backwards incompatibility. For example you want head damage to update when you hit face lets say with 0.5. Ok

Oct 30 2016, 2:12 PM · Arma 3

Oct 27 2016

BIS_fnc_KK added a comment to T120705: When damage is applied to HitPoints via script, dependent Hitpoints do not update accordingly.

I would imagine this is because setHit, setHitIndex and setHitpointDamage provide direct access to hitpoint/part damage manipulation. It would be quite strange if you want to modify exact hitpoint damage but unable to do this because this affects another hitpoint,

Oct 27 2016, 11:00 PM · Arma 3

Oct 21 2016

BIS_fnc_KK closed T120645: setPlayerRespawnTime not functioning in onPlayerKilled.sqf as "Resolved".
Oct 21 2016, 6:15 PM · Arma 3
BIS_fnc_KK added a comment to T120645: setPlayerRespawnTime not functioning in onPlayerKilled.sqf.

There is no bug in here. Your initial respawnDelay is 0 means instant respawn. setPlayerRespawnTime is executed with delay, since onPlayerKilled is execVMed so it doesnt work for the first time. Set default respawn delay in description.ext - problem solved

Oct 21 2016, 6:14 PM · Arma 3

Oct 18 2016

BIS_fnc_KK closed T116824: Cannot move after respawn if player dies while placing a marker in map. as "Resolved".
Oct 18 2016, 7:58 PM · Arma 3
BIS_fnc_KK added a comment to T116824: Cannot move after respawn if player dies while placing a marker in map..

fixed in today's dev https://forums.bistudio.com/topic/140837-development-branch-changelog/page-45#entry3106246

Oct 18 2016, 7:57 PM · Arma 3
BIS_fnc_KK closed T120606: "Lost" call BIS_fnc_endMissionServer reports a Win as "Resolved".
Oct 18 2016, 2:47 PM · Arma 3
BIS_fnc_KK added a comment to T120606: "Lost" call BIS_fnc_endMissionServer reports a Win.

The correct param names are "EveryoneLost", "EveryoneWon"

Oct 18 2016, 2:46 PM · Arma 3

Sep 26 2016

BIS_fnc_KK added a comment to T79720: str command does not escape nested double-quotes for strings.

Anyway why dont you look at the link provided by Torndeco, the issue there was caused by double use of str command, you might have the same issue.

Sep 26 2016, 10:10 AM · Arma 3
BIS_fnc_KK added a comment to T79720: str command does not escape nested double-quotes for strings.

return of the callextension is string already if it contains "2" then it will be compiled into a string. You should know what the database output for sure, you can do that by running database query on the database server and not rely on diag_log

Sep 26 2016, 10:08 AM · Arma 3
BIS_fnc_KK added a comment to T79720: str command does not escape nested double-quotes for strings.

I dont know specifics of your database setup but going from 2 to ""2"" is unlikely caused by single use of str. 2 to "2" or "2" to ""2"" maybe, but str doesnt double quotes like that not before not now.

Sep 26 2016, 9:43 AM · Arma 3
BIS_fnc_KK added a comment to T79720: str command does not escape nested double-quotes for strings.

Fixed str functionality only escapes " which are inside "". Nothing else has changed.

Sep 26 2016, 9:25 AM · Arma 3
BIS_fnc_KK added a comment to T79720: str command does not escape nested double-quotes for strings.

Torndeco is correct, the str command was always producing illegal strings under certain circumstances, but because it was an old bug it doesnt make it ok.

Sep 26 2016, 9:03 AM · Arma 3

Aug 25 2016

BIS_fnc_KK added a comment to T120060: PhysX simulation type bug with modeltoworld commands etc.

Well, I obviously cannot check what you are saying, as script you provided does nothing as it is.

Aug 25 2016, 7:38 PM · Arma 3
BIS_fnc_KK added a comment to T120060: PhysX simulation type bug with modeltoworld commands etc.

I am not sure how to use your repro, it seems out of context. However I have found this in the thread you linked:

Aug 25 2016, 7:06 PM · Arma 3
BIS_fnc_KK added a comment to T120060: PhysX simulation type bug with modeltoworld commands etc.

I doubt video alone without any repro helps in this case.

