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User Since
Nov 29 2015, 3:45 PM (338 w, 13 m)
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Recent Activity

Today

BIS_fnc_KK added a comment to T156361: Tooltips for IMG briefing tag..

Well, happens there is a less painful way

Sun, May 22, 10:16 AM · Arma 3
BIS_fnc_KK reopened T156361: Tooltips for IMG briefing tag. as "Assigned".
Sun, May 22, 10:15 AM · Arma 3

Yesterday

BIS_fnc_KK changed the status of T165085: RscShortcutButton lacks automatic text centering from New to Feedback.
Sat, May 21, 9:42 PM · Arma 3
BIS_fnc_KK added a comment to T165085: RscShortcutButton lacks automatic text centering.

since 149378 added optional 'forceMiddle' param: https://community.bistudio.com/wiki/CT_SHORTCUTBUTTON#TextPos

Sat, May 21, 9:42 PM · Arma 3
BIS_fnc_KK added a comment to T165080: Side panel gps map icons rotating incorrectly.

Please file bug report with creators of KOTH, if it is a bug with the game, let them make a ticket with vanilla repro

Sat, May 21, 12:07 AM · Arma 3

Fri, May 20

BIS_fnc_KK added a comment to T162775: Error messages using attributes in Eden Editor.

The radar error should be fixed in 149377

Fri, May 20, 7:50 PM · Arma 3
BIS_fnc_KK claimed T162775: Error messages using attributes in Eden Editor.
Fri, May 20, 7:29 PM · Arma 3
BIS_fnc_KK changed the status of T164820: RscShortcutButton rendering problems from New to Feedback.
Fri, May 20, 6:36 PM · Arma 3
BIS_fnc_KK added a comment to T164820: RscShortcutButton rendering problems.

Cannot be fixed in the engine due to backward compatibility, but rendering could be switched with optional config param

Fri, May 20, 6:36 PM · Arma 3
BIS_fnc_KK claimed T165085: RscShortcutButton lacks automatic text centering.
Fri, May 20, 12:29 PM · Arma 3
BIS_fnc_KK claimed T164820: RscShortcutButton rendering problems.
Fri, May 20, 11:07 AM · Arma 3

Wed, May 18

BIS_fnc_KK placed T163245: Missile warning SFX linked to Radio audio setting up for grabs.
Wed, May 18, 11:49 AM · Arma 3
BIS_fnc_KK added a comment to T163245: Missile warning SFX linked to Radio audio setting.

The second issue should be fixed in data as well in the next update

Wed, May 18, 11:49 AM · Arma 3
BIS_fnc_KK changed the status of T164798: Animations of flags (owned by an occupant) on vehicles stop when viewed in first person from within. from New to Feedback.
Wed, May 18, 11:32 AM · Arma 3
BIS_fnc_KK added a comment to T164798: Animations of flags (owned by an occupant) on vehicles stop when viewed in first person from within..

should be fixed in 149374

Wed, May 18, 11:32 AM · Arma 3

Tue, May 17

BIS_fnc_KK added a comment to T164521: Command request: groups <side>.
Tue, May 17, 2:42 PM · Arma 3
BIS_fnc_KK added a comment to T164521: Command request: groups <side>.

An alternate syntax for the existing allGroups

not possible, nulars can have only 1 syntax

Tue, May 17, 2:41 PM · Arma 3
BIS_fnc_KK added a comment to T164782: Dead bodies hanging in the air if the building was destroyed.

not really, this is done to optimise performance

Tue, May 17, 2:29 PM · Arma 3

Mon, May 16

BIS_fnc_KK added a comment to T164782: Dead bodies hanging in the air if the building was destroyed.

there is more work to be done though like weaponholders they float in the air at the moment

Mon, May 16, 8:46 PM · Arma 3

Sun, May 15

BIS_fnc_KK added a comment to T72865: Some Objects on Showcases Remain Floating in the Air After Building is Destroyed.

