BIS_fnc_KK
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Nov 29 2015, 3:45 PM (103 w, 2 d)

Recent Activity

Jul 18 2017

BIS_fnc_KK added a comment to T83667: Add some of the BIS_fncs as scripting commands.

BIS_fnc_relPos - DONE (getRelPos)
BIS_fnc_relativeDirTo - DONE (getRelDir)
BIS_fnc_inTrigger DONE (inArea)
BIS_fnc_isInsideArea DONE (inArea)
BIS_fnc_enemyTargets DONE (targets)
BIS_fnc_addStackedEventHandler DONE (mission EHs)
BIS_fnc_removeStackedEventHandler DONE (mission EHs)
BIS_fnc_conditionalSelect DONE (select alt syntax)

Jul 18 2017, 8:55 PM · Arma 3

Jul 16 2017

BIS_fnc_KK added a comment to T122512: [Feature Request] add more params than color to drawLine/drawLine3D/drawPolygon commands.

A drawTriangle command will be available from Monday on DEV https://community.bistudio.com/wiki/drawTriangle which allows to construct a filled polygon from filled triangles

Jul 16 2017, 7:58 PM · Arma 3
BIS_fnc_KK added a comment to T123754: DrawPolygon fill.

A drawTriangle command will be available from Monday on DEV https://community.bistudio.com/wiki/drawTriangle which allows to construct a filled polygon from filled triangles

Jul 16 2017, 7:58 PM · Arma 3
BIS_fnc_KK added a comment to T124244: Request: Filling + Line Thickness option for drawPolygon.

A drawTriangle command will be available from Monday on DEV https://community.bistudio.com/wiki/drawTriangle which allows to construct a filled polygon from filled triangles

Jul 16 2017, 7:58 PM · Arma 3

Jul 13 2017

BIS_fnc_KK added a comment to T123355: Eventhandlers are compiled before every execution.

Make BIS_fnc_addStackedEventHandler great again!

Jul 13 2017, 10:44 PM · Arma 3

Jul 10 2017

BIS_fnc_KK added a comment to T124835: Debug Console Security Changes.

Please check today's dev. All of the reported issues here should be fixed.

Jul 10 2017, 6:25 PM · Arma 3

Jul 9 2017

BIS_fnc_KK added a comment to T124835: Debug Console Security Changes.

mod one. I use 2 addons: one to delete value and one to set array. Repro: try to use getNumber on config with array value.

Jul 9 2017, 11:53 PM · Arma 3
BIS_fnc_KK added a comment to T124835: Debug Console Security Changes.

Also if I managed to set enableDebugConsole to array, I get

Warning Message: 'enableDebugConsole/' is not a value

on screen and in RPT on each console opening because of getNumber call on array value,

Jul 9 2017, 11:39 PM · Arma 3
BIS_fnc_KK added a comment to T124835: Debug Console Security Changes.

Recent changes in dev branch (1.73.142299) don't allow use addon version with this line in RPT:

ArmA3\adds\enable_debug_console\config.cpp.enableDebugConsole: Cannot update non array from array

It's because of useless enableDebugConsole = 0; in config. By default getNumber returns 0 even without it.

Jul 9 2017, 11:58 AM · Arma 3

Jun 27 2017

BIS_fnc_KK added a comment to T124835: Debug Console Security Changes.

I was able to reproduce this, thanks.

Jun 27 2017, 11:08 PM · Arma 3
BIS_fnc_KK added a comment to T124835: Debug Console Security Changes.

Nope again

Jun 27 2017, 12:16 AM · Arma 3
BIS_fnc_KK added a comment to T124835: Debug Console Security Changes.

This change caused an additional problem. I can no longer see debug console while in editor through editor menu options Tools\Debug Console. enableDebugConsole not existing in description.ext so its not over riding there... no mods loaded. screen shots -
http://i.imgur.com/1ySXEP5.jpg
http://i.imgur.com/1owrYOP.jpg
This behavior of only being able to see the Cancel button is what it looks like in mission on dedi if not loged as admin and initiated by admin tool mod since you removed access for non loged in admins. It has to be related

Jun 27 2017, 12:14 AM · Arma 3

Jun 26 2017

BIS_fnc_KK closed T81853: CameraEffect "terminate" is broken for Render To Texture as "Resolved".

Should be fixed in tomorrow's DEV. Please check

Jun 26 2017, 7:44 PM · Arma 3

Jun 21 2017

BIS_fnc_KK added a comment to T124835: Debug Console Security Changes.

In 1.72 enableDebugConsole param could be defined in root of a mod. If no mission param is defined, this one will be used. Default is 0

Jun 21 2017, 7:18 PM · Arma 3

May 26 2017

BIS_fnc_KK added a comment to T124835: Debug Console Security Changes.