Aug 25 2016, 5:57 PM · Arma 3

Aug 24 2016

BIS_fnc_KK added a comment to T120060: PhysX simulation type bug with modeltoworld commands etc.

have you tried modelToWorldVisual and worldToModelVisual instead?

Aug 24 2016, 9:31 PM · Arma 3

Jul 21 2016

BIS_fnc_KK added a comment to T118522: Difficulty setting "autoReport" has no effect anymore.

FYI autoReport (former autoSpot) enables disables automatic reporting of spotted enemies by players only. AI is not affected by this setting. Works as designed as of 1.63.137638

Jul 21 2016, 12:03 PM · Arma 3

Jul 20 2016

BIS_fnc_KK added a comment to T118522: Difficulty setting "autoReport" has no effect anymore.

unit setSpeaker "NoVoice";

Jul 20 2016, 11:58 PM · Arma 3

Jun 28 2016

BIS_fnc_KK added a comment to T118737: Side (Independent unit) returns GUER.

Use WFSideText instead

Jun 28 2016, 12:01 AM · Arma 3

Jun 26 2016

BIS_fnc_KK added a comment to T73747: "year" doesn't sync when setDate is used on server restart.

I predict if this ticket left open for 21 years, the problem will go away by itself.

Jun 26 2016, 12:07 AM · Arma 3

Jun 17 2016

BIS_fnc_KK added a comment to T117691: BIS_fnc_taskState not working on a dedicated server.

Why are you running this on dedicated server? The task commands are designed to work with local player and I would expect on dedicated these commands simply do not exist.

Jun 17 2016, 8:12 PM · Arma 3

Jun 10 2016

BIS_fnc_KK added a comment to T117213: SetUnitloadout Item data not transferred to server during disconnect event handler.

Could you try this on DEV? It might be already fixed, you would be just wasting your time with stable.

Jun 10 2016, 11:01 AM · Arma 3

Jun 5 2016

BIS_fnc_KK added a comment to T117213: SetUnitloadout Item data not transferred to server during disconnect event handler.

Just tested this on dedicated. Everything is kept in the inventory of the dead body. Are you testing this on dev or stable? Could you provide repro mission?

Jun 5 2016, 4:24 PM · Arma 3
BIS_fnc_KK added a comment to T86105: Script error in team switching (TeamSwitch.sqf).

This should be fixed.

Jun 5 2016, 1:07 AM · Arma 3
BIS_fnc_KK added a comment to T85603: BIS_fnc_param causes recurring script bug for index -1.

This should be fixed. Please confirm.

Jun 5 2016, 1:06 AM · Arma 3
BIS_fnc_KK added a comment to T80675: ctrlDelete not deleting controls created in control groups using ctrlCreate.

This should be fixed now. Could anyone confirm please?

Jun 5 2016, 1:02 AM · Arma 3
BIS_fnc_KK added a comment to T116722: disableTIEquipment & disableNVGEquipment causes glitch for drivers of given vehicle.

Cannot reproduce. Could you please give specific instructions as to what vehicle for example.

Jun 5 2016, 1:00 AM · Arma 3

May 10 2016

BIS_fnc_KK added a comment to T86304: Launching mission directly to editor via starup parameters.

What kind of mission, saved from 2d or 3d editor?

May 10 2016, 1:02 PM · Arma 3
BIS_fnc_KK added a comment to T86302: getMissionConfigValue returns a hash instead of value.

Please read the description of the command

"Returns value of given scenario attribute from the 1st tier"

1st tier means it cannot access subclasses

May 10 2016, 1:02 PM · Arma 3
BIS_fnc_KK added a comment to T86302: getMissionConfigValue returns a hash instead of value.

https://community.bistudio.com/wiki/getMissionConfigValue supports string or array. You are not passing string, but some hybrid of string and config. Make sure it is either string or array.

May 10 2016, 1:02 PM · Arma 3
BIS_fnc_KK added a comment to T86261: Отсутствуют объекты.

Добавьте хотя бы один юнит на карту, после чего появятся дополнительные опции

May 10 2016, 1:01 PM · Arma 3
BIS_fnc_KK added a comment to T86261: Отсутствуют объекты.

Place a unit down first, then Empty category will appear.

May 10 2016, 1:01 PM · Arma 3
BIS_fnc_KK added a comment to T86243: Group cleanup not working for civ side.

Do you use createGroup command anywhere?