Should be fixed in 149354

Sun, May 15, 12:15 PM · Arma 3
BIS_fnc_KK reopened T72865: Some Objects on Showcases Remain Floating in the Air After Building is Destroyed as "Feedback".
Sun, May 15, 12:15 PM · Arma 3
BIS_fnc_KK added a comment to T63050: Bodies float in air after building is destroyed..

Should be fixed in 149354

Sun, May 15, 12:15 PM · Arma 3
BIS_fnc_KK reopened T63050: Bodies float in air after building is destroyed. as "Feedback".
Sun, May 15, 12:15 PM · Arma 3
BIS_fnc_KK changed the status of T66323: Dead bodies can float in the air when the building that is under them is destroyed from Assigned to Feedback.
Sun, May 15, 12:15 PM · Arma 3
BIS_fnc_KK added a comment to T66323: Dead bodies can float in the air when the building that is under them is destroyed.

Should be fixed in 149354

Sun, May 15, 12:15 PM · Arma 3
BIS_fnc_KK reopened T69033: Death bodies float if ontop of destroyed buildings. as "Feedback".
Sun, May 15, 12:14 PM · Arma 3
BIS_fnc_KK added a comment to T69033: Death bodies float if ontop of destroyed buildings..

Should be fixed in 149354

Sun, May 15, 12:14 PM · Arma 3
BIS_fnc_KK reopened T69034: Death bodies float if ontop of destroyed buildings. as "Feedback".
Sun, May 15, 12:14 PM · Arma 3
BIS_fnc_KK added a comment to T69034: Death bodies float if ontop of destroyed buildings..

Should be fixed in 149354

Sun, May 15, 12:14 PM · Arma 3
BIS_fnc_KK changed the status of T164782: Dead bodies hanging in the air if the building was destroyed from New to Feedback.
Sun, May 15, 12:14 PM · Arma 3
BIS_fnc_KK added a comment to T164782: Dead bodies hanging in the air if the building was destroyed.

Should be fixed in 149354

Sun, May 15, 12:13 PM · Arma 3
BIS_fnc_KK claimed T72865: Some Objects on Showcases Remain Floating in the Air After Building is Destroyed.
Sun, May 15, 12:07 PM · Arma 3
BIS_fnc_KK claimed T63050: Bodies float in air after building is destroyed..
Sun, May 15, 12:04 PM · Arma 3
BIS_fnc_KK claimed T66323: Dead bodies can float in the air when the building that is under them is destroyed.
Sun, May 15, 12:03 PM · Arma 3
BIS_fnc_KK claimed T69033: Death bodies float if ontop of destroyed buildings..
Sun, May 15, 12:03 PM · Arma 3
BIS_fnc_KK claimed T69034: Death bodies float if ontop of destroyed buildings..
Sun, May 15, 12:02 PM · Arma 3
BIS_fnc_KK added a comment to T164793: [3DEN] - Script Error When Placing Repair depot (Green).

Not helpful as it could have been fixed already and the only way to know for sure is test on dev

Sun, May 15, 11:36 AM · Arma 3

Fri, May 13

BIS_fnc_KK claimed T164804: Vehicle collision with ragdolls buggy in multiplayer environment.
Fri, May 13, 4:26 PM · Arma 3
BIS_fnc_KK claimed T164798: Animations of flags (owned by an occupant) on vehicles stop when viewed in first person from within..
Fri, May 13, 4:18 PM · Arma 3
BIS_fnc_KK added a comment to T73168: Ragdoll bodies do not interact with environment.

since 149346 awake command used on corpses will temporarily enable ragdoll

Fri, May 13, 11:23 AM · Arma 3
BIS_fnc_KK changed the status of T73168: Ragdoll bodies do not interact with environment from New to Feedback.
Fri, May 13, 11:22 AM · Arma 3
BIS_fnc_KK added a comment to T164790: Say3D maxDistance optional parameter is not optional.

should be fxed in 149347

Fri, May 13, 11:20 AM · Arma 3
BIS_fnc_KK changed the status of T164790: Say3D maxDistance optional parameter is not optional from New to Feedback.
Fri, May 13, 11:20 AM · Arma 3
BIS_fnc_KK changed the status of T164793: [3DEN] - Script Error When Placing Repair depot (Green) from New to Need More Info.
Fri, May 13, 10:20 AM · Arma 3
BIS_fnc_KK added a comment to T164793: [3DEN] - Script Error When Placing Repair depot (Green).

