User Details
- User Since
- Dec 1 2015, 9:39 PM (472 w, 4 d)
Aug 27 2016
Jul 16 2016
Downloaded the game again, seems like a corrupt file download. Sorry,
Jul 15 2016
Jun 17 2016
Hi! Any news on this?
May 31 2016
May 10 2016
Sorry for the duplicate.
Additional explanation of what nucu says: changing mission name in Steam, not name in editor will make it uploadeable.
Don't worry about he steam link itself, will be the same, you won't lose your stats, subscribers etc..
Understood, will try!
Hi Adam,
What about the spawned supports and MP JiP environment. A global variable with the player unit will solve the issue too?
You can hold your breath for 2 minutes????
Thanks!
Hi.
Is there a workaround for this? As I am understanding it's all about modifying a "missionNameSpace setVariable [".. isn't it? I can make it after my BIS_fnc_deleteTask call. I know the name of the task.
Ok, then I will have the last word: same as you, I am not happy with the last patch, even more, I am not happy with the sway (yes with the Stamina which is the topic of this thread).
I don't think the patch has been well done, has a lot of BUGS (not lack of backward compatibility) and the sway has not been tested enough.
How the hell a game development company publishes a patch and disables their own functions????
But this thread is about stamina, and honestly I like it.
@PiepMGI: Easy tiger. In no part of my message you can see any reference as you not (or yes) being scripting wise. I'm only saying all those parameters are tuneable, just as you make with your own missions.
But, I will be very explicit here: you don't know what's "backward compatibility" concept.
Having bugs (yes, I suffer them too, with very bad comsecuences) or not has nothing with backwards compatibility.
That concept is more about having made any change of some code, older related code hasn't need to be adapted or heavily adapted in order to keep it's functionality.
So, enableFatigue (old command) is having effects in the new system, not just unfunctional or giving crash. That's backward compatibility.
Messing with BIS_fnc_setTask and adding a boolean where it is not supposed to be, is just a bug. And of course has to be corrected.
PiepMGI: There is backward compatibility. Check the commands in biki.
But if you expect 100% of the times a software is updated, the mission editors won't have to do anything with their missions, then I suggest you to take a walk by any app development company and ask them what do they think about O.S updates.
And regarding AI skill, it's configurable too. BIS only gives the chance to have from useless idiots to Rambo war machines. If the AI is too skilled for you, it's mission designer fault.
Mr dickhead / fuckhead is very sorry for calling you Kid. I wonder why I thought you are a Kid. Can't say why. Truly. Maybe the nick, not sure.
Anyway now I will sleep better knowing the world is safer with an armed kid capable to carry 65 Kgs and shoot all the time experience and do it well.
Sticking to the point: stamina system, you first say carrying all that stuff and be combat useful is possible, but in the other hand you say "cmon man, it's a game". Please, make a decision between both:
- Stamina is unrealistic.
- It's a game.
Then maybe some other Kid reads this and will have a clear idea in mind of your point and what do you want.
In the meantime you can go play Battlefield, or even better, make use of your Rambo skills and join whatever war against terrorists.
If I was a developer of this game, I would laugh for a time reading this. So, 1 of the 1.000 features of the game is not according to your desires, and you decide to go play another game which maybe has like 5 features of that 1.000...
Ok, go to play Battlefield, please, please!!!!
I dislike sway the way it works now, but I think there are better ways and arguments to discuss this.
Complaining when you cannot carry a sniper rifle, with a caliber capable of killing in one shot a protected guy from 1.5 Kmts distance, and sprint for more than 20 seconds... oh kid...
Ah, and you can disable it!
Yes, I'm experiencing yet weird things but I cannot say 100% sure if it's my fault or engine's. My mission is a very complex - dynamic one and to know the cause of everything is very hard.
But as 1776 said, I am having issues related to not receiving the notification.
And of course the BIS_fnc_deleteTask + BIS_fnc_taskExists wasn't working the last time I tried.
At least I could test setTask is working but NOT deleteTask
Scripted tasks are a must in many many user made missions. Specially the dynamic fully scripted ones like mine.
I am a bit surprised this function hasn't been tested in MP while I see around 2-3 lines in the changelog that speak about tasks and MP tweaking...
I suppose it's totally intended and indeed a workaround for any mission maker who want's to store more items than an ammobox limit for any reason.
If you want to limit the addition of any item to any container via script (in game the engine does it for you) then you may use the canAdd command.
well, put it inside the code of the KeyDown EH
I dont want to mess the thread. Try to put this code right before the ["Open",[nil,_box,_unit]] call bis_fnc_arsenal; and override the function:
_backpack = backpack _unit;
if ( _backpack != "" ) then { //Will it of been added to internal whitelist? _inScope = false; { if ( isNumber( configFile >> "CfgVehicles" >> _backpack >> _x ) && { getNumber( configFile >> "CfgVehicles" >> _backpack >> _x ) isEqualTo 2 } ) exitWith { true }; }forEach [ "scope", "scopearsenal" ]; if !( _inScope ) then { //Reset the internal whitelist missionNamespace setVariable [ "bis_fnc_arsenal_data", nil ]; //Create internal whitelist [ "Preload" ] call BIS_fnc_arsenal; //Force add backpack to internal whitelist _tmpWhitelistBackpacks = ( missionNamespace getVariable "bis_fnc_arsenal_data" ) select 5; _tmpWhitelistBackpacks pushBack _backpack; }; };
Not bulletproof but works sometimes :)
Just for your info, I made a workaround on this by overriding the function and adding the backpack of the player who access arsenal locally in the script action lines and removing it locally once he closes it. Not good, as sometimes the backpack stays "unlocked" but better than loosing the backpack and all it's stuff inside.