May 10 2016, 1:01 PM · Arma 3
BIS_fnc_KK added a comment to T86240: Clearing curSel for treeView controls does not work.

Which version are you testing this on? I have tried it on latest dev and when multiselect is enabled, tvSetCurSel can only select 1 row at a time, and if you select multiple rows manually, they all get deselected when [-1] option is supplied

May 10 2016, 1:01 PM · Arma 3
BIS_fnc_KK added a comment to T86240: Clearing curSel for treeView controls does not work.

The deselect all option [-1] was added recently and on BIKI is says since what version number it should be available. Are you testing this on version that is newer than the one it was added in?

May 10 2016, 1:01 PM · Arma 3
BIS_fnc_KK added a comment to T86239: Random kick to side select....

One way to be sure is to remove it from config and see if you still experience the same. Please report back if you find out more.

May 10 2016, 1:01 PM · Arma 3
BIS_fnc_KK added a comment to T86210: nearestObject returns itself if same classType is used.

Perhaps instead of using the original tank object for position, you can use array position which is offset from the tank and so that when you have another tank closer to that position it would return correct object. In the mean time you can also add a check that the object returned is not the same object as your original tank.

May 10 2016, 1:00 PM · Arma 3
BIS_fnc_KK added a comment to T86167: handleDamage event is wrong for units in far-away static weapons.

I just tried to preload object and did the trick

{1 preloadObject _x} foreach allunits

Unfortunately I'm not in a position to tell you if this is a bug or as designed.

May 10 2016, 12:59 PM · Arma 3
BIS_fnc_KK added a comment to T86154: Seagull spawn.

Yes I was just going to suggest to check availability of groups. Tested on dedicated and used all 144 available groups for blufor, and when tried to join as blufor - got seagull. Going to raise this issue internally.

May 10 2016, 12:58 PM · Arma 3
BIS_fnc_KK added a comment to T86154: Seagull spawn.

Have you tried this on DEV or RC already and it is still happening?

May 10 2016, 12:58 PM · Arma 3
BIS_fnc_KK added a comment to T86154: Seagull spawn.

Is this on Stable? There were at least 2 tweaks regarding seagull spawn on DEV, so once you get to test it please report back with feedback.

May 10 2016, 12:58 PM · Arma 3
BIS_fnc_KK added a comment to T86122: Hits not registering when rapid firing with a pistol.

This doesn't show much. Could you make a vid with bullet trace included so it is possible to see actually how many bullets hit the target and where?

May 10 2016, 12:57 PM · Arma 3
BIS_fnc_KK added a comment to T86103: execVM does not work anymore..

In debug console (Esc brings console) type

hint str isFilePatchingEnabled;

Exec. Should show you hint with "true". If it is false, then it is not enabled.

May 10 2016, 12:57 PM · Arma 3
BIS_fnc_KK added a comment to T86103: execVM does not work anymore..

Probably because of filePatching

run isFilePatchingEnabled to see if it is enabled
enable it with -filePatching exe startup param

did this fix your problem?

May 10 2016, 12:57 PM · Arma 3
BIS_fnc_KK added a comment to T86096: [RC] High Command is unusable..

Reported as fixed in internal, please wait for an update.

May 10 2016, 12:57 PM · Arma 3
BIS_fnc_KK added a comment to T86096: [RC] High Command is unusable..

It is being fixed, probably in the next RC

May 10 2016, 12:57 PM · Arma 3
BIS_fnc_KK added a comment to T86090: Add scripting command to get players slot id.

You can give description to the unit and read it with roleDescription command if that helps https://community.bistudio.com/wiki/roleDescription

May 10 2016, 12:56 PM · Arma 3
BIS_fnc_KK added a comment to T85975: Vehicles inventory space is not cleared when removing parachutes from default vehicle storage..

Should be fixed from 1.57.134270

May 10 2016, 12:53 PM · Arma 3
BIS_fnc_KK added a comment to T85975: Vehicles inventory space is not cleared when removing parachutes from default vehicle storage..

Ah, nice, let's find out why this happens then ;)

May 10 2016, 12:53 PM · Arma 3
BIS_fnc_KK added a comment to T85975: Vehicles inventory space is not cleared when removing parachutes from default vehicle storage..

Your code works just fine for me, tried it in the editor, all items get removed.

May 10 2016, 12:53 PM · Arma 3