I assume you are getting it in vanilla? Could you retest on dev branch?

Fri, May 13, 10:20 AM · Arma 3
BIS_fnc_KK claimed T164790: Say3D maxDistance optional parameter is not optional.
Fri, May 13, 10:18 AM · Arma 3

Thu, May 12

BIS_fnc_KK changed the status of T159739: BIS_fnc_3DENNotification zero divisor from New to Feedback.
Thu, May 12, 6:33 PM · Arma 3
BIS_fnc_KK added a comment to T159739: BIS_fnc_3DENNotification zero divisor.

should only play sound outside of 3den (next update)

Thu, May 12, 6:33 PM · Arma 3
BIS_fnc_KK changed the status of T123940: Vehicle Respawn Module broken after 1.68 from New to Feedback.
Thu, May 12, 6:32 PM · Arma 3
BIS_fnc_KK added a comment to T123940: Vehicle Respawn Module broken after 1.68.

Next dev update

Thu, May 12, 6:32 PM · Arma 3
BIS_fnc_KK claimed T164782: Dead bodies hanging in the air if the building was destroyed.
Thu, May 12, 2:41 PM · Arma 3
BIS_fnc_KK added a comment to T73168: Ragdoll bodies do not interact with environment.

Leaving ragdoll simulation on the dead bodies is costly, however Im going to add scripted solution to be able to temporary enable ragdoll on dead bodies

Thu, May 12, 2:34 PM · Arma 3
BIS_fnc_KK claimed T73168: Ragdoll bodies do not interact with environment.
Thu, May 12, 2:33 PM · Arma 3

Wed, May 11

BIS_fnc_KK added a comment to T123940: Vehicle Respawn Module broken after 1.68.

SOON

Wed, May 11, 10:53 PM · Arma 3
BIS_fnc_KK placed T164620: BIS_fnc_scriptedMove doesn't work in Arma 3 and can be easily fixed. up for grabs.
Wed, May 11, 10:43 AM · Arma 3
BIS_fnc_KK added a comment to T164620: BIS_fnc_scriptedMove doesn't work in Arma 3 and can be easily fixed..

Just like in normal version, either launch preview in multiplayer from eden or start dedicated server

Wed, May 11, 9:47 AM · Arma 3

Tue, May 10

BIS_fnc_KK added a comment to T164620: BIS_fnc_scriptedMove doesn't work in Arma 3 and can be easily fixed..

Turning should be improved in next update (hopefully)

Tue, May 10, 10:57 AM · Arma 3

Sun, May 8

BIS_fnc_KK claimed T123940: Vehicle Respawn Module broken after 1.68.
Sun, May 8, 8:38 AM · Arma 3

Sat, May 7

BIS_fnc_KK claimed T163245: Missile warning SFX linked to Radio audio setting.
Sat, May 7, 12:15 PM · Arma 3

Fri, May 6

BIS_fnc_KK claimed T164620: BIS_fnc_scriptedMove doesn't work in Arma 3 and can be easily fixed..
Fri, May 6, 7:34 AM · Arma 3

Tue, May 3

BIS_fnc_KK added a comment to T117338: Public variables set using setVariable sometimes not broadcasted.