I know that logged in admin sees debug console. But people with admin addon (signed by server's admin, with built in UID check to only allow specific people to use it) no longer do.

May 26 2017, 10:04 PM · Arma 3
BIS_fnc_KK added a comment to T124835: Debug Console Security Changes.

Looks scriptside to me:

<redacted for security reasons>
@BIS_fnc_KK you messed up https://feedback.bistudio.com/T125063

May 26 2017, 8:59 PM · Arma 3

May 25 2017

BIS_fnc_KK added a comment to T124835: Debug Console Security Changes.

Unfortunately Gnashes solution will require quite significant engine changes and cannot be done with just scripting and config.

May 25 2017, 11:59 PM · Arma 3

May 22 2017

BIS_fnc_KK claimed T124835: Debug Console Security Changes.

From today, enableDebugConsole description.ext param can be array containing UIDs of whitelisted users. It will also act as enableDebugConsole = 1

May 22 2017, 7:46 PM · Arma 3

May 17 2017

BIS_fnc_KK added a comment to T124835: Debug Console Security Changes.

There was security flaw in debug console that allowed to launch it without any permission with relatively short code. This has now been removed. Leaving this flaw would have been far worse for everyone running public servers than a little inconvenience for a few people that exploited this flaw for own benefit.

May 17 2017, 10:28 PM · Arma 3

May 10 2017

BIS_fnc_KK added a comment to T120182: TitleText not functional when using RemoteExec.

This was the case of missing format. The correct format for this remote execution should be

May 10 2017, 9:33 PM · Arma 3

May 4 2017

BIS_fnc_KK closed T124639: Setting/Checking states of control checkBoxes(control type 7) as "Resolved".
May 4 2017, 6:58 PM · Arma 3
BIS_fnc_KK added a comment to T124639: Setting/Checking states of control checkBoxes(control type 7).

Should be fixed from tomorrow

May 4 2017, 6:58 PM · Arma 3

Apr 30 2017

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

The check is in BIS_fnc_isDebugConsoleAllowed which is major condition in fn_debugConsoleExec.sqf

Apr 30 2017, 11:26 PM · Arma 3
BIS_fnc_KK added a comment to T124172: Debug Console "Local Exec" incorrectly uses remoteExec, triggers BattlEye.

This change is scheduled for 1.70. Also whether or not execution is allowed now checked on both client and server. So it should be pretty safe to allow all modes as in example filter, as, unless configured for everyone, only logged in admin can execute it.

Apr 30 2017, 8:56 PM · Arma 3
BIS_fnc_KK claimed T124639: Setting/Checking states of control checkBoxes(control type 7).
Apr 30 2017, 6:15 PM · Arma 3

Apr 28 2017

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

Console has been improved and made more secure. It now uses own function for code execution which makes it easier to include it in BE ignore filters or CfgRemoteExec if necessary. For more information check https://community.bistudio.com/wiki/Mission_Editor:_Debug_Console_(Arma_3)#BattlEye_Filters

Apr 28 2017, 2:27 PM · Arma 3
BIS_fnc_KK closed T124583: [DEV] Debug Console always visible + unusable as "Resolved".
Apr 28 2017, 2:25 PM · Arma 3

Apr 27 2017

BIS_fnc_KK added a comment to T124597: EventHandler "Loaded" not firing.

The EH works fine, I have just tested it. What you have to realise that no event handler will fire if you add it after event it supposed to monitor. This EH monitors loading of the game from save and you are adding it after the game loaded.

Apr 27 2017, 4:29 PM · Arma 3
BIS_fnc_KK closed T75181: Raise or get rid of the 144 group limit as "Resolved".
Apr 27 2017, 10:36 AM · Arma 3
BIS_fnc_KK claimed T75181: Raise or get rid of the 144 group limit.
Apr 27 2017, 10:35 AM · Arma 3

Apr 20 2017

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

Done awhile ago with modifier to fullCrew command

Apr 20 2017, 1:52 PM · Arma 3

Apr 7 2017

BIS_fnc_KK closed T78873: Expand "ctrlCreate" to look for classes in description.ext first as "Resolved".
Apr 7 2017, 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.
Apr 7 2017, 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

Apr 7 2017, 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

Apr 7 2017, 8:16 PM · Arma 3
BIS_fnc_KK closed T116696: Extend the ctrlCreate scripting command to support missionConfigFile controls as "Resolved".
Apr 7 2017, 8:15 PM · Arma 3

Apr 4 2017

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?

Apr 4 2017, 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