Or use visitor id if the building (assuming the map is done and won’t be recompiled. still think the junk position is safer in the long run

Tue, May 3, 9:15 PM · Arma 3
BIS_fnc_KK added a comment to T117338: Public variables set using setVariable sometimes not broadcasted.

you can use building position and store in hashmap as a key maybe in mission namespace and owner as value, so would be fast to pull owner based on position

Tue, May 3, 9:13 PM · Arma 3

Mon, May 2

BIS_fnc_KK changed the status of T164242: [Feature Request] New variant of vehicles command: allVehicles/buildings from New to Feedback.
Mon, May 2, 10:17 PM · Arma 3
BIS_fnc_KK added a comment to T164242: [Feature Request] New variant of vehicles command: allVehicles/buildings.

allObjects rev 149294

Mon, May 2, 10:17 PM · Arma 3
BIS_fnc_KK claimed T163286: AA missile lock distance dependency.
Mon, May 2, 9:19 PM · Arma 3
BIS_fnc_KK added a comment to T163286: AA missile lock distance dependency.

Im going to assign this to myself so that I wont forget, but no promises

Mon, May 2, 9:19 PM · Arma 3
BIS_fnc_KK added a comment to T164620: BIS_fnc_scriptedMove doesn't work in Arma 3 and can be easily fixed..

Sure, but wait for the next update

Mon, May 2, 9:18 PM · Arma 3

Sun, May 1

BIS_fnc_KK claimed T164242: [Feature Request] New variant of vehicles command: allVehicles/buildings.
Sun, May 1, 7:20 PM · Arma 3
BIS_fnc_KK added a comment to T163286: AA missile lock distance dependency.

How can you see helicopter when object view distance is less than distance to helicopter?

Sun, May 1, 5:49 PM · Arma 3
BIS_fnc_KK changed the status of T164644: Wrong value for "numberOfDoors" in the config file "Land_House_1W05_F" & "Land_House_1W10_F" from New to Feedback.
Sun, May 1, 5:40 PM · Arma 3
BIS_fnc_KK added a comment to T164644: Wrong value for "numberOfDoors" in the config file "Land_House_1W05_F" & "Land_House_1W10_F".

Should be fixed in next update

Sun, May 1, 5:40 PM · Arma 3
BIS_fnc_KK claimed T164644: Wrong value for "numberOfDoors" in the config file "Land_House_1W05_F" & "Land_House_1W10_F".
Sun, May 1, 4:00 PM · Arma 3
BIS_fnc_KK changed the status of T164620: BIS_fnc_scriptedMove doesn't work in Arma 3 and can be easily fixed. from New to Feedback.
Sun, May 1, 1:57 PM · Arma 3
BIS_fnc_KK added a comment to T164620: BIS_fnc_scriptedMove doesn't work in Arma 3 and can be easily fixed..

Rewritten to work with Arma 3, should be available in the next dev, please test properly in SP and MP https://community.bistudio.com/wiki/BIS_fnc_scriptedMove

Sun, May 1, 1:57 PM · Arma 3

Sat, Apr 30

BIS_fnc_KK claimed T164620: BIS_fnc_scriptedMove doesn't work in Arma 3 and can be easily fixed..
Sat, Apr 30, 8:35 AM · Arma 3

Fri, Apr 29

BIS_fnc_KK changed the visibility for T164594: stealth balance issues.
Fri, Apr 29, 12:11 PM · Arma 3
BIS_fnc_KK changed the visibility for T164594: stealth balance issues.
Fri, Apr 29, 12:10 PM · Arma 3

Thu, Apr 28

BIS_fnc_KK changed the status of T163398: [Feature Request] near(est)Mines command from New to Feedback.
Thu, Apr 28, 10:44 PM · Arma 3
BIS_fnc_KK added a comment to T163398: [Feature Request] near(est)Mines command.

nearestMines rev.149282

Thu, Apr 28, 10:44 PM · Arma 3

Wed, Apr 27

BIS_fnc_KK changed the status of T164475: Return value of setAutonomous is wrong from New to Feedback.
Wed, Apr 27, 10:02 PM · Arma 3
BIS_fnc_KK added a comment to T164475: Return value of setAutonomous is wrong.

should be fixed in 149279

Wed, Apr 27, 10:02 PM · Arma 3
BIS_fnc_KK assigned T164497: emptyPositions "" return value is wrong on some vehicles. to reyhard.
Wed, Apr 27, 7:48 PM · Arma 3
BIS_fnc_KK added a comment to T164570: setUnitRank is not JIP compatible for players that respawn.

Mission is unavailable

Wed, Apr 27, 7:29 PM · Arma 3
BIS_fnc_KK changed the status of T164570: setUnitRank is not JIP compatible for players that respawn from New to Need More Info.
Wed, Apr 27, 7:28 PM · Arma 3

Sun, Apr 24

BIS_fnc_KK claimed T163398: [Feature Request] near(est)Mines command.
Sun, Apr 24, 9:19 AM · Arma 3

Sat, Apr 23

BIS_fnc_KK claimed T164475: Return value of setAutonomous is wrong.
Sat, Apr 23, 7:18 PM · Arma 3
BIS_fnc_KK changed the status of T156738: Bug: Zeus interface does not correctly restore previously selected side from New to Feedback.
Sat, Apr 23, 11:29 AM · Arma 3
BIS_fnc_KK added a comment to T156738: Bug: Zeus interface does not correctly restore previously selected side.

Should be fix in future update

Sat, Apr 23, 11:29 AM · Arma 3
BIS_fnc_KK placed T71744: Cicadas (tree crickets) should be audible only in summer months up for grabs.
Sat, Apr 23, 10:44 AM · Arma 3
BIS_fnc_KK placed T81652: Visibility Of "Backpack" Spawn To All Sides up for grabs.
Sat, Apr 23, 10:43 AM · Arma 3

Fri, Apr 22

BIS_fnc_KK changed the status of T164385: [Request] getTitleEffectName SQF command to be able to determine if there is a black/white title effect active from Acknowledged to Feedback.
Fri, Apr 22, 10:28 PM · Arma 3
BIS_fnc_KK added a comment to T164385: [Request] getTitleEffectName SQF command to be able to determine if there is a black/white title effect active.

Added in 149272 https://community.bistudio.com/wiki/activeTitleEffectParams

Fri, Apr 22, 10:28 PM · Arma 3

Apr 22 2022

BIS_fnc_KK changed the status of T164385: [Request] getTitleEffectName SQF command to be able to determine if there is a black/white title effect active from Need More Info to Acknowledged.
Apr 22 2022, 10:12 AM · Arma 3

Apr 21 2022

BIS_fnc_KK added a comment to T164385: [Request] getTitleEffectName SQF command to be able to determine if there is a black/white title effect active.

Could you please make a more coherent request?

Apr 21 2022, 1:17 PM · Arma 3
BIS_fnc_KK changed the status of T164385: [Request] getTitleEffectName SQF command to be able to determine if there is a black/white title effect active from New to Need More Info.
Apr 21 2022, 1:16 PM · Arma 3
BIS_fnc_KK added a comment to T164353: [Dev branch] A3\functions_f\HoldActions\fn_holdAction_showIcon.sqf lacks #include "defines.inc".

Should be fixed in next updates

Apr 21 2022, 1:13 PM · Arma 3
BIS_fnc_KK changed the status of T164353: [Dev branch] A3\functions_f\HoldActions\fn_holdAction_showIcon.sqf lacks #include "defines.inc" from New to Feedback.
Apr 21 2022, 1:13 PM · Arma 3
BIS_fnc_KK claimed T164353: [Dev branch] A3\functions_f\HoldActions\fn_holdAction_showIcon.sqf lacks #include "defines.inc".
Apr 21 2022, 12:59 PM · Arma 3

Apr 11 2022

BIS_fnc_KK placed T164036: BIS_fnc_addStackedEventHandler uses format to compile a new code, thus fails with long codes up for grabs.
Apr 11 2022, 4:38 PM · Arma 3
BIS_fnc_KK added a comment to T164036: BIS_fnc_addStackedEventHandler uses format to compile a new code, thus fails with long codes.

should be fixed in next dev

Apr 11 2022, 4:37 PM · Arma 3